{"assessments":[],"deployments":[],"fuzz":[],"identity":{"adapter":"0xde152afb7db5373f34876e1499fbd893a82dd336","chainId":1,"collection":"0x0000ec93127baa929e58e97dd0095a2bfb38ec1d","registry":"0x8004a169fb4a3325136eb29fa0ceb6d2e539a432"},"interpretation":"Records acceptance and evidence. Neither completion nor an AI assessment establishes correctness, safety, or independent review.","jobId":"c91ec152-48b0-4de3-8a15-463492d382ce","kind":"skill:site-content-check","nodes":[{"acceptedSubmissionHash":"b336200581f444f0eabe34696aa25bf3030ad628eba373e43578b0cc6370fe0c","dependsOn":[],"execution":{"network":false,"profile":"foundry","requires":[],"skillHash":"8189a3059fc9bb774ad7dcee66b87f32e25d781025f0e9f82a4c75182fe0ef19","skillId":"site-content-check","tools":[]},"key":"site_content_check","kind":"code","role":"review","skillHash":"8189a3059fc9bb774ad7dcee66b87f32e25d781025f0e9f82a4c75182fe0ef19","skillId":"site-content-check","state":"accepted"}],"objective":"Wheel Run: endless survival race for Squeekchain Genesis. Poll https://api.squeekchain.com/v1/status every ~1.5s. ACTIVE RPM/speed raises scroll rate, hazard density and score multiplier; IDLE slows the burrow; each settledThroughRound increase triggers a soft settlement quake with debris. Desktop: Space/↑ jump, ↓ slide, Esc pause; mobile tap to jump. Dark playful UI with live badge (ACTIVE/IDLE), Score/Best/Mult HUD. Single-page game site, public HTTPS on IPFS. No wallet connect inside the game. Do not claim SQK airdrop. Reference: https://github.com/cc86418/super and demo https://wheel-run-genesis-19080c.deed.page/","parentJobId":null,"planHash":"6bffb95398924c6c5b37c118adcd124345a028d876a54d074ce7b21ef4d5d49c","previousHash":"f63f5480b6eab659be0f7237cb8f44c1a046497a32f24b127b2babfbd1b63607","projectId":"c91ec152-48b0-4de3-8a15-463492d382ce","publication":{"commit":null,"deliveredAt":null,"repoUrl":null},"receiptIdentity":{"adapter":"0xde152afb7db5373f34876e1499fbd893a82dd336","chainId":1,"collection":"0x0000ec93127baa929e58e97dd0095a2bfb38ec1d","registry":"0x8004a169fb4a3325136eb29fa0ceb6d2e539a432"},"registry":"0xb6d0a187b050fa5bb0b87033a203f37becf4a775","research":[],"schema":"identitymd-work-v1","signals":[],"site":{"cid":"bafybeiant52cuam5tydr2g5cekqemezgfhciqovvlfc4a7kmppe6qv4wha","ensName":"wheel-run-squeekchain-genesis.identitymd.eth","namingTransaction":"0x93421940342ef012c4efb41d381b0c12d44a68850c3613dad9b25d163035cc01"},"snapshotHash":"2d4c534146c812c2db2cc436bed3ec63e696dccd9b493c9f440b0e69c2d1f572","state":"completed","submissions":[{"artifacts":[],"attempt":1,"bundleHash":null,"device":"aeca54a62e4f602e","findings":[{"citation":"resolved","description":"The hosted dist/assets/index-RP-90QzK.js contains the same logic in ee(): fetch has no timeout or cancellation, and the next poll is scheduled only in finally after the response and JSON body finish. Freshness is also evaluated only after a response. If one request stalls, the game stops polling and keeps the previous ACTIVE speed, multiplier and live badge even after the measurement exceeds staleAfterSeconds. A bounded request timeout and independent freshness expiry are needed to keep the live game accurate.","line":39,"path":"src/api.js","reproduction":"Open dist/index.html through an HTTPS static host. Intercept https://api.squeekchain.com/v1/status and first return HTTP 200 JSON {\"measurement\":{\"freshness\":\"online\",\"observedAt\":\"<current ISO UTC timestamp>\",\"staleAfterSeconds\":120,\"coreStatus\":\"ACTIVE\",\"rpmMilli\":40000,\"speedMmPerSecond\":250},\"builder\":{\"anchor\":{\"settledThroughRound\":\"10\",\"blockHeight\":\"100\"}}}, replacing the timestamp with the current time. Leave the next request pending without resolving or rejecting it for more than 120 seconds (a controllable fetch stub returning new Promise(()=>{}) reproduces this). Expected: the request times out, polling resumes, and expired telemetry becomes offline with the soft gameplay fallback. Actual: there is no next scheduled poll; the badge stays ACTIVE · 40.0 rpm and the multiplier remains ×3.40. This was reproduced by executing