Two defects the phase 13a walk found by restarting the rig mid-run:
- The watch asked core to reconcile the moment a new boot id appeared, which
is before the game has loaded its save — every crate looked gone and was
orphaned. It now waits for the plugin's hello to say `worldReady`; an older
plugin that never says is taken as ready.
- revert() read any 200 as success. On this bridge a refusal is a 200
carrying world.error (`not-ready` while loading), so every row would have
been marked reverted with the game still holding every crate.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY