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.
This commit is contained in:
@@ -153,7 +153,7 @@ jobs:
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# Compare the freshly-built `galaxy-engine:dev` SHA against
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# Compare the freshly-built `galaxy-engine:dev` SHA against
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# every running `galaxy-game-*` container. The backend
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# every running `galaxy-game-*` container. The backend
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# reconciler adopts pre-existing labelled engine containers
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# reconciler adopts pre-existing labelled engine containers
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# without checking image drift, so a running sandbox would
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# without checking image drift, so a running game would
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# otherwise keep serving the previous engine code until the
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# otherwise keep serving the previous engine code until the
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# container is recycled by hand. This step makes the recycle
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# container is recycled by hand. This step makes the recycle
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# automatic but only when it is actually needed:
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# automatic but only when it is actually needed:
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@@ -168,10 +168,7 @@ jobs:
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# silent state corruption otherwise), and cascade-delete
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# silent state corruption otherwise), and cascade-delete
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# the lobby `games` row (the FKs in `00001_init.sql`
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# the lobby `games` row (the FKs in `00001_init.sql`
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# drop the matching `runtime_records`, `memberships`,
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# drop the matching `runtime_records`, `memberships`,
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# `player_mappings`, etc. in the same write). The
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# `player_mappings`, etc. in the same write).
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# `dev-sandbox` bootstrap on the next backend boot finds
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# no live sandbox and provisions a fresh one on the new
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# engine image.
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#
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#
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# Backend is stopped first to keep the reconciler from
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# Backend is stopped first to keep the reconciler from
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# racing the recycle (mid-stream adoption / restart). The
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# racing the recycle (mid-stream adoption / restart). The
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@@ -26,7 +26,6 @@ import (
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"galaxy/backend/internal/app"
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"galaxy/backend/internal/app"
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"galaxy/backend/internal/auth"
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"galaxy/backend/internal/auth"
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"galaxy/backend/internal/config"
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"galaxy/backend/internal/config"
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"galaxy/backend/internal/devsandbox"
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"galaxy/backend/internal/diplomail"
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"galaxy/backend/internal/diplomail"
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"galaxy/backend/internal/diplomail/detector"
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"galaxy/backend/internal/diplomail/detector"
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"galaxy/backend/internal/diplomail/translator"
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"galaxy/backend/internal/diplomail/translator"
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@@ -274,29 +273,18 @@ func run(ctx context.Context) (err error) {
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)
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)
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runtimeGateway.svc = runtimeSvc
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runtimeGateway.svc = runtimeSvc
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// Run a single reconciliation pass before the dev-sandbox
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// Run a single reconciliation pass at startup so any runtime row
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// bootstrap so any runtime row pointing at a vanished engine
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// pointing at a vanished engine container (a host reboot wiped
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// container (host reboot wiped /tmp/galaxy-game-state/<uuid>;
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// /tmp/galaxy-game-state/<uuid>; `tools/local-dev`'s
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// `tools/local-dev`'s `prune-broken-engines` target reaped the
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// `prune-broken-engines` target reaped the husk) is cascaded
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// husk) is already cascaded through `markRemoved` → lobby
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// through `markRemoved` → lobby `cancelled` before the server
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// `cancelled` by the time the bootstrap walks the sandbox list.
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// starts serving requests. Failures are
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// Without this pre-tick the bootstrap would reuse the
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// soon-to-be-cancelled game and force the developer into a
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// second `make up` cycle to land a healthy sandbox. Failures are
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// non-fatal: the periodic ticker started later catches up, and
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// non-fatal: the periodic ticker started later catches up, and
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// the worst case degrades to the legacy two-cycle recovery.
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// the worst case degrades to the legacy two-cycle recovery.
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if err := runtimeSvc.Reconciler().Tick(ctx); err != nil {
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if err := runtimeSvc.Reconciler().Tick(ctx); err != nil {
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logger.Warn("pre-bootstrap reconciler tick failed", zap.Error(err))
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logger.Warn("pre-bootstrap reconciler tick failed", zap.Error(err))
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}
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}
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if err := devsandbox.Bootstrap(ctx, devsandbox.Deps{
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Users: userSvc,
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Lobby: lobbySvc,
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EngineVersions: engineVersionSvc,
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}, cfg.DevSandbox, logger); err != nil {
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return fmt.Errorf("dev sandbox bootstrap: %w", err)
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}
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notifStore := notification.NewStore(db)
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notifStore := notification.NewStore(db)
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notifSvc := notification.NewService(notification.Deps{
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notifSvc := notification.NewService(notification.Deps{
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Store: notifStore,
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Store: notifStore,
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@@ -105,11 +105,6 @@ const (
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envDiplomailTranslatorTimeout = "BACKEND_DIPLOMAIL_TRANSLATOR_TIMEOUT"
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envDiplomailTranslatorTimeout = "BACKEND_DIPLOMAIL_TRANSLATOR_TIMEOUT"
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envDiplomailTranslatorMaxAttempts = "BACKEND_DIPLOMAIL_TRANSLATOR_MAX_ATTEMPTS"
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envDiplomailTranslatorMaxAttempts = "BACKEND_DIPLOMAIL_TRANSLATOR_MAX_ATTEMPTS"
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envDiplomailWorkerInterval = "BACKEND_DIPLOMAIL_WORKER_INTERVAL"
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envDiplomailWorkerInterval = "BACKEND_DIPLOMAIL_WORKER_INTERVAL"
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envDevSandboxEmail = "BACKEND_DEV_SANDBOX_EMAIL"
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envDevSandboxEngineImage = "BACKEND_DEV_SANDBOX_ENGINE_IMAGE"
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envDevSandboxEngineVersion = "BACKEND_DEV_SANDBOX_ENGINE_VERSION"
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envDevSandboxPlayerCount = "BACKEND_DEV_SANDBOX_PLAYER_COUNT"
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)
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)
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// Default values applied when an environment variable is absent.
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// Default values applied when an environment variable is absent.
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@@ -178,9 +173,6 @@ const (
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defaultDiplomailTranslatorTimeout = 10 * time.Second
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defaultDiplomailTranslatorTimeout = 10 * time.Second
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defaultDiplomailTranslatorMaxAttempts = 5
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defaultDiplomailTranslatorMaxAttempts = 5
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defaultDiplomailWorkerInterval = 2 * time.Second
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defaultDiplomailWorkerInterval = 2 * time.Second
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defaultDevSandboxEngineVersion = "0.1.0"
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defaultDevSandboxPlayerCount = 20
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)
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)
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// Allowed values for the closed-set string options.
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// Allowed values for the closed-set string options.
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@@ -219,29 +211,12 @@ type Config struct {
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Runtime RuntimeConfig
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Runtime RuntimeConfig
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Notification NotificationConfig
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Notification NotificationConfig
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Diplomail DiplomailConfig
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Diplomail DiplomailConfig
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DevSandbox DevSandboxConfig
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// FreshnessWindow mirrors the gateway freshness window and is used by the
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// FreshnessWindow mirrors the gateway freshness window and is used by the
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// push server to bound the cursor TTL.
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// push server to bound the cursor TTL.
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FreshnessWindow time.Duration
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FreshnessWindow time.Duration
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}
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}
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// DevSandboxConfig configures the boot-time bootstrap implemented in
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// `backend/internal/devsandbox`. When Email is empty the bootstrap
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// is a no-op, which is the production posture. When Email is set —
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// from `BACKEND_DEV_SANDBOX_EMAIL` in the `tools/local-dev` stack —
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// the bootstrap idempotently provisions a real user, the configured
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// number of dummy participants, a private "Dev Sandbox" game, the
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// matching memberships, and drives the lifecycle to `running`. The
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// engine image and engine version refer to a row that the bootstrap
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// also seeds in `engine_versions`.
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type DevSandboxConfig struct {
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Email string
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EngineImage string
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EngineVersion string
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PlayerCount int
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}
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// LoggingConfig stores the parameters used by the structured logger.
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// LoggingConfig stores the parameters used by the structured logger.
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type LoggingConfig struct {
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type LoggingConfig struct {
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// Level is the zap level name (e.g. "debug", "info", "warn", "error").
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// Level is the zap level name (e.g. "debug", "info", "warn", "error").
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@@ -572,10 +547,6 @@ func DefaultConfig() Config {
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TranslatorMaxAttempts: defaultDiplomailTranslatorMaxAttempts,
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TranslatorMaxAttempts: defaultDiplomailTranslatorMaxAttempts,
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WorkerInterval: defaultDiplomailWorkerInterval,
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WorkerInterval: defaultDiplomailWorkerInterval,
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},
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},
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DevSandbox: DevSandboxConfig{
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EngineVersion: defaultDevSandboxEngineVersion,
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PlayerCount: defaultDevSandboxPlayerCount,
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},
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Runtime: RuntimeConfig{
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Runtime: RuntimeConfig{
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WorkerPoolSize: defaultRuntimeWorkerPoolSize,
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WorkerPoolSize: defaultRuntimeWorkerPoolSize,
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JobQueueSize: defaultRuntimeJobQueueSize,
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JobQueueSize: defaultRuntimeJobQueueSize,
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@@ -755,13 +726,6 @@ func LoadFromEnv() (Config, error) {
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return Config{}, err
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return Config{}, err
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}
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}
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cfg.DevSandbox.Email = strings.TrimSpace(loadString(envDevSandboxEmail, cfg.DevSandbox.Email))
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cfg.DevSandbox.EngineImage = strings.TrimSpace(loadString(envDevSandboxEngineImage, cfg.DevSandbox.EngineImage))
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cfg.DevSandbox.EngineVersion = strings.TrimSpace(loadString(envDevSandboxEngineVersion, cfg.DevSandbox.EngineVersion))
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if cfg.DevSandbox.PlayerCount, err = loadInt(envDevSandboxPlayerCount, cfg.DevSandbox.PlayerCount); err != nil {
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return Config{}, err
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}
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if err := cfg.Validate(); err != nil {
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if err := cfg.Validate(); err != nil {
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return Config{}, err
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return Config{}, err
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}
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}
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@@ -973,21 +937,6 @@ func (c Config) Validate() error {
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}
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}
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}
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}
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if email := strings.TrimSpace(c.DevSandbox.Email); email != "" {
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if _, err := netmail.ParseAddress(email); err != nil {
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return fmt.Errorf("%s must be a valid RFC 5322 address: %w", envDevSandboxEmail, err)
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}
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if strings.TrimSpace(c.DevSandbox.EngineImage) == "" {
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return fmt.Errorf("%s must not be empty when %s is set", envDevSandboxEngineImage, envDevSandboxEmail)
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}
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if strings.TrimSpace(c.DevSandbox.EngineVersion) == "" {
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return fmt.Errorf("%s must not be empty when %s is set", envDevSandboxEngineVersion, envDevSandboxEmail)
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}
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if c.DevSandbox.PlayerCount <= 0 {
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return fmt.Errorf("%s must be positive when %s is set", envDevSandboxPlayerCount, envDevSandboxEmail)
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}
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}
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return nil
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return nil
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}
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}
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@@ -1,287 +0,0 @@
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// Package devsandbox provisions a ready-to-play game on backend boot
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// for the `tools/local-dev` stack.
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//
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// Bootstrap is invoked from `backend/cmd/backend/main.go` after the
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// admin bootstrap and before the HTTP listener starts. It reads
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// `cfg.DevSandbox`; when `Email` is empty (the production posture)
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// the function logs "skipped" and returns nil. When set, it
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// idempotently:
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//
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// 1. registers the configured engine version and image;
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// 2. find-or-creates the real dev user with the configured email;
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// 3. find-or-creates `cfg.PlayerCount - 1` deterministic dummy
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// users so the engine's minimum-players constraint is met;
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// 4. find-or-creates a private "Dev Sandbox" game owned by the
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// real user with min/max_players = cfg.PlayerCount and a
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// year-out turn schedule (effectively frozen at turn 1);
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// 5. inserts memberships for all participants bypassing the
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// application/approval flow;
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// 6. drives the lifecycle to `running` (or as far as possible if
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// the runtime is busy).
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//
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// The function is a no-op on subsequent boots once the game is
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// running; partial states from earlier crashes are recovered.
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package devsandbox
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import (
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"context"
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"errors"
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"fmt"
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"time"
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|
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"galaxy/backend/internal/config"
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"galaxy/backend/internal/lobby"
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"galaxy/backend/internal/runtime"
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|
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"github.com/google/uuid"
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"go.uber.org/zap"
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)
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// SandboxGameName is the display name used to identify the
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// auto-provisioned game on subsequent reboots. The combination of
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// game_name and owner_user_id is unique enough in practice — only
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// the dev sandbox bootstrap creates a game owned by the configured
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// real user with this exact name.
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const SandboxGameName = "Dev Sandbox"
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// SandboxTurnSchedule keeps the game on turn 1 by scheduling the
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// next turn a year out. The runtime scheduler still parses this and
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// will tick once a year — long enough to never interfere with
|
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// solo UI development.
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const SandboxTurnSchedule = "0 0 1 1 *"
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|
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// UserEnsurer matches `auth.UserEnsurer`. We define a local
|
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// interface to avoid importing the auth package and circular
|
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// dependencies — the production wiring passes the same `*user.Service`
|
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// instance used by auth.
|
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type UserEnsurer interface {
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EnsureByEmail(ctx context.Context, email, preferredLanguage, timeZone, declaredCountry string) (uuid.UUID, error)
|
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}
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|
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// Deps aggregates the collaborators Bootstrap needs.
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type Deps struct {
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Users UserEnsurer
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Lobby *lobby.Service
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EngineVersions *runtime.EngineVersionService
|
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}
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|
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// Bootstrap runs the seven-step provisioning flow described on the
|
|
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// package doc comment. Errors are returned to the caller; the boot
|
|
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// path in `cmd/backend/main.go` aborts startup if Bootstrap fails so
|
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// a misconfigured dev environment surfaces immediately rather than
|
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// silently leaving the lobby empty.
|
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func Bootstrap(ctx context.Context, deps Deps, cfg config.DevSandboxConfig, logger *zap.Logger) error {
|
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if logger == nil {
|
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logger = zap.NewNop()
|
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}
|
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logger = logger.Named("dev_sandbox")
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|
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if cfg.Email == "" {
|
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logger.Info("skipped (no email)")
|
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return nil
|
|
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}
|
|
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if deps.Users == nil || deps.Lobby == nil || deps.EngineVersions == nil {
|
|
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return errors.New("dev_sandbox: deps.Users, deps.Lobby and deps.EngineVersions are required")
|
|
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}
|
|
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if cfg.PlayerCount <= 0 {
|
|
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return fmt.Errorf("dev_sandbox: PlayerCount must be positive, got %d", cfg.PlayerCount)
|
|
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}
|
|
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|
|
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if err := ensureEngineVersion(ctx, deps.EngineVersions, cfg, logger); err != nil {
|
|
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return err
|
|
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}
|
|
||||||
|
|
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realID, err := deps.Users.EnsureByEmail(ctx, cfg.Email, "en", "UTC", "")
|
|
||||||
if err != nil {
|
|
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return fmt.Errorf("dev_sandbox: ensure real user: %w", err)
|
|
||||||
}
|
|
||||||
|
|
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dummyIDs := make([]uuid.UUID, 0, cfg.PlayerCount-1)
|
|
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for i := 1; i < cfg.PlayerCount; i++ {
|
|
||||||
email := fmt.Sprintf("dev-dummy-%02d@local.test", i)
|
|
||||||
id, err := deps.Users.EnsureByEmail(ctx, email, "en", "UTC", "")
|
|
||||||
if err != nil {
|
|
||||||
return fmt.Errorf("dev_sandbox: ensure dummy %d: %w", i, err)
|
|
||||||
}
|
|
||||||
dummyIDs = append(dummyIDs, id)
|
|
||||||
}
|
|
||||||
|
|
||||||
if err := purgeTerminalSandboxGames(ctx, deps.Lobby, realID, logger); err != nil {
|
|
||||||
return err
|
|
||||||
}
|
|
||||||
|
|
||||||
game, err := findOrCreateSandboxGame(ctx, deps.Lobby, realID, cfg)
|
|
||||||
if err != nil {
|
|
||||||
return err
|
|
||||||
}
|
|
||||||
|
|
||||||
game, err = ensureMembershipsAndDrive(ctx, deps.Lobby, game, realID, dummyIDs, logger)
|
|
||||||
if err != nil {
|
|
||||||
return err
|
|
||||||
}
|
|
||||||
|
|
||||||
logger.Info("bootstrap complete",
|
|
||||||
zap.String("user_id", realID.String()),
|
|
||||||
zap.String("game_id", game.GameID.String()),
|
|
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zap.String("status", game.Status),
|
|
||||||
)
|
|
||||||
return nil
|
|
||||||
}
|
|
||||||
|
|
||||||
func ensureEngineVersion(ctx context.Context, svc *runtime.EngineVersionService, cfg config.DevSandboxConfig, logger *zap.Logger) error {
|
|
||||||
_, err := svc.Register(ctx, runtime.RegisterInput{
|
|
||||||
Version: cfg.EngineVersion,
|
|
||||||
ImageRef: cfg.EngineImage,
|
|
||||||
})
|
|
||||||
switch {
|
|
||||||
case err == nil:
|
|
||||||
logger.Info("engine version registered",
|
|
||||||
zap.String("version", cfg.EngineVersion),
|
|
||||||
zap.String("image", cfg.EngineImage),
|
|
||||||
)
|
|
||||||
return nil
|
|
||||||
case errors.Is(err, runtime.ErrEngineVersionTaken):
|
|
||||||
logger.Debug("engine version already registered",
|
|
||||||
zap.String("version", cfg.EngineVersion),
|
|
||||||
)
|
|
||||||
return nil
|
|
||||||
default:
|
|
||||||
return fmt.Errorf("dev_sandbox: register engine version: %w", err)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// terminalSandboxStatus reports whether a sandbox game has reached a
|
|
||||||
// state from which it can no longer be driven back to running. We
|
|
||||||
// treat such games as "absent" so the next bootstrap creates a fresh
|
|
||||||
// one rather than handing the developer a dead lobby tile.
