refactor(dev): remove the dev-sandbox bootstrap everywhere
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.
This commit is contained in:
Ilia Denisov
2026-05-31 22:28:03 +02:00
parent 26f1e62924
commit 0cae89cba2
17 changed files with 60 additions and 737 deletions
+9 -13
View File
@@ -114,8 +114,7 @@ calls `make clean-data`.
The same dev-mode email-code override as `tools/local-dev/` applies,
and the dev-deploy compose ships with it enabled by default:
1. Enter `dev@galaxy.lan` (or whatever `BACKEND_DEV_SANDBOX_EMAIL`
resolves to) in the login form.
1. Enter your email address in the login form.
2. Submit `123456` as the code — the docker-compose default for
`BACKEND_AUTH_DEV_FIXED_CODE` is `123456`, so the bcrypt-hashed
email code stays a fallback. To force real Mailpit codes (e.g. for
@@ -212,8 +211,7 @@ make clean-data Stop everything and wipe volumes + game-state dir
## Known issues
See [`KNOWN-ISSUES.md`](KNOWN-ISSUES.md) for symptoms that surface
in the long-lived dev environment but are not yet fixed (currently:
the sandbox game flipping to `cancelled` after a redispatch).
in the long-lived dev environment but are not yet fixed.
## Deployment cadence
@@ -237,12 +235,12 @@ behind. There is no separate state to clean up between the two paths.
### Engine image drift recycle
`backend` spawns one engine container per game (the long-lived "Dev
Sandbox" plus any user-created games) and the reconciler reattaches
to whatever it finds with the `galaxy.stack=dev-deploy` label. That
reattach does not check the running container's image SHA against the
freshly-built `galaxy-engine:dev` tag, so an unchanged container would
otherwise keep serving the previous engine code after a redeploy.
`backend` spawns one engine container per running game and the
reconciler reattaches to whatever it finds with the
`galaxy.stack=dev-deploy` label. That reattach does not check the
running container's image SHA against the freshly-built
`galaxy-engine:dev` tag, so an unchanged container would otherwise
keep serving the previous engine code after a redeploy.
The `dev-deploy.yaml` workflow handles this in the
`Recycle engine containers on image drift` step. When `docker build`
@@ -250,9 +248,7 @@ produces a new `galaxy-engine:dev` SHA, the step compares it against
every running `galaxy-game-*` container and, for each drifted one,
stops the backend, removes the container, wipes its bind-mounted
state directory (Engine.Init() writes turn-0 over any pre-existing
`turn-N` files), and cascade-deletes the lobby `games` row. The
`dev-sandbox` bootstrap on the next backend boot finds no live
sandbox and provisions a fresh one on the new engine image.
`turn-N` files), and cascade-deletes the lobby `games` row.
When the engine sources are unchanged, the BuildKit cache hits and
the SHA stays the same — the recycle step is a no-op and the running