Files
galaxy-game/tools/dev-deploy/KNOWN-ISSUES.md
T
Ilia Denisov 49f614926a KNOWN-ISSUES: park sandbox-cancel; owner rejected host-side hypotheses
After the live investigation, the project owner confirms that none
of the host-side cleanup paths apply: no docker prune cron, no
manual `docker rm`, no `dockerd` restart in the window, and the
engine binary does not crash while idling on API calls.

Replace the host-side hypothesis list with a one-line note that
they were considered and rejected, narrow the open suspicion to
the `dev-deploy.yaml` job sequence (`docker build` + `docker
compose build` + the alpine `docker run --rm` for UI seeding +
`docker compose up -d --wait --remove-orphans`), and park the
entry. Reopen if the symptom recurs with a fresh
`docker events --since 0` capture armed before the deploy
starts.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-16 23:16:51 +02:00

5.5 KiB

tools/dev-deploy/ — known issues

Issues that surface in the long-lived dev environment but are not yet fixed. Each entry lists the observed symptom, the diagnostic evidence, the working hypothesis, and the open questions that have to be answered before a fix lands.

Dev Sandbox game flips to cancelled after a dev-deploy redispatch

Symptom

A previously running "Dev Sandbox" game (created by backend/internal/devsandbox) transitions to cancelled ~15 minutes after a dev-deploy.yaml workflow_dispatch run finishes. The user's browser session survives (the same device_session_id keeps working), but the lobby shows no game because the only game it had is now terminal. purgeTerminalSandboxGames does pick it up on the next boot and creates a fresh sandbox — but the first redispatch leaves the user with an empty lobby until backend restarts again.

Diagnostic evidence

Backend logs from the broken cycle (timestamps abbreviated):

20:24:40 dev_sandbox: purged terminal sandbox game game_id=<prev> status=cancelled
20:24:40 dev_sandbox: memberships ensured count=20 game_id=<new>
20:24:40 dev_sandbox: bootstrap complete user_id=<owner> game_id=<new> status=starting
...
20:25:09 user mail sent failed (diplomail tables missing — unrelated)
...
20:39:40 lobby: game cancelled by runtime reconciler game_id=<new>
         op=reconcile status=removed message="container disappeared"

Between 20:24:40 (status=starting) and 20:39:40 (reconciler cancel) the backend logs are silent on the runtime / engine paths — no engine spawned, no engine container started, no runtime transition lines. The reconciler then fires and reports the engine container as missing.

docker ps -a --filter 'label=org.opencontainers.image.title=galaxy-game-engine' returns no rows during this window — the engine container is neither running nor stopped on the host, so it either was never spawned or was removed before the host snapshot.

What has been ruled out

A live docker inspect on a healthy engine container shows:

Labels: galaxy.backend=1, galaxy.engine_version=0.1.0,
        galaxy.game_id=<uuid>,
        org.opencontainers.image.title=galaxy-game-engine,
        com.galaxy.{cpu_quota,memory,pids_limit}
AutoRemove:    false
RestartPolicy: on-failure
NetworkMode:   galaxy-dev-internal

There are no com.docker.compose.* labels and AutoRemove=false, so --remove-orphans cannot reap the engine and a --rm-style self-destruct is not in play. Two redispatches captured under docker events --filter event=create,start,die,destroy,kill,stop also confirmed it: across both runs the only die / destroy events were for galaxy-dev-{backend,api,caddy}. The live engine container survived both redispatches, and the reconciler that fires 60 seconds after the new backend boots correctly matched it through byGameID / byContainerID.

backend/internal/runtime/service.go only removes engine containers from the explicit runStop / runRestart / runPatch paths. There is no runtime.Service.Shutdown that proactively kills containers on backend exit, so a graceful SIGTERM to galaxy-dev-backend will not touch its child engine containers.

Host-side hypotheses considered and rejected by the owner

The natural follow-up suspects after compose was cleared — host-side docker prune cron jobs, a manual docker rm, an out-of-band dockerd restart, and an idle-state engine crash — were all rejected by the project owner: the dev host runs none of those periodic cleanups, no one manually removed the container, dockerd was not restarted in the window, and the engine binary does not crash while idling on API calls.

Best remaining suspicion

Something the dev-deploy.yaml CI run does between successful image builds and the final docker compose up -d --wait --remove-orphans clobbers the previously-spawned engine container. The chain at runtime contains:

  1. docker build -t galaxy-engine:dev -f game/Dockerfile .
  2. docker compose build galaxy-backend galaxy-api
  3. docker run --rm alpine for the UI volume seed
  4. docker compose up -d --wait --remove-orphans

None of these should touch an unmanaged engine container, but the reproduction window points squarely inside this sequence. A deliberate next reproduction with docker events --since 0 armed before the deploy starts and live for the entire job — captured end-to-end on the dev host, not just the chunk after backend recreate — would pin which step emits the destroy on the engine.

Status

Parked. The bug is mildly disruptive (one redispatch + a manual make seed-ui-style follow-up brings the sandbox back) and the remaining hypotheses are speculative. If the symptom recurs, attach the next bad-window docker events capture to this entry and reopen. A tools/dev-deploy/ rewrite may obviate the issue entirely; that is on the project owner's medium-term list.

Workaround in use today

When the sandbox game flips to cancelled, redispatch dev-deploy:

curl -X POST -n -H 'Content-Type: application/json' \
  -d '{"ref":"<branch>"}' \
  https://gitea.iliadenisov.ru/api/v1/repos/developer/galaxy-game/actions/workflows/dev-deploy.yaml/dispatches

The next boot's purgeTerminalSandboxGames removes the cancelled row, findOrCreateSandboxGame creates a fresh one, and ensureMembershipsAndDrive puts the new game back to running.

Owner

Unassigned. File an issue once we have the runtime / reconciler analysis above; reference this section in the issue body so future redeploys can short-circuit the diagnostic loop.