refactor(dev): remove the dev-sandbox bootstrap everywhere
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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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@@ -22,7 +22,7 @@ help:
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@echo " make up Build (if needed) and bring up the stack, wait until healthy"
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@echo " make down Stop compose containers, leave engines + volumes intact"
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@echo " make rebuild Force rebuild of backend / gateway images and bring up"
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@echo " make build-engine Build the engine image $(ENGINE_IMAGE) used by the dev sandbox"
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@echo " make build-engine Build the engine image $(ENGINE_IMAGE) used by running games"
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@echo " make stop-engines Stop and remove only the per-game engine containers"
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@echo " make prune-broken-engines Remove non-running engine containers Docker can't heal (run inside 'up')"
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@echo " make clean Stop everything (incl. engines) and wipe volumes + game state"
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@@ -37,8 +37,9 @@ help:
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@echo " pnpm -C ui/frontend dev"
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@echo "and open http://localhost:5173 (UI) plus http://localhost:8025 (Mailpit)."
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@echo ""
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@echo "Default login for the auto-provisioned dev sandbox: dev@local.test"
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@echo "(see BACKEND_DEV_SANDBOX_EMAIL in .env). Login code: 123456."
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@echo "Sign in with email-OTP; the fixed login code 123456 works when"
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@echo "BACKEND_AUTH_DEV_FIXED_CODE is set in .env. No game is auto-provisioned —"
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@echo "load a legacy report via the UI's DEV report loader to exercise the map."
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up: build-engine prune-broken-engines
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$(COMPOSE) up -d --wait
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@@ -88,12 +89,9 @@ stop-engines:
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# bind-mount source and leaves it stuck in `exited` / `created`
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# state. This target prunes the husks before `compose up`; the
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# backend's pre-bootstrap reconciler tick (`backend/cmd/backend/main.go`)
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# then cascades the orphan runtime row to `removed`, the lobby
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# cancels the game, and the dev-sandbox bootstrap purges the
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# cancelled tile and provisions a fresh sandbox in the same
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# `make up` cycle. Healthy `running` / `restarting` containers are
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# left intact so a long-lived sandbox survives normal up/down
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# cycles.
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# then cascades the orphan runtime row to `removed` and the lobby
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# cancels the game. Healthy `running` / `restarting` containers are
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# left intact so a long-lived game survives normal up/down cycles.
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prune-broken-engines:
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@ids=""; \
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for cid in $$(docker ps -aq \
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+16
-50
@@ -78,49 +78,24 @@ To force the second path (no fast-bypass), edit
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`make rebuild` (or simply `docker compose up -d backend` to recreate
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the backend with the new env).
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## Auto-provisioned dev sandbox
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## No auto-provisioned game
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`make up` provisions a private game called **Dev Sandbox** owned by
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the dev user (default `dev@local.test`). The flow is implemented in
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`backend/internal/devsandbox` and runs on every backend boot when
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`BACKEND_DEV_SANDBOX_EMAIL` is non-empty in `tools/local-dev/.env`.
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Bootstrap is idempotent — re-running `make up` after a `make down`
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finds the existing user, dummy participants, game, and memberships
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without creating duplicates. If a previous boot crashed mid-way
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(game stuck in `enrollment_open` or `ready_to_start`), the next boot
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resumes the lifecycle.
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To log in straight into the sandbox:
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`make up` brings up the stack with an empty lobby — there is no
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auto-provisioned game. Sign in with email-OTP (the fixed dev code
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`123456` works when `BACKEND_AUTH_DEV_FIXED_CODE` is set in
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`tools/local-dev/.env`):
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1. `make -C tools/local-dev up`
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2. `pnpm -C ui/frontend dev` (in another terminal)
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3. Open <http://localhost:5173/login>, enter `dev@local.test`, then
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the dev code `123456`.
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4. The lobby shows **Dev Sandbox** in *My Games*; click in.
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3. Open <http://localhost:5173/login>, enter your email, then the dev
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code `123456`.
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To disable the bootstrap, clear `BACKEND_DEV_SANDBOX_EMAIL` in
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`tools/local-dev/.env` and `docker compose up -d backend` (or
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`make rebuild`). Existing users / games are not removed.
