local-dev: rebuild dead sandbox + harden lobby card UX
Three fixes around the dev sandbox end-to-end path. Each one was flushed out by an actual login walkthrough after the previous commit. Backend bootstrap now treats `cancelled`, `finished`, and `start_failed` as terminal: the per-boot find-or-create skips such games and provisions a fresh one. Without this, a single bad shutdown cascade leaves the developer staring at a dead lobby tile forever (cancelled games don't transition back). Covered by TestTerminalSandboxStatus. Tools/local-dev: stop killing engine containers in `make down`. The runtime treats the disappearance of an engine as a real failure (cascading the lobby game to `cancelled`); leaving the container running across `down/up` lets the runtime reconciler re-attach on the next boot. The teardown happens only in `make clean`, where the DB is wiped anyway. Compose now also exposes :9090 (authenticated EdgeGateway listener) on the host so the Vite dev proxy can reach the Connect-Web surface, and bumps the gateway anti-abuse limits for `public_misc` so the same surface is not blanket-rejected with 413. Ui/frontend: the lobby's `My Games` cards are now clickable only for the playable statuses (`running`, `paused`, `finished`). All other statuses render as disabled buttons so a click on a draft or cancelled game no longer drops the user on a 404 — the in-game view at /games/:id/* doesn't exist before Phase 10 and never makes sense for a cancelled game. Vite proxy splits the dev targets so `/api/*` continues to talk to the REST listener and `/galaxy.gateway.v1.EdgeGateway/*` is routed to the Connect-Web listener via VITE_DEV_GRPC_PROXY_TARGET (defaults to :9090). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -13,11 +13,11 @@ ENGINE_LABEL := org.opencontainers.image.title=galaxy-game-engine
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help:
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@echo "Local development stack for the Galaxy UI:"
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@echo " make up Build (if needed) and bring up the stack, wait until healthy"
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@echo " make down Stop containers (incl. spawned engines), keep volumes"
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@echo " make down Stop compose containers, leave engines + volumes intact"
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@echo " make rebuild Force rebuild of backend / gateway images and bring up"
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@echo " make build-engine Build the engine image $(ENGINE_IMAGE) used by the dev sandbox"
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@echo " make stop-engines Stop and remove only the per-game engine containers"
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@echo " make clean Stop and wipe volumes (postgres data, engines, game state)"
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@echo " make clean Stop everything (incl. engines) and wipe volumes + game state"
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@echo " make logs Tail all logs"
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@echo " make logs-backend Tail only the backend logs"
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@echo " make logs-gateway Tail only the gateway logs"
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@@ -47,7 +47,7 @@ build-engine:
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docker build -t $(ENGINE_IMAGE) -f $(REPO_ROOT)/game/Dockerfile $(REPO_ROOT); \
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fi
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down: stop-engines
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down:
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$(COMPOSE) down
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clean: stop-engines
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@@ -58,9 +58,11 @@ clean: stop-engines
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fi
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# Spawned engine containers run outside the compose project (the
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# backend's runtime creates them on demand), so `compose down` does
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# not see them. We discover them by the engine image's
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# OCI title label, set by game/Dockerfile.
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# backend's runtime creates them on demand). They intentionally
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# survive `make down` so the runtime reconciler can reattach on the
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# next `make up` — killing them out of band makes the runtime
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# cascade the game to `cancelled`. We only remove them as part of
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# `clean`, where the whole DB is wiped anyway.
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stop-engines:
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@ids=$$(docker ps -aq --filter label=$(ENGINE_LABEL)); \
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if [ -n "$$ids" ]; then \
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