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>
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@@ -106,6 +106,10 @@ func Bootstrap(ctx context.Context, deps Deps, cfg config.DevSandboxConfig, logg
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dummyIDs = append(dummyIDs, id)
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}
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if err := purgeTerminalSandboxGames(ctx, deps.Lobby, realID, logger); err != nil {
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return err
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}
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game, err := findOrCreateSandboxGame(ctx, deps.Lobby, realID, cfg)
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if err != nil {
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return err
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@@ -158,6 +162,37 @@ func terminalSandboxStatus(status string) bool {
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return false
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}
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// purgeTerminalSandboxGames deletes every previous "Dev Sandbox" game
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// the dev user owns that has reached a terminal state
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// (cancelled / finished / start_failed). The cascade declared in
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// `00001_init.sql` removes the matching memberships, applications,
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// invites, runtime records, and player mappings in the same write,
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// so the developer's lobby never piles up dead tiles between
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// `make rebuild` cycles. Non-terminal games are left untouched —
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// a `running` sandbox from a previous boot is the happy path.
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func purgeTerminalSandboxGames(ctx context.Context, svc *lobby.Service, ownerID uuid.UUID, logger *zap.Logger) error {
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games, err := svc.ListMyGames(ctx, ownerID)
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if err != nil {
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return fmt.Errorf("dev_sandbox: list my games: %w", err)
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}
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for _, g := range games {
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if g.GameName != SandboxGameName || g.OwnerUserID == nil || *g.OwnerUserID != ownerID {
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continue
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}
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if !terminalSandboxStatus(g.Status) {
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continue
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}
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if err := svc.DeleteGame(ctx, g.GameID); err != nil {
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return fmt.Errorf("dev_sandbox: delete terminal sandbox %s: %w", g.GameID, err)
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}
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logger.Info("purged terminal sandbox game",
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zap.String("game_id", g.GameID.String()),
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zap.String("status", g.Status),
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)
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}
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return nil
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}
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func findOrCreateSandboxGame(ctx context.Context, svc *lobby.Service, ownerID uuid.UUID, cfg config.DevSandboxConfig) (lobby.GameRecord, error) {
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games, err := svc.ListMyGames(ctx, ownerID)
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if err != nil {
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@@ -167,9 +202,9 @@ func findOrCreateSandboxGame(ctx context.Context, svc *lobby.Service, ownerID uu
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if g.GameName != SandboxGameName || g.OwnerUserID == nil || *g.OwnerUserID != ownerID {
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continue
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}
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if terminalSandboxStatus(g.Status) {
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continue
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}
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// `purgeTerminalSandboxGames` ran before us, so any sandbox
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// game still in the list is either a live one we should
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// reuse or a transient state we can drive forward.
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return g, nil
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}
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rec, err := svc.CreateGame(ctx, lobby.CreateGameInput{
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@@ -80,9 +80,9 @@ func TestBootstrapRejectsMissingDeps(t *testing.T) {
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var errMissingDepsSentinel = errors.New("sentinel")
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// TestTerminalSandboxStatus pins the contract that decides whether a
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// previously created sandbox game is reusable. Terminal states force
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// the bootstrap to create a new game on the next boot rather than
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// hand the developer a dead lobby tile.
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// previously created sandbox game gets purged on the next boot.
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// Terminal states are deleted (cascade-style) so the developer's
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// lobby never piles up dead tiles between `make rebuild` cycles.
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func TestTerminalSandboxStatus(t *testing.T) {
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terminal := []string{"cancelled", "finished", "start_failed"}
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live := []string{"draft", "enrollment_open", "ready_to_start", "starting", "running", "paused"}
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@@ -233,6 +233,24 @@ func (s *Service) ListMyGames(ctx context.Context, userID uuid.UUID) ([]GameReco
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return s.deps.Store.ListMyGames(ctx, userID)
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}
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// DeleteGame removes the game and every referencing row (memberships,
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// applications, invites, runtime_records, player_mappings) via the
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// `ON DELETE CASCADE` constraints declared in `00001_init.sql`.
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// Idempotent: returns nil when no game matches.
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//
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// Phase 14 introduces this method for the dev-sandbox bootstrap so a
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// terminal "Dev Sandbox" tile from a previous local-dev session can
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// be scrubbed before a fresh game spawns. Production callers must
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// stay on the regular cancel / finish lifecycle — `DeleteGame` is
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// destructive and bypasses the cascade-notification machinery.
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func (s *Service) DeleteGame(ctx context.Context, gameID uuid.UUID) error {
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if err := s.deps.Store.DeleteGame(ctx, gameID); err != nil {
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return err
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}
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s.deps.Cache.RemoveGame(gameID)
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return nil
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}
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// State-machine transition handlers below take the same shape: load the
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// game (cache or store), check owner, validate the current status, run
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// the transition write, refresh the cache, optionally tell the runtime
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@@ -244,6 +244,70 @@ func TestEndToEndPrivateGameFlow(t *testing.T) {
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}
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}
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// TestDeleteGameCascadesEverything pins the contract the dev-sandbox
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// bootstrap relies on: removing a game wipes every referencing row
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// (memberships, applications, invites, runtime_records,
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// player_mappings) in a single SQL statement. Before this is wired
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// the developer's lobby pile up cancelled tiles between
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// `make rebuild` cycles; with it, every boot starts from a clean
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// slate.
