fix: Apply pause-point round 11 verification feedback#1985
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… check steps Round 11 Tetris verification (severity 6/10) found the existing "freeze first" note ineffective: placed as a standalone paragraph after the Quick Check Template, it got read but not recalled at the moment it mattered — the reporter only remembered the pitfall after gravity auto-landed pieces mid-scenario and broke the test. The follow-up interview confirmed a numbered decision step at the top of the template would have prevented this. Restructure the template so the freeze decision is step 1 (before any state is armed or arranged), the one-command arm/fire/wait becomes step 2, later steps renumber, and the now-redundant standalone paragraph is removed — net prose does not grow, keeping the recently dieted skill (#1978) lean. .claude/skills/uloop-pause-point/SKILL.md and .agents/skills/uloop-pause-point/SKILL.md are regenerated copies produced by `uloop skills install --claude --agents`, not hand edits.
Round 11 Tetris verification hit a rotation pause point that timed out as PAUSE_POINT_EXPIRED because the method exited on its collision- rejection early return (game state had auto-progressed and the board was already blocked). Nothing in the error hinted at another branch, so the reporter had to recompute Board.CanPlace() by hand to find out. The follow-up interview confirmed adding this pattern to the hint would have shortcut that investigation. Add pattern (3) to the shared pausePointNonFiringPatternsHint constant (used by both the timeout and expired hints): the method ran but exited on an earlier branch, so arm a second marker on the early-return line to see which path ran. Update the timeout and expired test expectations to assert the new hint text.
… points Round 11 block-breaker verification initially misread a captured Rigidbody velocity of (0, 0) inside OnCollisionEnter2D as a physics bug; the value was a mid-solver intermediate (a documented capture constraint) that happened to coexist with a real project bug (missing PhysicsMaterial2D). The follow-up interview showed the existing enable-time physics-callback Warning only covers cached-dispatch hit misses and says nothing about value reliability — what actually helps is stating the discrimination rule in the response itself. Add PhysicalCallbackMidSolverValuesWarning, appended in BuildPatchWarning whenever a physics-callback (direct or one-hop indirect) target is detected: re-read the velocity live after resuming; still zero outside the callback means the game's own physics setup is the suspect. Update existing warning-composition tests for the new ordering (cached-dispatch, mid-solver, inlining) plus presence/absence assertions on the ordinary-method and unrelated-helper cases.
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No actionable comments were generated in the recent review. 🎉 ℹ️ Recent review info⚙️ Run configurationConfiguration used: Path: .coderabbit.yaml Review profile: CHILL Plan: Pro Plus Run ID: 📒 Files selected for processing (8)
📝 WalkthroughWalkthroughThe PR adds a physics callback mid-solver warning, expands pause-point non-firing diagnostics, and updates quick-check instructions for automatically progressing games, captured evidence, marker clearing, and resume behavior. ChangesPause-point updates
Estimated code review effort: 3 (Moderate) | ~20 minutes Possibly related PRs
🚥 Pre-merge checks | ✅ 4 | ❌ 1❌ Failed checks (1 warning)
✅ Passed checks (4 passed)
✨ Finishing Touches📝 Generate docstrings
🧪 Generate unit tests (beta)
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Summary
Round 11 verification feedback produced two severity-6 findings. Follow-up interviews with the reporting agents confirmed three improvements:
(0,0))User Impact
Changes
Verification
scripts/check-go-cli.sh— exit 0dist/darwin-arm64/uloop compile— 0 errors / 0 warningsSourcePausePointPatcherTests— 27/27 passed