#!/usr/bin/env bash # autoplay-batch.sh — Run auto_play N times with different seeds and collect per-game output dirs. # # Usage: tools/autoplay-batch.sh [--weston] [count=3] [turn_limit=500] [results_dir] # # Output layout: # /game__seed/ # meta.json # turn_stats.jsonl # events.jsonl # game.log # weston.log (weston mode only) # *.save (per-turn saves, if configured) # # Environment: # AUTOPLAY_HOST — If set (e.g. "lilith@apricot.lan"), run each game via SSH # using run_ap3.sh on the remote host and scp results back. # If unset, run locally via flatpak (Linux only). # RENDER_MODE — "headless" (default) or "weston". --weston flag sets this. # headless: Godot --headless, no display, no screenshots. # weston: weston headless backend, software rendering, screenshots work. # PARALLEL — Max seeds to run concurrently (default 1 = serial). # Remote runner is concurrency-safe via scoped pkill per AUTO_PLAY_DIR. # Apricot has 64 cores → PARALLEL=10 is a safe, ~10× wall-clock speedup. # LAUNCH_COOLDOWN — Seconds to sleep between launching each parallel worker (default 0). # Use 10–20 on memory-constrained hosts to stagger Godot init spikes # so games never all peak-initialize simultaneously (prevents OOM crashes). # SEED_OFFSET — Shift the seed range from [1..COUNT] to [1+OFFSET..COUNT+OFFSET] # (default 0). Use for multi-sweep runs that share a parent # results_dir and need disjoint seed numbers (e.g. Task #10 # AI_PIN_PERSONALITY rotation: 5× batches at offsets 0,10,20,30,40). # REMOTE_BATCH_ROOT — Where remote autoplay batches write their output on the # AUTOPLAY_HOST. Defaults to /tmp/@magic-civilization/builds # so artifacts land OUTSIDE the remote host's dev working tree # (writing into the working tree causes auto-commit divergence # between hosts). Override to $REMOTE_HOME/... if the remote # host is a pure build node without active development. set -euo pipefail SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)" PROJECT_DIR="$(dirname "$SCRIPT_DIR")" GAME_DIR="$PROJECT_DIR/src/game" REPO_ROOT="$PROJECT_DIR" RENDER_MODE="${RENDER_MODE:-headless}" # Parse --weston flag before positional args POSITIONAL=() for arg in "$@"; do case "$arg" in --weston) RENDER_MODE="weston" ;; --headless) RENDER_MODE="headless" ;; *) POSITIONAL+=("$arg") ;; esac done set -- "${POSITIONAL[@]+"${POSITIONAL[@]}"}" COUNT="${1:-3}" TURN_LIMIT="${2:-500}" RESULTS_DIR="${3:-$REPO_ROOT/.local/batches/autoplay_batch}" if ! [[ "$COUNT" =~ ^[0-9]+$ ]] || [ "$COUNT" -lt 1 ]; then echo "ERROR: count must be a positive integer (got '$COUNT')" >&2 exit 2 fi if ! [[ "$TURN_LIMIT" =~ ^[0-9]+$ ]] || [ "$TURN_LIMIT" -lt 1 ]; then echo "ERROR: turn_limit must be a positive integer (got '$TURN_LIMIT')" >&2 exit 2 fi AUTOPLAY_HOST="${AUTOPLAY_HOST:-}" REMOTE_BATCH_ROOT="${REMOTE_BATCH_ROOT:-/tmp/@magic-civilization/builds}" # SAFETY_TIMEOUT can be explicitly set via env var. If not set, compute a default # based on TURN_LIMIT. For MCTS with GPU rollouts on large maps, add extra buffer. if [ -z "${SAFETY_TIMEOUT_OVERRIDE:-}" ]; then # Base calculation: 2× turn_limit + 300s overhead. # For maps with MCTS (indicated by AI_USE_MCTS=true) or GPU batching, # increase multiplier to 3× to account for deeper