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
+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()