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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@@ -85,16 +85,16 @@ report to fetch. Two alternatives were rejected:
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- a brand-new `user.games.state` message — adds a full wire-flow
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(fbs schema, transcoder, gateway routing, backend handler) for a
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one-field response;
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- hard-coding `turn=0` for all games — works for the dev sandbox
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(which never advances past turn zero) but renders the initial
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state for any real game past turn zero.
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- hard-coding `turn=0` for all games — works for a synthetic report
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loaded at turn zero but mis-renders the initial state for any real
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game past turn zero.
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Extending `GameSummary` reuses the existing lobby pipeline; the
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backend already tracks `current_turn` in its runtime projection
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(`backend/internal/server/handlers_user_lobby_helpers.go`
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`gameSummaryToWire` reads it from `g.RuntimeSnapshot.CurrentTurn`).
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The `current_turn` field defaults to zero on the FB side, so existing
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tests and the dev sandbox flow continue to work unchanged.
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tests and the synthetic-report flow continue to work unchanged.
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## State binding
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