|
|
||||||
func terminalSandboxStatus(status string) bool {
|
|
||||||
switch status {
|
|
||||||
case lobby.GameStatusCancelled, lobby.GameStatusFinished, lobby.GameStatusStartFailed:
|
|
||||||
return true
|
|
||||||
}
|
|
||||||
return false
|
|
||||||
}
|
|
||||||
|
|
||||||
// purgeTerminalSandboxGames deletes every previous "Dev Sandbox" game
|
|
||||||
// the dev user owns that has reached a terminal state
|
|
||||||
// (cancelled / finished / start_failed). The cascade declared in
|
|
||||||
// `00001_init.sql` removes the matching memberships, applications,
|
|
||||||
// invites, runtime records, and player mappings in the same write,
|
|
||||||
// so the developer's lobby never piles up dead tiles between
|
|
||||||
// `make rebuild` cycles. Non-terminal games are left untouched —
|
|
||||||
// a `running` sandbox from a previous boot is the happy path.
|
|
||||||
func purgeTerminalSandboxGames(ctx context.Context, svc *lobby.Service, ownerID uuid.UUID, logger *zap.Logger) error {
|
|
||||||
games, err := svc.ListMyGames(ctx, ownerID)
|
|
||||||
if err != nil {
|
|
||||||
return fmt.Errorf("dev_sandbox: list my games: %w", err)
|
|
||||||
}
|
|
||||||
for _, g := range games {
|
|
||||||
if g.GameName != SandboxGameName || g.OwnerUserID == nil || *g.OwnerUserID != ownerID {
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
if !terminalSandboxStatus(g.Status) {
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
if err := svc.DeleteGame(ctx, g.GameID); err != nil {
|
|
||||||
return fmt.Errorf("dev_sandbox: delete terminal sandbox %s: %w", g.GameID, err)
|
|
||||||
}
|
|
||||||
logger.Info("purged terminal sandbox game",
|
|
||||||
zap.String("game_id", g.GameID.String()),
|
|
||||||
zap.String("status", g.Status),
|
|
||||||
)
|
|
||||||
}
|
|
||||||
return nil
|
|
||||||
}
|
|
||||||
|
|
||||||
func findOrCreateSandboxGame(ctx context.Context, svc *lobby.Service, ownerID uuid.UUID, cfg config.DevSandboxConfig) (lobby.GameRecord, error) {
|
|
||||||
games, err := svc.ListMyGames(ctx, ownerID)
|
|
||||||
if err != nil {
|
|
||||||
return lobby.GameRecord{}, fmt.Errorf("dev_sandbox: list my games: %w", err)
|
|
||||||
}
|
|
||||||
for _, g := range games {
|
|
||||||
if g.GameName != SandboxGameName || g.OwnerUserID == nil || *g.OwnerUserID != ownerID {
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
// `purgeTerminalSandboxGames` ran before us, so any sandbox
|
|
||||||
// game still in the list is either a live one we should
|
|
||||||
// reuse or a transient state we can drive forward.
|
|
||||||
return g, nil
|
|
||||||
}
|
|
||||||
rec, err := svc.CreateGame(ctx, lobby.CreateGameInput{
|
|
||||||
OwnerUserID: &ownerID,
|
|
||||||
Visibility: lobby.VisibilityPrivate,
|
|
||||||
GameName: SandboxGameName,
|
|
||||||
Description: "Auto-provisioned by backend/internal/devsandbox for solo UI development.",
|
|
||||||
MinPlayers: int32(cfg.PlayerCount),
|
|
||||||
MaxPlayers: int32(cfg.PlayerCount),
|
|
||||||
StartGapHours: 0,
|
|
||||||
StartGapPlayers: 0,
|
|
||||||
EnrollmentEndsAt: time.Now().Add(365 * 24 * time.Hour),
|
|
||||||
TurnSchedule: SandboxTurnSchedule,
|
|
||||||
TargetEngineVersion: cfg.EngineVersion,
|
|
||||||
})
|
|
||||||
if err != nil {
|
|
||||||
return lobby.GameRecord{}, fmt.Errorf("dev_sandbox: create game: %w", err)
|
|
||||||
}
|
|
||||||
return rec, nil
|
|
||||||
}
|
|
||||||
|
|
||||||
func ensureMembershipsAndDrive(ctx context.Context, svc *lobby.Service, game lobby.GameRecord, realID uuid.UUID, dummyIDs []uuid.UUID, logger *zap.Logger) (lobby.GameRecord, error) {
|
|
||||||
caller := realID
|
|
||||||
if game.Status == lobby.GameStatusDraft {
|
|
||||||
next, err := svc.OpenEnrollment(ctx, &caller, false, game.GameID)
|
|
||||||
if err != nil {
|
|
||||||
return game, fmt.Errorf("dev_sandbox: open enrollment: %w", err)
|
|
||||||
}
|
|
||||||
game = next
|
|
||||||
}
|
|
||||||
|
|
||||||
if game.Status == lobby.GameStatusEnrollmentOpen {
|
|
||||||
users := append([]uuid.UUID{realID}, dummyIDs...)
|
|
||||||
for i, uid := range users {
|
|
||||||
raceName := fmt.Sprintf("Sandbox-%02d", i+1)
|
|
||||||
if _, err := svc.InsertMembershipDirect(ctx, lobby.InsertMembershipDirectInput{
|
|
||||||
GameID: game.GameID,
|
|
||||||
UserID: uid,
|
|
||||||
RaceName: raceName,
|
|
||||||
}); err != nil {
|
|
||||||
return game, fmt.Errorf("dev_sandbox: insert membership %d: %w", i+1, err)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
logger.Info("memberships ensured",
|
|
||||||
zap.Int("count", len(users)),
|
|
||||||
zap.String("game_id", game.GameID.String()),
|
|
||||||
)
|
|
||||||
next, err := svc.ReadyToStart(ctx, &caller, false, game.GameID)
|
|
||||||
if err != nil {
|
|
||||||
return game, fmt.Errorf("dev_sandbox: ready to start: %w", err)
|
|
||||||
}
|
|
||||||
game = next
|
|
||||||
}
|
|
||||||
|
|
||||||
if game.Status == lobby.GameStatusReadyToStart {
|
|
||||||
next, err := svc.Start(ctx, &caller, false, game.GameID)
|
|
||||||
if err != nil {
|
|
||||||
return game, fmt.Errorf("dev_sandbox: start: %w", err)
|
|
||||||
}
|
|
||||||
game = next
|
|
||||||
}
|
|
||||||
|
|
||||||
if game.Status == lobby.GameStatusStartFailed {
|
|
||||||
next, err := svc.RetryStart(ctx, &caller, false, game.GameID)
|
|
||||||
if err != nil {
|
|
||||||
logger.Warn("retry start failed", zap.Error(err))
|
|
||||||
return game, nil
|
|
||||||
}
|
|
||||||
game = next
|
|
||||||
if game.Status == lobby.GameStatusReadyToStart {
|
|
||||||
next, err := svc.Start(ctx, &caller, false, game.GameID)
|
|
||||||
if err != nil {
|
|
||||||
return game, fmt.Errorf("dev_sandbox: start after retry: %w", err)
|
|
||||||
}
|
|
||||||
game = next
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return game, nil
|
|
||||||
}
|
|
||||||
@@ -1,106 +0,0 @@
|
|||||||
package devsandbox
|
|
||||||
|
|
||||||
import (
|
|
||||||
"context"
|
|
||||||
"errors"
|
|
||||||
"testing"
|
|
||||||
|
|
||||||
"galaxy/backend/internal/config"
|
|
||||||
|
|
||||||
"github.com/google/uuid"
|
|
||||||
"go.uber.org/zap"
|
|
||||||
)
|
|
||||||
|
|
||||||
// TestBootstrapSkippedWhenEmailEmpty exercises the no-op branch: with
|
|
||||||
// the production posture (Email == "") Bootstrap must return without
|
|
||||||
// touching any dependency. The fact that Users/Lobby/EngineVersions
|
|
||||||
// are nil here doubles as a check that the early-return runs first.
