CI: enforce every gate; close the silent-skip holes
The gates existed; CI ran half of them and tolerated the failure case. - cb-sim no longer has a "tolerable" non-zero exit. An unregistered game prefix is a failure, and a run in which nothing executed is a failure. Previously CI carried `|| test $? -eq 2`, so renaming a scenario prefix would have skipped every scenario while the pipeline stayed green. Verified with a negative control. - CI now runs make coverage (AM-1) and make dep-weight (AM-4), both added after CI was written and neither enforced until now. - dep-weight enforces its targets instead of only reporting them. - CI lints the shipped-runtime configuration separately, so the feature split cannot rot unnoticed. - Dropped the stale `make deps` target, which still measured the retired crate-count metric. The positive-control rule is now executable: CI runs `cargo bench -- --test`, which executes every benchmark once, so a workload that stalls fails the build. That step immediately found a fourth instance of the error class it was written for. The committed replay benchmark was the broken version — an earlier patch never applied, leaving a command sequence that omits Resolve, so every round produced nothing and the log-building loop spun forever. It had never run to completion; the reported AM-7 replay numbers came from a probe test instead. Fixed, given the same positive control as the round loop, and re-measured from the benchmark: 100k events fold in 2.18ms (95% CI 2.14-2.23), against a 5s budget. Evidence now reports confidence intervals rather than point estimates, so the 3% regression rule in MetricsAndScenarios is enforceable. The finding worth carrying: writing the positive-control rule into InnerLoop v1.0 did not prevent the next instance. Making it a CI step did. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
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6 changed files with 169 additions and 70 deletions
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@ -1,7 +1,10 @@
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//! cb-sim — scenario runner binary (GameKernel K17; precursor of `cb sim`).
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//! Parses scenario files, dispatches each to its game by the `<game>/`
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//! prefix of its `scenario` field, and executes it. Exit codes: 0 all
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//! passed, 1 failures, 2 unknown game, 64 usage error.
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//! passed, 1 any failure — including a scenario whose game prefix is not
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//! registered, and a run in which nothing executed. There is deliberately
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//! no "tolerable" non-zero exit: a silent skip is the failure mode this
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//! binary exists to catch.
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use cb_game_runtime::{scenario, RunOutcome, ScenarioFile};
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use games_ground::GroundState;
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@ -13,7 +16,6 @@ fn main() {
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std::process::exit(64);
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}
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let mut unknown_game = false;
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let mut failed = false;
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let mut passed = 0usize;
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let mut covered: Vec<String> = Vec::new();
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@ -39,8 +41,14 @@ fn main() {
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let outcome = match sc.scenario.split('/').next() {
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Some("ground") => scenario::run::<GroundState>(&sc),
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_ => {
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println!("SKIP {} — no game registered for this prefix", sc.scenario);
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unknown_game = true;
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// A renamed or typo'd prefix would otherwise skip every
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// scenario while the run still looked clean.
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eprintln!(
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"FAIL {} — no game registered for prefix {:?}",
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sc.scenario,
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sc.scenario.split('/').next().unwrap_or("")
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);
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failed = true;
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continue;
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}
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};
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@ -67,10 +75,14 @@ fn main() {
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covered.dedup();
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println!("{passed} passed, {} rules covered", covered.len());
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// Positive control: a run that executed nothing must not pass. This
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// is the same class of error as a benchmark timing rejected work.
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if passed == 0 {
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eprintln!("FAIL — no scenario executed; refusing to report success");
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failed = true;
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}
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if failed {
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std::process::exit(1);
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}
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if unknown_game {
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std::process::exit(2);
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}
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}
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