local-dev: boot-time dev sandbox provisions a runnable game on up
Adds backend/internal/devsandbox: an idempotent boot-time hook that, when BACKEND_DEV_SANDBOX_EMAIL is set, ensures (1) the configured engine_version row, (2) the real dev user, (3) PlayerCount-1 deterministic dummy users, (4) a private "Dev Sandbox" game with a year-out turn schedule, (5) memberships for every participant via the new lobby.Service.InsertMembershipDirect helper, (6) a drive of the lifecycle to running. Re-running on a populated DB is a no-op; partial states from earlier crashes are recovered. tools/local-dev gains the matching env vars in .env, surfaces them in compose, and acquires a `make build-engine` target that builds galaxy-engine:local-dev from game/Dockerfile (a prerequisite of `up`/`rebuild`). The compose game-state mount is changed from a named volume to a host bind on /tmp/galaxy-game-state so backend's bind-mount source for spawned engine containers resolves on the docker daemon. After `make -C tools/local-dev up`, login as dev@local.test with the dev code 123456 and the Dev Sandbox already shows up in My Games. Per-user behaviour for the same email survives a backend restart. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -24,6 +24,7 @@ import (
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"galaxy/backend/internal/app"
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"galaxy/backend/internal/auth"
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"galaxy/backend/internal/config"
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"galaxy/backend/internal/devsandbox"
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"galaxy/backend/internal/dockerclient"
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"galaxy/backend/internal/engineclient"
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"galaxy/backend/internal/geo"
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@@ -265,6 +266,14 @@ func run(ctx context.Context) (err error) {
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)
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runtimeGateway.svc = runtimeSvc
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if err := devsandbox.Bootstrap(ctx, devsandbox.Deps{
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Users: userSvc,
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Lobby: lobbySvc,
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EngineVersions: engineVersionSvc,
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}, cfg.DevSandbox, logger); err != nil {
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return fmt.Errorf("dev sandbox bootstrap: %w", err)
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}
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notifStore := notification.NewStore(db)
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notifSvc := notification.NewService(notification.Deps{
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Store: notifStore,
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