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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@@ -274,11 +274,10 @@ func (s *Service) ListFinishedGamesBefore(ctx context.Context, cutoff time.Time)
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// `ON DELETE CASCADE` constraints declared in `00001_init.sql`.
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// Idempotent: returns nil when no game matches.
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//
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// Phase 14 introduces this method for the dev-sandbox bootstrap so a
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// terminal "Dev Sandbox" tile from a previous local-dev session can
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// be scrubbed before a fresh game spawns. Production callers must
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// stay on the regular cancel / finish lifecycle — `DeleteGame` is
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// destructive and bypasses the cascade-notification machinery.
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// `DeleteGame` is destructive — a hard delete that bypasses the
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// cascade-notification machinery — so production callers stay on the
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// regular cancel / finish lifecycle. It is exercised by the lobby
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// integration tests.
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func (s *Service) DeleteGame(ctx context.Context, gameID uuid.UUID) error {
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if err := s.deps.Store.DeleteGame(ctx, gameID); err != nil {
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return err
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@@ -248,8 +248,8 @@ func TestEndToEndPrivateGameFlow(t *testing.T) {
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}
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}
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// TestDeleteGameCascadesEverything pins the contract the dev-sandbox
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// bootstrap relies on: removing a game wipes every referencing row
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// TestDeleteGameCascadesEverything pins the DeleteGame contract:
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// removing a game wipes every referencing row
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// (memberships, applications, invites, runtime_records,
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// player_mappings) in a single SQL statement. Before this is wired
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// the developer's lobby pile up cancelled tiles between
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@@ -20,9 +20,9 @@ type InsertMembershipDirectInput struct {
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// writes as ApproveApplication: the per-game race-name reservation
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// row plus the membership row, and refreshes the in-memory caches.
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//
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// The method is intended for boot-time provisioning by
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// `backend/internal/devsandbox` and similar trusted callers. It is
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// not exposed through any HTTP handler. The caller must guarantee
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// The method is intended for trusted boot-time provisioning and
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// integration tests; it is not exposed through any HTTP handler. The
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// caller must guarantee
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// game.Status == GameStatusEnrollmentOpen — the function returns
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// ErrConflict otherwise — and that the race-name policy and
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// canonical-key invariants are honoured (the implementation reuses
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@@ -30,9 +30,8 @@ type InsertMembershipDirectInput struct {
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// or unsuitable name still fails).
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//
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// Idempotency: if a membership for (GameID, UserID) already exists
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// the function returns the existing row without modifying state.
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// This makes the helper safe to call on every backend boot from
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// devsandbox.Bootstrap.
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// the function returns the existing row without modifying state, so
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// the helper is safe to call repeatedly.
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func (s *Service) InsertMembershipDirect(ctx context.Context, in InsertMembershipDirectInput) (Membership, error) {
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displayName, err := ValidateDisplayName(in.RaceName)
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if err != nil {
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@@ -236,9 +236,8 @@ func (s *Store) ListMyGames(ctx context.Context, userID uuid.UUID) ([]GameRecord
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// referencing table (memberships / applications / invites /
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// runtime_records / player_mappings — all declared with ON DELETE
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// CASCADE in `00001_init.sql`). Idempotent: returns nil when no row
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// matches. Used by the dev-sandbox bootstrap to scrub terminal
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// games on every backend boot so the developer's lobby never piles
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// up cancelled tiles.
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// matches. A hard delete for trusted callers and integration tests;
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// production lifecycle uses cancel / finish.
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func (s *Store) DeleteGame(ctx context.Context, gameID uuid.UUID) error {
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g := table.Games
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stmt := g.DELETE().WHERE(g.GameID.EQ(postgres.UUID(gameID)))
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