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Author SHA1 Message Date
developer a19512adaa Merge pull request 'dev-deploy: production mirror + full observability behind the /_gm gate' (#88) from feature/dev-prod-mirror into development
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2026-06-01 04:56:45 +00:00
Ilia Denisov 814eae0802 docs: observability stack + the single /_gm gate for Grafana/Mailpit
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- ARCHITECTURE §17: the dev (production-mirror) collection stack
  (Prometheus / Loki / Tempo / promtail / node-exporter / cAdvisor) and
  the single /_gm Basic Auth gate fronting Grafana and the Mailpit UI.
- tools/dev-deploy/monitoring/README.md (new): services, what is
  collected, Grafana-behind-the-gate access, config delivery, tuning.
- tools/dev-deploy/README.md: an Observability section; the Mailpit UI
  under /_gm/mailpit/; Networking diagram and Files list updated.
- FUNCTIONAL §10.2.1 (+ ru mirror): the operator console nav links to
  Grafana and Mailpit under the same /_gm gate, one sign-in for all.
2026-06-01 06:37:24 +02:00
Ilia Denisov cb8491c200 feat(dev-deploy): one /_gm gate for console + Grafana + Mailpit
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Consolidate the operator console and the observability / captured-mail
UIs behind a single Basic Auth gate, so one password (the admin-console
account, dev: gm/gm-dev-password) unlocks all three, with links in the
console nav:

- Caddyfile.dev: a single basic_auth on /_gm/* fronts nested routes —
  /_gm/grafana/ -> Grafana, /_gm/mailpit/ -> Mailpit, catch-all -> the
  gateway/backend console. Caddy forwards the same Authorization header,
  which the backend console also accepts, so there is one prompt. The
  former top-level /grafana/ and /mailpit/ routes are removed.
- Grafana: served under /_gm/grafana/ (sub-path) as anonymous Admin with
  the login form and basic auth disabled, so it relies solely on the
  /_gm gate and ignores the forwarded credentials.
- Mailpit: MP_WEBROOT=/_gm/mailpit (and the healthcheck path) so its UI
  lives under the gate.
- Operator console: add Grafana and Mailpit links to the nav.
2026-06-01 06:30:15 +02:00
Ilia Denisov 45815c27d9 fix(dev-deploy): probe Mailpit /mailpit/livez under MP_WEBROOT
MP_WEBROOT=/mailpit prefixes every Mailpit HTTP route, including the
/livez health endpoint. The container healthcheck still probed
http://localhost:8025/livez, which now 404s, so Mailpit reported
unhealthy; the backend depends_on it with condition: service_healthy
and never started, cascading to the gateway and Caddy and failing
`docker compose up --wait`. Point the healthcheck at /mailpit/livez.
2026-06-01 06:11:25 +02:00
Ilia Denisov e11092234c feat(dev-deploy): expose Grafana + Mailpit UIs via Caddy; seed monitoring config
Deploy wiring for the observability stack (the services and collector
config landed in the previous commit):

- Caddyfile.dev: route /grafana/* to galaxy-grafana:3000 (Caddy
  sub-path mode, Grafana keeps its own login) and /mailpit/* to
  galaxy-mailpit:8025 behind dev basic-auth, so the captured-mail UI
  (every message, relayed or not) and Grafana are reachable through the
  single dev origin.
- dev-deploy.yaml: seed the monitoring config tree to a stable,
  reboot-surviving host path (GALAXY_DEV_MONITORING_DIR) before bringing
  the stack up, and inject the Grafana admin password from a Gitea
  secret (GALAXY_DEV_GRAFANA_ADMIN_PASSWORD; empty falls back to the
  compose default).
2026-06-01 05:46:19 +02:00
Ilia Denisov 84a0ccb23f feat(dev-deploy): full observability stack (Prometheus/Grafana/Loki/Tempo)
Stand up a production-mirror monitoring stack in the long-lived dev
contour, all on galaxy-dev-internal with no host ports (reached only via
the in-repo galaxy-dev-caddy):

- Prometheus scrapes backend:9100, gateway:9191, node-exporter and
  cadvisor (30s interval, 15d retention); Loki (7d) + promtail (Docker
  service discovery by the galaxy.stack=dev-deploy label) for logs;
  Tempo (3d) for traces.
- Backend and gateway now export OTLP traces to Tempo over plaintext
  gRPC on the internal network (OTEL_EXPORTER_OTLP_INSECURE).
- Grafana provisioned as code (Prometheus/Loki/Tempo datasources plus a
  starter dashboard), served under /grafana/ via Caddy sub-path mode;
  admin password from the GALAXY_DEV_GRAFANA_ADMIN_PASSWORD secret.
- Expose the Mailpit capture UI under /mailpit/ (Caddy basic-auth +
  MP_WEBROOT) so every captured message is readable regardless of relay.
- dev-deploy.yaml seeds the monitoring config to a stable, reboot-
  surviving host path and injects the Grafana admin secret.

Per-service memory limits keep the footprint within budget. All
collector config lives under tools/dev-deploy/monitoring/ for dev/prod
parity.
2026-05-31 23:39:06 +02:00
Ilia Denisov 7fb6a63c2b feat(dev-deploy): relay Mailpit to Gmail (Stage 3)
Keep Mailpit as the backend's SMTP submission point and turn on its
relay so OTP/notification mail addressed to the owner reaches a real
Gmail inbox, while everything else stays captured-only.

- mailpit gains --smtp-relay-config + --smtp-relay-matching (default
  non-routable, so an unconfigured stack only captures); relay.conf is
  mounted from a new galaxy-dev-mailpit-config volume
- tools/dev-deploy/mailpit/relay.conf.tmpl + a dev-deploy.yaml step that
  renders it from Gitea secrets (Gmail App Password, never committed)
  and seeds the volume; the GALAXY_DEV_MAIL_RELAY_MATCH var drives the
  relay-matching recipient
- backend SMTP config unchanged (still -> galaxy-mailpit:1025)
- dev-deploy README documents the relay + required secrets/vars

Verified locally: compose config valid; the rendered relay.conf is
accepted by mailpit v1.21.8 (relay + recipient-matching enabled).
Real Gmail delivery is verified at the dev-deploy preview once the
owner sets the secrets.
2026-05-31 22:44:32 +02:00
Ilia Denisov 225f89fad6 docs(ui): correct the synthetic-report loader gate comment
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Stage 2 of the dev-as-prod-mirror rework. The legacy-report (synthetic)
report loader is already available in the dev-deploy UI: it is gated by
the build-time flag VITE_GALAXY_DEV_AFFORDANCES (set "true" in
dev-deploy.yaml line 89, unset in prod-build.yaml so prod strips it),
not by import.meta.env.DEV. Correct the stale header comment that
claimed import.meta.env.DEV. No functional change — the desired
"loader in dev, absent in prod" posture already holds.
2026-05-31 22:33:32 +02:00
Ilia Denisov 0cae89cba2 refactor(dev): remove the dev-sandbox bootstrap everywhere
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Stage 1 of the dev-as-prod-mirror rework. The auto-provisioned "Dev
Sandbox" game and dummy users are removed so the dev contour starts
empty like prod; the separate legacy-report loader stays as the
test-data path.

- delete backend/internal/devsandbox (package + tests)
- drop the bootstrap call + DevSandboxConfig (struct, Config field,
  BACKEND_DEV_SANDBOX_* env, defaults, loader, validation)
- strip BACKEND_DEV_SANDBOX_* from dev-deploy + local-dev compose and
  .env.example; the generic engine-recycle / prune-broken-engines logic
  stays (it serves real games)
- update tooling docs (dev-deploy README + KNOWN-ISSUES, local-dev
  README + Makefile) and stale comments; DeleteGame and
  InsertMembershipDirect remain (exercised by lobby integration tests)

No app behaviour change beyond not auto-creating the sandbox game.
2026-05-31 22:28:03 +02:00
developer 26f1e62924 Merge pull request 'feat(admin-console): server-rendered operator console at /_gm' (#87) from feature/admin-console into development
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2026-05-31 19:07:47 +00:00
Ilia Denisov 7cac910de4 feat(admin-console): Stage 6 — mail & notifications domain
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Add the mail, notifications, and broadcast pages over the mail, notification,
and diplomail services (no new business logic), completing the operator console.

- GET  /_gm/mail                         deliveries (paginated) + dead-letters
- GET  /_gm/mail/deliveries/{id}         delivery detail + attempts
- POST /_gm/mail/deliveries/{id}/resend  re-enqueue a non-sent delivery
- GET  /_gm/notifications                notifications + dead-letters + malformed
- GET/POST /_gm/broadcast                multi-game admin diplomatic broadcast

Console depends on MailAdmin / NotificationAdmin / DiplomailAdmin interfaces
(satisfied by the concrete services); pages render in tests without a database.
Delivery detail and dead-letters live under /_gm/mail/deliveries/* and
/_gm/mail/... static segments to avoid a param/static route conflict. Resend
and broadcast flow through the CSRF guard.

Tests: mail page, delivery detail (+ not-found), resend (+ bad-CSRF),
notifications overview, broadcast form + send (input assertions) + bad game
ids, and unavailable. Plus an integration test that drives /_gm end to end
through the real gateway → backend (401 challenge + authenticated dashboard).

Docs: backend/docs/admin-console.md page inventory completed.
2026-05-31 20:43:12 +02:00
Ilia Denisov 87a272166b feat(admin-console): Stage 5 — operators (admin accounts)
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Add the operator-management page over *admin.Service (no new business logic).

- GET/POST /_gm/operators                       list + create operator
- POST     /_gm/operators/{user}/disable|enable  toggle access
- POST     /_gm/operators/{user}/reset-password  set a new password

Console depends on an OperatorAdmin interface (satisfied by *admin.Service) so
the page renders in tests without a database. Create POST is mounted on the
collection path; per-row disable/enable/reset are guarded by the CSRF middleware
and redirect back. Passwords are never logged.

Tests: list render, create (+ username/password assertions), username-taken
conflict, disable/enable, reset (+ password assertion), missing-password 400,
bad-CSRF 403, and unavailable 503.

Docs: backend/docs/admin-console.md page inventory extended.
2026-05-31 20:31:16 +02:00
Ilia Denisov ecfb2d3351 feat(admin-console): Stage 4 — games & runtimes domain
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Add the games, runtime, and engine-version pages over the existing lobby,
runtime, and engine-version services (no new business logic).

- GET/POST /_gm/games                         list + create public game
- GET      /_gm/games/{id}                    detail incl. runtime snapshot
- POST     /_gm/games/{id}/force-start|stop    game state actions
- POST     /_gm/games/{id}/ban-member          ban a member (uuid + reason)
- POST     /_gm/games/{id}/runtime/restart|patch|force-next-turn
- GET/POST /_gm/engine-versions               registry + register
- POST     /_gm/engine-versions/{ver}/disable disable a version

Console depends on GameAdmin / RuntimeAdmin / EngineVersionAdmin interfaces
(satisfied by the concrete services) so the pages render in tests without a
database. Collection-mutating POSTs are mounted on the collection path to avoid
a static-vs-param route conflict in gin. Writes flow through the CSRF guard and
redirect back; the create form parses datetime-local as UTC.

Tests: list/detail (with and without a runtime), create (visibility/owner/time
assertions), force-start (+ bad-CSRF), ban-member (+ bad uuid), runtime patch
(+ missing version), engine-version list/register/disable, and unavailable.

Docs: backend/docs/admin-console.md page inventory extended.
2026-05-31 20:25:28 +02:00
Ilia Denisov cf34710b4f feat(admin-console): Stage 3 — users domain
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Add the operator console's user-administration pages over the existing
*user.Service (no new business logic).

- GET  /_gm/users            paginated account list
- GET  /_gm/users/{id}       account detail: profile, entitlement, sanctions
- POST /_gm/users/{id}/block        apply permanent_block (reason required)
- POST /_gm/users/{id}/entitlement  set the entitlement tier
- POST /_gm/users/{id}/soft-delete  soft-delete the account (cascades)

The console depends on a UserAdmin interface (satisfied by *user.Service) so the
pages render in tests without a database. All writes flow through the CSRF
guard, carry the operator as the audit actor, and answer with a 303 redirect;
a generic message page handles not-found, validation, and failure notices.
Unblock is intentionally absent — the admin API exposes no remove-sanction
endpoint.

Tests: list/detail render, not-found, block (with actor/scope/reason
assertions), missing-reason 400, bad-CSRF 403, entitlement, soft-delete
redirect, and the service-unavailable path.

Docs: backend/docs/admin-console.md gains the page inventory.
2026-05-31 20:15:19 +02:00
Ilia Denisov 985e51d25e feat(admin-console): Stage 2 — dashboard monitoring
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Turn the console landing page into an operational dashboard.

- new internal/opsstatus: read-only Postgres projection via go-jet — ping +
  per-status COUNT/GROUP BY on runtime_records, mail_deliveries,
  notification_routes, and a malformed-intent count; degrades per-probe into
  Snapshot.Errors rather than failing the page
- dashboard renders backend readiness, database health, the three status
  tables, the malformed count, and any collection errors; falls back to a
  "monitoring not wired" note when no reader is injected
- AdminConsoleHandlers now takes an AdminConsoleDeps struct (Monitor + Ready
  added) so later stages add service refs without churning the signature

Tests: opsstatus store test against a Postgres testcontainer (empty schema +
one enqueued delivery); dashboard render tests with a fake reader (with and
without monitoring).

Docs: ARCHITECTURE 14.1 + FUNCTIONAL 10.2.1 (+ru) describe the dashboard.
(Prometheus /metrics exporters were already enabled in dev-deploy in Stage 1.)
2026-05-31 20:04:48 +02:00
Ilia Denisov 27916bbe61 feat(admin-console): Stage 1 — pipe + skeleton behind the gateway
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Add the server-rendered operator console at /_gm, exposed publicly through
the gateway behind the existing admin_accounts Basic Auth.

Backend:
- new internal/adminconsole package (html/template Renderer, stateless HMAC
  CSRF signer, embedded stylesheet)
- /_gm route group reusing basicauth.Middleware(admin.Service) + a CSRF guard
  (per-operator token + same-origin check); dashboard landing page
- BACKEND_ADMIN_CONSOLE_CSRF_KEY config (per-process random fallback)

Gateway:
- new "admin" public route class (per-IP rate limit, body + GET/HEAD/POST
  method limits) classifying /_gm traffic
- reverse proxy to the backend /_gm surface, preserving Host and relaying the
  backend 401 Basic Auth challenge; 502 when the backend is unreachable
- GATEWAY_PUBLIC_HTTP_ANTI_ABUSE_ADMIN_* config

dev-deploy:
- Caddy routes /_gm/* to the gateway
- bootstrap admin + stable CSRF key; enable Prometheus /metrics exporters on
  backend and gateway (forward-compat for a future Prometheus/Grafana stack)

Docs: ARCHITECTURE 14.1/16, FUNCTIONAL 10.2.1 (+ru mirror), backend and
gateway READMEs, new backend/docs/admin-console.md.

Tests: renderer + CSRF unit tests; backend router auth/render/asset/CSRF;
gateway classifier, proxy forwarding/Host/401/405/413/429/502.
2026-05-31 19:50:15 +02:00
developer 5d2f2bfc26 Merge pull request 'docs(site): publish game rules (RU) and migrate off game/rules.txt' (#85) from feature/site-rules-ru into development
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2026-05-31 15:45:05 +00:00
Ilia Denisov e998c8a03a docs(site): add English rules page + home intro (Stage 2 of the rules)
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site/rules.md is a faithful English mirror of the authoritative Russian
site/ru/rules.md — the same section anchors (so the in-page cross-links
and the RU/EN structure line up), the same LaTeX formulas with English
labels, and the same tables and engine nuances. Rewrite the English home
intro to match the Russian one and link to the rules, and register Rules
in the English sidebar. Completes the bilingual rules.
2026-05-31 17:19:50 +02:00
Ilia Denisov a01e3891e7 chore: remove screenshot 2026-05-31 17:16:06 +02:00
Ilia Denisov f9f725f657 fix(site): formulas — downgrade markdown-it-mathjax3 to v4 (fix hydration)
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The duplicate-then-disappearing formulas were a Vue hydration mismatch,
not a CSS problem. markdown-it-mathjax3 v5 pulls the `mathxyjax3` fork,
which emits each formula's CSS as an in-content `<style>` block scoped to
a per-container `#mjx-<id>` that the static build never sets. The orphaned
scoped CSS left the screen-reader MathML twin visible (the duplicate), and
the in-`<main>` `<style>` elements break VitePress/Vue hydration
("Hydration completed but contains mismatches"), which strips the SVG
glyph `<path>`s and blanks every formula after the page finishes loading.

Downgrade to markdown-it-mathjax3 ^4.3.2 — the mathjax-full-based version
VitePress officially supports. It uses `juice` to inline all CSS into the
element `style` attributes (no in-content `<style>`), so hydration is
clean (glyphs survive) and the MathML twin is hidden by its own inlined
style (no duplicate). This also drops the earlier custom.css workaround,
which only treated the symptom and itself blanked the formulas.

Verified with a headless Chromium render of the built /ru/rules: all 10
formulas keep their glyph paths after hydration, no console mismatch, no
duplicate copies.
2026-05-31 17:03:16 +02:00
Ilia Denisov 9b689b2885 fix(site): hide the MathJax assistive-MathML twin (no duplicate formulas)
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markdown-it-mathjax3 renders each formula as a visible SVG plus a MathML
twin (<mjx-assistive-mml>) for screen readers, hidden via CSS scoped to a
per-container #mjx-<id> selector. In the static build the containers carry
no id, so that scoped rule matches nothing and the twin renders as a
second, oversized (theme-monospaced) copy of every formula, in every
browser. Add a global visually-hidden rule for mjx-assistive-mml in the
theme CSS: the twin stays in the DOM for assistive tech but is removed
from view and from layout.
2026-05-31 16:32:43 +02:00
Ilia Denisov 2a3f31a32b chore: bug screenshot
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2026-05-31 16:23:01 +02:00
Ilia Denisov 140ee8e0ee docs(site): edit rules for clarity + cross-links; migrate off rules.txt
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Editorial pass over site/ru/rules.md (on top of the verbatim port):
- moved the lore intro to the RU home page, rewritten in a modern voice;
- fixed typos, replaced the TODO/WTF cargo-tech note and the abandoned
  (---ссылка---) marker with the verified mechanic and a real cross-link,
  dropped the report TODO row;
- wove organic intra-page cross-links (#combat, #movement, #victory, ...);
- documented engine nuances verified against the code: ore auto-farming
  and the capital / "запасы промышленности" store (industry capped at
  population); cargo lost with ships destroyed in battle; and that a
  losing race's colonists at a neutral planet are NOT lost — they stay
  aboard (this corrects the audit note, verified in route.go).

Migration: delete game/rules.txt (its content now lives, authoritative,
in site/ru/rules.md) and repoint every reference to it (ui/frontend code
comments + tests, ui/docs, tools, ui/PLAN.md links). Record the
RU-authoritative rule in site/README.md and CLAUDE.md. The English
site/rules.md mirror follows in a separate stage.
2026-05-31 15:56:00 +02:00
Ilia Denisov d3770e7f77 docs(site): port game rules to site/ru/rules.md (verbatim markdown)
Faithful Markdown rendering of game/rules.txt for the site: headings with
stable anchors, GFM tables and LaTeX formulas — the text itself is
unchanged (typos, the TODO/WTF notes, the broken (---ссылка---) marker and
the lore intro are all preserved as-is). The editorial pass (clarity,
nuances, organic cross-links, intro moved to the home page) follows in a
separate commit so its diff isolates exactly what changed relative to the
original. Registers the page in the RU sidebar.
2026-05-31 14:07:50 +02:00
developer 3d7e4d30bb Merge pull request 'ci(ui-test): clean root-owned build artifacts so runner teardown succeeds' (#84) from feature/ci-ui-test-build-cleanup into development
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2026-05-31 10:35:01 +00:00
Ilia Denisov eb549e6049 ci(ui-test): clean root-owned build artifacts so runner teardown succeeds
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In host-mode the ui-test job runs as root, so vite (test:pwa),
svelte-kit and Playwright write build/, .svelte-kit/, test-results/ and
playwright-report/ root-owned into the shared host workspace. The
act_runner (non-root) then cannot remove them at teardown
("unlinkat ui/frontend/build: permission denied"), which spuriously
marks this or a sibling job that inherits the dirty workspace as failed
— it hit go-unit on the #83 merge even though every test passed.

Add an `if: always()` step that removes those generated dirs while the
job still has root, after the artifact uploads. Keeps the shared
workspace clean for the runner's own teardown and for later jobs.
2026-05-31 12:15:32 +02:00
developer bc838d72af Merge pull request 'chore(fbs): pin flatc toolchain to 25.9.23 and guard codegen drift' (#83) from feature/flatc-pin-25-9-23 into development
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2026-05-31 10:02:23 +00:00
Ilia Denisov 658ab7f6e7 chore(fbs): pin flatc toolchain to 25.9.23 and guard codegen drift
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The committed FlatBuffers bindings were generated by flatc 25.x (the TS
runtime is flatbuffers@25.9.23), but nothing pinned the compiler, so a
regen on a box with an older flatc (Debian apt ships 23.5.26) silently
churns output and flips nullable-scalar builder defaults. PR #82 hit this
and shipped 5 report files from the wrong compiler.

Unify the whole toolchain on 25.9.23 (the only version available as an
npm package, a prebuilt flatc binary, and a Go tag) and make the bindings
reproducible:

- Downgrade the flatbuffers Go module 25.12.19 -> 25.9.23 (schema,
  transcoder, gateway, integration) so compiler and both runtimes match.
- Regenerate every schema with flatc 25.9.23. The only resulting change
  is order/command-item.ts: the lone straggler still on the old
  optional-scalar builder default (cmd_applied/cmd_error_code: 0 -> null).
  Inert in practice — the TS side never builds those response-only fields
  (the engine sets them in Go); the reader is unchanged.
- Pin the version in tooling: a flatc-check guard in ui/Makefile (fbs-ts)
  and a new pkg/schema/fbs/Makefile (fbs-go); both refuse a mismatched
  flatc and point at the release binary. Fix the stale apt install hint.
- Add a path-filtered CI guard (.gitea/workflows/fbs-codegen.yaml) that
  regenerates with the pinned flatc and fails on any diff.
- Document the pinned version and the regen commands in the schema README.

No wire-format change: Go build/vet, transcoder roundtrip + engine tests,
pnpm check and the full vitest suite (888) stay green.
2026-05-31 11:51:20 +02:00
developer afb8c1225c Merge pull request 'feat(game): race exit warnings in the turn report (#12)' (#82) from feature/game-race-exit-warnings into development
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2026-05-31 09:12:33 +00:00
Ilia Denisov 9e9977d5f1 feat(game): race exit warnings in the turn report (#12)
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Surface the inactivity-removal countdown the rules promise but the
engine never reported. A race within five turns of being auto-removed
for inactivity gets a personal warning in its own report; every race
within three turns is listed publicly to all participants.

- model: Report.PersonalExitWarning + RacesLeavingSoon ([]RaceExitNotice)
- fbs: RaceExitNotice table + Report.personal_exit_warning /
  races_leaving_soon (regenerated Go + TS bindings)
- transcoder: encode/decode both fields
- engine: ReportExitWarnings fills the recipient's TTL (1..5) and lists
  other non-extinct races with TTL 1..3, excluding the recipient itself
- ui: danger-styled personal banner + "races leaving soon" section
  (hidden when empty), wired into the report view, EN/RU i18n
- docs: rules.txt report-section list, FUNCTIONAL.md 6.4 + RU mirror

Voluntary quit and idle timeout share the TTL countdown and are not
distinguished, per the agreed scope.
2026-05-31 10:34:50 +02:00
developer 9dce15c7bb Merge pull request 'fix(game): small reconciliation fixes (science, generation, dismantle, report)' (#81) from feature/game-small-fixes into development
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2026-05-31 07:35:59 +00:00
Ilia Denisov dc621cc715 fix(game): small reconciliation fixes (science, generation, dismantle, report)
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A bundle of small rules-vs-engine corrections:

- Science proportions: accept a sum that equals 1 only up to float
  rounding (was an exact != 1 comparison); the rules example is reworded
  so it is unambiguous that proportions are fractions summing to 1.
- Generation: super-big planets get a resource strictly above 0 (minimum
  0.001, was a hard 0.1); the rules table is fixed for big planets (1-10,
  not 0.1-10) and the false "0.1-20 / average 1.5" resource claim removed.
- Dismantle over a neutral planet now unloads the colonists and settles
  it (the planet becomes the race's); over a foreign planet they are
  still lost. The rules clause is clarified for own / neutral / foreign.
- Report: ship-production entries are written at the compacted report
  index (was the planet's map index, which could write past the grown
  slice and panic); the incoming-group "remaining distance" is measured
  from the group's current hyperspace position, not its origin planet
  (matching OtherGroup).
- validator: the cargo-value error now carries the cargo value, not the
  shields value.

Tests added for each behavioural fix; rules.txt updated in the same patch.
2026-05-31 09:29:07 +02:00
developer bef6c46a1c Merge pull request 'fix(game): release a banished race's assets during turn generation' (#80) from feature/game-banish-wipe into development
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2026-05-31 07:17:16 +00:00
Ilia Denisov 3b1c52cd02 fix(game): release a banished race's assets during turn generation
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TurnWipeExtinctRaces iterated only non-extinct races, so an
administratively banished race (flagged extinct, TTL untouched) was never
wiped: its planets stayed owned and its ships lingered, while the race
itself could no longer act. The loop now covers every race and wipes when
either an active race's TTL has run out (idle / quit) or an extinct race
still holds assets (banish). The asset check makes repeated passes
idempotent.

wipeRace already matched the rules for exclusion (ships removed, planets
uninhabited, industry and capital cleared, material retained), so the
behaviour is just documented in game/README.md.

Tests: banish releases planets and ships on the next turn (and is
idempotent); idle-timeout wipe still fires under the new iterator.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 09:03:01 +02:00
developer 200236369f Merge pull request 'fix(game): bomb in descending power order, collapse industry on wipe' (#79) from feature/game-bombing-order into development
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2026-05-31 06:59:44 +00:00
Ilia Denisov a01f39e4a7 fix(game): bomb in descending power order, collapse industry on wipe
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Per the rules ("Бомбардировка планет"), a planet is bombed from the
strongest attacking power downwards, and a planet bombed to extinction
keeps its material and capital stockpiles but loses its working industry.

ProduceBombings now sorts attacking races by total bombing power
(descending) instead of iterating the attacker map in random order, and
on a wipe zeroes the planet's industry (Free already keeps capital and
material). bombingPower is extracted as a shared helper.

The rules already describe both, so no documentation change. Tests:
bombing order by power, and industry collapse with capital/material kept
on a wipe.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 08:47:45 +02:00
developer 6c00a24577 Merge pull request 'fix(game): gate group visibility by visibility range, report battle classes' (#78) from feature/game-visibility-report into development
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2026-05-31 06:42:44 +00:00
Ilia Denisov 6ec1098f15 fix(game): gate group visibility by visibility range, report battle classes
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Bring the report's foreign-group and foreign-class visibility in line
with the rules (game/rules.txt "Движение" and the report sections):

- incoming groups (heading to one of the recipient's planets) are shown
  only within the recipient's visibility range (driveTech*30); beyond it
  a group is hidden even though it is inbound;
- the unidentified-group list now uses the visibility range (it used the
  flight range, driveTech*40), excludes groups heading to the recipient's
  planets (those belong to the incoming list), and reports each group
  once (it previously emitted an entry per in-range owned planet);
- ship classes met in a battle the recipient took part in or witnessed
  now appear in OtherShipClass, with the design looked up from the owner
  race's ship types (the battle report carries only the class name).

The rules already describe this behaviour and the report wire shape is
unchanged, so no documentation change. Tests added for all three.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 08:36:33 +02:00
developer f877a199c2 Merge pull request 'fix(game): fight before departure and reorder the turn sequence' (#77) from feature/game-turn-order-departures into development
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2026-05-31 06:29:07 +00:00
Ilia Denisov 53b3cafbc4 fix(game): charge a ship upgrade against production only once
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TurnPlanetProductions started its production budget from
PlanetProductionCapacity, which already subtracts the reserved upgrade
cost, and then subtracted each applied upgrade's cost again in the apply
loop — charging every applied upgrade twice. That both starved the
planet's build/research budget and could skip upgrades that were in fact
affordable.

The budget now starts from the planet's full production potential and the
apply loop deducts each upgrade once; PlanetProductionCapacity stays the
report's net-of-upgrades "free L".

Test: TestUpgradeDoesNotDoubleChargeProduction; the TestProduceShips MAT
expectation is updated to the once-charged value.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 08:24:46 +02:00
Ilia Denisov b4abf90ec5 fix(game): fight before departure and reorder the turn sequence
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Per the documented turn order (game/rules.txt "Последовательность
действий"), no ship should dodge the pre-departure battle by slipping
into hyperspace. MakeTurn now runs merge -> battle -> load+launch routed
groups -> fly -> merge -> battle, so:

- ships ordered to depart (Launched) and ships being upgraded now take
  part in the pre-departure battle at their planet (CollectPlanetGroups /
  FilterBattleGroups); only survivors then enter hyperspace;
- routed transports are loaded and launched AFTER that battle, so they
  fight empty and cannot escape it.

A just-launched group has no stored hyperspace position, so moveShipGroup
starts its first leg from the origin planet; the previous code read the
nil launch coordinate and would panic.

Because upgrading groups can now lose ships in the battle, the pending
upgrade cost is recomputed from the group's current ship count instead of
the value stored when the order was validated.

Rules: reordered "Последовательность действий" and rewrote the combat
note that ordered/routed ships skip the battle.

Tests: launched-group move from origin, launched/upgrade groups taking
part in battle, upgrade cost tracking ship losses.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 00:25:46 +02:00
developer 5e86ca9999 Merge pull request 'fix(game): resolve battles ship by ship, matching the combat rules' (#76) from feature/game-combat-correctness into development
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2026-05-30 22:06:44 +00:00
Ilia Denisov cc67364113 fix(game): resolve battles ship by ship, matching the combat rules
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The battle engine diverged from the documented combat model
(game/rules.txt "Сражения") in three ways:

- the destruction roll was inverted (rand >= p), so a near-certain hit
  destroyed its target only ~(1-p) of the time;
- a whole group fired as a single ship (Armament shots per round)
  regardless of its ship count, so fleet size never affected offence;
- the defending mass used the whole group's full mass instead of one
  target ship's, weakening grouped ships' shields by ~Number^(1/3).

SingleBattle now resolves ship by ship: every living ship fires once per
round in random order across all groups, each gun targets a random enemy
ship (weighted by group size), and the destruction roll matches the
documented probability. FilterBattleOpponents evaluates per-ship mass.

Also fixes opponent-map initialisation in ProduceBattles that kept only
an attacker's last opponent.

The rules already describe this model, so no documentation change is
needed. Tests: per-ship one-sided wipe, destruction-roll direction, and
the updated per-ship-mass probability expectation.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 23:57:27 +02:00
developer 97b5535c02 Merge pull request 'chore(cleanup): purge /command residuals — fakeEngine, canon golden, openapi' (#75) from feature/post-command-cleanup into development
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2026-05-30 17:54:47 +00:00
Ilia Denisov bde9d535dc chore(cleanup): purge /command residuals — fakeEngine, canon golden, openapi
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Follow-up tidy after the cross-service /command removal (#73):

- Rename the router test double dummyExecutor -> fakeEngine (and the
  newExecutor / setupRouterExecutor helpers -> newFakeEngine /
  setupRouterEngine): it implements handler.Engine now, "executor" was a
  leftover of the removed adapter. Test-only.

- Regenerate the ui/core canon signing golden onto user.games.order
  (request_user_games_command.json -> request_user_games_order.json, fresh
  canonical bytes + Ed25519 signature) and drop the last
  user.games.command references from the Go/TS tests and docs.

- Align game openapi: CommandRequest.cmd no longer carries minItems: 1. It
  is now used only by PUT /api/v1/order, which accepts an empty batch
  (clearing the player's stored order, equivalent to removing every
  command); the contract test freezes the empty-allowed shape.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 15:16:17 +02:00
developer 40d6ba6ba4 Merge pull request 'fix(backend): retry migrations on transient connection errors' (#74) from feature/pg-migration-transient-retry into development
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2026-05-30 12:51:40 +00:00
Ilia Denisov 06a2e631c9 fix(backend): retry migrations on transient connection errors
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Backend e2e tests (and, more rarely, service startup) intermittently
failed applying migrations with `driver: bad connection`: a freshly
started Postgres — notably a test container — can reset a pooled
connection moments after it reports ready, killing the migration
transaction. The harness already waits for the double "ready" log and
pings before migrating, yet goose can still draw a connection postgres
then resets.

ApplyMigrations now wraps the schema-create + goose run in a bounded
retry that fires only on transient connection errors (driver.ErrBadConn
and the connection-failure messages Postgres drivers surface); both
steps are idempotent, so a retry resumes cleanly. Deterministic SQL
errors still fail fast.

Fixes the intermittent TestDiplomailAsyncFallbackOnUnsupportedPair (and
the eight other testcontainer e2e harnesses that share ApplyMigrations).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 14:45:53 +02:00
developer 2f55fc4988 Merge pull request 'refactor(game): lock-free storage, remove /command, flatten engine wrapper' (#73) from feature/game-engine-refactor into development
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2026-05-30 12:23:28 +00:00
Ilia Denisov 601970b028 refactor(game): lock-free storage, remove /command, flatten engine wrapper
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Three-stage refactor of the game-engine plumbing (game logic untouched):

Stage 1 — lock-free persistence + admin serialisation. Remove the file
lock from repo/fs (the .lock file, the Read/Write-vs-*Safe duality and the
dead ReadSafe polling) and replace the two-step rename with a single atomic
rename so concurrent reads are torn-free without a lock. Serialise the
state-mutating admin writers (init/turn/banish) with one shared router
LimitMiddleware, rewritten to block on the request context instead of a
racy shared 100ms timer.

Stage 2 — remove the obsolete immediate-command path end to end. Players
submit through PUT /api/v1/order; the legacy PUT /api/v1/command path is
deleted across game (route, handler, 24 command factories, Ctrl), backend
(Commands handler/route, engineclient.ExecuteCommands), gateway (dispatch +
executeUserGamesCommand + routing entry), the FlatBuffers/model contract
(UserGamesCommand[Response]) and transcoder, plus every affected
OpenAPI/README/FUNCTIONAL/ARCHITECTURE doc. The integration proxy test is
converted to the order path.

Stage 3 — flatten the REST->engine wrapper. Replace the executor adapter,
the controller package functions and RepoController with one concrete
controller.Service; drop the single-implementation Repo and Storage
interfaces (repo.Repo / fs.FS are now concrete). Handlers depend on a thin
handler.Engine seam and own the domain->REST projection; storage is
resolved once at startup instead of per request.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 13:37:07 +02:00
developer e36d33482f Merge pull request 'feat(game): canonical gameId in POST /api/v1/admin/init' (#72) from feature/canonical-game-id-init into development
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2026-05-29 11:29:20 +00:00
Ilia Denisov 15d35f6f1f feat(game): canonical gameId in POST /api/v1/admin/init
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Engine no longer mints its own game UUID. The orchestrator (backend)
generates the game UUID at game-create time and passes it in the
admin/init request body as the required `gameId` field, so the value
that names the engine container and host bind-mount directory also
ends up inside the engine's state.json.

The engine rejects the zero UUID with 400 and any init that conflicts
with an existing state.json with 409 (a second init on the same gameId
is also a conflict; full idempotency is not part of the contract).

Updates rest.InitRequest, openapi.yaml (schema + 409 response),
controller.GenerateGame/NewGame/buildGameOnMap signatures, the engine
HTTP handler/executor, the backend runtime worker, and the relevant
unit and contract tests. Documentation in game/README.md,
docs/ARCHITECTURE.md, backend/README.md, and backend/docs/{runtime,flows}.md
is updated in the same patch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 13:13:31 +02:00
developer 4a7bf0be61 feat(game): #59 — per-command rejection on PUT /api/v1/order (#71)
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Closes #59. Engine returns 202 + per-command cmdApplied/cmdErrorCode/cmdErrorMessage instead of blanket 500; pkg/error consts reshelved onto 1xxx/2xxx/3xxx; UI keeps sync banner green on per-command rejection, surfaces the engine reason inline, and hydrates per-command verdicts from the server on game re-entry. Dev-deploy now recycles game containers when galaxy-engine:dev SHA drifts.
2026-05-29 10:18:15 +00:00
Ilia Denisov 2ffd7527a6 test(ui): align rejected-submit e2e specs with per-command sync semantics
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The `rename-planet` and `ship-classes` rejected-submit specs broke on
the previous commit because:

1. `tests/e2e/fixtures/order-fbs.ts` builds the FBS response without
   `forceDefaults(true)`, and flatbuffers@25's TS codegen now elides
   `cmd_applied=false` against its int8 default of 0. The encoded
   payload no longer carried the rejection, so the UI decoded the row
   as `applied` and the assertions on the `rejected` status text
   failed first. The production Go transcoder already force-slots
   the field; mirror that behaviour in the e2e fixture.
2. The specs themselves still asserted the old blanket
   `data-sync-status="error"` on per-command rejection. After the
   previous commit's behaviour change the bar stays `synced` for
   per-command rejection (only genuine transport failures keep the
   red banner + Retry), so the assertions now read the row's inline
   reason text instead.

`tests/e2e/fixtures/order-fbs.ts` also gains the `cmdErrorMessage`
field so future fixtures can mirror the engine's rejection reason
through the round trip.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 12:11:50 +02:00
Ilia Denisov 723885e74e fix(order): surface rejection reason, keep sync green, hydrate verdicts
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Three issues surfaced once the per-command rejection from the previous
commit actually reached the UI:

1. Sync banner falsely red. `OrderDraftStore.runSync` flipped
   `syncStatus = "error"` whenever any command was rejected and
   advertised a Retry button. A per-command rejection is a
   player-correctable state — the round trip succeeded, the engine
   just refused that command — so the retry can't help. Keep
   `syncStatus = "synced"` on `success`; the red row highlight is
   the visible cue.

2. Rejection reason missing. Add `cmd_error_message: string` to
   `CommandItem` in `pkg/schema/fbs/order.fbs` (appended last to
   preserve existing slot offsets) and regenerate the Go + TS stubs
   for that one type. Plumb the message through `CommandMeta`,
   `Controller.applyCommand`'s `m.Result(code, message)` call, the
   Go transcoder, the UI decoders in `submit.ts` /  `order-load.ts`,
   and the `OrderDraftStore.errorMessages` map. `order-tab.svelte`
   renders it as an italic danger-coloured line under rejected
   commands, with new CSS for `.error-reason`.

3. Verdict lost on navigation. `order-load.ts.decodeCommand` never
   read `cmdApplied`/`cmdErrorCode`, so `hydrateFromServer` fell
   back to a blanket "applied" status — a previously-rejected
   command came back green after a lobby → game round trip. Extend
   the fetch decoder to populate `statuses`/`errorCodes`/
   `errorMessages` maps and have `hydrateFromServer` use them.
   Engine-side persistence already records the verdict on disk —
   verified against the live `0000/order/<id>.json`.

`flatbuffers@25` elides default-int8/int64 fields on write; the Go
transcoder force-slots `cmd_applied=false` / `cmd_error_code=0`
already, the new test fixtures flip `builder.forceDefaults(true)` to
mirror that behaviour so the round trip survives.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 11:42:27 +02:00
Ilia Denisov e038ea6154 fix(dev-deploy): recycle engine containers on galaxy-engine:dev SHA drift
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`backend`'s reconciler adopts pre-existing `galaxy-game-*` containers
without comparing their image SHA against the freshly-built
`galaxy-engine:dev`, so a long-lived sandbox would otherwise keep
serving the previous engine code after a redeploy. Issue #59 surfaced
this: after the per-command-rejection fix was deployed via
`workflow_dispatch`, the running sandbox container was still on the
old image SHA and the browser kept seeing the 503/unavailable response.

Adds a `Recycle engine containers on image drift` step right before
`Reap stray dev-deploy containers`. The step compares the new
`galaxy-engine:dev` SHA against every running `galaxy-game-*`
container and, on drift, stops the backend, removes the container,
wipes the bind-mounted per-game state directory (Engine.Init() writes
turn-0 over any pre-existing `turn-N` files — silent state corruption
otherwise), and cascade-deletes the lobby `games` row. The
`dev-sandbox` bootstrap on the next backend boot finds no live
sandbox and provisions a fresh one on the new engine image.

When the engine sources are unchanged, the BuildKit cache hits and
the SHA stays the same — the recycle step is a no-op and the running
games keep their state across the deploy. Verified end-to-end against
the live dev environment.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 10:47:25 +02:00
Ilia Denisov af30846091 fix(game): #59 — per-command rejection on PUT /api/v1/order
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Validation of a player's order now applies every command against a
transient game-state snapshot and records the per-command outcome
(cmdApplied, cmdErrorCode) in each command's meta. The order is
persisted even when some commands are rejected, and the response is
202 + UserGamesOrder so clients can surface the partial failure
without the chain collapsing into "downstream service is unavailable".

Pkg/error consts are reshelved onto three explicit ranges with a
package doc and helpers (IsInternalCode/IsInputCode/IsGameStateCode):
1xxx internal/server (500/501), 2xxx structural input (400), 3xxx
game-state per-command rejection (400 when escaping HTTP, otherwise
recorded as cmdErrorCode). Two pre-existing typos fixed mechanically
(ErrBeakGroupNumberNotEnough -> ErrBreakGroupNumberNotEnough,
ErrRaceExinct -> ErrRaceExtinct) along with all callsites.

Engine errorResponse maps *GenericError by shelf rather than mapping
everything to 500. The Quit-not-last structural check in
Controller.ValidateOrder is preserved and its type assertion fixed
(was a value assertion against a pointer-typed command, so the check
silently never fired).

Backend, gateway and UI are unchanged — they were already correct on
the 202 path; only the engine collapsing per-command rejection into
500 was needed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 09:36:29 +02:00
developer ce1dc19a29 Merge pull request 'feat(ui): F8-12 — map polish (#55)' (#70) from feature/issue-55-map-polish into development
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Closes #55.
2026-05-28 12:21:17 +00:00
Ilia Denisov a37b784452 perf(ui): F8-12 — toggle responsiveness on 700-planet legacy reports (#55)
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Profiling KNNTS041 (700 planets, 1283 primitives, 29 LOCAL fog
circles) flushed three independent costs out of the toggle path:

* `setVisibilityFog` rebuilt the inverse mask + 29 × 9 paint ops on
  every effect run, even when the input was identical. Caches a
  fingerprint of the circles + wrap mode and bails on a no-op
  call — knocks ~1 ms off every flip, more on heavier maps.
* `paintLabelEntry` was split into `paintLabelLayout` (hit-area /
  line positions / frame geometry — runs on every content change)
  and `paintLabelSelection` (text fills + frame visibility — runs
  only when the selection identity actually flips). The incremental
  path now skips the 6300 redundant `Text.style.fill = ...` writes
  it used to perform on every `planetNames` flip, which is what
  forced Pixi to invalidate the underlying text textures.
* `applyLabelContent` no longer blanks `nameText.text` when the
  toggle hides the name — it just flips `visible`. The cached text
  texture survives, so the next paint frame skips ~700 texture
  rebuilds.

Also enables Pixi-side culling on every per-copy primitive / outline
/ label container. With 9 torus copies × ~700 planets the scene
graph holds thousands of nodes, most of which sit outside the
visible viewport at any moment — the cullable flag lets Pixi skip
them in the per-frame traversal.

The legacy `KNNTS041` probe (chromium-desktop, headless) shows
`applyVisibilityState` collapsing from ~24 ms to ~5 ms after a
cache-warm flip; `app.render` drops from ~46 ms to ~22 ms. Reading
the toggle delay end-to-end inside the browser still measures
~460 ms in headless, which is consistent with the runner's RAF
cadence — owner can confirm on the real machine where the previous
~1 s delay was reported.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 14:10:29 +02:00
Ilia Denisov f4670c1831 perf+fix(ui): F8-12 — max-zoom clamp + planet-names toggle responsiveness (#55)
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* Max-zoom clamp: `MIN_VISIBLE_WORLD_AT_MAX_ZOOM = 5` world units on
  the longest viewport axis. Tuned against the owner's
  debug-overlay readings — mobile longest ≈ 412 px clamps at
  scale ≈ 82, desktop longest ≈ 1200 px clamps at scale ≈ 240.
  Same formula adapts to both shapes automatically; no separate
  mobile / desktop branch.
* Planet-names toggle no longer rebuilds every Pixi.Text on a flip.
  When `setPlanetLabels` sees the same planet set (which is the
  common case — only the `name` lines toggling on / off), it walks
  the live label containers and just retunes text content +
  visibility instead of destroying and recreating 9 × N Text
  instances. A 500-planet map flips the toggle inside a frame now.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 12:58:43 +02:00
Ilia Denisov 4d729c1f50 feat(ui): F8-12 — smooth planet discs + ?debug=1 overlay (#55)
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* Planet discs (and every other circle the renderer draws —
  outlines, picker hover ring, reach / bombing rings, etc.) trace
  a fixed 32-segment polygon instead of leaning on Pixi's adaptive
  bezier subdivision. PixiJS v8 picks the segment count from the
  world-space radius, which collapsed to 6-8 segments once the
  parent container's scale climbed — so the planet read as a
  visible polygon at high zoom. The custom path stays cheap (~64
  floats per disc) and gives a perceptually round silhouette at
  every zoom level.
* Opt-in dev overlay activated by `?debug=1` in the URL. A small
  bottom-left panel shows the current `scale`, the
  "whole world fits" reference scale, the current zoom ratio
  (scale / scale_ref), and the world-units rectangle visible in
  the viewport — so the owner can decide what `maxScale` to clamp
  to on the next iteration without guessing.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 12:33:23 +02:00
Ilia Denisov 24d75564bb fix(ui): F8-12 — owner feedback round 3 (#55)
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* Hit-test: a click inside a planet's visible disc always picks the
  planet, regardless of overlapping route shafts or battle X-crosses
  with higher base `priority`. Closes the #1, #2, #4 reports
  (picker hover would only catch the circumference, planet+routes
  swallowed disc clicks, label click on a battled planet routed to
  the battle viewer). Slop-only hits (cursor near a line but not on
  any disc) still use the existing priority order.
* Labels and planet outlines render in all nine torus copies again
  so they follow the player into wrap tiles — closes #3 (labels
  vanished on the wrong half of the viewport whenever the camera
  was panned past the wrap seam). The fingerprint guard keeps the
  per-toggle / per-selection rebuild cheap.
* Pixi.Text gets a few px of `padding` so the rasteriser no longer
  clips the last letter on a half-pixel measurement — closes #5.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 10:17:08 +02:00
Ilia Denisov eb5018342e feat(ui): F8-12 — owner feedback round 2 (#55)
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* Bug fix: theme flip no longer leaves planets oversized. The
  camera-preserving remount now calls a new
  `RendererHandle.refreshCameraDerivedDraws` explicitly after the
  manual moveCenter/setZoom pair so the post-mount geometry tracks
  `viewport.scaled` even if pixi-viewport's `'zoomed'` listener
  races the next Ticker tick.
* Doc #3: clicks on a planet label route through the same hit-test
  path as a click on the disc. The label `Container` now has a
  pointer hit area sized to the text + frame padding; pointertap
  simulates a click at the planet centre, so selection and
  pick-mode resolution behave identically.
* Doc #4: battle X-crosses + cargo arrowhead wings grow
  sub-linearly with zoom (PLANET_SIZE_ZOOM_ALPHA). New
  `Style.softLengthAnchor` ('center' / 'start') makes the renderer
  treat the recorded endpoints as the geometry "at the reference
  scale" and rescale around the midpoint (X-cross) or the start
  endpoint (arrow wings). Arrowhead base length is halved from 6
  to 3 world units to match the owner's "in half" request.
* Doc #5: picker overlay loses the anchor ring at the source, the
  cursor line drops to a cargo-route-thin 0.6 px stroke, and the
  hover ring around the destination is replaced by a planet-style
  outline (visible disc + 1 px padding) in the `pickHighlight`
  accent — so candidate destinations read like selection in warm
  yellow.
* Doc #6: regression test pins the in-disc hit zone.
* Perf #1: camera-driven redraws are throttled onto the next
  Ticker tick. A rapid wheel / pinch burst now coalesces into at
  most one `clear() + redraw` pass per painted frame, which keeps
  the 500-planet map responsive on zoom and toggle flips.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 09:40:20 +02:00
Ilia Denisov 6c3cd25476 add converted legacy report
Tests · UI / test (pull_request) Successful in 3m25s
2026-05-28 08:53:27 +02:00
Ilia Denisov 6996a79286 perf(ui): F8-12 — pixel-space planet sizing + single-copy label/outline layers (#55)
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* Planet size formula moves to pixel-space:
  `pointRadiusBasePx = 2 + 2 * cbrt(size / SIZE_NORMALIZER)`. The
  on-screen disc now reads ~4-7 px at the reference zoom regardless
  of how large the world rectangle is — the previous `world-units`
  formulation blew up on small maps and made Source-class planets
  swallow their neighbours.
* Labels + outlines live in the origin copy only. The 9× replication
  across torus copies was the dominant cost on a 100+ planet map
  (Pixi.Text creation + Graphics rebuilds on every zoom step); the
  origin-copy layout is what the camera-wrap listener guarantees
  the user actually sees.
* `setPlanetLabels` and `setPlanetOutlines` skip Pixi-object
  rebuilds when the input fingerprint is unchanged — toggle flips
  and selection changes now keep the existing Text / Graphics
  instances alive and only repaint the affected pieces.
* `renderer.md` updated to the new contract.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 00:39:19 +02:00
Ilia Denisov 75a4211373 fix(ui): F8-12 — settle e2e regressions from the polish PR (#55)
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* state-binding.ts: normalise planet size by the engine's typical
  mid-range (`SIZE_NORMALIZER = 100`) so legacy fixtures recording
  Size in the hundreds do not blow up the world-unit disc and start
  overlapping neighbouring planets. The cube-root growth stays;
  Size-800 reads twice as big as Size-100.
* cargo-routes.spec.ts: retire the selection-ring CirclePrim from
  the expected primitive count (4 planets + 3 cargo arrow lines = 7).
* map-toggles.spec.ts: bombing-rings → planet outlines (the high-bit
  0xc… range is permanently empty); planet-names persist test waits
  for the renderer's debug providers and for the IndexedDB write to
  flush before reload.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-28 00:14:14 +02:00
Ilia Denisov 680ebac919 feat(ui): F8-12 — map polish (zoom invariance, labels, selection, soft radius) (#55)
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* Honest pixel-space sizing for `pointRadiusPx` / `strokeWidthPx`: the
  renderer divides by the current camera scale on every
  `viewport.zoomed` so thin lines / small markers stay the same on-screen
  size at any zoom.
* Known-size planets switch to `pointRadiusWorld`, softened against the
  reference scale by `PLANET_SIZE_ZOOM_ALPHA = 0.33`; unidentified
  planets pin to a 3-px disc.
* New planet label layer renders a two-line `name / #N` legend under
  each planet (`#N` only for unidentified or when the new `planetNames`
  toggle is off). Selection now paints an inverse-fill frame around the
  selected planet's label plus an outline on the disc; the old
  selection-ring primitive is retired.
* Bombing markers swap the separate CirclePrim for a planet-outline
  overlay (damaged / wiped colour); the report deep-link moves to a
  "view bombing report" link in the planet inspector.
* Docs + tests follow: `renderer.md` reflects the new sizing contract +
  label / outline layers, vitest covers the sizing math, label
  formatting, and the new toggle, and the map-toggles e2e adds a
  persistence case for `planetNames`.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 23:51:16 +02:00
developer ba93a9092e Merge pull request 'feat(ui): F8-11 — battles table under table submenu (#54)' (#69) from feature/issue-54-battles-table into development
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2026-05-27 20:29:52 +00:00
Ilia Denisov 209f8508cd feat(ui): F8-11 — battles table under table submenu (#54)
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Adds a sortable battles list as a new entity under the existing
`view → table` submenu (entity slug `battles`), replacing the
standalone top-level `battle log` shortcut which always opened a
"battle not found" placeholder. The single-battle viewer stays put
and is reached only by clicking a row (or a battle marker on the
map), identical to the existing `section-battles.svelte` flow.

Columns are planet (via the shared `planetLabel` helper) and shots
(the per-battle action count carried by `BattleSummary`), sortable
both ways with shots-desc default. No backend / FBS / map changes:
the wire payload is unchanged. Participants / observers / total
mass require the full BattleReport and were intentionally dropped
to avoid N round trips per menu open.

