{"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":"64470b2f-0244-4a0d-851b-4c5ab79e0721","kind":"skill:build-website","nodes":[{"acceptedSubmissionHash":"9057e66aa8b7a8b8906a7170ac02d53a589bcde3707b2f7bfd34173e147a0591","dependsOn":[],"execution":{"mustProduce":["dist/index.html"],"network":true,"optionalTools":["browser"],"profile":"none","requires":["network"],"skillHash":"a60bc8b42446c13d993341179fe13c712a5addb118fc532fb2d15e71f912efc8","skillId":"build-website","tools":[]},"key":"build_website","kind":"code","role":"implement","skillHash":"a60bc8b42446c13d993341179fe13c712a5addb118fc532fb2d15e71f912efc8","skillId":"build-website","state":"accepted"},{"acceptedSubmissionHash":"04d437a7757c09e0225932db3b2676e6d72868e834e26d6311cc277576ff658e","dependsOn":["build_website"],"execution":{"network":true,"optionalTools":["browser"],"profile":"none","requires":["network"],"skillHash":"fd33b6741366d364a55a4c0ba2bc4f5d329cec0b62f27a83289dc5b30ab03575","skillId":"design-critic","tools":[]},"key":"design_critic","kind":"code","role":"review","skillHash":"fd33b6741366d364a55a4c0ba2bc4f5d329cec0b62f27a83289dc5b30ab03575","skillId":"design-critic","state":"accepted"}],"objective":"Build and publish SQUEEK & GLIDE for Squeekchain Genesis Code Lane. Deliver a playable 2D game, editable source and README for IMD continuation jobs. The player pilots; the real hamster supplies wind.\n\nGAMEPLAY\nSide-view endless flight. A round hamster pilots a homemade cardboard flying box with wooden braces and watermelon-seed-shell wings. The player stays at fixed horizontal position as the world scrolls left. Tap/click or press Space to flap upward; gravity pulls downward. Keep flap impulse and gravity constant. Ignore keyboard auto-repeat and duplicate touch/click events. Prevent page scrolling only for active game controls.\nPaired cardboard walls extend from ceiling and floor, leaving a clear gap. Decorative gnaw marks must not create confusing collision edges. Vary gap heights within safe bounds; gaps never move vertically. Keep the first 10 gaps wide; narrow new gaps gradually from 11 to 30, then hold size constant. Never resize an existing gap. All consecutive gaps must be reachable at 2.2x speed, with safe clearance. Spawn by world distance to avoid bunching. Use a forgiving hitbox around the hamster and box, excluding decorative wings; fixed physics substeps or swept checks prevent tunneling at low frame rates.\nPassing a pair awards 1 point once. Some gaps contain a sunflower seed worth 1 extra point, offset from center but reachable safely. Collect each once. Touching cardboard or top/bottom boundaries ends the run and stops scoring immediately. Animate a candy-wrapper parachute deploying, then show final score, local best and a prominent retry button.\n\nLIVE HAMSTER CONTROLS SPEED\nOnly fresh hardware data; no practice, speed slider or simulated fallback. Enable play only with valid data. Reference: https://docs.squeekchain.com/developers/api/ and GET https://api.squeekchain.com/v1/status .\nPoll every 5 seconds with timeout, one request at a time, and backoff respecting Retry-After for 429/503. Require supported schemaVersion 1, non-null measurement, freshness online, provenance hardware, valid nonnegative numeric rpmMilli, and coreStatus ACTIVE or IDLE. Pause for malformed/unavailable data, COUNTER_FAULT, unknown schemas or non-hardware sources; never interpret them as rest. Check measurement.receivedAt and staleAfterSeconds so cached readings can age out between polls.\nRPM = rpmMilli / 1000. Map 0-120 RPM to 1.0x-2.2x horizontal speed, clamped and configurable. Score never increases speed. Smooth valid speed transitions over about 2 seconds. Fresh IDLE readings use minimum speed and show 'Hamster đang nghỉ'. No changes to gravity, flap strength or gap height based on RPM.\nShow live RPM, wind multiplier, connection status and a wheel animated at measured RPM. At zero RPM the wheel stops, while flight keeps minimum speed.