When the game builds its high-score table report for Stern's agent
(/api/v1/game/high_score_events - the endpoint the Insider gate already sits
on), the logger writes an HSTD line with all four players' scores. This is
the report the game sends when a game has changed the table, so the line
marks a high-score event with no new per-game RE. The entries themselves
(initials, position) live deeper in the report body and stay uncaptured for
now - that needs locating the report builder or the in-memory table.
Tests: the endpoint trigger and the HSTD line lift into the host harness
(the endpoint pointer is a 32-bit register, so the harness maps its string
below 4 GiB and the tests run on the Linux leg like the port-gate ones).
Co-Authored-By: Claude Code <noreply@anthropic.com>
The runtime tried one port file (game.port) and refused it if the game's
words did not match. Now it tries every *.port in /usr/local/padmode/ports
and /dump/ports (then the single files, the old layout), resetting the port
tables between candidates, and keeps the first whose core sites verify: a
wrong candidate hooks nothing, so trying it is safe, and the port that
verifies names the game (pm_game/pm_version).
The switch log's buttons and names come from the port's switch lines now —
the baked-in King Kong button list and switch_names.inc are gone (the port
lines carry the same ids and names, so King Kong's switch.log is unchanged).
Boot log: each refused candidate says its path and the game/version it
declares; no candidates at all says so; a game update whose port is not
deployed logs the refusal and runs stock.
tests/test_multi_game.py lifts the new code verbatim and compiles it for the
host: selection among candidates, table reset between them, the getdents64
*.port scan (it caught an inverted suffix test and an off-by-one), and the
port-driven switch log. The address-dependent tests need a Linux host (the
port's site addresses are 32 bits; darwin arm64 maps nothing below 4 GiB).
Co-Authored-By: Claude Code <noreply@anthropic.com>