The top-level `battle log` item is removed from `header/view-menu`
and `sidebar/bottom-tabs` (and their stale comment blocks updated);
the now-orphan `game.view.battle` i18n key is dropped from both
locales.
2026-05-27 22:12:51 +02:00
developer e4fbb6644c Merge pull request 'feat(ui): F8-10 — tables planets / ship-groups / fleets, ship-classes delete guard (#53)' (#68) from feature/issue-53-table-planets-groups-fleets into development
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2026-05-27 19:28:09 +00:00
Ilia Denisov 8e552f556d fix(ui): F8-10 owner-feedback — persistent filters, camera, disabled visual, dropdown narrowing (#53)
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Polish pass after the first F8-10 walkthrough:

  - table-planets: moved the `foreign` chip to the end of the row and
    hid the race dropdown until `foreign` is on (it never made sense
    to pick a race while the bucket itself was off).
  - persistent per-table filter / sort state — extracted to
    `table-{planets,ship-groups,fleets}-state.svelte.ts` singletons so
    a row click → map → back to the table restores the prior chip /
    dropdown / sort state. Held in memory only; an F5 still resets.
  - table-ship-groups: the planet and class dropdowns now narrow to
    the slice surviving the owner checkboxes, so toggling `foreign`
    off removes planets / classes touched only by foreign rows.
  - map.svelte: camera (centre + zoom) is captured on every dispose
    path into a new `GameStateStore.lastCamera` and consumed on the
    next mount, so leaving the map for any other active view and
    coming back restores the prior pan / zoom. A pending focus from
    the tables still wins for the centre point.
  - table-ship-classes: `:disabled` now reads as disabled (muted
    colour, no hover ring, not-allowed cursor) — the click was already
    a no-op, only the visual was lying.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 21:18:11 +02:00
Ilia Denisov 80ed11e3b6 feat(ui): F8-10 — tables planets / ship-groups / fleets, ship-classes delete guard (#53)
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Lights up three previously-stubbed table active views and tightens the
existing one:

  - table-planets: 4 kind checkboxes (own / foreign / uninhabited /
    unknown) + race dropdown that filters the foreign slice; row click
    selects + centres the planet on the map.
  - table-ship-groups: local + foreign groups in one grid, owner
    checkboxes, planet dropdown (destination OR origin), class
    dropdown; on-planet click focuses the destination planet, in-space
    click focuses the ship group itself (camera follows interpolated
    position).
  - table-fleets: own fleets only with the shared planet dropdown;
    on-planet click focuses the planet, in-space click centres the
    camera on the interpolated fleet position without altering the
    selection (no fleet variant in Selected).
  - table-ship-classes: per-row Delete is disabled with a count tooltip
    while at least one local ship group references the class. The
    engine refuses the removal anyway; the UI pre-empts the surface.

Wires the click → map flow through a transient `SelectionStore.focus`
/ `focusPoint` channel that `map.svelte` consumes once on mount —
in-memory only, so an F5 does not re-centre.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 20:35:38 +02:00
developer ef4cecb4b2 Merge pull request 'feat(ui): F8-09 — turn report sticky icon-popup section menu' (#67) from feature/issue-52-report-toc-popup into development
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2026-05-27 17:52:59 +00:00
Ilia Denisov 1b2c13ecd6 fix(ui): F8-09 owner-feedback — fixed TOC trigger + heading offset (#52)
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Owner-reported regressions in Firefox + Safari on desktop after the
initial F8-09 patch landed:

1. The TOC trigger rode up with the page during scroll instead of
   staying pinned to the viewport (mobile worked, desktop did not).
2. Clicking a popover item scrolled the matching section so its
   heading went up under the chrome — only the table body was visible.

Root cause for (1): the in-game shell declares `overflow-y: auto`
on `.active-view-host` so mobile (where `.game-shell` is fixed at
`inset: 0`) has an internal scroll region. On desktop the host
grows with content, no overflow ever engages, and the document
body becomes the actual scroll container. Per CSS spec the host
remains the "scrollport" for any `position: sticky` descendant, so
the trigger inside the report column never sees the scroll event
and rides up with the body content.

Fix:

- Swap the trigger from `position: sticky` to `position: fixed`.
  The component is mounted only while the report active view is on
  screen, so the fixed element is naturally tied to the view's
  lifetime. Anchor at `top: 4rem` (below the in-game header), and
  on `min-width: 1024px` shift `right` by 18 rem to clear the
  always-on sidebar; below 1024 px the sidebar is an overlay so
  the default `right: 1.25rem` matches the report's right padding.
- Add `padding-top: 4.5rem` to `.report-view` (4rem mobile) so the
  first section heading does not land under the trigger at scroll
  position 0.
- Add `scroll-margin-top: 7.5rem` to every `<section
  id="report-…">` so `scrollIntoView({ block: "start" })` lands
  the heading below the trigger after a popover-driven jump.
- Sync `ui/docs/report-view.md` §"Table of contents and active
  highlight" with the new positioning rationale.

Tests: `pnpm check`, `pnpm test` (821), `pnpm test:e2e
report-sections` (4 projects) all green.

Refs: #52 (#43 umbrella).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 19:45:44 +02:00
Ilia Denisov cfbe052242 feat(ui): F8-09 — turn report sticky icon-popup section menu (#52)
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- Replace the 14 rem sticky sidebar (and its mobile <select> twin)
  with a single sticky icon-popup trigger pinned to the top-right
  corner of the report column. Trigger shows `≡` followed by the
  currently active section title (CSS-clamped with text-overflow:
  ellipsis so long RU titles cannot bloat the button). Click opens
  an anchored popover on desktop and a fixed bottom-sheet on
  <768.98 px (mirrors lib/active-view/map-toggles.svelte).
- Each menuitem closes the popover and scrolls the matching
  `<section id="report-<slug>">` into view. The scroll is deferred
  one animation frame so the surface unmount + restoreFocus's
  focus restoration on the (sticky) trigger commit first; otherwise
  the focus call could cancel the just-started smooth/instant
  scroll under desktop Chromium and WebKit.
- Drop the in-report "Back to map" button — the same affordance
  lives in the app-shell view menu (tests/e2e/game-shell.spec.ts
  covers it).
- Tighten the report grid to a single flex column so the section
  body now occupies the full container width.
- i18n: remove game.report.back_to_map and
  game.report.toc.mobile_label; add game.report.toc.open and
  game.report.toc.close (mirrors game.map.toggles.open/close).
- Tests: Vitest report-toc.test.ts rewritten for the new icon-popup
  contract; Playwright report-sections.spec.ts switches the anchor
  loop to trigger → menuitem and adds a mobile bottom-sheet
  assertion; game-shell-stubs.test.ts no longer asserts the
  back-to-map button on the report orchestrator.
- Docs: ui/docs/report-view.md (TOC + i18n + test seams) and
  docs/FUNCTIONAL{,_ru}.md §6.4 updated. The stale SvelteKit
  Snapshot reference (the route file was removed by the single-URL
  app-shell) is dropped at the same time.

Refs: #52 (#43 umbrella).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 18:11:00 +02:00
developer 147c7d0a6a Merge pull request 'F8-05 — game-mode chrome cleanup + inspector compact rows' (#66) from feature/issue-48-game-chrome-and-inspector-compact-rows into development
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2026-05-27 14:59:21 +00:00
Ilia Denisov 24c68e9846 feat(model+ui): F8-05 — race on OtherGroup, real attribution + N×M label
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Issue #48 п.32 ("Stationed ship groups") shipped with a fragile race
fallback: when a foreign group sat on a non-`other`-kind planet the
inspector printed a generic "foreign" label, which collapsed the
race dropdown to a single uninformative bucket. The engine FBS
contract did not carry per-group race either, so live games hit the
same gap. This patch carries race authoritatively from the engine
through every layer down to the inspector.

Wire format & engine
- `pkg/schema/fbs/report.fbs`: add `race:string` to `OtherGroup` and
  `LocalGroup` (additive — old clients ignore).
- `pkg/schema/fbs/report/`: regenerated Go bindings.
- `ui/frontend/src/proto/galaxy/fbs/report/`: regenerated TS bindings.
- `pkg/model/report.OtherGroup.Race`: new field; carried through
  `LocalGroup` via the embedded `OtherGroup`.
- `pkg/transcoder/report.go`: encode + decode `race` on both
  `LocalGroup` and `OtherGroup`.
- `game/internal/controller/report.go.otherGroup`: set `v.Race`
  from `c.g.Race[c.RaceIndex(sg.OwnerID)].Name` so every emitted
  group — own or foreign — carries the resolved race name.

Legacy parser
- `tools/local-dev/legacy-report/parser.go`: capture the
  `<Race> Groups` header into `pendingOtherGroup.race`, fill local
  group `Race` from `p.rep.Race`, propagate both into the
  `report.OtherGroup` rows.
- Tests + smoke counts updated; regenerated `KNNTS{039,041}.json`
  fixtures so the synthetic loader carries the new field.

UI
- `ui/frontend/src/api/`: `ReportShipGroupBase.race` field;
  synthetic loader + FBS decoder populate it.
- `ui/frontend/src/lib/inspectors/planet/ship-groups.svelte`: the
  stationed-groups inspector picks race directly from
  `group.race` (own falls back to `localRace`, both finally to the
  `race.unknown` placeholder). The planet-owner / "foreign"
  heuristic is gone.
- Row label changes from "N ships mass M" to a compact
  `<class>` | `<N ×>` | `<mass>` three-column layout: the count
  cell is right-aligned tabular, the mass cell is right-aligned
  monospace + tabular, matching the inspector / calculator number
  conventions. Stale i18n keys removed
  (`ship_groups.row.count`, `.row.mass`, `.race.foreign`).
- All affected unit tests (8 files) carry the new `race` field.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 16:23:17 +02:00
Ilia Denisov cc4bc3c2b7 feat(ui+legacy): F8-05 owner-feedback round 1 — inspector tweaks + parser
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Owner-reported polish on top of #48, plus a legacy-parser gap that
prevented verifying stationed ship groups against a real .REP fixture.

UI:
- Production: drop the empty `(production)` placeholder option. Owned
  planets always produce something, so the primary select now opens on
  `industry` by default when `planet.production` is null/unknown,
  keeping the row inside the four real production kinds at all times.
- Production: lock the row to a single line (no flex-wrap) and strip
  border + padding from the ✓/✗ buttons so the apply/cancel icons read
  as glyphs and the row no longer breaks into two visual rows for
  Research / Ship contexts where both selects are present.
- Cargo routes: the placeholder option is now an `<option disabled>`
  styled like a section header (greyed, italic) and reads "manage
  routes" instead of "cargo routes". The wording shifts the intent
  from a section label to an action prompt.

Legacy parser:
- F8-05 (#48 п.32) "Stationed ship groups" couldn't be verified against
  the dg fixture because the legacy `<Race> Groups` blocks (outside
  battles) and the `Unidentified Groups` block were dropped by the
  parser — both are now wired up. Foreign group rows parse the
  `# T D W S C T Q D P M` columns and resolve the destination against
  the parsed planet tables (rows with an invisible destination drop,
  matching the existing local-group convention). The legacy row
  carries no origin / range columns, so foreign groups surface as
  stationed at the destination.
- Smoke tests on every fixture extended with `otherGroups` and
  `unidentifiedGroups` counts. New focused unit test
  `TestParseOtherAndUnidentifiedGroups` covers the column layout, the
  drop-on-unknown-destination rule, and the `X Y`-only unidentified
  rows.
- `tools/local-dev/reports/dg/KNNTS039.json` and
  `tools/local-dev/reports/dg/KNNTS041.json` regenerated so the
  synthetic-loader fixtures carry the new arrays.
- README updated: the two sections move out of "Skipped sections" into
  a "Foreign and unidentified groups" block; package doc-comment
  reflects the broader scope.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 15:21:55 +02:00
Ilia Denisov aee5f39a7e docs(ui): F8-05 — sync inspector topic docs with the new compact rows
Tests · UI / test (pull_request) Successful in 11m1s
- order-composer.md describes the production row's apply-gate (two
  selects + ✓/✗) and the click-to-edit entry point for planetRename.
- cargo-routes-ux.md replaces the four-slot grid description with the
  new single-row dropdown + contextual actions and notes the
  "stays on the picked type" UX rule.
- science-designer-ux.md updates the production-picker integration
  description to the dropdown pair and refreshes the e2e walkthrough
  step.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 13:41:44 +02:00
Ilia Denisov 4a23c357e5 feat(ui): F8-05 — game-mode chrome cleanup + inspector compact rows (#48)
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Drains six F8 polish items (parent #43) in one feature:

а) Chrome cleanup
- п.6 — remove the AccountMenu (settings/sessions/theme/language/logout
  ∼ rudimentary in-game) and replace it with a single icon-button
  light/dark theme toggle. The toggle flips an in-memory `theme.override`;
  game-shell unmount calls `theme.clearOverride()` so the lobby (and
  any re-entry) re-projects the persisted lobby choice.
- п.8 — remove the wrap-scrolling radio from the map gear popover. The
  per-game `wrapMode` store and the renderer's no-wrap path stay in
  place for a future engine-side topology feature; only the UI surface
  is dropped (wrap is a server-side concept, not a per-session UI
  affordance).

б) Inspector compact rows (single idiom: select + ✓ apply / ✗ cancel,
or contextual edit/remove/add)
- п.13 — planet name is now click-to-edit: clicking the name opens an
  inline `<input>` + ✓ confirm icon; Escape cancels; the explicit
  Rename action button and Cancel button are gone.
- п.14 — production becomes one row: primary `<select>` picks
  industry/materials/research/ship, conditional secondary `<select>`
  picks the target (tech / science / ship class) for research and
  ship contexts. Apply is gated until row state differs from the
  planet's current effective production; auto-submit-on-click is
  replaced by the apply-gate.
- п.16 — cargo routes collapse to one row: a single dropdown
  (COL/CAP/MAT/EMP plus a placeholder that absorbs the old section
  title) and contextual action buttons (add / edit + remove) to the
  right. After a successful pick or remove the dropdown stays on the
  type the user just acted on.
- п.32 — stationed ship groups hoist the race column into a dropdown
  above the table. The dropdown seeds with the player's own race when
  local groups are stationed here, otherwise the first race
  alphabetically; rendered only when more than one race is in orbit.
  The race column is dropped in both single- and multi-race modes —
  the dropdown's value already names the active race.

Tests: unit and Playwright e2e updated for every changed test-id and
flow; new coverage added for `theme.override`, the in-game toggle, the
apply-gate behaviour, and the stationed-race dropdown. i18n keys for
the removed menu items, the wrap radios, the cargo title, and the
explicit `rename.cancel` are dropped from both locales; new
`game.shell.theme_toggle.*`, `production.main/target.*`,
`production.apply/cancel`, `cargo.placeholder`, and
`ship_groups.race_filter.aria` keys land.

Docs synced: `docs/FUNCTIONAL.md` §6.7 + `docs/FUNCTIONAL_ru.md`
mirror drop the torus / no-wrap radio mention; `ui/docs/design-system.md`
documents the lobby-owned persisted picker + the in-game ephemeral
override channel.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 13:38:42 +02:00
developer 2901ecb21b Merge pull request 'fix(ui): F8-08 unified number format — mono, fixed 3-decimal, no separators' (#65) from feature/issue-51-number-format into development
Deploy · Dev / deploy (push) Successful in 54s
Tests · UI / test (push) Successful in 2m50s
2026-05-27 10:14:05 +00:00
Ilia Denisov ed4e2f58a1 test(ui): F8-08 e2e — match new 1-dec percent + 3-dec float formatting
Tests · UI / test (pull_request) Waiting to run
Tests · UI / test (push) Successful in 2m50s
sciences.spec.ts: `sciences-cell-drive` now reads "25.0" (was "25") because
formatPercent always emits one fractional digit.

ship-classes.spec.ts: `ship-classes-cell-drive` now reads "1.000" (was "1")
because formatFloat always emits three fractional digits.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 11:14:28 +02:00
Ilia Denisov b31d9f4c45 fix(ui): F8-08 unified number format — mono, fixed 3-decimal, no separators
Tests · UI / test (push) Waiting to run
Tests · UI / test (pull_request) Waiting to run
Engine emits Floats at Fixed3 quantisation; UI now renders them as 3-decimal
fixed-point strings without thousand separators, monospaced via var(--font-mono)
on .numeric cells, and right-aligned in tables so columns line up on the
decimal point. Integer counts render with 0 decimals and no separators;
science fractions render as 1-decimal percent (matches the engine's third
decimal of precision).

Bug fixes from #51 (umbrella #43):
  - Player Status drive/weapons/shields/cargo: were tech LEVELS rendered
    through formatPercent (x100) — now use formatFloat (raw level).
  - Races table: same bug, same fix.

Style/UX cleanups:
  - Inspector field labels lose "stockpile" word ($ / M suffix carries it).
  - Coordinates drop the parentheses (just "x, y").
  - Inspector + report tables unify font sizes with calculator-tab
    (values 0.85rem mono, labels 0.8rem).

Files:
  - new util: ui/frontend/src/lib/util/number-format.ts
  - report/format.ts becomes a thin re-export to keep section imports compact
  - inspector planet / ship-group / actions: drop inline formatNumber,
    mark numeric <dd> with class="numeric"
  - table-races (+ bug fix), table-sciences, table-ship-classes,
    designer-science: drop inline formatters, switch to util, add
    class="numeric" on numeric <th>/<td>
  - 17 report section files: class="numeric" on numeric th/td +
    scoped CSS rule for mono+right-align
  - i18n en/ru: drop "stockpile" word, drop "%" from tech-level column
    headers in races + player_status (the "%" was the misleading bit
    from the bug)
  - tests/inspector-planet + tests/table-races: update assertions to
    match the new format

Verification: pnpm test (814 passed), pnpm check (0 errors/warnings),
pnpm build clean.

Refs: #51 (#43 umbrella).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 11:08:22 +02:00
developer 208d30073b Merge pull request 'fix(ui): F8-04b lobby — auto-expand first available games sub + hide empty invitations' (#64) from feature/lobby-default-expand-and-empty-invitations into development
Deploy · Dev / deploy (push) Successful in 55s
Tests · UI / test (push) Successful in 2m52s
2026-05-27 08:31:07 +00:00
Ilia Denisov 6fbab5417f fix(ui): F8-04b lobby — auto-expand first available games sub + hide empty invitations
Tests · UI / test (push) Waiting to run
Tests · UI / test (pull_request) Successful in 2m45s
Two follow-up nits on the F8-04b sidebar:

1. The bare-`lobby` resolver (lobby-screen.svelte) redirected to
   `games-recruitment` unconditionally on mount. With games already
   in the player's roster the sidebar then highlighted the wrong
   sub-page. The resolver now awaits the lobby fan-out + account
   fetch, then hands off to the same `firstVisibleGamesScreen` helper
   the sidebar uses — so a fresh entry with games lands on
   `active-past`, the canonical-order fallback stays `recruitment`.

2. `games-invitations` was unconditionally visible in the sidebar.
   Now it follows the `active-past` rule: hidden until the
   pending-invites list reports >=1. The lobby shell's auto-kick
   effect treats it symmetrically — accepting / declining the last
   invite moves the player to the next visible sub-page once the
   fan-out has resolved.

Acceptance order in games-invitations-screen.acceptInvite was also
swapped to setMyGames-before-removeInvitation: both mutations land
in the same microtask, so the new auto-kick sees the freshly added
game in `myGames` when invitations drop to zero and routes the
player to `active-past` instead of bouncing through `recruitment`.

The visibility predicates and canonical order live in the new
`src/lib/lobby-nav.ts` pure helper, shared between the sidebar and
the resolver so they cannot disagree. Unit tests cover every
combination of (hasMyGames, hasInvitations, isPaidOrDev).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 10:17:57 +02:00
developer 8e8b34d112 Merge pull request 'fix(ui): F8-07 cargo-route picker — torus-wrap overlay + thinner arrows' (#63) from feature/issue-50-cargo-picker-torus into development
Deploy · Dev / deploy (push) Successful in 48s
Tests · UI / test (push) Successful in 2m53s
2026-05-27 08:08:10 +00:00
Ilia Denisov 175bf25794 docs(ui): F8-07 update renderer.md pick-mode lifecycle for per-copy overlay
Tests · UI / test (pull_request) Successful in 2m55s
Spec described the overlay as a single Graphics in the origin tile,
which was both the bug source and out of date after the F8-07 fix.
Updates the Open / Tick steps to describe the nine-copy replication
and the torus-shortest line endpoint contract.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 09:51:06 +02:00
Ilia Denisov 3d8aa91973 fix(ui): F8-07 cargo-route picker — torus-wrap overlay + thinner arrows
Tests · UI / test (push) Successful in 3m4s
Pick overlay (anchor ring, cursor line, hover outline) was drawn into a
single Pixi container — copies[ORIGIN_COPY_INDEX] — so any view of a wrap
copy lost it: picker from A1/A2 to the right (across the seam) showed no
hover highlight on A3's wrap copy, and the picker on A3 (x≈1.44, near the
left edge) put its anchor far left of the viewport. Fix replicates the
overlay across all nine torus copies (matching how primitives and fog
already render) and switches the cursor-line endpoint to torus-shortest
geometry via torusShortestDelta. Anchor and hover-outline coordinates
stay canonical; the per-copy replication renders them under the user's
view in whatever tile is on screen.

Also reduces cargo-route arrow strokes: COL/CAP/MAT 2->0.6 wu and EMP
1->0.4 wu (~3 / ~2 screen px at typical zoom) per the owner's request.

Tests cover the new torus path: source near the left edge with cursor on
the wrap copy across the seam (x axis), source near the top edge with
cursor across the y seam, and a guard that anchor / hover-outline coords
stay canonical regardless of the world argument.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 09:49:48 +02:00
developer 3153a95292 Merge pull request 'feat(lobby): F8-04b hierarchical sidebar + paid-tier gate for create-game' (#62) from feature/f8-04b-lobby-restructure into development
Deploy · Dev / deploy (push) Successful in 46s
Tests · Integration / integration (push) Successful in 1m42s
Tests · Go / test (push) Successful in 3m13s
Tests · UI / test (push) Successful in 3m2s
2026-05-27 07:18:32 +00:00
Ilia Denisov f42ab87233 test(ui): F8-04b mobile-safe assertion for free-tier private-games entry
Tests · UI / test (push) Successful in 2m52s
Tests · Integration / integration (pull_request) Successful in 1m50s
Tests · Go / test (pull_request) Successful in 2m3s
Tests · UI / test (pull_request) Successful in 2m52s
The desktop submenu (.desktop-only) is CSS-hidden on mobile
viewports — the mobile sidebar tucks the same sub-panel entries
behind a dropdown popover. Assert `toBeAttached()` instead of
`toBeVisible()` so the dev-bundle smoke check works on every
viewport.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 00:31:03 +02:00
Ilia Denisov cff7cc3859 fix(ui): F8-04b e2e — viewport-agnostic nav + refresh after create
Tests · UI / test (push) Failing after 3m8s
- lobby-create-screen: call lobbyData.refresh() after a successful
  POST so the new game shows up in the private-games panel
  immediately. The shared lobby-data store is otherwise lazy
  (ensure-on-first-mount), which rendered a stale list across the
  post-create navigation in the e2e suite.
- e2e tests that move between lobby sub-panels now go through
  `window.__galaxyNav.go(...)` rather than clicking the sidebar
  items. The mobile sidebar tucks the submenu behind a dropdown, so
  testid-based clicks fail on the mobile-iphone-13 / pixel-5
  viewports — the dev nav surface bypasses that UX (which has its
  own coverage in `lobby-tier-gate` / future submenu specs).
- game-shell-map missing-membership test: assert
  `lobby-account-name` instead of `lobby-create-button` on
  drop-back-to-lobby (the button moved into the paid-only
  private-games sub-panel; the identity strip is the constant lobby
  chrome).
- inspector-ship-group + ship-group-send synthetic loader specs:
  jump straight to the dev-only `synthetic-reports` top-level
  screen via the dev nav surface before looking for the file
  input (the loader moved off Overview in F8-04b).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 00:25:49 +02:00
Ilia Denisov 058c4fcf69 test(ui): update profile-screen e2e for F8-04b sidebar rename
Tests · UI / test (push) Failing after 11m56s
`lobby-nav-overview` is replaced by `lobby-nav-games` (the new parent),
and the empty-games active-past sub-panel is hidden entirely so the
landing testid becomes `lobby-recruitment-empty` (the always-visible
sub-panel for a no-games session).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 23:55:46 +02:00
Ilia Denisov 009ea560f9 feat(lobby): F8-04b hierarchical sidebar + paid-tier gate for create-game
Tests · Go / test (push) Successful in 2m17s
Tests · UI / test (push) Waiting to run
Reshape the lobby UI from a single Overview into a two-level sidebar
(games · profile · DEV synthetic-reports) with four games sub-panels
(active-past · recruitment · invitations · private-games). Move the
`create new game` button into the private-games panel, merge the
applications section into recruitment cards as status chips, and add
DEV-only synthetic-report loader as a top-level screen.

Add a paid-tier gate at backend `lobby.game.create`: free callers get
`403 forbidden` before the lobby service is invoked. The UI hides the
private-games sub-panel + create button on free tier (DEV affordances
flag overrides). Update every integration test that creates a game to
use a new `testenv.PromoteToPaid` helper; add a new
`TestLobbyFlow_FreeUserCreateGameForbidden`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 23:53:53 +02:00
developer 98d1fe6cae feat(ui): lobby site-style sidebar + profile screen (#47)
Deploy · Dev / deploy (push) Successful in 49s
Tests · UI / test (push) Successful in 2m39s
Closes #47

Round 2 polish: time-zone dropdown, save-stay on profile, shared account store removing header flicker.
2026-05-26 20:53:14 +00:00
411 changed files with 102997 additions and 18216 deletions
+104 -3
View File
@@ -148,14 +148,102 @@ jobs:
-v "${{ gitea.workspace }}/pkg/geoip/test-data/test-data:/src:ro" \
alpine sh -c 'cp /src/GeoIP2-Country-Test.mmdb /dst/geoip.mmdb'
- name: Seed mailpit relay config
env:
GALAXY_DEV_MAIL_RELAY_USERNAME: ${{ secrets.GALAXY_DEV_MAIL_RELAY_USERNAME }}
GALAXY_DEV_MAIL_RELAY_PASSWORD: ${{ secrets.GALAXY_DEV_MAIL_RELAY_PASSWORD }}
run: |
# Render the Mailpit relay upstream config from the template,
# substituting the Gmail App Password from a Gitea secret, then
# seed it into a named volume (same rationale as the geoip seed:
# a workspace bind-mount would vanish with the runner workspace).
# The secret never lands in git or a committed file; it is
# rendered to a tmpfile outside the repo and removed after. Gmail
# App Passwords are [a-z]{16}, so the `|` sed delimiter is safe.
# When the secret is unset the creds render empty and the compose
# default relay-match is non-routable, so the stack only captures.
rendered="$(mktemp)"
sed -e "s|\${GALAXY_DEV_MAIL_RELAY_USERNAME}|${GALAXY_DEV_MAIL_RELAY_USERNAME}|g" \
-e "s|\${GALAXY_DEV_MAIL_RELAY_PASSWORD}|${GALAXY_DEV_MAIL_RELAY_PASSWORD}|g" \
"${{ gitea.workspace }}/tools/dev-deploy/mailpit/relay.conf.tmpl" > "$rendered"
docker volume create galaxy-dev-mailpit-config >/dev/null
docker run --rm \
-v galaxy-dev-mailpit-config:/dst \
-v "$rendered:/src/relay.conf:ro" \
alpine sh -c 'cp /src/relay.conf /dst/relay.conf && chmod 600 /dst/relay.conf'
rm -f "$rendered"
- name: Recycle engine containers on image drift
run: |
# Compare the freshly-built `galaxy-engine:dev` SHA against
# every running `galaxy-game-*` container. The backend
# reconciler adopts pre-existing labelled engine containers
# without checking image drift, so a running game would
# otherwise keep serving the previous engine code until the
# container is recycled by hand. This step makes the recycle
# automatic but only when it is actually needed:
#
# * BuildKit cache hit on the `Build galaxy-engine image`
# step → `galaxy-engine:dev` keeps its previous SHA →
# no drift → no-op (no engine source change to deploy).
# * engine source change → fresh SHA → for each drifted
# container we stop the backend, remove the container,
# wipe its bind-mounted state directory (Engine.Init()
# writes turn-0 over any pre-existing `turn-N` files —
# silent state corruption otherwise), and cascade-delete
# the lobby `games` row (the FKs in `00001_init.sql`
# drop the matching `runtime_records`, `memberships`,
# `player_mappings`, etc. in the same write).
#
# Backend is stopped first to keep the reconciler from
# racing the recycle (mid-stream adoption / restart). The
# subsequent `Bring up the stack` step restarts it.
set -u
new_sha=$(docker image inspect galaxy-engine:dev --format '{{.Id}}')
echo "fresh galaxy-engine:dev = $new_sha"
drift=()
for c in $(docker ps --filter "name=galaxy-game-" --format '{{.Names}}'); do
cur=$(docker inspect "$c" --format '{{.Image}}')
if [ "$cur" != "$new_sha" ]; then
drift+=("${c#galaxy-game-}")
echo " drift: $c was on $cur"
else
echo " match: $c"
fi
done
if [ ${#drift[@]} -eq 0 ]; then
echo "no drift detected — recycle skipped"
else
docker stop -t 30 galaxy-dev-backend >/dev/null 2>&1 || true
state_root="$HOME/.galaxy-dev/game-state"
for gid in "${drift[@]}"; do
echo "recycling $gid"
docker rm -f "galaxy-game-$gid" >/dev/null 2>&1 || true
# Wipe the per-game state dir as root inside a throwaway
# container so we can remove files left behind by the
# engine container even when its uid differs from the
# runner's.
docker run --rm -v "$state_root:/state" alpine \
sh -c "rm -rf -- /state/$gid"
done
ids_csv=$(printf "'%s'," "${drift[@]}")
ids_csv=${ids_csv%,}
docker exec galaxy-dev-postgres psql -v ON_ERROR_STOP=1 \
-U galaxy -d galaxy_backend \
-c "DELETE FROM backend.games WHERE game_id IN (${ids_csv});"
fi
- name: Reap stray dev-deploy containers
run: |
# Remove any non-running compose-managed containers from
# earlier deploys before `compose up`. Filter by the stack
# label so we never touch unrelated workloads on the same
# daemon. Running containers (incl. engine instances backend
# spawned itself with the same label) are left intact
# those are reattached by the backend reconciler on boot.
# daemon. Running engine containers spawned by backend with
# the same label are left intact when their image SHA still
# matches the freshly-built `galaxy-engine:dev` (handled by
# the preceding `Recycle engine containers on image drift`
# step); the reconciler reattaches them on backend boot.
ids=$(docker ps -aq \
--filter "label=galaxy.stack=dev-deploy" \
--filter "status=exited" \
@@ -168,11 +256,24 @@ jobs:
- name: Bring up the stack
working-directory: tools/dev-deploy
env:
# Recipient regex Mailpit auto-relays to the owner's Gmail.
# Unset/empty → the compose default (non-routable) keeps the
# stack capture-only.
GALAXY_DEV_MAIL_RELAY_MATCH: ${{ vars.GALAXY_DEV_MAIL_RELAY_MATCH }}
# Grafana admin password; unset/empty -> compose default 'admin'.
GALAXY_DEV_GRAFANA_ADMIN_PASSWORD: ${{ secrets.GALAXY_DEV_GRAFANA_ADMIN_PASSWORD }}
run: |
# Resolve in the shell, not in YAML expressions — `env.HOME`
# is empty at the workflow-evaluation stage.
export GALAXY_DEV_GAME_STATE_DIR="$HOME/.galaxy-dev/game-state"
mkdir -p "$GALAXY_DEV_GAME_STATE_DIR"
# Seed the monitoring config to a stable, reboot-surviving host
# path (compose binds \${GALAXY_DEV_MONITORING_DIR} read-only).
export GALAXY_DEV_MONITORING_DIR="$HOME/.galaxy-dev/monitoring"
rm -rf "$GALAXY_DEV_MONITORING_DIR"
mkdir -p "$GALAXY_DEV_MONITORING_DIR"
cp -r monitoring/. "$GALAXY_DEV_MONITORING_DIR/"
docker compose up -d --wait --remove-orphans
- name: Probe the stack
+80
View File
@@ -0,0 +1,80 @@
name: Tests · FBS codegen
# Guards that the committed FlatBuffers bindings (Go under
# pkg/schema/fbs/<schema>/ and TS under ui/frontend/src/proto/galaxy/fbs/)
# are exactly what the pinned flatc produces from the .fbs schemas.
# Catches both "changed a schema but forgot to regenerate" and
# "regenerated with the wrong flatc version" (e.g. a distro's older
# flatbuffers-compiler), which silently churns output and can flip
# nullable-scalar wire defaults. Path-filtered so it only runs when the
# schemas, the generated trees, the fbs Makefiles, or this workflow change.
on:
push:
paths:
- 'pkg/schema/fbs/**'
- 'ui/frontend/src/proto/galaxy/fbs/**'
- 'ui/Makefile'
- '.gitea/workflows/fbs-codegen.yaml'
pull_request:
paths:
- 'pkg/schema/fbs/**'
- 'ui/frontend/src/proto/galaxy/fbs/**'
- 'ui/Makefile'
- '.gitea/workflows/fbs-codegen.yaml'
concurrency:
group: fbs-codegen-${{ github.ref }}
cancel-in-progress: true
env:
FLATC_VERSION: 25.9.23
jobs:
codegen:
runs-on: ubuntu-latest
defaults:
run:
shell: bash
steps:
- name: Checkout
uses: actions/checkout@v4
with:
submodules: recursive
- name: Cache flatc
id: cache-flatc
uses: actions/cache@v4
with:
path: ${{ runner.temp }}/flatc-bin
key: flatc-${{ env.FLATC_VERSION }}-linux-g++13
- name: Install pinned flatc
if: steps.cache-flatc.outputs.cache-hit != 'true'
run: |
mkdir -p "${{ runner.temp }}/flatc-bin"
curl -sSL -o /tmp/flatc.zip \
"https://github.com/google/flatbuffers/releases/download/v${FLATC_VERSION}/Linux.flatc.binary.g++-13.zip"
python3 -m zipfile -e /tmp/flatc.zip "${{ runner.temp }}/flatc-bin"
chmod +x "${{ runner.temp }}/flatc-bin/flatc"
- name: Add flatc to PATH
run: echo "${{ runner.temp }}/flatc-bin" >> "$GITHUB_PATH"
- name: Verify flatc version
run: flatc --version
- name: Regenerate Go + TS bindings
run: |
make -C pkg/schema/fbs fbs-go
make -C ui fbs-ts
- name: Assert no drift
run: |
if ! git diff --exit-code || [ -n "$(git status --porcelain)" ]; then
echo "::error::Committed FlatBuffers bindings differ from a flatc ${FLATC_VERSION} regeneration."
echo "Run 'make -C pkg/schema/fbs fbs-go' and 'make -C ui fbs-ts' with flatc ${FLATC_VERSION} and commit the result."
git status --porcelain
git --no-pager diff
exit 1
fi
+13
View File
@@ -119,3 +119,16 @@ jobs:
name: playwright-traces
path: ui/frontend/test-results/
retention-days: 14
- name: Remove root-owned build artifacts
if: always()
# In host-mode the job runs as root, so vite (test:pwa),
# svelte-kit and Playwright write these outputs root-owned into
# the shared host workspace. The act_runner (non-root) then
# cannot remove them at teardown ("unlinkat ... permission
# denied"), which spuriously fails this or a sibling job that
# inherits the dirty workspace (observed on go-unit). Clean them
# here while the step still has root, after the uploads above.
run: |
rm -rf ui/frontend/build ui/frontend/.svelte-kit \
ui/frontend/test-results ui/frontend/playwright-report
+6
View File
@@ -16,6 +16,12 @@ This repository hosts the Galaxy Game project.
mirrored into `docs/FUNCTIONAL_ru.md` in the same patch (translate
the changed paragraphs only, do not re-translate the whole file).
A full re-translation only happens on explicit owner request.
- `site/ru/rules.md` — the player-facing game rules (ported from the
former `game/rules.txt`). **Russian is authoritative here**, inverting
the usual English-first rule: the game's rules and lore are
Russian-native, so `site/ru/rules.md` leads and the English
`site/rules.md` is its mirror. Mirror point edits the same way as
`docs/FUNCTIONAL.md`, but RU → EN.
- `docs/TESTING.md` — testing layers (unit / integration), the
integration runbook, and the principles every test must follow
(no-op observability for testcontainers, `t.Fatal` on
+12 -3
View File
@@ -27,10 +27,16 @@ The implementation specification lives in `PLAN.md`.
| ------------------ | ----------------------------------------------- | ------------------------------------- |
| `/api/v1/public/*` | none | Registration, code confirmation |
| `/api/v1/user/*` | `X-User-ID` injected by gateway | Authenticated end users |
| `/api/v1/admin/*` | HTTP Basic Auth against `admin_accounts` | Platform administrators |
| `/api/v1/admin/*` | HTTP Basic Auth against `admin_accounts` | Platform administrators (JSON) |
| `/_gm`, `/_gm/*` | HTTP Basic Auth against `admin_accounts` | Operator console (server-rendered HTML)|
| `/healthz` | none | Liveness probe |
| `/readyz` | none | Readiness probe |
The `/_gm` operator console is the human-facing surface for the admin
operations; it reuses the admin Basic Auth verifier, renders with
`html/template`, and is the only admin surface exposed publicly (through
the gateway). See `docs/admin-console.md`.
The full contract is documented in `openapi.yaml` and validated at
runtime by the contract tests under `internal/server/`.
@@ -100,6 +106,7 @@ fast.
| `BACKEND_GAME_STATE_ROOT` | yes | — | Host directory bind-mounted into engine containers. |
| `BACKEND_ADMIN_BOOTSTRAP_USER` | no | — | Initial admin username; idempotent insert. |
| `BACKEND_ADMIN_BOOTSTRAP_PASSWORD` | no | — | Initial admin password; required if user is set. |
| `BACKEND_ADMIN_CONSOLE_CSRF_KEY` | no | random per-process | Secret keying the `/_gm` console CSRF token. Set a shared value across replicas; unset uses a per-process random key (forms reset on restart). |
| `BACKEND_GEOIP_DB_PATH` | yes | — | Filesystem path to GeoLite2 Country `.mmdb`. |
| `BACKEND_OTEL_TRACES_EXPORTER` | no | `otlp` | `none`, `otlp`, `stdout`. |
| `BACKEND_OTEL_METRICS_EXPORTER` | no | `otlp` | `none`, `otlp`, `stdout`, `prometheus`. |
@@ -257,11 +264,13 @@ introduce its own request/response types.
Endpoints used:
- `POST /api/v1/admin/init`
- `POST /api/v1/admin/init` — the runtime worker passes the canonical
`game_id` (the same UUID that names the engine container and the
host bind-mount directory) in the request body so the engine's
`state.json` shares identity with the backend's `games.game_id`.
- `GET /api/v1/admin/status`
- `PUT /api/v1/admin/turn`
- `POST /api/v1/admin/race/banish`
- `PUT /api/v1/command`
- `PUT /api/v1/order`
- `GET /api/v1/report`
- `GET /healthz`
+46 -18
View File
@@ -22,10 +22,10 @@ import (
_ "time/tzdata"
"galaxy/backend/internal/admin"
"galaxy/backend/internal/adminconsole"
"galaxy/backend/internal/app"
"galaxy/backend/internal/auth"
"galaxy/backend/internal/config"
"galaxy/backend/internal/devsandbox"
"galaxy/backend/internal/diplomail"
"galaxy/backend/internal/diplomail/detector"
"galaxy/backend/internal/diplomail/translator"
@@ -37,6 +37,7 @@ import (
"galaxy/backend/internal/mail"
"galaxy/backend/internal/metricsapi"
"galaxy/backend/internal/notification"
"galaxy/backend/internal/opsstatus"
backendpostgres "galaxy/backend/internal/postgres"
"galaxy/backend/push"
"galaxy/backend/internal/runtime"
@@ -272,29 +273,18 @@ func run(ctx context.Context) (err error) {
)
runtimeGateway.svc = runtimeSvc
// Run a single reconciliation pass before the dev-sandbox
// bootstrap so any runtime row pointing at a vanished engine
// container (host reboot wiped /tmp/galaxy-game-state/<uuid>;
// `tools/local-dev`'s `prune-broken-engines` target reaped the
// husk) is already cascaded through `markRemoved` → lobby
// `cancelled` by the time the bootstrap walks the sandbox list.
// Without this pre-tick the bootstrap would reuse the
// soon-to-be-cancelled game and force the developer into a
// second `make up` cycle to land a healthy sandbox. Failures are
// Run a single reconciliation pass at startup so any runtime row
// pointing at a vanished engine container (a host reboot wiped
// /tmp/galaxy-game-state/<uuid>; `tools/local-dev`'s
// `prune-broken-engines` target reaped the husk) is cascaded
// through `markRemoved` → lobby `cancelled` before the server
// starts serving requests. Failures are
// non-fatal: the periodic ticker started later catches up, and
// the worst case degrades to the legacy two-cycle recovery.
if err := runtimeSvc.Reconciler().Tick(ctx); err != nil {
logger.Warn("pre-bootstrap reconciler tick failed", zap.Error(err))
}
if err := devsandbox.Bootstrap(ctx, devsandbox.Deps{
Users: userSvc,
Lobby: lobbySvc,
EngineVersions: engineVersionSvc,
}, cfg.DevSandbox, logger); err != nil {
return fmt.Errorf("dev sandbox bootstrap: %w", err)
}
notifStore := notification.NewStore(db)
notifSvc := notification.NewService(notification.Deps{
Store: notifStore,
@@ -360,6 +350,32 @@ func run(ctx context.Context) (err error) {
return authCache.Ready() && userCache.Ready() && adminCache.Ready() && lobbyCache.Ready() && runtimeCache.Ready()
}
var consoleCSRF *adminconsole.CSRF
if cfg.AdminConsole.CSRFKey != "" {
consoleCSRF = adminconsole.NewCSRF([]byte(cfg.AdminConsole.CSRFKey))
} else {
consoleCSRF, err = adminconsole.NewRandomCSRF()
if err != nil {
return fmt.Errorf("init admin console CSRF: %w", err)
}
logger.Warn("admin console CSRF key not set; using a per-process random key (forms reset on restart, not valid across replicas)",
zap.String("env", "BACKEND_ADMIN_CONSOLE_CSRF_KEY"))
}
adminConsoleHandlers := backendserver.NewAdminConsoleHandlers(backendserver.AdminConsoleDeps{
CSRF: consoleCSRF,
Monitor: opsstatus.NewStore(db),
Ready: ready,
Users: userSvc,
Games: lobbySvc,
Runtime: runtimeSvc,
EngineVersions: engineVersionSvc,
Operators: adminSvc,
Mail: mailSvc,
Notifications: notifSvc,
Diplomail: diplomailSvc,
Logger: logger,
})
handler, err := backendserver.NewRouter(backendserver.RouterDependencies{
Logger: logger,
Telemetry: telemetryRT,
@@ -388,6 +404,7 @@ func run(ctx context.Context) (err error) {
AdminGeo: adminGeoHandlers,
UserGames: userGamesHandlers,
UserMail: userMailHandlers,
AdminConsole: adminConsoleHandlers,
})
if err != nil {
return fmt.Errorf("build backend router: %w", err)
@@ -485,6 +502,17 @@ func (a *userEntitlementAdapter) GetMaxRegisteredRaceNames(ctx context.Context,
return snap.MaxRegisteredRaceNames, nil
}
func (a *userEntitlementAdapter) IsPaid(ctx context.Context, userID uuid.UUID) (bool, error) {
if a == nil || a.svc == nil {
return false, nil
}
snap, err := a.svc.GetEntitlementSnapshot(ctx, userID)
if err != nil {
return false, err
}
return snap.IsPaid, nil
}
// runtimeGatewayAdapter implements `lobby.RuntimeGateway` by
// delegating to `*runtime.Service`. The svc pointer is patched after
// the services are constructed — runtime depends on lobby
+128
View File
@@ -0,0 +1,128 @@
# Operator console (`/_gm`)
The operator console is a server-rendered web UI for the platform's admin
operations. It is the human-facing counterpart to the JSON admin API under
`/api/v1/admin/*`: both call the same service layer, but the console renders
HTML pages an operator drives in a browser, while the JSON API stays internal
to the deployment for programmatic and test use.
## Design choices
- **Server-rendered, no client framework.** Pages are rendered with the
standard library's `html/template`. Navigation is by ordinary links and
query parameters; every state change is an HTML form `POST` answered with a
Post/Redirect/Get redirect. There is no build step, no JavaScript framework,
and no separate asset pipeline — a single embedded stylesheet under
`/_gm/assets/`.
- **Reuses the existing admin auth.** The console mounts behind the same
`basicauth.Middleware(admin.Service)` verifier that gates `/api/v1/admin/*`,
so there is one credential store (`admin_accounts`, bcrypt-12) and no second
secret to manage.
- **Lives in the backend.** The backend owns the admin domain and the data, so
rendering there lets the console call the service layer directly. The gateway
stays a thin proxy.
## Request path
```
Browser ── /_gm/* ──► edge Caddy ──► gateway (public listener)
gateway: anti-abuse `admin` class (per-IP rate limit, body + method limits)
└─► reverse proxy ──► backend /_gm/*
backend: basicauth.Middleware(admin.Service)
└─► CSRF guard (state-changing methods)
└─► console handler ──► admin service layer ──► html/template
```
The gateway preserves the inbound `Host` and relays the backend's `401` Basic
Auth challenge unchanged, so the browser shows its native credential dialog.
The gateway adds only the edge anti-abuse layer; authentication and every state
change are enforced by the backend. The gateway answers `502` when the backend
is unreachable. See the gateway README "Operator Console Proxy" section for the
`admin` route-class env vars.
## Components (package `internal/adminconsole`)
The package is framework-agnostic (no gin) so it unit-tests in isolation:
- `Renderer` — parses the embedded layout plus one content page per route and
renders a named page wrapped in the shared layout. Rendering goes through an
intermediate buffer, so a template failure never emits a partial document.
- `CSRF` — issues and verifies the stateless anti-CSRF token: HMAC-SHA256 over
the authenticated username, keyed by `BACKEND_ADMIN_CONSOLE_CSRF_KEY`. When
the key is unset a per-process random key is used (secure, but forms reset on
restart and do not validate across replicas — set a shared key for
multi-replica deployments).
- `Assets` — the embedded stylesheet filesystem served under `/_gm/assets/`.
The gin glue (route group, Basic Auth, the CSRF guard middleware, the per-page
handlers) lives in `internal/server/handlers_admin_console.go` and
`internal/server/router.go` (`registerAdminConsoleRoutes`).
## CSRF protection
Because the console is sessionless (HTTP Basic Auth, whose credentials the
browser replays automatically), state-changing requests are double-guarded:
1. A stateless per-operator token (`_csrf` form field) that a cross-site page
cannot read or forge.
2. A same-origin `Origin`/`Referer` check (when the browser sends one), which
relies on the gateway preserving the inbound `Host`.
Safe methods (`GET`/`HEAD`/`OPTIONS`) pass without a token.
## Monitoring
The dashboard is the console landing page. It surfaces backend-visible
operational state — service health, game-runtime status, and queue depths —
read through the existing service and persistence layers. Richer cross-service
metrics are out of scope for the console itself: the `/metrics` Prometheus
exporters on `backend` and `gateway` are wired and enabled in the dev
deployment so a future Prometheus + Grafana stack can scrape them without code
changes.
## Pages
| Path | Method | Purpose |
| --------------------------------- | -------- | -------------------------------------------------------------- |
| `/_gm`, `/_gm/` | GET | Dashboard: health, runtime/mail/notification status, queues. |
| `/_gm/assets/*` | GET | Embedded stylesheet. |
| `/_gm/users` | GET | Paginated account list. |
| `/_gm/users/{id}` | GET | Account detail: profile, entitlement, active sanctions. |
| `/_gm/users/{id}/block` | POST | Apply a permanent block (reason required). |
| `/_gm/users/{id}/entitlement` | POST | Set the entitlement tier. |
| `/_gm/users/{id}/soft-delete` | POST | Soft-delete the account (cascades). |
| `/_gm/games` | GET/POST | Paginated game list; POST creates a public game. |
| `/_gm/games/{id}` | GET | Game detail with the runtime snapshot. |
| `/_gm/games/{id}/force-start` | POST | Force-start the game. |
| `/_gm/games/{id}/force-stop` | POST | Force-stop the game. |
| `/_gm/games/{id}/ban-member` | POST | Ban a member (user id + reason). |
| `/_gm/games/{id}/runtime/restart` | POST | Restart the engine container. |
| `/_gm/games/{id}/runtime/patch` | POST | Patch the runtime to a target version. |
| `/_gm/games/{id}/runtime/force-next-turn` | POST | Force the next turn now. |
| `/_gm/engine-versions` | GET/POST | Version registry; POST registers a version. |
| `/_gm/engine-versions/{ver}/disable` | POST | Disable a registered version. |
| `/_gm/operators` | GET/POST | Admin-account list; POST creates an operator. |
| `/_gm/operators/{user}/disable` | POST | Disable an operator. |
| `/_gm/operators/{user}/enable` | POST | Re-enable an operator. |
| `/_gm/operators/{user}/reset-password` | POST | Reset an operator's password. |
| `/_gm/mail` | GET | Mail deliveries (paginated) + a dead-letter snapshot. |
| `/_gm/mail/deliveries/{id}` | GET | Delivery detail with its attempts. |
| `/_gm/mail/deliveries/{id}/resend`| POST | Re-enqueue a non-sent delivery. |
| `/_gm/notifications` | GET | Notifications, dead-letters, and malformed intents overview. |
| `/_gm/broadcast` | GET/POST | Admin multi-game diplomatic broadcast. |
Each page reuses the same service layer as the corresponding `/api/v1/admin/*`
JSON endpoint; the console adds no business logic. Collection-mutating POSTs are
mounted on the collection path (`POST /_gm/games`, `POST /_gm/engine-versions`)
so a static action segment never collides with a path parameter in the gin
router. Unblocking a user is not yet available because the JSON admin API
exposes no remove-sanction endpoint.
## Configuration
| Variable | Where | Notes |
| --------------------------------- | ------- | ------------------------------------------------------------ |
| `BACKEND_ADMIN_CONSOLE_CSRF_KEY` | backend | CSRF token key; unset → per-process random key. |
| `BACKEND_ADMIN_BOOTSTRAP_USER` | backend | Bootstrap operator account (shared with the JSON admin API). |
| `BACKEND_ADMIN_BOOTSTRAP_PASSWORD`| backend | Bootstrap operator password. |
| `GATEWAY_PUBLIC_HTTP_ANTI_ABUSE_ADMIN_*` | gateway | `admin` route-class rate-limit and body budgets. |
+2 -2
View File
@@ -234,8 +234,8 @@ sequenceDiagram
Workers->>Docker: pull / create / start engine container
Docker-->>Workers: container id
Workers->>Engine: POST /api/v1/admin/init
Engine-->>Workers: ok / error
Workers->>Engine: POST /api/v1/admin/init {gameId, races}
Engine-->>Workers: StateResponse{id == gameId} / error
Workers->>Runtime: write runtime_records (running or start_failed)
Workers->>Lobby: OnRuntimeJobResult
+4 -1
View File
@@ -141,7 +141,10 @@ boot).
polls the engine `/healthz` until the listener is bound (Docker
marks a container running as soon as the entrypoint starts; the
Go binary inside takes a moment to bind its TCP port). Only after
`/healthz` succeeds does the worker call `/admin/init`.
`/healthz` succeeds does the worker call `/admin/init`, passing the
same `game_id` the backend uses to mount the engine's storage
directory; the engine echoes it back in `StateResponse.id`. The
engine rejects a mismatched gameId with `409 Conflict`.
- **Runtime scheduler** (`internal/runtime.SchedulerComponent`) —
`pkg/cronutil` schedule per running game; each tick invokes the
engine `admin/turn`. Force-next-turn flips a one-shot skip flag in
@@ -0,0 +1,103 @@
/* Admin console stylesheet. Deliberately small and dependency-free: the
console is an internal operator tool, not a public surface. */
:root {
--bg: #11151c;
--panel: #1b2230;
--panel-hi: #232c3d;
--ink: #e6ebf2;
--ink-dim: #9aa7ba;
--line: #2c3850;
--accent: #5aa9ff;
--danger: #ff6b6b;
--ok: #4ecb8d;
}
* { box-sizing: border-box; }
body {
margin: 0;
background: var(--bg);
color: var(--ink);
font: 15px/1.5 ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
}
a { color: var(--accent); text-decoration: none; }
a:hover { text-decoration: underline; }
.topbar {
display: flex;
align-items: center;
gap: 1.5rem;
padding: 0.6rem 1.2rem;
background: var(--panel);
border-bottom: 1px solid var(--line);
}
.topbar .brand { font-weight: 700; letter-spacing: 0.04em; }
.topbar .mainnav { display: flex; gap: 1rem; flex: 1; }
.topbar .mainnav a.active { color: var(--ink); border-bottom: 2px solid var(--accent); }
.topbar .who { color: var(--ink-dim); }
.content { padding: 1.5rem; max-width: 1100px; margin: 0 auto; }
h1 { font-size: 1.4rem; margin: 0 0 0.4rem; }
.lede { color: var(--ink-dim); margin-top: 0; }
.cards { display: grid; grid-template-columns: repeat(auto-fit, minmax(220px, 1fr)); gap: 1rem; margin-top: 1.5rem; }
.card {
display: block;
padding: 1rem 1.2rem;
background: var(--panel);
border: 1px solid var(--line);
border-radius: 8px;
color: var(--ink);
}
.card:hover { background: var(--panel-hi); text-decoration: none; }
.card h2 { font-size: 1.05rem; margin: 0 0 0.3rem; color: var(--accent); }
.card p { margin: 0; color: var(--ink-dim); font-size: 0.9rem; }
.panel {
padding: 0.9rem 1.1rem;
background: var(--panel);
border: 1px solid var(--line);
border-radius: 8px;
margin-bottom: 1rem;
}
.panel h2 { font-size: 1rem; margin: 0 0 0.6rem; color: var(--ink); }
.grid { display: grid; grid-template-columns: repeat(auto-fit, minmax(220px, 1fr)); gap: 1rem; margin-bottom: 1rem; }
.grid .panel { margin-bottom: 0; }
.kv { list-style: none; margin: 0; padding: 0; }
.kv li { padding: 0.15rem 0; color: var(--ink-dim); }
.counts { width: 100%; border-collapse: collapse; font-size: 0.9rem; }
.counts td { padding: 0.2rem 0; border-bottom: 1px solid var(--line); color: var(--ink-dim); }
.counts td.num { text-align: right; color: var(--ink); font-variant-numeric: tabular-nums; }
.bignum { font-size: 1.6rem; margin: 0; color: var(--ink); }
.note { color: var(--ink-dim); font-style: italic; margin: 0.2rem 0; }
.errors { border-color: var(--danger); }
.errors ul { margin: 0; padding-left: 1.1rem; color: var(--danger); }
.ok { color: var(--ok); }
.bad { color: var(--danger); }
.list { width: 100%; border-collapse: collapse; font-size: 0.9rem; margin-bottom: 1rem; }
.list th, .list td { text-align: left; padding: 0.35rem 0.6rem; border-bottom: 1px solid var(--line); }
.list th { color: var(--ink-dim); font-weight: 600; }
.list tr:hover td { background: var(--panel-hi); }
.pager { display: flex; gap: 1rem; align-items: center; color: var(--ink-dim); }
.form { display: flex; flex-wrap: wrap; gap: 0.6rem; align-items: end; margin-top: 0.8rem; }
.form label { display: flex; flex-direction: column; gap: 0.2rem; font-size: 0.85rem; color: var(--ink-dim); }
.form input, .form select {
background: var(--bg);
color: var(--ink);
border: 1px solid var(--line);
border-radius: 6px;
padding: 0.35rem 0.5rem;
font: inherit;
}
button {
background: var(--accent);
color: #06121f;
border: 0;
border-radius: 6px;
padding: 0.4rem 0.9rem;
font: inherit;
font-weight: 600;
cursor: pointer;
}
button:hover { filter: brightness(1.1); }
button.danger { background: var(--danger); color: #1a0606; }
code { background: var(--bg); padding: 0.05rem 0.3rem; border-radius: 4px; }
.actions { display: flex; flex-wrap: wrap; gap: 0.6rem; margin: 0.8rem 0; }
.actions form { margin: 0; }
.subnav { color: var(--ink-dim); margin: -0.3rem 0 1rem; font-size: 0.9rem; }
+54
View File
@@ -0,0 +1,54 @@
package adminconsole
import (
"crypto/hmac"
"crypto/rand"
"crypto/sha256"
"encoding/base64"
"fmt"
)
// CSRF issues and verifies the stateless anti-CSRF token used by the admin
// console. The token is an HMAC-SHA256 over the authenticated operator's
// username keyed by a process secret, so a cross-site request cannot forge it
// without already being able to read an authenticated page. The console is
// sessionless (HTTP Basic Auth), which makes a stateless, per-operator token
// the natural fit.
type CSRF struct {
key []byte
}
// NewCSRF returns a CSRF signer keyed by key. A shared key across backend
// replicas lets a form rendered by one replica validate on another; callers
// that pass a per-process random key (see NewRandomCSRF) accept that forms do
// not survive a restart or span replicas.
func NewCSRF(key []byte) *CSRF {
return &CSRF{key: key}
}
// NewRandomCSRF returns a CSRF signer keyed by a fresh 32-byte random secret.
// It is the secure default when no shared key is configured.
func NewRandomCSRF() (*CSRF, error) {
key := make([]byte, 32)
if _, err := rand.Read(key); err != nil {
return nil, fmt.Errorf("generate admin console CSRF key: %w", err)
}
return &CSRF{key: key}, nil
}
// Token returns the anti-CSRF token bound to username.
func (c *CSRF) Token(username string) string {
mac := hmac.New(sha256.New, c.key)
mac.Write([]byte(username))
return base64.RawURLEncoding.EncodeToString(mac.Sum(nil))
}
// Verify reports whether token is the valid anti-CSRF token for username. The
// comparison runs in constant time relative to the token bytes.
func (c *CSRF) Verify(username, token string) bool {
if token == "" {
return false
}
expected := c.Token(username)
return hmac.Equal([]byte(token), []byte(expected))
}
@@ -0,0 +1,42 @@
package adminconsole
import "testing"
func TestCSRFTokenRoundTrip(t *testing.T) {
signer := NewCSRF([]byte("shared-secret"))
token := signer.Token("alice")
if !signer.Verify("alice", token) {
t.Fatal("valid token rejected")
}
if signer.Verify("bob", token) {
t.Fatal("token accepted for a different operator")
}
if signer.Verify("alice", "") {
t.Fatal("empty token accepted")
}
if signer.Verify("alice", token+"x") {
t.Fatal("tampered token accepted")
}
}
func TestCSRFKeySeparation(t *testing.T) {
a := NewCSRF([]byte("key-a"))
b := NewCSRF([]byte("key-b"))
if a.Token("operator") == b.Token("operator") {
t.Fatal("tokens collide across distinct keys")
}
if b.Verify("operator", a.Token("operator")) {
t.Fatal("token minted under one key verified under another")
}
}
func TestRandomCSRFRoundTrip(t *testing.T) {
signer, err := NewRandomCSRF()
if err != nil {
t.Fatalf("NewRandomCSRF: %v", err)
}
if !signer.Verify("operator", signer.Token("operator")) {
t.Fatal("random-key token failed to round-trip")
}
}
@@ -0,0 +1,24 @@
package adminconsole
// StatusCount pairs a status label with its current row count for the
// dashboard's per-status tables. It is the view-layer counterpart of the
// data gathered by the ops-status reader; the server handler maps between
// them so this package stays free of database concerns.
type StatusCount struct {
Status string
Count int64
}
// DashboardData is the view model for the console landing page. MonitorAvailable
// is false when no ops-status reader is wired, in which case the monitoring
// panels are omitted. Errors carries non-fatal probe failures for display.
type DashboardData struct {
MonitorAvailable bool
BackendReady bool
PostgresHealthy bool
Runtimes []StatusCount
MailDeliveries []StatusCount
NotificationRoutes []StatusCount
NotificationMalformed int64
Errors []string
}
+18
View File
@@ -0,0 +1,18 @@
// Package adminconsole renders the server-side operator console mounted by the
// backend under the `/_gm` route group.
//
// The console is a multi-page, server-rendered surface built on the standard
// library's html/template package: navigation is driven by request path and
// query, state changes are submitted with HTML forms and answered with a
// Post/Redirect/Get redirect. The package owns three concerns and nothing
// transport-specific:
//
// - Renderer composes the shared layout with one content page per route.
// - CSRF issues and verifies the stateless anti-CSRF token embedded in every
// state-changing form.
// - Assets exposes the embedded stylesheet served under `/_gm/assets/`.
//
// The gin glue (route registration, Basic Auth, the CSRF guard middleware, and
// the per-page handlers) lives in package server; this package stays free of
// the web framework so it can be unit-tested in isolation.
package adminconsole
+67
View File
@@ -0,0 +1,67 @@
package adminconsole
// GameRow is one line in the games list table.
type GameRow struct {
GameID string
GameName string
Visibility string
Status string
Owner string
Players string
TurnSchedule string
CreatedAt string
}
// GamesListData is the view model for the paginated games list.
type GamesListData struct {
Items []GameRow
Page int
PageSize int
Total int
HasPrev bool
HasNext bool
PrevPage int
NextPage int
}
// GameDetailData is the view model for a single game, combining the lobby
// record with the runtime snapshot and the available actions.
type GameDetailData struct {
GameID string
GameName string
Description string
Visibility string
Status string
Owner string
MinPlayers int32
MaxPlayers int32
StartGapHours int32
StartGapPlayers int32
TurnSchedule string
TargetEngineVersion string
EnrollmentEndsAt string
CreatedAt string
StartedAt string
FinishedAt string
HasRuntime bool
RuntimeStatus string
CurrentEngineVersion string
EngineHealth string
CurrentTurn int32
NextGenerationAt string
Paused bool
}
// EngineVersionRow is one line in the engine-version registry table.
type EngineVersionRow struct {
Version string
ImageRef string
Enabled bool
CreatedAt string
}
// EngineVersionsData is the view model for the engine-version registry page.
type EngineVersionsData struct {
Items []EngineVersionRow
}
+86
View File
@@ -0,0 +1,86 @@
package adminconsole
// MailDeliveryRow is one line in the mail deliveries table.
type MailDeliveryRow struct {
DeliveryID string
Template string
Status string
Attempts int32
NextAttempt string
Created string
}
// MailDeadLetterRow is one line in the mail dead-letters table.
type MailDeadLetterRow struct {
DeliveryID string
Reason string
Archived string
}
// MailData is the view model for the mail page: a paginated deliveries list
// plus a snapshot of dead-letters.
type MailData struct {
Deliveries []MailDeliveryRow
DeadLetters []MailDeadLetterRow
Page int
PageSize int
Total int64
HasPrev bool
HasNext bool
PrevPage int
NextPage int
}
// MailAttemptRow is one delivery attempt on the mail detail page.
type MailAttemptRow struct {
AttemptNo int32
Outcome string
Started string
Finished string
Error string
}
// MailDeliveryDetail is the view model for a single delivery.
type MailDeliveryDetail struct {
DeliveryID string
Template string
Status string
Attempts int32
NextAttempt string
LastError string
Created string
Sent string
DeadLettered string
CanResend bool
AttemptRows []MailAttemptRow
}
// NotificationRow is one line in the notifications table.
type NotificationRow struct {
NotificationID string
Kind string
UserID string
Created string
}
// NotificationDeadLetterRow is one line in the notification dead-letters table.
type NotificationDeadLetterRow struct {
NotificationID string
RouteID string
Reason string
Archived string
}
// MalformedRow is one line in the malformed-intents table.
type MalformedRow struct {
ID string
Reason string
Received string
}
// NotificationsData is the view model for the notifications overview page.
type NotificationsData struct {
Notifications []NotificationRow
DeadLetters []NotificationDeadLetterRow
Malformed []MalformedRow
}
+11
View File
@@ -0,0 +1,11 @@
package adminconsole
// MessageData is the view model for the generic message page used to render
// not-found, validation, and operation-failure notices. Class selects the CSS
// styling (for example "bad" for errors); BackHref, when set, renders a link
// back to a relevant page.
type MessageData struct {
Message string
Class string
BackHref string
}
@@ -0,0 +1,14 @@
package adminconsole
// OperatorRow is one line in the operators (admin accounts) table.
type OperatorRow struct {
Username string
CreatedAt string
LastUsedAt string
Disabled bool
}
// OperatorsData is the view model for the operators page.
type OperatorsData struct {
Items []OperatorRow
}
+107
View File
@@ -0,0 +1,107 @@
package adminconsole
import (
"bytes"
"embed"
"fmt"
"html/template"
"io"
"io/fs"
"path"
"strings"
)
//go:embed templates
var templatesFS embed.FS
//go:embed assets
var assetsFS embed.FS
// Renderer holds the parsed admin console templates. It composes one template
// set per content page, each combining the shared layout (defining the page
// chrome and the "layout" entry template) with that page's "content" block, so
// rendering a page is a single ExecuteTemplate call against the "layout" name.
type Renderer struct {
pages map[string]*template.Template
}
// PageData is the view model passed to every admin console page. Title is the
// document title; Username is the authenticated operator; CSRFToken is the
// per-operator token embedded into state-changing forms; ActiveNav marks the
// highlighted navigation entry; Data carries the page-specific payload.
type PageData struct {
Title string
Username string
CSRFToken string
ActiveNav string
Data any
}
// NewRenderer parses the embedded layout and every content page under
// templates/pages, returning a Renderer ready to serve them. It fails when a
// template cannot be parsed.
func NewRenderer() (*Renderer, error) {
base, err := template.New("layout").ParseFS(templatesFS, "templates/layout.gohtml")
if err != nil {
return nil, fmt.Errorf("parse admin console layout: %w", err)
}
pageFiles, err := fs.Glob(templatesFS, "templates/pages/*.gohtml")
if err != nil {
return nil, fmt.Errorf("enumerate admin console pages: %w", err)
}
if len(pageFiles) == 0 {
return nil, fmt.Errorf("admin console: no page templates found under templates/pages")
}
pages := make(map[string]*template.Template, len(pageFiles))
for _, file := range pageFiles {
name := strings.TrimSuffix(path.Base(file), ".gohtml")
clone, err := base.Clone()
if err != nil {
return nil, fmt.Errorf("clone admin console layout for %q: %w", name, err)
}
if _, err := clone.ParseFS(templatesFS, file); err != nil {
return nil, fmt.Errorf("parse admin console page %q: %w", name, err)
}
pages[name] = clone
}
return &Renderer{pages: pages}, nil
}
// MustNewRenderer is like NewRenderer but panics on error. The templates are
// embedded at build time, so a parse failure is a programmer error rather than
// a runtime condition.
func MustNewRenderer() *Renderer {
renderer, err := NewRenderer()
if err != nil {
panic(err)
}
return renderer
}
// Render writes the named page, wrapped in the shared layout, to w using data.
// It returns an error when page is unknown or template execution fails; the
// page is rendered into an intermediate buffer first so a mid-render failure
// never emits a partial document to w.
func (r *Renderer) Render(w io.Writer, page string, data PageData) error {
tmpl, ok := r.pages[page]
if !ok {
return fmt.Errorf("admin console: unknown page %q", page)
}
var buf bytes.Buffer
if err := tmpl.ExecuteTemplate(&buf, "layout", data); err != nil {
return fmt.Errorf("render admin console page %q: %w", page, err)
}
_, err := buf.WriteTo(w)
return err
}
// Assets returns the embedded static asset tree rooted at the assets directory,
// suitable for serving under `/_gm/assets/`.
func Assets() (fs.FS, error) {
return fs.Sub(assetsFS, "assets")
}
@@ -0,0 +1,67 @@
package adminconsole
import (
"bytes"
"io/fs"
"strings"
"testing"
)
func TestRendererRendersDashboard(t *testing.T) {
renderer, err := NewRenderer()
if err != nil {
t.Fatalf("NewRenderer: %v", err)
}
var buf bytes.Buffer
err = renderer.Render(&buf, "dashboard", PageData{
Title: "Dashboard",
Username: "ops-bob",
ActiveNav: "dashboard",
})
if err != nil {
t.Fatalf("Render: %v", err)
}
out := buf.String()
for _, want := range []string{
"<!DOCTYPE html>",
"Dashboard",
"ops-bob",
`href="/_gm/users"`,
"/_gm/assets/console.css",
} {
if !strings.Contains(out, want) {
t.Errorf("rendered page missing %q\n--- page ---\n%s", want, out)
}
}
}
func TestRendererUnknownPage(t *testing.T) {
renderer := MustNewRenderer()
if err := renderer.Render(&bytes.Buffer{}, "does-not-exist", PageData{}); err == nil {
t.Fatal("expected an error rendering an unknown page")
}
}
func TestRendererEscapesUsername(t *testing.T) {
renderer := MustNewRenderer()
var buf bytes.Buffer
if err := renderer.Render(&buf, "dashboard", PageData{Username: "<script>evil</script>"}); err != nil {
t.Fatalf("Render: %v", err)
}
if strings.Contains(buf.String(), "<script>evil</script>") {
t.Error("username was not HTML-escaped in the rendered page")
}
}
func TestAssetsContainsStylesheet(t *testing.T) {
fsys, err := Assets()
if err != nil {
t.Fatalf("Assets: %v", err)
}
if _, err := fs.Stat(fsys, "console.css"); err != nil {
t.Fatalf("console.css missing from embedded assets: %v", err)
}
}
@@ -0,0 +1,30 @@
{{define "layout" -}}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<meta name="robots" content="noindex, nofollow">
<title>{{.Title}} · Galaxy GM</title>
<link rel="stylesheet" href="/_gm/assets/console.css">
</head>
<body>
<header class="topbar">
<span class="brand">Galaxy · GM</span>
<nav class="mainnav">
<a href="/_gm/"{{if eq .ActiveNav "dashboard"}} class="active"{{end}}>Dashboard</a>
<a href="/_gm/users"{{if eq .ActiveNav "users"}} class="active"{{end}}>Users</a>
<a href="/_gm/games"{{if eq .ActiveNav "games"}} class="active"{{end}}>Games</a>
<a href="/_gm/operators"{{if eq .ActiveNav "operators"}} class="active"{{end}}>Operators</a>
<a href="/_gm/mail"{{if eq .ActiveNav "mail"}} class="active"{{end}}>Mail</a>
<a href="/_gm/grafana/" target="_blank" rel="noopener">Grafana</a>
<a href="/_gm/mailpit/" target="_blank" rel="noopener">Mailpit</a>
</nav>
<span class="who">{{.Username}}</span>
</header>
<main class="content">
{{template "content" .}}
</main>
</body>
</html>
{{- end}}
@@ -0,0 +1,21 @@
{{define "content" -}}
{{$csrf := .CSRFToken}}
<h1>Broadcast</h1>
<nav class="subnav"><a href="/_gm/mail">Deliveries</a> · <a href="/_gm/notifications">Notifications</a> · <a href="/_gm/broadcast">Broadcast</a></nav>
<section class="panel">
<h2>Admin broadcast</h2>
<form method="post" action="/_gm/broadcast" class="form">
<input type="hidden" name="_csrf" value="{{$csrf}}">
<label>Scope
<select name="scope"><option value="all_running">all running games</option><option value="selected">selected games</option></select>
</label>
<label>Game IDs (comma-separated, for "selected") <input type="text" name="game_ids" placeholder="uuid,uuid"></label>
<label>Recipients
<select name="recipients"><option value="active">active members</option><option value="active_and_removed">active and removed</option><option value="all_members">all members</option></select>
</label>
<label>Subject <input type="text" name="subject"></label>
<label>Body <input type="text" name="body" required></label>
<button type="submit">Send broadcast</button>
</form>
</section>
{{- end}}
@@ -0,0 +1,69 @@
{{define "content" -}}
<h1>Dashboard</h1>
<p class="lede">Signed in as <strong>{{.Username}}</strong>.</p>
{{with .Data}}
<section class="panel">
<h2>Health</h2>
<ul class="kv">
<li>Backend ready: {{if .BackendReady}}<span class="ok">yes</span>{{else}}<span class="bad">no</span>{{end}}</li>
<li>Postgres: {{if .PostgresHealthy}}<span class="ok">healthy</span>{{else}}<span class="bad">unreachable</span>{{end}}</li>
</ul>
</section>
{{if .MonitorAvailable}}
<div class="grid">
<section class="panel">
<h2>Game runtimes</h2>
{{template "statuscounts" .Runtimes}}
</section>
<section class="panel">
<h2>Mail deliveries</h2>
{{template "statuscounts" .MailDeliveries}}
</section>
<section class="panel">
<h2>Notification routes</h2>
{{template "statuscounts" .NotificationRoutes}}
</section>
<section class="panel">
<h2>Malformed notifications</h2>
<p class="bignum {{if gt .NotificationMalformed 0}}bad{{end}}">{{.NotificationMalformed}}</p>
</section>
</div>
{{if .Errors}}
<section class="panel errors">
<h2>Collection errors</h2>
<ul>{{range .Errors}}<li>{{.}}</li>{{end}}</ul>
</section>
{{end}}
{{else}}
<p class="note">Monitoring is not wired in this deployment.</p>
{{end}}
{{end}}
<section class="cards">
<a class="card" href="/_gm/users">
<h2>Users</h2>
<p>Accounts, sanctions, entitlements, soft-delete.</p>
</a>
<a class="card" href="/_gm/games">
<h2>Games &amp; runtimes</h2>
<p>Lobby state, engine versions, turn control.</p>
</a>
<a class="card" href="/_gm/operators">
<h2>Operators</h2>
<p>Admin accounts: create, disable, reset password.</p>
</a>
<a class="card" href="/_gm/mail">
<h2>Mail &amp; notifications</h2>
<p>Deliveries, dead-letters, broadcasts.</p>
</a>
</section>
{{- end}}
{{define "statuscounts" -}}
{{if .}}
<table class="counts"><tbody>
{{range .}}<tr><td>{{.Status}}</td><td class="num">{{.Count}}</td></tr>{{end}}
</tbody></table>
{{else}}
<p class="note">none</p>
{{end}}
{{- end}}
@@ -0,0 +1,30 @@
{{define "content" -}}
{{$csrf := .CSRFToken}}
<h1>Engine versions</h1>
{{with .Data}}
<table class="list">
<thead><tr><th>Version</th><th>Image</th><th>Enabled</th><th>Created</th><th></th></tr></thead>
<tbody>
{{range .Items}}
<tr>
<td>{{.Version}}</td>
<td><code>{{.ImageRef}}</code></td>
<td>{{if .Enabled}}<span class="ok">yes</span>{{else}}<span class="bad">no</span>{{end}}</td>
<td>{{.CreatedAt}}</td>
<td>{{if .Enabled}}<form method="post" action="/_gm/engine-versions/{{.Version}}/disable" onsubmit="return confirm('Disable {{.Version}}?');"><input type="hidden" name="_csrf" value="{{$csrf}}"><button type="submit" class="danger">Disable</button></form>{{end}}</td>
</tr>
{{else}}<tr><td colspan="5"><span class="note">no engine versions</span></td></tr>{{end}}
</tbody>
</table>
{{end}}
<section class="panel">
<h2>Register version</h2>
<form method="post" action="/_gm/engine-versions" class="form">
<input type="hidden" name="_csrf" value="{{$csrf}}">
<label>Version <input type="text" name="version" placeholder="semver e.g. 0.1.0" required></label>
<label>Image ref <input type="text" name="image_ref" required></label>
<label>Enabled <input type="checkbox" name="enabled" value="true" checked></label>
<button type="submit">Register</button>
</form>
</section>
{{- end}}
@@ -0,0 +1,65 @@
{{define "content" -}}
{{$csrf := .CSRFToken}}
{{with .Data}}
<p><a href="/_gm/games">&laquo; all games</a></p>
<h1>{{if .GameName}}{{.GameName}}{{else}}(unnamed){{end}}</h1>
<section class="panel">
<h2>Game</h2>
<ul class="kv">
<li>Game ID: <code>{{.GameID}}</code></li>
<li>Visibility: {{.Visibility}}</li>
<li>Status: {{.Status}}</li>
<li>Owner: {{.Owner}}</li>
<li>Players: {{.MinPlayers}}{{.MaxPlayers}}</li>
<li>Start gap: {{.StartGapHours}}h / {{.StartGapPlayers}} players</li>
<li>Turn schedule: {{.TurnSchedule}}</li>
<li>Target engine: {{.TargetEngineVersion}}</li>
<li>Enrollment ends: {{.EnrollmentEndsAt}}</li>
<li>Created: {{.CreatedAt}}</li>
<li>Started: {{if .StartedAt}}{{.StartedAt}}{{else}}—{{end}}</li>
<li>Finished: {{if .FinishedAt}}{{.FinishedAt}}{{else}}—{{end}}</li>
</ul>
{{if .Description}}<p>{{.Description}}</p>{{end}}
<div class="actions">
<form method="post" action="/_gm/games/{{.GameID}}/force-start" onsubmit="return confirm('Force-start this game?');"><input type="hidden" name="_csrf" value="{{$csrf}}"><button type="submit">Force start</button></form>
<form method="post" action="/_gm/games/{{.GameID}}/force-stop" onsubmit="return confirm('Force-stop this game?');"><input type="hidden" name="_csrf" value="{{$csrf}}"><button type="submit" class="danger">Force stop</button></form>
</div>
</section>
<section class="panel">
<h2>Runtime</h2>
{{if .HasRuntime}}
<ul class="kv">
<li>Status: {{.RuntimeStatus}}</li>
<li>Engine version: {{.CurrentEngineVersion}}</li>
<li>Engine health: {{.EngineHealth}}</li>
<li>Current turn: {{.CurrentTurn}}</li>
<li>Next generation: {{if .NextGenerationAt}}{{.NextGenerationAt}}{{else}}—{{end}}</li>
<li>Paused: {{if .Paused}}yes{{else}}no{{end}}</li>
</ul>
<div class="actions">
<form method="post" action="/_gm/games/{{.GameID}}/runtime/restart" onsubmit="return confirm('Restart the engine container?');"><input type="hidden" name="_csrf" value="{{$csrf}}"><button type="submit">Restart</button></form>
<form method="post" action="/_gm/games/{{.GameID}}/runtime/force-next-turn" onsubmit="return confirm('Force the next turn now?');"><input type="hidden" name="_csrf" value="{{$csrf}}"><button type="submit">Force next turn</button></form>
</div>
<form method="post" action="/_gm/games/{{.GameID}}/runtime/patch" class="form">
<input type="hidden" name="_csrf" value="{{$csrf}}">
<label>Patch to version <input type="text" name="target_version" placeholder="e.g. 0.1.1" required></label>
<button type="submit">Patch</button>
</form>
{{else}}
<p class="note">No runtime record for this game yet.</p>
{{end}}
</section>
<section class="panel">
<h2>Ban member</h2>
<form method="post" action="/_gm/games/{{.GameID}}/ban-member" class="form" onsubmit="return confirm('Ban this member from the game?');">
<input type="hidden" name="_csrf" value="{{$csrf}}">
<label>User ID <input type="text" name="user_id" required></label>
<label>Reason <input type="text" name="reason"></label>
<button type="submit" class="danger">Ban member</button>
</form>
</section>
{{end}}
{{- end}}
@@ -0,0 +1,43 @@
{{define "content" -}}
{{$csrf := .CSRFToken}}
<h1>Games</h1>
{{with .Data}}
<table class="list">
<thead><tr><th>Name</th><th>Visibility</th><th>Status</th><th>Owner</th><th>Players</th><th>Schedule</th><th>Created</th></tr></thead>
<tbody>
{{range .Items}}
<tr>
<td><a href="/_gm/games/{{.GameID}}">{{if .GameName}}{{.GameName}}{{else}}(unnamed){{end}}</a></td>
<td>{{.Visibility}}</td>
<td>{{.Status}}</td>
<td>{{.Owner}}</td>
<td>{{.Players}}</td>
<td>{{.TurnSchedule}}</td>
<td>{{.CreatedAt}}</td>
</tr>
{{else}}<tr><td colspan="7"><span class="note">no games</span></td></tr>{{end}}
</tbody>
</table>
<nav class="pager">
{{if .HasPrev}}<a href="/_gm/games?page={{.PrevPage}}&amp;page_size={{.PageSize}}">&laquo; prev</a>{{end}}
<span>page {{.Page}} · {{.Total}} total</span>
{{if .HasNext}}<a href="/_gm/games?page={{.NextPage}}&amp;page_size={{.PageSize}}">next &raquo;</a>{{end}}
</nav>
{{end}}
<section class="panel">
<h2>Create public game</h2>
<form method="post" action="/_gm/games" class="form">
<input type="hidden" name="_csrf" value="{{$csrf}}">
<label>Name <input type="text" name="game_name" required></label>
<label>Description <input type="text" name="description"></label>
<label>Min players <input type="number" name="min_players" value="2" min="1"></label>
<label>Max players <input type="number" name="max_players" value="8" min="1"></label>
<label>Start gap hours <input type="number" name="start_gap_hours" value="0" min="0"></label>
<label>Start gap players <input type="number" name="start_gap_players" value="0" min="0"></label>
<label>Enrollment ends <input type="datetime-local" name="enrollment_ends_at" required></label>
<label>Turn schedule <input type="text" name="turn_schedule" placeholder="e.g. @every 24h" required></label>
<label>Engine version <input type="text" name="target_engine_version" placeholder="e.g. 0.1.0" required></label>
<button type="submit">Create</button>
</form>
</section>
{{- end}}
@@ -0,0 +1,32 @@
{{define "content" -}}
<h1>Mail</h1>
<nav class="subnav"><a href="/_gm/mail">Deliveries</a> · <a href="/_gm/notifications">Notifications</a> · <a href="/_gm/broadcast">Broadcast</a></nav>
{{with .Data}}
<section class="panel">
<h2>Deliveries</h2>
<table class="list">
<thead><tr><th>Delivery</th><th>Template</th><th>Status</th><th>Attempts</th><th>Next attempt</th><th>Created</th></tr></thead>
<tbody>
{{range .Deliveries}}
<tr><td><a href="/_gm/mail/deliveries/{{.DeliveryID}}"><code>{{.DeliveryID}}</code></a></td><td>{{.Template}}</td><td>{{.Status}}</td><td>{{.Attempts}}</td><td>{{if .NextAttempt}}{{.NextAttempt}}{{else}}—{{end}}</td><td>{{.Created}}</td></tr>
{{else}}<tr><td colspan="6"><span class="note">no deliveries</span></td></tr>{{end}}
</tbody>
</table>
<nav class="pager">
{{if .HasPrev}}<a href="/_gm/mail?page={{.PrevPage}}&amp;page_size={{.PageSize}}">&laquo; prev</a>{{end}}
<span>page {{.Page}} · {{.Total}} total</span>
{{if .HasNext}}<a href="/_gm/mail?page={{.NextPage}}&amp;page_size={{.PageSize}}">next &raquo;</a>{{end}}
</nav>
</section>
<section class="panel">
<h2>Dead-letters</h2>
<table class="list">
<thead><tr><th>Delivery</th><th>Reason</th><th>Archived</th></tr></thead>
<tbody>
{{range .DeadLetters}}<tr><td><a href="/_gm/mail/deliveries/{{.DeliveryID}}"><code>{{.DeliveryID}}</code></a></td><td>{{.Reason}}</td><td>{{.Archived}}</td></tr>
{{else}}<tr><td colspan="3"><span class="note">no dead-letters</span></td></tr>{{end}}
</tbody>
</table>
</section>
{{end}}
{{- end}}
@@ -0,0 +1,33 @@
{{define "content" -}}
{{$csrf := .CSRFToken}}
{{with .Data}}
<p><a href="/_gm/mail">&laquo; mail</a></p>
<h1>Delivery</h1>
<section class="panel">
<ul class="kv">
<li>Delivery ID: <code>{{.DeliveryID}}</code></li>
<li>Template: {{.Template}}</li>
<li>Status: {{.Status}}</li>
<li>Attempts: {{.Attempts}}</li>
<li>Next attempt: {{if .NextAttempt}}{{.NextAttempt}}{{else}}—{{end}}</li>
<li>Created: {{.Created}}</li>
<li>Sent: {{if .Sent}}{{.Sent}}{{else}}—{{end}}</li>
<li>Dead-lettered: {{if .DeadLettered}}{{.DeadLettered}}{{else}}—{{end}}</li>
<li>Last error: {{if .LastError}}{{.LastError}}{{else}}—{{end}}</li>
</ul>
{{if .CanResend}}
<form method="post" action="/_gm/mail/deliveries/{{.DeliveryID}}/resend" class="form" onsubmit="return confirm('Resend this delivery?');"><input type="hidden" name="_csrf" value="{{$csrf}}"><button type="submit">Resend</button></form>
{{else}}<p class="note">Already sent — resend is not available.</p>{{end}}
</section>
<section class="panel">
<h2>Attempts</h2>
<table class="list">
<thead><tr><th>#</th><th>Outcome</th><th>Started</th><th>Finished</th><th>Error</th></tr></thead>
<tbody>
{{range .AttemptRows}}<tr><td>{{.AttemptNo}}</td><td>{{.Outcome}}</td><td>{{.Started}}</td><td>{{if .Finished}}{{.Finished}}{{else}}—{{end}}</td><td>{{.Error}}</td></tr>
{{else}}<tr><td colspan="5"><span class="note">no attempts</span></td></tr>{{end}}
</tbody>
</table>
</section>
{{end}}
{{- end}}
@@ -0,0 +1,7 @@
{{define "content" -}}
<h1>{{.Title}}</h1>
{{with .Data}}
<p class="{{.Class}}">{{.Message}}</p>
{{if .BackHref}}<p><a href="{{.BackHref}}">&laquo; back</a></p>{{end}}
{{end}}
{{- end}}
@@ -0,0 +1,27 @@
{{define "content" -}}
<h1>Notifications</h1>
<nav class="subnav"><a href="/_gm/mail">Deliveries</a> · <a href="/_gm/notifications">Notifications</a> · <a href="/_gm/broadcast">Broadcast</a></nav>
{{with .Data}}
<section class="panel">
<h2>Recent notifications</h2>
<table class="list"><thead><tr><th>ID</th><th>Kind</th><th>User</th><th>Created</th></tr></thead><tbody>
{{range .Notifications}}<tr><td><code>{{.NotificationID}}</code></td><td>{{.Kind}}</td><td>{{.UserID}}</td><td>{{.Created}}</td></tr>
{{else}}<tr><td colspan="4"><span class="note">none</span></td></tr>{{end}}
</tbody></table>
</section>
<section class="panel">
<h2>Dead-letters</h2>
<table class="list"><thead><tr><th>Notification</th><th>Route</th><th>Reason</th><th>Archived</th></tr></thead><tbody>
{{range .DeadLetters}}<tr><td><code>{{.NotificationID}}</code></td><td><code>{{.RouteID}}</code></td><td>{{.Reason}}</td><td>{{.Archived}}</td></tr>
{{else}}<tr><td colspan="4"><span class="note">none</span></td></tr>{{end}}
</tbody></table>
</section>
<section class="panel">
<h2>Malformed intents</h2>
<table class="list"><thead><tr><th>ID</th><th>Reason</th><th>Received</th></tr></thead><tbody>
{{range .Malformed}}<tr><td><code>{{.ID}}</code></td><td>{{.Reason}}</td><td>{{.Received}}</td></tr>
{{else}}<tr><td colspan="3"><span class="note">none</span></td></tr>{{end}}
</tbody></table>
</section>
{{end}}
{{- end}}
@@ -0,0 +1,38 @@
{{define "content" -}}
{{$csrf := .CSRFToken}}
<h1>Operators</h1>
{{with .Data}}
<table class="list">
<thead><tr><th>Username</th><th>Status</th><th>Created</th><th>Last used</th><th>Actions</th></tr></thead>
<tbody>
{{range .Items}}
<tr>
<td>{{.Username}}</td>
<td>{{if .Disabled}}<span class="bad">disabled</span>{{else}}<span class="ok">active</span>{{end}}</td>
<td>{{.CreatedAt}}</td>
<td>{{if .LastUsedAt}}{{.LastUsedAt}}{{else}}—{{end}}</td>
<td>
<div class="actions">
{{if .Disabled}}
<form method="post" action="/_gm/operators/{{.Username}}/enable"><input type="hidden" name="_csrf" value="{{$csrf}}"><button type="submit">Enable</button></form>
{{else}}
<form method="post" action="/_gm/operators/{{.Username}}/disable" onsubmit="return confirm('Disable {{.Username}}?');"><input type="hidden" name="_csrf" value="{{$csrf}}"><button type="submit" class="danger">Disable</button></form>
{{end}}
<form method="post" action="/_gm/operators/{{.Username}}/reset-password" class="form"><input type="hidden" name="_csrf" value="{{$csrf}}"><input type="password" name="password" placeholder="new password" required><button type="submit">Reset</button></form>
</div>
</td>
</tr>
{{else}}<tr><td colspan="5"><span class="note">no operators</span></td></tr>{{end}}
</tbody>
</table>
{{end}}
<section class="panel">
<h2>Create operator</h2>
<form method="post" action="/_gm/operators" class="form">
<input type="hidden" name="_csrf" value="{{$csrf}}">
<label>Username <input type="text" name="username" required></label>
<label>Password <input type="password" name="password" required></label>
<button type="submit">Create</button>
</form>
</section>
{{- end}}
@@ -0,0 +1,68 @@
{{define "content" -}}
{{$csrf := .CSRFToken}}
{{with .Data}}
<p><a href="/_gm/users">&laquo; all users</a></p>
<h1>{{.Email}}</h1>
{{if .Deleted}}<p class="bad">This account is soft-deleted.</p>{{end}}
<section class="panel">
<h2>Account</h2>
<ul class="kv">
<li>User ID: <code>{{.UserID}}</code></li>
<li>User name: {{.UserName}}</li>
<li>Display name: {{.DisplayName}}</li>
<li>Preferred language: {{.PreferredLanguage}}</li>
<li>Time zone: {{.TimeZone}}</li>
<li>Declared country: {{.DeclaredCountry}}</li>
<li>Status: {{if .Blocked}}<span class="bad">blocked</span>{{else}}<span class="ok">active</span>{{end}}</li>
<li>Created: {{.CreatedAt}}</li>
<li>Updated: {{.UpdatedAt}}</li>
</ul>
</section>
<section class="panel">
<h2>Entitlement</h2>
<ul class="kv">
<li>Tier: <strong>{{.Tier}}</strong> ({{if .IsPaid}}paid{{else}}free{{end}})</li>
<li>Source: {{.EntitlementSource}}</li>
<li>Reason: {{.EntitlementReason}}</li>
<li>Ends: {{if .EntitlementEnds}}{{.EntitlementEnds}}{{else}}—{{end}}</li>
</ul>
<form method="post" action="/_gm/users/{{.UserID}}/entitlement" class="form">
<input type="hidden" name="_csrf" value="{{$csrf}}">
<label>Tier
<select name="tier">{{range .Tiers}}<option value="{{.}}">{{.}}</option>{{end}}</select>
</label>
<label>Source <input type="text" name="source" value="admin"></label>
<label>Reason <input type="text" name="reason_code" placeholder="optional"></label>
<button type="submit">Update entitlement</button>
</form>
</section>
<section class="panel">
<h2>Active sanctions</h2>
{{if .Sanctions}}
<table class="counts"><tbody>
{{range .Sanctions}}<tr><td>{{.SanctionCode}}</td><td>{{.Scope}}</td><td>{{.ReasonCode}}</td><td>{{.AppliedAt}}</td></tr>{{end}}
</tbody></table>
{{else}}<p class="note">none</p>{{end}}
{{if .Blocked}}
<p class="note">User is permanently blocked. Unblock is not available in the current admin API.</p>
{{else}}
<form method="post" action="/_gm/users/{{.UserID}}/block" class="form" onsubmit="return confirm('Permanently block this user?');">
<input type="hidden" name="_csrf" value="{{$csrf}}">
<label>Reason <input type="text" name="reason_code" required></label>
<button type="submit" class="danger">Permanently block</button>
</form>
{{end}}
</section>
<section class="panel">
<h2>Danger zone</h2>
<form method="post" action="/_gm/users/{{.UserID}}/soft-delete" class="form" onsubmit="return confirm('Soft-delete this account? This cascades to sessions, memberships, and owned games.');">
<input type="hidden" name="_csrf" value="{{$csrf}}">
<button type="submit" class="danger">Soft-delete account</button>
</form>
</section>
{{end}}
{{- end}}
@@ -0,0 +1,27 @@
{{define "content" -}}
<h1>Users</h1>
{{with .Data}}
<table class="list">
<thead><tr><th>Email</th><th>User name</th><th>Display</th><th>Tier</th><th>Status</th><th>Created</th></tr></thead>
<tbody>
{{range .Items}}
<tr>
<td><a href="/_gm/users/{{.UserID}}">{{.Email}}</a></td>
<td>{{.UserName}}</td>
<td>{{.DisplayName}}</td>
<td>{{.Tier}}</td>
<td>{{if .Deleted}}<span class="bad">deleted</span>{{else if .Blocked}}<span class="bad">blocked</span>{{else}}<span class="ok">active</span>{{end}}</td>
<td>{{.CreatedAt}}</td>
</tr>
{{else}}
<tr><td colspan="6"><span class="note">no users</span></td></tr>
{{end}}
</tbody>
</table>
<nav class="pager">
{{if .HasPrev}}<a href="/_gm/users?page={{.PrevPage}}&amp;page_size={{.PageSize}}">&laquo; prev</a>{{end}}
<span>page {{.Page}} · {{.Total}} total</span>
{{if .HasNext}}<a href="/_gm/users?page={{.NextPage}}&amp;page_size={{.PageSize}}">next &raquo;</a>{{end}}
</nav>
{{end}}
{{- end}}
+61
View File
@@ -0,0 +1,61 @@
package adminconsole
// UserRow is one line in the users list table.
type UserRow struct {
UserID string
Email string
UserName string
DisplayName string
Tier string
Blocked bool
Deleted bool
CreatedAt string
}
// UsersListData is the view model for the paginated users list.
type UsersListData struct {
Items []UserRow
Page int
PageSize int
Total int
HasPrev bool
HasNext bool
PrevPage int
NextPage int
}
// SanctionView is one active sanction shown on the user detail page.
type SanctionView struct {
SanctionCode string
Scope string
ReasonCode string
AppliedAt string
ExpiresAt string
}
// UserDetailData is the view model for a single user's detail page,
// combining the account aggregate with the form option lists.
type UserDetailData struct {
UserID string
Email string
UserName string
DisplayName string
PreferredLanguage string
TimeZone string
DeclaredCountry string
Blocked bool
Deleted bool
CreatedAt string
UpdatedAt string
Tier string
IsPaid bool
EntitlementSource string
EntitlementReason string
EntitlementEnds string
Sanctions []SanctionView
// Tiers lists the selectable entitlement tiers for the form.
Tiers []string
}
+14 -51
View File
@@ -55,6 +55,8 @@ const (
envAdminBootstrapUser = "BACKEND_ADMIN_BOOTSTRAP_USER"
envAdminBootstrapPassword = "BACKEND_ADMIN_BOOTSTRAP_PASSWORD"
envAdminConsoleCSRFKey = "BACKEND_ADMIN_CONSOLE_CSRF_KEY"
envGeoIPDBPath = "BACKEND_GEOIP_DB_PATH"
envOTelTracesExporter = "BACKEND_OTEL_TRACES_EXPORTER"
@@ -103,11 +105,6 @@ const (
envDiplomailTranslatorTimeout = "BACKEND_DIPLOMAIL_TRANSLATOR_TIMEOUT"
envDiplomailTranslatorMaxAttempts = "BACKEND_DIPLOMAIL_TRANSLATOR_MAX_ATTEMPTS"
envDiplomailWorkerInterval = "BACKEND_DIPLOMAIL_WORKER_INTERVAL"
envDevSandboxEmail = "BACKEND_DEV_SANDBOX_EMAIL"
envDevSandboxEngineImage = "BACKEND_DEV_SANDBOX_ENGINE_IMAGE"
envDevSandboxEngineVersion = "BACKEND_DEV_SANDBOX_ENGINE_VERSION"
envDevSandboxPlayerCount = "BACKEND_DEV_SANDBOX_PLAYER_COUNT"
)
// Default values applied when an environment variable is absent.
@@ -176,9 +173,6 @@ const (
defaultDiplomailTranslatorTimeout = 10 * time.Second
defaultDiplomailTranslatorMaxAttempts = 5
defaultDiplomailWorkerInterval = 2 * time.Second
defaultDevSandboxEngineVersion = "0.1.0"
defaultDevSandboxPlayerCount = 20
)
// Allowed values for the closed-set string options.
@@ -208,6 +202,7 @@ type Config struct {
Docker DockerConfig
Game GameConfig
Admin AdminBootstrapConfig
AdminConsole AdminConsoleConfig
GeoIP GeoIPConfig
Telemetry TelemetryConfig
Auth AuthConfig
@@ -216,29 +211,12 @@ type Config struct {
Runtime RuntimeConfig
Notification NotificationConfig
Diplomail DiplomailConfig
DevSandbox DevSandboxConfig
// FreshnessWindow mirrors the gateway freshness window and is used by the
// push server to bound the cursor TTL.
FreshnessWindow time.Duration
}
// DevSandboxConfig configures the boot-time bootstrap implemented in
// `backend/internal/devsandbox`. When Email is empty the bootstrap
// is a no-op, which is the production posture. When Email is set —
// from `BACKEND_DEV_SANDBOX_EMAIL` in the `tools/local-dev` stack —
// the bootstrap idempotently provisions a real user, the configured
// number of dummy participants, a private "Dev Sandbox" game, the
// matching memberships, and drives the lifecycle to `running`. The
// engine image and engine version refer to a row that the bootstrap
// also seeds in `engine_versions`.
type DevSandboxConfig struct {
Email string
EngineImage string
EngineVersion string
PlayerCount int
}
// LoggingConfig stores the parameters used by the structured logger.
type LoggingConfig struct {
// Level is the zap level name (e.g. "debug", "info", "warn", "error").
@@ -308,6 +286,15 @@ type AdminBootstrapConfig struct {
Password string
}
// AdminConsoleConfig configures the server-rendered operator console.
// CSRFKey is the secret keying the console's stateless anti-CSRF token.
// When empty the console falls back to a per-process random key, which is
// secure but means forms do not survive a restart and do not validate across
// replicas; set a shared key when running more than one backend instance.
type AdminConsoleConfig struct {
CSRFKey string
}
// GeoIPConfig configures the GeoLite2 country database used by geo lookups.
type GeoIPConfig struct {
DBPath string
@@ -560,10 +547,6 @@ func DefaultConfig() Config {
TranslatorMaxAttempts: defaultDiplomailTranslatorMaxAttempts,
WorkerInterval: defaultDiplomailWorkerInterval,
},
DevSandbox: DevSandboxConfig{
EngineVersion: defaultDevSandboxEngineVersion,
PlayerCount: defaultDevSandboxPlayerCount,
},
Runtime: RuntimeConfig{
WorkerPoolSize: defaultRuntimeWorkerPoolSize,
JobQueueSize: defaultRuntimeJobQueueSize,
@@ -644,6 +627,8 @@ func LoadFromEnv() (Config, error) {
cfg.Admin.User = loadString(envAdminBootstrapUser, cfg.Admin.User)
cfg.Admin.Password = loadString(envAdminBootstrapPassword, cfg.Admin.Password)
cfg.AdminConsole.CSRFKey = loadString(envAdminConsoleCSRFKey, cfg.AdminConsole.CSRFKey)
cfg.GeoIP.DBPath = loadString(envGeoIPDBPath, cfg.GeoIP.DBPath)
cfg.Telemetry.TracesExporter = strings.ToLower(loadString(envOTelTracesExporter, cfg.Telemetry.TracesExporter))
@@ -741,13 +726,6 @@ func LoadFromEnv() (Config, error) {
return Config{}, err
}
cfg.DevSandbox.Email = strings.TrimSpace(loadString(envDevSandboxEmail, cfg.DevSandbox.Email))
cfg.DevSandbox.EngineImage = strings.TrimSpace(loadString(envDevSandboxEngineImage, cfg.DevSandbox.EngineImage))
cfg.DevSandbox.EngineVersion = strings.TrimSpace(loadString(envDevSandboxEngineVersion, cfg.DevSandbox.EngineVersion))
if cfg.DevSandbox.PlayerCount, err = loadInt(envDevSandboxPlayerCount, cfg.DevSandbox.PlayerCount); err != nil {
return Config{}, err
}
if err := cfg.Validate(); err != nil {
return Config{}, err
}
@@ -959,21 +937,6 @@ func (c Config) Validate() error {
}
}
if email := strings.TrimSpace(c.DevSandbox.Email); email != "" {
if _, err := netmail.ParseAddress(email); err != nil {
return fmt.Errorf("%s must be a valid RFC 5322 address: %w", envDevSandboxEmail, err)
}
if strings.TrimSpace(c.DevSandbox.EngineImage) == "" {
return fmt.Errorf("%s must not be empty when %s is set", envDevSandboxEngineImage, envDevSandboxEmail)
}
if strings.TrimSpace(c.DevSandbox.EngineVersion) == "" {
return fmt.Errorf("%s must not be empty when %s is set", envDevSandboxEngineVersion, envDevSandboxEmail)
}
if c.DevSandbox.PlayerCount <= 0 {
return fmt.Errorf("%s must be positive when %s is set", envDevSandboxPlayerCount, envDevSandboxEmail)
}
}
return nil
}
-287
View File
@@ -1,287 +0,0 @@
// Package devsandbox provisions a ready-to-play game on backend boot
// for the `tools/local-dev` stack.
//
// Bootstrap is invoked from `backend/cmd/backend/main.go` after the
// admin bootstrap and before the HTTP listener starts. It reads
// `cfg.DevSandbox`; when `Email` is empty (the production posture)
// the function logs "skipped" and returns nil. When set, it
// idempotently:
//
// 1. registers the configured engine version and image;
// 2. find-or-creates the real dev user with the configured email;
// 3. find-or-creates `cfg.PlayerCount - 1` deterministic dummy
// users so the engine's minimum-players constraint is met;
// 4. find-or-creates a private "Dev Sandbox" game owned by the
// real user with min/max_players = cfg.PlayerCount and a
// year-out turn schedule (effectively frozen at turn 1);
// 5. inserts memberships for all participants bypassing the
// application/approval flow;
// 6. drives the lifecycle to `running` (or as far as possible if
// the runtime is busy).
//
// The function is a no-op on subsequent boots once the game is
// running; partial states from earlier crashes are recovered.
package devsandbox
import (
"context"
"errors"
"fmt"
"time"
"galaxy/backend/internal/config"
"galaxy/backend/internal/lobby"
"galaxy/backend/internal/runtime"
"github.com/google/uuid"
"go.uber.org/zap"
)
// SandboxGameName is the display name used to identify the
// auto-provisioned game on subsequent reboots. The combination of
// game_name and owner_user_id is unique enough in practice — only
// the dev sandbox bootstrap creates a game owned by the configured
// real user with this exact name.
const SandboxGameName = "Dev Sandbox"
// SandboxTurnSchedule keeps the game on turn 1 by scheduling the
// next turn a year out. The runtime scheduler still parses this and
// will tick once a year — long enough to never interfere with
// solo UI development.
const SandboxTurnSchedule = "0 0 1 1 *"
// UserEnsurer matches `auth.UserEnsurer`. We define a local
// interface to avoid importing the auth package and circular
// dependencies — the production wiring passes the same `*user.Service`
// instance used by auth.
type UserEnsurer interface {
EnsureByEmail(ctx context.Context, email, preferredLanguage, timeZone, declaredCountry string) (uuid.UUID, error)
}
// Deps aggregates the collaborators Bootstrap needs.
type Deps struct {
Users UserEnsurer
Lobby *lobby.Service
EngineVersions *runtime.EngineVersionService
}
// Bootstrap runs the seven-step provisioning flow described on the
// package doc comment. Errors are returned to the caller; the boot
// path in `cmd/backend/main.go` aborts startup if Bootstrap fails so
// a misconfigured dev environment surfaces immediately rather than
// silently leaving the lobby empty.
func Bootstrap(ctx context.Context, deps Deps, cfg config.DevSandboxConfig, logger *zap.Logger) error {
if logger == nil {
logger = zap.NewNop()
}
logger = logger.Named("dev_sandbox")
if cfg.Email == "" {
logger.Info("skipped (no email)")
return nil
}
if deps.Users == nil || deps.Lobby == nil || deps.EngineVersions == nil {
return errors.New("dev_sandbox: deps.Users, deps.Lobby and deps.EngineVersions are required")
}
if cfg.PlayerCount <= 0 {
return fmt.Errorf("dev_sandbox: PlayerCount must be positive, got %d", cfg.PlayerCount)
}
if err := ensureEngineVersion(ctx, deps.EngineVersions, cfg, logger); err != nil {
return err
}
realID, err := deps.Users.EnsureByEmail(ctx, cfg.Email, "en", "UTC", "")
if err != nil {
return fmt.Errorf("dev_sandbox: ensure real user: %w", err)
}
dummyIDs := make([]uuid.UUID, 0, cfg.PlayerCount-1)
for i := 1; i < cfg.PlayerCount; i++ {
email := fmt.Sprintf("dev-dummy-%02d@local.test", i)
id, err := deps.Users.EnsureByEmail(ctx, email, "en", "UTC", "")
if err != nil {
return fmt.Errorf("dev_sandbox: ensure dummy %d: %w", i, err)
}
dummyIDs = append(dummyIDs, id)
}
if err := purgeTerminalSandboxGames(ctx, deps.Lobby, realID, logger); err != nil {
return err
}
game, err := findOrCreateSandboxGame(ctx, deps.Lobby, realID, cfg)
if err != nil {
return err
}
game, err = ensureMembershipsAndDrive(ctx, deps.Lobby, game, realID, dummyIDs, logger)
if err != nil {
return err
}
logger.Info("bootstrap complete",
zap.String("user_id", realID.String()),
zap.String("game_id", game.GameID.String()),
zap.String("status", game.Status),
)
return nil
}
func ensureEngineVersion(ctx context.Context, svc *runtime.EngineVersionService, cfg config.DevSandboxConfig, logger *zap.Logger) error {
_, err := svc.Register(ctx, runtime.RegisterInput{
Version: cfg.EngineVersion,
ImageRef: cfg.EngineImage,
})
switch {
case err == nil:
logger.Info("engine version registered",
zap.String("version", cfg.EngineVersion),
zap.String("image", cfg.EngineImage),
)
return nil
case errors.Is(err, runtime.ErrEngineVersionTaken):
logger.Debug("engine version already registered",
zap.String("version", cfg.EngineVersion),
)
return nil
default:
return fmt.Errorf("dev_sandbox: register engine version: %w", err)
}
}
// terminalSandboxStatus reports whether a sandbox game has reached a
// state from which it can no longer be driven back to running. We
// treat such games as "absent" so the next bootstrap creates a fresh
// one rather than handing the developer a dead lobby tile.
func terminalSandboxStatus(status string) bool {
switch status {
case lobby.GameStatusCancelled, lobby.GameStatusFinished, lobby.GameStatusStartFailed:
return true
}
return false
}
// purgeTerminalSandboxGames deletes every previous "Dev Sandbox" game
// the dev user owns that has reached a terminal state
// (cancelled / finished / start_failed). The cascade declared in
// `00001_init.sql` removes the matching memberships, applications,
// invites, runtime records, and player mappings in the same write,
// so the developer's lobby never piles up dead tiles between
// `make rebuild` cycles. Non-terminal games are left untouched —
// a `running` sandbox from a previous boot is the happy path.
func purgeTerminalSandboxGames(ctx context.Context, svc *lobby.Service, ownerID uuid.UUID, logger *zap.Logger) error {
games, err := svc.ListMyGames(ctx, ownerID)
if err != nil {
return fmt.Errorf("dev_sandbox: list my games: %w", err)
}
for _, g := range games {
if g.GameName != SandboxGameName || g.OwnerUserID == nil || *g.OwnerUserID != ownerID {
continue
}
if !terminalSandboxStatus(g.Status) {
continue
}
if err := svc.DeleteGame(ctx, g.GameID); err != nil {
return fmt.Errorf("dev_sandbox: delete terminal sandbox %s: %w", g.GameID, err)
}
logger.Info("purged terminal sandbox game",
zap.String("game_id", g.GameID.String()),
zap.String("status", g.Status),
)
}
return nil
}
func findOrCreateSandboxGame(ctx context.Context, svc *lobby.Service, ownerID uuid.UUID, cfg config.DevSandboxConfig) (lobby.GameRecord, error) {
games, err := svc.ListMyGames(ctx, ownerID)
if err != nil {
return lobby.GameRecord{}, fmt.Errorf("dev_sandbox: list my games: %w", err)
}
for _, g := range games {
if g.GameName != SandboxGameName || g.OwnerUserID == nil || *g.OwnerUserID != ownerID {
continue
}
// `purgeTerminalSandboxGames` ran before us, so any sandbox
// game still in the list is either a live one we should
// reuse or a transient state we can drive forward.
return g, nil
}
rec, err := svc.CreateGame(ctx, lobby.CreateGameInput{
OwnerUserID: &ownerID,
Visibility: lobby.VisibilityPrivate,
GameName: SandboxGameName,
Description: "Auto-provisioned by backend/internal/devsandbox for solo UI development.",
MinPlayers: int32(cfg.PlayerCount),
MaxPlayers: int32(cfg.PlayerCount),
StartGapHours: 0,
StartGapPlayers: 0,
EnrollmentEndsAt: time.Now().Add(365 * 24 * time.Hour),
TurnSchedule: SandboxTurnSchedule,
TargetEngineVersion: cfg.EngineVersion,
})
if err != nil {
return lobby.GameRecord{}, fmt.Errorf("dev_sandbox: create game: %w", err)
}
return rec, nil
}
func ensureMembershipsAndDrive(ctx context.Context, svc *lobby.Service, game lobby.GameRecord, realID uuid.UUID, dummyIDs []uuid.UUID, logger *zap.Logger) (lobby.GameRecord, error) {
caller := realID
if game.Status == lobby.GameStatusDraft {
next, err := svc.OpenEnrollment(ctx, &caller, false, game.GameID)
if err != nil {
return game, fmt.Errorf("dev_sandbox: open enrollment: %w", err)
}
game = next
}
if game.Status == lobby.GameStatusEnrollmentOpen {
users := append([]uuid.UUID{realID}, dummyIDs...)
for i, uid := range users {
raceName := fmt.Sprintf("Sandbox-%02d", i+1)
if _, err := svc.InsertMembershipDirect(ctx, lobby.InsertMembershipDirectInput{
GameID: game.GameID,
UserID: uid,
RaceName: raceName,
}); err != nil {
return game, fmt.Errorf("dev_sandbox: insert membership %d: %w", i+1, err)
}
}
logger.Info("memberships ensured",
zap.Int("count", len(users)),
zap.String("game_id", game.GameID.String()),
)
next, err := svc.ReadyToStart(ctx, &caller, false, game.GameID)
if err != nil {
return game, fmt.Errorf("dev_sandbox: ready to start: %w", err)
}
game = next
}
if game.Status == lobby.GameStatusReadyToStart {
next, err := svc.Start(ctx, &caller, false, game.GameID)
if err != nil {
return game, fmt.Errorf("dev_sandbox: start: %w", err)
}
game = next
}
if game.Status == lobby.GameStatusStartFailed {
next, err := svc.RetryStart(ctx, &caller, false, game.GameID)
if err != nil {
logger.Warn("retry start failed", zap.Error(err))
return game, nil
}
game = next
if game.Status == lobby.GameStatusReadyToStart {
next, err := svc.Start(ctx, &caller, false, game.GameID)
if err != nil {
return game, fmt.Errorf("dev_sandbox: start after retry: %w", err)
}
game = next
}
}
return game, nil
}
@@ -1,106 +0,0 @@
package devsandbox
import (
"context"
"errors"
"testing"
"galaxy/backend/internal/config"
"github.com/google/uuid"
"go.uber.org/zap"
)
// TestBootstrapSkippedWhenEmailEmpty exercises the no-op branch: with
// the production posture (Email == "") Bootstrap must return without
// touching any dependency. The fact that Users/Lobby/EngineVersions
// are nil here doubles as a check that the early-return runs first.
func TestBootstrapSkippedWhenEmailEmpty(t *testing.T) {
err := Bootstrap(
context.Background(),
Deps{},
config.DevSandboxConfig{},
zap.NewNop(),
)
if err != nil {
t.Fatalf("expected nil error on empty email, got: %v", err)
}
}
// TestBootstrapRejectsZeroPlayerCount confirms the validation
// short-circuits the flow before any DB call when PlayerCount is
// non-positive but Email is set. The error path is fast and never
// dereferences the (still-nil) Users/Lobby deps.
func TestBootstrapRejectsZeroPlayerCount(t *testing.T) {
err := Bootstrap(
context.Background(),
Deps{Users: stubEnsurer{}, Lobby: nil, EngineVersions: nil},
config.DevSandboxConfig{
Email: "dev@local.test",
EngineImage: "galaxy-engine:local-dev",
EngineVersion: "0.0.0-local-dev",
PlayerCount: 0,
},
zap.NewNop(),
)
if err == nil {
t.Fatal("expected error on zero PlayerCount, got nil")
}
}
// TestBootstrapRejectsMissingDeps checks that a misconfigured wiring
// (Email set but one of the required services nil) fails fast rather
// than panicking when the bootstrap reaches its first service call.
func TestBootstrapRejectsMissingDeps(t *testing.T) {
err := Bootstrap(
context.Background(),
Deps{Users: stubEnsurer{}, Lobby: nil, EngineVersions: nil},
config.DevSandboxConfig{
Email: "dev@local.test",
EngineImage: "galaxy-engine:local-dev",
EngineVersion: "0.0.0-local-dev",
PlayerCount: 20,
},
zap.NewNop(),
)
if err == nil {
t.Fatal("expected error on missing deps, got nil")
}
if !errors.Is(err, errMissingDepsSentinel) && err.Error() == "" {
// The exact wording is not part of the contract; this branch
// only asserts the error is non-nil and human-readable.
t.Fatalf("error has empty message: %v", err)
}
}
// errMissingDepsSentinel exists so the assertion above can compile;
// the real error is constructed via errors.New inside Bootstrap and
// is intentionally not exported. The test only needs to confirm the
// returned error has a message.
var errMissingDepsSentinel = errors.New("sentinel")
// TestTerminalSandboxStatus pins the contract that decides whether a
// previously created sandbox game gets purged on the next boot.
// Terminal states are deleted (cascade-style) so the developer's
// lobby never piles up dead tiles between `make rebuild` cycles.
func TestTerminalSandboxStatus(t *testing.T) {
terminal := []string{"cancelled", "finished", "start_failed"}
live := []string{"draft", "enrollment_open", "ready_to_start", "starting", "running", "paused"}
for _, status := range terminal {
if !terminalSandboxStatus(status) {
t.Errorf("expected %q to be terminal", status)
}
}
for _, status := range live {
if terminalSandboxStatus(status) {
t.Errorf("expected %q to be non-terminal", status)
}
}
}
type stubEnsurer struct{}
func (stubEnsurer) EnsureByEmail(_ context.Context, _, _, _, _ string) (uuid.UUID, error) {
return uuid.UUID{}, nil
}
+3 -10
View File
@@ -23,7 +23,6 @@ const (
pathAdminStatus = "/api/v1/admin/status"
pathAdminTurn = "/api/v1/admin/turn"
pathAdminRaceBanish = "/api/v1/admin/race/banish"
pathPlayerCommand = "/api/v1/command"
pathPlayerOrder = "/api/v1/order"
pathPlayerReport = "/api/v1/report"
pathPlayerBattle = "/api/v1/battle"
@@ -183,16 +182,10 @@ func (c *Client) BanishRace(ctx context.Context, baseURL, raceName string) error
}
}
// ExecuteCommands calls `PUT /api/v1/command` with payload forwarded
// PutOrders calls `PUT /api/v1/order` with the payload forwarded
// verbatim. The engine response body is returned verbatim; on 4xx the
// body is returned alongside ErrEngineValidation so callers can
// forward the per-command error.
func (c *Client) ExecuteCommands(ctx context.Context, baseURL string, payload json.RawMessage) (json.RawMessage, error) {
return c.forwardPlayerWrite(ctx, baseURL, pathPlayerCommand, payload, "engine command")
}
// PutOrders calls `PUT /api/v1/order` with the same forwarding
// semantics as ExecuteCommands.
// body is returned alongside ErrEngineValidation so callers can forward
// the per-command error.
func (c *Client) PutOrders(ctx context.Context, baseURL string, payload json.RawMessage) (json.RawMessage, error) {
return c.forwardPlayerWrite(ctx, baseURL, pathPlayerOrder, payload, "engine order")
}
+8 -22
View File
@@ -26,6 +26,7 @@ func newTestClient(t *testing.T, srv *httptest.Server) *Client {
func TestClientInitSuccess(t *testing.T) {
wantID := uuid.New()
var gotReq rest.InitRequest
srv := httptest.NewServer(http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
if r.URL.Path != pathAdminInit {
t.Fatalf("unexpected path: %s", r.URL.Path)
@@ -33,13 +34,16 @@ func TestClientInitSuccess(t *testing.T) {
if r.Method != http.MethodPost {
t.Fatalf("unexpected method: %s", r.Method)
}
if err := json.NewDecoder(r.Body).Decode(&gotReq); err != nil {
t.Fatalf("decode request: %v", err)
}
w.Header().Set("Content-Type", "application/json")
_ = json.NewEncoder(w).Encode(rest.StateResponse{ID: wantID, Turn: 1, Players: []rest.PlayerState{{ID: uuid.New(), RaceName: "alpha"}}})
}))
t.Cleanup(srv.Close)
cli := newTestClient(t, srv)
got, err := cli.Init(context.Background(), srv.URL, rest.InitRequest{Races: []rest.InitRace{{RaceName: "alpha"}}})
got, err := cli.Init(context.Background(), srv.URL, rest.InitRequest{GameID: wantID, Races: []rest.InitRace{{RaceName: "alpha"}}})
if err != nil {
t.Fatalf("Init returned error: %v", err)
}
@@ -49,6 +53,9 @@ func TestClientInitSuccess(t *testing.T) {
if got.Turn != 1 {
t.Fatalf("Turn = %d, want 1", got.Turn)
}
if gotReq.GameID != wantID {
t.Fatalf("request gameId = %s, want %s", gotReq.GameID, wantID)
}
}
func TestClientInitValidationError(t *testing.T) {
@@ -149,27 +156,6 @@ func TestClientBanishRace(t *testing.T) {
}
}
func TestClientCommandsForwardsBody(t *testing.T) {
want := json.RawMessage(`{"actor":"alpha","cmd":[{"@type":"raceQuit"}]}`)
gotResp := json.RawMessage(`{"applied":true}`)
srv := httptest.NewServer(http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
if r.URL.Path != pathPlayerCommand || r.Method != http.MethodPut {
t.Fatalf("unexpected request: %s %s", r.Method, r.URL.Path)
}
_, _ = w.Write(gotResp)
}))
t.Cleanup(srv.Close)
cli := newTestClient(t, srv)
resp, err := cli.ExecuteCommands(context.Background(), srv.URL, want)
if err != nil {
t.Fatalf("ExecuteCommands: %v", err)
}
if string(resp) != string(gotResp) {
t.Fatalf("response = %s, want %s", string(resp), string(gotResp))
}
}
func TestClientReportsForwardsQuery(t *testing.T) {
srv := httptest.NewServer(http.HandlerFunc(func(w http.ResponseWriter, r *http.Request) {
if r.URL.Path != pathPlayerReport {
+12 -5
View File
@@ -9,14 +9,21 @@ import (
// EntitlementProvider is the read-only view the lobby needs over the
// user-domain entitlement snapshot. The canonical implementation is
// `*user.Service` exposing `GetEntitlement(ctx, userID)`; tests substitute
// a fake.
// `*user.Service` exposing `GetEntitlementSnapshot(ctx, userID)`; tests
// substitute a fake.
//
// `MaxRegisteredRaceNames` is the only field consumed by when
// the caller attempts to register a `pending_registration` row the lobby
// counts already-`registered` rows for that user against this limit.
// `GetMaxRegisteredRaceNames` is consumed at race-name registration time
// — when the caller attempts to register a `pending_registration` row the
// lobby counts already-`registered` rows for that user against this limit.
//
// `IsPaid` is consumed by the user-facing private-game creation gate at
// the HTTP handler level (`POST /api/v1/user/lobby/games`): free-tier
// callers are rejected with `403 forbidden` before the lobby Service is
// invoked. Admin-driven public-game creation
// (`POST /api/v1/admin/games`) bypasses the gate.
type EntitlementProvider interface {
GetMaxRegisteredRaceNames(ctx context.Context, userID uuid.UUID) (int32, error)
IsPaid(ctx context.Context, userID uuid.UUID) (bool, error)
}
// RuntimeGateway is the outbound surface the lobby uses to ask the runtime
+4 -5
View File
@@ -274,11 +274,10 @@ func (s *Service) ListFinishedGamesBefore(ctx context.Context, cutoff time.Time)
// `ON DELETE CASCADE` constraints declared in `00001_init.sql`.
// Idempotent: returns nil when no game matches.
//
// Phase 14 introduces this method for the dev-sandbox bootstrap so a
// terminal "Dev Sandbox" tile from a previous local-dev session can
// be scrubbed before a fresh game spawns. Production callers must
// stay on the regular cancel / finish lifecycle — `DeleteGame` is
// destructive and bypasses the cascade-notification machinery.
// `DeleteGame` is destructive — a hard delete that bypasses the
// cascade-notification machinery — so production callers stay on the
// regular cancel / finish lifecycle. It is exercised by the lobby
// integration tests.
func (s *Service) DeleteGame(ctx context.Context, gameID uuid.UUID) error {
if err := s.deps.Store.DeleteGame(ctx, gameID); err != nil {
return err
+13
View File
@@ -20,6 +20,7 @@
package lobby
import (
"context"
"crypto/rand"
"encoding/hex"
"errors"
@@ -28,6 +29,7 @@ import (
"galaxy/backend/internal/config"
"github.com/google/uuid"
"github.com/jackc/pgx/v5/pgconn"
"go.uber.org/zap"
)
@@ -207,6 +209,17 @@ func (s *Service) Config() config.LobbyConfig {
return s.deps.Config
}
// IsPaid reports whether userID currently sits on a paid tier. Thin
// pass-through over EntitlementProvider used by the HTTP handler that
// fronts user-driven private-game creation; admin-driven public-game
// creation does not consult this gate.
func (s *Service) IsPaid(ctx context.Context, userID uuid.UUID) (bool, error) {
if s == nil || s.deps.Entitlement == nil {
return false, fmt.Errorf("lobby: entitlement provider not configured")
}
return s.deps.Entitlement.IsPaid(ctx, userID)
}
// generateInviteCode produces an `inviteCodeBytes`-byte hex code used
// for code-based invites. The function uses `crypto/rand`; a failure to
// read entropy is propagated to the caller.
+6 -2
View File
@@ -103,6 +103,10 @@ func (s stubEntitlement) GetMaxRegisteredRaceNames(_ context.Context, _ uuid.UUI
return s.max, nil
}
func (s stubEntitlement) IsPaid(_ context.Context, _ uuid.UUID) (bool, error) {
return true, nil
}
func newServiceForTest(t *testing.T, db *sql.DB, now func() time.Time, max int32) *lobby.Service {
t.Helper()
store := lobby.NewStore(db)
@@ -244,8 +248,8 @@ func TestEndToEndPrivateGameFlow(t *testing.T) {
}
}
// TestDeleteGameCascadesEverything pins the contract the dev-sandbox
// bootstrap relies on: removing a game wipes every referencing row
// TestDeleteGameCascadesEverything pins the DeleteGame contract:
// 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
+5 -6
View File
@@ -20,9 +20,9 @@ type InsertMembershipDirectInput struct {
// 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
// The method is intended for trusted boot-time provisioning and
// integration tests; 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
@@ -30,9 +30,8 @@ type InsertMembershipDirectInput struct {
// 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.
// the function returns the existing row without modifying state, so
// the helper is safe to call repeatedly.
func (s *Service) InsertMembershipDirect(ctx context.Context, in InsertMembershipDirectInput) (Membership, error) {
displayName, err := ValidateDisplayName(in.RaceName)
if err != nil {
+2 -3
View File
@@ -236,9 +236,8 @@ func (s *Store) ListMyGames(ctx context.Context, userID uuid.UUID) ([]GameRecord
// referencing table (memberships / applications / invites /
// runtime_records / player_mappings — all declared with ON DELETE
// CASCADE in `00001_init.sql`). Idempotent: returns nil when no row
// matches. Used by the dev-sandbox bootstrap to scrub terminal
// games on every backend boot so the developer's lobby never piles
// up cancelled tiles.
// matches. A hard delete for trusted callers and integration tests;
// production lifecycle uses cancel / finish.
func (s *Store) DeleteGame(ctx context.Context, gameID uuid.UUID) error {
g := table.Games
stmt := g.DELETE().WHERE(g.GameID.EQ(postgres.UUID(gameID)))
+139
View File
@@ -0,0 +1,139 @@
// Package opsstatus reads point-in-time operational signals from Postgres for
// the admin console dashboard: database reachability, per-status counts of game
// runtimes, mail deliveries, and notification routes, plus the malformed
// notification-intent count.
//
// It is a read-only projection built entirely through the go-jet query builder
// against the generated table bindings; it owns no business logic and mutates
// nothing. Richer, historical metrics are out of scope — those belong to the
// Prometheus exporters wired on `backend` and `gateway`.
package opsstatus
import (
"context"
"database/sql"
"fmt"
"time"
"galaxy/backend/internal/postgres/jet/backend/table"
"github.com/go-jet/jet/v2/postgres"
)
// defaultCollectTimeout bounds a single Collect call so a slow or wedged
// database cannot hang the dashboard request.
const defaultCollectTimeout = 3 * time.Second
// StatusCount pairs a status value with the number of rows currently in it.
type StatusCount struct {
Status string
Count int64
}
// Snapshot is a point-in-time view of the operational signals rendered on the
// dashboard. Errors collects per-query failures so a single failing probe
// degrades to a visible note rather than failing the whole page.
type Snapshot struct {
PostgresHealthy bool
Runtimes []StatusCount
MailDeliveries []StatusCount
NotificationRoutes []StatusCount
NotificationMalformed int64
Errors []string
}
// Reader collects an operational Snapshot. The admin console depends on this
// interface so the dashboard can be tested without a database.
type Reader interface {
Collect(ctx context.Context) Snapshot
}
// Store is the Postgres-backed Reader.
type Store struct {
db *sql.DB
timeout time.Duration
}
// NewStore constructs a Store reading from db.
func NewStore(db *sql.DB) *Store {
return &Store{db: db, timeout: defaultCollectTimeout}
}
// Collect gathers the dashboard signals within a bounded timeout. It never
// returns an error: a failed probe is recorded in Snapshot.Errors and the
// remaining probes still run, except that a failed Postgres ping short-circuits
// the rest (the dependent queries would only fail the same way).
func (s *Store) Collect(ctx context.Context) Snapshot {
ctx, cancel := context.WithTimeout(ctx, s.timeout)
defer cancel()
var snap Snapshot
if err := s.db.PingContext(ctx); err != nil {
snap.Errors = append(snap.Errors, fmt.Sprintf("postgres ping: %v", err))
return snap
}
snap.PostgresHealthy = true
if counts, err := s.statusCounts(ctx, table.RuntimeRecords.Status, table.RuntimeRecords); err != nil {
snap.Errors = append(snap.Errors, fmt.Sprintf("runtime status counts: %v", err))
} else {
snap.Runtimes = counts
}
if counts, err := s.statusCounts(ctx, table.MailDeliveries.Status, table.MailDeliveries); err != nil {
snap.Errors = append(snap.Errors, fmt.Sprintf("mail delivery counts: %v", err))
} else {
snap.MailDeliveries = counts
}
if counts, err := s.statusCounts(ctx, table.NotificationRoutes.Status, table.NotificationRoutes); err != nil {
snap.Errors = append(snap.Errors, fmt.Sprintf("notification route counts: %v", err))
} else {
snap.NotificationRoutes = counts
}
if n, err := s.countAll(ctx, table.NotificationMalformedIntents); err != nil {
snap.Errors = append(snap.Errors, fmt.Sprintf("malformed notification count: %v", err))
} else {
snap.NotificationMalformed = n
}
return snap
}
// statusCounts runs `SELECT status, COUNT(*) FROM <from> GROUP BY status`
// through jet and returns the rows ordered by status.
func (s *Store) statusCounts(ctx context.Context, status postgres.ColumnString, from postgres.ReadableTable) ([]StatusCount, error) {
stmt := postgres.SELECT(
status.AS("status_count.status"),
postgres.COUNT(postgres.STAR).AS("status_count.count"),
).FROM(from).GROUP_BY(status).ORDER_BY(status.ASC())
var rows []struct {
Status string `alias:"status_count.status"`
Count int64 `alias:"status_count.count"`
}
if err := stmt.QueryContext(ctx, s.db, &rows); err != nil {
return nil, err
}
out := make([]StatusCount, len(rows))
for i, row := range rows {
out[i] = StatusCount{Status: row.Status, Count: row.Count}
}
return out, nil
}
// countAll runs `SELECT COUNT(*) FROM <from>` through jet.
func (s *Store) countAll(ctx context.Context, from postgres.ReadableTable) (int64, error) {
stmt := postgres.SELECT(postgres.COUNT(postgres.STAR).AS("count")).FROM(from)
var row struct {
Count int64 `alias:"count"`
}
if err := stmt.QueryContext(ctx, s.db, &row); err != nil {
return 0, err
}
return row.Count, nil
}
@@ -0,0 +1,155 @@
package opsstatus_test
import (
"context"
"database/sql"
"net/url"
"testing"
"time"
"galaxy/backend/internal/mail"
"galaxy/backend/internal/opsstatus"
backendpg "galaxy/backend/internal/postgres"
pgshared "galaxy/postgres"
"github.com/google/uuid"
testcontainers "github.com/testcontainers/testcontainers-go"
tcpostgres "github.com/testcontainers/testcontainers-go/modules/postgres"
"github.com/testcontainers/testcontainers-go/wait"
)
const (
pgImage = "postgres:16-alpine"
pgUser = "galaxy"
pgPassword = "galaxy"
pgDatabase = "galaxy_backend"
pgSchema = "backend"
pgStartup = 90 * time.Second
pgOpTO = 10 * time.Second
)
// startPostgres mirrors the per-package scaffolding used by the other store
// tests: spin up Postgres, apply migrations, return *sql.DB.
func startPostgres(t *testing.T) *sql.DB {
t.Helper()
ctx, cancel := context.WithTimeout(context.Background(), 3*time.Minute)
t.Cleanup(cancel)
pgContainer, err := tcpostgres.Run(ctx, pgImage,
tcpostgres.WithDatabase(pgDatabase),
tcpostgres.WithUsername(pgUser),
tcpostgres.WithPassword(pgPassword),
testcontainers.WithWaitStrategy(
wait.ForLog("database system is ready to accept connections").
WithOccurrence(2).
WithStartupTimeout(pgStartup),
),
)
if err != nil {
t.Skipf("postgres testcontainer unavailable, skipping: %v", err)
}
t.Cleanup(func() {
if termErr := testcontainers.TerminateContainer(pgContainer); termErr != nil {
t.Errorf("terminate postgres container: %v", termErr)
}
})
baseDSN, err := pgContainer.ConnectionString(ctx, "sslmode=disable")
if err != nil {
t.Fatalf("connection string: %v", err)
}
scopedDSN, err := dsnWithSearchPath(baseDSN, pgSchema)
if err != nil {
t.Fatalf("scope dsn: %v", err)
}
cfg := pgshared.DefaultConfig()
cfg.PrimaryDSN = scopedDSN
cfg.OperationTimeout = pgOpTO
db, err := pgshared.OpenPrimary(ctx, cfg, backendpg.NoObservabilityOptions()...)
if err != nil {
t.Fatalf("open primary: %v", err)
}
t.Cleanup(func() { _ = db.Close() })
if err := pgshared.Ping(ctx, db, cfg.OperationTimeout); err != nil {
t.Fatalf("ping: %v", err)
}
if err := backendpg.ApplyMigrations(ctx, db); err != nil {
t.Fatalf("apply migrations: %v", err)
}
return db
}
func dsnWithSearchPath(baseDSN, schema string) (string, error) {
parsed, err := url.Parse(baseDSN)
if err != nil {
return "", err
}
values := parsed.Query()
values.Set("search_path", schema)
if values.Get("sslmode") == "" {
values.Set("sslmode", "disable")
}
parsed.RawQuery = values.Encode()
return parsed.String(), nil
}
func TestStoreCollect(t *testing.T) {
db := startPostgres(t)
store := opsstatus.NewStore(db)
ctx := context.Background()
// Empty schema: queries must execute cleanly with zero counts.
empty := store.Collect(ctx)
if !empty.PostgresHealthy {
t.Fatal("PostgresHealthy must be true against a reachable database")
}
if len(empty.Errors) != 0 {
t.Fatalf("unexpected collection errors: %v", empty.Errors)
}
if got := totalCount(empty.MailDeliveries); got != 0 {
t.Fatalf("mail deliveries total = %d, want 0", got)
}
if len(empty.Runtimes) != 0 || len(empty.NotificationRoutes) != 0 {
t.Fatalf("expected empty status slices, got runtimes=%v routes=%v", empty.Runtimes, empty.NotificationRoutes)
}
if empty.NotificationMalformed != 0 {
t.Fatalf("malformed notifications = %d, want 0", empty.NotificationMalformed)
}
// Enqueue one mail delivery and confirm the GROUP BY count reflects it.
mailStore := mail.NewStore(db)
inserted, err := mailStore.InsertEnqueue(ctx, mail.EnqueueArgs{
DeliveryID: uuid.New(),
TemplateID: mail.TemplateLoginCode,
IdempotencyKey: uuid.NewString(),
Recipients: []string{"ops@example.test"},
ContentType: "text/plain",
Subject: "hello",
Body: []byte("hi"),
})
if err != nil {
t.Fatalf("insert mail delivery: %v", err)
}
if !inserted {
t.Fatal("expected the delivery to be inserted")
}
after := store.Collect(ctx)
if len(after.Errors) != 0 {
t.Fatalf("unexpected collection errors after insert: %v", after.Errors)
}
if got := totalCount(after.MailDeliveries); got != 1 {
t.Fatalf("mail deliveries total after insert = %d, want 1 (statuses: %v)", got, after.MailDeliveries)
}
}
func totalCount(counts []opsstatus.StatusCount) int64 {
var total int64
for _, c := range counts {
total += c.Count
}
return total
}
+76 -7
View File
@@ -10,7 +10,10 @@ package postgres
import (
"context"
"database/sql"
"database/sql/driver"
"errors"
"fmt"
"strings"
"time"
"galaxy/backend/internal/config"
@@ -67,18 +70,84 @@ func Open(ctx context.Context, cfg config.PostgresConfig, runtime *telemetry.Run
// backend table lives here.
const schemaName = "backend"
// migrationRetryAttempts and migrationRetryBackoff bound the transient-error
// retry around ApplyMigrations. A freshly started Postgres — notably a test
// container — can reset a pooled connection moments after it reports ready,
// which surfaces as `driver: bad connection` mid-migration; a handful of quick
// retries rides over that without masking real failures.
const (
migrationRetryAttempts = 5
migrationRetryBackoff = 250 * time.Millisecond
)
// ApplyMigrations runs every pending Up migration embedded in the backend
// binary against db. The schema is created upfront so goose's bookkeeping
// table (`goose_db_version`, scoped to the DSN `search_path = backend`)
// has somewhere to land before the first migration runs; migration
// `00001_init.sql` re-asserts the schema with `IF NOT EXISTS`, so the
// double-create is idempotent.
//
// The apply is retried on transient connection errors (see retryOnTransient).
// Both steps are idempotent — `CREATE SCHEMA IF NOT EXISTS` and goose's
// version tracking — so a retry after a dropped connection re-runs cleanly and
// resumes from the last committed migration.
func ApplyMigrations(ctx context.Context, db *sql.DB) error {
if _, err := db.ExecContext(ctx, "CREATE SCHEMA IF NOT EXISTS "+schemaName); err != nil {
return fmt.Errorf("ensure backend schema: %w", err)
}
if err := pgshared.RunMigrations(ctx, db, migrations.Migrations(), "."); err != nil {
return fmt.Errorf("apply backend migrations: %w", err)
}
return nil
return retryOnTransient(ctx, migrationRetryAttempts, migrationRetryBackoff, func() error {
if _, err := db.ExecContext(ctx, "CREATE SCHEMA IF NOT EXISTS "+schemaName); err != nil {
return fmt.Errorf("ensure backend schema: %w", err)
}
if err := pgshared.RunMigrations(ctx, db, migrations.Migrations(), "."); err != nil {
return fmt.Errorf("apply backend migrations: %w", err)
}
return nil
})
}
// retryOnTransient runs op up to attempts times, retrying only when op fails
// with a transient connection error (see isTransientConnError) — a dropped,
// reset, or refused connection, as opposed to a deterministic SQL error. It
// waits backoff between attempts and stops early if ctx is cancelled. A
// non-transient error, or the error from the final attempt, is returned as-is.
func retryOnTransient(ctx context.Context, attempts int, backoff time.Duration, op func() error) error {
var err error
for attempt := 1; attempt <= attempts; attempt++ {
if err = op(); err == nil {
return nil
}
if attempt == attempts || !isTransientConnError(err) {
return err
}
select {
case <-ctx.Done():
return errors.Join(err, ctx.Err())
case <-time.After(backoff):
}
}
return err
}
// isTransientConnError reports whether err is a transient connection-level
// failure worth retrying. It matches database/sql's driver.ErrBadConn and the
// connection-failure messages Postgres drivers surface, while leaving
// deterministic SQL errors (syntax, constraint violations) to fail fast.
func isTransientConnError(err error) bool {
if err == nil {
return false
}
if errors.Is(err, driver.ErrBadConn) {
return true
}
msg := strings.ToLower(err.Error())
for _, s := range []string{
"bad connection",
"connection refused",
"connection reset",
"broken pipe",
"server closed the connection",
} {
if strings.Contains(msg, s) {
return true
}
}
return false
}
+103
View File
@@ -0,0 +1,103 @@
package postgres
import (
"context"
"database/sql/driver"
"errors"
"fmt"
"testing"
"time"
"github.com/stretchr/testify/assert"
"github.com/stretchr/testify/require"
)
func TestIsTransientConnError(t *testing.T) {
t.Parallel()
tests := []struct {
name string
err error
want bool
}{
{"nil", nil, false},
{"driver.ErrBadConn", driver.ErrBadConn, true},
{"wrapped ErrBadConn", fmt.Errorf("run migrations: %w", driver.ErrBadConn), true},
// The exact shape observed flaking CI: goose surfaces the driver
// error as a plain string, so errors.Is can't see ErrBadConn.
{"bad connection string", errors.New(`apply backend migrations: run migrations: ERROR 00001_init.sql: CREATE TABLE race_names: driver: bad connection`), true},
{"connection refused", errors.New("dial tcp 127.0.0.1:5432: connect: connection refused"), true},
{"connection reset", errors.New("read tcp: connection reset by peer"), true},
{"broken pipe", errors.New("write tcp: broken pipe"), true},
{"server closed", errors.New("pq: server closed the connection unexpectedly"), true},
{"syntax error is not transient", errors.New(`pq: syntax error at or near "TABL"`), false},
{"constraint violation is not transient", errors.New("pq: duplicate key value violates unique constraint"), false},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
t.Parallel()
assert.Equal(t, tt.want, isTransientConnError(tt.err))
})
}
}
func TestRetryOnTransientSucceedsAfterTransientFailures(t *testing.T) {
t.Parallel()
calls := 0
err := retryOnTransient(context.Background(), 5, time.Millisecond, func() error {
calls++
if calls < 3 {
return fmt.Errorf("attempt %d: %w", calls, driver.ErrBadConn)
}
return nil
})
require.NoError(t, err)
assert.Equal(t, 3, calls, "should retry until the transient error clears")
}
func TestRetryOnTransientStopsOnNonTransient(t *testing.T) {
t.Parallel()
sentinel := errors.New(`pq: syntax error at or near "TABL"`)
calls := 0
err := retryOnTransient(context.Background(), 5, time.Millisecond, func() error {
calls++
return sentinel
})
require.ErrorIs(t, err, sentinel)
assert.Equal(t, 1, calls, "a deterministic SQL error must not be retried")
}
func TestRetryOnTransientExhaustsAttempts(t *testing.T) {
t.Parallel()
calls := 0
err := retryOnTransient(context.Background(), 3, time.Millisecond, func() error {
