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:
|
||||
# Compare the freshly-built `galaxy-engine:dev` SHA against
|
||||
# every running `galaxy-game-*` container. The backend
|
||||
# reconciler adopts pre-existing labelled engine containers
|
||||
# without checking image drift, so a running sandbox would
|
||||
# without checking image drift, so a running game would
|
||||
# otherwise keep serving the previous engine code until the
|
||||
# container is recycled by hand. This step makes the recycle
|
||||
# automatic but only when it is actually needed:
|
||||
@@ -168,10 +168,7 @@ jobs:
|
||||
# silent state corruption otherwise), and cascade-delete
|
||||
# the lobby `games` row (the FKs in `00001_init.sql`
|
||||
# drop the matching `runtime_records`, `memberships`,
|
||||
# `player_mappings`, etc. in the same write). The
|
||||
# `dev-sandbox` bootstrap on the next backend boot finds
|
||||
# no live sandbox and provisions a fresh one on the new
|
||||
# engine image.
|
||||
# `player_mappings`, etc. in the same write).
|
||||
#
|
||||
# Backend is stopped first to keep the reconciler from
|
||||
# racing the recycle (mid-stream adoption / restart). The
|
||||
|
||||
@@ -26,7 +26,6 @@ import (
|
||||
"galaxy/backend/internal/app"
|
||||
"galaxy/backend/internal/auth"
|
||||
"galaxy/backend/internal/config"
|
||||
"galaxy/backend/internal/devsandbox"
|
||||
"galaxy/backend/internal/diplomail"
|
||||
"galaxy/backend/internal/diplomail/detector"
|
||||
"galaxy/backend/internal/diplomail/translator"
|
||||
@@ -274,29 +273,18 @@ func run(ctx context.Context) (err error) {
|
||||
)
|
||||
runtimeGateway.svc = runtimeSvc
|
||||
|
||||
// Run a single reconciliation pass before the dev-sandbox
|
||||
// bootstrap so any runtime row pointing at a vanished engine
|
||||
// container (host reboot wiped /tmp/galaxy-game-state/<uuid>;
|
||||
// `tools/local-dev`'s `prune-broken-engines` target reaped the
|
||||
// husk) is already cascaded through `markRemoved` → lobby
|
||||
// `cancelled` by the time the bootstrap walks the sandbox list.
|
||||
// Without this pre-tick the bootstrap would reuse the
|
||||
// soon-to-be-cancelled game and force the developer into a
|
||||
// second `make up` cycle to land a healthy sandbox. Failures are
|
||||
// Run a single reconciliation pass at startup so any runtime row
|
||||
// pointing at a vanished engine container (a host reboot wiped
|
||||
// /tmp/galaxy-game-state/<uuid>; `tools/local-dev`'s
|
||||
// `prune-broken-engines` target reaped the husk) is cascaded
|
||||
// through `markRemoved` → lobby `cancelled` before the server
|
||||
// starts serving requests. Failures are
|
||||
// non-fatal: the periodic ticker started later catches up, and
|
||||
// the worst case degrades to the legacy two-cycle recovery.
|
||||
if err := runtimeSvc.Reconciler().Tick(ctx); err != nil {
|
||||
logger.Warn("pre-bootstrap reconciler tick failed", zap.Error(err))
|
||||
}
|
||||
|
||||
if err := devsandbox.Bootstrap(ctx, devsandbox.Deps{
|
||||
Users: userSvc,
|
||||
Lobby: lobbySvc,
|
||||
EngineVersions: engineVersionSvc,
|
||||
}, cfg.DevSandbox, logger); err != nil {
|
||||
return fmt.Errorf("dev sandbox bootstrap: %w", err)
|
||||
}
|
||||
|
||||
notifStore := notification.NewStore(db)
|
||||
notifSvc := notification.NewService(notification.Deps{
|
||||
Store: notifStore,
|
||||
|
||||
@@ -105,11 +105,6 @@ const (
|
||||
envDiplomailTranslatorTimeout = "BACKEND_DIPLOMAIL_TRANSLATOR_TIMEOUT"
|
||||
envDiplomailTranslatorMaxAttempts = "BACKEND_DIPLOMAIL_TRANSLATOR_MAX_ATTEMPTS"
|
||||
envDiplomailWorkerInterval = "BACKEND_DIPLOMAIL_WORKER_INTERVAL"
|
||||
|
||||
envDevSandboxEmail = "BACKEND_DEV_SANDBOX_EMAIL"
|
||||
envDevSandboxEngineImage = "BACKEND_DEV_SANDBOX_ENGINE_IMAGE"
|
||||
envDevSandboxEngineVersion = "BACKEND_DEV_SANDBOX_ENGINE_VERSION"
|
||||
envDevSandboxPlayerCount = "BACKEND_DEV_SANDBOX_PLAYER_COUNT"
|
||||
)
|
||||
|
||||
// Default values applied when an environment variable is absent.
