Handeware.Prove

Proof realistic_wire_eod · 12 days · v0.1.0

Replay-conformance proof

Realistic Wire Eod

PROOF PASS

12 days of recorded scheduler run history replayed through the Handeware Engine — same jobs, same dependency order, same failure containment, same human gates, or the day diverges.

Source tests/fixtures_realistic/realistic_wire_eod.jil · Window 2026-03-02 – 2026-03-17

Days replayed
12
Pass days
12
Diverged days
0
Gates observed
33

Per-day results

DateExpectedExecutedGatesVerdict
2026-03-0217173PASS
2026-03-0317173PASS
2026-03-0417173PASS
2026-03-0517173PASS
2026-03-0617173PASS
2026-03-0917173PASS
2026-03-1010100PASS
2026-03-1117173PASS
2026-03-1217173PASS
2026-03-1317173PASS
2026-03-1617173PASS
2026-03-1717173PASS

warning: duplicate row for job 'WIRE_EOD_FEED_INGEST' on 2026-03-04: line 38 supersedes line 37 (kept last)

Methodology

Every day in the supplied history window was replayed through the Handeware Engine against the graph converted from the scheduler export. Each job with a history row that day became a deterministic handler returning its recorded outcome — a recorded failure raises. Jobs without a row were marked NO_HISTORY. The Engine's own event log (one events.jsonl per day, beside this document) is the sole input to the comparison.

max_attempts=1 — a historical failure is a fact, not a flake. The Engine never retries the past; one recorded failure produces one STEP_FAILED event.

Human gates auto-approve and are recorded: every gate completes as a HUMAN_TASK_COMPLETED event with actor "auto", so the proof counts each sign-off an operator would have given.

Failure containment is boundary routing: every job node carries an error boundary routed to a held node, so a failed job parks its token and nothing downstream runs. History showing downstream jobs running anyway is reported as a containment break.

A day passes only when missing, unexpected, status mismatches, containment breaks and order findings are all empty and every history row matched a modeled job. The proof passes only when every replayed day passes.