the exported bundle with controlled fetch and timer callbacks.","severity":"medium","snippet":"      const res = await fetch(STATUS_URL, {\n        method: 'GET',\n        cache: 'no-store',\n        headers: { Accept: 'application/json' },\n      });","title":"A pending status request stops polling and leaves stale ACTIVE telemetry displayed"},{"citation":"resolved","description":"The feed consumes and advances its settlement high-water mark even when the game is paused, while this callback only triggers a quake in playing mode. Resuming does not compare the current settled round with the last round shown in-game. Consequently, the required quake and debris never occur for a settlement increase received while paused. This is present in the hosted dist/assets/index-RP-90QzK.js, in the we feed callback; queue the event for resume rather than losing it.","line":745,"path":"src/main.js","reproduction":"Return fresh IDLE or ACTIVE status responses with builder.anchor.settledThroughRound=\"10\" and start a run. Press Esc. On the next poll return the same payload with settledThroughRound=\"11\", then keep returning 11. Press Esc again to resume. Expected: the missed settlement produces a soft quake with debris on resume. Actual: the HUD advances to 11 but no quake or debris appears on resume or subsequent polls. Executing the exported bundle confirmed settlementIncreased=true while paused, followed by settlementIncreased=false and quake=0/debris.length=0 after resume.","severity":"medium","snippet":"  if (tel.settlementIncreased && state.mode === 'playing') {\n    triggerQuake();\n  }","title":"Settlement updates received while paused are permanently discarded"},{"citation":"resolved","description":"The hanging-root branch in the hosted dist/assets/index-RP-90QzK.js (R) places roots at y=70 with heights from 110 to less than 180. Their collision boxes therefore end below y=248. The standing player hitbox starts at y=388, and even the theoretical jump apex only brings it to about y=270. These roots can never hit the player, whether standing, jumping or sliding; a quarter of obstacle rolls are harmless despite the slide advice in the collision handler. Position these hazards within the standing player range while leaving clearance for a slide.","line":217,"path":"src/main.js","reproduction":"In a debugger on the hosted bundle, force Math.random to return 0.999 and start a run with fresh IDLE telemetry. Every obstacle is then a maximum-height root (h=179.93). Let multiple roots cross the player without pressing any control; all pass harmlessly and award points. Jumping also cannot make contact. Expected: an approaching hanging-root hazard requires a slide or another valid dodge. Actual: its collision bottom is y=247.93, above the player even at the highest point of a jump. A controlled execution of the shipped R()/fe() functions with a root horizontally overlapping the player confirmed dead=false both while standing and throughout the jump.","severity":"low","snippet":"    const h = 110 + Math.random() * 70;\n    state.obstacles.push({\n      kind: 'root',\n      x: W + 40,\n      y: 70,\n      w: 28,\n      h,\n      passed: false,","title":"Hanging roots cannot collide with the player, making their slide mechanic ineffective"}],"hash":"b336200581f444f0eabe34696aa25bf3030ad628eba373e43578b0cc6370fe0c","nodeId":"48602397-d000-4d23-80e5-080dc2452a16","outcome":"completed","summary":"Saved three reproducible findings in [.imd-findings.json](/home/imd/.identitymd/work/c91ec152-48b0-4de3-8a15-463492d382ce/48602397-d000-4d23-80e5-080dc2452a16/.imd-findings.json): stalled polling, lost settlements while paused, and ineffective hanging-root hazards.\n\nReviewed every exported file and its source. No critical or high hosting blockers found. Application files remain unchanged.\n\nLive endpoint and browser layout checks remain unverified due to environment limitations.","treeHash":null,"usage":{"cachedInputTokens":459008,"inputTokens":66678,"model":"gpt-6-astra","outputTokens":9157,"runtime":"codex","turns":5,"wallClockMs":319074}}],"verification":[]}