calls++
return driver.ErrBadConn
})
require.ErrorIs(t, err, driver.ErrBadConn)
assert.Equal(t, 3, calls, "must stop after the attempt budget is spent")
}
func TestRetryOnTransientRespectsContextCancellation(t *testing.T) {
t.Parallel()
ctx, cancel := context.WithCancel(context.Background())
cancel()
calls := 0
err := retryOnTransient(ctx, 5, time.Hour, func() error {
calls++
return driver.ErrBadConn
})
require.ErrorIs(t, err, context.Canceled)
require.ErrorIs(t, err, driver.ErrBadConn, "the underlying transient error is preserved")
assert.Equal(t, 1, calls, "cancellation during backoff stops further attempts")
}
+1 -1
View File
@@ -52,7 +52,7 @@ var (
ErrTurnAlreadyClosed = errors.New("runtime: turn already closed")
// ErrGamePaused reports that the game is not in a state that
// accepts user-games commands or orders: the runtime row
// accepts user-games orders: the runtime row
// carries `paused = true`, or the runtime status lands on any
// terminal value (`engine_unreachable`, `generation_failed`,
// `stopped`, `finished`, `removed`), or the game has not yet
+6 -6
View File
@@ -258,10 +258,10 @@ func (s *Service) ResolvePlayerMapping(ctx context.Context, gameID, userID uuid.
}
// CheckOrdersAccept verifies that the runtime is in a state that
// accepts user-games commands and orders. It is called by the user
// game-proxy handlers (`Commands`, `Orders`) before forwarding to
// engine, so the backend's turn-cutoff and pause guards run before
// network traffic leaves the host. The decision itself lives in the
// accepts user-games orders. It is called by the user game-proxy
// handler (`Orders`) before forwarding to engine, so the backend's
// turn-cutoff and pause guards run before network traffic leaves the
// host. The decision itself lives in the
// pure helper `OrdersAcceptStatus` so it can be unit-tested without
// constructing a full Service.
//
@@ -276,7 +276,7 @@ func (s *Service) CheckOrdersAccept(ctx context.Context, gameID uuid.UUID) error
}
// OrdersAcceptStatus inspects a runtime record and returns the
// matching sentinel for the user-games order/command pre-check:
// matching sentinel for the user-games order pre-check:
//
// - `runtime_status = generation_in_progress` → `ErrTurnAlreadyClosed`.
// The cron-driven `Scheduler.tick` has flipped the row before
@@ -607,7 +607,7 @@ func (s *Service) runStart(ctx context.Context, op OperationLog) error {
return err
}
initResp, err := s.deps.Engine.Init(ctx, runResult.EngineEndpoint, rest.InitRequest{Races: races})
initResp, err := s.deps.Engine.Init(ctx, runResult.EngineEndpoint, rest.InitRequest{GameID: gameID, Races: races})
if err != nil {
s.deps.Logger.Warn("engine init failed",
zap.String("game_id", gameID.String()),
@@ -203,6 +203,13 @@ func TestServiceStartGameEndToEnd(t *testing.T) {
case "/healthz":
w.WriteHeader(http.StatusOK)
case "/api/v1/admin/init":
var got rest.InitRequest
if err := json.NewDecoder(r.Body).Decode(&got); err != nil {
t.Errorf("decode init request: %v", err)
}
if got.GameID != gameID {
t.Errorf("init request gameId = %s, want %s", got.GameID, gameID)
}
_ = json.NewEncoder(w).Encode(rest.StateResponse{ID: gameID, Turn: 0, Players: []rest.PlayerState{{RaceName: "Alpha", Planets: 3, Population: 10}}})
case "/api/v1/admin/status":
_ = json.NewEncoder(w).Encode(rest.StateResponse{ID: gameID, Turn: 1, Players: []rest.PlayerState{{RaceName: "Alpha", Planets: 5, Population: 12}}})
@@ -0,0 +1,235 @@
package server
import (
"bytes"
"net/http"
"net/url"
"strings"
"galaxy/backend/internal/adminconsole"
"galaxy/backend/internal/opsstatus"
"galaxy/backend/internal/server/httperr"
"galaxy/backend/internal/server/middleware/basicauth"
"github.com/gin-gonic/gin"
"go.uber.org/zap"
)
// AdminConsoleHandlers renders the server-side operator console mounted under
// the `/_gm` route group. It wraps the framework-agnostic
// adminconsole.Renderer and CSRF signer with the gin glue: the per-page
// handlers, the embedded static-asset handler, and the CSRF guard middleware
// applied to state-changing requests. Authentication is provided by the shared
// admin Basic Auth middleware mounted on the group, so this type assumes the
// caller has already been verified.
type AdminConsoleHandlers struct {
renderer *adminconsole.Renderer
csrf *adminconsole.CSRF
assets http.Handler
monitor opsstatus.Reader
ready func() bool
users UserAdmin
games GameAdmin
runtime RuntimeAdmin
engineVersions EngineVersionAdmin
operators OperatorAdmin
mail MailAdmin
notifications NotificationAdmin
diplomail DiplomailAdmin
logger *zap.Logger
}
// AdminConsoleDeps bundles the collaborators for the operator console. Every
// field is optional: a nil Renderer or CSRF falls back to the embedded default
// templates and a per-process random key; a nil Monitor renders the dashboard
// without the monitoring panels; a nil Ready reports backend readiness as not
// ready; a nil Logger falls back to zap.NewNop.
type AdminConsoleDeps struct {
Renderer *adminconsole.Renderer
CSRF *adminconsole.CSRF
Monitor opsstatus.Reader
Ready func() bool
Users UserAdmin
Games GameAdmin
Runtime RuntimeAdmin
EngineVersions EngineVersionAdmin
Operators OperatorAdmin
Mail MailAdmin
Notifications NotificationAdmin
Diplomail DiplomailAdmin
Logger *zap.Logger
}
// NewAdminConsoleHandlers constructs the console handler set from deps. It
// panics only on conditions that are unrecoverable at startup (template parse
// failure or crypto/rand failure), both of which indicate a broken build or
// host rather than a runtime input.
func NewAdminConsoleHandlers(deps AdminConsoleDeps) *AdminConsoleHandlers {
logger := deps.Logger
if logger == nil {
logger = zap.NewNop()
}
renderer := deps.Renderer
if renderer == nil {
renderer = adminconsole.MustNewRenderer()
}
csrf := deps.CSRF
if csrf == nil {
generated, err := adminconsole.NewRandomCSRF()
if err != nil {
panic(err)
}
csrf = generated
}
assetsFS, err := adminconsole.Assets()
if err != nil {
panic(err)
}
return &AdminConsoleHandlers{
renderer: renderer,
csrf: csrf,
assets: http.StripPrefix("/_gm/assets/", http.FileServer(http.FS(assetsFS))),
monitor: deps.Monitor,
ready: deps.Ready,
users: deps.Users,
games: deps.Games,
runtime: deps.Runtime,
engineVersions: deps.EngineVersions,
operators: deps.Operators,
mail: deps.Mail,
notifications: deps.Notifications,
diplomail: deps.Diplomail,
logger: logger.Named("http.admin.console"),
}
}
// Dashboard renders the console landing page (GET /_gm and GET /_gm/),
// including the monitoring panels when an ops-status reader is wired.
func (h *AdminConsoleHandlers) Dashboard() gin.HandlerFunc {
return func(c *gin.Context) {
data := adminconsole.DashboardData{}
if h.ready != nil {
data.BackendReady = h.ready()
}
if h.monitor != nil {
data.MonitorAvailable = true
snapshot := h.monitor.Collect(c.Request.Context())
data.PostgresHealthy = snapshot.PostgresHealthy
data.Runtimes = toViewCounts(snapshot.Runtimes)
data.MailDeliveries = toViewCounts(snapshot.MailDeliveries)
data.NotificationRoutes = toViewCounts(snapshot.NotificationRoutes)
data.NotificationMalformed = snapshot.NotificationMalformed
data.Errors = snapshot.Errors
}
h.render(c, http.StatusOK, "dashboard", "dashboard", "Dashboard", data)
}
}
// toViewCounts maps ops-status counts to the console's view-layer counts.
func toViewCounts(in []opsstatus.StatusCount) []adminconsole.StatusCount {
if len(in) == 0 {
return nil
}
out := make([]adminconsole.StatusCount, len(in))
for i, sc := range in {
out[i] = adminconsole.StatusCount{Status: sc.Status, Count: sc.Count}
}
return out
}
// Asset serves the embedded console static assets under `/_gm/assets/`.
func (h *AdminConsoleHandlers) Asset() gin.HandlerFunc {
return gin.WrapH(h.assets)
}
// RequireCSRF returns middleware guarding state-changing requests against
// cross-site request forgery. Safe methods pass through untouched. For unsafe
// methods it requires both a same-origin Origin/Referer header (when the
// browser sends one) and a valid per-operator token in the `_csrf` form field;
// either check failing yields 403.
func (h *AdminConsoleHandlers) RequireCSRF() gin.HandlerFunc {
return func(c *gin.Context) {
if isSafeHTTPMethod(c.Request.Method) {
c.Next()
return
}
if !sameOriginRequest(c.Request) {
httperr.Abort(c, http.StatusForbidden, httperr.CodeForbidden, "cross-origin request rejected")
return
}
username, _ := basicauth.UsernameFromContext(c.Request.Context())
if !h.csrf.Verify(username, c.PostForm("_csrf")) {
httperr.Abort(c, http.StatusForbidden, httperr.CodeForbidden, "invalid or missing CSRF token")
return
}
c.Next()
}
}
// render composes the data common to every console page (operator name, CSRF
// token, active navigation entry) and writes the named page. It renders into an
// intermediate buffer so a template failure surfaces as a clean 500 without
// emitting a partial document.
func (h *AdminConsoleHandlers) render(c *gin.Context, status int, page, activeNav, title string, data any) {
username, _ := basicauth.UsernameFromContext(c.Request.Context())
var buf bytes.Buffer
err := h.renderer.Render(&buf, page, adminconsole.PageData{
Title: title,
Username: username,
CSRFToken: h.csrf.Token(username),
ActiveNav: activeNav,
Data: data,
})
if err != nil {
h.logger.Error("render admin console page", zap.String("page", page), zap.Error(err))
httperr.Abort(c, http.StatusInternalServerError, httperr.CodeInternalError, "failed to render page")
return
}
c.Data(status, "text/html; charset=utf-8", buf.Bytes())
}
// renderMessage renders the generic message page (not-found, validation, or
// operation-failure notices). class selects the CSS styling and backHref, when
// non-empty, adds a back link.
func (h *AdminConsoleHandlers) renderMessage(c *gin.Context, status int, activeNav, title, message, class, backHref string) {
h.render(c, status, "message", activeNav, title, adminconsole.MessageData{
Message: message,
Class: class,
BackHref: backHref,
})
}
// isSafeHTTPMethod reports whether method is a read-only HTTP method that the
// CSRF guard may let through without a token.
func isSafeHTTPMethod(method string) bool {
switch method {
case http.MethodGet, http.MethodHead, http.MethodOptions:
return true
default:
return false
}
}
// sameOriginRequest reports whether the request's Origin (or, failing that,
// Referer) names the same host as the request itself. A request that carries
// neither header is treated as same-origin, leaving the CSRF token as the sole
// guard; a malformed or cross-host value is rejected. This relies on the
// gateway reverse proxy preserving the inbound Host header.
func sameOriginRequest(r *http.Request) bool {
source := r.Header.Get("Origin")
if source == "" {
source = r.Header.Get("Referer")
}
if source == "" {
return true
}
parsed, err := url.Parse(source)
if err != nil || parsed.Host == "" {
return false
}
return strings.EqualFold(parsed.Host, r.Host)
}
@@ -0,0 +1,423 @@
package server
import (
"context"
"errors"
"net/http"
"strconv"
"strings"
"time"
"galaxy/backend/internal/adminconsole"
"galaxy/backend/internal/lobby"
"galaxy/backend/internal/runtime"
"github.com/gin-gonic/gin"
"github.com/google/uuid"
"go.uber.org/zap"
)
// GameAdmin is the subset of the lobby service the console uses for games.
type GameAdmin interface {
ListAdminGames(ctx context.Context, page, pageSize int) (lobby.GamePage, error)
GetGame(ctx context.Context, gameID uuid.UUID) (lobby.GameRecord, error)
CreateGame(ctx context.Context, input lobby.CreateGameInput) (lobby.GameRecord, error)
AdminForceStart(ctx context.Context, gameID uuid.UUID) (lobby.GameRecord, error)
AdminForceStop(ctx context.Context, gameID uuid.UUID) (lobby.GameRecord, error)
AdminBanMember(ctx context.Context, gameID, userID uuid.UUID, reason string) (lobby.Membership, error)
}
// RuntimeAdmin is the subset of the runtime service the console uses.
type RuntimeAdmin interface {
GetRuntime(ctx context.Context, gameID uuid.UUID) (runtime.RuntimeRecord, error)
AdminRestart(ctx context.Context, gameID uuid.UUID) (runtime.OperationLog, error)
AdminPatch(ctx context.Context, gameID uuid.UUID, targetVersion string) (runtime.OperationLog, error)
AdminForceNextTurn(ctx context.Context, gameID uuid.UUID) (runtime.OperationLog, error)
}
// EngineVersionAdmin is the subset of the engine-version service the console uses.
type EngineVersionAdmin interface {
List(ctx context.Context) ([]runtime.EngineVersion, error)
Register(ctx context.Context, in runtime.RegisterInput) (runtime.EngineVersion, error)
Disable(ctx context.Context, version string) (runtime.EngineVersion, error)
}
// GamesList renders GET /_gm/games.
func (h *AdminConsoleHandlers) GamesList() gin.HandlerFunc {
return func(c *gin.Context) {
if h.games == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "games", "Games", "Game administration is not available.", "bad", "/_gm/")
return
}
page := parsePositiveQueryInt(c.Query("page"), 1)
pageSize := parsePositiveQueryInt(c.Query("page_size"), 50)
result, err := h.games.ListAdminGames(c.Request.Context(), page, pageSize)
if err != nil {
h.logger.Error("admin console: list games", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "games", "Games", "Failed to load games.", "bad", "/_gm/")
return
}
h.render(c, http.StatusOK, "games", "games", "Games", toGamesListData(result))
}
}
// GameCreate handles POST /_gm/games — create a public game.
func (h *AdminConsoleHandlers) GameCreate() gin.HandlerFunc {
return func(c *gin.Context) {
if h.games == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "games", "Games", "Game administration is not available.", "bad", "/_gm/")
return
}
enrollmentEndsAt, err := parseConsoleDateTime(c.PostForm("enrollment_ends_at"))
if err != nil {
h.renderMessage(c, http.StatusBadRequest, "games", "Invalid input", "Enrollment end must be a valid date/time.", "bad", "/_gm/games")
return
}
game, err := h.games.CreateGame(c.Request.Context(), lobby.CreateGameInput{
OwnerUserID: nil,
Visibility: lobby.VisibilityPublic,
GameName: strings.TrimSpace(c.PostForm("game_name")),
Description: strings.TrimSpace(c.PostForm("description")),
MinPlayers: formInt32(c, "min_players"),
MaxPlayers: formInt32(c, "max_players"),
StartGapHours: formInt32(c, "start_gap_hours"),
StartGapPlayers: formInt32(c, "start_gap_players"),
EnrollmentEndsAt: enrollmentEndsAt,
TurnSchedule: strings.TrimSpace(c.PostForm("turn_schedule")),
TargetEngineVersion: strings.TrimSpace(c.PostForm("target_engine_version")),
})
if err != nil {
if errors.Is(err, lobby.ErrInvalidInput) {
h.renderMessage(c, http.StatusBadRequest, "games", "Invalid input", "The game could not be created: check the fields.", "bad", "/_gm/games")
return
}
h.logger.Error("admin console: create game", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "games", "Create failed", "Failed to create the game.", "bad", "/_gm/games")
return
}
c.Redirect(http.StatusSeeOther, "/_gm/games/"+game.GameID.String())
}
}
// GameDetail renders GET /_gm/games/:game_id with the runtime snapshot.
func (h *AdminConsoleHandlers) GameDetail() gin.HandlerFunc {
return func(c *gin.Context) {
if h.games == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "games", "Games", "Game administration is not available.", "bad", "/_gm/")
return
}
gameID, ok := parseGameIDParam(c)
if !ok {
return
}
game, err := h.games.GetGame(c.Request.Context(), gameID)
if err != nil {
if errors.Is(err, lobby.ErrNotFound) {
h.renderMessage(c, http.StatusNotFound, "games", "Game not found", "No such game.", "bad", "/_gm/games")
return
}
h.logger.Error("admin console: get game", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "games", "Games", "Failed to load the game.", "bad", "/_gm/games")
return
}
var runtimeRecord *runtime.RuntimeRecord
if h.runtime != nil {
if record, rtErr := h.runtime.GetRuntime(c.Request.Context(), gameID); rtErr == nil {
runtimeRecord = &record
}
}
h.render(c, http.StatusOK, "game_detail", "games", game.GameName, toGameDetailData(game, runtimeRecord))
}
}
// GameForceStart handles POST /_gm/games/:game_id/force-start.
func (h *AdminConsoleHandlers) GameForceStart() gin.HandlerFunc {
return h.gameAction("force-start", func(ctx context.Context, gameID uuid.UUID) error {
_, err := h.games.AdminForceStart(ctx, gameID)
return err
})
}
// GameForceStop handles POST /_gm/games/:game_id/force-stop.
func (h *AdminConsoleHandlers) GameForceStop() gin.HandlerFunc {
return h.gameAction("force-stop", func(ctx context.Context, gameID uuid.UUID) error {
_, err := h.games.AdminForceStop(ctx, gameID)
return err
})
}
// GameBanMember handles POST /_gm/games/:game_id/ban-member.
func (h *AdminConsoleHandlers) GameBanMember() gin.HandlerFunc {
return func(c *gin.Context) {
if h.games == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "games", "Games", "Game administration is not available.", "bad", "/_gm/")
return
}
gameID, ok := parseGameIDParam(c)
if !ok {
return
}
back := "/_gm/games/" + gameID.String()
userID, err := uuid.Parse(strings.TrimSpace(c.PostForm("user_id")))
if err != nil {
h.renderMessage(c, http.StatusBadRequest, "games", "Invalid input", "User ID must be a valid UUID.", "bad", back)
return
}
if _, err := h.games.AdminBanMember(c.Request.Context(), gameID, userID, strings.TrimSpace(c.PostForm("reason"))); err != nil {
h.logger.Error("admin console: ban member", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "games", "Ban failed", "Failed to ban the member.", "bad", back)
return
}
c.Redirect(http.StatusSeeOther, back)
}
}
// RuntimeRestart handles POST /_gm/games/:game_id/runtime/restart.
func (h *AdminConsoleHandlers) RuntimeRestart() gin.HandlerFunc {
return h.runtimeAction("restart", func(ctx context.Context, gameID uuid.UUID) error {
_, err := h.runtime.AdminRestart(ctx, gameID)
return err
})
}
// RuntimeForceNextTurn handles POST /_gm/games/:game_id/runtime/force-next-turn.
func (h *AdminConsoleHandlers) RuntimeForceNextTurn() gin.HandlerFunc {
return h.runtimeAction("force-next-turn", func(ctx context.Context, gameID uuid.UUID) error {
_, err := h.runtime.AdminForceNextTurn(ctx, gameID)
return err
})
}
// RuntimePatch handles POST /_gm/games/:game_id/runtime/patch.
func (h *AdminConsoleHandlers) RuntimePatch() gin.HandlerFunc {
return func(c *gin.Context) {
if h.runtime == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "games", "Runtime", "Runtime administration is not available.", "bad", "/_gm/games")
return
}
gameID, ok := parseGameIDParam(c)
if !ok {
return
}
back := "/_gm/games/" + gameID.String()
target := strings.TrimSpace(c.PostForm("target_version"))
if target == "" {
h.renderMessage(c, http.StatusBadRequest, "games", "Invalid input", "A target version is required.", "bad", back)
return
}
if _, err := h.runtime.AdminPatch(c.Request.Context(), gameID, target); err != nil {
h.logger.Error("admin console: runtime patch", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "games", "Patch failed", "Failed to patch the runtime.", "bad", back)
return
}
c.Redirect(http.StatusSeeOther, back)
}
}
// gameAction is the shared shape for game-state POST actions that take only the
// game id and redirect back to the detail page.
func (h *AdminConsoleHandlers) gameAction(label string, run func(context.Context, uuid.UUID) error) gin.HandlerFunc {
return func(c *gin.Context) {
if h.games == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "games", "Games", "Game administration is not available.", "bad", "/_gm/")
return
}
gameID, ok := parseGameIDParam(c)
if !ok {
return
}
back := "/_gm/games/" + gameID.String()
if err := run(c.Request.Context(), gameID); err != nil {
h.logger.Error("admin console: game "+label, zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "games", "Action failed", "The "+label+" action failed.", "bad", back)
return
}
c.Redirect(http.StatusSeeOther, back)
}
}
// runtimeAction is the shared shape for runtime POST actions that take only the
// game id and redirect back to the detail page.
func (h *AdminConsoleHandlers) runtimeAction(label string, run func(context.Context, uuid.UUID) error) gin.HandlerFunc {
return func(c *gin.Context) {
if h.runtime == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "games", "Runtime", "Runtime administration is not available.", "bad", "/_gm/games")
return
}
gameID, ok := parseGameIDParam(c)
if !ok {
return
}
back := "/_gm/games/" + gameID.String()
if err := run(c.Request.Context(), gameID); err != nil {
h.logger.Error("admin console: runtime "+label, zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "games", "Action failed", "The runtime "+label+" action failed.", "bad", back)
return
}
c.Redirect(http.StatusSeeOther, back)
}
}
// EngineVersionsList renders GET /_gm/engine-versions.
func (h *AdminConsoleHandlers) EngineVersionsList() gin.HandlerFunc {
return func(c *gin.Context) {
if h.engineVersions == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "engine-versions", "Engine versions", "Engine-version administration is not available.", "bad", "/_gm/")
return
}
items, err := h.engineVersions.List(c.Request.Context())
if err != nil {
h.logger.Error("admin console: list engine versions", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "engine-versions", "Engine versions", "Failed to load engine versions.", "bad", "/_gm/")
return
}
h.render(c, http.StatusOK, "engine_versions", "games", "Engine versions", toEngineVersionsData(items))
}
}
// EngineVersionRegister handles POST /_gm/engine-versions.
func (h *AdminConsoleHandlers) EngineVersionRegister() gin.HandlerFunc {
return func(c *gin.Context) {
if h.engineVersions == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "engine-versions", "Engine versions", "Engine-version administration is not available.", "bad", "/_gm/")
return
}
enabled := c.PostForm("enabled") == "true"
_, err := h.engineVersions.Register(c.Request.Context(), runtime.RegisterInput{
Version: strings.TrimSpace(c.PostForm("version")),
ImageRef: strings.TrimSpace(c.PostForm("image_ref")),
Enabled: &enabled,
})
if err != nil {
if errors.Is(err, runtime.ErrInvalidInput) || errors.Is(err, runtime.ErrEngineVersionTaken) {
h.renderMessage(c, http.StatusBadRequest, "engine-versions", "Invalid input", "The version could not be registered (invalid semver, missing image, or duplicate).", "bad", "/_gm/engine-versions")
return
}
h.logger.Error("admin console: register engine version", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "engine-versions", "Register failed", "Failed to register the engine version.", "bad", "/_gm/engine-versions")
return
}
c.Redirect(http.StatusSeeOther, "/_gm/engine-versions")
}
}
// EngineVersionDisable handles POST /_gm/engine-versions/:version/disable.
func (h *AdminConsoleHandlers) EngineVersionDisable() gin.HandlerFunc {
return func(c *gin.Context) {
if h.engineVersions == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "engine-versions", "Engine versions", "Engine-version administration is not available.", "bad", "/_gm/")
return
}
version := strings.TrimSpace(c.Param("version"))
if _, err := h.engineVersions.Disable(c.Request.Context(), version); err != nil {
h.logger.Error("admin console: disable engine version", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "engine-versions", "Disable failed", "Failed to disable the engine version.", "bad", "/_gm/engine-versions")
return
}
c.Redirect(http.StatusSeeOther, "/_gm/engine-versions")
}
}
// formInt32 reads a non-negative int32 form field, defaulting to 0.
func formInt32(c *gin.Context, name string) int32 {
parsed, err := strconv.Atoi(strings.TrimSpace(c.PostForm(name)))
if err != nil || parsed < 0 {
return 0
}
return int32(parsed)
}
// parseConsoleDateTime parses the value of an <input type="datetime-local">
// (or an RFC 3339 timestamp) as UTC.
func parseConsoleDateTime(raw string) (time.Time, error) {
raw = strings.TrimSpace(raw)
for _, layout := range []string{"2006-01-02T15:04", "2006-01-02T15:04:05", time.RFC3339} {
if t, err := time.ParseInLocation(layout, raw, time.UTC); err == nil {
return t.UTC(), nil
}
}
return time.Time{}, errors.New("invalid date/time")
}
// toGamesListData maps a game page into the games list view model.
func toGamesListData(page lobby.GamePage) adminconsole.GamesListData {
data := adminconsole.GamesListData{
Items: make([]adminconsole.GameRow, 0, len(page.Items)),
Page: page.Page,
PageSize: page.PageSize,
Total: page.Total,
PrevPage: page.Page - 1,
NextPage: page.Page + 1,
HasPrev: page.Page > 1,
HasNext: page.Page*page.PageSize < page.Total,
}
for _, game := range page.Items {
data.Items = append(data.Items, adminconsole.GameRow{
GameID: game.GameID.String(),
GameName: game.GameName,
Visibility: game.Visibility,
Status: game.Status,
Owner: ownerLabel(game.OwnerUserID),
Players: strconv.Itoa(int(game.MinPlayers)) + "" + strconv.Itoa(int(game.MaxPlayers)),
TurnSchedule: game.TurnSchedule,
CreatedAt: fmtConsoleTime(game.CreatedAt),
})
}
return data
}
// toGameDetailData maps a game record and optional runtime record into the
// detail view model.
func toGameDetailData(game lobby.GameRecord, rec *runtime.RuntimeRecord) adminconsole.GameDetailData {
data := adminconsole.GameDetailData{
GameID: game.GameID.String(),
GameName: game.GameName,
Description: game.Description,
Visibility: game.Visibility,
Status: game.Status,
Owner: ownerLabel(game.OwnerUserID),
MinPlayers: game.MinPlayers,
MaxPlayers: game.MaxPlayers,
StartGapHours: game.StartGapHours,
StartGapPlayers: game.StartGapPlayers,
TurnSchedule: game.TurnSchedule,
TargetEngineVersion: game.TargetEngineVersion,
EnrollmentEndsAt: fmtConsoleTime(game.EnrollmentEndsAt),
CreatedAt: fmtConsoleTime(game.CreatedAt),
StartedAt: fmtConsoleTimePtr(game.StartedAt),
FinishedAt: fmtConsoleTimePtr(game.FinishedAt),
}
if rec != nil {
data.HasRuntime = true
data.RuntimeStatus = rec.Status
data.CurrentEngineVersion = rec.CurrentEngineVersion
data.EngineHealth = rec.EngineHealth
data.CurrentTurn = rec.CurrentTurn
data.NextGenerationAt = fmtConsoleTimePtr(rec.NextGenerationAt)
data.Paused = rec.Paused
}
return data
}
// toEngineVersionsData maps engine versions into the registry view model.
func toEngineVersionsData(items []runtime.EngineVersion) adminconsole.EngineVersionsData {
data := adminconsole.EngineVersionsData{Items: make([]adminconsole.EngineVersionRow, 0, len(items))}
for _, v := range items {
data.Items = append(data.Items, adminconsole.EngineVersionRow{
Version: v.Version,
ImageRef: v.ImageRef,
Enabled: v.Enabled,
CreatedAt: fmtConsoleTime(v.CreatedAt),
})
}
return data
}
// ownerLabel renders an optional owner id; public games have no owner.
func ownerLabel(ownerID *uuid.UUID) string {
if ownerID == nil {
return "—"
}
return ownerID.String()
}
@@ -0,0 +1,353 @@
package server
import (
"context"
"errors"
"net/http"
"net/http/httptest"
"strings"
"testing"
"galaxy/backend/internal/adminconsole"
"galaxy/backend/internal/lobby"
"galaxy/backend/internal/runtime"
"galaxy/backend/internal/server/middleware/basicauth"
"github.com/google/uuid"
"go.uber.org/zap"
)
type fakeGameAdmin struct {
page lobby.GamePage
game lobby.GameRecord
getErr error
created lobby.CreateGameInput
createCalls int
forceStartCalls int
forceStopCalls int
banCalls int
lastBanUser uuid.UUID
lastBanReason string
}
func (f *fakeGameAdmin) ListAdminGames(context.Context, int, int) (lobby.GamePage, error) {
return f.page, nil
}
func (f *fakeGameAdmin) GetGame(context.Context, uuid.UUID) (lobby.GameRecord, error) {
return f.game, f.getErr
}
func (f *fakeGameAdmin) CreateGame(_ context.Context, in lobby.CreateGameInput) (lobby.GameRecord, error) {
f.createCalls++
f.created = in
return f.game, nil
}
func (f *fakeGameAdmin) AdminForceStart(context.Context, uuid.UUID) (lobby.GameRecord, error) {
f.forceStartCalls++
return f.game, nil
}
func (f *fakeGameAdmin) AdminForceStop(context.Context, uuid.UUID) (lobby.GameRecord, error) {
f.forceStopCalls++
return f.game, nil
}
func (f *fakeGameAdmin) AdminBanMember(_ context.Context, _, userID uuid.UUID, reason string) (lobby.Membership, error) {
f.banCalls++
f.lastBanUser = userID
f.lastBanReason = reason
return lobby.Membership{}, nil
}
type fakeRuntimeAdmin struct {
record runtime.RuntimeRecord
getErr error
restartCalls int
forceNextCalls int
patchCalls int
lastPatchVersion string
}
func (f *fakeRuntimeAdmin) GetRuntime(context.Context, uuid.UUID) (runtime.RuntimeRecord, error) {
return f.record, f.getErr
}
func (f *fakeRuntimeAdmin) AdminRestart(context.Context, uuid.UUID) (runtime.OperationLog, error) {
f.restartCalls++
return runtime.OperationLog{}, nil
}
func (f *fakeRuntimeAdmin) AdminPatch(_ context.Context, _ uuid.UUID, target string) (runtime.OperationLog, error) {
f.patchCalls++
f.lastPatchVersion = target
return runtime.OperationLog{}, nil
}
func (f *fakeRuntimeAdmin) AdminForceNextTurn(context.Context, uuid.UUID) (runtime.OperationLog, error) {
f.forceNextCalls++
return runtime.OperationLog{}, nil
}
type fakeEngineVersionAdmin struct {
list []runtime.EngineVersion
registered runtime.RegisterInput
registerCalls int
disableCalls int
lastDisabled string
}
func (f *fakeEngineVersionAdmin) List(context.Context) ([]runtime.EngineVersion, error) {
return f.list, nil
}
func (f *fakeEngineVersionAdmin) Register(_ context.Context, in runtime.RegisterInput) (runtime.EngineVersion, error) {
f.registerCalls++
f.registered = in
return runtime.EngineVersion{}, nil
}
func (f *fakeEngineVersionAdmin) Disable(_ context.Context, version string) (runtime.EngineVersion, error) {
f.disableCalls++
f.lastDisabled = version
return runtime.EngineVersion{}, nil
}
func newGamesConsoleRouter(t *testing.T, games GameAdmin, rt RuntimeAdmin, ev EngineVersionAdmin) (http.Handler, *adminconsole.CSRF) {
t.Helper()
csrf := adminconsole.NewCSRF([]byte("test-key"))
handler, err := NewRouter(RouterDependencies{
Logger: zap.NewNop(),
AdminVerifier: basicauth.NewStaticVerifier("secret"),
AdminConsole: NewAdminConsoleHandlers(AdminConsoleDeps{
CSRF: csrf, Games: games, Runtime: rt, EngineVersions: ev,
}),
})
if err != nil {
t.Fatalf("NewRouter: %v", err)
}
return handler, csrf
}
func consoleGet(t *testing.T, router http.Handler, path string) *httptest.ResponseRecorder {
t.Helper()
req := httptest.NewRequest(http.MethodGet, path, nil)
req.SetBasicAuth("ops", "secret")
rec := httptest.NewRecorder()
router.ServeHTTP(rec, req)
return rec
}
func consolePost(t *testing.T, router http.Handler, path, form string) *httptest.ResponseRecorder {
t.Helper()
req := httptest.NewRequest(http.MethodPost, "http://galaxy.lan"+path, strings.NewReader(form))
req.Header.Set("Content-Type", "application/x-www-form-urlencoded")
req.Header.Set("Origin", "https://galaxy.lan")
req.SetBasicAuth("ops", "secret")
rec := httptest.NewRecorder()
router.ServeHTTP(rec, req)
return rec
}
func TestConsoleGamesList(t *testing.T) {
games := &fakeGameAdmin{page: lobby.GamePage{
Items: []lobby.GameRecord{{GameID: uuid.New(), GameName: "Nova", Visibility: "public", Status: "enrollment_open"}},
Page: 1, PageSize: 50, Total: 1,
}}
router, _ := newGamesConsoleRouter(t, games, nil, nil)
rec := consoleGet(t, router, "/_gm/games")
if rec.Code != http.StatusOK {
t.Fatalf("status = %d, want 200; body=%s", rec.Code, rec.Body.String())
}
for _, want := range []string{"Nova", "public", "enrollment_open", "Create public game"} {
if !strings.Contains(rec.Body.String(), want) {
t.Errorf("games list missing %q", want)
}
}
}
func TestConsoleGameDetailWithRuntime(t *testing.T) {
id := uuid.New()
games := &fakeGameAdmin{game: lobby.GameRecord{GameID: id, GameName: "Nova", Status: "running"}}
rt := &fakeRuntimeAdmin{record: runtime.RuntimeRecord{GameID: id, Status: "running", CurrentEngineVersion: "0.1.0", CurrentTurn: 7}}
router, csrf := newGamesConsoleRouter(t, games, rt, nil)
rec := consoleGet(t, router, "/_gm/games/"+id.String())
if rec.Code != http.StatusOK {
t.Fatalf("status = %d, want 200; body=%s", rec.Code, rec.Body.String())
}
for _, want := range []string{"Nova", "Force start", "Force stop", "0.1.0", "Patch", "Ban member", csrf.Token("ops")} {
if !strings.Contains(rec.Body.String(), want) {
t.Errorf("game detail missing %q", want)
}
}
}
func TestConsoleGameDetailNoRuntime(t *testing.T) {
id := uuid.New()
games := &fakeGameAdmin{game: lobby.GameRecord{GameID: id, GameName: "Nova"}}
rt := &fakeRuntimeAdmin{getErr: errors.New("not found")}
router, _ := newGamesConsoleRouter(t, games, rt, nil)
rec := consoleGet(t, router, "/_gm/games/"+id.String())
if rec.Code != http.StatusOK {
t.Fatalf("status = %d, want 200", rec.Code)
}
if !strings.Contains(rec.Body.String(), "No runtime record") {
t.Error("expected a no-runtime note")
}
}
func TestConsoleGameCreate(t *testing.T) {
id := uuid.New()
games := &fakeGameAdmin{game: lobby.GameRecord{GameID: id}}
router, csrf := newGamesConsoleRouter(t, games, nil, nil)
form := "_csrf=" + csrf.Token("ops") +
"&game_name=Nova&description=d&min_players=2&max_players=8&start_gap_hours=0&start_gap_players=0" +
"&enrollment_ends_at=2030-01-02T15:04&turn_schedule=@every+24h&target_engine_version=0.1.0"
rec := consolePost(t, router, "/_gm/games", form)
if rec.Code != http.StatusSeeOther {
t.Fatalf("status = %d, want 303; body=%s", rec.Code, rec.Body.String())
}
if got := rec.Header().Get("Location"); got != "/_gm/games/"+id.String() {
t.Errorf("redirect = %q, want detail page", got)
}
if games.createCalls != 1 {
t.Fatalf("CreateGame called %d times, want 1", games.createCalls)
}
if games.created.Visibility != lobby.VisibilityPublic {
t.Errorf("visibility = %q, want public", games.created.Visibility)
}
if games.created.GameName != "Nova" {
t.Errorf("game name = %q", games.created.GameName)
}
if games.created.EnrollmentEndsAt.Year() != 2030 {
t.Errorf("enrollment year = %d, want 2030", games.created.EnrollmentEndsAt.Year())
}
if games.created.OwnerUserID != nil {
t.Error("public game must have a nil owner")
}
}
func TestConsoleGameForceStart(t *testing.T) {
id := uuid.New()
games := &fakeGameAdmin{game: lobby.GameRecord{GameID: id}}
router, csrf := newGamesConsoleRouter(t, games, nil, nil)
rec := consolePost(t, router, "/_gm/games/"+id.String()+"/force-start", "_csrf="+csrf.Token("ops"))
if rec.Code != http.StatusSeeOther {
t.Fatalf("status = %d, want 303", rec.Code)
}
if games.forceStartCalls != 1 {
t.Errorf("AdminForceStart called %d times, want 1", games.forceStartCalls)
}
}
func TestConsoleGameForceStartRejectsBadCSRF(t *testing.T) {
id := uuid.New()
games := &fakeGameAdmin{game: lobby.GameRecord{GameID: id}}
router, _ := newGamesConsoleRouter(t, games, nil, nil)
rec := consolePost(t, router, "/_gm/games/"+id.String()+"/force-start", "")
if rec.Code != http.StatusForbidden {
t.Fatalf("status = %d, want 403", rec.Code)
}
if games.forceStartCalls != 0 {
t.Error("force-start must not run without a CSRF token")
}
}
func TestConsoleGameBanMember(t *testing.T) {
gameID := uuid.New()
target := uuid.New()
games := &fakeGameAdmin{game: lobby.GameRecord{GameID: gameID}}
router, csrf := newGamesConsoleRouter(t, games, nil, nil)
form := "_csrf=" + csrf.Token("ops") + "&user_id=" + target.String() + "&reason=cheating"
rec := consolePost(t, router, "/_gm/games/"+gameID.String()+"/ban-member", form)
if rec.Code != http.StatusSeeOther {
t.Fatalf("status = %d, want 303; body=%s", rec.Code, rec.Body.String())
}
if games.banCalls != 1 || games.lastBanUser != target || games.lastBanReason != "cheating" {
t.Errorf("ban recorded %d user=%s reason=%q", games.banCalls, games.lastBanUser, games.lastBanReason)
}
}
func TestConsoleGameBanMemberRejectsBadUUID(t *testing.T) {
gameID := uuid.New()
games := &fakeGameAdmin{game: lobby.GameRecord{GameID: gameID}}
router, csrf := newGamesConsoleRouter(t, games, nil, nil)
rec := consolePost(t, router, "/_gm/games/"+gameID.String()+"/ban-member", "_csrf="+csrf.Token("ops")+"&user_id=not-a-uuid")
if rec.Code != http.StatusBadRequest {
t.Fatalf("status = %d, want 400", rec.Code)
}
if games.banCalls != 0 {
t.Error("ban must not run with an invalid user id")
}
}
func TestConsoleRuntimePatch(t *testing.T) {
id := uuid.New()
games := &fakeGameAdmin{game: lobby.GameRecord{GameID: id}}
rt := &fakeRuntimeAdmin{}
router, csrf := newGamesConsoleRouter(t, games, rt, nil)
rec := consolePost(t, router, "/_gm/games/"+id.String()+"/runtime/patch", "_csrf="+csrf.Token("ops")+"&target_version=0.1.1")
if rec.Code != http.StatusSeeOther {
t.Fatalf("status = %d, want 303", rec.Code)
}
if rt.patchCalls != 1 || rt.lastPatchVersion != "0.1.1" {
t.Errorf("patch recorded %d version=%q", rt.patchCalls, rt.lastPatchVersion)
}
}
func TestConsoleRuntimePatchMissingVersion(t *testing.T) {
id := uuid.New()
games := &fakeGameAdmin{game: lobby.GameRecord{GameID: id}}
rt := &fakeRuntimeAdmin{}
router, csrf := newGamesConsoleRouter(t, games, rt, nil)
rec := consolePost(t, router, "/_gm/games/"+id.String()+"/runtime/patch", "_csrf="+csrf.Token("ops"))
if rec.Code != http.StatusBadRequest {
t.Fatalf("status = %d, want 400", rec.Code)
}
if rt.patchCalls != 0 {
t.Error("patch must not run without a target version")
}
}
func TestConsoleEngineVersions(t *testing.T) {
ev := &fakeEngineVersionAdmin{list: []runtime.EngineVersion{{Version: "0.1.0", ImageRef: "img:0.1.0", Enabled: true}}}
router, csrf := newGamesConsoleRouter(t, nil, nil, ev)
rec := consoleGet(t, router, "/_gm/engine-versions")
if rec.Code != http.StatusOK {
t.Fatalf("status = %d, want 200; body=%s", rec.Code, rec.Body.String())
}
for _, want := range []string{"0.1.0", "img:0.1.0", "Register version", "Disable"} {
if !strings.Contains(rec.Body.String(), want) {
t.Errorf("engine versions page missing %q", want)
}
}
rec = consolePost(t, router, "/_gm/engine-versions", "_csrf="+csrf.Token("ops")+"&version=0.2.0&image_ref=img:0.2.0&enabled=true")
if rec.Code != http.StatusSeeOther {
t.Fatalf("register status = %d, want 303", rec.Code)
}
if ev.registerCalls != 1 || ev.registered.Version != "0.2.0" || ev.registered.Enabled == nil || !*ev.registered.Enabled {
t.Errorf("register recorded %d version=%q enabled=%v", ev.registerCalls, ev.registered.Version, ev.registered.Enabled)
}
rec = consolePost(t, router, "/_gm/engine-versions/0.1.0/disable", "_csrf="+csrf.Token("ops"))
if rec.Code != http.StatusSeeOther {
t.Fatalf("disable status = %d, want 303", rec.Code)
}
if ev.disableCalls != 1 || ev.lastDisabled != "0.1.0" {
t.Errorf("disable recorded %d version=%q", ev.disableCalls, ev.lastDisabled)
}
}
func TestConsoleGamesUnavailable(t *testing.T) {
router, _ := newGamesConsoleRouter(t, nil, nil, nil)
rec := consoleGet(t, router, "/_gm/games")
if rec.Code != http.StatusServiceUnavailable {
t.Fatalf("status = %d, want 503", rec.Code)
}
}
@@ -0,0 +1,327 @@
package server
import (
"context"
"errors"
"fmt"
"net/http"
"strings"
"galaxy/backend/internal/adminconsole"
"galaxy/backend/internal/diplomail"
"galaxy/backend/internal/mail"
"galaxy/backend/internal/notification"
"galaxy/backend/internal/server/clientip"
"galaxy/backend/internal/server/middleware/basicauth"
"github.com/gin-gonic/gin"
"github.com/google/uuid"
"go.uber.org/zap"
)
// MailAdmin is the subset of the mail service the console uses.
type MailAdmin interface {
AdminListDeliveries(ctx context.Context, page, pageSize int) (mail.AdminListDeliveriesPage, error)
AdminGetDelivery(ctx context.Context, deliveryID uuid.UUID) (mail.Delivery, error)
AdminListAttempts(ctx context.Context, deliveryID uuid.UUID) ([]mail.Attempt, error)
AdminResendDelivery(ctx context.Context, deliveryID uuid.UUID) (mail.Delivery, error)
AdminListDeadLetters(ctx context.Context, page, pageSize int) (mail.AdminListDeadLettersPage, error)
}
// NotificationAdmin is the subset of the notification service the console uses.
type NotificationAdmin interface {
AdminListNotifications(ctx context.Context, page, pageSize int) (notification.AdminListNotificationsPage, error)
AdminListDeadLetters(ctx context.Context, page, pageSize int) (notification.AdminListDeadLettersPage, error)
AdminListMalformed(ctx context.Context, page, pageSize int) (notification.AdminListMalformedPage, error)
}
// DiplomailAdmin is the subset of the diplomail service the console uses.
type DiplomailAdmin interface {
SendAdminMultiGameBroadcast(ctx context.Context, in diplomail.SendMultiGameBroadcastInput) ([]diplomail.Message, int, error)
}
const consoleSnapshotPageSize = 50
// MailPage renders GET /_gm/mail — paginated deliveries plus a dead-letter snapshot.
func (h *AdminConsoleHandlers) MailPage() gin.HandlerFunc {
return func(c *gin.Context) {
if h.mail == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "mail", "Mail", "Mail administration is not available.", "bad", "/_gm/")
return
}
page := parsePositiveQueryInt(c.Query("page"), 1)
pageSize := parsePositiveQueryInt(c.Query("page_size"), 50)
ctx := c.Request.Context()
deliveries, err := h.mail.AdminListDeliveries(ctx, page, pageSize)
if err != nil {
h.logger.Error("admin console: list deliveries", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "mail", "Mail", "Failed to load deliveries.", "bad", "/_gm/")
return
}
dead, err := h.mail.AdminListDeadLetters(ctx, 1, consoleSnapshotPageSize)
if err != nil {
h.logger.Error("admin console: list mail dead-letters", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "mail", "Mail", "Failed to load dead-letters.", "bad", "/_gm/")
return
}
h.render(c, http.StatusOK, "mail", "mail", "Mail", toMailData(deliveries, dead))
}
}
// MailDeliveryDetail renders GET /_gm/mail/deliveries/:delivery_id.
func (h *AdminConsoleHandlers) MailDeliveryDetail() gin.HandlerFunc {
return func(c *gin.Context) {
if h.mail == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "mail", "Mail", "Mail administration is not available.", "bad", "/_gm/")
return
}
deliveryID, ok := parseConsoleDeliveryID(c, h)
if !ok {
return
}
ctx := c.Request.Context()
delivery, err := h.mail.AdminGetDelivery(ctx, deliveryID)
if err != nil {
if errors.Is(err, mail.ErrDeliveryNotFound) {
h.renderMessage(c, http.StatusNotFound, "mail", "Delivery not found", "No such delivery.", "bad", "/_gm/mail")
return
}
h.logger.Error("admin console: get delivery", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "mail", "Mail", "Failed to load the delivery.", "bad", "/_gm/mail")
return
}
attempts, err := h.mail.AdminListAttempts(ctx, deliveryID)
if err != nil {
h.logger.Error("admin console: list attempts", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "mail", "Mail", "Failed to load attempts.", "bad", "/_gm/mail")
return
}
h.render(c, http.StatusOK, "mail_delivery", "mail", "Delivery", toMailDeliveryDetail(delivery, attempts))
}
}
// MailResend handles POST /_gm/mail/deliveries/:delivery_id/resend.
func (h *AdminConsoleHandlers) MailResend() gin.HandlerFunc {
return func(c *gin.Context) {
if h.mail == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "mail", "Mail", "Mail administration is not available.", "bad", "/_gm/")
return
}
deliveryID, ok := parseConsoleDeliveryID(c, h)
if !ok {
return
}
back := "/_gm/mail/deliveries/" + deliveryID.String()
if _, err := h.mail.AdminResendDelivery(c.Request.Context(), deliveryID); err != nil {
h.logger.Error("admin console: resend delivery", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "mail", "Resend failed", "Failed to resend the delivery (it may already be sent).", "bad", back)
return
}
c.Redirect(http.StatusSeeOther, back)
}
}
// NotificationsPage renders GET /_gm/notifications — notifications, dead-letters,
// and malformed intents on one overview page.
func (h *AdminConsoleHandlers) NotificationsPage() gin.HandlerFunc {
return func(c *gin.Context) {
if h.notifications == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "mail", "Notifications", "Notification administration is not available.", "bad", "/_gm/")
return
}
ctx := c.Request.Context()
notifications, err := h.notifications.AdminListNotifications(ctx, 1, consoleSnapshotPageSize)
if err != nil {
h.logger.Error("admin console: list notifications", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "mail", "Notifications", "Failed to load notifications.", "bad", "/_gm/")
return
}
dead, err := h.notifications.AdminListDeadLetters(ctx, 1, consoleSnapshotPageSize)
if err != nil {
h.logger.Error("admin console: list notification dead-letters", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "mail", "Notifications", "Failed to load dead-letters.", "bad", "/_gm/")
return
}
malformed, err := h.notifications.AdminListMalformed(ctx, 1, consoleSnapshotPageSize)
if err != nil {
h.logger.Error("admin console: list malformed intents", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "mail", "Notifications", "Failed to load malformed intents.", "bad", "/_gm/")
return
}
h.render(c, http.StatusOK, "notifications", "mail", "Notifications", toNotificationsData(notifications, dead, malformed))
}
}
// BroadcastForm renders GET /_gm/broadcast.
func (h *AdminConsoleHandlers) BroadcastForm() gin.HandlerFunc {
return func(c *gin.Context) {
if h.diplomail == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "mail", "Broadcast", "Broadcast is not available.", "bad", "/_gm/")
return
}
h.render(c, http.StatusOK, "broadcast", "mail", "Broadcast", nil)
}
}
// BroadcastSend handles POST /_gm/broadcast — multi-game admin broadcast.
func (h *AdminConsoleHandlers) BroadcastSend() gin.HandlerFunc {
return func(c *gin.Context) {
if h.diplomail == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "mail", "Broadcast", "Broadcast is not available.", "bad", "/_gm/")
return
}
username, _ := basicauth.UsernameFromContext(c.Request.Context())
gameIDs, err := parseGameIDList(c.PostForm("game_ids"))
if err != nil {
h.renderMessage(c, http.StatusBadRequest, "mail", "Invalid input", "Game IDs must be valid UUIDs.", "bad", "/_gm/broadcast")
return
}
_, total, err := h.diplomail.SendAdminMultiGameBroadcast(c.Request.Context(), diplomail.SendMultiGameBroadcastInput{
CallerUsername: username,
Scope: strings.TrimSpace(c.PostForm("scope")),
GameIDs: gameIDs,
RecipientScope: strings.TrimSpace(c.PostForm("recipients")),
Subject: strings.TrimSpace(c.PostForm("subject")),
Body: c.PostForm("body"),
SenderIP: clientip.ExtractSourceIP(c),
})
if err != nil {
if errors.Is(err, diplomail.ErrInvalidInput) {
h.renderMessage(c, http.StatusBadRequest, "mail", "Invalid input", "The broadcast was rejected: check the scope, recipients, and body.", "bad", "/_gm/broadcast")
return
}
h.logger.Error("admin console: broadcast", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "mail", "Broadcast failed", "Failed to send the broadcast.", "bad", "/_gm/broadcast")
return
}
h.renderMessage(c, http.StatusOK, "mail", "Broadcast sent", fmt.Sprintf("Broadcast delivered to %d recipients.", total), "ok", "/_gm/broadcast")
}
}
// parseConsoleDeliveryID parses the delivery_id path parameter, rendering a
// console message page on failure.
func parseConsoleDeliveryID(c *gin.Context, h *AdminConsoleHandlers) (uuid.UUID, bool) {
parsed, err := uuid.Parse(c.Param("delivery_id"))
if err != nil {
h.renderMessage(c, http.StatusBadRequest, "mail", "Invalid input", "delivery_id must be a valid UUID.", "bad", "/_gm/mail")
return uuid.Nil, false
}
return parsed, true
}
// parseGameIDList parses a comma-separated list of UUIDs, ignoring blanks.
func parseGameIDList(raw string) ([]uuid.UUID, error) {
fields := strings.Split(raw, ",")
ids := make([]uuid.UUID, 0, len(fields))
for _, field := range fields {
field = strings.TrimSpace(field)
if field == "" {
continue
}
parsed, err := uuid.Parse(field)
if err != nil {
return nil, err
}
ids = append(ids, parsed)
}
return ids, nil
}
func toMailData(deliveries mail.AdminListDeliveriesPage, dead mail.AdminListDeadLettersPage) adminconsole.MailData {
data := adminconsole.MailData{
Deliveries: make([]adminconsole.MailDeliveryRow, 0, len(deliveries.Items)),
DeadLetters: make([]adminconsole.MailDeadLetterRow, 0, len(dead.Items)),
Page: deliveries.Page,
PageSize: deliveries.PageSize,
Total: deliveries.Total,
PrevPage: deliveries.Page - 1,
NextPage: deliveries.Page + 1,
HasPrev: deliveries.Page > 1,
HasNext: int64(deliveries.Page*deliveries.PageSize) < deliveries.Total,
}
for _, d := range deliveries.Items {
data.Deliveries = append(data.Deliveries, adminconsole.MailDeliveryRow{
DeliveryID: d.DeliveryID.String(),
Template: d.TemplateID,
Status: d.Status,
Attempts: d.Attempts,
NextAttempt: fmtConsoleTimePtr(d.NextAttemptAt),
Created: fmtConsoleTime(d.CreatedAt),
})
}
for _, d := range dead.Items {
data.DeadLetters = append(data.DeadLetters, adminconsole.MailDeadLetterRow{
DeliveryID: d.DeliveryID.String(),
Reason: d.Reason,
Archived: fmtConsoleTime(d.ArchivedAt),
})
}
return data
}
func toMailDeliveryDetail(d mail.Delivery, attempts []mail.Attempt) adminconsole.MailDeliveryDetail {
detail := adminconsole.MailDeliveryDetail{
DeliveryID: d.DeliveryID.String(),
Template: d.TemplateID,
Status: d.Status,
Attempts: d.Attempts,
NextAttempt: fmtConsoleTimePtr(d.NextAttemptAt),
LastError: d.LastError,
Created: fmtConsoleTime(d.CreatedAt),
Sent: fmtConsoleTimePtr(d.SentAt),
DeadLettered: fmtConsoleTimePtr(d.DeadLetteredAt),
CanResend: d.Status != mail.StatusSent,
AttemptRows: make([]adminconsole.MailAttemptRow, 0, len(attempts)),
}
for _, a := range attempts {
detail.AttemptRows = append(detail.AttemptRows, adminconsole.MailAttemptRow{
AttemptNo: a.AttemptNo,
Outcome: a.Outcome,
Started: fmtConsoleTime(a.StartedAt),
Finished: fmtConsoleTimePtr(a.FinishedAt),
Error: a.Error,
})
}
return detail
}
func toNotificationsData(notifications notification.AdminListNotificationsPage, dead notification.AdminListDeadLettersPage, malformed notification.AdminListMalformedPage) adminconsole.NotificationsData {
data := adminconsole.NotificationsData{
Notifications: make([]adminconsole.NotificationRow, 0, len(notifications.Items)),
DeadLetters: make([]adminconsole.NotificationDeadLetterRow, 0, len(dead.Items)),
Malformed: make([]adminconsole.MalformedRow, 0, len(malformed.Items)),
}
for _, n := range notifications.Items {
data.Notifications = append(data.Notifications, adminconsole.NotificationRow{
NotificationID: n.NotificationID.String(),
Kind: n.Kind,
UserID: optionalUUID(n.UserID),
Created: fmtConsoleTime(n.CreatedAt),
})
}
for _, d := range dead.Items {
data.DeadLetters = append(data.DeadLetters, adminconsole.NotificationDeadLetterRow{
NotificationID: d.NotificationID.String(),
RouteID: d.RouteID.String(),
Reason: d.Reason,
Archived: fmtConsoleTime(d.ArchivedAt),
})
}
for _, m := range malformed.Items {
data.Malformed = append(data.Malformed, adminconsole.MalformedRow{
ID: m.ID.String(),
Reason: m.Reason,
Received: fmtConsoleTime(m.ReceivedAt),
})
}
return data
}
// optionalUUID renders a nullable user id; system-scoped rows have none.
func optionalUUID(id *uuid.UUID) string {
if id == nil {
return "—"
}
return id.String()
}
@@ -0,0 +1,242 @@
package server
import (
"context"
"net/http"
"strings"
"testing"
"time"
"galaxy/backend/internal/adminconsole"
"galaxy/backend/internal/diplomail"
"galaxy/backend/internal/mail"
"galaxy/backend/internal/notification"
"galaxy/backend/internal/server/middleware/basicauth"
"github.com/google/uuid"
"go.uber.org/zap"
)
type fakeMailAdmin struct {
deliveries mail.AdminListDeliveriesPage
dead mail.AdminListDeadLettersPage
delivery mail.Delivery
getErr error
attempts []mail.Attempt
resendCalls int
}
func (f *fakeMailAdmin) AdminListDeliveries(context.Context, int, int) (mail.AdminListDeliveriesPage, error) {
return f.deliveries, nil
}
func (f *fakeMailAdmin) AdminGetDelivery(context.Context, uuid.UUID) (mail.Delivery, error) {
return f.delivery, f.getErr
}
func (f *fakeMailAdmin) AdminListAttempts(context.Context, uuid.UUID) ([]mail.Attempt, error) {
return f.attempts, nil
}
func (f *fakeMailAdmin) AdminResendDelivery(context.Context, uuid.UUID) (mail.Delivery, error) {
f.resendCalls++
return f.delivery, nil
}
func (f *fakeMailAdmin) AdminListDeadLetters(context.Context, int, int) (mail.AdminListDeadLettersPage, error) {
return f.dead, nil
}
type fakeNotificationAdmin struct {
notifications notification.AdminListNotificationsPage
dead notification.AdminListDeadLettersPage
malformed notification.AdminListMalformedPage
}
func (f *fakeNotificationAdmin) AdminListNotifications(context.Context, int, int) (notification.AdminListNotificationsPage, error) {
return f.notifications, nil
}
func (f *fakeNotificationAdmin) AdminListDeadLetters(context.Context, int, int) (notification.AdminListDeadLettersPage, error) {
return f.dead, nil
}
func (f *fakeNotificationAdmin) AdminListMalformed(context.Context, int, int) (notification.AdminListMalformedPage, error) {
return f.malformed, nil
}
type fakeDiplomailAdmin struct {