|
|
||||||
func TestBootstrapSkippedWhenEmailEmpty(t *testing.T) {
|
|
||||||
err := Bootstrap(
|
|
||||||
context.Background(),
|
|
||||||
Deps{},
|
|
||||||
config.DevSandboxConfig{},
|
|
||||||
zap.NewNop(),
|
|
||||||
)
|
|
||||||
if err != nil {
|
|
||||||
t.Fatalf("expected nil error on empty email, got: %v", err)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// TestBootstrapRejectsZeroPlayerCount confirms the validation
|
|
||||||
// short-circuits the flow before any DB call when PlayerCount is
|
|
||||||
// non-positive but Email is set. The error path is fast and never
|
|
||||||
// dereferences the (still-nil) Users/Lobby deps.
|
|
||||||
func TestBootstrapRejectsZeroPlayerCount(t *testing.T) {
|
|
||||||
err := Bootstrap(
|
|
||||||
context.Background(),
|
|
||||||
Deps{Users: stubEnsurer{}, Lobby: nil, EngineVersions: nil},
|
|
||||||
config.DevSandboxConfig{
|
|
||||||
Email: "dev@local.test",
|
|
||||||
EngineImage: "galaxy-engine:local-dev",
|
|
||||||
EngineVersion: "0.0.0-local-dev",
|
|
||||||
PlayerCount: 0,
|
|
||||||
},
|
|
||||||
zap.NewNop(),
|
|
||||||
)
|
|
||||||
if err == nil {
|
|
||||||
t.Fatal("expected error on zero PlayerCount, got nil")
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// TestBootstrapRejectsMissingDeps checks that a misconfigured wiring
|
|
||||||
// (Email set but one of the required services nil) fails fast rather
|
|
||||||
// than panicking when the bootstrap reaches its first service call.
|
|
||||||
func TestBootstrapRejectsMissingDeps(t *testing.T) {
|
|
||||||
err := Bootstrap(
|
|
||||||
context.Background(),
|
|
||||||
Deps{Users: stubEnsurer{}, Lobby: nil, EngineVersions: nil},
|
|
||||||
config.DevSandboxConfig{
|
|
||||||
Email: "dev@local.test",
|
|
||||||
EngineImage: "galaxy-engine:local-dev",
|
|
||||||
EngineVersion: "0.0.0-local-dev",
|
|
||||||
PlayerCount: 20,
|
|
||||||
},
|
|
||||||
zap.NewNop(),
|
|
||||||
)
|
|
||||||
if err == nil {
|
|
||||||
t.Fatal("expected error on missing deps, got nil")
|
|
||||||
}
|
|
||||||
if !errors.Is(err, errMissingDepsSentinel) && err.Error() == "" {
|
|
||||||
// The exact wording is not part of the contract; this branch
|
|
||||||
// only asserts the error is non-nil and human-readable.
|
|
||||||
t.Fatalf("error has empty message: %v", err)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// errMissingDepsSentinel exists so the assertion above can compile;
|
|
||||||
// the real error is constructed via errors.New inside Bootstrap and
|
|
||||||
// is intentionally not exported. The test only needs to confirm the
|
|
||||||
// returned error has a message.
|
|
||||||
var errMissingDepsSentinel = errors.New("sentinel")
|
|
||||||
|
|
||||||
// TestTerminalSandboxStatus pins the contract that decides whether a
|
|
||||||
// previously created sandbox game gets purged on the next boot.
|
|
||||||
// Terminal states are deleted (cascade-style) so the developer's
|
|
||||||
// lobby never piles up dead tiles between `make rebuild` cycles.
|
|
||||||
func TestTerminalSandboxStatus(t *testing.T) {
|
|
||||||
terminal := []string{"cancelled", "finished", "start_failed"}
|
|
||||||
live := []string{"draft", "enrollment_open", "ready_to_start", "starting", "running", "paused"}
|
|
||||||
|
|
||||||
for _, status := range terminal {
|
|
||||||
if !terminalSandboxStatus(status) {
|
|
||||||
t.Errorf("expected %q to be terminal", status)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
for _, status := range live {
|
|
||||||
if terminalSandboxStatus(status) {
|
|
||||||
t.Errorf("expected %q to be non-terminal", status)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
type stubEnsurer struct{}
|
|
||||||
|
|
||||||
func (stubEnsurer) EnsureByEmail(_ context.Context, _, _, _, _ string) (uuid.UUID, error) {
|
|
||||||
return uuid.UUID{}, nil
|
|
||||||
}
|
|
||||||
@@ -274,11 +274,10 @@ func (s *Service) ListFinishedGamesBefore(ctx context.Context, cutoff time.Time)
|
|||||||
// `ON DELETE CASCADE` constraints declared in `00001_init.sql`.
|
// `ON DELETE CASCADE` constraints declared in `00001_init.sql`.
|
||||||
// Idempotent: returns nil when no game matches.
|
// Idempotent: returns nil when no game matches.
|
||||||
//
|
//
|
||||||
// Phase 14 introduces this method for the dev-sandbox bootstrap so a
|
// `DeleteGame` is destructive — a hard delete that bypasses the
|
||||||
// terminal "Dev Sandbox" tile from a previous local-dev session can
|
// cascade-notification machinery — so production callers stay on the
|
||||||
// be scrubbed before a fresh game spawns. Production callers must
|
// regular cancel / finish lifecycle. It is exercised by the lobby
|
||||||
// stay on the regular cancel / finish lifecycle — `DeleteGame` is
|
// integration tests.
|
||||||
// destructive and bypasses the cascade-notification machinery.
|
|
||||||
func (s *Service) DeleteGame(ctx context.Context, gameID uuid.UUID) error {
|
func (s *Service) DeleteGame(ctx context.Context, gameID uuid.UUID) error {
|
||||||
if err := s.deps.Store.DeleteGame(ctx, gameID); err != nil {
|
if err := s.deps.Store.DeleteGame(ctx, gameID); err != nil {
|
||||||
return err
|
return err
|
||||||
|
|||||||
@@ -248,8 +248,8 @@ func TestEndToEndPrivateGameFlow(t *testing.T) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// TestDeleteGameCascadesEverything pins the contract the dev-sandbox
|
// TestDeleteGameCascadesEverything pins the DeleteGame contract:
|
||||||
// bootstrap relies on: removing a game wipes every referencing row
|
// removing a game wipes every referencing row
|
||||||
// (memberships, applications, invites, runtime_records,
|
// (memberships, applications, invites, runtime_records,
|
||||||
// player_mappings) in a single SQL statement. Before this is wired
|
// player_mappings) in a single SQL statement. Before this is wired
|
||||||
// the developer's lobby pile up cancelled tiles between
|
// the developer's lobby pile up cancelled tiles between
|
||||||
|
|||||||
@@ -20,9 +20,9 @@ type InsertMembershipDirectInput struct {
|
|||||||
// writes as ApproveApplication: the per-game race-name reservation
|
// writes as ApproveApplication: the per-game race-name reservation
|
||||||
// row plus the membership row, and refreshes the in-memory caches.
|
// row plus the membership row, and refreshes the in-memory caches.
|
||||||
//
|
//
|
||||||
// The method is intended for boot-time provisioning by
|
// The method is intended for trusted boot-time provisioning and
|
||||||
// `backend/internal/devsandbox` and similar trusted callers. It is
|
// integration tests; it is not exposed through any HTTP handler. The
|
||||||
// not exposed through any HTTP handler. The caller must guarantee
|
// caller must guarantee
|
||||||
// game.Status == GameStatusEnrollmentOpen — the function returns
|
// game.Status == GameStatusEnrollmentOpen — the function returns
|
||||||
// ErrConflict otherwise — and that the race-name policy and
|
// ErrConflict otherwise — and that the race-name policy and
|
||||||
// canonical-key invariants are honoured (the implementation reuses
|
// canonical-key invariants are honoured (the implementation reuses
|
||||||
@@ -30,9 +30,8 @@ type InsertMembershipDirectInput struct {
|
|||||||
// or unsuitable name still fails).
