refactor(dev): remove the dev-sandbox bootstrap everywhere
Tests · Go / test (push) Successful in 1m59s
Tests · Go / test (push) Successful in 1m59s
Stage 1 of the dev-as-prod-mirror rework. The auto-provisioned "Dev Sandbox" game and dummy users are removed so the dev contour starts empty like prod; the separate legacy-report loader stays as the test-data path. - delete backend/internal/devsandbox (package + tests) - drop the bootstrap call + DevSandboxConfig (struct, Config field, BACKEND_DEV_SANDBOX_* env, defaults, loader, validation) - strip BACKEND_DEV_SANDBOX_* from dev-deploy + local-dev compose and .env.example; the generic engine-recycle / prune-broken-engines logic stays (it serves real games) - update tooling docs (dev-deploy README + KNOWN-ISSUES, local-dev README + Makefile) and stale comments; DeleteGame and InsertMembershipDirect remain (exercised by lobby integration tests) No app behaviour change beyond not auto-creating the sandbox game.
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@@ -153,7 +153,7 @@ jobs:
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# Compare the freshly-built `galaxy-engine:dev` SHA against
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# every running `galaxy-game-*` container. The backend
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# reconciler adopts pre-existing labelled engine containers
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# without checking image drift, so a running sandbox would
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# without checking image drift, so a running game would
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# otherwise keep serving the previous engine code until the
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# container is recycled by hand. This step makes the recycle
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# automatic but only when it is actually needed:
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@@ -168,10 +168,7 @@ jobs:
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# silent state corruption otherwise), and cascade-delete
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# the lobby `games` row (the FKs in `00001_init.sql`
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# drop the matching `runtime_records`, `memberships`,
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# `player_mappings`, etc. in the same write). The
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# `dev-sandbox` bootstrap on the next backend boot finds
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# no live sandbox and provisions a fresh one on the new
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# engine image.
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# `player_mappings`, etc. in the same write).
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#
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# Backend is stopped first to keep the reconciler from
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# racing the recycle (mid-stream adoption / restart). The
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