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>
This commit is contained in:
Ilia Denisov
2026-05-08 15:51:09 +02:00
parent 73fb0ae968
commit e63748c344
9 changed files with 559 additions and 8 deletions
@@ -0,0 +1,96 @@
package lobby
import (
"context"
"fmt"
"github.com/google/uuid"
)
// InsertMembershipDirectInput is the parameter struct for
// Service.InsertMembershipDirect.
type InsertMembershipDirectInput struct {
GameID uuid.UUID
UserID uuid.UUID
RaceName string
}
// InsertMembershipDirect grants a membership to userID inside gameID
// bypassing the application/approval flow. It performs the same DB
// writes as ApproveApplication: the per-game race-name reservation
// row plus the membership row, and refreshes the in-memory caches.
//
// The method is intended for boot-time provisioning by
// `backend/internal/devsandbox` and similar trusted callers. It is
// not exposed through any HTTP handler. The caller must guarantee
// game.Status == GameStatusEnrollmentOpen — the function returns
// ErrConflict otherwise — and that the race-name policy and
// canonical-key invariants are honoured (the implementation reuses
// the lobby's own Policy and assertRaceNameAvailable so a duplicate
// or unsuitable name still fails).
//
// Idempotency: if a membership for (GameID, UserID) already exists
// the function returns the existing row without modifying state.
// This makes the helper safe to call on every backend boot from
// devsandbox.Bootstrap.
func (s *Service) InsertMembershipDirect(ctx context.Context, in InsertMembershipDirectInput) (Membership, error) {
displayName, err := ValidateDisplayName(in.RaceName)
if err != nil {
return Membership{}, err
}
game, err := s.GetGame(ctx, in.GameID)
if err != nil {
return Membership{}, err
}
if game.Status != GameStatusEnrollmentOpen {
return Membership{}, fmt.Errorf("%w: game status is %q, want enrollment_open", ErrConflict, game.Status)
}
canonical, err := s.deps.Policy.Canonical(displayName)
if err != nil {
return Membership{}, err
}
existing, err := s.deps.Store.ListMembershipsForGame(ctx, in.GameID)
if err != nil {
return Membership{}, err
}
for _, m := range existing {
if m.UserID == in.UserID && m.Status == MembershipStatusActive {
return m, nil
}
}
if err := s.assertRaceNameAvailable(ctx, canonical, in.UserID, in.GameID); err != nil {
return Membership{}, err
}
now := s.deps.Now().UTC()
if _, err := s.deps.Store.InsertRaceName(ctx, raceNameInsert{
Name: displayName,
Canonical: canonical,
Status: RaceNameStatusReservation,
OwnerUserID: in.UserID,
GameID: in.GameID,
ReservedAt: &now,
}); err != nil {
return Membership{}, err
}
membership, err := s.deps.Store.InsertMembership(ctx, membershipInsert{
MembershipID: uuid.New(),
GameID: in.GameID,
UserID: in.UserID,
RaceName: displayName,
CanonicalKey: canonical,
})
if err != nil {
_ = s.deps.Store.DeleteRaceName(ctx, canonical, in.GameID)
return Membership{}, err
}
s.deps.Cache.PutMembership(membership)
s.deps.Cache.PutRaceName(RaceNameEntry{
Name: displayName,
Canonical: canonical,
Status: RaceNameStatusReservation,
OwnerUserID: in.UserID,
GameID: in.GameID,
ReservedAt: &now,
})
return membership, nil
}