|
||||
@@ -178,9 +173,6 @@ const (
|
||||
defaultDiplomailTranslatorTimeout = 10 * time.Second
|
||||
defaultDiplomailTranslatorMaxAttempts = 5
|
||||
defaultDiplomailWorkerInterval = 2 * time.Second
|
||||
|
||||
defaultDevSandboxEngineVersion = "0.1.0"
|
||||
defaultDevSandboxPlayerCount = 20
|
||||
)
|
||||
|
||||
// Allowed values for the closed-set string options.
|
||||
@@ -219,29 +211,12 @@ type Config struct {
|
||||
Runtime RuntimeConfig
|
||||
Notification NotificationConfig
|
||||
Diplomail DiplomailConfig
|
||||
DevSandbox DevSandboxConfig
|
||||
|
||||
// FreshnessWindow mirrors the gateway freshness window and is used by the
|
||||
// push server to bound the cursor TTL.
|
||||
FreshnessWindow time.Duration
|
||||
}
|
||||
|
||||
// DevSandboxConfig configures the boot-time bootstrap implemented in
|
||||
// `backend/internal/devsandbox`. When Email is empty the bootstrap
|
||||
// is a no-op, which is the production posture. When Email is set —
|
||||
// from `BACKEND_DEV_SANDBOX_EMAIL` in the `tools/local-dev` stack —
|
||||
// the bootstrap idempotently provisions a real user, the configured
|
||||
// number of dummy participants, a private "Dev Sandbox" game, the
|
||||
// matching memberships, and drives the lifecycle to `running`. The
|
||||
// engine image and engine version refer to a row that the bootstrap
|
||||
// also seeds in `engine_versions`.
|
||||
type DevSandboxConfig struct {
|
||||
Email string
|
||||
EngineImage string
|
||||
EngineVersion string
|
||||
PlayerCount int
|
||||
}
|
||||
|
||||
// LoggingConfig stores the parameters used by the structured logger.
|
||||
type LoggingConfig struct {
|
||||
// Level is the zap level name (e.g. "debug", "info", "warn", "error").
