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
+10
View File
@@ -99,6 +99,16 @@ To disable the bootstrap, clear `BACKEND_DEV_SANDBOX_EMAIL` in
`tools/local-dev/.env` and `docker compose up -d backend` (or
`make rebuild`). Existing users / games are not removed.
Terminal sandbox games — anything in `cancelled`, `finished`, or
`start_failed` — are deleted on every boot before find-or-create
runs. The cascade declared in `00001_init.sql` removes the
matching memberships, applications, invites, runtime records,
and player mappings in the same write, so the dev user's lobby
shows exactly one running tile at all times. Cancelling the
sandbox manually and running `docker compose restart backend`
(or `make rebuild`) yields a fresh game without leaving dead
tiles behind.
The bootstrap requires:
- `galaxy-engine:local-dev` Docker image (`make build-engine`).
- `BACKEND_DEV_SANDBOX_ENGINE_VERSION` parses as plain semver