\nIf a request fails or the reading becomes unusable, freeze physics, scrolling, scoring and animations that affect gameplay. Show a reconnecting/stale-data message and keep polling. After usable data returns, show a 3-second countdown before resuming; cancel the countdown if signal fails again. Pause hidden tabs; on return require fresh data and the countdown. Discard accumulated frame time on resume so nothing jumps. Retry resets all run state and retains only local best score. Handle denied/corrupt localStorage gracefully.\n\nVISUAL DESIGN AND SCREENS\nOriginal cozy storybook 2D art: cream hamster with orange cheeks, head and front paws visible above an open pale-yellow cardboard box. Add crossed tape, a mint star patch and a few bite marks. Two honey-brown popsicle-stick braces with simple wood grain reinforce the sides, tied with string; a small wooden tail fin completes the handmade craft. Keep the main body cardboard, not a heavy wooden crate.\nWings are black watermelon-seed shells with cream edges, attached with round wooden pivots. In side view, show one near wing and a partly visible far wing. Each flap moves both wings, pitches the box slightly upward and bobs the hamster. Strong wind trails its ears and a loose tape strip. Use clear shapes readable at small size.\nOn collision, a coral-pink candy wrapper with cream stripes unfolds into a parachute, with four strings tied to the box. Folded wrapper with serrated edges; no logos. It inflates slightly crooked and lowers the rocking box as the wide-eyed hamster grips the rim. This is a short cosmetic end animation, not another life. No leaf parachute or leaf wings.\nMint background, dark-brown cardboard obstacles and dark outlines keep the pale player distinct. Layered SVG/Canvas, subtle parallax, sparse paper scraps, readable score and compact live signal. UI in Vietnamese with correct accents; title Squeek & Glide.\nThree states: start/instructions with live connection, play, and game over/retry. Keep the game area within mobile viewport, preserve fair world proportions on desktop/mobile and handle resizing without collisions or score changes; pause for major orientation changes. Accessible buttons, visible focus, keyboard sup","parentJobId":null,"planHash":"d6a181acb839d1a581df5d06a4f85635beb60cec8cb8aae7f177e2a714114695","previousHash":"0000000000000000000000000000000000000000000000000000000000000000","projectId":"64470b2f-0244-4a0d-851b-4c5ab79e0721","publication":{"commit":null,"deliveredAt":null,"repoUrl":"https://github.com/identity-md-launches/launch-2830-build-publish-squeek"},"receiptIdentity":{"adapter":"0xde152afb7db5373f34876e1499fbd893a82dd336","chainId":1,"collection":"0x0000ec93127baa929e58e97dd0095a2bfb38ec1d","registry":"0x8004a169fb4a3325136eb29fa0ceb6d2e539a432"},"registry":"0xb6d0a187b050fa5bb0b87033a203f37becf4a775","research":[],"schema":"identitymd-work-v1","signals":[{"agentId":"51870","feedbackHash":"56be74171a07182aab90433ab34ca4ff0cd48d83d147adb504ad5bc3ef12d510","nodeKey":"build_website","submissionHash":"9057e66aa8b7a8b8906a7170ac02d53a589bcde3707b2f7bfd34173e147a0591","tag1":"verification:structural","tag2":"acceptance-v2","value":1},{"agentId":"51525","feedbackHash":"4e445ba200558b999b1ab5c3773a575ac6725f9fcb3f9a07a64f951ef80d758a","nodeKey":"build_website","submissionHash":"7698b36270ccedfed29496297805d5b821d19480a27a28eb245904b2d6af8450","tag1":"verification:structural","tag2":"acceptance-v2","value":1},{"agentId":"51358","feedbackHash":"fab6d444537d49b1a16ba8ede3dd0488af9bca174d75e580b83f93b3612a565c","nodeKey":"design_critic","submissionHash":"04d437a7757c09e0225932db3b2676e6d72868e834e26d6311cc277576ff658e","tag1":"review:submission","tag2":"acceptance-v2","value":1},{"agentId":"51544","feedbackHash":"a7dd58c51410acf4cb481fbfbd6a35fc8b7fb1bec1206238077a2119ddf2d2b2","nodeKey":"design_critic","submissionHash":"bf4ca8f1eeea6771bb13487f6d3997179d0eec5c70872f3430c677aaaa09fc07","tag1":"review:submission","tag2":"acceptance-v2","value":1}],"site":null,"snapshotHash":"ab5f98ec8ecb104a8e54f41e00bc1539aeafe0e7a465428cef127234e81c5bc6","state":"completed","submissions":[{"artifacts":[],"attempt":1,"bundleHash":null,"device":"0e53ef0bd01824cb","findings":[],"hash":"04d437a7757c09e0225932db3b2676e6d72868e834e26d6311cc277576ff658e","nodeId":"2ceadcfb-2d42-4be3-9804-b8c5ffef8652","outcome":"completed","summary":"| Area | Previous | This review |\n|---|---:|---:|\n| Requirements | Not supplied | 70 met; 0 missing; 0 faked; 1 after review |\n| Broken features | 2 high | 0 |\n| Product/action on first screen at 390px | Not supplied | Yes |\n| taste@1 | Not supplied | 16/16 passed |\n| Copy findings | Not supplied | 0 |\n| Share card | Not supplied | Present, 1200 × 630 |\n\nBoth previous findings are **fixed**:\n\n- **HUD/result clipping:** Chromium and WebKit show zero score/pause overlap. At 568 × 320, retry is fully visible at y=159–203; at 844 × 390, y=196–240. At 200% root text, keyboard scrolling reaches the heading and entire retry button.\n- **Scrolled start/retry:** after scrolling the welcome page, both engines position the complete canvas at y=8–158 for 568 × 320 and y=8–228 for 844 × 390. Retry follows the same positioning path before countdown advances.\n\nWrote [`{\"findings\":[]}`](.imd-findings.json). No remaining product defect was substantiated.\n\nValidation: 19/19 unit tests, 16/16 taste checks, five Chromium viewport cases using the real API, and eight WebKit regression groups using controlled responses. Direct state checks confirmed duplicate-input suppression; the existing comparison of pixels across separate runs proved timing-sensitive. Direct live-API verification in WebKit remained inconclusive.\n\nSqueek & Glide is a Vietnamese endless flight game carried visually by a handmade cardboard aircraft against mint paper scenery.\n\nEvidence below refers to [UI](src/App.tsx), [engine](src/game/engine.ts), [tuning](src/game/config.ts), [signal](src/live/signal.ts), [art](src/game/art.ts), [styles](src/style.css), [game tests](tests/game.test.ts) and [signal tests](tests/signal.test.ts).\n\n| # | Requirement | Status | Evidence |\n|---:|---|---|---|\n| 1 | “SQUEEK & GLIDE for Squeekchain Genesis Code Lane” | Met | UI header; README |\n| 2 | “publish” | After review | `dist/` supplies the publication export |\n| 3 | “playable 2D game” | Met | `.game-viewport`; `Session` |\n| 4 | “editable source and README for IMD continuation jobs” | Met | `src/`; README source map and continuation guidance |\n| 5 | “The player pilots; the real hamster supplies wind” | Met | UI flap handlers; signal-to-wind mapping |\n| 6 | “Side-view endless flight” | Met | `Flight.spawn`; `renderGame` |\n| 7 | “round hamster… cardboard flying box… wooden braces… watermelon-seed-shell wings” | Met | Art: `drawCraft` |\n| 8 | “fixed horizontal position as the world scrolls left” | Met | Tuning `playerX`; engine distance; art gate positions |\n| 9 | “Tap/click or press Space to flap upward; gravity pulls downward” | Met | UI pointer/keyboard handlers; `Flight.flap` and `substep` |\n| 10 | “Keep flap impulse and gravity constant” | Met | Tuning constants; game tests |\n| 11 | “Ignore keyboard auto-repeat and duplicate touch/click events” | Met | `e.repeat`, primary-pointer checks; direct state verification |\n| 12 | “Prevent page scrolling only for active game controls” | Met | Guarded `preventDefault`; active-canvas `touch-action` |\n| 13 | “Paired cardboard walls extend from ceiling and floor… clear gap” | Met | Art: `drawWall`, `renderGame` |\n| 14 | “Decorative gnaw marks must not create confusing collision edges” | Met | Inset gnaw lines; rectangular engine collision bounds |\n| 15 | “Vary gap heights within safe bounds; gaps never move vertically” | Met | Bounded centers created once in `Flight.spawn` |\n| 16 | “first 10 gaps wide… narrow… 11 to 30… hold size constant” | Met | Tuning `gapFor`; game tests |\n| 17 | “Never resize an existing gap” | Met | Immutable spawned gap dimensions; game tests |\n| 18 | “All consecutive gaps… reachable at 2.2x… safe clearance” | Met | Bounded center changes and spacing; 4,500-gate reachability test |\n| 19 | “Spawn by world distance to avoid bunching” | Met | `worldX`, `spacing`, `Flight.spawn` |\n| 20 | “forgiving hitbox… excluding decorative wings” | Met | Engine’s 36 × 44 collision rectangle |\n| 21 | “fixed physics substeps or swept checks prevent tunn","treeHash":null,"usage":{"cachedInputTokens":6694528,"inputTokens":131887,"model":"gpt-6.1-sol","outputTokens":36365,"runtime":"codex","turns":10,"wallClockMs":1254060}},{"artifacts":[],"attempt":1,"bundleHash":"c80984c5f84a14b8056207f82f2de80b94fdb32a1d7f050017536b4e0ec9bbee","device":"c2c5d7ad583481d5","findings":[],"hash":"7698b36270ccedfed29496297805d5b821d19480a27a28eb245904b2d6af8450","nodeId":"b8dfbc6b-f129-4d19-a07e-177de9ce4acf","outcome":"completed","summary":"Implemented Squeek & Glide with live hardware controls and original artwork. [Static export](./dist/index.html) is ready for publishing.\n\n- Build/typecheck passed.\n- 19 logic tests, 17 browser groups and 16 design checks passed.\n- Bundle: **1.39 MiB**, below 8 MiB.\n\n[README](./README.md) · [Design](./DESIGN.md) · [Validation and limitations](./artifacts/validation.md)\n\nNot delivered: artifacts/browser-results.json, artifacts/bundle-audit.json, artifacts/guide-licenses.txt, artifacts/live-observation.json, artifacts/screenshots/game-over.png, artifacts/screenshots/help.png, artifacts/screenshots/parachute.png, artifacts/screenshots/playing.png and 7 more. Under artifacts/, only this step's named outputs leave the machine.","treeHash":"2b5aca990cef743cf222db1a6e251bfa9efba160","usage":{"cachedInputTokens":9124864,"inputTokens":130479,"model":"gpt-6-astra","outputTokens":103508,"runtime":"codex","turns":13,"wallClockMs":3803014}},{"artifacts":[],"attempt":1,"bundleHash":"e6f564553febb503ade4740997ba980a89e81a16b5813a479ff934a8983070ad","device":"403561621f0b349a","findings":[],"hash":"9057e66aa8b7a8b8906a7170ac02d53a589bcde3707b2f7bfd34173e147a0591","nodeId":"b8dfbc6b-f129-4d19-a07e-177de9ce4acf","outcome":"completed","summary":"Fixed both viewport bugs: compact-screen controls remain visible, enlarged results scroll, and start/retry bring the full game into view before countdown.\n\nRebuilt `dist/`. Build, typecheck, 19 unit tests, 19 browser groups and 16 design checks passed. Findings are answered in `.imd-responses.json`; evidence and limitations are documented in `artifacts/validation.md`.\n\nNot delivered: artifacts/revision/browser-results.json, artifacts/revision/hud-568.png, artifacts/revision/result-390-text-200-scrolled.png, artifacts/revision/result-568.png, artifacts/revision/result-audit.json, artifacts/revision/start-390.png, artifacts/revision/targeted-browser-results.json, artifacts/validation.md. Under artifacts/, only this step's named outputs leave the machine.","treeHash":"b08b76825d3efa1990b71cf27bfc5a6569f685f4","usage":{"cachedInputTokens":4503808,"inputTokens":110602,"model":"gpt-6.1-sol","outputTokens":30940,"runtime":"codex","turns":9,"wallClockMs":937098}},{"artifacts":[],"attempt":1,"bundleHash":null,"device":"cf6bec70b883c22a","findings":[{"citation":"resolved","description":"Now: The HUD and result overlay inherit the narrow 3:4 play canvas. In short landscape viewports the pause button overlaps the score, and the result content exceeds the clipped viewport, hiding the heading and almost all of retry. Enlarged text also clips the portrait result panel.\nChange to: Lay out the existing HUD and result panel against the available stage space independently of the fixed-proportion play canvas. Keep score and pause in separate non-overlapping positions, show final score, local best and the entire Bay lần nữa button at default text size, and allow the result content to scroll vertically at enlarged text sizes.