|
// or unsuitable name still fails).
|
||||||
//
|
//
|
||||||
// Idempotency: if a membership for (GameID, UserID) already exists
|
// Idempotency: if a membership for (GameID, UserID) already exists
|
||||||
// the function returns the existing row without modifying state.
|
// the function returns the existing row without modifying state, so
|
||||||
// This makes the helper safe to call on every backend boot from
|
// the helper is safe to call repeatedly.
|
||||||
// devsandbox.Bootstrap.
|
|
||||||
func (s *Service) InsertMembershipDirect(ctx context.Context, in InsertMembershipDirectInput) (Membership, error) {
|
func (s *Service) InsertMembershipDirect(ctx context.Context, in InsertMembershipDirectInput) (Membership, error) {
|
||||||
displayName, err := ValidateDisplayName(in.RaceName)
|
displayName, err := ValidateDisplayName(in.RaceName)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
|
|||||||
@@ -236,9 +236,8 @@ func (s *Store) ListMyGames(ctx context.Context, userID uuid.UUID) ([]GameRecord
|
|||||||
// referencing table (memberships / applications / invites /
|
// referencing table (memberships / applications / invites /
|
||||||
// runtime_records / player_mappings — all declared with ON DELETE
|
// runtime_records / player_mappings — all declared with ON DELETE
|
||||||
// CASCADE in `00001_init.sql`). Idempotent: returns nil when no row
|
// CASCADE in `00001_init.sql`). Idempotent: returns nil when no row
|
||||||
// matches. Used by the dev-sandbox bootstrap to scrub terminal
|
// matches. A hard delete for trusted callers and integration tests;
|
||||||
// games on every backend boot so the developer's lobby never piles
|
// production lifecycle uses cancel / finish.
|
||||||
// up cancelled tiles.
|
|
||||||
func (s *Store) DeleteGame(ctx context.Context, gameID uuid.UUID) error {
|
func (s *Store) DeleteGame(ctx context.Context, gameID uuid.UUID) error {
|
||||||
g := table.Games
|
g := table.Games
|
||||||
stmt := g.DELETE().WHERE(g.GameID.EQ(postgres.UUID(gameID)))
|
stmt := g.DELETE().WHERE(g.GameID.EQ(postgres.UUID(gameID)))
|
||||||
|
|||||||
@@ -7,12 +7,6 @@
|
|||||||
# baked into `docker-compose.yml`, so this file documents the knobs
|
# baked into `docker-compose.yml`, so this file documents the knobs
|
||||||
# rather than driving them.
|
# rather than driving them.
|
||||||
|
|
||||||
# Auto-provisioned sandbox bootstrap. Empty disables the bootstrap.
|
|
||||||
BACKEND_DEV_SANDBOX_EMAIL=dev@galaxy.lan
|
|
||||||
BACKEND_DEV_SANDBOX_ENGINE_IMAGE=galaxy-engine:dev
|
|
||||||
BACKEND_DEV_SANDBOX_ENGINE_VERSION=0.1.0
|
|
||||||
BACKEND_DEV_SANDBOX_PLAYER_COUNT=20
|
|
||||||
|
|
||||||
# `123456` short-circuits the email-code path for the dev account.
|
# `123456` short-circuits the email-code path for the dev account.
|
||||||
# This is also the docker-compose default — set the variable to an
|
# This is also the docker-compose default — set the variable to an
|
||||||
# empty string here when the environment must rely on real Mailpit
|
# empty string here when the environment must rely on real Mailpit
|
||||||
|
|||||||
@@ -1,164 +1,8 @@
|
|||||||
# `tools/dev-deploy/` — known issues
|
# `tools/dev-deploy/` — known issues
|
||||||
|
|
||||||
Issues that surface in the long-lived dev environment but are not yet
|
Issues that surfaced in the long-lived dev environment. Each entry lists
|
||||||
fixed. Each entry lists the observed symptom, the diagnostic evidence,
|
the observed symptom, the diagnostic evidence, and the fix or the open
|
||||||
the working hypothesis, and the open questions that have to be
|
questions that have to be answered before a fix lands.
|
||||||
answered before a fix lands.
|
|
||||||
|
|
||||||
## Dev Sandbox game flips to `cancelled` after a `dev-deploy` redispatch
|
|
||||||
|
|
||||||
### Symptom
|
|
||||||
|
|
||||||
A previously `running` "Dev Sandbox" game (created by
|
|
||||||
`backend/internal/devsandbox`) transitions to `cancelled` ~15 minutes
|
|
||||||
after a `dev-deploy.yaml` workflow_dispatch run finishes. The user's
|
|
||||||
browser session survives (the same `device_session_id` keeps working),
|
|
||||||
but the lobby shows no game because the only game it had is now
|
|
||||||
terminal. `purgeTerminalSandboxGames` does pick it up on the **next**
|
|
||||||
boot and creates a fresh sandbox — but the first redispatch leaves
|
|
||||||
the user with an empty lobby until backend restarts again.
|
|
||||||
|
|
||||||
### Diagnostic evidence
|
|
||||||
|
|
||||||
Backend logs from the broken cycle (timestamps abbreviated):
|
|
||||||
|
|
||||||
```text
|
|
||||||
20:24:40 dev_sandbox: purged terminal sandbox game game_id=<prev> status=cancelled
|
|
||||||
20:24:40 dev_sandbox: memberships ensured count=20 game_id=<new>
|
|
||||||
20:24:40 dev_sandbox: bootstrap complete user_id=<owner> game_id=<new> status=starting
|
|
||||||
...
|
|
||||||
20:25:09 user mail sent failed (diplomail tables missing — unrelated)
|
|
||||||
...
|
|
||||||
20:39:40 lobby: game cancelled by runtime reconciler game_id=<new>
|
|
||||||
op=reconcile status=removed message="container disappeared"
|
|
||||||
```
|
|
||||||
|
|
||||||
Between 20:24:40 (`status=starting`) and 20:39:40 (reconciler cancel)
|
|
||||||
the backend logs are silent on the runtime / engine paths — no
|
|
||||||
`engine spawned`, no `engine container started`, no `runtime
|
|
||||||
transition` lines. The reconciler then fires and reports the engine
|
|
||||||
container as missing.
|
|
||||||
|
|
||||||
`docker ps -a --filter 'label=org.opencontainers.image.title=galaxy-game-engine'`
|
|
||||||
returns no rows during this window — the engine container is neither
|
|
||||||
running nor stopped on the host, so it either was never spawned or
|
|
||||||
was removed before the host snapshot.
|
|
||||||
|
|
||||||
### What has been ruled out
|
|
||||||
|
|
||||||
A live `docker inspect` on a healthy engine container shows:
|
|
||||||
|
|
||||||
```text
|
|
||||||
Labels: galaxy.backend=1, galaxy.engine_version=0.1.0,
|
|
||||||
galaxy.game_id=<uuid>,
|
|
||||||
org.opencontainers.image.title=galaxy-game-engine,
|
|
||||||
com.galaxy.{cpu_quota,memory,pids_limit}
|
|
||||||
AutoRemove: false
|
|
||||||
RestartPolicy: on-failure
|
|
||||||
NetworkMode: galaxy-dev-internal
|
|
||||||
```
|
|
||||||
|
|
||||||
There are no `com.docker.compose.*` labels and `AutoRemove=false`,
|
|
||||||
so `--remove-orphans` cannot reap the engine and a `--rm`-style
|
|
||||||
self-destruct is not in play. Two redispatches captured under
|
|
||||||
`docker events --filter event=create,start,die,destroy,kill,stop`
|
|
||||||
also confirmed it: across both runs the only `die` / `destroy`
|
|
||||||
events were for `galaxy-dev-{backend,api,caddy}`. The live engine
|
|
||||||
container survived both redispatches, and the reconciler that
|
|
||||||
fires 60 seconds after the new backend boots correctly matched
|
|
||||||
it through `byGameID` / `byContainerID`.
