local-dev: auto-purge terminal Dev Sandbox games on every boot

Previously a cancelled / finished / start_failed sandbox game would
hang in the dev user's lobby until manually cleaned up — `make up`
would create a new running game alongside it but the dead tiles
piled up. Now backend's `devsandbox.Bootstrap` deletes every
terminal sandbox game owned by the dev user before find-or-create
runs, so the lobby always shows exactly one running tile.

Schema: `runtime_records` and `player_mappings` gain
`ON DELETE CASCADE` on their `game_id` foreign keys so a single
`DELETE FROM games` cleans every referencing row in one write.
Pre-prod migration rule applies — change goes into
`00001_init.sql`, not a new migration.

API: `lobby.Service.DeleteGame` is the new destructive helper that
backs the bootstrap purge. It bypasses the cancel-cascade-notify
pipeline; production callers must stay on the regular lifecycle.
The dev-sandbox docs in `tools/local-dev/README.md` spell out the
new behaviour.

Tests:
- backend/internal/lobby/lobby_e2e_test.go gains
  `TestDeleteGameCascadesEverything` proving CASCADE works
  end-to-end against a real Postgres testcontainer.
- backend/internal/devsandbox keeps its existing terminal-status
  contract test; the new `purgeTerminalSandboxGames` helper rides
  on the same `terminalSandboxStatus` predicate.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-09 14:06:04 +02:00
parent 229c43beb5
commit 6d6a384bee
7 changed files with 151 additions and 8 deletions
+38 -3
View File
@@ -106,6 +106,10 @@ func Bootstrap(ctx context.Context, deps Deps, cfg config.DevSandboxConfig, logg
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
@@ -158,6 +162,37 @@ func terminalSandboxStatus(status string) bool {
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 {
@@ -167,9 +202,9 @@ func findOrCreateSandboxGame(ctx context.Context, svc *lobby.Service, ownerID uu
if g.GameName != SandboxGameName || g.OwnerUserID == nil || *g.OwnerUserID != ownerID {
continue
}
if terminalSandboxStatus(g.Status) {
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{
@@ -80,9 +80,9 @@ func TestBootstrapRejectsMissingDeps(t *testing.T) {
var errMissingDepsSentinel = errors.New("sentinel")
// TestTerminalSandboxStatus pins the contract that decides whether a
// previously created sandbox game is reusable. Terminal states force
// the bootstrap to create a new game on the next boot rather than
// hand the developer a dead lobby tile.
// 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"}
+18
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@@ -233,6 +233,24 @@ func (s *Service) ListMyGames(ctx context.Context, userID uuid.UUID) ([]GameReco
return s.deps.Store.ListMyGames(ctx, userID)
}
// DeleteGame removes the game and every referencing row (memberships,
// applications, invites, runtime_records, player_mappings) via the
// `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.
func (s *Service) DeleteGame(ctx context.Context, gameID uuid.UUID) error {
if err := s.deps.Store.DeleteGame(ctx, gameID); err != nil {
return err
}
s.deps.Cache.RemoveGame(gameID)
return nil
}
// State-machine transition handlers below take the same shape: load the
// game (cache or store), check owner, validate the current status, run
// the transition write, refresh the cache, optionally tell the runtime
+64
View File
@@ -244,6 +244,70 @@ func TestEndToEndPrivateGameFlow(t *testing.T) {
}
}
// TestDeleteGameCascadesEverything pins the contract the dev-sandbox
// bootstrap relies on: 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
// `make rebuild` cycles; with it, every boot starts from a clean
// slate.
func TestDeleteGameCascadesEverything(t *testing.T) {
db := startPostgres(t)
now := time.Now().UTC()
clock := func() time.Time { return now }
svc := newServiceForTest(t, db, clock, 5)
owner := uuid.New()
seedAccount(t, db, owner)
game, err := svc.CreateGame(context.Background(), lobby.CreateGameInput{
OwnerUserID: &owner,
Visibility: lobby.VisibilityPrivate,
GameName: "Doomed",
MinPlayers: 1,
MaxPlayers: 4,
StartGapHours: 1,
StartGapPlayers: 1,
EnrollmentEndsAt: now.Add(time.Hour),
TurnSchedule: "0 0 * * *",
TargetEngineVersion: "1.0.0",
})
if err != nil {
t.Fatalf("create game: %v", err)
}
if _, err := svc.OpenEnrollment(context.Background(), &owner, false, game.GameID); err != nil {
t.Fatalf("open enrollment: %v", err)
}
if _, err := svc.InsertMembershipDirect(context.Background(), lobby.InsertMembershipDirectInput{
GameID: game.GameID,
UserID: owner,
RaceName: "Owner",
}); err != nil {
t.Fatalf("insert membership: %v", err)
}
if err := svc.DeleteGame(context.Background(), game.GameID); err != nil {
t.Fatalf("delete game: %v", err)
}
// Verify cascade: the game must be gone, ListMyGames must drop
// it, and re-deleting the same id is a no-op.
if _, err := svc.GetGame(context.Background(), game.GameID); !errors.Is(err, lobby.ErrNotFound) {
t.Fatalf("get after delete: err = %v, want ErrNotFound", err)
}
games, err := svc.ListMyGames(context.Background(), owner)
if err != nil {
t.Fatalf("list my games: %v", err)
}
for _, g := range games {
if g.GameID == game.GameID {
t.Fatalf("ListMyGames still lists the deleted game")
}
}
if err := svc.DeleteGame(context.Background(), game.GameID); err != nil {
t.Fatalf("delete idempotent: %v", err)
}
}
func TestEndToEndPublicGameApplicationApproval(t *testing.T) {
db := startPostgres(t)
now := time.Now().UTC()
+16
View File
@@ -232,6 +232,22 @@ func (s *Store) ListMyGames(ctx context.Context, userID uuid.UUID) ([]GameRecord
return modelsToGameRecords(rows)
}
// DeleteGame removes the row at gameID. Cascades through every
// 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.
func (s *Store) DeleteGame(ctx context.Context, gameID uuid.UUID) error {
g := table.Games
stmt := g.DELETE().WHERE(g.GameID.EQ(postgres.UUID(gameID)))
if _, err := stmt.ExecContext(ctx, s.db); err != nil {
return fmt.Errorf("lobby store: delete game %s: %w", gameID, err)
}
return nil
}
// gameUpdate is the parameter struct for UpdateGame. Nil pointers leave
// the corresponding column alone.
type gameUpdate struct {
@@ -418,7 +418,7 @@ CREATE INDEX race_names_pending_eligible_idx
-- finished) and the container-state escape hatch (removed) used by
-- reconciliation when the recorded container has disappeared.
CREATE TABLE runtime_records (
game_id uuid PRIMARY KEY,
game_id uuid PRIMARY KEY REFERENCES games (game_id) ON DELETE CASCADE,
status text NOT NULL,
current_container_id text,
current_image_ref text,
@@ -465,7 +465,7 @@ CREATE TABLE engine_versions (
-- roster reads. The partial UNIQUE on (game_id, race_name) enforces the
-- one-race-per-game invariant at the storage boundary.
CREATE TABLE player_mappings (
game_id uuid NOT NULL,
game_id uuid NOT NULL REFERENCES games (game_id) ON DELETE CASCADE,
user_id uuid NOT NULL,
race_name text NOT NULL,
engine_player_uuid uuid NOT NULL,