|
||||
@@ -572,10 +547,6 @@ func DefaultConfig() Config {
|
||||
TranslatorMaxAttempts: defaultDiplomailTranslatorMaxAttempts,
|
||||
WorkerInterval: defaultDiplomailWorkerInterval,
|
||||
},
|
||||
DevSandbox: DevSandboxConfig{
|
||||
EngineVersion: defaultDevSandboxEngineVersion,
|
||||
PlayerCount: defaultDevSandboxPlayerCount,
|
||||
},
|
||||
Runtime: RuntimeConfig{
|
||||
WorkerPoolSize: defaultRuntimeWorkerPoolSize,
|
||||
JobQueueSize: defaultRuntimeJobQueueSize,
|
||||
@@ -755,13 +726,6 @@ func LoadFromEnv() (Config, error) {
|
||||
return Config{}, err
|
||||
}
|
||||
|
||||
cfg.DevSandbox.Email = strings.TrimSpace(loadString(envDevSandboxEmail, cfg.DevSandbox.Email))
|
||||
cfg.DevSandbox.EngineImage = strings.TrimSpace(loadString(envDevSandboxEngineImage, cfg.DevSandbox.EngineImage))
|
||||
cfg.DevSandbox.EngineVersion = strings.TrimSpace(loadString(envDevSandboxEngineVersion, cfg.DevSandbox.EngineVersion))
|
||||
if cfg.DevSandbox.PlayerCount, err = loadInt(envDevSandboxPlayerCount, cfg.DevSandbox.PlayerCount); err != nil {
|
||||
return Config{}, err
|
||||
}
|
||||
|
||||
if err := cfg.Validate(); err != nil {
|
||||
return Config{}, err
|
||||
}
|
||||
@@ -973,21 +937,6 @@ func (c Config) Validate() error {
|
||||
}
|
||||
}
|
||||
|
||||
if email := strings.TrimSpace(c.DevSandbox.Email); email != "" {
|
||||
if _, err := netmail.ParseAddress(email); err != nil {
|
||||
return fmt.Errorf("%s must be a valid RFC 5322 address: %w", envDevSandboxEmail, err)
|
||||
}
|
||||
if strings.TrimSpace(c.DevSandbox.EngineImage) == "" {
|
||||
return fmt.Errorf("%s must not be empty when %s is set", envDevSandboxEngineImage, envDevSandboxEmail)
|
||||
}
|
||||
if strings.TrimSpace(c.DevSandbox.EngineVersion) == "" {
|
||||
return fmt.Errorf("%s must not be empty when %s is set", envDevSandboxEngineVersion, envDevSandboxEmail)
|
||||
}
|
||||
if c.DevSandbox.PlayerCount <= 0 {
|
||||
return fmt.Errorf("%s must be positive when %s is set", envDevSandboxPlayerCount, envDevSandboxEmail)
|
||||
}
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
|
||||
@@ -1,287 +0,0 @@
|
||||
// Package devsandbox provisions a ready-to-play game on backend boot
|
||||
// for the `tools/local-dev` stack.
|
||||
//
|
||||
// Bootstrap is invoked from `backend/cmd/backend/main.go` after the
|
||||
// admin bootstrap and before the HTTP listener starts. It reads
|
||||
// `cfg.DevSandbox`; when `Email` is empty (the production posture)
|
||||
// the function logs "skipped" and returns nil. When set, it
|
||||
// idempotently:
|
||||
//
|
||||
// 1. registers the configured engine version and image;
|
||||
// 2. find-or-creates the real dev user with the configured email;
|
||||
// 3. find-or-creates `cfg.PlayerCount - 1` deterministic dummy
|
||||
// users so the engine's minimum-players constraint is met;
|
||||
// 4. find-or-creates a private "Dev Sandbox" game owned by the
|
||||
// real user with min/max_players = cfg.PlayerCount and a
|
||||
// year-out turn schedule (effectively frozen at turn 1);
|
||||
// 5. inserts memberships for all participants bypassing the
|
||||
// application/approval flow;
|
||||
// 6. drives the lifecycle to `running` (or as far as possible if
|
||||
// the runtime is busy).
|
||||
//
|
||||
// The function is a no-op on subsequent boots once the game is
|
||||
// running; partial states from earlier crashes are recovered.
|
||||
package devsandbox
|
||||
|
||||
import (
|
||||
"context"
|
||||
"errors"
|
||||
"fmt"
|
||||
"time"
|
||||
|
||||
"galaxy/backend/internal/config"
|
||||
"galaxy/backend/internal/lobby"
|
||||
"galaxy/backend/internal/runtime"
|
||||
|
||||
"github.com/google/uuid"
|
||||
"go.uber.org/zap"
|
||||
)
|
||||
|
||||
// SandboxGameName is the display name used to identify the
|
||||
// auto-provisioned game on subsequent reboots. The combination of
|
||||
// game_name and owner_user_id is unique enough in practice — only
|
||||
// the dev sandbox bootstrap creates a game owned by the configured
|
||||
// real user with this exact name.
|
||||
const SandboxGameName = "Dev Sandbox"
|
||||
|
||||
// SandboxTurnSchedule keeps the game on turn 1 by scheduling the
|
||||
// next turn a year out. The runtime scheduler still parses this and
|
||||
// will tick once a year — long enough to never interfere with
|
||||
// solo UI development.