|
|
||||||
|
|
||||||
`backend/internal/runtime/service.go` only removes engine
|
|
||||||
containers from the explicit `runStop` / `runRestart` / `runPatch`
|
|
||||||
paths. There is no `runtime.Service.Shutdown` that proactively
|
|
||||||
kills containers on backend exit, so a graceful SIGTERM to
|
|
||||||
`galaxy-dev-backend` will not touch its child engine containers.
|
|
||||||
|
|
||||||
### Host-side hypotheses considered and rejected by the owner
|
|
||||||
|
|
||||||
The natural follow-up suspects after compose was cleared — host-side
|
|
||||||
`docker prune` cron jobs, a manual `docker rm`, an out-of-band
|
|
||||||
`dockerd` restart, and an idle-state engine crash — were all
|
|
||||||
rejected by the project owner: the dev host runs none of those
|
|
||||||
periodic cleanups, no one manually removed the container, dockerd
|
|
||||||
was not restarted in the window, and the engine binary does not
|
|
||||||
crash while idling on API calls.
|
|
||||||
|
|
||||||
### Best remaining suspicion
|
|
||||||
|
|
||||||
Something the `dev-deploy.yaml` CI run does between successful
|
|
||||||
image builds and the final `docker compose up -d --wait
|
|
||||||
--remove-orphans` clobbers the previously-spawned engine container.
|
|
||||||
The chain at runtime contains:
|
|
||||||
|
|
||||||
1. `docker build -t galaxy-engine:dev -f game/Dockerfile .`
|
|
||||||
2. `docker compose build galaxy-backend galaxy-api`
|
|
||||||
3. `docker run --rm` alpine for the UI volume seed
|
|
||||||
4. `docker compose up -d --wait --remove-orphans`
|
|
||||||
|
|
||||||
None of these *should* touch an unmanaged engine container, but
|
|
||||||
the reproduction window points squarely inside this sequence. A
|
|
||||||
deliberate next reproduction with `docker events --since 0` armed
|
|
||||||
*before* the deploy starts and live for the entire job — captured
|
|
||||||
end-to-end on the dev host, not just the chunk after backend
|
|
||||||
recreate — would pin which step emits the `destroy` on the engine.
|
|
||||||
|
|
||||||
### Update 2026-05-19: integration preclean identified as one cause
|
|
||||||
|
|
||||||
A live reproduction during the post-merge auto-deploy cycle (Gitea
|
|
||||||
run #188 dev-deploy plus parallel run #190 integration) pinned one
|
|
||||||
clobbering source: `integration/scripts/preclean.sh` was unscoped
|
|
||||||
and removed *every* container labelled `galaxy.backend=1`, including
|
|
||||||
the dev-deploy engine. Timeline from the dev host:
|
|
||||||
|
|
||||||
```text
|
|
||||||
23:10:40 backend pre-bootstrap reconciler tick: engine alive
|
|
||||||
23:10:40 dev_sandbox bootstrap: status=running
|
|
||||||
23:10:56 preclean: removing 1 backend-managed engine containers ← integration run #190
|
|
||||||
23:11:40 reconciler: container disappeared → game cancelled
|
|
||||||
```
|
|
||||||
|
|
||||||
Fix landed: `BACKEND_STACK_LABEL=integration` is now passed to
|
|
||||||
every integration backend (see
|
|
||||||
`integration/testenv/backend.go`) and `preclean.sh` AND-combines
|
|
||||||
`galaxy.backend=1` with `galaxy.stack=integration`, so dev-deploy /
|
|
||||||
local-dev engines stamped with different stack values are no longer
|
|
||||||
collateral.
|
|
||||||
|
|
||||||
This covers **push**-triggered cycles where `dev-deploy.yaml` and
|
|
||||||
`integration.yaml` run on the same Gitea host. The original
|
|
||||||
hypothesis (a `workflow_dispatch dev-deploy` solo run also losing
|
|
||||||
the engine) is *not* explained by the integration fix — manual
|
|
||||||
dispatches do not trigger `integration.yaml`. Keep this entry open
|
|
||||||
until a solo-dispatch reproduction confirms whether the symptom
|
|
||||||
still occurs.
|
|
||||||
|
|
||||||
### Status
|
|
||||||
|
|
||||||
Partially fixed (push-triggered cycles). Solo `workflow_dispatch`
|
|
||||||
reproductions still open. If the symptom recurs after the
|
|
||||||
integration fix lands, capture `docker events --since 0` for the
|
|
||||||
full dispatch window and attach here.
|
|
||||||
|
|
||||||
### Workaround in use today
|
|
||||||
|
|
||||||
When the sandbox game flips to `cancelled`, redispatch `dev-deploy`:
|
|
||||||
|
|
||||||
```sh
|
|
||||||
curl -X POST -n -H 'Content-Type: application/json' \
|
|
||||||
-d '{"ref":"<branch>"}' \
|
|
||||||
https://gitea.iliadenisov.ru/api/v1/repos/developer/galaxy-game/actions/workflows/dev-deploy.yaml/dispatches
|
|
||||||
```
|
|
||||||
|
|
||||||
The next boot's `purgeTerminalSandboxGames` removes the cancelled
|
|
||||||
row, `findOrCreateSandboxGame` creates a fresh one, and
|
|
||||||
`ensureMembershipsAndDrive` puts the new game back to `running`.
|
|
||||||
|
|
||||||
### Owner
|
|
||||||
|
|
||||||
Unassigned. File an issue once we have the runtime / reconciler
|
|
||||||
analysis above; reference this section in the issue body so future
|
|
||||||
redeploys can short-circuit the diagnostic loop.
|
|
||||||
|
|
||||||
## `docker restart galaxy-dev-backend` fails after the CI runner cleans up
|
## `docker restart galaxy-dev-backend` fails after the CI runner cleans up
|
||||||
|
|
||||||
|
|||||||
@@ -114,8 +114,7 @@ calls `make clean-data`.
|
|||||||
The same dev-mode email-code override as `tools/local-dev/` applies,
|
The same dev-mode email-code override as `tools/local-dev/` applies,
|
||||||
and the dev-deploy compose ships with it enabled by default:
|
and the dev-deploy compose ships with it enabled by default:
|
||||||
|
|
||||||
1. Enter `dev@galaxy.lan` (or whatever `BACKEND_DEV_SANDBOX_EMAIL`
|
1. Enter your email address in the login form.
|
||||||
resolves to) in the login form.
|
|
||||||
2. Submit `123456` as the code — the docker-compose default for
|
2. Submit `123456` as the code — the docker-compose default for
|
||||||
`BACKEND_AUTH_DEV_FIXED_CODE` is `123456`, so the bcrypt-hashed
|
`BACKEND_AUTH_DEV_FIXED_CODE` is `123456`, so the bcrypt-hashed
|
||||||
email code stays a fallback. To force real Mailpit codes (e.g. for
|
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
|
## Known issues
|
||||||
|
|
||||||
See [`KNOWN-ISSUES.md`](KNOWN-ISSUES.md) for symptoms that surface
|
See [`KNOWN-ISSUES.md`](KNOWN-ISSUES.md) for symptoms that surface
|
||||||
in the long-lived dev environment but are not yet fixed (currently:
|
in the long-lived dev environment but are not yet fixed.
|
||||||
the sandbox game flipping to `cancelled` after a redispatch).
|
|
||||||
|
|
||||||
## Deployment cadence
|
## Deployment cadence
|
||||||
|
|
||||||
@@ -237,12 +235,12 @@ behind. There is no separate state to clean up between the two paths.
|
|||||||
|
|
||||||
### Engine image drift recycle
|
### Engine image drift recycle
|
||||||
|
|
||||||
`backend` spawns one engine container per game (the long-lived "Dev
|
`backend` spawns one engine container per running game and the
|
||||||
Sandbox" plus any user-created games) and the reconciler reattaches
|
reconciler reattaches to whatever it finds with the
|
||||||
to whatever it finds with the `galaxy.stack=dev-deploy` label. That
|
`galaxy.stack=dev-deploy` label. That reattach does not check the
|
||||||
reattach does not check the running container's image SHA against the
|
running container's image SHA against the freshly-built
|
||||||
freshly-built `galaxy-engine:dev` tag, so an unchanged container would
|
`galaxy-engine:dev` tag, so an unchanged container would otherwise
|
||||||
otherwise keep serving the previous engine code after a redeploy.
|
keep serving the previous engine code after a redeploy.