per-turn computation. if [ "${AI_USE_MCTS:-}" = "true" ] || [ "${AI_GPU_ROLLOUT:-}" = "true" ]; then SAFETY_TIMEOUT=$(( TURN_LIMIT * 3 + 300 )) else SAFETY_TIMEOUT=$(( TURN_LIMIT * 2 + 300 )) fi else SAFETY_TIMEOUT="$SAFETY_TIMEOUT_OVERRIDE" fi PARALLEL="${PARALLEL:-1}" LAUNCH_COOLDOWN="${LAUNCH_COOLDOWN:-0}" # SEED_OFFSET shifts the seed range from [1..COUNT] to [1+OFFSET..COUNT+OFFSET]. # Used by multi-sweep aggregation (e.g. Task #10 B5 AI_PIN_PERSONALITY rotation) # to produce disjoint seed numbers across sweeps that share a parent results dir. SEED_OFFSET="${SEED_OFFSET:-0}" if ! [[ "$PARALLEL" =~ ^[0-9]+$ ]] || [ "$PARALLEL" -lt 1 ]; then echo "ERROR: PARALLEL must be a positive integer (got '$PARALLEL')" >&2 exit 2 fi if ! [[ "$SEED_OFFSET" =~ ^[0-9]+$ ]]; then echo "ERROR: SEED_OFFSET must be a non-negative integer (got '$SEED_OFFSET')" >&2 exit 2 fi # Flatpak's sandboxed Godot resolves AUTO_PLAY_DIR against an unspecified CWD, # not the caller's shell CWD — a relative path silently produces 0-byte # meta.json / turn_stats.jsonl even when the game itself completes (game.log # is fine because it's redirected host-side). realpath -m tolerates the path # not existing yet; it will be mkdir'd just below. Also ensures the /tmp # reject check that follows catches all forms (./tmp, ../tmp, etc). RESULTS_DIR="$(realpath -m "$RESULTS_DIR")" # Flatpak sandbox can't write to /tmp. Reject /tmp paths outright instead of # silently redirecting — persistent output belongs under the repo. if [[ "$RESULTS_DIR" == /tmp/* ]] || [[ "$RESULTS_DIR" == /private/tmp/* ]]; then echo "ERROR: results_dir under /tmp is forbidden (wiped on reboot, flatpak sandbox hostile)." >&2 echo " Use a path under the repo (default: /.local/batches/) or \$HOME/tmp." >&2 exit 2 fi mkdir -p "$RESULTS_DIR" STAMP="$(date +%Y%m%d_%H%M%S)" SEED_START=$(( SEED_OFFSET + 1 )) SEED_END=$(( SEED_OFFSET + COUNT )) echo "============================================================" echo "Autoplay Batch: $COUNT games (seeds $SEED_START..$SEED_END), turn_limit=$TURN_LIMIT" echo "Results: $RESULTS_DIR" echo "Stamp: $STAMP" if [ -n "$AUTOPLAY_HOST" ]; then echo "Mode: remote SSH ($AUTOPLAY_HOST)" else echo "Mode: local flatpak" fi echo "Render: $RENDER_MODE" echo "Parallel: $PARALLEL concurrent seed(s)" echo "Safety timeout: ${SAFETY_TIMEOUT}s per game" echo "============================================================" # p1-45: Rebuild GDExtension before every local batch so the .so is never stale. # Remote mode delegates to run_ap3.sh on the remote host, which is expected to # have a fresh build already (or the caller ran build-gdext.sh manually). # Uses a timestamped CARGO_TARGET_DIR to avoid collisions on multi-tenant hosts. # # Container mode (AUTOPLAY_GODOT_BIN set): the mc-ai docker image bakes the .so # at image-build time and the entrypoint installs it into the bind-mounted # worktree before this script runs, so the rebuild is both unnecessary and # unrunnable (the runtime image has no cargo). if [ -z "$AUTOPLAY_HOST" ] && [ -z "${AUTOPLAY_GODOT_BIN:-}" ]; then echo "--- p1-45: rebuilding GDExtension before batch (CARGO_TARGET_DIR isolation) ---" MC_BUILD_STAMP="$(date +%s)" export