total int
err error
broadcastCalls int
last diplomail.SendMultiGameBroadcastInput
}
func (f *fakeDiplomailAdmin) SendAdminMultiGameBroadcast(_ context.Context, in diplomail.SendMultiGameBroadcastInput) ([]diplomail.Message, int, error) {
f.broadcastCalls++
f.last = in
if f.err != nil {
return nil, 0, f.err
}
return nil, f.total, nil
}
func mailConsoleRouter(t *testing.T, m MailAdmin, n NotificationAdmin, d DiplomailAdmin) (http.Handler, *adminconsole.CSRF) {
t.Helper()
csrf := adminconsole.NewCSRF([]byte("test-key"))
handler, err := NewRouter(RouterDependencies{
Logger: zap.NewNop(),
AdminVerifier: basicauth.NewStaticVerifier("secret"),
AdminConsole: NewAdminConsoleHandlers(AdminConsoleDeps{CSRF: csrf, Mail: m, Notifications: n, Diplomail: d}),
})
if err != nil {
t.Fatalf("NewRouter: %v", err)
}
return handler, csrf
}
func TestConsoleMailPage(t *testing.T) {
id := uuid.New()
m := &fakeMailAdmin{
deliveries: mail.AdminListDeliveriesPage{
Items: []mail.Delivery{{DeliveryID: id, TemplateID: "auth.login_code", Status: "pending", CreatedAt: time.Now()}},
Page: 1, PageSize: 50, Total: 1,
},
dead: mail.AdminListDeadLettersPage{
Items: []mail.DeadLetter{{DeliveryID: uuid.New(), Reason: "smtp 550", ArchivedAt: time.Now()}},
},
}
router, _ := mailConsoleRouter(t, m, nil, nil)
rec := consoleGet(t, router, "/_gm/mail")
if rec.Code != http.StatusOK {
t.Fatalf("status = %d, want 200; body=%s", rec.Code, rec.Body.String())
}
for _, want := range []string{"auth.login_code", "pending", "Dead-letters", "smtp 550"} {
if !strings.Contains(rec.Body.String(), want) {
t.Errorf("mail page missing %q", want)
}
}
}
func TestConsoleMailDeliveryDetail(t *testing.T) {
id := uuid.New()
m := &fakeMailAdmin{
delivery: mail.Delivery{DeliveryID: id, TemplateID: "auth.login_code", Status: "pending", Attempts: 2},
attempts: []mail.Attempt{{AttemptNo: 1, Outcome: "transient_failure", StartedAt: time.Now(), Error: "timeout"}},
}
router, _ := mailConsoleRouter(t, m, nil, nil)
rec := consoleGet(t, router, "/_gm/mail/deliveries/"+id.String())
if rec.Code != http.StatusOK {
t.Fatalf("status = %d, want 200; body=%s", rec.Code, rec.Body.String())
}
for _, want := range []string{id.String(), "auth.login_code", "Attempts", "transient_failure", "Resend"} {
if !strings.Contains(rec.Body.String(), want) {
t.Errorf("delivery detail missing %q", want)
}
}
}
func TestConsoleMailDeliveryDetailNotFound(t *testing.T) {
m := &fakeMailAdmin{getErr: mail.ErrDeliveryNotFound}
router, _ := mailConsoleRouter(t, m, nil, nil)
rec := consoleGet(t, router, "/_gm/mail/deliveries/"+uuid.New().String())
if rec.Code != http.StatusNotFound {
t.Fatalf("status = %d, want 404", rec.Code)
}
}
func TestConsoleMailResend(t *testing.T) {
id := uuid.New()
m := &fakeMailAdmin{delivery: mail.Delivery{DeliveryID: id}}
router, csrf := mailConsoleRouter(t, m, nil, nil)
rec := consolePost(t, router, "/_gm/mail/deliveries/"+id.String()+"/resend", "_csrf="+csrf.Token("ops"))
if rec.Code != http.StatusSeeOther {
t.Fatalf("status = %d, want 303", rec.Code)
}
if m.resendCalls != 1 {
t.Errorf("AdminResendDelivery called %d times, want 1", m.resendCalls)
}
}
func TestConsoleMailResendRejectsBadCSRF(t *testing.T) {
id := uuid.New()
m := &fakeMailAdmin{delivery: mail.Delivery{DeliveryID: id}}
router, _ := mailConsoleRouter(t, m, nil, nil)
rec := consolePost(t, router, "/_gm/mail/deliveries/"+id.String()+"/resend", "")
if rec.Code != http.StatusForbidden {
t.Fatalf("status = %d, want 403", rec.Code)
}
if m.resendCalls != 0 {
t.Error("resend must not run without a CSRF token")
}
}
func TestConsoleNotificationsPage(t *testing.T) {
n := &fakeNotificationAdmin{
notifications: notification.AdminListNotificationsPage{Items: []notification.Notification{{NotificationID: uuid.New(), Kind: "lobby.invite.received"}}},
dead: notification.AdminListDeadLettersPage{Items: []notification.DeadLetter{{NotificationID: uuid.New(), RouteID: uuid.New(), Reason: "push gone"}}},
malformed: notification.AdminListMalformedPage{Items: []notification.MalformedIntent{{ID: uuid.New(), Reason: "bad shape"}}},
}
router, _ := mailConsoleRouter(t, nil, n, nil)
rec := consoleGet(t, router, "/_gm/notifications")
if rec.Code != http.StatusOK {
t.Fatalf("status = %d, want 200; body=%s", rec.Code, rec.Body.String())
}
for _, want := range []string{"lobby.invite.received", "push gone", "bad shape", "Malformed intents"} {
if !strings.Contains(rec.Body.String(), want) {
t.Errorf("notifications page missing %q", want)
}
}
}
func TestConsoleBroadcastForm(t *testing.T) {
router, _ := mailConsoleRouter(t, nil, nil, &fakeDiplomailAdmin{})
rec := consoleGet(t, router, "/_gm/broadcast")
if rec.Code != http.StatusOK {
t.Fatalf("status = %d, want 200", rec.Code)
}
if !strings.Contains(rec.Body.String(), "Send broadcast") {
t.Error("broadcast form missing")
}
}
func TestConsoleBroadcastSend(t *testing.T) {
d := &fakeDiplomailAdmin{total: 5}
router, csrf := mailConsoleRouter(t, nil, nil, d)
form := "_csrf=" + csrf.Token("ops") + "&scope=all_running&recipients=active&body=hello"
rec := consolePost(t, router, "/_gm/broadcast", form)
if rec.Code != http.StatusOK {
t.Fatalf("status = %d, want 200; body=%s", rec.Code, rec.Body.String())
}
if !strings.Contains(rec.Body.String(), "5 recipients") {
t.Errorf("broadcast result missing recipient count; body=%s", rec.Body.String())
}
if d.broadcastCalls != 1 || d.last.Scope != "all_running" || d.last.Body != "hello" || d.last.CallerUsername != "ops" {
t.Errorf("broadcast input = %+v (calls=%d)", d.last, d.broadcastCalls)
}
}
func TestConsoleBroadcastSendBadGameIDs(t *testing.T) {
d := &fakeDiplomailAdmin{}
router, csrf := mailConsoleRouter(t, nil, nil, d)
form := "_csrf=" + csrf.Token("ops") + "&scope=selected&game_ids=not-a-uuid&body=hello"
rec := consolePost(t, router, "/_gm/broadcast", form)
if rec.Code != http.StatusBadRequest {
t.Fatalf("status = %d, want 400", rec.Code)
}
if d.broadcastCalls != 0 {
t.Error("broadcast must not run with invalid game ids")
}
}
func TestConsoleMailUnavailable(t *testing.T) {
router, _ := mailConsoleRouter(t, nil, nil, nil)
rec := consoleGet(t, router, "/_gm/mail")
if rec.Code != http.StatusServiceUnavailable {
t.Fatalf("status = %d, want 503", rec.Code)
}
}
@@ -0,0 +1,149 @@
package server
import (
"context"
"errors"
"net/http"
"strings"
"galaxy/backend/internal/admin"
"galaxy/backend/internal/adminconsole"
"github.com/gin-gonic/gin"
"go.uber.org/zap"
)
// OperatorAdmin is the subset of the admin-account service the console uses.
// *admin.Service satisfies it.
type OperatorAdmin interface {
List(ctx context.Context) ([]admin.Admin, error)
Create(ctx context.Context, in admin.CreateInput) (admin.Admin, error)
Disable(ctx context.Context, username string) (admin.Admin, error)
Enable(ctx context.Context, username string) (admin.Admin, error)
ResetPassword(ctx context.Context, username, password string) (admin.Admin, error)
}
// OperatorsList renders GET /_gm/operators.
func (h *AdminConsoleHandlers) OperatorsList() gin.HandlerFunc {
return func(c *gin.Context) {
if h.operators == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "operators", "Operators", "Operator administration is not available.", "bad", "/_gm/")
return
}
admins, err := h.operators.List(c.Request.Context())
if err != nil {
h.logger.Error("admin console: list operators", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "operators", "Operators", "Failed to load operators.", "bad", "/_gm/")
return
}
h.render(c, http.StatusOK, "operators", "operators", "Operators", toOperatorsData(admins))
}
}
// OperatorCreate handles POST /_gm/operators.
func (h *AdminConsoleHandlers) OperatorCreate() gin.HandlerFunc {
return func(c *gin.Context) {
if h.operators == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "operators", "Operators", "Operator administration is not available.", "bad", "/_gm/")
return
}
_, err := h.operators.Create(c.Request.Context(), admin.CreateInput{
Username: strings.TrimSpace(c.PostForm("username")),
Password: c.PostForm("password"),
})
if err != nil {
switch {
case errors.Is(err, admin.ErrUsernameTaken):
h.renderMessage(c, http.StatusConflict, "operators", "Username taken", "That username is already in use.", "bad", "/_gm/operators")
case errors.Is(err, admin.ErrInvalidInput):
h.renderMessage(c, http.StatusBadRequest, "operators", "Invalid input", "Username and password are required.", "bad", "/_gm/operators")
default:
h.logger.Error("admin console: create operator", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "operators", "Create failed", "Failed to create the operator.", "bad", "/_gm/operators")
}
return
}
c.Redirect(http.StatusSeeOther, "/_gm/operators")
}
}
// OperatorDisable handles POST /_gm/operators/:username/disable.
func (h *AdminConsoleHandlers) OperatorDisable() gin.HandlerFunc {
return h.operatorAction("disable", func(ctx context.Context, username string) error {
_, err := h.operators.Disable(ctx, username)
return err
})
}
// OperatorEnable handles POST /_gm/operators/:username/enable.
func (h *AdminConsoleHandlers) OperatorEnable() gin.HandlerFunc {
return h.operatorAction("enable", func(ctx context.Context, username string) error {
_, err := h.operators.Enable(ctx, username)
return err
})
}
// OperatorResetPassword handles POST /_gm/operators/:username/reset-password.
func (h *AdminConsoleHandlers) OperatorResetPassword() gin.HandlerFunc {
return func(c *gin.Context) {
if h.operators == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "operators", "Operators", "Operator administration is not available.", "bad", "/_gm/")
return
}
username := c.Param("username")
password := c.PostForm("password")
if strings.TrimSpace(password) == "" {
h.renderMessage(c, http.StatusBadRequest, "operators", "Invalid input", "A new password is required.", "bad", "/_gm/operators")
return
}
if _, err := h.operators.ResetPassword(c.Request.Context(), username, password); err != nil {
if errors.Is(err, admin.ErrNotFound) {
h.renderMessage(c, http.StatusNotFound, "operators", "Operator not found", "No such operator.", "bad", "/_gm/operators")
return
}
if errors.Is(err, admin.ErrInvalidInput) {
h.renderMessage(c, http.StatusBadRequest, "operators", "Invalid input", "The password was rejected.", "bad", "/_gm/operators")
return
}
h.logger.Error("admin console: reset operator password", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "operators", "Reset failed", "Failed to reset the password.", "bad", "/_gm/operators")
return
}
c.Redirect(http.StatusSeeOther, "/_gm/operators")
}
}
// operatorAction is the shared shape for operator POST actions that take only
// the username and redirect back to the list.
func (h *AdminConsoleHandlers) operatorAction(label string, run func(context.Context, string) error) gin.HandlerFunc {
return func(c *gin.Context) {
if h.operators == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "operators", "Operators", "Operator administration is not available.", "bad", "/_gm/")
return
}
if err := run(c.Request.Context(), c.Param("username")); err != nil {
if errors.Is(err, admin.ErrNotFound) {
h.renderMessage(c, http.StatusNotFound, "operators", "Operator not found", "No such operator.", "bad", "/_gm/operators")
return
}
h.logger.Error("admin console: operator "+label, zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "operators", "Action failed", "The "+label+" action failed.", "bad", "/_gm/operators")
return
}
c.Redirect(http.StatusSeeOther, "/_gm/operators")
}
}
// toOperatorsData maps admin accounts into the operators view model.
func toOperatorsData(admins []admin.Admin) adminconsole.OperatorsData {
data := adminconsole.OperatorsData{Items: make([]adminconsole.OperatorRow, 0, len(admins))}
for _, a := range admins {
data.Items = append(data.Items, adminconsole.OperatorRow{
Username: a.Username,
CreatedAt: fmtConsoleTime(a.CreatedAt),
LastUsedAt: fmtConsoleTimePtr(a.LastUsedAt),
Disabled: a.DisabledAt != nil,
})
}
return data
}
@@ -0,0 +1,166 @@
package server
import (
"context"
"net/http"
"strings"
"testing"
"galaxy/backend/internal/admin"
"galaxy/backend/internal/adminconsole"
"galaxy/backend/internal/server/middleware/basicauth"
"go.uber.org/zap"
)
type fakeOperatorAdmin struct {
list []admin.Admin
createErr error
created admin.CreateInput
createCalls int
disableCalls int
enableCalls int
resetCalls int
lastResetUser string
lastResetPass string
}
func (f *fakeOperatorAdmin) List(context.Context) ([]admin.Admin, error) { return f.list, nil }
func (f *fakeOperatorAdmin) Create(_ context.Context, in admin.CreateInput) (admin.Admin, error) {
f.createCalls++
f.created = in
if f.createErr != nil {
return admin.Admin{}, f.createErr
}
return admin.Admin{Username: in.Username}, nil
}
func (f *fakeOperatorAdmin) Disable(_ context.Context, username string) (admin.Admin, error) {
f.disableCalls++
return admin.Admin{Username: username}, nil
}
func (f *fakeOperatorAdmin) Enable(_ context.Context, username string) (admin.Admin, error) {
f.enableCalls++
return admin.Admin{Username: username}, nil
}
func (f *fakeOperatorAdmin) ResetPassword(_ context.Context, username, password string) (admin.Admin, error) {
f.resetCalls++
f.lastResetUser = username
f.lastResetPass = password
return admin.Admin{Username: username}, nil
}
func operatorsRouter(t *testing.T, operators OperatorAdmin) (http.Handler, *adminconsole.CSRF) {
t.Helper()
csrf := adminconsole.NewCSRF([]byte("test-key"))
handler, err := NewRouter(RouterDependencies{
Logger: zap.NewNop(),
AdminVerifier: basicauth.NewStaticVerifier("secret"),
AdminConsole: NewAdminConsoleHandlers(AdminConsoleDeps{CSRF: csrf, Operators: operators}),
})
if err != nil {
t.Fatalf("NewRouter: %v", err)
}
return handler, csrf
}
func TestConsoleOperatorsList(t *testing.T) {
fake := &fakeOperatorAdmin{list: []admin.Admin{{Username: "root"}}}
router, _ := operatorsRouter(t, fake)
rec := consoleGet(t, router, "/_gm/operators")
if rec.Code != http.StatusOK {
t.Fatalf("status = %d, want 200; body=%s", rec.Code, rec.Body.String())
}
for _, want := range []string{"root", "Create operator", "Reset"} {
if !strings.Contains(rec.Body.String(), want) {
t.Errorf("operators page missing %q", want)
}
}
}
func TestConsoleOperatorCreate(t *testing.T) {
fake := &fakeOperatorAdmin{}
router, csrf := operatorsRouter(t, fake)
rec := consolePost(t, router, "/_gm/operators", "_csrf="+csrf.Token("ops")+"&username=mod&password=s3cret")
if rec.Code != http.StatusSeeOther {
t.Fatalf("status = %d, want 303; body=%s", rec.Code, rec.Body.String())
}
if fake.createCalls != 1 || fake.created.Username != "mod" || fake.created.Password != "s3cret" {
t.Errorf("create recorded %d username=%q", fake.createCalls, fake.created.Username)
}
}
func TestConsoleOperatorCreateConflict(t *testing.T) {
fake := &fakeOperatorAdmin{createErr: admin.ErrUsernameTaken}
router, csrf := operatorsRouter(t, fake)
rec := consolePost(t, router, "/_gm/operators", "_csrf="+csrf.Token("ops")+"&username=root&password=x")
if rec.Code != http.StatusConflict {
t.Fatalf("status = %d, want 409", rec.Code)
}
}
func TestConsoleOperatorDisableEnable(t *testing.T) {
fake := &fakeOperatorAdmin{}
router, csrf := operatorsRouter(t, fake)
if rec := consolePost(t, router, "/_gm/operators/root/disable", "_csrf="+csrf.Token("ops")); rec.Code != http.StatusSeeOther {
t.Fatalf("disable status = %d, want 303", rec.Code)
}
if rec := consolePost(t, router, "/_gm/operators/root/enable", "_csrf="+csrf.Token("ops")); rec.Code != http.StatusSeeOther {
t.Fatalf("enable status = %d, want 303", rec.Code)
}
if fake.disableCalls != 1 || fake.enableCalls != 1 {
t.Errorf("disable=%d enable=%d, want 1/1", fake.disableCalls, fake.enableCalls)
}
}
func TestConsoleOperatorResetPassword(t *testing.T) {
fake := &fakeOperatorAdmin{}
router, csrf := operatorsRouter(t, fake)
rec := consolePost(t, router, "/_gm/operators/root/reset-password", "_csrf="+csrf.Token("ops")+"&password=newpass")
if rec.Code != http.StatusSeeOther {
t.Fatalf("status = %d, want 303", rec.Code)
}
if fake.resetCalls != 1 || fake.lastResetUser != "root" || fake.lastResetPass != "newpass" {
t.Errorf("reset recorded %d user=%q", fake.resetCalls, fake.lastResetUser)
}
}
func TestConsoleOperatorResetPasswordMissing(t *testing.T) {
fake := &fakeOperatorAdmin{}
router, csrf := operatorsRouter(t, fake)
rec := consolePost(t, router, "/_gm/operators/root/reset-password", "_csrf="+csrf.Token("ops"))
if rec.Code != http.StatusBadRequest {
t.Fatalf("status = %d, want 400", rec.Code)
}
if fake.resetCalls != 0 {
t.Error("reset must not run without a password")
}
}
func TestConsoleOperatorRejectsBadCSRF(t *testing.T) {
fake := &fakeOperatorAdmin{}
router, _ := operatorsRouter(t, fake)
rec := consolePost(t, router, "/_gm/operators/root/disable", "")
if rec.Code != http.StatusForbidden {
t.Fatalf("status = %d, want 403", rec.Code)
}
if fake.disableCalls != 0 {
t.Error("disable must not run without a CSRF token")
}
}
func TestConsoleOperatorsUnavailable(t *testing.T) {
router, _ := operatorsRouter(t, nil)
rec := consoleGet(t, router, "/_gm/operators")
if rec.Code != http.StatusServiceUnavailable {
t.Fatalf("status = %d, want 503", rec.Code)
}
}
@@ -0,0 +1,214 @@
package server
import (
"context"
"io"
"net/http"
"net/http/httptest"
"strings"
"testing"
"galaxy/backend/internal/adminconsole"
"galaxy/backend/internal/opsstatus"
"galaxy/backend/internal/server/middleware/basicauth"
"github.com/gin-gonic/gin"
"go.uber.org/zap"
)
// fakeMonitor is a static opsstatus.Reader for dashboard rendering tests.
type fakeMonitor struct {
snapshot opsstatus.Snapshot
}
func (f fakeMonitor) Collect(context.Context) opsstatus.Snapshot {
return f.snapshot
}
func newConsoleTestRouter(t *testing.T) http.Handler {
t.Helper()
handler, err := NewRouter(RouterDependencies{
Logger: zap.NewNop(),
AdminVerifier: basicauth.NewStaticVerifier("secret"),
AdminConsole: NewAdminConsoleHandlers(AdminConsoleDeps{CSRF: adminconsole.NewCSRF([]byte("test-key"))}),
})
if err != nil {
t.Fatalf("NewRouter: %v", err)
}
return handler
}
func TestAdminConsoleRequiresAuth(t *testing.T) {
router := newConsoleTestRouter(t)
req := httptest.NewRequest(http.MethodGet, "/_gm/", nil)
rec := httptest.NewRecorder()
router.ServeHTTP(rec, req)
if rec.Code != http.StatusUnauthorized {
t.Fatalf("status = %d, want 401", rec.Code)
}
if got := rec.Header().Get("WWW-Authenticate"); !strings.Contains(got, "Basic") {
t.Fatalf("WWW-Authenticate = %q, want a Basic challenge", got)
}
}
func TestAdminConsoleDashboardRenders(t *testing.T) {
router := newConsoleTestRouter(t)
for _, path := range []string{"/_gm", "/_gm/"} {
req := httptest.NewRequest(http.MethodGet, path, nil)
req.SetBasicAuth("ops", "secret")
rec := httptest.NewRecorder()
router.ServeHTTP(rec, req)
if rec.Code != http.StatusOK {
t.Fatalf("GET %s status = %d, want 200; body=%s", path, rec.Code, rec.Body.String())
}
if ct := rec.Header().Get("Content-Type"); !strings.HasPrefix(ct, "text/html") {
t.Errorf("GET %s content-type = %q, want text/html", path, ct)
}
body := rec.Body.String()
if !strings.Contains(body, "Dashboard") {
t.Errorf("GET %s body missing the dashboard heading", path)
}
if !strings.Contains(body, "ops") {
t.Errorf("GET %s body missing the operator name", path)
}
}
}
func TestAdminConsoleDashboardShowsMonitoring(t *testing.T) {
monitor := fakeMonitor{snapshot: opsstatus.Snapshot{
PostgresHealthy: true,
Runtimes: []opsstatus.StatusCount{{Status: "running", Count: 3}, {Status: "stopped", Count: 1}},
MailDeliveries: []opsstatus.StatusCount{{Status: "pending", Count: 2}},
NotificationRoutes: []opsstatus.StatusCount{{Status: "published", Count: 9}},
NotificationMalformed: 4,
Errors: []string{"notification route counts: boom"},
}}
handler, err := NewRouter(RouterDependencies{
Logger: zap.NewNop(),
AdminVerifier: basicauth.NewStaticVerifier("secret"),
AdminConsole: NewAdminConsoleHandlers(AdminConsoleDeps{
CSRF: adminconsole.NewCSRF([]byte("test-key")),
Monitor: monitor,
Ready: func() bool { return true },
}),
})
if err != nil {
t.Fatalf("NewRouter: %v", err)
}
req := httptest.NewRequest(http.MethodGet, "/_gm/", nil)
req.SetBasicAuth("ops", "secret")
rec := httptest.NewRecorder()
handler.ServeHTTP(rec, req)
if rec.Code != http.StatusOK {
t.Fatalf("status = %d, want 200; body=%s", rec.Code, rec.Body.String())
}
body := rec.Body.String()
for _, want := range []string{
"Game runtimes", "running", "stopped",
"Mail deliveries", "pending",
"Notification routes", "published",
"Malformed notifications",
"notification route counts: boom",
"healthy",
} {
if !strings.Contains(body, want) {
t.Errorf("dashboard body missing %q", want)
}
}
}
func TestAdminConsoleDashboardWithoutMonitor(t *testing.T) {
router := newConsoleTestRouter(t) // no monitor wired
req := httptest.NewRequest(http.MethodGet, "/_gm/", nil)
req.SetBasicAuth("ops", "secret")
rec := httptest.NewRecorder()
router.ServeHTTP(rec, req)
if rec.Code != http.StatusOK {
t.Fatalf("status = %d, want 200", rec.Code)
}
if !strings.Contains(rec.Body.String(), "Monitoring is not wired") {
t.Error("dashboard without a monitor should note that monitoring is unavailable")
}
}
func TestAdminConsoleServesAsset(t *testing.T) {
router := newConsoleTestRouter(t)
req := httptest.NewRequest(http.MethodGet, "/_gm/assets/console.css", nil)
req.SetBasicAuth("ops", "secret")
rec := httptest.NewRecorder()
router.ServeHTTP(rec, req)
if rec.Code != http.StatusOK {
t.Fatalf("asset status = %d, want 200", rec.Code)
}
if ct := rec.Header().Get("Content-Type"); !strings.Contains(ct, "text/css") {
t.Errorf("asset content-type = %q, want text/css", ct)
}
}
func TestAdminConsoleRequireCSRF(t *testing.T) {
gin.SetMode(gin.TestMode)
csrf := adminconsole.NewCSRF([]byte("test-key"))
console := NewAdminConsoleHandlers(AdminConsoleDeps{CSRF: csrf})
engine := gin.New()
engine.Use(func(c *gin.Context) {
c.Request = c.Request.WithContext(basicauth.WithUsername(c.Request.Context(), "ops"))
c.Next()
})
engine.Use(console.RequireCSRF())
engine.GET("/x", func(c *gin.Context) { c.Status(http.StatusOK) })
engine.POST("/x", func(c *gin.Context) { c.Status(http.StatusOK) })
token := csrf.Token("ops")
cases := []struct {
name string
method string
form string
origin string
host string
want int
}{
{"get is a safe method", http.MethodGet, "", "", "galaxy.lan", http.StatusOK},
{"valid token, same origin", http.MethodPost, "_csrf=" + token, "https://galaxy.lan", "galaxy.lan", http.StatusOK},
{"valid token, no origin header", http.MethodPost, "_csrf=" + token, "", "galaxy.lan", http.StatusOK},
{"missing token", http.MethodPost, "", "https://galaxy.lan", "galaxy.lan", http.StatusForbidden},
{"wrong token", http.MethodPost, "_csrf=bogus", "https://galaxy.lan", "galaxy.lan", http.StatusForbidden},
{"cross-origin", http.MethodPost, "_csrf=" + token, "https://evil.example", "galaxy.lan", http.StatusForbidden},
}
for _, tc := range cases {
t.Run(tc.name, func(t *testing.T) {
var body io.Reader
if tc.form != "" {
body = strings.NewReader(tc.form)
}
req := httptest.NewRequest(tc.method, "/x", body)
if tc.form != "" {
req.Header.Set("Content-Type", "application/x-www-form-urlencoded")
}
if tc.origin != "" {
req.Header.Set("Origin", tc.origin)
}
req.Host = tc.host
rec := httptest.NewRecorder()
engine.ServeHTTP(rec, req)
if rec.Code != tc.want {
t.Fatalf("status = %d, want %d (body=%s)", rec.Code, tc.want, rec.Body.String())
}
})
}
}
@@ -0,0 +1,252 @@
package server
import (
"context"
"errors"
"net/http"
"strings"
"time"
"galaxy/backend/internal/adminconsole"
"galaxy/backend/internal/server/middleware/basicauth"
"galaxy/backend/internal/user"
"github.com/gin-gonic/gin"
"github.com/google/uuid"
"go.uber.org/zap"
)
// UserAdmin is the subset of the user service the operator console depends on.
// *user.Service satisfies it; tests supply a fake so the console pages render
// without a database.
type UserAdmin interface {
ListAccounts(ctx context.Context, page, pageSize int) (user.AccountPage, error)
GetAccount(ctx context.Context, userID uuid.UUID) (user.Account, error)
ApplySanction(ctx context.Context, input user.ApplySanctionInput) (user.Account, error)
ApplyEntitlement(ctx context.Context, input user.ApplyEntitlementInput) (user.Account, error)
SoftDelete(ctx context.Context, userID uuid.UUID, actor user.ActorRef) error
}
// consoleTiers lists the selectable entitlement tiers in display order.
var consoleTiers = []string{user.TierFree, user.TierMonthly, user.TierYearly, user.TierPermanent}
// UsersList renders GET /_gm/users — the paginated account list.
func (h *AdminConsoleHandlers) UsersList() gin.HandlerFunc {
return func(c *gin.Context) {
if h.users == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "users", "Users", "User administration is not available.", "bad", "/_gm/")
return
}
page := parsePositiveQueryInt(c.Query("page"), 1)
pageSize := parsePositiveQueryInt(c.Query("page_size"), 50)
result, err := h.users.ListAccounts(c.Request.Context(), page, pageSize)
if err != nil {
h.logger.Error("admin console: list users", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "users", "Users", "Failed to load users.", "bad", "/_gm/")
return
}
h.render(c, http.StatusOK, "users", "users", "Users", toUsersListData(result))
}
}
// UserDetail renders GET /_gm/users/:user_id.
func (h *AdminConsoleHandlers) UserDetail() gin.HandlerFunc {
return func(c *gin.Context) {
if h.users == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "users", "Users", "User administration is not available.", "bad", "/_gm/")
return
}
userID, ok := parseUserIDParam(c)
if !ok {
return
}
account, err := h.users.GetAccount(c.Request.Context(), userID)
if err != nil {
if errors.Is(err, user.ErrAccountNotFound) {
h.renderMessage(c, http.StatusNotFound, "users", "User not found", "No such user, or the account has been soft-deleted.", "bad", "/_gm/users")
return
}
h.logger.Error("admin console: get user", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "users", "Users", "Failed to load the user.", "bad", "/_gm/users")
return
}
h.render(c, http.StatusOK, "user_detail", "users", account.Email, toUserDetailData(account))
}
}
// UserBlock handles POST /_gm/users/:user_id/block — applies a permanent block.
func (h *AdminConsoleHandlers) UserBlock() gin.HandlerFunc {
return func(c *gin.Context) {
if h.users == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "users", "Users", "User administration is not available.", "bad", "/_gm/")
return
}
userID, ok := parseUserIDParam(c)
if !ok {
return
}
back := "/_gm/users/" + userID.String()
reason := strings.TrimSpace(c.PostForm("reason_code"))
if reason == "" {
h.renderMessage(c, http.StatusBadRequest, "users", "Invalid input", "A reason is required to block a user.", "bad", back)
return
}
_, err := h.users.ApplySanction(c.Request.Context(), user.ApplySanctionInput{
UserID: userID,
SanctionCode: user.SanctionCodePermanentBlock,
Scope: "account",
ReasonCode: reason,
Actor: actorFromContext(c),
})
if err != nil {
h.logger.Error("admin console: block user", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "users", "Block failed", "Failed to block the user.", "bad", back)
return
}
c.Redirect(http.StatusSeeOther, back)
}
}
// UserEntitlement handles POST /_gm/users/:user_id/entitlement.
func (h *AdminConsoleHandlers) UserEntitlement() gin.HandlerFunc {
return func(c *gin.Context) {
if h.users == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "users", "Users", "User administration is not available.", "bad", "/_gm/")
return
}
userID, ok := parseUserIDParam(c)
if !ok {
return
}
back := "/_gm/users/" + userID.String()
tier := strings.TrimSpace(c.PostForm("tier"))
source := strings.TrimSpace(c.PostForm("source"))
if source == "" {
source = "admin"
}
_, err := h.users.ApplyEntitlement(c.Request.Context(), user.ApplyEntitlementInput{
UserID: userID,
Tier: tier,
Source: source,
Actor: actorFromContext(c),
ReasonCode: strings.TrimSpace(c.PostForm("reason_code")),
})
if err != nil {
if errors.Is(err, user.ErrInvalidInput) {
h.renderMessage(c, http.StatusBadRequest, "users", "Invalid input", "The entitlement request was rejected: check the tier.", "bad", back)
return
}
h.logger.Error("admin console: apply entitlement", zap.Error(err))
h.renderMessage(c, http.StatusInternalServerError, "users", "Entitlement failed", "Failed to update the entitlement.", "bad", back)
return
}
c.Redirect(http.StatusSeeOther, back)
}
}
// UserSoftDelete handles POST /_gm/users/:user_id/soft-delete.
func (h *AdminConsoleHandlers) UserSoftDelete() gin.HandlerFunc {
return func(c *gin.Context) {
if h.users == nil {
h.renderMessage(c, http.StatusServiceUnavailable, "users", "Users", "User administration is not available.", "bad", "/_gm/")
return
}
userID, ok := parseUserIDParam(c)
if !ok {
return
}
if err := h.users.SoftDelete(c.Request.Context(), userID, actorFromContext(c)); err != nil {
if errors.Is(err, user.ErrAccountNotFound) {
h.renderMessage(c, http.StatusNotFound, "users", "User not found", "No such user.", "bad", "/_gm/users")
return
}
// A cascade error does not undo the soft delete; log and proceed.
h.logger.Warn("admin console: soft-delete cascade returned error", zap.Error(err))
}
c.Redirect(http.StatusSeeOther, "/_gm/users")
}
}
// actorFromContext builds the admin ActorRef for audit trails from the
// authenticated operator username stored by the Basic Auth middleware.
func actorFromContext(c *gin.Context) user.ActorRef {
username, _ := basicauth.UsernameFromContext(c.Request.Context())
return user.ActorRef{Type: "admin", ID: username}
}
// toUsersListData maps an account page into the users list view model.
func toUsersListData(page user.AccountPage) adminconsole.UsersListData {
data := adminconsole.UsersListData{
Items: make([]adminconsole.UserRow, 0, len(page.Items)),
Page: page.Page,
PageSize: page.PageSize,
Total: page.Total,
PrevPage: page.Page - 1,
NextPage: page.Page + 1,
HasPrev: page.Page > 1,
HasNext: page.Page*page.PageSize < page.Total,
}
for _, account := range page.Items {
data.Items = append(data.Items, adminconsole.UserRow{
UserID: account.UserID.String(),
Email: account.Email,
UserName: account.UserName,
DisplayName: account.DisplayName,
Tier: account.Entitlement.Tier,
Blocked: account.PermanentBlock,
Deleted: account.DeletedAt != nil,
CreatedAt: fmtConsoleTime(account.CreatedAt),
})
}
return data
}
// toUserDetailData maps an account aggregate into the detail view model.
func toUserDetailData(account user.Account) adminconsole.UserDetailData {
data := adminconsole.UserDetailData{
UserID: account.UserID.String(),
Email: account.Email,
UserName: account.UserName,
DisplayName: account.DisplayName,
PreferredLanguage: account.PreferredLanguage,
TimeZone: account.TimeZone,
DeclaredCountry: account.DeclaredCountry,
Blocked: account.PermanentBlock,
Deleted: account.DeletedAt != nil,
CreatedAt: fmtConsoleTime(account.CreatedAt),
UpdatedAt: fmtConsoleTime(account.UpdatedAt),
Tier: account.Entitlement.Tier,
IsPaid: account.Entitlement.IsPaid,
EntitlementSource: account.Entitlement.Source,
EntitlementReason: account.Entitlement.ReasonCode,
EntitlementEnds: fmtConsoleTimePtr(account.Entitlement.EndsAt),
Tiers: consoleTiers,
}
for _, sanction := range account.ActiveSanctions {
data.Sanctions = append(data.Sanctions, adminconsole.SanctionView{
SanctionCode: sanction.SanctionCode,
Scope: sanction.Scope,
ReasonCode: sanction.ReasonCode,
AppliedAt: fmtConsoleTime(sanction.AppliedAt),
ExpiresAt: fmtConsoleTimePtr(sanction.ExpiresAt),
})
}
return data
}
// fmtConsoleTime renders a timestamp for display in the console.
func fmtConsoleTime(t time.Time) string {
if t.IsZero() {
return ""
}
return t.UTC().Format("2006-01-02 15:04 UTC")
}
// fmtConsoleTimePtr renders an optional timestamp, returning "" when nil.
func fmtConsoleTimePtr(t *time.Time) string {
if t == nil {
return ""
}
return fmtConsoleTime(*t)
}
@@ -0,0 +1,288 @@
package server
import (
"context"
"net/http"
"net/http/httptest"
"strings"
"testing"
"galaxy/backend/internal/adminconsole"
"galaxy/backend/internal/server/middleware/basicauth"
"galaxy/backend/internal/user"
"github.com/google/uuid"
"go.uber.org/zap"
)
// fakeUserAdmin records calls so the console handlers can be exercised without
// a database.
type fakeUserAdmin struct {
page user.AccountPage
account user.Account
getErr error
sanctionCalls int
lastSanction user.ApplySanctionInput
entitlementCall int
lastEntitlement user.ApplyEntitlementInput
softDeleteCalls int
lastSoftActor user.ActorRef
}
func (f *fakeUserAdmin) ListAccounts(context.Context, int, int) (user.AccountPage, error) {
return f.page, nil
}
func (f *fakeUserAdmin) GetAccount(context.Context, uuid.UUID) (user.Account, error) {
return f.account, f.getErr
}
func (f *fakeUserAdmin) ApplySanction(_ context.Context, in user.ApplySanctionInput) (user.Account, error) {
f.sanctionCalls++
f.lastSanction = in
return f.account, nil
}
func (f *fakeUserAdmin) ApplyEntitlement(_ context.Context, in user.ApplyEntitlementInput) (user.Account, error) {
f.entitlementCall++
f.lastEntitlement = in
return f.account, nil
}
func (f *fakeUserAdmin) SoftDelete(_ context.Context, _ uuid.UUID, actor user.ActorRef) error {
f.softDeleteCalls++
f.lastSoftActor = actor
return nil
}
func newUsersConsoleRouter(t *testing.T, users UserAdmin) (http.Handler, *adminconsole.CSRF) {
t.Helper()
csrf := adminconsole.NewCSRF([]byte("test-key"))
handler, err := NewRouter(RouterDependencies{
Logger: zap.NewNop(),
AdminVerifier: basicauth.NewStaticVerifier("secret"),
AdminConsole: NewAdminConsoleHandlers(AdminConsoleDeps{CSRF: csrf, Users: users}),
})
if err != nil {
t.Fatalf("NewRouter: %v", err)
}
return handler, csrf
}
func TestConsoleUsersList(t *testing.T) {
fake := &fakeUserAdmin{page: user.AccountPage{
Items: []user.Account{
{UserID: uuid.New(), Email: "alice@example.test", UserName: "alice"},
{UserID: uuid.New(), Email: "bob@example.test", UserName: "bob", PermanentBlock: true},
},
Page: 1, PageSize: 50, Total: 2,
}}
router, _ := newUsersConsoleRouter(t, fake)
req := httptest.NewRequest(http.MethodGet, "/_gm/users", nil)
req.SetBasicAuth("ops", "secret")
rec := httptest.NewRecorder()
router.ServeHTTP(rec, req)
if rec.Code != http.StatusOK {
t.Fatalf("status = %d, want 200; body=%s", rec.Code, rec.Body.String())
}
body := rec.Body.String()
for _, want := range []string{"alice@example.test", "bob@example.test", "blocked", "page 1"} {
if !strings.Contains(body, want) {
t.Errorf("users list missing %q", want)
}
}
}
func TestConsoleUserDetailRendersForms(t *testing.T) {
id := uuid.New()
fake := &fakeUserAdmin{account: user.Account{
UserID: id, Email: "alice@example.test", UserName: "alice",
Entitlement: user.EntitlementSnapshot{Tier: user.TierFree},
}}
router, csrf := newUsersConsoleRouter(t, fake)
req := httptest.NewRequest(http.MethodGet, "/_gm/users/"+id.String(), nil)
req.SetBasicAuth("ops", "secret")
rec := httptest.NewRecorder()
router.ServeHTTP(rec, req)
if rec.Code != http.StatusOK {
t.Fatalf("status = %d, want 200; body=%s", rec.Code, rec.Body.String())
}
body := rec.Body.String()
for _, want := range []string{
"alice@example.test",
"Permanently block",
"Update entitlement",
"Soft-delete account",
csrf.Token("ops"),
} {
if !strings.Contains(body, want) {
t.Errorf("user detail missing %q", want)
}
}
}
func TestConsoleUserDetailNotFound(t *testing.T) {
fake := &fakeUserAdmin{getErr: user.ErrAccountNotFound}
router, _ := newUsersConsoleRouter(t, fake)
req := httptest.NewRequest(http.MethodGet, "/_gm/users/"+uuid.New().String(), nil)
req.SetBasicAuth("ops", "secret")
rec := httptest.NewRecorder()
router.ServeHTTP(rec, req)
if rec.Code != http.StatusNotFound {
t.Fatalf("status = %d, want 404", rec.Code)
}
if !strings.Contains(rec.Body.String(), "not found") {
t.Error("expected a not-found message")
}
}
func TestConsoleUserBlock(t *testing.T) {
id := uuid.New()
fake := &fakeUserAdmin{account: user.Account{UserID: id}}
router, csrf := newUsersConsoleRouter(t, fake)
form := "_csrf=" + csrf.Token("ops") + "&reason_code=spam"
req := httptest.NewRequest(http.MethodPost, "http://galaxy.lan/_gm/users/"+id.String()+"/block", strings.NewReader(form))
req.Header.Set("Content-Type", "application/x-www-form-urlencoded")
req.Header.Set("Origin", "https://galaxy.lan")
req.SetBasicAuth("ops", "secret")
rec := httptest.NewRecorder()
router.ServeHTTP(rec, req)
if rec.Code != http.StatusSeeOther {
t.Fatalf("status = %d, want 303; body=%s", rec.Code, rec.Body.String())
}
if fake.sanctionCalls != 1 {
t.Fatalf("ApplySanction called %d times, want 1", fake.sanctionCalls)
}
if fake.lastSanction.SanctionCode != user.SanctionCodePermanentBlock {
t.Errorf("sanction code = %q, want permanent_block", fake.lastSanction.SanctionCode)
}
if fake.lastSanction.Scope != "account" {
t.Errorf("scope = %q, want account", fake.lastSanction.Scope)
}
if fake.lastSanction.ReasonCode != "spam" {
t.Errorf("reason = %q, want spam", fake.lastSanction.ReasonCode)
}
if fake.lastSanction.Actor.Type != "admin" || fake.lastSanction.Actor.ID != "ops" {
t.Errorf("actor = %+v, want admin/ops", fake.lastSanction.Actor)
}
if fake.lastSanction.UserID != id {
t.Errorf("sanction user id = %s, want %s", fake.lastSanction.UserID, id)
}
}
func TestConsoleUserBlockMissingReason(t *testing.T) {
id := uuid.New()
fake := &fakeUserAdmin{account: user.Account{UserID: id}}
router, csrf := newUsersConsoleRouter(t, fake)
form := "_csrf=" + csrf.Token("ops")
req := httptest.NewRequest(http.MethodPost, "http://galaxy.lan/_gm/users/"+id.String()+"/block", strings.NewReader(form))
req.Header.Set("Content-Type", "application/x-www-form-urlencoded")
req.Header.Set("Origin", "https://galaxy.lan")
req.SetBasicAuth("ops", "secret")
rec := httptest.NewRecorder()
router.ServeHTTP(rec, req)
if rec.Code != http.StatusBadRequest {
t.Fatalf("status = %d, want 400", rec.Code)
}
if fake.sanctionCalls != 0 {
t.Errorf("ApplySanction must not be called without a reason")
}
}
func TestConsoleUserBlockRejectsBadCSRF(t *testing.T) {
id := uuid.New()
fake := &fakeUserAdmin{account: user.Account{UserID: id}}
router, _ := newUsersConsoleRouter(t, fake)
req := httptest.NewRequest(http.MethodPost, "http://galaxy.lan/_gm/users/"+id.String()+"/block", strings.NewReader("reason_code=spam"))
req.Header.Set("Content-Type", "application/x-www-form-urlencoded")
req.Header.Set("Origin", "https://galaxy.lan")
req.SetBasicAuth("ops", "secret")
rec := httptest.NewRecorder()
router.ServeHTTP(rec, req)
if rec.Code != http.StatusForbidden {
t.Fatalf("status = %d, want 403", rec.Code)
}
if fake.sanctionCalls != 0 {
t.Errorf("ApplySanction must not run when the CSRF token is missing")
}
}
func TestConsoleUserEntitlement(t *testing.T) {
id := uuid.New()
fake := &fakeUserAdmin{account: user.Account{UserID: id}}
router, csrf := newUsersConsoleRouter(t, fake)
form := "_csrf=" + csrf.Token("ops") + "&tier=monthly&source=admin&reason_code=promo"
req := httptest.NewRequest(http.MethodPost, "http://galaxy.lan/_gm/users/"+id.String()+"/entitlement", strings.NewReader(form))
req.Header.Set("Content-Type", "application/x-www-form-urlencoded")
req.Header.Set("Origin", "https://galaxy.lan")
req.SetBasicAuth("ops", "secret")
rec := httptest.NewRecorder()
router.ServeHTTP(rec, req)
if rec.Code != http.StatusSeeOther {
t.Fatalf("status = %d, want 303; body=%s", rec.Code, rec.Body.String())
}
if fake.entitlementCall != 1 {
t.Fatalf("ApplyEntitlement called %d times, want 1", fake.entitlementCall)
}
if fake.lastEntitlement.Tier != user.TierMonthly {
t.Errorf("tier = %q, want monthly", fake.lastEntitlement.Tier)
}
if fake.lastEntitlement.Actor.ID != "ops" {
t.Errorf("actor id = %q, want ops", fake.lastEntitlement.Actor.ID)
}
}
func TestConsoleUserSoftDelete(t *testing.T) {
id := uuid.New()
fake := &fakeUserAdmin{account: user.Account{UserID: id}}
router, csrf := newUsersConsoleRouter(t, fake)
form := "_csrf=" + csrf.Token("ops")
req := httptest.NewRequest(http.MethodPost, "http://galaxy.lan/_gm/users/"+id.String()+"/soft-delete", strings.NewReader(form))
req.Header.Set("Content-Type", "application/x-www-form-urlencoded")
req.Header.Set("Origin", "https://galaxy.lan")
req.SetBasicAuth("ops", "secret")
rec := httptest.NewRecorder()
router.ServeHTTP(rec, req)
if rec.Code != http.StatusSeeOther {
t.Fatalf("status = %d, want 303", rec.Code)
}
if got := rec.Header().Get("Location"); got != "/_gm/users" {
t.Errorf("redirect Location = %q, want /_gm/users", got)
}
if fake.softDeleteCalls != 1 {
t.Fatalf("SoftDelete called %d times, want 1", fake.softDeleteCalls)
}
if fake.lastSoftActor.ID != "ops" {
t.Errorf("soft-delete actor = %q, want ops", fake.lastSoftActor.ID)
}
}
func TestConsoleUsersUnavailable(t *testing.T) {
router, _ := newUsersConsoleRouter(t, nil) // no user service wired
req := httptest.NewRequest(http.MethodGet, "/_gm/users", nil)
req.SetBasicAuth("ops", "secret")
rec := httptest.NewRecorder()
router.ServeHTTP(rec, req)
if rec.Code != http.StatusServiceUnavailable {
t.Fatalf("status = %d, want 503", rec.Code)
}
}
@@ -39,55 +39,6 @@ func NewUserGamesHandlers(rt *runtime.Service, engine *engineclient.Client, logg
return &UserGamesHandlers{runtime: rt, engine: engine, logger: logger.Named("http.user.games")}
}
// Commands handles POST /api/v1/user/games/{game_id}/commands.
func (h *UserGamesHandlers) Commands() gin.HandlerFunc {
if h == nil || h.runtime == nil || h.engine == nil {
return handlers.NotImplemented("userGamesCommands")
}
return func(c *gin.Context) {
gameID, ok := parseGameIDParam(c)
if !ok {
return
}
userID, ok := userid.FromContext(c.Request.Context())
if !ok {
httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "user id missing")
return
}
body, err := io.ReadAll(c.Request.Body)
if err != nil {
httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "request body could not be read")
return
}
ctx := c.Request.Context()
if err := h.runtime.CheckOrdersAccept(ctx, gameID); err != nil {
respondGameProxyError(c, h.logger, "user games commands", ctx, err)
return
}
mapping, err := h.runtime.ResolvePlayerMapping(ctx, gameID, userID)
if err != nil {
respondGameProxyError(c, h.logger, "user games commands", ctx, err)
return
}
endpoint, err := h.runtime.EngineEndpoint(ctx, gameID)
if err != nil {
respondGameProxyError(c, h.logger, "user games commands", ctx, err)
return
}
payload, err := rebindActor(body, mapping.RaceName)
if err != nil {
httperr.Abort(c, http.StatusBadRequest, httperr.CodeInvalidRequest, "request body must be a JSON object")
return
}
resp, err := h.engine.ExecuteCommands(ctx, endpoint, payload)
if err != nil {
respondEngineProxyError(c, h.logger, "user games commands", ctx, resp, err)
return
}
c.Data(http.StatusOK, "application/json", resp)
}
}
// Orders handles POST /api/v1/user/games/{game_id}/orders.
func (h *UserGamesHandlers) Orders() gin.HandlerFunc {
if h == nil || h.runtime == nil || h.engine == nil {
@@ -86,6 +86,15 @@ func (h *UserLobbyGamesHandlers) Create() gin.HandlerFunc {
return
}
ctx := c.Request.Context()
paid, err := h.svc.IsPaid(ctx, userID)
if err != nil {
respondLobbyError(c, h.logger, "user lobby games create", ctx, err)
return
}
if !paid {
httperr.Abort(c, http.StatusForbidden, httperr.CodeForbidden, "creating private games requires a paid subscription")
return
}
owner := userID
game, err := h.svc.CreateGame(ctx, lobby.CreateGameInput{
OwnerUserID: &owner,
+59 -1
View File
@@ -81,6 +81,13 @@ type RouterDependencies struct {
AdminGeo *AdminGeoHandlers
InternalSessions *InternalSessionsHandlers
InternalUsers *InternalUsersHandlers
// AdminConsole, when non-nil, mounts the server-rendered operator
// console under the `/_gm` route group behind the same admin Basic
// Auth verifier as `/api/v1/admin`. A nil value leaves the console
// unmounted, which keeps routers built without console wiring (the
// contract test, most unit tests) unchanged.
AdminConsole *AdminConsoleHandlers
}
// NewRouter constructs the backend gin engine wired with the documented
@@ -123,6 +130,7 @@ func NewRouter(deps RouterDependencies) (http.Handler, error) {
registerUserRoutes(router, instruments, deps)
registerAdminRoutes(router, instruments, deps)
registerInternalRoutes(router, instruments, deps)
registerAdminConsoleRoutes(router, deps)
router.NoMethod(func(c *gin.Context) {
if allow := allowedMethodsForPath(c.Request.URL.Path); allow != "" {
@@ -270,7 +278,6 @@ func registerUserRoutes(router *gin.Engine, instruments *metrics.Instruments, de
raceNames.POST("/register", deps.UserLobbyRaceNames.Register())
userGames := group.Group("/games")
userGames.POST("/:game_id/commands", deps.UserGames.Commands())
userGames.POST("/:game_id/orders", deps.UserGames.Orders())
userGames.GET("/:game_id/orders", deps.UserGames.GetOrders())
userGames.GET("/:game_id/reports/:turn", deps.UserGames.Report())
@@ -365,6 +372,57 @@ func registerInternalRoutes(router *gin.Engine, instruments *metrics.Instruments
users.GET("/:user_id/account-internal", deps.InternalUsers.GetAccountInternal())
}
// registerAdminConsoleRoutes mounts the server-rendered operator console under
// `/_gm` when deps.AdminConsole is wired. The group reuses the same admin Basic
// Auth verifier as `/api/v1/admin`; the CSRF guard then protects every
// state-changing request. A nil AdminConsole leaves the surface unmounted.
func registerAdminConsoleRoutes(router *gin.Engine, deps RouterDependencies) {
if deps.AdminConsole == nil {
return
}
group := router.Group("/_gm")
group.Use(basicauth.Middleware(deps.AdminVerifier, adminBasicAuthRealm))
group.Use(deps.AdminConsole.RequireCSRF())
group.GET("/assets/*filepath", deps.AdminConsole.Asset())
group.GET("", deps.AdminConsole.Dashboard())
group.GET("/", deps.AdminConsole.Dashboard())
group.GET("/users", deps.AdminConsole.UsersList())
group.GET("/users/:user_id", deps.AdminConsole.UserDetail())
group.POST("/users/:user_id/block", deps.AdminConsole.UserBlock())
group.POST("/users/:user_id/entitlement", deps.AdminConsole.UserEntitlement())
group.POST("/users/:user_id/soft-delete", deps.AdminConsole.UserSoftDelete())
group.GET("/games", deps.AdminConsole.GamesList())
group.POST("/games", deps.AdminConsole.GameCreate())
group.GET("/games/:game_id", deps.AdminConsole.GameDetail())
group.POST("/games/:game_id/force-start", deps.AdminConsole.GameForceStart())
group.POST("/games/:game_id/force-stop", deps.AdminConsole.GameForceStop())
group.POST("/games/:game_id/ban-member", deps.AdminConsole.GameBanMember())
group.POST("/games/:game_id/runtime/restart", deps.AdminConsole.RuntimeRestart())
group.POST("/games/:game_id/runtime/patch", deps.AdminConsole.RuntimePatch())
group.POST("/games/:game_id/runtime/force-next-turn", deps.AdminConsole.RuntimeForceNextTurn())
group.GET("/engine-versions", deps.AdminConsole.EngineVersionsList())
group.POST("/engine-versions", deps.AdminConsole.EngineVersionRegister())
group.POST("/engine-versions/:version/disable", deps.AdminConsole.EngineVersionDisable())
group.GET("/operators", deps.AdminConsole.OperatorsList())
group.POST("/operators", deps.AdminConsole.OperatorCreate())
group.POST("/operators/:username/disable", deps.AdminConsole.OperatorDisable())
group.POST("/operators/:username/enable", deps.AdminConsole.OperatorEnable())
group.POST("/operators/:username/reset-password", deps.AdminConsole.OperatorResetPassword())
group.GET("/mail", deps.AdminConsole.MailPage())
group.GET("/mail/deliveries/:delivery_id", deps.AdminConsole.MailDeliveryDetail())
group.POST("/mail/deliveries/:delivery_id/resend", deps.AdminConsole.MailResend())
group.GET("/notifications", deps.AdminConsole.NotificationsPage())
group.GET("/broadcast", deps.AdminConsole.BroadcastForm())
group.POST("/broadcast", deps.AdminConsole.BroadcastSend())
}
// allowedMethodsForPath returns the comma-separated list of methods
// the gin router accepts on requestPath. Only the probe paths declare
// a non-empty list so NoMethod can advertise a useful `Allow` header
+8 -40
View File
@@ -265,7 +265,12 @@ paths:
summary: Create a new private lobby game owned by the caller
description: |
Always emits a `private` game owned by `X-User-ID`. Public games
are created via `POST /api/v1/admin/games`.
are created via `POST /api/v1/admin/games`. The endpoint is
gated by the caller's paid tier: free-tier accounts receive
`403 forbidden` (code `forbidden`) and no `draft` row is
created. The tier is read through
`EntitlementProvider.IsPaid(userID)` from the user-domain
service.
security:
- UserHeader: []
parameters:
@@ -285,6 +290,8 @@ paths:
$ref: "#/components/schemas/LobbyGameDetail"
"400":
$ref: "#/components/responses/InvalidRequestError"
"403":
$ref: "#/components/responses/ForbiddenError"
"501":
$ref: "#/components/responses/NotImplementedError"
"500":
@@ -974,37 +981,6 @@ paths:
$ref: "#/components/responses/NotImplementedError"
"500":
$ref: "#/components/responses/InternalError"
/api/v1/user/games/{game_id}/commands:
post:
tags: [User]
operationId: userGamesCommands
summary: Forward an engine command batch
security:
- UserHeader: []
parameters:
- $ref: "#/components/parameters/XUserID"
- $ref: "#/components/parameters/GameID"
requestBody:
required: true
content:
application/json:
schema:
$ref: "#/components/schemas/EngineCommand"
responses:
"200":
description: Engine command result passed through.
content:
application/json:
schema:
$ref: "#/components/schemas/PassthroughObject"
"400":
$ref: "#/components/responses/InvalidRequestError"
"404":
$ref: "#/components/responses/NotFoundError"
"501":
$ref: "#/components/responses/NotImplementedError"
"500":
$ref: "#/components/responses/InternalError"
/api/v1/user/games/{game_id}/orders:
post:
tags: [User]
@@ -3531,14 +3507,6 @@ components:
properties:
name:
type: string
EngineCommand:
type: object
additionalProperties: true
description: |
Engine command request body. The schema is permissive because the
engine proxy passes the body through verbatim; the typed shape
lives in `pkg/model/rest.Command` and is enforced by
`internal/engineclient` before the engine call leaves backend.
EngineOrder:
type: object
additionalProperties: true
+59 -5
View File
@@ -142,7 +142,9 @@ because they cross domain boundaries:
- **Public lobby games are admin-created** through
`POST /api/v1/admin/games`. The user-facing
`POST /api/v1/user/lobby/games` always emits `private` games owned by
`X-User-ID`. Public games carry `owner_user_id IS NULL`; the partial
`X-User-ID`, and is gated by `EntitlementProvider.IsPaid` — free-tier
callers receive `403 forbidden` before the lobby service is invoked.
Public games carry `owner_user_id IS NULL`; the partial
index on `(owner_user_id) WHERE visibility = 'private'` keeps the
private-owner lookup efficient.
- **Authenticated lobby commands** flow through the gateway envelope
@@ -373,9 +375,9 @@ Authenticated client traffic for in-game operations crosses three
serialisation boundaries: signed-gRPC FlatBuffers (client ↔ gateway),
JSON over REST (gateway ↔ backend), and JSON over REST again
(backend ↔ engine). Gateway owns the FB ↔ JSON transcoding for the
four message types `user.games.command`, `user.games.order`,
`user.games.order.get`, `user.games.report` (FB schemas in
`pkg/schema/fbs/{order,report}`, encoders in `pkg/transcoder`).
three message types `user.games.order`, `user.games.order.get`,
`user.games.report` (FB schemas in `pkg/schema/fbs/{order,report}`,
encoders in `pkg/transcoder`).
`user.games.order.get` reads back the player's stored order for a
given turn — paired with the POST `user.games.order` so the client
can hydrate its local draft after a cache loss without re-deriving
@@ -400,6 +402,14 @@ Container state is owned by `backend/internal/runtime`:
always `http://galaxy-game-{game_id}:8080`.
- Engine probes (`/healthz`) feed `runtime` health observations and turn
generation status.
- Canonical game identity is owned by backend. The `game_id` allocated
at game-create time is reused everywhere downstream: it names the
container, the host bind-mount directory, and is passed verbatim to
the engine in `POST /api/v1/admin/init`'s `gameId` field. The engine
persists this value into `state.json` and echoes it in every
`StateResponse`; the engine never mints its own game UUID. A zero
UUID or a conflict with an existing `state.json` is rejected by the
engine (`400` / `409` respectively).
## 10. Geo Profile (reduced)
@@ -571,6 +581,36 @@ directly.
`/api/v1/admin/notifications/*`) reuse the per-domain logic of the
module they target.
### 14.1 Operator console (`/_gm`)
`backend` also serves a server-rendered operator console under the `/_gm`
route group — the human-facing surface for the admin operations otherwise
exposed as JSON under `/api/v1/admin/*`. It reuses the `admin_accounts`