|
||||||
|
|
||||||
The `dev-deploy.yaml` workflow handles this in the
|
The `dev-deploy.yaml` workflow handles this in the
|
||||||
`Recycle engine containers on image drift` step. When `docker build`
|
`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,
|
every running `galaxy-game-*` container and, for each drifted one,
|
||||||
stops the backend, removes the container, wipes its bind-mounted
|
stops the backend, removes the container, wipes its bind-mounted
|
||||||
state directory (Engine.Init() writes turn-0 over any pre-existing
|
state directory (Engine.Init() writes turn-0 over any pre-existing
|
||||||
`turn-N` files), and cascade-deletes the lobby `games` row. The
|
`turn-N` files), and cascade-deletes the lobby `games` row.
|
||||||
`dev-sandbox` bootstrap on the next backend boot finds no live
|
|
||||||
sandbox and provisions a fresh one on the new engine image.
|
|
||||||
|
|
||||||
When the engine sources are unchanged, the BuildKit cache hits and
|
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
|
the SHA stays the same — the recycle step is a no-op and the running
|
||||||
|
|||||||
@@ -127,15 +127,6 @@ services:
|
|||||||
# bcrypt-hashed code is single-use). Set the var to an empty
|
# bcrypt-hashed code is single-use). Set the var to an empty
|
||||||
# string in `.env` to disable.
|
# string in `.env` to disable.
|
||||||
BACKEND_AUTH_DEV_FIXED_CODE: ${BACKEND_AUTH_DEV_FIXED_CODE:-123456}
|
BACKEND_AUTH_DEV_FIXED_CODE: ${BACKEND_AUTH_DEV_FIXED_CODE:-123456}
|
||||||
# Long-lived dev environment always bootstraps the "Dev Sandbox"
|
|
||||||
# game owned by this email so a freshly redeployed stack already
|
|
||||||
# has one ready-to-play game in the lobby. Set the variable to an
|
|
||||||
# empty string in `.env` to disable the bootstrap (e.g. for a
|
|
||||||
# cold-start QA pass).
|
|
||||||
BACKEND_DEV_SANDBOX_EMAIL: ${BACKEND_DEV_SANDBOX_EMAIL:-dev@galaxy.lan}
|
|
||||||
BACKEND_DEV_SANDBOX_ENGINE_IMAGE: ${BACKEND_DEV_SANDBOX_ENGINE_IMAGE:-galaxy-engine:dev}
|
|
||||||
BACKEND_DEV_SANDBOX_ENGINE_VERSION: ${BACKEND_DEV_SANDBOX_ENGINE_VERSION:-0.1.0}
|
|
||||||
BACKEND_DEV_SANDBOX_PLAYER_COUNT: ${BACKEND_DEV_SANDBOX_PLAYER_COUNT:-20}
|
|
||||||
volumes:
|
volumes:
|
||||||
- /var/run/docker.sock:/var/run/docker.sock
|
- /var/run/docker.sock:/var/run/docker.sock
|
||||||
# Per-game state directories live under the same absolute path
|
# Per-game state directories live under the same absolute path
|
||||||
|
|||||||
@@ -22,7 +22,7 @@ help:
|
|||||||
@echo " make up Build (if needed) and bring up the stack, wait until healthy"
|
@echo " make up Build (if needed) and bring up the stack, wait until healthy"
|
||||||
@echo " make down Stop compose containers, leave engines + volumes intact"
|
@echo " make down Stop compose containers, leave engines + volumes intact"
|
||||||
@echo " make rebuild Force rebuild of backend / gateway images and bring up"
|
@echo " make rebuild Force rebuild of backend / gateway images and bring up"
|
||||||
@echo " make build-engine Build the engine image $(ENGINE_IMAGE) used by the dev sandbox"
|
@echo " make build-engine Build the engine image $(ENGINE_IMAGE) used by running games"
|
||||||
@echo " make stop-engines Stop and remove only the per-game engine containers"
|
@echo " make stop-engines Stop and remove only the per-game engine containers"
|
||||||
@echo " make prune-broken-engines Remove non-running engine containers Docker can't heal (run inside 'up')"
|
@echo " make prune-broken-engines Remove non-running engine containers Docker can't heal (run inside 'up')"
|
||||||
@echo " make clean Stop everything (incl. engines) and wipe volumes + game state"
|
@echo " make clean Stop everything (incl. engines) and wipe volumes + game state"
|
||||||
@@ -37,8 +37,9 @@ help:
|
|||||||
@echo " pnpm -C ui/frontend dev"
|
@echo " pnpm -C ui/frontend dev"
|
||||||
@echo "and open http://localhost:5173 (UI) plus http://localhost:8025 (Mailpit)."
|
@echo "and open http://localhost:5173 (UI) plus http://localhost:8025 (Mailpit)."
|
||||||
@echo ""
|
@echo ""
|
||||||
@echo "Default login for the auto-provisioned dev sandbox: dev@local.test"
|
@echo "Sign in with email-OTP; the fixed login code 123456 works when"
|
||||||
@echo "(see BACKEND_DEV_SANDBOX_EMAIL in .env). Login code: 123456."
|
@echo "BACKEND_AUTH_DEV_FIXED_CODE is set in .env. No game is auto-provisioned —"
|
||||||
|
@echo "load a legacy report via the UI's DEV report loader to exercise the map."
|
||||||
|
|
||||||
up: build-engine prune-broken-engines
|
up: build-engine prune-broken-engines
|
||||||
$(COMPOSE) up -d --wait
|
$(COMPOSE) up -d --wait
|
||||||
@@ -88,12 +89,9 @@ stop-engines:
|
|||||||
# bind-mount source and leaves it stuck in `exited` / `created`
|
# bind-mount source and leaves it stuck in `exited` / `created`
|
||||||
# state. This target prunes the husks before `compose up`; the
|
# state. This target prunes the husks before `compose up`; the
|
||||||
# backend's pre-bootstrap reconciler tick (`backend/cmd/backend/main.go`)
|
# backend's pre-bootstrap reconciler tick (`backend/cmd/backend/main.go`)
|
||||||
# then cascades the orphan runtime row to `removed`, the lobby
|
# then cascades the orphan runtime row to `removed` and the lobby
|
||||||
# cancels the game, and the dev-sandbox bootstrap purges the
|
# cancels the game. Healthy `running` / `restarting` containers are
|
||||||
# cancelled tile and provisions a fresh sandbox in the same
|
# left intact so a long-lived game survives normal up/down cycles.
|
||||||
# `make up` cycle. Healthy `running` / `restarting` containers are
|
|
||||||
# left intact so a long-lived sandbox survives normal up/down
|
|
||||||
# cycles.
|
|
||||||
prune-broken-engines:
|
prune-broken-engines:
|
||||||
@ids=""; \
|
@ids=""; \
|
||||||
for cid in $$(docker ps -aq \
|
for cid in $$(docker ps -aq \
|
||||||
|
|||||||
+16
-50
@@ -78,49 +78,24 @@ To force the second path (no fast-bypass), edit
|
|||||||
`make rebuild` (or simply `docker compose up -d backend` to recreate
|
`make rebuild` (or simply `docker compose up -d backend` to recreate
|
||||||
the backend with the new env).
|
the backend with the new env).
|
||||||
|
|
||||||
## Auto-provisioned dev sandbox
|
## No auto-provisioned game
|
||||||
|
|
||||||
`make up` provisions a private game called **Dev Sandbox** owned by
|
`make up` brings up the stack with an empty lobby — there is no
|
||||||
the dev user (default `dev@local.test`). The flow is implemented in
|
auto-provisioned game. Sign in with email-OTP (the fixed dev code
|
||||||
`backend/internal/devsandbox` and runs on every backend boot when
|
`123456` works when `BACKEND_AUTH_DEV_FIXED_CODE` is set in
|
||||||
`BACKEND_DEV_SANDBOX_EMAIL` is non-empty in `tools/local-dev/.env`.
|
`tools/local-dev/.env`):
|
||||||
|
|
||||||
Bootstrap is idempotent — re-running `make up` after a `make down`
|
|
||||||
finds the existing user, dummy participants, game, and memberships
|
|
||||||
without creating duplicates. If a previous boot crashed mid-way
|
|
||||||
(game stuck in `enrollment_open` or `ready_to_start`), the next boot
|
|
||||||
resumes the lifecycle.
|
|
||||||
|
|
||||||
To log in straight into the sandbox:
|
|
||||||
|
|
||||||
1. `make -C tools/local-dev up`
|
1. `make -C tools/local-dev up`
|
||||||
2. `pnpm -C ui/frontend dev` (in another terminal)
|
2. `pnpm -C ui/frontend dev` (in another terminal)
|
||||||
3. Open <http://localhost:5173/login>, enter `dev@local.test`, then
|
3. Open <http://localhost:5173/login>, enter your email, then the dev
|
||||||
the dev code `123456`.