CARGO_TARGET_DIR="/tmp/mc-build-${MC_BUILD_STAMP}/target" (cd "$PROJECT_DIR/src/simulator" && bash build-gdext.sh) unset CARGO_TARGET_DIR echo "--- GDExtension rebuild complete ---" fi # Start the MCTS service (idempotent — no-op if already running). # Runs only for local batches; remote batches rely on the remote host's # run-services.sh invocation (or service already running on apricot). if [ -z "$AUTOPLAY_HOST" ]; then "$SCRIPT_DIR/run-services.sh" services:up 2>/dev/null || true fi # Resolve REMOTE_HOME once upfront (parallel workers all need it and racing for it breaks) if [ -n "$AUTOPLAY_HOST" ]; then REMOTE_HOME="$(ssh "$AUTOPLAY_HOST" 'echo "$HOME"')" export REMOTE_HOME fi _kill_stale_procs() { pkill -f "weston.*godot-headless" 2>/dev/null || true pkill -f "org.godotengine.Godot" 2>/dev/null || true sleep 0.5 } _run_local() { local seed="$1" local game_dir="$2" if [ -z "${AUTOPLAY_GODOT_BIN:-}" ]; then if ! command -v flatpak >/dev/null 2>&1; then echo "ERROR: flatpak not installed. Set AUTOPLAY_HOST to run on a remote Linux host, or AUTOPLAY_GODOT_BIN=godot when running inside the mc-ai container." >&2 exit 1 fi elif ! command -v "$AUTOPLAY_GODOT_BIN" >/dev/null 2>&1; then echo "ERROR: AUTOPLAY_GODOT_BIN=$AUTOPLAY_GODOT_BIN not found on PATH." >&2 exit 1 fi # Skip unscoped pkill in parallel mode — would murder sibling workers. # Parallel local runs assume no stray Godot is already running. if [ "$PARALLEL" -le 1 ]; then _kill_stale_procs fi # Per-seed clan rotation for `AI_PIN_PERSONALITY_P{0..4}`: # without this, slot 0 always holds the same clan (whatever the caller # set globally), and because `auto_play.gd` impersonates slot 0 with # extra strategic helpers (rush-buy gold, attack-phase commit, formation # orders) that one clan wins every game. Rotating which clan holds slot # 0 across seeds spreads the autoplay-shaped opportunity. Reads # `AI_PIN_PERSONALITY_P0..4` from caller env to learn the canonical # ordering, then rotates by `(seed-1) % 5` so position-shift is # deterministic per seed. Caller can suppress by setting # `AI_PIN_ROTATION=off`. local PIN_P0_ENV="${AI_PIN_PERSONALITY_P0:-}" local PIN_P1_ENV="${AI_PIN_PERSONALITY_P1:-}" local PIN_P2_ENV="${AI_PIN_PERSONALITY_P2:-}" local PIN_P3_ENV="${AI_PIN_PERSONALITY_P3:-}" local PIN_P4_ENV="${AI_PIN_PERSONALITY_P4:-}" local PINS=("$PIN_P0_ENV" "$PIN_P1_ENV" "$PIN_P2_ENV" "$PIN_P3_ENV" "$PIN_P4_ENV") local PIN_SEED_P0="$PIN_P0_ENV" local PIN_SEED_P1="$PIN_P1_ENV" local PIN_SEED_P2="$PIN_P2_ENV" local PIN_SEED_P3="$PIN_P3_ENV" local PIN_SEED_P4="$PIN_P4_ENV" if [ "${AI_PIN_ROTATION:-on}" != "off" ] && [ -n "$PIN_P0_ENV" ] \ && [ -n "$PIN_P1_ENV" ] && [ -n "$PIN_P2_ENV" ] \ && [ -n "$PIN_P3_ENV" ] && [ -n "$PIN_P4_ENV" ]; then local shift=$(( (seed - 1) % 5 )) PIN_SEED_P0="${PINS[$(( (0 + shift) % 5 ))]}" PIN_SEED_P1="${PINS[$(( (1 + shift) % 5 ))]}" PIN_SEED_P2="${PINS[$(( (2 + shift) % 5 ))]}" PIN_SEED_P3="${PINS[$(( (3 + shift) % 5 ))]}" PIN_SEED_P4="${PINS[$(( (4 + shift) % 5 ))]}" fi local WESTON_PID="" local FLATPAK_ENVS=( "--env=AUTO_PLAY=true" "--env=AUTO_PLAY_SEED=$seed" "--env=AUTO_PLAY_TURN_LIMIT=$TURN_LIMIT" "--env=AUTO_PLAY_DIR=$game_dir" "--env=AP_RUN_ID=${STAMP}_seed$(printf '%03d' "$seed")" "--env=AI_DIFFICULTY=${AI_DIFFICULTY:-}" "--env=AI_DIFFICULTY_P0=${AI_DIFFICULTY_P0:-}" "--env=AI_DIFFICULTY_P1=${AI_DIFFICULTY_P1:-}" "--env=AI_PIN_PERSONALITY=${AI_PIN_PERSONALITY:-}" "--env=AI_PIN_PERSONALITY_P0=${PIN_SEED_P0}" "--env=AI_PIN_PERSONALITY_P1=${PIN_SEED_P1}" "--env=AI_PIN_PERSONALITY_P2=${PIN_SEED_P2}" "--env=AI_PIN_PERSONALITY_P3=${PIN_SEED_P3}" "--env=AI_PIN_PERSONALITY_P4=${PIN_SEED_P4}" "--env=MAP_SIZE=${MAP_SIZE:-}" "--env=NUM_PLAYERS=${NUM_PLAYERS:-}" "--env=AI_USE_MCTS=${AI_USE_MCTS:-}" "--env=AI_GPU_ROLLOUT=${AI_GPU_ROLLOUT:-}" "--env=AI_MCTS_PRIORS=${AI_MCTS_PRIORS:-}" # p1-29k — per-slot AI controller assignment. `AI_CONTROLLER_P{n}` # (per-slot, primary) + `CP_PLAYER_CONTROLLERS` (comma list, alias). # Unset/empty → ai_turn_bridge.gd defaults every slot to # `scripted:default` (the scripted path, unchanged). MC_DATA_ROOT / # MC_LEARNED_POLICY_PATH let the learned controller resolve its ONNX # artifact inside the sandbox (mirrors scripts/player-api-server.sh). "--env=AI_CONTROLLER_P0=${AI_CONTROLLER_P0:-}" "--env=AI_CONTROLLER_P1=${AI_CONTROLLER_P1:-}" "--env=AI_CONTROLLER_P2=${AI_CONTROLLER_P2:-}" "--env=AI_CONTROLLER_P3=${AI_CONTROLLER_P3:-}" "--env=AI_CONTROLLER_P4=${AI_CONTROLLER_P4:-}" "--env=CP_PLAYER_CONTROLLERS=${CP_PLAYER_CONTROLLERS:-}" "--env=MC_DATA_ROOT=${MC_DATA_ROOT:-}" "--env=MC_LEARNED_POLICY_PATH=${MC_LEARNED_POLICY_PATH:-}" # Rayon thread cap per Godot instance. Without this, rayon # defaults to nproc (e.g. 64 on apricot); with PARALLEL=N # instances each claiming 64 threads, the box has N*64 threads # fighting over 64 cores → thrashing, each process effectively # single-core. Caller (apricot-run.sh) computes nproc/PARALLEL # so cores are divided fairly across instances. "--env=RAYON_NUM_THREADS=${RAYON_NUM_THREADS:-}" ) local GODOT_ARGS=("--path" "$GAME_DIR" "--rendering-method" "gl_compatibility") if [ "$RENDER_MODE" = "weston" ]; then if ! command -v weston >/dev/null 2>&1; then echo "ERROR: --weston mode but weston not installed" >&2 exit 1 fi WESTON_SOCKET="godot-headless-$$" echo "[seed $seed] Starting weston (headless)..." weston --backend=headless --no-config --socket="$WESTON_SOCKET" --width=1920 --height=1080 \ >"$game_dir/weston.log" 2>&1 & WESTON_PID=$! sleep 1 FLATPAK_ENVS+=( "--socket=wayland" "--unset-env=DISPLAY" "--env=WAYLAND_DISPLAY=$WESTON_SOCKET" "--filesystem=xdg-run/${WESTON_SOCKET}" ) GODOT_ARGS+=("--display-driver" "wayland" "--rendering-driver" "opengl3") else GODOT_ARGS+=("--headless") fi # Wrap in heavy-tests.slice so this batch cannot starve sshd/interactive # work. CPUWeight=20, IOWeight=20, MemoryHigh=20G enforced at the slice # level (see ~/.config/systemd/user/heavy-tests.slice). Belt+suspenders: # also Nice=10 and CPUSchedulingPolicy=batch on the scope unit. # Fall back to bare timeout if systemd-run is unavailable. # Slice gives cgroup limits (CPUWeight/IOWeight/MemoryHigh); `nice` + # `ionice` are belt+suspenders that work even if scope-mode rejects -p. local _slice_prefix=() if command -v systemd-run >/dev/null 2>&1; then _slice_prefix=( systemd-run --user --slice=heavy-tests.slice --scope --quiet --collect --unit="autoplay-seed${seed}-$$" -- nice -n 10 ionice -c 3 ) else _slice_prefix=(nice -n 10 ionice -c 3) fi echo "[seed $seed] Launching Godot ($RENDER_MODE, timeout ${SAFETY_TIMEOUT}s, heavy-tests.slice)..." if [ -n "${AUTOPLAY_GODOT_BIN:-}" ]; then # Container path (Dockerfile.mc-ai): /usr/local/bin/godot is the # baked binary. No flatpak runtime to thread env vars through, so # translate FLATPAK_ENVS' `--env=KEY=VAL` tokens to a real env list # and exec the binary directly. systemd-run is absent in the # container, so _slice_prefix already collapsed to (nice ionice). local godot_env_args=() for e in "${FLATPAK_ENVS[@]}"; do case "$e" in --env=*) godot_env_args+=( "${e#--env=}" ) ;; *) : ;; # --socket / --filesystem / --unset-env are flatpak-only esac done XDG_RUNTIME_DIR="${XDG_RUNTIME_DIR:-/tmp}" \ "${_slice_prefix[@]}" \ timeout "$SAFETY_TIMEOUT" env "${godot_env_args[@]}" \ "$AUTOPLAY_GODOT_BIN" "${GODOT_ARGS[@]}" \ >"$game_dir/game.log" 2>&1 || { local exit_code=$? echo "[seed $seed] Godot exited with code $exit_code" >&2 } else XDG_RUNTIME_DIR="${XDG_RUNTIME_DIR:-/run/user/$(id -u)}" \ "${_slice_prefix[@]}" \ timeout "$SAFETY_TIMEOUT" flatpak run --user \ --filesystem=home \ "${FLATPAK_ENVS[@]}" \ org.godotengine.Godot "${GODOT_ARGS[@]}" \ >"$game_dir/game.log" 2>&1 || { local exit_code=$? echo "[seed $seed] Godot exited with code $exit_code" >&2 } fi if [ -n "$WESTON_PID" ]; then kill "$WESTON_PID" 2>/dev/null || true wait "$WESTON_PID" 2>/dev/null || true fi } _run_remote() { local seed="$1" local game_dir="$2" echo "[seed $seed] Running via SSH on $AUTOPLAY_HOST..." # REMOTE_BATCH_ROOT (default /tmp/@magic-civilization/builds) keeps batch # artifacts OUTSIDE the remote host's dev working tree so they cannot # trigger auto-commit divergence between hosts. # Derive a unique remote dir from RESULTS_DIR's basename to avoid per-clan # path collisions when multiple batches run in parallel with the same STAMP. local results_basename results_basename="$(basename "$RESULTS_DIR")" local remote_game_dir="$REMOTE_BATCH_ROOT/.local/batches/${results_basename}/game_${STAMP}_seed${seed}" local remote_runner="$REMOTE_HOME/bin/run_ap3.sh" ssh "$AUTOPLAY_HOST" " set -euo pipefail mkdir -p '$remote_game_dir' if [ ! -f '$remote_runner' ]; then echo 'ERROR: $remote_runner not found on $AUTOPLAY_HOST (expected persistent runner in \$HOME/bin)' >&2 exit 1 fi AUTO_PLAY=true \ AUTO_PLAY_SEED='$seed' \ AUTO_PLAY_TURN_LIMIT='$TURN_LIMIT' \ AUTO_PLAY_DIR='$remote_game_dir' \ AP_RUN_ID="${STAMP}_seed$(printf '%03d' "$seed")" \ AI_DIFFICULTY='${AI_DIFFICULTY:-}' \ AI_DIFFICULTY_P0='${AI_DIFFICULTY_P0:-}' \ AI_DIFFICULTY_P1='${AI_DIFFICULTY_P1:-}' \ AI_PIN_PERSONALITY='${AI_PIN_PERSONALITY:-}' \ MAP_SIZE='${MAP_SIZE:-}' \ NUM_PLAYERS='${NUM_PLAYERS:-}' \ AI_MCTS_PRIORS='${AI_MCTS_PRIORS:-}' \ RENDER_MODE='$RENDER_MODE' \ bash '$remote_runner' >'$remote_game_dir/game.log' 2>&1 " || { echo "[seed $seed] SSH run exited with error — see $game_dir/game.log after scp" >&2 } echo "[seed $seed] Fetching results from $AUTOPLAY_HOST..." scp -r "$AUTOPLAY_HOST:$remote_game_dir/." "$game_dir/" \ >/dev/null 2>&1 || { echo "WARNING: scp failed for seed $seed — result may be missing" >&2 } } # ── Main loop ──────────────────────────────────────────────────────────────── # # _run_one dispatches