fix(reverse): avoid stopping Wine during probes
Repeated SIGSTOP-based injection can suspend Wine while its Win16 mutex is held and eventually strand the timer callback. Make the short process-memory write sequence the default between 30 ms callbacks, while retaining whole-process stopping as an explicit single-probe diagnostic option. Test Plan: - `ruff check original/tools/trace_original_state.py original/tools/inject_original_state.py` -- passed - live no-stop ball-state injection -- passed - subsequent original timer updates remained observable - `git diff --cached --check` -- passed
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@@ -93,8 +93,8 @@ velocities, flipper inputs and states, and claw animation state whenever any of
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them changes. It neither patches `TDKPIN.EXE` nor pauses Wine. The tracing helper
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is Linux-only development infrastructure; it is not part of the Rust replica.
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`tools/inject_original_state.py` briefly stops the opted-in process and updates
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all recovered copies of the ball position and velocity atomically. This permits
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`tools/inject_original_state.py` updates all recovered copies of the ball
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position and velocity between the original 30 ms callbacks. This permits
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repeatable probes at individual walls, circles, gates, and mechanism triggers:
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```sh
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@@ -106,7 +106,9 @@ process is modified. Run the injector while the ball is waiting in the launcher
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so it can identify the live game object, or supply the previously reported
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`--object-base` to both the injector and tracer during a sequence of active
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probes. `--substeps 1` isolates one collision integration step; omitting it
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retains the original configured detail level.
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retains the original configured detail level. `--stop-process` is available for
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single probes, but repeated whole-process stops can strand Wine while a Win16
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mutex is held and therefore are not the default.
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A probe at `(289,94)` captured the original terminal-18 path. The collision
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suspended the ball while frames advanced from 10 through 18 at the configured
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