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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