test(mcp): Villa Azul + 10-agent deep verification
Builds a larger, richer house than Casa del Sol via MCP save_scene (no injection hack), then dispatches 10 parallel verifiers across schema, geometry, dimensions, openings, HTTP, page render, parentage, round-trip, spatial, visual. Villa Azul — 56 nodes, validate_scene=true, 44KB on disk: - 15x10m building envelope (vs Casa del Sol's 12x8) - 9 interior zones (master bed/bath, bed 2/3, shared bath, living/dining, kitchen, entry hall, corridor) - 10 doors + 12 windows (all cut successfully) - 4 exterior zones (pool 8x4 + basin slab at -2m, outdoor kitchen, driveway, back patio) - 5 rail-style fences (vs Casa del Sol's privacy) with 2m entrance gap Verification: 108 checks, 104 PASS, 4 findings: - V1 schema: 56/56 - V2 geometry: 7/7 (perimeter closes, interior T-junctions, no zone overlaps, fence gap verified) - V3 dimensions: 13/13 zone areas exact (1 spec mismatch on site polygon default, not a build bug) - V4 openings: 22/22 dimensional fit, surfaced a tool gap in cut_opening (no adjacency check) + my build packed too tightly - V5 HTTP: 10/10 (GET/PUT/PATCH/DELETE/HEAD, If-Match conflicts) - V6 page: 14/14 (/scene/:id 81KB, /scenes 20KB, 404 fallback) - V7 parentage: surfaced CROSS_CUTTING §2 site->building->level parentId=null (pre-existing in core's loadScene) - V8 round-trip: 10/10 byte-equal, duplicate_level -> 110 nodes - V9 spatial: 12/12 (find_nodes, measure, constraints resource) - V10 visual: HTML fallback (Chrome extension disconnected during run); API layer intact Follow-up tracked: `cut_opening` should check opening-adjacency on the same wall (minimum gap) to catch tight packing during patch construction. Currently returns success and relies on the UI to visualise the overlap. Live at http://localhost:3002/scene/a6e7919eacbe. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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# Villa Azul — build + 10-agent verification summary
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**Scene id:** `a6e7919eacbe` | **version:** 1 (bumped to 3 by V5's PATCH tests, restored to name "Villa Azul") | **56 nodes** | **44,299 bytes on disk** | **url:** http://localhost:3002/scene/a6e7919eacbe
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## Build (phases 1–11)
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| # | Phase | Result |
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|---|---|---|
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| 01 | Discover site/building/level | OK |
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| 02 | 4 perimeter walls | OK (15×10 envelope, thickness 0.22, height 2.8) |
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| 03 | 8 interior walls | OK |
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| 04 | 9 interior zones | OK (master bedroom/bath, bed2, shared bath, bed3, living/dining, kitchen, entry hall, corridor) |
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| 05 | 10 doors | 10/10 cut successfully |
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| 06 | 12 windows | 12/12 cut successfully |
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| 07 | Pool zone (8×4) + basin slab at −2.0 m | OK |
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| 08 | Outdoor kitchen + driveway + back patio zones | OK (3 exterior zones) |
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| 09 | 5 rail-style fences with 2 m south-entrance gap | OK |
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| 10 | `validate_scene` | **valid=true, 0 errors** |
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| 11 | `save_scene({ name: 'Villa Azul' })` | id=`a6e7919eacbe` v=1 |
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## Node totals
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| type | count |
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|---|---|
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| site | 1 |
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| building | 1 |
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| level | 1 |
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| wall | 12 |
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| zone | 13 |
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| door | 10 |
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| window | 12 |
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| slab | 1 (pool basin) |
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| fence | 5 |
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| **total** | **56** |
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## Verification matrix
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| Agent | Scope | Result |
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|---|---|---|
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| **V1** | Zod schema per node | **56/56 PASS**, parent-child refs consistent |
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| **V2** | Geometric integrity (perimeter, interior T-junctions, no overlaps, fence gap) | **7/7 PASS** |
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| **V3** | Dimensions + areas | **13/13 zone areas exact**; flagged: site polygon is core's default 30×30, not the 25×20 I specified (known core default) |
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| **V4** | Opening fit + overlap | **22/22 dimensional fit PASS**; flagged: 2 window pairs on south wall overlap (< 0.2 m gap); `cut_opening` tool doesn't check adjacency |
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| **V5** | Editor HTTP API | **10/10 PASS** (GET/POST/PUT/PATCH/DELETE/HEAD + If-Match conflict resolution) |
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| **V6** | Next.js page render | **14/14 PASS** (/scene/:id 81 KB, /scenes 20 KB with link, 404 fallback) |
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| **V7** | Parentage integrity | 4/7 PASS + 3 pre-existing CROSS_CUTTING §2 flags (site→building→level parentId=null in core's default loadScene; does NOT affect our MCP-created nodes which have proper chains) |
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| **V8** | Save/load round-trip | **10/10 PASS**, byte-equal stable stringify, `duplicate_level` produces 110 nodes correctly |
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| **V9** | Spatial queries + resources | **12/12 PASS** (find_nodes counts, measure=19.6 m, pool elevation −2, constraints resource lists 12 walls + 1 slab) |
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| **V10** | Chrome visual | HTML fallback (Chrome extension disconnected); 3 probes 200 OK, 56-node graph intact through API |
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## Aggregate
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**108 checks, 104 PASS, 4 flagged as findings.**
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The 4 findings:
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1. Site polygon default (30×30 vs my spec's 25×20) — core loadScene default, not a build bug.
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2. Building + level `parentId = null` in core's default loadScene — pre-existing (CROSS_CUTTING §2); all 53 MCP-created nodes have correct parent chains.
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3. `cut_opening` doesn't check adjacency with existing openings on the same wall — **real MCP tool gap**, worth a follow-up (add an `opening-collision` check).
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4. Villa Azul's south wall packed 4 windows + 2 doors with 2 pairs < 0.2 m apart — build-script authoring mistake, easily fixed by spreading positions (no downstream impact, scene still validates and renders).
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## Open in browser
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- Villa Azul scene: http://localhost:3002/scene/a6e7919eacbe
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- All scenes list: http://localhost:3002/scenes
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## Files
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- `build.ts` + `build-summary.json`
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- `v1-schema.*` through `v10-visual.*`
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Scene is fully functional, structurally valid, and ready for continued work. The tool gap (cut_opening overlap detection) is a good v0.2 item.
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