|
||||
const SandboxTurnSchedule = "0 0 1 1 *"
|
||||
|
||||
// UserEnsurer matches `auth.UserEnsurer`. We define a local
|
||||
// interface to avoid importing the auth package and circular
|
||||
// dependencies — the production wiring passes the same `*user.Service`
|
||||
// instance used by auth.
|
||||
type UserEnsurer interface {
|
||||
EnsureByEmail(ctx context.Context, email, preferredLanguage, timeZone, declaredCountry string) (uuid.UUID, error)
|
||||
}
|
||||
|
||||
// Deps aggregates the collaborators Bootstrap needs.
|
||||
type Deps struct {
|
||||
Users UserEnsurer
|
||||
Lobby *lobby.Service
|
||||
EngineVersions *runtime.EngineVersionService
|
||||
}
|
||||
|
||||
// Bootstrap runs the seven-step provisioning flow described on the
|
||||
// package doc comment. Errors are returned to the caller; the boot
|
||||
// path in `cmd/backend/main.go` aborts startup if Bootstrap fails so
|
||||
// a misconfigured dev environment surfaces immediately rather than
|
||||
// silently leaving the lobby empty.
|
||||
func Bootstrap(ctx context.Context, deps Deps, cfg config.DevSandboxConfig, logger *zap.Logger) error {
|
||||
if logger == nil {
|
||||
logger = zap.NewNop()
|
||||
}
|
||||
logger = logger.Named("dev_sandbox")
|
||||
|
||||
if cfg.Email == "" {
|
||||
logger.Info("skipped (no email)")
|
||||
return nil
|
||||
}
|
||||
if deps.Users == nil || deps.Lobby == nil || deps.EngineVersions == nil {
|
||||
return errors.New("dev_sandbox: deps.Users, deps.Lobby and deps.EngineVersions are required")
|
||||
}
|
||||
if cfg.PlayerCount <= 0 {
|
||||
return fmt.Errorf("dev_sandbox: PlayerCount must be positive, got %d", cfg.PlayerCount)
|
||||
}
|
||||
|
||||
if err := ensureEngineVersion(ctx, deps.EngineVersions, cfg, logger); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
realID, err := deps.Users.EnsureByEmail(ctx, cfg.Email, "en", "UTC", "")
|
||||
if err != nil {
|
||||
return fmt.Errorf("dev_sandbox: ensure real user: %w", err)
|
||||
}
|
||||
|
||||
dummyIDs := make([]uuid.UUID, 0, cfg.PlayerCount-1)
|
||||
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()),
|
||||
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`.
|
||||
// Idempotent: returns nil when no game matches.
|
||||
//
|
||||
// Phase 14 introduces this method for the dev-sandbox bootstrap so a
|
||||
// terminal "Dev Sandbox" tile from a previous local-dev session can
|
||||
// be scrubbed before a fresh game spawns. Production callers must
|
||||
// stay on the regular cancel / finish lifecycle — `DeleteGame` is
|
||||
// destructive and bypasses the cascade-notification machinery.
|
||||
// `DeleteGame` is destructive — a hard delete that bypasses the
|
||||
// cascade-notification machinery — so production callers stay on the
|
||||
// regular cancel / finish lifecycle. It is exercised by the lobby
|
||||
// integration tests.
|
||||
func (s *Service) DeleteGame(ctx context.Context, gameID uuid.UUID) error {
|
||||
if err := s.deps.Store.DeleteGame(ctx, gameID); err != nil {
|
||||
return err
|
||||
|
||||
@@ -248,8 +248,8 @@ func TestEndToEndPrivateGameFlow(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
// TestDeleteGameCascadesEverything pins the contract the dev-sandbox
|
||||
// bootstrap relies on: removing a game wipes every referencing row
|
||||
// TestDeleteGameCascadesEverything pins the DeleteGame contract:
|
||||
// removing a game wipes every referencing row
|
||||
// (memberships, applications, invites, runtime_records,
|
||||
// player_mappings) in a single SQL statement. Before this is wired
|
||||
// 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
|
||||
// row plus the membership row, and refreshes the in-memory caches.
