0cae89cba2
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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.
128 lines
5.2 KiB
Makefile
128 lines
5.2 KiB
Makefile
.PHONY: help up down logs status rebuild clean psql logs-backend logs-gateway logs-mail build-engine stop-engines prune-broken-engines wait
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.DEFAULT_GOAL := help
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COMPOSE := docker compose
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REPO_ROOT := $(realpath $(CURDIR)/../..)
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ENGINE_IMAGE := galaxy-engine:local-dev
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# Engine containers spawned by backend's runtime fall outside the
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# compose project. We identify them by two labels:
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# STACK_LABEL — backend stamps this on every engine it spawns from
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# this stack (see BACKEND_STACK_LABEL env in the
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# compose file);
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# ENGINE_LABEL — image-level OCI title baked into the engine
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# Dockerfile.
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# Both filters together select exactly this stack's engine containers
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# and never compose-managed services or unrelated workloads.
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STACK_LABEL := galaxy.stack=local-dev
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ENGINE_LABEL := org.opencontainers.image.title=galaxy-game-engine
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help:
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@echo "Local development stack for the Galaxy UI:"
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@echo " make up Build (if needed) and bring up the stack, wait until healthy"
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@echo " make down Stop compose containers, leave engines + volumes intact"
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@echo " make rebuild Force rebuild of backend / gateway images and bring up"
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@echo " make build-engine Build the engine image $(ENGINE_IMAGE) used by running games"
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@echo " make stop-engines Stop and remove only the per-game engine containers"
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@echo " make prune-broken-engines Remove non-running engine containers Docker can't heal (run inside 'up')"
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@echo " make clean Stop everything (incl. engines) and wipe volumes + game state"
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@echo " make logs Tail all logs"
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@echo " make logs-backend Tail only the backend logs"
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@echo " make logs-gateway Tail only the gateway logs"
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@echo " make logs-mail Tail only the mailpit logs"
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@echo " make status docker compose ps"
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@echo " make psql Open a psql shell as galaxy@galaxy_backend"
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@echo ""
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@echo "After 'make up', point the UI at the stack with:"
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@echo " pnpm -C ui/frontend dev"
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@echo "and open http://localhost:5173 (UI) plus http://localhost:8025 (Mailpit)."
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@echo ""
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@echo "Sign in with email-OTP; the fixed login code 123456 works when"
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@echo "BACKEND_AUTH_DEV_FIXED_CODE is set in .env. No game is auto-provisioned —"
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@echo "load a legacy report via the UI's DEV report loader to exercise the map."
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up: build-engine prune-broken-engines
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$(COMPOSE) up -d --wait
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rebuild: build-engine prune-broken-engines
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$(COMPOSE) build --no-cache backend gateway
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$(COMPOSE) up -d --wait
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build-engine:
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@if docker image inspect $(ENGINE_IMAGE) >/dev/null 2>&1; then \
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echo "$(ENGINE_IMAGE) already built; skipping (use 'docker rmi $(ENGINE_IMAGE)' to force a rebuild)."; \
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else \
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echo "building $(ENGINE_IMAGE)…"; \
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docker build -t $(ENGINE_IMAGE) -f $(REPO_ROOT)/game/Dockerfile $(REPO_ROOT); \
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fi
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down:
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$(COMPOSE) down
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clean: stop-engines
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$(COMPOSE) down -v
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@if [ -d /tmp/galaxy-game-state ]; then \
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echo "wiping /tmp/galaxy-game-state…"; \
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docker run --rm -v /tmp/galaxy-game-state:/state alpine sh -c 'rm -rf /state/*' 2>/dev/null || rm -rf /tmp/galaxy-game-state/* 2>/dev/null || true; \
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fi
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# Spawned engine containers run outside the compose project (the
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# backend's runtime creates them on demand). They intentionally
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# survive `make down` so the runtime reconciler can reattach on the
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# next `make up` — killing them out of band makes the runtime
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# cascade the game to `cancelled`. We only remove them as part of
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# `clean`, where the whole DB is wiped anyway.
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stop-engines:
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@ids=$$(docker ps -aq \
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--filter "label=$(STACK_LABEL)" \
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--filter "label=$(ENGINE_LABEL)"); \
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if [ -n "$$ids" ]; then \
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echo "stopping engine containers for $(STACK_LABEL)…"; \
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docker rm -f $$ids >/dev/null; \
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fi
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# Remove engine containers Docker can no longer heal on its own.
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# After a host reboot, the per-game bind-mount source under
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# /tmp/galaxy-game-state/<uuid> may have been wiped (macOS clears
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# /private/tmp on reboot), so `restart: unless-stopped` cannot
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# revive the container — Docker refuses to start it with a missing
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# bind-mount source and leaves it stuck in `exited` / `created`
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# state. This target prunes the husks before `compose up`; the
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# backend's pre-bootstrap reconciler tick (`backend/cmd/backend/main.go`)
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# then cascades the orphan runtime row to `removed` and the lobby
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# cancels the game. Healthy `running` / `restarting` containers are
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# left intact so a long-lived game survives normal up/down cycles.
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prune-broken-engines:
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@ids=""; \
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for cid in $$(docker ps -aq \
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--filter "label=$(STACK_LABEL)" \
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--filter "label=$(ENGINE_LABEL)" 2>/dev/null); do \
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state=$$(docker inspect -f '{{.State.Status}}' $$cid 2>/dev/null); \
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case "$$state" in \
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running|restarting) ;; \
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*) ids="$$ids $$cid";; \
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esac; \
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done; \
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if [ -n "$$ids" ]; then \
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echo "removing non-running engine containers (post-reboot cleanup):$$ids"; \
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docker rm -f $$ids >/dev/null; \
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fi
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logs:
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$(COMPOSE) logs -f --tail=100
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logs-backend:
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$(COMPOSE) logs -f --tail=200 backend
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logs-gateway:
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$(COMPOSE) logs -f --tail=200 gateway
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logs-mail:
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$(COMPOSE) logs -f --tail=200 mailpit
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status:
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$(COMPOSE) ps
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psql:
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$(COMPOSE) exec postgres psql -U galaxy -d galaxy_backend
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