The determinism harness moves into deploy/ for real
deploy/verify-ledgers.sh fetches every production ledger and strictly replays it against the local engine (any refusal or crash fails; a lobby that never dealt is trivially clean). Run from the repo root before deploying engine changes — the check both of tonight's replay breaks would have caught. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
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co-authored by
Claude Fable 5
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// Strict full-ledger replay: ANY refused command is a hard failure.
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import { readFileSync } from "fs";
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import { createGame, applyCommand } from "../packages/engine/src/game.ts";
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const lines = readFileSync(process.argv[2], "utf8").trim().split("\n").map((l) => JSON.parse(l));
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const meta = lines.find((l) => l.kind === "meta");
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const start = lines.find((l) => l.kind === "start");
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if (!start) {
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console.log(`OK ${process.argv[2].split("/").pop()}: lobby only, nothing to replay`);
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process.exit(0);
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}
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const joins = lines.filter((l) => l.kind === "join");
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const playerIds = [...new Set([meta.hostId, ...joins.map((j) => j.name)])];
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let { state } = createGame({ playerIds, seed: meta.seed, sets: start.expansion ? ["basic", "expansion1"] : ["basic"], colors: start.colors, deckRev: start.deckRev });
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let n = 0;
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for (const l of lines) {
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if (l.kind !== "command") continue;
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const r = applyCommand(state, l.playerId, l.command);
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if (!r.ok) { console.log(`FAIL ${process.argv[2].split("/").pop()} seq ${l.seq}: ${r.error}`); process.exit(1); }
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state = r.state; n++;
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}
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console.log(`OK ${process.argv[2].split("/").pop()}: ${n} commands replay clean`);
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