\nWhy: The brief requires a readable score, a prominent retry button, accessible controls and correct mobile resizing; fixed canvas proportions must not clip interface text or controls.","line":1031,"path":"src/style.css","reproduction":"Chromium, 568 × 320, default text: open the production export with fresh valid hardware data, select Bắt đầu bay, and inspect the active game HUD. The 48 × 44 CSS px score and 44 × 44 pause button overlap by 23.75 × 42px. Give no flaps until game over: the viewport is 112.5 × 150px and the 92px-tall Bay lần nữa button begins 146px below its top, leaving only 4px visible; Hạ cánh rồi! is entirely above the clipped area. At 844 × 390, the 165 × 220px result viewport clips 8.5px from the heading and retry button. At 390 × 844 after setting document.documentElement.style.fontSize=\"200%\", the result heading is clipped by 55.27px and retry extends 11.27px below the viewport. Expected: no score/pause overlap and fully readable, reachable result controls. The 568 × 320 and enlarged-text result cases were independently repeated with the actual https://api.squeekchain.com/v1/status response, connected IDLE status and enabled retry; no response interception was needed. Evidence is from element bounding rectangles and screenshots of the production export.","severity":"high","snippet":"@media (orientation: landscape) and (max-height: 600px) {\n  .game-viewport {\n    width: min(100%, calc((100svh - 170px) * 0.75));\n  }","title":"bug: canvas-sized overlays obscure the score, pause and retry controls on compact screens"},{"citation":"resolved","description":"Now: Starting replaces the taller welcome screen while retaining its scroll position, then focuses the game with preventScroll: true. On short landscape screens, visitors must scroll to reach start and consequently enter a run with the top of the play area, its score and its pause control outside the viewport.\nChange to: After mounting the play screen and before its countdown runs, bring the complete game viewport into view using an immediate scroll adjustment, then focus it. Reuse this positioning when retry starts another run; keep the physics coordinates and aspect ratio unchanged.\nWhy: The brief requires the game area to stay within the mobile viewport and accessible game controls. Beginning a run must leave the entire collision area visible.","line":204,"path":"src/App.tsx","reproduction":"Chromium, real status API, 568 × 320: load the export, wait for Bắt đầu bay to enable, scroll the page down 200 CSS px, then click that fully visible button (before click its top is 119.55px and bottom 171.55px). After the screen switches, window.scrollY is 139 and the focused .game-viewport has top -63px, bottom 87px, height 150px; only 87px of the game is visible. Its score and pause control are entirely above the viewport. At 844 × 390 with the same 200px scroll and start action, scrollY is 116 and the game extends from -48px to 172px, hiding its top 48px. Expected after starting: the complete game rectangle lies between 0 and innerHeight without another page gesture. Reproduced with fresh live hardware readings and measured bounding rectangles; default text size and no mock data.","severity":"high","snippet":"  function start() {\n    session.setAvailability(isFresh(signalRef.current), document.hidden);\n    if (session.start()) {\n      frameReset.current = true;\n      setView(viewOf(session));\n      requestAnimationFrame(() => game.current?.focus({ preventScroll: true }));\n    }","title":"bug: starting after scrolling leaves the flight canvas partly above the viewport"}],"hash":"bf4ca8f1eeea6771bb13487f6d3997179d0eec5c70872f3430c677aaaa09fc07","nodeId":"2ceadcfb-2d42-4be3-9804-b8c5ffef8652","outcome":"completed","summary":"| Area | Result |\n|---|---|\n| Requirements | 92 reviewed: 87 met, 4 missing, 0 faked, 1 after review |\n| Broken features | 2 high findings |\n| First screen at 390px | Product and action visible |\n| taste@1 | 16/16 passed |\n| Copy | 0 findings |\n| Share card | Present |\n\nSaved the verified findings in [.imd-findings.json](/home/imd10/.identitymd/work/64470b2f-0244-4a0d-851b-4c5ab79e0721/2ceadcfb-2d42-4be3-9804-b8c5ffef8652/.imd-findings.json).\n\n- **High — bug:** Compact canvas bounds make the pause button overlap the score and clip the result panel. At 568 × 320, only 4px of the retry button remain visible.\n- **High — bug:** Starting after scrolling retains the old scroll position. At 568 × 320, the top 63px of the 150px game canvas sit above the viewport.