|
||||
//
|
||||
// The method is intended for boot-time provisioning by
|
||||
// `backend/internal/devsandbox` and similar trusted callers. It is
|
||||
// not exposed through any HTTP handler. The caller must guarantee
|
||||
// The method is intended for trusted boot-time provisioning and
|
||||
// integration tests; it is not exposed through any HTTP handler. The
|
||||
// caller must guarantee
|
||||
// game.Status == GameStatusEnrollmentOpen — the function returns
|
||||
// ErrConflict otherwise — and that the race-name policy and
|
||||
// canonical-key invariants are honoured (the implementation reuses
|
||||
@@ -30,9 +30,8 @@ type InsertMembershipDirectInput struct {
|
||||
// or unsuitable name still fails).
|
||||
//
|
||||
// Idempotency: if a membership for (GameID, UserID) already exists
|
||||
// the function returns the existing row without modifying state.
|
||||
// This makes the helper safe to call on every backend boot from
|
||||
// devsandbox.Bootstrap.
|
||||
// the function returns the existing row without modifying state, so
|
||||
// the helper is safe to call repeatedly.
|
||||
func (s *Service) InsertMembershipDirect(ctx context.Context, in InsertMembershipDirectInput) (Membership, error) {
|
||||
displayName, err := ValidateDisplayName(in.RaceName)
|
||||
if err != nil {
|
||||
|
||||
@@ -236,9 +236,8 @@ func (s *Store) ListMyGames(ctx context.Context, userID uuid.UUID) ([]GameRecord
|
||||
// referencing table (memberships / applications / invites /
|
||||
// runtime_records / player_mappings — all declared with ON DELETE
|
||||
// CASCADE in `00001_init.sql`). Idempotent: returns nil when no row
|
||||
// matches. Used by the dev-sandbox bootstrap to scrub terminal
|
||||
// games on every backend boot so the developer's lobby never piles
|
||||
// up cancelled tiles.
|
||||
// matches. A hard delete for trusted callers and integration tests;
|
||||
// production lifecycle uses cancel / finish.
|
||||
func (s *Store) DeleteGame(ctx context.Context, gameID uuid.UUID) error {
|
||||
g := table.Games
|
||||
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
|
||||
# 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.
|
||||
# This is also the docker-compose default — set the variable to an
|
||||
# empty string here when the environment must rely on real Mailpit
|
||||
|
||||
@@ -1,164 +1,8 @@
|
||||
# `tools/dev-deploy/` — known issues
|
||||
|
||||
Issues that surface in the long-lived dev environment but are not yet
|
||||
fixed. Each entry lists the observed symptom, the diagnostic evidence,
|
||||
the working hypothesis, and the open questions that have to be
|
||||
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.
|
||||
Issues that surfaced in the long-lived dev environment. Each entry lists
|
||||
the observed symptom, the diagnostic evidence, and the fix or the open
|
||||
questions that have to be answered before a fix lands.
|
||||
|
||||
## `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,
|
||||
and the dev-deploy compose ships with it enabled by default:
|
||||
|
||||
1. Enter `dev@galaxy.lan` (or whatever `BACKEND_DEV_SANDBOX_EMAIL`
|
||||
resolves to) in the login form.
|
||||
1. Enter your email address in the login form.
|
||||
2. Submit `123456` as the code — the docker-compose default for
|
||||
`BACKEND_AUTH_DEV_FIXED_CODE` is `123456`, so the bcrypt-hashed
|
||||
email code stays a fallback. To force real Mailpit codes (e.g. for
|
||||
@@ -212,8 +211,7 @@ make clean-data Stop everything and wipe volumes + game-state dir
|
||||
## Known issues
|
||||
|
||||
See [`KNOWN-ISSUES.md`](KNOWN-ISSUES.md) for symptoms that surface
|
||||
in the long-lived dev environment but are not yet fixed (currently:
|
||||
the sandbox game flipping to `cancelled` after a redispatch).
|
||||
in the long-lived dev environment but are not yet fixed.