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Terminal sandbox games — anything in `cancelled`, `finished`, or
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`start_failed` — are deleted on every boot before find-or-create
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runs. The cascade declared in `00001_init.sql` removes the
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matching memberships, applications, invites, runtime records,
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and player mappings in the same write, so the dev user's lobby
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shows exactly one running tile at all times. Cancelling the
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sandbox manually and running `docker compose restart backend`
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(or `make rebuild`) yields a fresh game without leaving dead
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tiles behind.
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The bootstrap requires:
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- `galaxy-engine:local-dev` Docker image (`make build-engine`).
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- `BACKEND_DEV_SANDBOX_ENGINE_VERSION` parses as plain semver
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(`MAJOR.MINOR.PATCH`); the default `0.1.0` is what the bootstrap
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registers in the `engine_versions` row that points at the image.
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- `BACKEND_DEV_SANDBOX_PLAYER_COUNT` ≥ 20 (the engine's minimum;
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19 deterministic dummies fill the slots so the single real user
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can start the game).
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To exercise the map and report views without running a full game, use
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the UI's DEV **synthetic report loader**: convert a legacy `.REP` with
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`tools/local-dev/legacy-report/` and load the resulting JSON through the
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loader (see that tool's README). To play a real game, create one in the
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lobby and let the engine (`galaxy-engine:local-dev`, built by
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`make build-engine`) run it.
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- A frozen turn schedule (`0 0 1 1 *` — once a year) so the visible
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game state stays at turn 1 until you explicitly progress it.
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@@ -239,24 +214,15 @@ make status docker compose ps
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this in one cycle: `prune-broken-engines` (runs as part of `up`)
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removes every engine container that is not in `running` /
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`restarting` state, the backend's pre-bootstrap reconciler tick
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cascades the orphan runtime row to `removed`, the lobby cancels
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the matching sandbox game, and the dev-sandbox bootstrap purges
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the cancelled tile and provisions a fresh sandbox with a brand
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new state directory. To run the cleanup by hand without restarting
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the rest of the stack, `make prune-broken-engines`.
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cascades the orphan runtime row to `removed`, and the lobby cancels
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the matching game. To run the cleanup by hand without restarting the
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rest of the stack, `make prune-broken-engines`.
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The cycle relies on the backend image carrying the pre-bootstrap
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reconciler tick (`backend/cmd/backend/main.go`). `make up` reuses
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the cached image, so after pulling this commit the first time you
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must `make rebuild` once to bake the fix in. Future `make up`
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cycles will heal in one shot.
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If after the heal cycle the lobby still shows only a `cancelled`
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sandbox tile and no running game, the running backend image
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predates the pre-bootstrap reconciler tick — the periodic ticker
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cancels the orphan after bootstrap has already returned, leaving
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the lobby in the half-baked state. `make rebuild` recreates the
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image and then `make up` lands a fresh sandbox.
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- **`make up` reports a build error mentioning `pkg/cronutil`** —
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upstream module list drifted; copy any new `pkg/<name>/` line into
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the local-dev `backend.Dockerfile` / `gateway.Dockerfile` to match
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@@ -122,10 +122,6 @@ services:
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BACKEND_OTEL_TRACES_EXPORTER: none
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BACKEND_OTEL_METRICS_EXPORTER: none
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BACKEND_AUTH_DEV_FIXED_CODE: ${BACKEND_AUTH_DEV_FIXED_CODE:-}
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BACKEND_DEV_SANDBOX_EMAIL: ${BACKEND_DEV_SANDBOX_EMAIL:-}
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BACKEND_DEV_SANDBOX_ENGINE_IMAGE: ${BACKEND_DEV_SANDBOX_ENGINE_IMAGE:-}
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BACKEND_DEV_SANDBOX_ENGINE_VERSION: ${BACKEND_DEV_SANDBOX_ENGINE_VERSION:-}
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BACKEND_DEV_SANDBOX_PLAYER_COUNT: ${BACKEND_DEV_SANDBOX_PLAYER_COUNT:-}
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volumes:
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- /var/run/docker.sock:/var/run/docker.sock
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# Per-game state directories live under the same absolute path
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