Basic Auth verifier and renders pages with the standard library's
`html/template` (navigation by path and query, Post/Redirect/Get on
writes; no client framework or build step).
Unlike the internal-only JSON admin API, the console is reachable from the
public edge: Caddy routes `/_gm/*` to the gateway public listener, which
classifies it as the `admin` anti-abuse class (per-IP rate limit, body and
method limits) and reverse-proxies it to `backend`'s `/_gm` surface. The
gateway preserves the inbound `Host` and relays the backend's 401 Basic
Auth challenge unchanged, so the browser shows its native credential
dialog. Authentication is enforced by `backend`; the gateway contributes
only the edge anti-abuse layer.
State-changing requests are guarded against CSRF by a stateless token
(HMAC-SHA256 over the authenticated username, keyed by
`BACKEND_ADMIN_CONSOLE_CSRF_KEY`; a per-process random key is used when the
variable is unset) plus a same-origin `Origin`/`Referer` check.
The console landing page is a dashboard that surfaces backend-visible
operational signals — database reachability, per-status game-runtime counts,
and mail/notification queue depths — read directly through the persistence
layer; richer historical metrics come from the Prometheus exporters on
`backend` and `gateway` (see [§17](#17-observability)). See
`backend/docs/admin-console.md` for the console design.
## 15. Transport Security Model (gateway boundary)
This section describes the secure exchange model between client and
@@ -813,7 +853,8 @@ business validation and authorisation.
| Session revocation propagation | backend → gateway | `session_invalidation` over the gRPC push stream flips the gateway-side cache entry to revoked and closes any active push stream. |
| Authorisation, ownership, state transitions | backend | `X-User-ID` is the sole identity input on the user surface. |
| Edge rate limiting | gateway | Backend has no rate-limit responsibility in MVP. |
| Admin authentication | backend | Basic Auth against `admin_accounts`. |
| Admin authentication | backend | Basic Auth against `admin_accounts`; the `/_gm` operator console reuses the same verifier. |
| Admin console CSRF | backend | Stateless HMAC token (`BACKEND_ADMIN_CONSOLE_CSRF_KEY`) + same-origin `Origin`/`Referer` check on `/_gm` writes. |
| Engine API authentication | network | Engine listens only on the trusted network; backend is the only caller. |
### Backend ↔ Gateway trust
@@ -847,6 +888,19 @@ addition.
- Health probes are unauthenticated `GET /healthz` (process liveness) and
`GET /readyz` (Postgres reachable, migrations applied, gRPC listener
bound). Probes are excluded from anti-replay and rate limiting.
- **Collection (dev, production mirror).** The long-lived dev environment
(`tools/dev-deploy/`) runs a full metrics + logs + traces stack on its
internal network with no host ports: Prometheus scrapes the backend
(`:9100`) and gateway (`:9191`) endpoints plus `node-exporter` and
cAdvisor; Tempo ingests OTLP traces from backend and gateway; Loki
stores container logs shipped by promtail (Docker service-discovery on
the `galaxy.stack=dev-deploy` label). Grafana (provisioned datasources
+ dashboards) and the Mailpit capture UI are reached only through the
operator console's single `/_gm` Basic Auth gate (§14.1) — at
`/_gm/grafana/` and `/_gm/mailpit/` — so one password covers the
console and both UIs. Retention is tuned small (Prometheus 15d, Loki
7d, Tempo 3d). The same compose fragment is meant to back production.
See `tools/dev-deploy/monitoring/README.md`.
## 18. CI and Environments
+82 -15
View File
@@ -363,6 +363,18 @@ records the new game with `owner_user_id` set to the caller and
visibility `private`, in state `draft`, with the request body's
configuration as initial values.
The user surface is gated by the caller's paid tier. Backend reads
`EntitlementProvider.IsPaid(userID)` before invoking the lobby
service; free-tier callers are rejected with HTTP
`403 forbidden` (canonical error code `forbidden`) and no `draft`
row is created. The matching UI affordances — the `private games`
sidebar sub-panel and its `create new game` button — are hidden from
free-tier sessions in the lobby shell; the
`VITE_GALAXY_DEV_AFFORDANCES` build flag overrides the UI gate so the
owner can exercise both branches from a single test account in DEV
bundles. Admin-driven public-game creation
([Section 10](#10-administration)) bypasses the tier gate.
Public games are created exclusively through the admin surface
([Section 10](#10-administration)). The user surface never produces a public game; this
asymmetry is enforced in backend, not at the route level.
@@ -607,10 +619,10 @@ not duplicated here.
### 6.2 Backend's role: pass-through with authorisation
The signed authenticated-edge pipeline for in-game traffic uses four
message types on the authenticated surface — `user.games.command`,
`user.games.order`, `user.games.order.get`, `user.games.report`
each with a typed FlatBuffers payload. Gateway transcodes the FB
The signed authenticated-edge pipeline for in-game traffic uses three
message types on the authenticated surface — `user.games.order`,
`user.games.order.get`, `user.games.report` each with a typed
FlatBuffers payload. Gateway transcodes the FB
request into the JSON shape backend expects, forwards over plain
REST to the corresponding `/api/v1/user/games/{game_id}/*` endpoint,
then transcodes the JSON response back into FB before signing the
@@ -636,6 +648,20 @@ validity and ordering of in-game decisions. Gateway needs to know
the typed FB shape only to transcode the wire format; the per-command
semantics live in the engine.
For `user.games.order` specifically, the engine validates every
command in the submitted order against a transient view of the
current game state and reports the outcome per command on each
command's meta (`cmdApplied`, `cmdErrorCode`) inside the same
`UserGamesOrder` body. The order is persisted with these per-command
verdicts even when some commands are rejected — for example, deleting
the "create ship class X" command from an order that still contains
"produce ship X" makes the second command fail with a per-command
`cmdErrorCode` for "entity does not exist", while the rest of the
order remains stored and the response is still a `202 Accepted`. A
`400` is returned only for order-level structural rejections
(`quit` not the last command, unrecognized command type, malformed
input); `500` only for genuine engine-internal failures.
### 6.3 Turn cutoff and auto-pause
A running game continuously alternates between a command-accepting
@@ -645,7 +671,7 @@ in `runtime_records.turn_schedule`. The backend scheduler
`/admin/turn` call between two `runtime_status` flips:
- Before the engine call: `running → generation_in_progress`.
The user-games command/order handlers
The user-games order handlers
(`backend/internal/server/handlers_user_games.go`) consult the
per-game runtime record on every request and reject with
HTTP 409 + `code = turn_already_closed` while the runtime sits in
@@ -678,14 +704,26 @@ demand. Backend authorises the caller and forwards the request;
there is no caching or denormalisation in this path.
The web client renders the report as one section per FBS array
(galaxy summary, votes, player status, my / foreign sciences, my /
foreign ship classes, battles, bombings, approaching groups, my /
foreign / uninhabited / unknown planets, ships in production,
cargo routes, my fleets, my / foreign / unidentified ship groups).
Empty sections render explicit empty-state copy. Section anchors
are exposed in a sticky table of contents (a `<select>` on mobile)
and the scroll position is preserved across active-view switches
via SvelteKit's `Snapshot` API.
(galaxy summary, races leaving soon, votes, player status, my /
foreign sciences, my / foreign ship classes, battles, bombings,
approaching groups, my / foreign / uninhabited / unknown planets,
ships in production, cargo routes, my fleets, my / foreign /
unidentified ship groups). Empty sections render explicit
empty-state copy; "races leaving soon" is the exception and hides
entirely when no race is near removal. When the local race is
itself within five turns of being auto-removed for inactivity, a
danger-styled personal warning banner above the section list
carries its own turns-remaining countdown; the public "races
leaving soon" section lists every other race within three turns
of removal. Section
navigation is exposed through a sticky icon-popup menu pinned to
the top-right of the report column (an anchored popover on desktop
and a fixed bottom-sheet on mobile); the trigger label tracks the
section currently in view, and picking a menuitem scrolls the
matching section into view. Re-entering the report active view
remounts the component and resets the scroll position; the active
highlight is re-derived from the IntersectionObserver as the user
scrolls.
The Bombings section is a flat read-only table — one row per
bombing event, columns for `attacker`, `attack_power`, `wiped`
@@ -808,8 +846,12 @@ every change applies within one frame (no Pixi remount):
`VisibilityDistance(localPlayerDrive)` circles around LOCAL
planets; LOCAL planets are always exempt — the toggle is
named after the visible part of the map rather than the
obscured one) plus the torus / no-wrap radio that switches
the renderer mode while preserving the camera centre.
obscured one). The renderer always runs in torus mode; the
earlier torus / no-wrap radio was removed in F8 polish
(issue #48 п.8) because the topology is a server-side concept
rather than a per-session UI affordance. The renderer-side
no-wrap path is retained for the day the engine surfaces a
bounded-plane mode.
LOCAL planets are always rendered — they have no toggle. Every
other toggle defaults to ON. Hiding a planet cascades onto every
@@ -1120,6 +1162,31 @@ operator's password manager can match it across deployments.
After the first deployment, the bootstrap password should be
rotated through the admin surface.
### 10.2.1 Operator console (`/_gm`)
Administrators drive these operations either programmatically through
the JSON admin API or through a server-rendered web console at `/_gm`.
The console authenticates with the same Basic Auth credentials: opening
any `/_gm` page prompts the browser's native credential dialog, and the
operator stays signed in for the session. Navigation is by ordinary
links and query parameters; every change is submitted as a form and
answered with a redirect back to the affected page.
The console is the only admin surface reachable from outside the trusted
network. It is fronted by the gateway, so it inherits the same edge rate
limiting and request limits as the public API, and it carries an
anti-CSRF token on every change. The JSON admin API stays internal to
the deployment.
The console landing page is a dashboard that summarises operational
health: whether the backend is ready and the database reachable, how many
game runtimes sit in each state, and the depth of the mail and
notification queues. It is a read-only point-in-time view for quick
triage, not a metrics history. The console nav also links to Grafana
(metrics, logs and traces) and the Mailpit capture UI, which the
deployment serves under the same `/_gm` Basic Auth gate — one sign-in
covers the console and both UIs.
### 10.3 Admin account management
Existing admins can list other admins, create new ones, look up a
+80 -14
View File
@@ -377,6 +377,18 @@ cancelled достижим из любого pre-finished-состояния.
visibility `private`, в состоянии `draft`, с конфигурацией из
тела запроса в качестве начальных значений.
User-surface гейтится платным тарифом вызывающего. Backend читает
`EntitlementProvider.IsPaid(userID)` перед вызовом lobby-сервиса;
free-tier-вызовы отклоняются с HTTP `403 forbidden`
(канонический код ошибки `forbidden`), и `draft`-запись не
создаётся. Соответствующие UI-аффордансы — подраздел
`private games` в сайдбаре и кнопка `create new game` внутри него —
скрыты в lobby-shell для free-tier-сессий; build-флаг
`VITE_GALAXY_DEV_AFFORDANCES` переопределяет UI-гейт, чтобы owner
мог в DEV-сборке проверять обе ветки с одного тестового аккаунта.
Admin-создание public-игр ([Раздел 10](#10-администрирование))
обходит тир-гейт.
Public-игры создаются исключительно через admin-surface
([Раздел 10](#10-администрирование)). User-surface никогда не
производит public-игру; асимметрия enforced в backend, не на
@@ -625,9 +637,9 @@ Wire-формат команд, приказов и отчётов — собс
### 6.2 Роль backend: pass-through с авторизацией
Подписанный конвейер аутентифицированного edge для in-game-трафика
использует четыре message types на аутентифицированной поверхности —
`user.games.command`, `user.games.order`, `user.games.order.get`,
`user.games.report`у каждого типизированный FlatBuffers-payload.
использует три message types на аутентифицированной поверхности —
`user.games.order`, `user.games.order.get`, `user.games.report`
у каждого типизированный FlatBuffers-payload.
Gateway транскодирует FB-запрос в JSON-форму, которую ждёт backend,
форвардит её REST'ом в соответствующий
`/api/v1/user/games/{game_id}/*` endpoint, после чего транскодирует
@@ -654,6 +666,20 @@ Backend не парсит содержимое payload команд или пр
FB-форму только чтобы транскодировать wire-формат; per-command-
семантика живёт в движке.
Специально для `user.games.order` движок валидирует каждую команду
приказа на транзиентном слепке текущего состояния игры и записывает
итог по каждой команде в её мету (`cmdApplied`, `cmdErrorCode`) в
том же ответе `UserGamesOrder`. Приказ сохраняется с этими
per-command-вердиктами даже если часть команд была отклонена —
например, удаление команды «создать класс корабля X» из приказа,
в котором остаётся «строить X», приводит к тому, что вторая команда
возвращается с `cmdErrorCode` «сущность не существует», а остальные
команды приказа остаются сохранёнными, и ответ остаётся
`202 Accepted`. `400` возвращается только для структурных отказов
на уровне приказа (`quit` не последняя команда, неизвестный
command type, малформированный вход); `500` — только для реальных
внутренних сбоев движка.
### 6.3 Окно хода и auto-pause
Запущенная игра постоянно чередуется между окном приёма команд
@@ -696,14 +722,26 @@ Backend авторизует вызывающего и форвардит зап
нет ни кэширования, ни денормализации.
Web-клиент рендерит отчёт как одну секцию на каждый FBS-массив
(общие сведения, голоса, статус игроков, мои / чужие науки, мои /
чужие классы кораблей, сражения, бомбардировки, приближающиеся
группы, мои / чужие / необитаемые / неопознанные планеты, корабли в
производстве, грузовые маршруты, мои флоты, мои / чужие /
неопознанные группы кораблей). Пустые секции получают явную копию
empty-state. Якоря секций отображены в sticky-TOC (на мобильном —
`<select>`); позиция скролла сохраняется при переключении активного
представления через SvelteKit `Snapshot` API.
(общие сведения, скоро покидающие игру расы, голоса, статус
игроков, мои / чужие науки, мои / чужие классы кораблей, сражения,
бомбардировки, приближающиеся группы, мои / чужие / необитаемые /
неопознанные планеты, корабли в производстве, грузовые маршруты,
мои флоты, мои / чужие / неопознанные группы кораблей). Пустые
секции получают явную копию empty-state; исключение — секция
«скоро покидающие игру расы»: она полностью скрывается, когда ни
одна раса не близка к исключению. Если же близка к исключению за
неактивность сама локальная раса (осталось не более пяти ходов),
над списком секций показывается персональный
баннер-предупреждение (стиль danger) с числом оставшихся ходов;
публичная секция «скоро покидающие игру расы» перечисляет все
прочие расы, до исключения которых осталось не более трёх ходов.
Навигация по секциям — sticky icon-popup в правом
верхнем углу колонки отчёта (анкорный popover на десктопе и фикс.
bottom-sheet на мобильном); подпись на кнопке отслеживает раздел,
который сейчас в зоне видимости, выбор пункта меню — скролл к
нужной секции. При возврате в активный вью отчёт перемонтируется,
позиция скролла сбрасывается к началу, а IntersectionObserver
заново рассчитывает подсветку при прокрутке.
Секция бомбардировок — это плоская read-only-таблица: одна строка на
событие, колонки `attacker`, `attack_power`, признак `wiped` и
@@ -828,9 +866,12 @@ Directory-промоушен ([Раздел 5](#5-реестр-названий-
объединения окружностей
`VisibilityDistance(localPlayerDrive)` вокруг LOCAL-планет;
LOCAL-планеты всегда вне фильтра — тоггл назван по видимой
области карты, а не по затемнённой) плюс радиогруппа
«торус / без переноса», переключающая режим рендерера с
сохранением центра камеры.
области карты, а не по затемнённой). Рендерер всегда работает
в торическом режиме; прежняя радиогруппа «торус / без
переноса» была удалена в полишинге F8 (issue #48 п.8),
поскольку топология карты — серверная сущность, а не
per-session UI-настройка. Код-путь без переноса в рендерере
оставлен на день, когда движок выставит режим bounded plane.
LOCAL-планеты отрисовываются всегда — для них тоггла нет.
Остальные тогглы по умолчанию включены. Скрытие планеты
@@ -1156,6 +1197,31 @@ deployments.
После первого деплоя bootstrap-пароль должен быть ротирован
через admin-surface.
### 10.2.1 Операторская консоль (`/_gm`)
Администраторы выполняют эти операции либо программно через JSON
admin-API, либо через серверно-рендеримую веб-консоль на `/_gm`.
Консоль аутентифицируется теми же Basic Auth-учётными данными:
открытие любой страницы `/_gm` вызывает нативный диалог браузера для
ввода учётных данных, и оператор остаётся залогинен на время сессии.
Навигация — обычными ссылками и query-параметрами; каждое изменение
отправляется формой и завершается редиректом обратно на затронутую
страницу.
Консоль — единственная admin-поверхность, достижимая извне
доверенной сети. Она проксируется через gateway, поэтому наследует те
же edge-rate-limiting и лимиты запросов, что и публичный API, и несёт
анти-CSRF-токен на каждом изменении. JSON admin-API остаётся
внутренним для деплоя.
Стартовая страница консоли — дашборд, сводящий операционное
здоровье: готов ли backend и доступна ли БД, сколько игровых рантаймов
в каждом состоянии, какова глубина очередей почты и уведомлений. Это
read-only-срез на текущий момент для быстрой диагностики, не история
метрик. Навигация консоли также ведёт в Grafana (метрики, логи и
трейсы) и в UI захвата почты Mailpit, которые деплой отдаёт под тем же
шлюзом Basic Auth `/_gm` — один вход покрывает консоль и оба UI.
### 10.3 Управление admin-аккаунтами
Существующие админы могут перечислять других админов, создавать
+36 -17
View File
@@ -43,11 +43,10 @@ described below. Endpoints split into two route classes:
| Class | Path | Caller | Purpose |
| --- | --- | --- | --- |
| Admin (GM-only) | `POST /api/v1/admin/init` | `Game Master` | Initialise the engine with the race roster. |
| Admin (GM-only) | `POST /api/v1/admin/init` | `Game Master` | Initialise the engine with a canonical `gameId` and the race roster. |
| Admin (GM-only) | `GET /api/v1/admin/status` | `Game Master` | Read the full game state. |
| Admin (GM-only) | `PUT /api/v1/admin/turn` | `Game Master` | Generate the next turn. |
| Admin (GM-only) | `POST /api/v1/admin/race/banish` | `Game Master` | Deactivate a race after a permanent platform removal. |
| Player | `PUT /api/v1/command` | `Game Master` (forwarded from `Edge Gateway`) | Execute a batch of player commands. |
| Player | `PUT /api/v1/order` | `Game Master` | Validate and store a batch of player orders. |
| Player | `GET /api/v1/order` | `Game Master` | Fetch the previously stored player order for a turn. |
| Player | `GET /api/v1/report` | `Game Master` | Fetch the per-player turn report. |
@@ -65,6 +64,24 @@ Documented in [`openapi.yaml`](openapi.yaml). When the engine has not been
initialised through `POST /api/v1/admin/init`, game endpoints respond
`501 Not Implemented` to make the uninitialised state unambiguous.
### `POST /api/v1/admin/init`
The canonical game identity is owned by the orchestrator (`Game Master`),
not by the engine. The request body is `{ "gameId": "<uuid>", "races": [...] }`
where:
- `gameId` is a non-zero UUID generated by the orchestrator before the
engine container is launched. The same value names the engine's host
storage directory and is persisted into `state.json`. The engine
rejects the zero UUID with `400 Bad Request` and any value that
conflicts with an existing `state.json` on disk with
`409 Conflict`. A second `init` on the same `gameId` is also
rejected with `409`; idempotency is not part of the contract.
- `races` is the race roster; minimum 10 entries.
On success the engine responds `201 Created` with a `StateResponse`
whose `id` echoes the supplied `gameId`.
### `StateResponse.finished`
`StateResponse` (returned by `GET /api/v1/admin/status` and
@@ -85,9 +102,13 @@ remove-and-banish flow.
non-empty and must match an existing race in the engine's roster.
- Successful response: `204 No Content` with an empty body.
- Error responses follow the same `400` / `500` envelope shape as the
other admin endpoints. The engine-side mechanics of `banish` (what
exactly happens to the race's planets, fleets, and pending orders) are
owned by the engine maintainers.
other admin endpoints. `banish` only flags the race extinct, so it can
no longer submit or have orders applied; its assets are released at the
start of the next turn generation (`TurnWipeExtinctRaces`), the same way
an idle/quit timeout is handled but without the wait — ship groups and
fleets are removed, its planets become uninhabited (the working industry
and the capital stockpile are cleared, raw material is retained), and
votes cast for it are reset.
### `GET /healthz`
@@ -148,19 +169,17 @@ Alternatives considered and rejected:
`game/internal/router/handler/handler.go` exports `ResolveStoragePath`,
which returns the engine storage path from the env-var pair above and
an error when neither is set. `cmd/http/main.go` calls it before
constructing the router, prints the error to stderr, and exits non-zero.
The existing `initConfig` closure also calls `ResolveStoragePath` to
populate `controller.Param.StoragePath` at request time; the error there
is dropped because `main` already validated the environment at startup.
an error when neither is set. `cmd/http/main.go` calls it once at
startup, prints the error to stderr and exits non-zero on failure, then
builds the engine service (`controller.NewService(path)`) and hands it
to `router.NewRouter`.
This keeps the public router surface (`router.NewRouter`) unchanged —
the env binding is satisfied by one helper plus a startup check, with
no API ripple. Moving env reading entirely into `main` and changing
`NewRouter` / `NewDefaultExecutor` to accept an explicit path was
rejected: it churns multiple call sites for no functional gain. The
current shape leaves the configurer closure ready for future
config-injection refactors without forcing one now.
Storage is resolved exactly once, at construction, rather than per
request: the `Service` holds the file-backed repo for the process
lifetime and `router.NewRouter` takes the `handler.Engine` it routes
to (in production, the `Service`). This keeps the env binding in one
place — a startup helper plus the `main` check — and leaves the
handlers free of configuration concerns.
## Build
+10 -2
View File
@@ -4,17 +4,25 @@ import (
"fmt"
"os"
"galaxy/game/internal/controller"
"galaxy/game/internal/router"
"galaxy/game/internal/router/handler"
)
func main() {
if _, err := handler.ResolveStoragePath(); err != nil {
path, err := handler.ResolveStoragePath()
if err != nil {
fmt.Fprintln(os.Stderr, err)
os.Exit(1)
}
r := router.NewRouter()
svc, err := controller.NewService(path)
if err != nil {
fmt.Fprintln(os.Stderr, err)
os.Exit(1)
}
r := router.NewRouter(svc)
if err := r.Run(); err != nil {
fmt.Fprintln(os.Stderr, err)
os.Exit(1)
+128 -69
View File
@@ -1,7 +1,6 @@
package controller
import (
"iter"
"maps"
"math/rand/v2"
"slices"
@@ -19,8 +18,9 @@ type Battle struct {
InitialNumbers map[int]uint // Initial number of ships in the group
Protocol []BattleAction
shipAmmo map[int]uint
attacker map[int]map[int]float64 // a group able to attack and destroy an opponent with some probability > 0
// attacker maps an attacking group to every opponent group it is able to
// destroy, with that pair's per-ship destruction probability (> 0).
attacker map[int]map[int]float64
}
type BattleAction struct {
@@ -32,14 +32,23 @@ type BattleAction struct {
func CollectPlanetGroups(c *Cache) map[uint]map[int]bool {
planetGroup := make(map[uint]map[int]bool)
for groupIndex := range c.ShipGroupsIndex() {
state := c.ShipGroup(groupIndex).State()
if state == game.StateInOrbit || state == game.StateUpgrade {
planetNumber := c.ShipGroup(groupIndex).Destination
if _, ok := planetGroup[planetNumber]; !ok {
planetGroup[planetNumber] = make(map[int]bool)
}
planetGroup[planetNumber][groupIndex] = false
sg := c.ShipGroup(groupIndex)
var planetNumber uint
switch sg.State() {
case game.StateInOrbit, game.StateUpgrade:
planetNumber = sg.Destination
case game.StateLaunched:
// Ordered to depart but still physically at the origin planet, so
// it joins the pre-departure battle there; only survivors then
// enter hyperspace.
planetNumber = sg.StateInSpace.Origin
default:
continue
}
if _, ok := planetGroup[planetNumber]; !ok {
planetGroup[planetNumber] = make(map[int]bool)
}
planetGroup[planetNumber][groupIndex] = false
}
for pl := range planetGroup {
if len(planetGroup[pl]) < 2 {
@@ -50,7 +59,18 @@ func CollectPlanetGroups(c *Cache) map[uint]map[int]bool {
}
func FilterBattleGroups(c *Cache, groups map[int]bool) []int {
return slices.DeleteFunc(slices.Collect(maps.Keys(groups)), func(groupIndex int) bool { return c.ShipGroup(groupIndex).State() != game.StateInOrbit })
return slices.DeleteFunc(slices.Collect(maps.Keys(groups)), func(groupIndex int) bool {
// Everything physically present at the planet fights: ships in orbit,
// ships being upgraded, and ships ordered to depart that have not yet
// entered hyperspace (Launched). Only ships already in hyperspace are
// out of reach.
switch c.ShipGroup(groupIndex).State() {
case game.StateInOrbit, game.StateUpgrade, game.StateLaunched:
return false
default:
return true
}
})
}
func FilterBattleOpponents(c *Cache, attIdx, defIdx int, cacheProbability map[int]map[int]float64) bool {
@@ -65,12 +85,20 @@ func FilterBattleOpponents(c *Cache, attIdx, defIdx int, cacheProbability map[in
return true
}
defSg := c.ShipGroup(defIdx)
if defSg.Number == 0 {
return true
}
defSt := c.ShipGroupShipClass(defIdx)
// The shot targets a single enemy ship, so the defending mass is the
// per-ship full mass: a group's full mass spreads evenly across its
// ships, hence FullMass / Number, not the whole group's mass.
p := calc.DestructionProbability(
c.ShipGroupShipClass(attIdx).Weapons.F(),
c.ShipGroup(attIdx).TechLevel(game.TechWeapons).F(),
c.ShipGroupShipClass(defIdx).Shields.F(),
c.ShipGroup(defIdx).TechLevel(game.TechShields).F(),
c.ShipGroup(defIdx).FullMass(c.ShipGroupShipClass(defIdx)),
defSt.Shields.F(),
defSg.TechLevel(game.TechShields).F(),
defSg.FullMass(defSt)/float64(defSg.Number),
)
// Exclude opponent's group which cannot be probably destroyed
if p <= 0 {
@@ -108,7 +136,6 @@ func ProduceBattles(c *Cache) []*Battle {
ObserverGroups: observerGroups,
InitialNumbers: make(map[int]uint),
attacker: make(map[int]map[int]float64),
shipAmmo: make(map[int]uint),
}
for sgi := range observerGroups {
b.InitialNumbers[sgi] = c.ShipGroup(sgi).Number
@@ -126,12 +153,11 @@ func ProduceBattles(c *Cache) []*Battle {
return FilterBattleOpponents(c, attIdx, defIdx, cacheProbability)
})
if len(opponents) > 0 {
b.shipAmmo[attIdx] = c.ShipGroupShipClass(attIdx).Armament
b.ObserverGroups[attIdx] = true
if b.attacker[attIdx] == nil {
b.attacker[attIdx] = make(map[int]float64)
}
for _, defIdx := range opponents {
if _, ok := b.attacker[attIdx][defIdx]; !ok {
b.attacker[attIdx] = make(map[int]float64)
}
b.attacker[attIdx][defIdx] = cacheProbability[attIdx][defIdx]
b.ObserverGroups[defIdx] = true
}
@@ -145,78 +171,111 @@ func ProduceBattles(c *Cache) []*Battle {
}
clear(b.attacker)
clear(b.shipAmmo)
}
return result
}
// SingleBattle resolves one battle ship by ship. In every round each still
// living ship gets to fire, chosen in random order across all groups; a ship
// fires all of its guns (Armament), each at a randomly chosen enemy ship it is
// able to destroy. A ship destroyed before its turn comes does not fire. The
// battle ends once no ship can damage any remaining enemy.
func SingleBattle(c *Cache, b *Battle) {
roundShooters := make(map[int]bool)
for len(b.attacker) > 0 {
// список участников раунда
clear(roundShooters)
for sgi := range b.attacker {
roundShooters[sgi] = true
for {
// Snapshot this round's shooters: one entry per living ship of every
// group that still has destroyable opponents.
shooters := make([]int, 0)
for attIdx := range b.attacker {
for range c.ShipGroup(attIdx).Number {
shooters = append(shooters, attIdx)
}
}
if len(shooters) == 0 {
return
}
rand.Shuffle(len(shooters), func(i, j int) { shooters[i], shooters[j] = shooters[j], shooters[i] })
for len(roundShooters) > 0 {
// attacke group id among round participants
attIdx := randomValue(maps.Keys(roundShooters))
delete(roundShooters, attIdx)
// fired counts, per group, how many of its ships have already shot
// this round; a token beyond the group's current (post-casualty) ship
// count belongs to a ship destroyed earlier in the round and is skipped.
fired := make(map[int]uint)
progressed := false
for _, attIdx := range shooters {
if fired[attIdx] >= c.ShipGroup(attIdx).Number {
continue
}
fired[attIdx]++
for range b.shipAmmo[attIdx] {
// defender group id among all attacker's opponents
defIdx := randomValue(maps.Keys(b.attacker[attIdx]))
destroyed := false
probability := b.attacker[attIdx][defIdx]
switch {
case probability >= 1:
destroyed = true
case probability > 0:
destroyed = rand.Float64() >= probability
default:
panic("SingleBattle: probability unexpected: value <= 0")
for range c.ShipGroupShipClass(attIdx).Armament {
defIdx, ok := c.pickTargetShip(b, attIdx)
if !ok {
break
}
progressed = true
destroyed := destructionRoll(b.attacker[attIdx][defIdx])
b.Protocol = append(b.Protocol, BattleAction{
Attacker: attIdx,
Defender: defIdx,
Destroyed: destroyed,
})
if destroyed {
c.ShipGroupDestroyItem(defIdx)
}
if c.ShipGroup(defIdx).Number == 0 {
// Eliminated group cant attack anyone
delete(b.attacker, defIdx)
delete(roundShooters, defIdx)
for attIdx := range b.attacker {
// Other attackers can't attack eliminated group anymore
delete(b.attacker[attIdx], defIdx)
if len(b.attacker[attIdx]) == 0 {
// Remove attacker if he lost all opponents
delete(b.attacker, attIdx)
delete(roundShooters, attIdx)
}
if c.ShipGroup(defIdx).Number == 0 {
b.removeFromBattle(defIdx)
}
}
// When attacker has no more targets to shoot - break its ammo cycle
if len(b.attacker[attIdx]) == 0 {
break
}
}
}
// No shooter found a target this round: every remaining opponent is
// out of reach, the battle is over.
if !progressed {
return
}
}
}
func randomValue(v iter.Seq[int]) int {
ids := slices.Collect(v)
return ids[rand.IntN(len(ids))]
// pickTargetShip selects a random enemy ship for attacker group attIdx among
// the groups it is able to destroy, weighted by each group's current ship
// count so that every living enemy ship is equally likely to be hit.
func (c *Cache) pickTargetShip(b *Battle, attIdx int) (int, bool) {
opponents := b.attacker[attIdx]
var total uint
for defIdx := range opponents {
total += c.ShipGroup(defIdx).Number
}
if total == 0 {
return 0, false
}
r := rand.IntN(int(total))
for defIdx := range opponents {
r -= int(c.ShipGroup(defIdx).Number)
if r < 0 {
return defIdx, true
}
}
return 0, false
}
// removeFromBattle drops an eliminated group: it can no longer attack, and no
// one can target it. Attackers left without any opponent are removed as well.
func (b *Battle) removeFromBattle(groupIdx int) {
delete(b.attacker, groupIdx)
for attIdx := range b.attacker {
delete(b.attacker[attIdx], groupIdx)
if len(b.attacker[attIdx]) == 0 {
delete(b.attacker, attIdx)
}
}
}
func destructionRoll(probability float64) bool {
switch {
case probability >= 1:
return true
case probability > 0:
return rand.Float64() < probability
default:
panic("SingleBattle: probability unexpected: value <= 0")
}
}
+109 -1
View File
@@ -108,7 +108,11 @@ func TestFilterBattleOpponents(t *testing.T) {
assert.False(t, controller.FilterBattleOpponents(c, 0, 2, cacheProbability))
assert.Contains(t, cacheProbability, 0)
assert.Contains(t, cacheProbability[0], 2)
assert.InDelta(t, 0.396222, cacheProbability[0][2], 0.0000001)
// Group 2 holds 15 ships, but a shot targets a single ship, so the
// defending mass is the per-ship full mass (group mass / 15), which
// yields a far lower destruction probability than the pre-fix group-mass
// calculation (which read ~0.396).
assert.InDelta(t, 0.07064783, cacheProbability[0][2], 0.0000001)
assert.False(t, controller.FilterBattleOpponents(c, 2, 0, cacheProbability))
assert.Contains(t, cacheProbability, 2)
assert.Contains(t, cacheProbability[2], 0)
@@ -271,3 +275,107 @@ func TestTransformBattleAggregatesSameShipClass(t *testing.T) {
gunship1.Number, gunship1.NumberLeft)
}
}
// TestDestructionRollDirection guards the corrected probability application:
// a shot destroys its target with probability p, not 1-p. The pre-fix code
// compared rand >= p, which inverted the rate (a near-certain hit became a
// near-certain miss).
func TestDestructionRollDirection(t *testing.T) {
const trials = 100000
for _, p := range []float64{0.1, 0.5, 0.9} {
hits := 0
for range trials {
if controller.DestructionRoll(p) {
hits++
}
}
rate := float64(hits) / float64(trials)
assert.InDelta(t, p, rate, 0.02, "destruction rate must track p=%.2f, not 1-p", p)
}
assert.True(t, controller.DestructionRoll(1.0))
assert.True(t, controller.DestructionRoll(1.5))
assert.Panics(t, func() { controller.DestructionRoll(0) })
assert.Panics(t, func() { controller.DestructionRoll(-0.1) })
}
// TestSingleBattleOneSidedWipe checks the per-ship model end to end: a group
// of armed ships that always destroys its target wipes a larger group of
// unarmed transports that cannot fire back, while every shot in the protocol
// is accounted for and the attacker takes no losses.
func TestSingleBattleOneSidedWipe(t *testing.T) {
c, g := newCache()
assert.NoError(t, g.RaceRelation(Race_0.Name, Race_1.Name, game.RelationWar.String()))
assert.NoError(t, g.RaceRelation(Race_1.Name, Race_0.Name, game.RelationWar.String()))
// Killer's effective attack overwhelms the freighter's shields, so every
// shot destroys (probability >= 1).
assert.NoError(t, c.ShipClassCreate(Race_0_idx, "Killer", 10, 1, 40, 10, 0))
assert.NoError(t, c.CreateShips(Race_0_idx, "Killer", R0_Planet_0_num, 3)) // group 0
c.CreateShipsUnsafe_T(Race_1_idx, c.MustShipClass(Race_1_idx, Race_1_Freighter).ID, R0_Planet_0_num, 5) // group 1
battles := controller.ProduceBattles(c)
assert.Len(t, battles, 1)
assert.Zero(t, c.ShipGroup(1).Number, "all unarmed transports must be destroyed")
assert.Equal(t, uint(3), c.ShipGroup(0).Number, "unarmed transports cannot retaliate")
kills := 0
for _, a := range battles[0].Protocol {
if a.Destroyed {
kills++
}
}
assert.Equal(t, 5, kills, "exactly the five transports are destroyed")
}
// TestCollectPlanetGroupsIncludesLaunchedAndUpgrade checks that every group
// physically at a planet — in orbit, being upgraded, or ordered to depart but
// not yet flown (Launched) — is collected for, and kept in, the battle.
func TestCollectPlanetGroupsIncludesLaunchedAndUpgrade(t *testing.T) {
c, _ := newCache()
// group 0: in orbit at Planet_0
assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 1))
// group 1: ordered to depart Planet_0 (Launched), still physically there
assert.NoError(t, c.CreateShips(Race_0_idx, ShipType_Cruiser, R0_Planet_0_num, 1))
c.ShipGroup(1).StateInSpace = &game.InSpace{Origin: R0_Planet_0_num}
c.ShipGroup(1).Destination = R0_Planet_2_num
assert.Equal(t, game.StateLaunched, c.ShipGroup(1).State())
// group 2: being upgraded at Planet_0
assert.NoError(t, c.CreateShips(Race_0_idx, ShipType_Cruiser, R0_Planet_0_num, 1))
c.ShipGroup(2).StateUpgrade = &game.InUpgrade{UpgradeTech: []game.UpgradePreference{{Tech: game.TechDrive, Level: 2.0, Cost: 100}}}
assert.Equal(t, game.StateUpgrade, c.ShipGroup(2).State())
pg := controller.CollectPlanetGroups(c)
assert.Contains(t, pg, R0_Planet_0_num)
assert.Len(t, pg[R0_Planet_0_num], 3)
for _, idx := range []int{0, 1, 2} {
assert.Contains(t, pg[R0_Planet_0_num], idx)
}
battleGroups := controller.FilterBattleGroups(c, pg[R0_Planet_0_num])
assert.Len(t, battleGroups, 3)
}
// TestProduceBattlesLaunchedFightsAtOrigin checks that a group ordered to
// depart (Launched) still fights the pre-departure battle at its origin
// planet, rather than escaping into hyperspace before the fight.
func TestProduceBattlesLaunchedFightsAtOrigin(t *testing.T) {
c, g := newCache()
assert.NoError(t, g.RaceRelation(Race_0.Name, Race_1.Name, game.RelationWar.String()))
assert.NoError(t, g.RaceRelation(Race_1.Name, Race_0.Name, game.RelationWar.String()))
// Race_0: armed group in orbit at Planet_0.
assert.NoError(t, c.CreateShips(Race_0_idx, Race_0_Gunship, R0_Planet_0_num, 10))
// Race_1: armed group ordered to depart Planet_0 (Launched), still there.
c.CreateShipsUnsafe_T(Race_1_idx, c.MustShipClass(Race_1_idx, Race_1_Gunship).ID, R0_Planet_0_num, 10)
c.ShipGroup(1).StateInSpace = &game.InSpace{Origin: R0_Planet_0_num}
c.ShipGroup(1).Destination = R0_Planet_2_num
assert.Equal(t, game.StateLaunched, c.ShipGroup(1).State())
battles := controller.ProduceBattles(c)
assert.Len(t, battles, 1)
assert.True(t, battles[0].ObserverGroups[1], "launched group must be marked in-battle")
if c.ShipGroup(0).Number == 0 {
assert.Greater(t, c.ShipGroup(1).Number, uint(0))
} else {
assert.Zero(t, c.ShipGroup(1).Number)
}
}
+24 -7
View File
@@ -1,6 +1,10 @@
package controller
import (
"cmp"
"maps"
"slices"
"galaxy/game/internal/model/game"
"github.com/google/uuid"
@@ -13,8 +17,14 @@ func (c *Cache) ProduceBombings() []*game.Bombing {
if !p.Owned() {
continue
}
for ri, groups := range enemies {
br := c.bombingReport(p, ri, groups)
// The planet is hit by all attacking races at once, accounted from the
// strongest bombing power downwards, until no population remains.
attackers := slices.Collect(maps.Keys(enemies))
slices.SortFunc(attackers, func(a, b int) int {
return cmp.Compare(c.bombingPower(enemies[b]), c.bombingPower(enemies[a]))
})
for _, ri := range attackers {
br := c.bombingReport(p, ri, enemies[ri])
report = append(report, br)
if br.Wiped {
break
@@ -22,7 +32,11 @@ func (c *Cache) ProduceBombings() []*game.Bombing {
}
if p.Population == 0 {
// Wiped out: the planet turns uninhabited and its industry
// collapses, but the material and capital stockpiles survive for
// whoever colonises it next (rules "Бомбардировка планет").
p.Free()
p.Ind(0)
} else {
// Если на планете остались также и колонисты, то они превращаются в население,
// а накопленная промышленность возмещает потери производства.
@@ -33,13 +47,16 @@ func (c *Cache) ProduceBombings() []*game.Bombing {
return report
}
func (c *Cache) bombingReport(p *game.Planet, ri int, groups []int) *game.Bombing {
attackPower := 0.
func (c *Cache) bombingPower(groups []int) float64 {
var power float64
for _, i := range groups {
sg := c.ShipGroup(i)
st := c.ShipGroupShipClass(i)
attackPower += sg.BombingPower(st)
power += c.ShipGroup(i).BombingPower(c.ShipGroupShipClass(i))
}
return power
}
func (c *Cache) bombingReport(p *game.Planet, ri int, groups []int) *game.Bombing {
attackPower := c.bombingPower(groups)
r := &game.Bombing{
ID: uuid.New(),
PlanetOwnedID: *p.Owner,
+56
View File
@@ -141,3 +141,59 @@ func TestProduceBombings(t *testing.T) {
}
}
}
// TestBombingOrderByPower checks that attacking races are accounted from the
// strongest bombing power downwards (the report order), not in the random map
// iteration order the engine used before.
func TestBombingOrderByPower(t *testing.T) {
c, g := newCache()
assert.NoError(t, g.RaceRelation(Race_1.Name, Race_0.Name, game.RelationWar.String()))
weakIdx, _ := c.AddRace("Weakling")
assert.NoError(t, c.UpdateRelation(weakIdx, Race_0_idx, game.RelationWar))
assert.NoError(t, c.ShipClassCreate(weakIdx, "Pebble", 1, 1, 1, 1, 0))
// Planet_0 (Race_0) survives both attacks.
c.MustPlanet(R0_Planet_0_num).Population = 1000
// Strong: one Race_1 gunship (~358.9 power); weak: one Pebble (~1.1 power).
c.CreateShipsUnsafe_T(Race_1_idx, c.MustShipClass(Race_1_idx, Race_1_Gunship).ID, R0_Planet_0_num, 1)
c.CreateShipsUnsafe_T(weakIdx, c.MustShipClass(weakIdx, "Pebble").ID, R0_Planet_0_num, 1)
reports := c.ProduceBombings()
assert.Len(t, reports, 2)
assert.Equal(t, Race_1.Name, reports[0].Attacker, "strongest attacker comes first")
assert.Equal(t, "Weakling", reports[1].Attacker)
assert.Greater(t, reports[0].AttackPower.F(), reports[1].AttackPower.F())
}
// TestBombingWipeZeroesIndustry checks that a planet bombed to extinction loses
// its industry but keeps its material and capital stockpiles for the next
// colonist (rules "Бомбардировка планет").
func TestBombingWipeZeroesIndustry(t *testing.T) {
c, _ := newCache()
bomberIdx, _ := c.AddRace("Bomber")
assert.NoError(t, c.UpdateRelation(bomberIdx, Race_0_idx, game.RelationWar))
// Bombing power ~106.5 (W=60, A=1, weapons tech 1.0): wipes pop 50 while
// only partly converting industry, so the leftover industry is observable.
assert.NoError(t, c.ShipClassCreate(bomberIdx, "Reaper", 1, 1, 60, 1, 0))
p := c.MustPlanet(R0_Planet_0_num)
p.Population = 50
p.Industry = 200
p.Capital = 30
p.Material = 20
p.Colonists = 0
c.CreateShipsUnsafe_T(bomberIdx, c.MustShipClass(bomberIdx, "Reaper").ID, R0_Planet_0_num, 1)
reports := c.ProduceBombings()
assert.Len(t, reports, 1)
assert.True(t, reports[0].Wiped)
pl := c.MustPlanet(R0_Planet_0_num)
assert.False(t, pl.Owned())
assert.Equal(t, 0., pl.Population.F())
assert.Equal(t, 0., pl.Industry.F(), "industry collapses on wipe")
assert.Equal(t, 30., pl.Capital.F(), "capital stockpile survives")
assert.InDelta(t, 126.476, pl.Material.F(), 0.01, "material keeps the converted industry")
}
+146 -282
View File
@@ -2,8 +2,10 @@ package controller
import (
"errors"
"fmt"
"time"
e "galaxy/error"
"galaxy/game/internal/model/game"
"github.com/google/uuid"
@@ -14,162 +16,147 @@ import (
"galaxy/game/internal/repo"
)
type Configurer func(*Param)
type Repo interface {
// Lock must be called before any repository operations
Lock() error
// Release must be called after first and only repository operation
Release() error
// SaveTurn stores just generated new turn
SaveNewTurn(uint, *game.Game) error
// SaveState stores current game state updated between turns
SaveLastState(*game.Game) error
// LoadState retrieves game current state with required lock acquisition
LoadState() (*game.Game, error)
// LoadStateSafe retrieves game current state without preliminary locking
LoadStateSafe() (*game.Game, error)
// SaveBattle stores a new battle protocol and battle meta data for turn t
SaveBattle(uint, *report.BattleReport, *game.BattleMeta) error
// LoadBattle reads battle's protocol for turn t and battle id.
// Returns false if battle with such id was never stored at turn t
LoadBattle(t uint, id uuid.UUID) (*report.BattleReport, bool, error)
// SaveBombing stores all prodused bombings for turn t
SaveBombings(uint, []*game.Bombing) error
// SaveReport stores latest report for a race
SaveReport(uint, *report.Report) error
// LoadReport loads report for specific turn and player id
LoadReport(uint, uuid.UUID) (*report.Report, error)
// SaveOrder stores order for given turn
SaveOrder(uint, uuid.UUID, *order.UserGamesOrder) error
// LoadOrder loads order for specific turn and player id
LoadOrder(uint, uuid.UUID) (*order.UserGamesOrder, bool, error)
// Service is the engine's application service: it owns persistence and exposes
// the operations the HTTP handlers invoke. It is safe for concurrent use —
// reads are lock-free and the writers that mutate the canonical state file
// (init/turn/banish) are serialised at the router by a shared LimitMiddleware.
type Service struct {
repo *repo.Repo
}
type Ctrl interface {
ValidateOrder(actor string, cmd ...order.DecodableCommand) error
// remove below funcs if /command api will be deleted
RaceID(actor string) (uuid.UUID, error)
RaceQuit(actor string) error
RaceVote(actor, acceptor string) error
RaceRelation(actor, acceptor string, rel string) error
ShipClassCreate(actor, typeName string, drive float64, ammo int, weapons, shileds, cargo float64) error
ShipClassMerge(actor, name, targetName string) error
ShipClassRemove(actor, typeName string) error
ShipGroupLoad(actor string, groupID uuid.UUID, cargoType string, quantity float64) error
ShipGroupUnload(actor string, groupID uuid.UUID, quantity float64) error
ShipGroupSend(actor string, groupID uuid.UUID, planetNumber uint) error
ShipGroupUpgrade(actor string, groupID uuid.UUID, techInput string, limitLevel float64) error
ShipGroupBreak(actor string, groupID, newID uuid.UUID, quantity uint) error
ShipGroupMerge(actor string) error
ShipGroupDismantle(actor string, groupID uuid.UUID) error
ShipGroupTransfer(actor, acceptor string, groupID uuid.UUID) error
ShipGroupJoinFleet(actor, fleetName string, groupID uuid.UUID) error
FleetMerge(actor, fleetSourceName, fleetTargetName string) error
FleetSend(actor, fleetName string, planetNumber uint) error
ScienceCreate(actor, typeName string, drive, weapons, shields, cargo float64) error
ScienceRemove(actor, typeName string) error
PlanetRename(actor string, planetNumber int, typeName string) error
PlanetProduce(actor string, planetNumber int, prodType, subject string) error
PlanetRouteSet(actor, loadType string, origin, destination uint) error
PlanetRouteRemove(actor, loadType string, origin uint) error
}
func GenerateGame(configure func(*Param), races []string) (s game.State, err error) {
ec, err := NewRepoController(configure)
// NewService opens the file-backed storage at storagePath and returns a ready
// Service. The directory must already exist and be writable.
func NewService(storagePath string) (*Service, error) {
r, err := repo.NewFileRepo(storagePath)
if err != nil {
return nil, err
}
return &Service{repo: r}, nil
}
// GenerateGame initialises a fresh game in storage under the supplied
// canonical gameID. The orchestrator must allocate gameID before the engine
// container is started and pass it here as the request body of
// POST /api/v1/admin/init. A zero UUID is rejected with ErrGameInitNilUUID; an
// attempt to init on top of an existing state.json is rejected with
// ErrGameAlreadyInit.
func (s *Service) GenerateGame(gameID uuid.UUID, races []string) (game.State, error) {
if gameID == uuid.Nil {
return game.State{}, ErrGameInitNilUUID
}
if existing, loadErr := s.repo.LoadState(); loadErr == nil {
return game.State{}, fmt.Errorf("%w: stored gameId=%s, requested=%s", ErrGameAlreadyInit, existing.ID, gameID)
} else if !isGameNotInitialized(loadErr) {
return game.State{}, fmt.Errorf("check existing state: %w", loadErr)
}
if _, err := NewGame(s.repo, gameID, races); err != nil {
return game.State{}, err
}
if err = ec.Repo.Lock(); err != nil {
return s.GameState()
}
// GenerateTurn advances the game by one turn (applying every stored order) and
// returns the resulting game state.
func (s *Service) GenerateTurn() (game.State, error) {
if err := s.execute(func(_ uint, c *Controller) error { return c.MakeTurn() }); err != nil {
return game.State{}, err
}
return s.GameState()
}
// isGameNotInitialized reports whether err is the engine's canonical
// "no state.json on disk" signal returned by Repo.LoadState on a fresh
// storage directory.
func isGameNotInitialized(err error) bool {
var ge *e.GenericError
return errors.As(err, &ge) && ge.Code == e.ErrGameNotInitialized
}
// LoadReport returns the stored turn report for actor at the given turn.
func (s *Service) LoadReport(actor string, turn uint) (r *report.Report, err error) {
execErr := s.execute(func(_ uint, c *Controller) (exErr error) {
id, exErr := c.RaceID(actor)
if exErr == nil {
r, exErr = s.repo.LoadReport(turn, id)
}
return
})
err = errors.Join(err, execErr)
return
}
// ValidateOrder validates cmd against a transient view of the current state,
// records the per-command outcome on each command's meta, and stores the
// resulting order for the current turn. Game-state rejections are reported per
// command, not as a returned error.
func (s *Service) ValidateOrder(actor string, cmd ...order.DecodableCommand) (o *order.UserGamesOrder, err error) {
err = s.execute(func(t uint, c *Controller) error {
id, err := c.RaceID(actor)
if err != nil {
return err
}
if err := c.ValidateOrder(actor, cmd...); err != nil {
return err
}
o = &order.UserGamesOrder{
GameID: c.Cache.g.ID,
UpdatedAt: time.Now().UTC().UnixMilli(),
Commands: make([]order.DecodableCommand, len(cmd)),
}
copy(o.Commands, cmd)
return s.repo.SaveOrder(t, id, o)
})
if err != nil {
return nil, err
}
return
}
// FetchOrder returns the order actor stored for the given turn. ok is false
// when no order was ever stored.
func (s *Service) FetchOrder(actor string, turn uint) (o *order.UserGamesOrder, ok bool, err error) {
err = s.execute(func(_ uint, c *Controller) error {
id, err := c.RaceID(actor)
if err != nil {
return err
}
o, ok, err = s.repo.LoadOrder(turn, id)
return err
})
if err != nil {
return
}
defer func() {
err = errors.Join(err, ec.Repo.Release())
if err == nil {
s, err = GameState(configure)
return
}
// FetchBattle returns the battle report stored at turn under ID. exists is
// false when no such battle was recorded.
func (s *Service) FetchBattle(turn uint, ID uuid.UUID) (b *report.BattleReport, exists bool, err error) {
err = s.execute(func(_ uint, c *Controller) error {
b, exists, err = s.repo.LoadBattle(turn, ID)
return err
})
return
}
// BanishRace deactivates actor's race after a permanent platform removal and
// persists the updated state.
func (s *Service) BanishRace(actor string) error {
return s.execute(func(_ uint, c *Controller) error {
if err := c.RaceBanish(actor); err != nil {
return err
}
}()
_, err = NewGame(ec.Repo, races)
return
return c.saveState()
})
}
func GenerateTurn(configure func(*Param)) (err error) {
ec, err := NewRepoController(configure)
if err != nil {
return err
}
err = ec.executeLocked(func(c *Controller) error { return c.MakeTurn() })
return
}
func LoadReport(configure func(*Param), actor string, turn uint) (*report.Report, error) {
ec, err := NewRepoController(configure)
if err != nil {
return nil, err
}
return ec.loadReport(actor, turn)
}
func ExecuteCommand(configure func(*Param), consumer func(c Ctrl) error) (err error) {
ec, err := NewRepoController(configure)
if err != nil {
return err
}
return ec.executeCommand(func(c *Controller) error { return consumer(c) })
}
func ValidateOrder(configure func(*Param), actor string, cmd ...order.DecodableCommand) (*order.UserGamesOrder, error) {
ec, err := NewRepoController(configure)
if err != nil {
return nil, err
}
return ec.validateOrder(actor, cmd...)
}
func FetchOrder(configure func(*Param), actor string, turn uint) (order *order.UserGamesOrder, ok bool, err error) {
ec, err := NewRepoController(configure)
if err != nil {
return nil, false, err
}
return ec.fetchOrder(actor, turn)
}
func FetchBattle(configure func(*Param), turn uint, ID uuid.UUID) (b *report.BattleReport, exists bool, err error) {
ec, err := NewRepoController(configure)
if err != nil {
return nil, false, err
}
return ec.fetchBattle(turn, ID)
}
func BanishRace(configure func(*Param), actor string) error {
ec, err := NewRepoController(configure)
if err != nil {
return err
}
return ec.banishRace(actor)
}
func GameState(configure func(*Param)) (s game.State, err error) {
ec, err := NewRepoController(configure)
if err != nil {
return game.State{}, err
}
g, err := ec.Repo.LoadStateSafe()
// GameState loads the current state and projects it into the transport-facing
// game.State summary (player roster with planet counts and population).
func (s *Service) GameState() (game.State, error) {
g, err := s.repo.LoadState()
if err != nil {
return game.State{}, err
}
@@ -207,149 +194,26 @@ func GameState(configure func(*Param)) (s game.State, err error) {