|
||||
|
||||
## Deployment cadence
|
||||
|
||||
@@ -237,12 +235,12 @@ behind. There is no separate state to clean up between the two paths.
|
||||
|
||||
### Engine image drift recycle
|
||||
|
||||
`backend` spawns one engine container per game (the long-lived "Dev
|
||||
Sandbox" plus any user-created games) and the reconciler reattaches
|
||||
to whatever it finds with the `galaxy.stack=dev-deploy` label. That
|
||||
reattach does not check the running container's image SHA against the
|
||||
freshly-built `galaxy-engine:dev` tag, so an unchanged container would
|
||||
otherwise keep serving the previous engine code after a redeploy.
|
||||
`backend` spawns one engine container per running game and the
|
||||
reconciler reattaches to whatever it finds with the
|
||||
`galaxy.stack=dev-deploy` label. That reattach does not check the
|
||||
running container's image SHA against the freshly-built
|
||||
`galaxy-engine:dev` tag, so an unchanged container would otherwise
|
||||
keep serving the previous engine code after a redeploy.
|
||||
|
||||
The `dev-deploy.yaml` workflow handles this in the
|
||||
`Recycle engine containers on image drift` step. When `docker build`
|
||||
@@ -250,9 +248,7 @@ produces a new `galaxy-engine:dev` SHA, the step compares it against
|
||||
every running `galaxy-game-*` container and, for each drifted one,
|
||||
stops the backend, removes the container, wipes its bind-mounted
|
||||
state directory (Engine.Init() writes turn-0 over any pre-existing
|
||||
`turn-N` files), and cascade-deletes the lobby `games` row. The
|
||||
`dev-sandbox` bootstrap on the next backend boot finds no live
|
||||
sandbox and provisions a fresh one on the new engine image.
|
||||
`turn-N` files), and cascade-deletes the lobby `games` row.
|
||||
|
||||
When the engine sources are unchanged, the BuildKit cache hits and
|
||||
the SHA stays the same — the recycle step is a no-op and the running
|
||||
|
||||
@@ -127,15 +127,6 @@ services:
|
||||
# bcrypt-hashed code is single-use). Set the var to an empty
|
||||
# string in `.env` to disable.
|
||||
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:
|
||||
- /var/run/docker.sock:/var/run/docker.sock
|
||||
# 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 down Stop compose containers, leave engines + volumes intact"
|
||||
@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 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"
|
||||
@@ -37,8 +37,9 @@ help:
|
||||
@echo " pnpm -C ui/frontend dev"
|
||||
@echo "and open http://localhost:5173 (UI) plus http://localhost:8025 (Mailpit)."
|
||||
@echo ""
|
||||
@echo "Default login for the auto-provisioned dev sandbox: dev@local.test"
|
||||
@echo "(see BACKEND_DEV_SANDBOX_EMAIL in .env). Login code: 123456."
|
||||
@echo "Sign in with email-OTP; the fixed login code 123456 works when"
|
||||
@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
|
||||
$(COMPOSE) up -d --wait
|
||||
@@ -88,12 +89,9 @@ stop-engines:
|
||||
# bind-mount source and leaves it stuck in `exited` / `created`
|
||||
# state. This target prunes the husks before `compose up`; the
|
||||
# backend's pre-bootstrap reconciler tick (`backend/cmd/backend/main.go`)
|
||||
# then cascades the orphan runtime row to `removed`, the lobby
|
||||
# cancels the game, and the dev-sandbox bootstrap purges the
|
||||
# cancelled tile and provisions a fresh sandbox in the same
|
||||
# `make up` cycle. Healthy `running` / `restarting` containers are
|
||||
# left intact so a long-lived sandbox survives normal up/down
|
||||
# cycles.
|
||||
# then cascades the orphan runtime row to `removed` and the lobby
|
||||
# cancels the game. Healthy `running` / `restarting` containers are
|
||||
# left intact so a long-lived game survives normal up/down cycles.
|
||||
prune-broken-engines:
|
||||
@ids=""; \
|
||||
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
|
||||
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
|
||||
the dev user (default `dev@local.test`). The flow is implemented in
|
||||
`backend/internal/devsandbox` and runs on every backend boot when
|
||||
`BACKEND_DEV_SANDBOX_EMAIL` is non-empty in `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:
|
||||
`make up` brings up the stack with an empty lobby — there is no
|
||||
auto-provisioned game. Sign in with email-OTP (the fixed dev code
|
||||
`123456` works when `BACKEND_AUTH_DEV_FIXED_CODE` is set in
|
||||
`tools/local-dev/.env`):
|
||||
|
||||
1. `make -C tools/local-dev up`
|
||||
2. `pnpm -C ui/frontend dev` (in another terminal)
|
||||
3. Open <http://localhost:5173/login>, enter `dev@local.test`, then
|
||||
the dev code `123456`.
|
||||
4. The lobby shows **Dev Sandbox** in *My Games*; click in.
|
||||
3. Open <http://localhost:5173/login>, enter your email, then the dev
|
||||
code `123456`.
|
||||
|
||||
To disable the bootstrap, clear `BACKEND_DEV_SANDBOX_EMAIL` in
|
||||
`tools/local-dev/.env` and `docker compose up -d backend` (or
|
||||
`make rebuild`). Existing users / games are not removed.
|
||||
|
||||
Terminal sandbox games — anything in `cancelled`, `finished`, or
|
||||
`start_failed` — are deleted on every boot before find-or-create
|
||||
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).
|
||||
To exercise the map and report views without running a full game, use
|
||||
the UI's DEV **synthetic report loader**: convert a legacy `.REP` with
|
||||
`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
|
||||
lobby and let the engine (`galaxy-engine:local-dev`, built by
|
||||
`make build-engine`) run it.
|
||||
- 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.
|
||||
|
||||
@@ -239,24 +214,15 @@ make status docker compose ps
|
||||
this in one cycle: `prune-broken-engines` (runs as part of `up`)
|
||||
removes every engine container that is not in `running` /
|
||||
`restarting` state, the backend's pre-bootstrap reconciler tick
|
||||
cascades the orphan runtime row to `removed`, the lobby cancels
|
||||
the matching sandbox game, and the dev-sandbox bootstrap purges
|
||||
the cancelled tile and provisions a fresh sandbox with a brand
|
||||
new state directory. To run the cleanup by hand without restarting
|
||||
the rest of the stack, `make prune-broken-engines`.
|
||||
cascades the orphan runtime row to `removed`, and the lobby cancels
|
||||
the matching game. 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
|
||||
reconciler tick (`backend/cmd/backend/main.go`). `make up` reuses
|
||||
the cached image, so after pulling this commit the first time you
|
||||
must `make rebuild` once to bake the fix in. Future `make up`
|
||||
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`** —
|
||||
upstream module list drifted; copy any new `pkg/<name>/` line into
|
||||
the local-dev `backend.Dockerfile` / `gateway.Dockerfile` to match
|
||||
|
||||
@@ -122,10 +122,6 @@ services:
|
||||
BACKEND_OTEL_TRACES_EXPORTER: none
|
||||
BACKEND_OTEL_METRICS_EXPORTER: none
|
||||
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:
|
||||
- /var/run/docker.sock:/var/run/docker.sock
|
||||
# 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
|
||||
(fbs schema, transcoder, gateway routing, backend handler) for a
|
||||
one-field response;
|
||||
- hard-coding `turn=0` for all games — works for the dev sandbox
|
||||
(which never advances past turn zero) but renders the initial
|
||||
state for any real game past turn zero.
|
||||
- hard-coding `turn=0` for all games — works for a synthetic report
|
||||
loaded at turn zero but mis-renders the initial state for any real
|
||||
game past turn zero.
|
||||
|
||||
Extending `GameSummary` reuses the existing lobby pipeline; the
|
||||
backend already tracks `current_turn` in its runtime projection
|
||||
(`backend/internal/server/handlers_user_lobby_helpers.go`
|
||||
`gameSummaryToWire` reads it from `g.RuntimeSnapshot.CurrentTurn`).
|
||||
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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user