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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@@ -26,7 +26,6 @@ import (
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"galaxy/backend/internal/app"
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"galaxy/backend/internal/auth"
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"galaxy/backend/internal/config"
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"galaxy/backend/internal/devsandbox"
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"galaxy/backend/internal/diplomail"
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"galaxy/backend/internal/diplomail/detector"
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"galaxy/backend/internal/diplomail/translator"
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@@ -274,29 +273,18 @@ func run(ctx context.Context) (err error) {
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)
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runtimeGateway.svc = runtimeSvc
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// Run a single reconciliation pass before the dev-sandbox
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// bootstrap so any runtime row pointing at a vanished engine
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// container (host reboot wiped /tmp/galaxy-game-state/<uuid>;
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// `tools/local-dev`'s `prune-broken-engines` target reaped the
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// husk) is already cascaded through `markRemoved` → lobby
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// `cancelled` by the time the bootstrap walks the sandbox list.
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// Without this pre-tick the bootstrap would reuse the
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// soon-to-be-cancelled game and force the developer into a
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// second `make up` cycle to land a healthy sandbox. Failures are
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// Run a single reconciliation pass at startup so any runtime row
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// pointing at a vanished engine container (a host reboot wiped
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// /tmp/galaxy-game-state/<uuid>; `tools/local-dev`'s
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// `prune-broken-engines` target reaped the husk) is cascaded
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// through `markRemoved` → lobby `cancelled` before the server
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// starts serving requests. Failures are
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// non-fatal: the periodic ticker started later catches up, and
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// the worst case degrades to the legacy two-cycle recovery.
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if err := runtimeSvc.Reconciler().Tick(ctx); err != nil {
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logger.Warn("pre-bootstrap reconciler tick failed", zap.Error(err))
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}
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if err := devsandbox.Bootstrap(ctx, devsandbox.Deps{
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Users: userSvc,
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Lobby: lobbySvc,
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EngineVersions: engineVersionSvc,
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}, cfg.DevSandbox, logger); err != nil {
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return fmt.Errorf("dev sandbox bootstrap: %w", err)
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}
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notifStore := notification.NewStore(db)
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notifSvc := notification.NewService(notification.Deps{
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Store: notifStore,
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