feat(dict): make the build's dictionary version deploy-authoritative
The dictionary lives on a persistent volume seeded from the image once and never re-seeded, so a redeploy that bumped BACKEND_DICT_VERSION left the new DAWGs unreachable (the volume mount shadows the image copy) and the active version stuck at whatever the admin console last installed — a native offline-first client then fetched the server's older pinned version over the network instead of using its bundled dict. On boot the backend now DELIVERS the build version onto the volume add-only, from a second unshadowed image copy at BACKEND_DICT_SEED_DIR, into DICT_DIR/<version>/ when absent (the flat seed and prior uploads untouched, so in-flight games keep theirs), and InitActiveVersion makes the build version active — except a console-installed version NEWER than the build (compared numerically) is not downgraded by a restart. The .seed_version guard still protects the flat seed's label (a bump is a new subdirectory, never a relabel). The console stays for out-of-band updates. Docs: ARCHITECTURE.md §5, deploy/README.md, seedmarker.go. Tests: engine.DeliverVersion (add-only, idempotent, flat-seed skip), compareDictVersions, and the dictionary-update integration test's deploy-delivers path.
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@@ -103,14 +103,31 @@ func TestDictionaryUpdateFlow(t *testing.T) {
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t.Errorf("installed dawg missing on disk: %v", err)
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}
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// The choice survives a restart: a fresh service over the same DB and registry
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// re-adopts the persisted active version.
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// The choice survives a restart on the SAME build: an out-of-band admin install newer
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// than the build version is not downgraded (a restart on an older image keeps the hotfix).
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restarted := newGameServiceOn(dir, "v1.0.0", reg)
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if err := restarted.InitActiveVersion(ctx); err != nil {
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t.Fatalf("restart init: %v", err)
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}
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if got := restarted.ActiveVersion(); got != "v9.9.9" {
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t.Errorf("restarted active version = %q, want v9.9.9 (persisted)", got)
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t.Errorf("restarted active version = %q, want v9.9.9 (a newer out-of-band install is kept)", got)
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}
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// A redeploy that delivered a build version NEWER than the out-of-band one activates it
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// for new games without any admin step (the deploy-delivers path — docs/ARCHITECTURE.md §5).
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if _, err := reg.LoadAvailable(dir, "v10.0.0"); err != nil {
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t.Fatalf("make v10.0.0 resident: %v", err)
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}
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deployed := newGameServiceOn(dir, "v10.0.0", reg)
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if err := deployed.InitActiveVersion(ctx); err != nil {
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t.Fatalf("deploy init: %v", err)
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}
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if got := deployed.ActiveVersion(); got != "v10.0.0" {
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t.Errorf("deployed active version = %q, want v10.0.0 (a newer build version wins)", got)
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}
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// Restore the out-of-band active version so the assertions below still read v9.9.9.
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if err := restarted.SetActiveVersion(ctx, "v9.9.9"); err != nil {
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t.Fatalf("restore active: %v", err)
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}
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// New games pin the new version; the in-progress game keeps its own, still resident.
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