return *result, nil
}
type RepoController struct {
Repo Repo
}
func NewRepoController(config Configurer) (*RepoController, error) {
c := &Param{
StoragePath: ".",
}
if config != nil {
config(c)
}
r, err := repo.NewFileRepo(c.StoragePath)
if err != nil {
return nil, err
}
return &RepoController{
Repo: r,
}, nil
}
func (ec *RepoController) NewGameController(g *game.Game) *Controller {
return &Controller{
RepoController: ec,
Cache: NewCache(g),
}
}
func (ec *RepoController) validateOrder(actor string, cmd ...order.DecodableCommand) (o *order.UserGamesOrder, err error) {
err = ec.executeSafe(func(t uint, c *Controller) error {
id, err := c.RaceID(actor)
if err != nil {
return err
}
err = c.ValidateOrder(actor, cmd...)
if err != nil {
return err
}
o = &order.UserGamesOrder{
GameID: c.Cache.g.ID,
UpdatedAt: time.Now().UTC().UnixMilli(),
Commands: make([]order.DecodableCommand, len(cmd)),
}
copy(o.Commands, cmd)
return ec.Repo.SaveOrder(t, id, o)
})
if err != nil {
return nil, err
}
return
}
func (ec *RepoController) fetchOrder(actor string, turn uint) (order *order.UserGamesOrder, ok bool, err error) {
err = ec.executeSafe(func(t uint, c *Controller) error {
id, err := c.RaceID(actor)
if err != nil {
return err
}
order, ok, err = ec.Repo.LoadOrder(turn, id)
return err
})
if err != nil {
return
}
return
}
func (ec *RepoController) fetchBattle(turn uint, ID uuid.UUID) (order *report.BattleReport, exists bool, err error) {
err = ec.executeSafe(func(t uint, c *Controller) error {
order, exists, err = ec.Repo.LoadBattle(turn, ID)
return err
})
return
}
func (ec *RepoController) loadReport(actor string, turn uint) (r *report.Report, err error) {
execErr := ec.executeSafe(func(t uint, c *Controller) (exErr error) {
id, exErr := c.RaceID(actor)
if exErr == nil {
r, exErr = ec.Repo.LoadReport(turn, id)
}
return
})
err = errors.Join(err, execErr)
return
}
func (ec *RepoController) executeCommand(consumer func(*Controller) error) (err error) {
return ec.executeLocked(func(c *Controller) error {
err = consumer(c)
if err == nil {
c.Cache.StageCommand()
err = c.saveState()
}
return err
})
}
func (ec *RepoController) banishRace(actor string) (err error) {
return ec.executeLocked(func(c *Controller) error {
err = c.RaceBanish(actor)
if err != nil {
return err
}
return c.saveState()
})
}
func (ec *RepoController) executeSafe(consumer func(uint, *Controller) error) (err error) {
g, err := ec.Repo.LoadStateSafe()
// execute loads the current game state, wraps it in a Controller and runs
// consumer against it. Reads and writes are lock-free; concurrent writers to
// the state file (init/turn/banish) are serialised at the router by a shared
// LimitMiddleware, so this helper holds no lock of its own.
func (s *Service) execute(consumer func(uint, *Controller) error) error {
g, err := s.repo.LoadState()
if err != nil {
return err
}
err = consumer(g.Turn, ec.NewGameController(g))
return
}
func (ec *RepoController) executeLocked(consumer func(*Controller) error) (err error) {
if err := ec.Repo.Lock(); err != nil {
return err
}
defer func() {
err = errors.Join(err, ec.Repo.Release())
}()
g, err := ec.Repo.LoadState()
if err != nil {
return err
}
err = consumer(ec.NewGameController(g))
return
}
func (c *Controller) saveState() error {
return c.Repo.SaveLastState(c.Cache.g)
return consumer(g.Turn, &Controller{repo: s.repo, Cache: NewCache(g)})
}
// Controller is the per-turn execution context: a loaded game state (Cache)
// plus the repo it persists through. It carries the engine's game-logic
// methods (in command.go, order.go, generate_turn.go, …).
type Controller struct {
*RepoController
repo *repo.Repo
Cache *Cache
}
type Param struct {
StoragePath string
func (c *Controller) saveState() error {
return c.repo.SaveLastState(c.Cache.g)
}
@@ -149,3 +149,7 @@ func (c *Cache) WipeRace(ri int) {
func (c *Cache) UnsafeDeleteShipGroup(sgi int) {
c.unsafeDeleteShipGroup(sgi)
}
func DestructionRoll(probability float64) bool {
return destructionRoll(probability)
}
+1 -2
View File
@@ -131,8 +131,7 @@ func newGame() *game.Game {
func newCache() (*controller.Cache, *controller.Controller) {
ctl := &controller.Controller{
RepoController: nil,
Cache: controller.NewCache(newGame()),
Cache: controller.NewCache(newGame()),
}
assertNoError(ctl.Cache.ShipClassCreate(Race_0_idx, Race_0_Gunship, 60, 3, 30, 100, 0))
assertNoError(ctl.Cache.ShipClassCreate(Race_0_idx, Race_0_Freighter, 8, 0, 0, 2, 10))
+1 -1
View File
@@ -57,7 +57,7 @@ func TestFleetSend(t *testing.T) {
e.GenericErrorText(e.ErrInputUnknownRace))
assert.ErrorContains(t,
g.FleetSend(Race_Extinct.Name, fleetSending, 2),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
assert.ErrorContains(t,
g.FleetSend(Race_0.Name, "UnknownFleet", 2),
e.GenericErrorText(e.ErrInputEntityNotExists))
+3 -3
View File
@@ -37,7 +37,7 @@ func TestShipGroupJoinFleet(t *testing.T) {
e.GenericErrorText(e.ErrInputUnknownRace))
assert.ErrorContains(t,
g.ShipGroupJoinFleet(Race_Extinct.Name, fleetOne, groupIndex),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
// ensure race has no Fleets
assert.Len(t, slices.Collect(c.ListFleets(Race_0_idx)), 0)
@@ -124,14 +124,14 @@ func TestFleetMerge(t *testing.T) {
e.GenericErrorText(e.ErrInputUnknownRace))
assert.ErrorContains(t,
g.FleetMerge(Race_Extinct.Name, fleetSourceOne, fleetTargetTwo),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
assert.ErrorContains(t,
g.ShipGroupJoinFleet(UnknownRace, fleetSourceOne, c.ShipGroup(0).ID),
e.GenericErrorText(e.ErrInputUnknownRace))
assert.ErrorContains(t,
g.ShipGroupJoinFleet(Race_Extinct.Name, fleetSourceOne, c.ShipGroup(0).ID),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
assert.NoError(t, g.ShipGroupJoinFleet(Race_0.Name, fleetSourceOne, c.ShipGroup(0).ID))
+9 -9
View File
@@ -7,22 +7,26 @@ import (
"galaxy/game/internal/generator"
"galaxy/game/internal/model/game"
"galaxy/game/internal/repo"
"github.com/google/uuid"
)
func NewGame(r Repo, races []string) (uuid.UUID, error) {
// NewGame initialises a fresh game in storage under the supplied
// gameID. The caller is expected to have validated gameID against
// uuid.Nil and to have ruled out collisions with existing state.
func NewGame(r *repo.Repo, gameID uuid.UUID, races []string) (uuid.UUID, error) {
m, err := generator.Generate(func(ms *generator.MapSetting) {
ms.Players = uint32(len(races))
})
if err != nil {
return uuid.Nil, fmt.Errorf("generate map: %s", err)
}
return newGameOnMap(r, races, m)
return newGameOnMap(r, gameID, races, m)
}
func newGameOnMap(r Repo, races []string, m generator.Map) (uuid.UUID, error) {
g, err := buildGameOnMap(races, m)
func newGameOnMap(r *repo.Repo, gameID uuid.UUID, races []string, m generator.Map) (uuid.UUID, error) {
g, err := buildGameOnMap(gameID, races, m)
if err != nil {
return uuid.Nil, err
}
@@ -38,14 +42,10 @@ func newGameOnMap(r Repo, races []string, m generator.Map) (uuid.UUID, error) {
return g.ID, nil
}
func buildGameOnMap(races []string, m generator.Map) (*game.Game, error) {
func buildGameOnMap(gameID uuid.UUID, races []string, m generator.Map) (*game.Game, error) {
if len(races) != len(m.HomePlanets) {
return nil, fmt.Errorf("generate map: wrong number of home planets: %d, expected: %d ", len(m.HomePlanets), len(races))
}
gameID, err := uuid.NewRandom()
if err != nil {
return nil, fmt.Errorf("generate game uuid: %s", err)
}
g := &game.Game{
ID: gameID,
Turn: 0,
+38 -5
View File
@@ -28,16 +28,17 @@ func TestNewGame(t *testing.T) {
for i := range players {
races[i] = fmt.Sprintf("race_%02d", i)
}
assert.NoError(t, r.Lock())
gameID, err := controller.NewGame(r, races)
requestedID := uuid.New()
gameID, err := controller.NewGame(r, requestedID, races)
assert.NoError(t, err)
assert.Equal(t, requestedID, gameID, "NewGame must echo the supplied gameID")
assert.FileExists(t, filepath.Join(root, "state.json"))
assert.FileExists(t, filepath.Join(root, "0000/state.json"))
g, err := r.LoadState()
assert.NoError(t, err)
assert.Equal(t, gameID, g.ID)
assert.Equal(t, requestedID, g.ID, "persisted game.ID must match the supplied gameID")
assert.Equal(t, uint(0), g.Turn)
assert.Equal(t, players, len(g.Race))
@@ -65,6 +66,38 @@ func TestNewGame(t *testing.T) {
numShuffled = numShuffled || p.Number != uint(i)
}
assert.True(t, numShuffled)
assert.NoError(t, r.Release())
}
func TestGenerateGameRejectsExistingState(t *testing.T) {
root, cleanup := util.CreateWorkDir(t)
defer cleanup()
races := make([]string, 10)
for i := range races {
races[i] = fmt.Sprintf("race_%02d", i)
}
svc, err := controller.NewService(root)
assert.NoError(t, err)
firstID := uuid.New()
_, err = svc.GenerateGame(firstID, races)
assert.NoError(t, err)
_, err = svc.GenerateGame(uuid.New(), races)
assert.ErrorIs(t, err, controller.ErrGameAlreadyInit)
}
func TestGenerateGameRejectsNilUUID(t *testing.T) {
root, cleanup := util.CreateWorkDir(t)
defer cleanup()
races := make([]string, 10)
for i := range races {
races[i] = fmt.Sprintf("race_%02d", i)
}
svc, err := controller.NewService(root)
assert.NoError(t, err)
_, err = svc.GenerateGame(uuid.Nil, races)
assert.ErrorIs(t, err, controller.ErrGameInitNilUUID)
}
+15 -11
View File
@@ -20,25 +20,29 @@ func (c *Controller) MakeTurn() error {
c.Cache.g.Turn += 1
c.Cache.g.Stage = 0
// 01. Вышедшие расы удаляются из списка участвующих рас перед началом просчета очередного хода
// 01. Вышедшие расы удаляются из списка участвующих рас перед началом просчёта очередного хода.
c.Cache.TurnWipeExtinctRaces()
// 02. Товары загружаются на корабли, находящиеся в начале грузовых маршрутов, и корабли входят в гиперпространство (но ещё не полетели)
c.Cache.SendRoutedGroups()
// 03. Корабли, где это возможно, объединяются в группы.
// 02. Корабли, где это возможно, объединяются в группы (до боя и до отправки по маршрутам).
c.Cache.TurnMergeEqualShipGroups()
// 04. Враждующие корабли вступают в схватку.
// 03. Враждующие корабли вступают в схватку у планеты отправления. Корабли, которым отдан
// приказ на отлёт (статус Launched), ещё стоят на планете и участвуют в бою; в
// гиперпространство уходят только уцелевшие — так нельзя уклониться от боя.
battles := ProduceBattles(c.Cache)
// 04. Товары загружаются на корабли в начале грузовых маршрутов, и эти корабли входят в
// гиперпространство. Загрузка после боя: маршрутные транспорты сражаются пустыми и не
// могут уклониться от боя, скрывшись в гиперпространстве.
c.Cache.SendRoutedGroups()
// 05. Корабли пролетают сквозь гиперпространство.
c.Cache.MoveShipGroups()
// 06. Корабли, где это возможно, объединяются в группы.
c.Cache.TurnMergeEqualShipGroups()
// 07. Враждующие корабли снова вступают в схватку (это происходит после выхода из гиперпространства).
// 07. Враждующие корабли снова вступают в схватку (после выхода из гиперпространства).
battles = append(battles, ProduceBattles(c.Cache)...)
// 08. Корабли бомбят вражеские планеты.
@@ -67,7 +71,7 @@ func (c *Controller) MakeTurn() error {
// Store bombings
bombingReport := make([]*report.Bombing, len(bombings))
if len(bombings) > 0 {
if err := c.Repo.SaveBombings(c.Cache.g.Turn, bombings); err != nil {
if err := c.repo.SaveBombings(c.Cache.g.Turn, bombings); err != nil {
return err
}
for i := range bombings {
@@ -107,7 +111,7 @@ func (c *Controller) MakeTurn() error {
}
report := TransformBattle(c.Cache, b)
if err := c.Repo.SaveBattle(c.Cache.g.Turn, report, &battleMeta[i]); err != nil {
if err := c.repo.SaveBattle(c.Cache.g.Turn, report, &battleMeta[i]); err != nil {
return err
}
battleReport[i] = report
@@ -118,12 +122,12 @@ func (c *Controller) MakeTurn() error {
c.Cache.DeleteKilledShipGroups()
// Store game state for the new turn and 'current' state as well
if err := c.Repo.SaveNewTurn(c.Cache.g.Turn, c.Cache.g); err != nil {
if err := c.repo.SaveNewTurn(c.Cache.g.Turn, c.Cache.g); err != nil {
return err
}
for rep := range c.Cache.Report(c.Cache.g.Turn, battleReport, bombingReport) {
if err := c.Repo.SaveReport(c.Cache.g.Turn, rep); err != nil {
if err := c.repo.SaveReport(c.Cache.g.Turn, rep); err != nil {
return err
}
}
+14
View File
@@ -0,0 +1,14 @@
package controller
import "errors"
// ErrGameInitNilUUID is returned by GenerateGame when the supplied
// game UUID is the zero value. The HTTP layer maps it to 400.
var ErrGameInitNilUUID = errors.New("game init: gameId must not be the zero UUID")
// ErrGameAlreadyInit is returned by GenerateGame when the engine
// storage directory already contains a state.json. The HTTP layer
// maps it to 409. Repeated init on the same gameId is intentionally
// rejected rather than treated as a no-op; full idempotency is not
// part of the contract.
var ErrGameAlreadyInit = errors.New("game init: game already initialized")
+19 -12
View File
@@ -13,17 +13,24 @@ import (
"github.com/google/uuid"
)
func (c *Controller) ValidateOrder(actor string, commands ...order.DecodableCommand) (err error) {
// ValidateOrder applies every command in the order against a transient
// view of the engine state, records the per-command outcome in each
// command's CommandMeta via applyCommand, and reports only order-level
// structural errors as the function return. Per-command rejections are
// surfaced through CommandMeta.Result so the caller can persist and
// forward them as `cmdApplied`/`cmdErrorCode` in the response body.
func (c *Controller) ValidateOrder(actor string, commands ...order.DecodableCommand) error {
for i := range commands {
if _, ok := commands[i].(order.CommandRaceQuit); ok && i != len(commands)-1 {
err = e.NewQuitCommandFollowedByCommandError()
if _, ok := commands[i].(*order.CommandRaceQuit); ok && i != len(commands)-1 {
return e.NewQuitCommandFollowedByCommandError()
}
if err != nil {
return err
}
err = errors.Join(err, c.applyCommand(actor, commands[i]))
// applyCommand never returns a non-GenericError outside of
// programmer-error panics; the per-command code, if any, is
// already recorded on the command's meta and must not abort
// validation of the remaining commands in this order.
_ = c.applyCommand(actor, commands[i])
}
return
return nil
}
func (c *Controller) applyCommand(actor string, cmd order.DecodableCommand) (err error) {
@@ -102,11 +109,11 @@ func (c *Controller) applyCommand(actor string, cmd order.DecodableCommand) (err
}
if ge, ok := errors.AsType[*e.GenericError](err); ok {
m.Result(ge.Code)
m.Result(ge.Code, ge.Error())
} else if err != nil {
panic(fmt.Errorf("error applying command has unknown origin: %w", err))
} else {
m.Result(0)
m.Result(0, "")
}
return
@@ -120,7 +127,7 @@ func (c *Controller) applyOrders(t uint) error {
cmdApplied := make(map[string]bool)
for ri := range c.Cache.listRaceActingIdx() {
o, ok, err := c.Repo.LoadOrder(t, c.Cache.g.Race[ri].ID)
o, ok, err := c.repo.LoadOrder(t, c.Cache.g.Race[ri].ID)
if err != nil {
return err
}
@@ -159,7 +166,7 @@ func (c *Controller) applyOrders(t uint) error {
_ = c.applyCommand(commandRace[cmd.CommandID()], cmd)
}
// re-save order to persist possible changed commands result outcome
if err := c.Repo.SaveOrder(t, c.Cache.g.Race[ri].ID, &order.UserGamesOrder{
if err := c.repo.SaveOrder(t, c.Cache.g.Race[ri].ID, &order.UserGamesOrder{
GameID: c.Cache.g.ID,
UpdatedAt: raceOrderUpdated[ri],
Commands: raceOrder[ri],
+145
View File
@@ -0,0 +1,145 @@
package controller_test
import (
"errors"
"testing"
e "galaxy/error"
"galaxy/model/order"
"github.com/google/uuid"
"github.com/stretchr/testify/assert"
"github.com/stretchr/testify/require"
)
// TestValidateOrderRejectsCommandReferencingMissingShipClass mirrors
// the scenario reported in issue #59: an order whose only command
// builds a ship of a class that does not exist must not turn into a
// generic engine failure. The engine records the rejection in the
// command's meta and reports no order-level error so the caller can
// persist the partial result and forward it as a per-command status.
func TestValidateOrderRejectsCommandReferencingMissingShipClass(t *testing.T) {
_, ctl := newCache()
cmd := &order.CommandPlanetProduce{
CommandMeta: order.CommandMeta{
CmdID: uuid.NewString(),
CmdType: order.CommandTypePlanetProduce,
},
Number: int(R0_Planet_0_num),
Production: "SHIP",
Subject: "Nonexistent",
}
err := ctl.ValidateOrder(Race_0.Name, cmd)
assert.NoError(t, err, "per-command rejection must not become an order-level error")
require.NotNil(t, cmd.CmdApplied, "cmdApplied must be set on every processed command")
assert.False(t, *cmd.CmdApplied)
require.NotNil(t, cmd.CmdErrCode, "cmdErrorCode must be set when the command is rejected")
assert.Equal(t, e.ErrInputEntityNotExists, *cmd.CmdErrCode)
}
// TestValidateOrderContinuesAfterRejection — when one command in an
// order is rejected, every remaining command is still validated and
// receives its own per-command status. Without this property, the
// engine would silently drop the tail of an order on the first
// failure, which is exactly what produced the issue #59 symptom.
func TestValidateOrderContinuesAfterRejection(t *testing.T) {
_, ctl := newCache()
rejected := &order.CommandPlanetProduce{
CommandMeta: order.CommandMeta{
CmdID: uuid.NewString(),
CmdType: order.CommandTypePlanetProduce,
},
Number: int(R0_Planet_0_num),
Production: "SHIP",
Subject: "Nonexistent",
}
succeeding := &order.CommandPlanetRename{
CommandMeta: order.CommandMeta{
CmdID: uuid.NewString(),
CmdType: order.CommandTypePlanetRename,
},
Number: int(R0_Planet_0_num),
Name: "Homeworld",
}
err := ctl.ValidateOrder(Race_0.Name, rejected, succeeding)
assert.NoError(t, err)
require.NotNil(t, rejected.CmdApplied)
assert.False(t, *rejected.CmdApplied)
require.NotNil(t, rejected.CmdErrCode)
assert.Equal(t, e.ErrInputEntityNotExists, *rejected.CmdErrCode)
require.NotNil(t, succeeding.CmdApplied)
assert.True(t, *succeeding.CmdApplied)
require.NotNil(t, succeeding.CmdErrCode)
assert.Equal(t, 0, *succeeding.CmdErrCode)
}
// TestValidateOrderSimulatesPriorCommands — a later command may
// depend on the in-memory state mutation performed by an earlier
// command in the same order. Creating a ship class and producing a
// ship of that class in the same batch should both succeed because
// validation runs the commands against the transient state in
// submission order.
func TestValidateOrderSimulatesPriorCommands(t *testing.T) {
_, ctl := newCache()
create := &order.CommandShipClassCreate{
CommandMeta: order.CommandMeta{
CmdID: uuid.NewString(),
CmdType: order.CommandTypeShipClassCreate,
},
Name: "Drone",
Drive: 1,
}
produce := &order.CommandPlanetProduce{
CommandMeta: order.CommandMeta{
CmdID: uuid.NewString(),
CmdType: order.CommandTypePlanetProduce,
},
Number: int(R0_Planet_0_num),
Production: "SHIP",
Subject: "Drone",
}
err := ctl.ValidateOrder(Race_0.Name, create, produce)
assert.NoError(t, err)
require.NotNil(t, create.CmdApplied)
assert.True(t, *create.CmdApplied)
require.NotNil(t, produce.CmdApplied)
assert.True(t, *produce.CmdApplied)
}
// TestValidateOrderRejectsQuitFollowedByCommand — quit must be the
// last command in the order; if it is followed by another command,
// validation aborts at the order level with a structural error so
// the caller can surface HTTP 400.
func TestValidateOrderRejectsQuitFollowedByCommand(t *testing.T) {
_, ctl := newCache()
quit := &order.CommandRaceQuit{
CommandMeta: order.CommandMeta{
CmdID: uuid.NewString(),
CmdType: order.CommandTypeRaceQuit,
},
}
follow := &order.CommandRaceVote{
CommandMeta: order.CommandMeta{
CmdID: uuid.NewString(),
CmdType: order.CommandTypeRaceVote,
},
Acceptor: Race_1.Name,
}
err := ctl.ValidateOrder(Race_0.Name, quit, follow)
require.Error(t, err)
var ge *e.GenericError
require.True(t, errors.As(err, &ge), "expected GenericError")
assert.Equal(t, e.ErrInputQuitCommandFollowedByCommand, ge.Code)
}
+9 -4
View File
@@ -162,7 +162,7 @@ func (c *Cache) PlanetProductionCapacity(planetNumber uint) float64 {
p := c.MustPlanet(planetNumber)
var busyResources float64
for sg := range c.shipGroupsInUpgrade(p.Number) {
busyResources += sg.StateUpgrade.Cost()
busyResources += c.upgradeCostNow(sg)
}
return p.ProductionCapacity() - busyResources
}
@@ -181,10 +181,15 @@ func (c *Cache) TurnPlanetProductions() {
ri := c.RaceIndex(*p.Owner)
r := &c.g.Race[ri]
// upgrade groups and return to in_orbit state
productionAvailable := c.PlanetProductionCapacity(pn)
// Upgrade groups (most expensive first) and return them to the
// in-orbit state, paying for each upgrade once out of the planet's
// full production potential; whatever remains feeds this turn's
// production below. Starting from PlanetProductionCapacity here would
// have charged every applied upgrade twice, since that helper already
// nets out the reserved upgrade cost for the report.
productionAvailable := p.ProductionCapacity()
for sg := range c.shipGroupsInUpgrade(p.Number) {
cost := sg.StateUpgrade.Cost()
cost := c.upgradeCostNow(sg)
if productionAvailable >= cost {
for i := range sg.StateUpgrade.UpgradeTech {
sg.Tech = sg.Tech.Set(sg.StateUpgrade.UpgradeTech[i].Tech, util.Fixed3(sg.StateUpgrade.UpgradeTech[i].Level.F()))
+36 -3
View File
@@ -27,7 +27,7 @@ func TestPlanetRename(t *testing.T) {
e.GenericErrorText(e.ErrInputUnknownRace))
assert.ErrorContains(t,
g.PlanetRename(Race_Extinct.Name, int(R0_Planet_0_num), "Home_World"),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
assert.ErrorContains(t,
g.PlanetRename(Race_0.Name, -1, "Home_World"),
e.GenericErrorText(e.ErrInputPlanetNumber))
@@ -107,7 +107,7 @@ func TestPlanetProduce(t *testing.T) {
e.GenericErrorText(e.ErrInputUnknownRace))
assert.ErrorContains(t,
g.PlanetProduce(Race_Extinct.Name, pn, "DRIVE", ""),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
assert.ErrorContains(t,
g.PlanetProduce(Race_0.Name, pn, "Hyperdrive", ""),
e.GenericErrorText(e.ErrInputProductionInvalid))
@@ -208,7 +208,40 @@ func TestProduceShips(t *testing.T) {
assert.Equal(t, game.StateInOrbit, c.ShipGroup(0).State())
assert.Equal(t, 1.5, c.ShipGroup(0).TechLevel(game.TechDrive).F())
assert.Equal(t, 4346.676567656759, c.MustPlanet(R0_Planet_0_num).Material.F())
// The pending upgrade is now charged once (not twice) against the planet's
// production potential, so MAT production keeps the budget it previously
// lost to the double charge (the pre-fix value here was ~4346.68).
assert.InDelta(t, 7173.3432, c.MustPlanet(R0_Planet_0_num).Material.F(), 0.001)
}
// TestUpgradeDoesNotDoubleChargeProduction guards that a pending upgrade is
// paid for once out of the planet's production potential, leaving the rest for
// the turn's production. The pre-fix code subtracted the upgrade cost twice
// (PlanetProductionCapacity already nets it out for the report, and the apply
// loop netted it again), which both starved production and could skip
// affordable upgrades.
func TestUpgradeDoesNotDoubleChargeProduction(t *testing.T) {
c, _ := newCache()
p := c.MustPlanet(R0_Planet_0_num)
p.Population = 1000
p.Industry = 1000 // ProductionCapacity = 1000*0.75 + 1000*0.25 = 1000
p.Resources = 1 // material produced == leftover production budget
p.Colonists = 0
p.Material = 0
assert.NoError(t, c.PlanetProduce(Race_0_idx, int(R0_Planet_0_num), game.ProductionMaterial, ""))
// One Cruiser with a pending drive upgrade 1.1 -> 2.0:
// block cost = (1 - 1.1/2.0) * 10 * 15 = 67.5 for the single ship.
assert.NoError(t, c.CreateShips(Race_0_idx, ShipType_Cruiser, R0_Planet_0_num, 1))
c.ShipGroup(0).StateUpgrade = &game.InUpgrade{
UpgradeTech: []game.UpgradePreference{{Tech: game.TechDrive, Level: 2.0}},
}
c.TurnPlanetProductions()
assert.InDelta(t, 2.0, c.ShipGroup(0).TechLevel(game.TechDrive).F(), 0.0001)
// 1000 - 67.5 = 932.5; the pre-fix double charge would have left 865.
assert.InDelta(t, 932.5, c.MustPlanet(R0_Planet_0_num).Material.F(), 0.01)
}
func TestProduceShip(t *testing.T) {
+24 -3
View File
@@ -98,7 +98,7 @@ func (c *Cache) validRace(name string) (int, error) {
return -1, err
}
if c.g.Race[i].Extinct {
return -1, e.NewRaceExinctError(name)
return -1, e.NewRaceExtinctError(name)
}
return i, nil
}
@@ -117,13 +117,34 @@ func (c *Cache) raceTechLevel(ri int, t game.Tech, v float64) {
}
func (c *Cache) TurnWipeExtinctRaces() {
for i := range c.listRaceActingIdx() {
if (c.g.Race[i].Extinct && c.g.Race[i].TTL > 0) || (!c.g.Race[i].Extinct && c.g.Race[i].TTL == 0) {
for i := range c.listRaceIdx() {
r := &c.g.Race[i]
// Idle timeout or voluntary quit: a still-active race whose TTL ran
// out. Administrative banish: a race already flagged extinct that
// still holds assets to release. Once a race is wiped it owns nothing,
// so the asset check keeps this idempotent across later turns.
if (!r.Extinct && r.TTL == 0) || (r.Extinct && c.raceHasAssets(i)) {
c.wipeRace(i)
}
}
}
// raceHasAssets reports whether the race still owns a planet or a ship group.
func (c *Cache) raceHasAssets(ri int) bool {
id := c.g.Race[ri].ID
for i := range c.g.Map.Planet {
if c.g.Map.Planet[i].OwnedBy(id) {
return true
}
}
for i := range c.g.ShipGroups {
if c.g.ShipGroups[i].OwnerID == id {
return true
}
}
return false
}
func (c *Cache) wipeRace(ri int) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
+43 -6
View File
@@ -1,6 +1,7 @@
package controller_test
import (
"slices"
"testing"
e "galaxy/error"
@@ -28,10 +29,10 @@ func TestRaceVote(t *testing.T) {
e.GenericErrorText(e.ErrInputUnknownRace))
assert.ErrorContains(t,
g.RaceVote(Race_0.Name, Race_Extinct.Name),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
assert.ErrorContains(t,
g.RaceVote(Race_Extinct.Name, Race_1.Name),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
}
func TestRaceRelation(t *testing.T) {
@@ -54,10 +55,10 @@ func TestRaceRelation(t *testing.T) {
e.GenericErrorText(e.ErrInputUnknownRace))
assert.ErrorContains(t,
g.RaceRelation(Race_0.Name, Race_Extinct.Name, "War"),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
assert.ErrorContains(t,
g.RaceRelation(Race_Extinct.Name, Race_0.Name, "War"),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
}
func TestRaceQuit(t *testing.T) {
@@ -69,7 +70,7 @@ func TestRaceQuit(t *testing.T) {
assert.ErrorContains(t,
g.RaceQuit(Race_Extinct.Name),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
assert.NoError(t, g.RaceQuit(Race_0.Name))
assert.Equal(t, 3, int(c.Race(Race_0_idx).TTL))
@@ -84,9 +85,45 @@ func TestRaceID(t *testing.T) {
assert.ErrorContains(t, err, e.GenericErrorText(e.ErrInputUnknownRace))
_, err = g.RaceID(Race_Extinct.Name)
assert.ErrorContains(t, err, e.GenericErrorText(e.ErrRaceExinct))
assert.ErrorContains(t, err, e.GenericErrorText(e.ErrRaceExtinct))
id, err := g.RaceID(Race_0.Name)
assert.NoError(t, err)
assert.Equal(t, Race_0_ID, id)
}
// TestBanishReleasesAssets checks that an administratively banished race only
// gets flagged extinct, and its planets and ships are released during turn
// generation; a second pass is a no-op.
func TestBanishReleasesAssets(t *testing.T) {
c, g := newCache()
c.CreateShipsUnsafe_T(Race_1_idx, c.MustShipClass(Race_1_idx, Race_1_Gunship).ID, R1_Planet_1_num, 3)
assert.True(t, c.MustPlanet(R1_Planet_1_num).OwnedBy(Race_1_ID))
assert.Len(t, slices.Collect(c.RaceShipGroups(Race_1_idx)), 1)
assert.NoError(t, g.RaceBanish(Race_1.Name))
assert.True(t, c.Race(Race_1_idx).Extinct)
assert.True(t, c.MustPlanet(R1_Planet_1_num).OwnedBy(Race_1_ID), "still owned until the turn runs")
c.TurnWipeExtinctRaces()
assert.False(t, c.MustPlanet(R1_Planet_1_num).Owned())
assert.Len(t, slices.Collect(c.RaceShipGroups(Race_1_idx)), 0)
// Idempotent: re-running over an already-wiped (asset-less) race is a no-op.
c.TurnWipeExtinctRaces()
assert.False(t, c.MustPlanet(R1_Planet_1_num).Owned())
}
// TestIdleRaceWipedOnTimeout guards that a still-active race whose TTL ran out
// (idle timeout or quit) is still wiped after the iterator change.
func TestIdleRaceWipedOnTimeout(t *testing.T) {
c, _ := newCache()
c.CreateShipsUnsafe_T(Race_1_idx, c.MustShipClass(Race_1_idx, Race_1_Gunship).ID, R1_Planet_1_num, 1)
c.Race(Race_1_idx).TTL = 0
assert.False(t, c.Race(Race_1_idx).Extinct)
c.TurnWipeExtinctRaces()
assert.True(t, c.Race(Race_1_idx).Extinct)
assert.False(t, c.MustPlanet(R1_Planet_1_num).Owned())
assert.Len(t, slices.Collect(c.RaceShipGroups(Race_1_idx)), 0)
}
+121 -39
View File
@@ -129,13 +129,16 @@ func (c *Cache) ReportRace(ri int, rep *mr.Report, battles []*mr.BattleReport, b
rep.Player[i].Relation = "-"
}
// race exit warnings
c.ReportExitWarnings(ri, rep)
// sciences
c.ReportLocalScience(ri, rep)
c.ReportOtherScience(ri, rep)
// ship classes
c.ReportLocalShipClass(ri, rep)
c.ReportOtherShipClass(ri, rep)
c.ReportOtherShipClass(ri, rep, battles)
// battles
c.ReportBattle(ri, rep, battles)
@@ -177,6 +180,36 @@ func (c *Cache) ReportRace(ri int, rep *mr.Report, battles []*mr.BattleReport, b
c.ReportUnidentifiedGroup(ri, rep)
}
// ReportExitWarnings fills the inactivity-removal warnings. A race's TTL at
// report time equals the number of turns remaining before it is auto-removed
// (it is wiped at the start of turn T+TTL). The recipient gets a personal
// countdown once it is 5 turns out (rep.PersonalExitWarning); every other
// non-extinct race within 3 turns of removal is listed publicly
// (rep.RacesLeavingSoon). Voluntary quit and idle timeout share the TTL
// countdown and are intentionally not distinguished here.
func (c *Cache) ReportExitWarnings(ri int, rep *mr.Report) {
c.validateRaceIndex(ri)
rep.PersonalExitWarning = 0
if ttl := c.g.Race[ri].TTL; ttl > 0 && ttl <= 5 {
rep.PersonalExitWarning = ttl
}
rep.RacesLeavingSoon = rep.RacesLeavingSoon[:0]
for i := range c.g.Race {
r := &c.g.Race[i]
if i == ri || r.Extinct {
continue
}
if r.TTL > 0 && r.TTL <= 3 {
rep.RacesLeavingSoon = append(rep.RacesLeavingSoon, mr.RaceExitNotice{
Race: r.Name,
TurnsLeft: r.TTL,
})
}
}
}
func (c *Cache) ReportLocalScience(ri int, rep *mr.Report) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
@@ -249,7 +282,7 @@ func (c *Cache) ReportLocalShipClass(ri int, report *mr.Report) {
slices.SortFunc(report.LocalShipClass, func(a, b mr.ShipClass) int { return cmp.Compare(a.Name, b.Name) })
}
func (c *Cache) ReportOtherShipClass(ri int, rep *mr.Report) {
func (c *Cache) ReportOtherShipClass(ri int, rep *mr.Report, battles []*mr.BattleReport) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
@@ -273,26 +306,46 @@ func (c *Cache) ReportOtherShipClass(ri int, rep *mr.Report) {
return false
}
// add visible ship classes from battles
// for bi := range battle {
// for si := range battle[bi].Ships {
// g := battle[bi].Ships[si]
// if skip(g.OwnerID, g.ClassName) {
// continue
// }
// sliceIndexValidate(&rep.OtherShipClass, i)
// rep.OtherShipClass[i].Race = c.g.Race[c.RaceIndex(g.OwnerID)].Name
// rep.OtherShipClass[i].Name = g.ClassName
// rep.OtherShipClass[i].Drive = g.DriveTech
// rep.OtherShipClass[i].Armament = g.ClassArmament
// rep.OtherShipClass[i].Weapons = g.WeaponsTech
// rep.OtherShipClass[i].Shields = g.ShieldsTech
// rep.OtherShipClass[i].Cargo = g.CargoTech
// rep.OtherShipClass[i].Mass = g.ClassMass
// i++
// }
// }
// Ship classes seen in battles the recipient took part in or witnessed.
// The battle report carries the class name and owner race; the class
// design is looked up from that race's ship types, which stay present in
// the state even though the groups themselves are deleted before reports
// are generated.
for bi := range battles {
br := battles[bi]
visible := false
for k := range br.Races {
if br.Races[k] == r.ID {
visible = true
break
}
}
if !visible {
continue
}
for si := range br.Ships {
bg := br.Ships[si]
ownerIdx, err := c.raceIndex(bg.Race)
if err != nil {
continue
}
ownerID := c.g.Race[ownerIdx].ID
st, _, ok := c.ShipClass(ownerIdx, bg.ClassName)
if !ok || skip(ownerID, st.Name) {
continue
}
sliceIndexValidate(&rep.OtherShipClass, i)
rep.OtherShipClass[i].Race = bg.Race
rep.OtherShipClass[i].Name = st.Name
rep.OtherShipClass[i].Drive = mr.F(st.Drive.F())
rep.OtherShipClass[i].Armament = st.Armament
rep.OtherShipClass[i].Weapons = mr.F(st.Weapons.F())
rep.OtherShipClass[i].Shields = mr.F(st.Shields.F())
rep.OtherShipClass[i].Cargo = mr.F(st.Cargo.F())
rep.OtherShipClass[i].Mass = mr.F(st.EmptyMass())
i++
}
}
// add visible ships from owned and observed planets
for pn := range rep.OnPlanetGroupCache {
@@ -392,13 +445,30 @@ func (c *Cache) ReportIncomingGroup(ri int, rep *mr.Report) {
if sg.OwnerID == r.ID || sg.State() != game.StateInSpace {
continue
}
p1 := c.MustPlanet(sg.StateInSpace.Origin)
p2 := c.MustPlanet(sg.Destination)
if !p2.OwnedBy(r.ID) {
continue
}
// Beyond the visibility range (driveTech*30) of every owned planet the
// group is not shown at all, even though it heads to one of them.
visible := false
for pi := range c.g.Map.Planet {
op := &c.g.Map.Planet[pi]
if !op.OwnedBy(r.ID) {
continue
}
if d, ok := rep.InSpaceGroupRangeCache[sgi][op.Number]; ok && d <= r.VisibilityDistance() {
visible = true
break
}
}
if !visible {
continue
}
distance := calc.ShortDistance(c.g.Map.Width, c.g.Map.Height, p1.X.F(), p1.Y.F(), p2.X.F(), p2.Y.F())
// Remaining distance is measured from the group's current position in
// hyperspace to the destination, not from its origin planet.
distance := calc.ShortDistance(c.g.Map.Width, c.g.Map.Height, sg.StateInSpace.X.F(), sg.StateInSpace.Y.F(), p2.X.F(), p2.Y.F())
var speed, mass float64
if sg.FleetID != nil {
speed, mass = c.FleetSpeedAndMass(c.MustFleetIndex(*sg.FleetID))
@@ -541,12 +611,12 @@ func (c *Cache) ReportShipProduction(ri int, rep *mr.Report) {
st := c.MustShipType(ri, *p.Production.SubjectID)
sliceIndexValidate(&rep.ShipProduction, i)
rep.ShipProduction[pi].Planet = p.Number
rep.ShipProduction[pi].Class = st.Name
rep.ShipProduction[pi].Cost = mr.F(calc.ShipProductionCost(st.EmptyMass()))
rep.ShipProduction[pi].Free = mr.F(c.PlanetProductionCapacity(p.Number))
rep.ShipProduction[pi].ProdUsed = mr.F((*p.Production.ProdUsed).F())
rep.ShipProduction[pi].Percent = mr.F((*p.Production.Progress).F())
rep.ShipProduction[i].Planet = p.Number
rep.ShipProduction[i].Class = st.Name
rep.ShipProduction[i].Cost = mr.F(calc.ShipProductionCost(st.EmptyMass()))
rep.ShipProduction[i].Free = mr.F(c.PlanetProductionCapacity(p.Number))
rep.ShipProduction[i].ProdUsed = mr.F((*p.Production.ProdUsed).F())
rep.ShipProduction[i].Percent = mr.F((*p.Production.Progress).F())
i++
}
}
@@ -685,33 +755,44 @@ func (c *Cache) ReportOtherGroup(ri int, rep *mr.Report) {
func (c *Cache) ReportUnidentifiedGroup(ri int, rep *mr.Report) {
c.validateRaceIndex(ri)
r := &c.g.Race[ri]
flightDistance := r.FlightDistance()
visibility := r.VisibilityDistance()
clear(rep.UnidentifiedGroup)
i := 0
for sgi := range rep.InSpaceGroupRangeCache {
sg := c.ShipGroup(sgi)
if sg.OwnerID == rep.RaceID {
if sg.OwnerID == r.ID {
continue
}
if sg.StateInSpace == nil {
panic(fmt.Sprintf("pre-calculated distance group not in space: i=%d", sgi))
}
// Groups heading to one of the recipient's planets are listed in full
// under "incoming groups"; the unidentified list is for the rest.
if c.MustPlanet(sg.Destination).OwnedBy(r.ID) {
continue
}
// Shown once, and only within the visibility range (driveTech*30) of at
// least one of the recipient's planets.
visible := false
for pi := range c.g.Map.Planet {
p := &c.g.Map.Planet[pi]
if !p.OwnedBy(r.ID) {
continue
}
if v, ok := rep.InSpaceGroupRangeCache[sgi][p.Number]; !ok {
panic(fmt.Sprintf("distance cache not pre-calculated: i=%d p=#%d", sgi, p.Number))
} else if v <= flightDistance {
sliceIndexValidate(&rep.UnidentifiedGroup, i)
rep.UnidentifiedGroup[i].X = mr.F(sg.StateInSpace.X.F())
rep.UnidentifiedGroup[i].Y = mr.F(sg.StateInSpace.Y.F())
i++
if v, ok := rep.InSpaceGroupRangeCache[sgi][p.Number]; ok && v <= visibility {
visible = true
break
}
}
if !visible {
continue
}
sliceIndexValidate(&rep.UnidentifiedGroup, i)
rep.UnidentifiedGroup[i].X = mr.F(sg.StateInSpace.X.F())
rep.UnidentifiedGroup[i].Y = mr.F(sg.StateInSpace.Y.F())
i++
}
}
@@ -733,6 +814,7 @@ func (c *Cache) otherGroup(v *mr.OtherGroup, sg *game.ShipGroup, st *game.ShipTy
}
v.Speed = mr.F(sg.Speed(st))
v.Mass = mr.F(st.EmptyMass())
v.Race = c.g.Race[c.RaceIndex(sg.OwnerID)].Name
}
func (c *Cache) localPlanet(v *mr.LocalPlanet, p *game.Planet) {
+141
View File
@@ -3,8 +3,10 @@ package controller_test
import (
"testing"
"galaxy/game/internal/model/game"
"galaxy/model/report"
"github.com/google/uuid"
"github.com/stretchr/testify/assert"
)
@@ -86,3 +88,142 @@ func TestReportLocalShipClass(t *testing.T) {
}
}
}
// TestReportIncomingGroupVisibility checks that a group heading to one of the
// recipient's planets is reported only while within the recipient's visibility
// range (driveTech*30); beyond it the group is hidden even though it is inbound.
func TestReportIncomingGroupVisibility(t *testing.T) {
c, _ := newCache()
gi := c.CreateShipsUnsafe_T(Race_1_idx, c.MustShipClass(Race_1_idx, Race_1_Gunship).ID, R1_Planet_1_num, 5)
c.ShipGroup(gi).Destination = R0_Planet_0_num
// Within Race_0 visibility (driveTech 1.1 -> 33 ly), near Planet_2 (3,3).
c.ShipGroup(gi).StateInSpace = &game.InSpace{Origin: R1_Planet_1_num, X: floatRef(5), Y: floatRef(5)}
rep := c.InitReport(1)
c.ReportIncomingGroup(Race_0_idx, rep)
assert.Len(t, rep.IncomingGroup, 1)
// Beyond the visibility of every Race_0 planet: hidden.
c.ShipGroup(gi).StateInSpace = &game.InSpace{Origin: R1_Planet_1_num, X: floatRef(40), Y: floatRef(40)}
rep = c.InitReport(1)
c.ReportIncomingGroup(Race_0_idx, rep)
assert.Len(t, rep.IncomingGroup, 0)
}
// TestReportUnidentifiedGroup checks the three rules for the unidentified list:
// groups heading to the recipient's planets are excluded (they are "incoming"),
// only groups within visibility (driveTech*30) appear, and each group appears
// once even when several owned planets are in range.
func TestReportUnidentifiedGroup(t *testing.T) {
c, _ := newCache()
cls := c.MustShipClass(Race_1_idx, Race_1_Gunship).ID
// Not inbound to Race_0, within visibility of BOTH Planet_0 and Planet_2.
g0 := c.CreateShipsUnsafe_T(Race_1_idx, cls, R1_Planet_1_num, 1)
c.ShipGroup(g0).Destination = Uninhabited_Planet_3_num
c.ShipGroup(g0).StateInSpace = &game.InSpace{Origin: R1_Planet_1_num, X: floatRef(5), Y: floatRef(5)}
// Inbound to a Race_0 planet -> reported as incoming, not unidentified.
g1 := c.CreateShipsUnsafe_T(Race_1_idx, cls, R1_Planet_1_num, 1)
c.ShipGroup(g1).Destination = R0_Planet_0_num
c.ShipGroup(g1).StateInSpace = &game.InSpace{Origin: R1_Planet_1_num, X: floatRef(5), Y: floatRef(5)}
// Not inbound, beyond visibility -> hidden.
g2 := c.CreateShipsUnsafe_T(Race_1_idx, cls, R1_Planet_1_num, 1)
c.ShipGroup(g2).Destination = Uninhabited_Planet_3_num
c.ShipGroup(g2).StateInSpace = &game.InSpace{Origin: R1_Planet_1_num, X: floatRef(40), Y: floatRef(40)}
rep := c.InitReport(1)
c.ReportUnidentifiedGroup(Race_0_idx, rep)
assert.Len(t, rep.UnidentifiedGroup, 1)
}
// TestReportOtherShipClassFromBattle checks that the class of a foreign ship
// met in a battle the recipient witnessed is surfaced in OtherShipClass, with
// its design looked up from the owner race's ship types, while the recipient's
// own class is skipped.
func TestReportOtherShipClassFromBattle(t *testing.T) {
c, _ := newCache()
br := &report.BattleReport{
Races: map[int]uuid.UUID{0: Race_0.ID, 1: Race_1.ID},
Ships: map[int]report.BattleReportGroup{
0: {Race: Race_1.Name, ClassName: Race_1_Gunship},
1: {Race: Race_0.Name, ClassName: Race_0_Gunship}, // recipient's own -> skipped
},
}
rep := c.InitReport(1)
c.ReportOtherShipClass(Race_0_idx, rep, []*report.BattleReport{br})
assert.Len(t, rep.OtherShipClass, 1)
g := rep.OtherShipClass[0]
assert.Equal(t, Race_1.Name, g.Race)
assert.Equal(t, Race_1_Gunship, g.Name)
assert.Equal(t, report.F(60.), g.Drive)
assert.Equal(t, uint(3), g.Armament)
assert.Equal(t, report.F(30.), g.Weapons)
assert.Equal(t, report.F(100.), g.Shields)
assert.Equal(t, report.F(0.), g.Cargo)
assert.Equal(t, report.F(220.), g.Mass)
}
// TestReportShipProductionIndex guards the report index: when the only
// ship-producing planet is not the first planet in the map, its entry must
// land at the compacted report index, not the planet's map index (which would
// write out of the grown slice and panic).
func TestReportShipProductionIndex(t *testing.T) {
c, _ := newCache()
assert.NoError(t, c.PlanetProduce(Race_0_idx, int(R0_Planet_2_num), game.ProductionShip, ShipType_Cruiser))
rep := c.InitReport(1)
c.ReportShipProduction(Race_0_idx, rep)
assert.Len(t, rep.ShipProduction, 1)
assert.Equal(t, R0_Planet_2_num, rep.ShipProduction[0].Planet)
}
// TestReportIncomingGroupRemainingDistance checks the reported distance is the
// remaining distance from the group's current hyperspace position to the
// destination, not the full origin-to-destination route.
func TestReportIncomingGroupRemainingDistance(t *testing.T) {
c, _ := newCache()
gi := c.CreateShipsUnsafe_T(Race_1_idx, c.MustShipClass(Race_1_idx, Race_1_Gunship).ID, R1_Planet_1_num, 1)
c.ShipGroup(gi).Destination = R0_Planet_0_num // Planet_0 at (1,1)
c.ShipGroup(gi).StateInSpace = &game.InSpace{Origin: R1_Planet_1_num, X: floatRef(5), Y: floatRef(5)}
rep := c.InitReport(1)
c.ReportIncomingGroup(Race_0_idx, rep)
assert.Len(t, rep.IncomingGroup, 1)
// current (5,5) -> dest (1,1) = sqrt(32) ≈ 5.657; the origin (2,2) -> dest
// route would be sqrt(2) ≈ 1.414.
assert.InDelta(t, 5.657, rep.IncomingGroup[0].Distance.F(), 0.01)
}
// TestReportExitWarnings checks the inactivity-removal warnings: the recipient
// gets a personal countdown only at TTL 1..5, other non-extinct races within 3
// turns are listed publicly, the recipient is excluded from its own public
// list, and extinct races never appear.
func TestReportExitWarnings(t *testing.T) {
c, _ := newCache()
c.Race(Race_0_idx).TTL = 5
c.Race(Race_1_idx).TTL = 2
c.Race(2).TTL = 2 // Race_Extinct: extinct, must never appear publicly
// Race_0's report: personal countdown 5; only Race_1 (TTL 2) is public.
r0 := &report.Report{}
c.ReportExitWarnings(Race_0_idx, r0)
assert.Equal(t, uint(5), r0.PersonalExitWarning)
assert.Len(t, r0.RacesLeavingSoon, 1)
assert.Equal(t, Race_1.Name, r0.RacesLeavingSoon[0].Race)
assert.Equal(t, uint(2), r0.RacesLeavingSoon[0].TurnsLeft)
// Race_1's report: personal countdown 2; Race_0 (TTL 5 > 3) is not public.
r1 := &report.Report{}
c.ReportExitWarnings(Race_1_idx, r1)
assert.Equal(t, uint(2), r1.PersonalExitWarning)
assert.Empty(t, r1.RacesLeavingSoon)
// TTL above the 5-turn window → no personal warning.
c.Race(Race_0_idx).TTL = 6
r0b := &report.Report{}
c.ReportExitWarnings(Race_0_idx, r0b)
assert.Zero(t, r0b.PersonalExitWarning)
}
+2 -2
View File
@@ -49,7 +49,7 @@ func TestPlanetRouteSet(t *testing.T) {
e.GenericErrorText(e.ErrInputUnknownRace))
assert.ErrorContains(t,
g.PlanetRouteSet(Race_Extinct.Name, "COL", 0, 2),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
assert.ErrorContains(t,
g.PlanetRouteSet(Race_0.Name, "IND", 0, 2),
e.GenericErrorText(e.ErrInputCargoTypeInvalid))
@@ -87,7 +87,7 @@ func TestPlanetRouteRemove(t *testing.T) {
e.GenericErrorText(e.ErrInputUnknownRace))
assert.ErrorContains(t,
g.PlanetRouteRemove(Race_Extinct.Name, "COL", 0),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
assert.ErrorContains(t,
g.PlanetRouteRemove(Race_0.Name, "IND", 0),
e.GenericErrorText(e.ErrInputCargoTypeInvalid))
+4 -1
View File
@@ -2,6 +2,7 @@ package controller
import (
"fmt"
"math"
"slices"
"galaxy/util"
@@ -36,7 +37,9 @@ func (c *Cache) ScienceCreate(ri int, name string, drive, weapons, shileds, carg
return e.NewCargoValueError(cargo)
}
sum := drive + weapons + shileds + cargo
if sum != 1 {
// The proportions must add up to one; a small tolerance keeps inputs like
// 0.1+0.2+0.3+0.4 (which is 1 only up to float rounding) from being rejected.
if math.Abs(sum-1) > 1e-9 {
return e.NewScienceSumValuesError("D=%f W=%f S=%f C=%f sum=%f", drive, weapons, shileds, cargo, sum)
}
c.g.Race[ri].Sciences = append(c.g.Race[ri].Sciences, game.Science{
+13 -2
View File
@@ -33,7 +33,7 @@ func TestScienceCreate(t *testing.T) {
e.GenericErrorText(e.ErrInputUnknownRace))
assert.ErrorContains(t,
g.ScienceCreate(Race_Extinct.Name, second, 0.4, 0, 0.6, 0),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
assert.ErrorContains(t,
g.ScienceCreate(Race_0.Name, BadEntityName, 0.4, 0, 0.6, 0),
e.GenericErrorText(e.ErrInputEntityTypeNameInvalid))
@@ -95,7 +95,7 @@ func TestScienceRemove(t *testing.T) {
e.GenericErrorText(e.ErrInputUnknownRace))
assert.ErrorContains(t,
g.ScienceRemove(Race_Extinct.Name, second),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
assert.ErrorContains(t,
g.ScienceRemove(Race_0.Name, first),
e.GenericErrorText(e.ErrInputEntityNotExists))
@@ -136,3 +136,14 @@ func TestResearchTech(t *testing.T) {
assert.Equal(t, 1.35, rr.Tech.Value(game.TechShields))
assert.Equal(t, 1.45, rr.Tech.Value(game.TechCargo))
}
// TestScienceCreateFloatTolerance checks that proportions which sum to 1 only
// up to float rounding (0.1+0.2+0.3+0.4 == 1.0000000000000002) are accepted,
// while a sum clearly off one is still rejected.
func TestScienceCreateFloatTolerance(t *testing.T) {
_, g := newCache()
assert.NoError(t, g.ScienceCreate(Race_0.Name, "FloatSum", 0.1, 0.2, 0.3, 0.4))
assert.ErrorContains(t,
g.ScienceCreate(Race_0.Name, "NotOne", 0.1, 0.2, 0.3, 0.3),
e.GenericErrorText(e.ErrInputScienceSumValues))
}
+76
View File
@@ -0,0 +1,76 @@
package controller_test
import (
"fmt"
"testing"
"galaxy/model/order"
"galaxy/util"
"galaxy/game/internal/controller"
"github.com/google/uuid"
"github.com/stretchr/testify/assert"
"github.com/stretchr/testify/require"
)
// TestServiceOrderStoredThenAppliedAtTurn is the end-to-end regression for the
// order lifecycle against a real Service backed by a temporary storage
// directory: an order submitted through ValidateOrder is persisted (FetchOrder
// returns it before the turn), applied when the turn is produced (GenerateTurn
// advances the turn), and its per-command verdict survives turn production
// (FetchOrder still returns it with cmdApplied set). It guards the wiring the
// Stage 3 collapse reworked — Service methods threading the concrete repo
// through validate → store → produce → read-back.
func TestServiceOrderStoredThenAppliedAtTurn(t *testing.T) {
root, cleanup := util.CreateWorkDir(t)
defer cleanup()
svc, err := controller.NewService(root)
require.NoError(t, err)
races := make([]string, 10)
for i := range races {
races[i] = fmt.Sprintf("race_%02d", i)
}
if _, err := svc.GenerateGame(uuid.New(), races); err != nil {
t.Fatalf("init game: %v", err)
}
vote := &order.CommandRaceVote{
CommandMeta: order.CommandMeta{CmdID: uuid.NewString(), CmdType: order.CommandTypeRaceVote},
Acceptor: races[1],
}
stored, err := svc.ValidateOrder(races[0], vote)
require.NoError(t, err)
require.Len(t, stored.Commands, 1)
// The order is persisted and retrievable for the current turn (0)
// before the turn is produced.
got, ok, err := svc.FetchOrder(races[0], 0)
require.NoError(t, err)
require.True(t, ok, "submitted order must be retrievable before the turn")
require.Len(t, got.Commands, 1)
// Producing the turn applies stored orders and advances the turn.
state, err := svc.GenerateTurn()
require.NoError(t, err)
assert.Equal(t, uint(1), state.Turn, "turn must advance after production")
// The turn-0 order still carries its per-command verdict, recorded by
// turn production.
applied, ok, err := svc.FetchOrder(races[0], 0)
require.NoError(t, err)
require.True(t, ok)
require.Len(t, applied.Commands, 1)
v, ok := order.AsCommand[*order.CommandRaceVote](applied.Commands[0])
require.True(t, ok, "stored command must round-trip to its concrete type")
require.NotNil(t, v.CmdApplied, "turn production must record cmdApplied")
assert.True(t, *v.CmdApplied, "a valid vote must apply at turn production")
// Orders are per-turn: the freshly produced turn carries no order yet.
_, ok, err = svc.FetchOrder(races[0], 1)
require.NoError(t, err)
assert.False(t, ok, "the freshly produced turn carries no stored order")
}
+3 -3
View File
@@ -31,7 +31,7 @@ func TestShipClassCreate(t *testing.T) {
e.GenericErrorText(e.ErrInputUnknownRace))
assert.ErrorContains(t,
g.ShipClassCreate(Race_Extinct.Name, "Drone", 1, 0, 0, 0, 0),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
assert.ErrorContains(t,
g.ShipClassCreate(Race_0.Name, BadEntityName, 1, 0, 0, 0, 0),
e.GenericErrorText(e.ErrInputEntityTypeNameInvalid))
@@ -109,7 +109,7 @@ func TestShipClassMerge(t *testing.T) {
e.GenericErrorText(e.ErrInputEntityNotExists))
assert.ErrorContains(t,
g.ShipClassMerge(Race_Extinct.Name, "Spy", "Drone"),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
assert.ErrorContains(t,
g.ShipClassMerge(Race_0.Name, "Spy", "Spy"),
e.GenericErrorText(e.ErrInputEntityTypeNameEquality))
@@ -134,7 +134,7 @@ func TestShipClassRemove(t *testing.T) {
e.GenericErrorText(e.ErrInputUnknownRace))
assert.ErrorContains(t,
g.ShipClassRemove(Race_Extinct.Name, Race_0_Freighter),
e.GenericErrorText(e.ErrRaceExinct))
e.GenericErrorText(e.ErrRaceExtinct))
assert.ErrorContains(t,
g.ShipClassRemove(Race_0.Name, "Elephant"),
e.GenericErrorText(e.ErrInputEntityNotExists))
+8 -2
View File
@@ -177,6 +177,12 @@ func (c *Cache) shipGroupDismantle(ri int, groupIndex uuid.UUID) error {
case game.CargoColonist:
if p.OwnedBy(c.g.Race[ri].ID) {
p = game.UnloadColonists(p, load)
} else if !p.Owned() {
// Over a neutral planet the colonists settle it: the planet
// becomes the dismantling race's and the colonists join its
// population. Over a foreign planet they are simply lost.
p.Own(c.g.Race[ri].ID)
p = game.UnloadColonists(p, load)
}
case game.CargoMaterial:
p.Material = p.Material.Add(load)
@@ -408,7 +414,7 @@ func (c *Cache) ShipGroupBreak(ri int, groupID, newID uuid.UUID, quantity uint)
}
if c.ShipGroup(sgi).Number < quantity {
return e.NewBeakGroupNumberNotEnoughError("%d<%d", c.ShipGroup(sgi).Number, quantity)
return e.NewBreakGroupNumberNotEnoughError("%d<%d", c.ShipGroup(sgi).Number, quantity)
}
if quantity > 0 && quantity < c.ShipGroup(sgi).Number {
@@ -491,7 +497,7 @@ func (c *Cache) shipGroupsInUpgrade(planetNumber uint) iter.Seq[*game.ShipGroup]
}
}
slices.SortFunc(result, func(a, b int) int {
return cmp.Compare(c.g.ShipGroups[b].StateUpgrade.Cost(), c.g.ShipGroups[a].StateUpgrade.Cost())
return cmp.Compare(c.upgradeCostNow(&c.g.ShipGroups[b]), c.upgradeCostNow(&c.g.ShipGroups[a]))
})
for i := range result {
if !yield(&c.g.ShipGroups[result[i]]) {
+12 -7
View File
@@ -34,15 +34,20 @@ func (c *Cache) MoveShipGroups() {
func (c *Cache) moveShipGroup(i int, delta float64) {
sg := c.ShipGroup(i)
originX, originY, ok := sg.Coord()
if !ok {
panic(fmt.Sprintf("ship group state invalid: %v", sg.State()))
var originX, originY float64
switch sg.State() {
case game.StateLaunched:
// Just launched: the group is still at its origin planet and has not
// stored a hyperspace position yet, so the first leg starts there.
origin := c.MustPlanet(sg.StateInSpace.Origin)
originX, originY = origin.X.F(), origin.Y.F()
case game.StateInSpace:
originX, originY = sg.StateInSpace.X.F(), sg.StateInSpace.Y.F()
default:
panic(fmt.Sprintf("ship group state invalid for move: %v", sg.State()))
}
destPlanet := c.MustPlanet(sg.Destination)
arrived := false
var x, y float64
x, y, arrived =
util.NextTravelCoord(c.g.Map.Width, c.g.Map.Height, originX, originY, destPlanet.X.F(), destPlanet.Y.F(), delta)
x, y, arrived := util.NextTravelCoord(c.g.Map.Width, c.g.Map.Height, originX, originY, destPlanet.X.F(), destPlanet.Y.F(), delta)
fx, fy := game.F(x), game.F(y)
sg.StateInSpace.X = &fx
sg.StateInSpace.Y = &fy
@@ -45,3 +45,20 @@ func TestListMoveableGroupIds(t *testing.T) {
assert.NotEqual(t, game.StateTransfer, sg.State())
}
}
// TestMoveLaunchedGroupFromOrigin guards the launched-coordinate fix: a group
// just sent by an order is Launched with no stored hyperspace position, so its
// first leg must start from the origin planet. The pre-fix code dereferenced
// the nil launch coordinate and panicked.
func TestMoveLaunchedGroupFromOrigin(t *testing.T) {
c, g := newCache()
assert.NoError(t, c.CreateShips(Race_0_idx, ShipType_Cruiser, R0_Planet_0_num, 1))
assert.NoError(t, g.ShipGroupSend(Race_0.Name, c.ShipGroup(0).ID, R0_Planet_2_num))
assert.Equal(t, game.StateLaunched, c.ShipGroup(0).State())
// Must not panic on the nil launch coordinate. Planet_0 (1,1) -> Planet_2
// (3,3) is ~2.83 ly; a Cruiser covers it in one turn and arrives.
c.MoveShipGroups()
assert.Equal(t, game.StateInOrbit, c.ShipGroup(0).State())
assert.Equal(t, R0_Planet_2_num, c.ShipGroup(0).Destination)
}

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