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func TestDeleteGameCascadesEverything(t *testing.T) {
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db := startPostgres(t)
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now := time.Now().UTC()
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clock := func() time.Time { return now }
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svc := newServiceForTest(t, db, clock, 5)
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owner := uuid.New()
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seedAccount(t, db, owner)
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game, err := svc.CreateGame(context.Background(), lobby.CreateGameInput{
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OwnerUserID: &owner,
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Visibility: lobby.VisibilityPrivate,
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GameName: "Doomed",
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MinPlayers: 1,
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MaxPlayers: 4,
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StartGapHours: 1,
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StartGapPlayers: 1,
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EnrollmentEndsAt: now.Add(time.Hour),
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TurnSchedule: "0 0 * * *",
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TargetEngineVersion: "1.0.0",
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})
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if err != nil {
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t.Fatalf("create game: %v", err)
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}
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if _, err := svc.OpenEnrollment(context.Background(), &owner, false, game.GameID); err != nil {
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t.Fatalf("open enrollment: %v", err)
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}
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if _, err := svc.InsertMembershipDirect(context.Background(), lobby.InsertMembershipDirectInput{
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GameID: game.GameID,
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UserID: owner,
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RaceName: "Owner",
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}); err != nil {
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t.Fatalf("insert membership: %v", err)
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}
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if err := svc.DeleteGame(context.Background(), game.GameID); err != nil {
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t.Fatalf("delete game: %v", err)
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}
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// Verify cascade: the game must be gone, ListMyGames must drop
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// it, and re-deleting the same id is a no-op.
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if _, err := svc.GetGame(context.Background(), game.GameID); !errors.Is(err, lobby.ErrNotFound) {
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t.Fatalf("get after delete: err = %v, want ErrNotFound", err)
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}
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games, err := svc.ListMyGames(context.Background(), owner)
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if err != nil {
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t.Fatalf("list my games: %v", err)
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}
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for _, g := range games {
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if g.GameID == game.GameID {
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t.Fatalf("ListMyGames still lists the deleted game")
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}
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}
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if err := svc.DeleteGame(context.Background(), game.GameID); err != nil {
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t.Fatalf("delete idempotent: %v", err)
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}
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}
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func TestEndToEndPublicGameApplicationApproval(t *testing.T) {
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db := startPostgres(t)
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now := time.Now().UTC()
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@@ -232,6 +232,22 @@ func (s *Store) ListMyGames(ctx context.Context, userID uuid.UUID) ([]GameRecord
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return modelsToGameRecords(rows)
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}
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// DeleteGame removes the row at gameID. Cascades through every
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// referencing table (memberships / applications / invites /
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// runtime_records / player_mappings — all declared with ON DELETE
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// CASCADE in `00001_init.sql`). Idempotent: returns nil when no row
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// matches. Used by the dev-sandbox bootstrap to scrub terminal
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// games on every backend boot so the developer's lobby never piles
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// up cancelled tiles.
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func (s *Store) DeleteGame(ctx context.Context, gameID uuid.UUID) error {
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g := table.Games
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stmt := g.DELETE().WHERE(g.GameID.EQ(postgres.UUID(gameID)))
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if _, err := stmt.ExecContext(ctx, s.db); err != nil {
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return fmt.Errorf("lobby store: delete game %s: %w", gameID, err)
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}
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return nil
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}
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// gameUpdate is the parameter struct for UpdateGame. Nil pointers leave
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// the corresponding column alone.
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type gameUpdate struct {
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@@ -418,7 +418,7 @@ CREATE INDEX race_names_pending_eligible_idx
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-- finished) and the container-state escape hatch (removed) used by
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-- reconciliation when the recorded container has disappeared.
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CREATE TABLE runtime_records (
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game_id uuid PRIMARY KEY,
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game_id uuid PRIMARY KEY REFERENCES games (game_id) ON DELETE CASCADE,
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status text NOT NULL,
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current_container_id text,
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current_image_ref text,
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@@ -465,7 +465,7 @@ CREATE TABLE engine_versions (
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-- roster reads. The partial UNIQUE on (game_id, race_name) enforces the
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-- one-race-per-game invariant at the storage boundary.
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CREATE TABLE player_mappings (
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game_id uuid NOT NULL,
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game_id uuid NOT NULL REFERENCES games (game_id) ON DELETE CASCADE,
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user_id uuid NOT NULL,
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race_name text NOT NULL,
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engine_player_uuid uuid NOT NULL,
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