|
code `123456`.
|
||||||
4. The lobby shows **Dev Sandbox** in *My Games*; click in.
|
|
||||||
|
|
||||||
To disable the bootstrap, clear `BACKEND_DEV_SANDBOX_EMAIL` in
|
To exercise the map and report views without running a full game, use
|
||||||
`tools/local-dev/.env` and `docker compose up -d backend` (or
|
the UI's DEV **synthetic report loader**: convert a legacy `.REP` with
|
||||||
`make rebuild`). Existing users / games are not removed.
|
`tools/local-dev/legacy-report/` and load the resulting JSON through the
|
||||||
|
loader (see that tool's README). To play a real game, create one in the
|
||||||
Terminal sandbox games — anything in `cancelled`, `finished`, or
|
lobby and let the engine (`galaxy-engine:local-dev`, built by
|
||||||
`start_failed` — are deleted on every boot before find-or-create
|
`make build-engine`) run it.
|
||||||
runs. The cascade declared in `00001_init.sql` removes the
|
|
||||||
matching memberships, applications, invites, runtime records,
|
|
||||||
and player mappings in the same write, so the dev user's lobby
|
|
||||||
shows exactly one running tile at all times. Cancelling the
|
|
||||||
sandbox manually and running `docker compose restart backend`
|
|
||||||
(or `make rebuild`) yields a fresh game without leaving dead
|
|
||||||
tiles behind.
|
|
||||||
|
|
||||||
The bootstrap requires:
|
|
||||||
- `galaxy-engine:local-dev` Docker image (`make build-engine`).
|
|
||||||
- `BACKEND_DEV_SANDBOX_ENGINE_VERSION` parses as plain semver
|
|
||||||
(`MAJOR.MINOR.PATCH`); the default `0.1.0` is what the bootstrap
|
|
||||||
registers in the `engine_versions` row that points at the image.
|
|
||||||
- `BACKEND_DEV_SANDBOX_PLAYER_COUNT` ≥ 20 (the engine's minimum;
|
|
||||||
19 deterministic dummies fill the slots so the single real user
|
|
||||||
can start the game).
|
|
||||||
- A frozen turn schedule (`0 0 1 1 *` — once a year) so the visible
|
- A frozen turn schedule (`0 0 1 1 *` — once a year) so the visible
|
||||||
game state stays at turn 1 until you explicitly progress it.
|
game state stays at turn 1 until you explicitly progress it.
|
||||||
|
|
||||||
@@ -239,24 +214,15 @@ make status docker compose ps
|
|||||||
this in one cycle: `prune-broken-engines` (runs as part of `up`)
|
this in one cycle: `prune-broken-engines` (runs as part of `up`)
|
||||||
removes every engine container that is not in `running` /
|
removes every engine container that is not in `running` /
|
||||||
`restarting` state, the backend's pre-bootstrap reconciler tick
|
`restarting` state, the backend's pre-bootstrap reconciler tick
|
||||||
cascades the orphan runtime row to `removed`, the lobby cancels
|
cascades the orphan runtime row to `removed`, and the lobby cancels
|
||||||
the matching sandbox game, and the dev-sandbox bootstrap purges
|
the matching game. To run the cleanup by hand without restarting the
|
||||||
the cancelled tile and provisions a fresh sandbox with a brand
|
rest of the stack, `make prune-broken-engines`.
|
||||||
new state directory. To run the cleanup by hand without restarting
|
|
||||||
the rest of the stack, `make prune-broken-engines`.
|
|
||||||
|
|
||||||
The cycle relies on the backend image carrying the pre-bootstrap
|
The cycle relies on the backend image carrying the pre-bootstrap
|
||||||
reconciler tick (`backend/cmd/backend/main.go`). `make up` reuses
|
reconciler tick (`backend/cmd/backend/main.go`). `make up` reuses
|
||||||
the cached image, so after pulling this commit the first time you
|
the cached image, so after pulling this commit the first time you
|
||||||
must `make rebuild` once to bake the fix in. Future `make up`
|
must `make rebuild` once to bake the fix in. Future `make up`
|
||||||
cycles will heal in one shot.
|
cycles will heal in one shot.
|
||||||
|
|
||||||
If after the heal cycle the lobby still shows only a `cancelled`
|
|
||||||
sandbox tile and no running game, the running backend image
|
|
||||||
predates the pre-bootstrap reconciler tick — the periodic ticker
|
|
||||||
cancels the orphan after bootstrap has already returned, leaving
|
|
||||||
the lobby in the half-baked state. `make rebuild` recreates the
|
|
||||||
image and then `make up` lands a fresh sandbox.
|
|
||||||
- **`make up` reports a build error mentioning `pkg/cronutil`** —
|
- **`make up` reports a build error mentioning `pkg/cronutil`** —
|
||||||
upstream module list drifted; copy any new `pkg/<name>/` line into
|
upstream module list drifted; copy any new `pkg/<name>/` line into
|
||||||
the local-dev `backend.Dockerfile` / `gateway.Dockerfile` to match
|
the local-dev `backend.Dockerfile` / `gateway.Dockerfile` to match
|
||||||
|
|||||||
@@ -122,10 +122,6 @@ services:
|
|||||||
BACKEND_OTEL_TRACES_EXPORTER: none
|
BACKEND_OTEL_TRACES_EXPORTER: none
|
||||||
BACKEND_OTEL_METRICS_EXPORTER: none
|
BACKEND_OTEL_METRICS_EXPORTER: none
|
||||||
BACKEND_AUTH_DEV_FIXED_CODE: ${BACKEND_AUTH_DEV_FIXED_CODE:-}
|
BACKEND_AUTH_DEV_FIXED_CODE: ${BACKEND_AUTH_DEV_FIXED_CODE:-}
|
||||||
BACKEND_DEV_SANDBOX_EMAIL: ${BACKEND_DEV_SANDBOX_EMAIL:-}
|
|
||||||
BACKEND_DEV_SANDBOX_ENGINE_IMAGE: ${BACKEND_DEV_SANDBOX_ENGINE_IMAGE:-}
|
|
||||||
BACKEND_DEV_SANDBOX_ENGINE_VERSION: ${BACKEND_DEV_SANDBOX_ENGINE_VERSION:-}
|
|
||||||
BACKEND_DEV_SANDBOX_PLAYER_COUNT: ${BACKEND_DEV_SANDBOX_PLAYER_COUNT:-}
|
|
||||||
volumes:
|
volumes:
|
||||||
- /var/run/docker.sock:/var/run/docker.sock
|
- /var/run/docker.sock:/var/run/docker.sock
|
||||||
# Per-game state directories live under the same absolute path
|
# Per-game state directories live under the same absolute path
|
||||||
|
|||||||
@@ -85,16 +85,16 @@ report to fetch. Two alternatives were rejected:
|
|||||||
- a brand-new `user.games.state` message — adds a full wire-flow
|
- a brand-new `user.games.state` message — adds a full wire-flow
|
||||||
(fbs schema, transcoder, gateway routing, backend handler) for a
|
(fbs schema, transcoder, gateway routing, backend handler) for a
|
||||||
one-field response;
|
one-field response;
|
||||||
- hard-coding `turn=0` for all games — works for the dev sandbox
|
- hard-coding `turn=0` for all games — works for a synthetic report
|
||||||
(which never advances past turn zero) but renders the initial
|
loaded at turn zero but mis-renders the initial state for any real
|
||||||
state for any real game past turn zero.
|
game past turn zero.
|
||||||
|
|
||||||
Extending `GameSummary` reuses the existing lobby pipeline; the
|
Extending `GameSummary` reuses the existing lobby pipeline; the
|
||||||
backend already tracks `current_turn` in its runtime projection
|
backend already tracks `current_turn` in its runtime projection
|
||||||
(`backend/internal/server/handlers_user_lobby_helpers.go`
|
(`backend/internal/server/handlers_user_lobby_helpers.go`
|
||||||
`gameSummaryToWire` reads it from `g.RuntimeSnapshot.CurrentTurn`).
|
`gameSummaryToWire` reads it from `g.RuntimeSnapshot.CurrentTurn`).
|
||||||
The `current_turn` field defaults to zero on the FB side, so existing
|
The `current_turn` field defaults to zero on the FB side, so existing
|
||||||
tests and the dev sandbox flow continue to work unchanged.
|
tests and the synthetic-report flow continue to work unchanged.
|
||||||
|
|
||||||
## State binding
|
## State binding
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user