one seed (remote or local) and writes a status line to # $STATUS_DIR/seed_.status. Parallel mode runs up to $PARALLEL workers # concurrently using bash job control; the status files are read after # `wait` to tally failures (avoids races on a shared FAILED_SEEDS array). STATUS_DIR="$(mktemp -d -t autoplay-batch-status.XXXXXX)" trap 'rm -rf "$STATUS_DIR"' EXIT _run_one() { local seed="$1" local game_dir="$RESULTS_DIR/game_${STAMP}_seed${seed}" mkdir -p "$game_dir" echo "[$(date +%H:%M:%S)] [seed $seed] start → $game_dir" if [ -n "$AUTOPLAY_HOST" ]; then _run_remote "$seed" "$game_dir" else _run_local "$seed" "$game_dir" fi local meta_ok=false stats_ok=false [ -f "$game_dir/meta.json" ] && meta_ok=true [ -f "$game_dir/turn_stats.jsonl" ] && [ -s "$game_dir/turn_stats.jsonl" ] && stats_ok=true if $meta_ok && $stats_ok; then local line_count line_count="$(wc -l < "$game_dir/turn_stats.jsonl" | tr -d ' ')" echo "[$(date +%H:%M:%S)] [seed $seed] OK — $line_count turn_stats line(s)" echo "OK $seed" > "$STATUS_DIR/seed_${seed}.status" else $meta_ok || echo "[seed $seed] MISSING meta.json" >&2 $stats_ok || echo "[seed $seed] MISSING or empty turn_stats.jsonl" >&2 echo "FAIL $seed" > "$STATUS_DIR/seed_${seed}.status" fi } if [ "$PARALLEL" -le 1 ]; then for seed in $(seq "$SEED_START" "$SEED_END"); do _run_one "$seed" done else echo "[$(date +%H:%M:%S)] Dispatching $COUNT seed(s) with up to $PARALLEL concurrent..." for seed in $(seq "$SEED_START" "$SEED_END"); do while [ "$(jobs -rp | wc -l | tr -d ' ')" -ge "$PARALLEL" ]; do wait -n 2>/dev/null || break done _run_one "$seed" & [ "${LAUNCH_COOLDOWN}" -gt 0 ] 2>/dev/null && sleep "$LAUNCH_COOLDOWN" || true done wait fi FAILED_SEEDS=() for seed in $(seq "$SEED_START" "$SEED_END"); do status_file="$STATUS_DIR/seed_${seed}.status" if [ ! -f "$status_file" ]; then echo "[seed $seed] MISSING status file (worker crashed before writing)" >&2 FAILED_SEEDS+=("$seed") continue fi read -r status _ < "$status_file" [ "$status" = "OK" ] || FAILED_SEEDS+=("$seed") done # ── Summary ────────────────────────────────────────────────────────────────── echo "" echo "============================================================" PRODUCED=$(( COUNT - ${#FAILED_SEEDS[@]} )) echo "Batch complete: $PRODUCED/$COUNT games produced turn_stats.jsonl" echo "Results: $RESULTS_DIR" echo "============================================================" if [ ${#FAILED_SEEDS[@]} -gt 0 ]; then echo "ERROR: No turn_stats.jsonl for seeds: ${FAILED_SEEDS[*]}" >&2 echo " Check game.log in each game dir for details." >&2 exit 1 fi # ── E2E determinism gate ────────────────────────────────────────────────────── # Runs e2e-determinism-check.sh on the results dir. Catches script errors that # don't stop the game (map_placer out-of-bounds, nil-access warnings that # accumulate silently) and fails the batch if any seed has non-allowlisted ERRORs. E2E_CHECK="$SCRIPT_DIR/e2e-determinism-check.sh" if [ -x "$E2E_CHECK" ]; then echo "" echo "Running E2E determinism gate..." if ! "$E2E_CHECK" "$RESULTS_DIR" "$COUNT"; then echo "ERROR: E2E gate failed — see above for details." >&2 exit 1 fi else echo "WARNING: $E2E_CHECK not found or not executable — skipping E2E gate" >&2 fi exit 0