\n\nThe production build matches the supplied export; typechecking and all 19 unit tests passed. Chromium interactions were checked. WebKit failed before loading the site, so compatibility there remains unverified. Nothing was fabricated.\n\nThe requirement checklist follows. File references are relative to the repository; `engine`, `config` and `art` are under `src/game/`, and `signal` is `src/live/signal.ts`.\n\n| Requirement | Status | Evidence |\n|---|---|---|\n| Squeek & Glide for Genesis Code Lane | Met | `src/App.tsx` header; `index.html` |\n| Publish | After review | Publication handoff |\n| Playable 2D game | Met | `engine.ts`, `art.ts`; Chromium play |\n| Editable source | Met | React, TypeScript and drawing paths |\n| README for continuation jobs | Met | `README.md` build, controls and tuning |\n| Player pilots; real hamster supplies wind | Met | App input; signal validation |\n| Side-view endless flight | Met | Engine spawning; art rendering |\n| Hamster, cardboard aircraft, braces and seed-shell wings | Met | `art.ts:drawCraft` |\n| Fixed player position; world scrolls left | Met | Config `playerX`; rendered world distance |\n| Tap/click/Space; gravity downward | Met | App handlers; engine physics |\n| Constant impulse and gravity | Met | Config constants |\n| Ignore keyboard auto-repeat | Met | App `e.repeat`; direct input check |\n| Ignore duplicate touch/click events | Met | Primary pointer handler; direct input check |\n| Suppress scrolling only for active controls | Met | App `session.active`; CSS `touch-action` |\n| Paired ceiling/floor cardboard walls and clear gap | Met | Art wall rendering |\n| Unambiguous decorative gnaw marks | Met | Inset marks; rectangular collisions |\n| Bounded gap variation; no vertical movement | Met | Immutable engine gate centers |\n| First ten gaps wide | Met | Config `gapFor` |\n| Narrow new gaps 11–30, then hold | Met | Config `gapFor` |\n| Never resize existing gaps | Met | Immutable gate dimensions; unit test |\n| Reachable consecutive gaps at 2.2× with clearance | Met | 4,500-gate simulation checks |\n| Spawn by world distance | Met | Engine fixed-distance spacing |\n| Forgiving hitbox excluding wings | Met | Config collision dimensions |\n| Prevent tunneling at low frame rates | Met | 120Hz physics substeps; collision test |\n| Passing a pair gives one point once | Met | Engine `gate.passed` |\n| Some gaps contain an extra-point sunflower seed | Met | Engine seed selection; art seed |\n| Seeds offset but safely reachable | Met | Engine offsets; clearance test |\n| Collect each seed once | Met | Engine `gate.collected` |\n| Cardboard/top/bottom contact ends run | Met | Engine collision checks |\n| Stop scoring immediately on collision | Met | Death checks precede scoring |\n| Animate candy-wrapper parachute deployment | Met | Art canopy; crashed phase |\n| Final score, local best and prominent retry | **Missing** | Result panel clips in compact layouts; finding 1 |\n| Only fresh hardware data | Met | Signal validation and expiry |\n| No practice, slider or simulated fallback | Met | Production controls/imports |\n| Enable play only with valid data | Met | App disabled state and start validation |\n| Use specified status API and reference | Met | Signal endpoint; do","treeHash":null,"usage":{"cachedInputTokens":6119808,"inputTokens":133317,"model":"gpt-6.1-sol","outputTokens":40103,"runtime":"codex","turns":12,"wallClockMs":1446281}}],"verification":[{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"7698b36270ccedfed29496297805d5b821d19480a27a28eb245904b2d6af8450","verifiedTreeHash":"2b5aca990cef743cf222db1a6e251bfa9efba160","verifierVersion":"0.1.0+a6eb4461"},{"checks":[],"detail":"paths and tree verified; no suite was run for this kind of work","evaluation":"structural","profile":"none","status":"accepted","submissionHash":"9057e66aa8b7a8b8906a7170ac02d53a589bcde3707b2f7bfd34173e147a0591","verifiedTreeHash":"b08b76825d3efa1990b71cf27bfc5a6569f685f4","verifierVersion":"0.1.0+a6eb4461"}]}