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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