26e108f3e1b1eebafe52e074117f3932dfa0d62b
Adds view-only playback: re-simulate from the recorded seed + commands and verify the RNG checksums. - ReplayReader (lib): parses a replay file into header + an ordered stream of command/checksum entries. CommandSerializer gains the inverse parseCommand (round-trips every verb; rejects malformed input). - ReplayPlayer (lib): the playback driver. Applies each command at its exact recorded tick and verifies checksums in file order (start() handles tick 0; advanceTo(tick) handles each tick after sim.tick()). Independent of replay-time speed/pause; reports the first desync tick. - CommandManager replay mode: enqueue() becomes a no-op so live input is ignored while the recorded stream drives application. - main.cpp: --replay <file> reads + validates (warns on version/config-hash mismatch), seeds the sim from the header, and threads the replay through MainWindow to GameWorldView. - GameWorldView: drives the player in onFrame (manual speed/pause kept, forward-only), gates the schematic-choices and game-over polls, and draws a "REPLAY" tag plus a passive "Replay ended" / "Desync at tick N" overlay. - computeReplayConfigHash factored out of ReplayRecorder for reuse by main. ReplayPlaybackTest records a scripted run, reads it back, replays it, and asserts no desync + byte-identical final state -- including the periodic-checksum-then-command ordering at a shared tick. Full suite green (350 cases / 3396 assertions); app, tests, and balancing all build. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DUsFgd2Ga6pmLz8giS8WUn
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