feat(builder): repair existing templates, a weekly check that queues repairs, and eval
Validate game templates / validate (push) Successful in 20s
Validate game templates / boot-test (push) Successful in 1m11s
Validate game templates / publish (push) Skipped

The builder could only create games; nothing noticed when a live template
stopped working, and there was no way to tell whether a builder change made
it better or worse.

- repair -id ID: boots an existing template as nodes run it; if it fails,
  the same investigation as for a draft runs and the model changes only what
  the diagnosis says. The worker handles "repair" jobs (gameId from the
  panel) and opens "fix(games): repair ..." on draft/<id>; a template that
  boots as it is reports "nothing to repair" and opens no PR. The boot and
  fix loop is now shared by builds and repairs.
- validate.yml runs weekly and boot-tests every game; failed games are sent
  to the panel (X-GBR-Event: games_boot_failed) to queue repairs.
- eval -ids all: builds games that already have a template from scratch,
  blind, and scores each draft against it (boots, same image and app, ports,
  ready line, settings found) into eval.md and eval.json.
- research skips our own sites, so neither research nor eval reads our
  templates back.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
gregandClaude Opus 5.5 committed 2026-10-26 00:27:58 -04:00
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package main
import (
"encoding/json"
"errors"
"flag"
"fmt"
"os"
"path/filepath"
"regexp"
"sort"
"strings"
"time"
)
// eval measures the builder: it builds games that already have a working template from scratch (research,
// first boot, draft, boots), without opening a pull request and without the builder seeing that template,
// and scores each draft against the merged one. Run it before and after changing the builder or the model
// to see whether the change helped.
type evalScore struct {
Game string `json:"game"`
Boots bool `json:"boots"`
SameRoute bool `json:"sameRoute"` // same image, and same Steam app when installed with SteamCMD
PortsSame bool `json:"portsSame"`
PortsDiff []string `json:"portsDiff,omitempty"`
ReadyMatch bool `json:"readyMatch"` // the draft's readyPattern matches the real server's ready line
Settings int `json:"settings"`
SettingsHit int `json:"settingsHit"` // of the real template's settings, how many the draft has too
RealSetting int `json:"realSettings"`
Rounds int `json:"rounds"`
Minutes float64 `json:"minutes"`
Error string `json:"error,omitempty"`
}
func runEval(args []string) error {
fs := flag.NewFlagSet("eval", flag.ExitOnError)
gamesDir := fs.String("games", "games", "the repo's games directory: the templates to compare against")
schemaDir := fs.String("schemas", "schema", "directory holding the JSON Schemas")
which := fs.String("ids", "all", "comma-separated game ids, or all")
provider := fs.String("provider", "ollama", "ollama or gemini")
modelName := fs.String("model", "", "model name (default as for draft)")
out := fs.String("out", "eval.md", "write the report here (and the scores as JSON next to it)")
fs.Parse(args)
ids, err := evalIDs(*gamesDir, *which)
if err != nil {
return err
}
m, err := newModel(*provider, *modelName)
if err != nil {
return err
}
var scores []evalScore
for _, id := range ids {
fmt.Printf("[eval] ===== %s =====\n", id)
s := evalGame(m, *gamesDir, *schemaDir, id, *provider, *modelName)
fmt.Printf("[eval] %s: boots %v, same route %v, ports same %v, ready matches %v, settings %d/%d\n",
id, s.Boots, s.SameRoute, s.PortsSame, s.ReadyMatch, s.SettingsHit, s.RealSetting)
scores = append(scores, s)
}
if err := os.WriteFile(*out, []byte(evalReport(scores)), 0o644); err != nil {
return err
}
raw, _ := json.MarshalIndent(scores, "", " ")
return os.WriteFile(strings.TrimSuffix(*out, filepath.Ext(*out))+".json", raw, 0o644)
}
func evalIDs(gamesDir, which string) ([]string, error) {
if which != "all" {
return strings.Split(which, ","), nil
}
entries, err := os.ReadDir(gamesDir)
if err != nil {
return nil, err
}
var ids []string
for _, e := range entries {
if _, err := os.Stat(filepath.Join(gamesDir, e.Name(), "game.yaml")); err == nil {
ids = append(ids, e.Name())
}
}
if len(ids) == 0 {
return nil, errors.New("no templates to evaluate against")
}
return ids, nil
}
// evalGame builds one game blind, in an empty games folder, and compares the draft with the real template.
func evalGame(m model, gamesDir, schemaDir, id, provider, modelName string) evalScore {
s := evalScore{Game: id}
start := time.Now()
defer func() { s.Minutes = time.Since(start).Minutes() }()
real, err := loadMap(filepath.Join(gamesDir, id, "game.yaml"))
if err != nil {
s.Error = err.Error()
return s
}
realTest, _ := loadMap(filepath.Join(gamesDir, id, "test.yaml"))
name, _ := real["name"].(string)
res, err := research(m, name, "", 6)
if err != nil {
s.Error = "research: " + err.Error()
return s
}
var chosen *variant
for i := range res.Variants {
if res.Variants[i].Recommended {
chosen = &res.Variants[i]
}
}
if chosen == nil {
s.Error = "research recommended no runnable option: " + res.Message
return s
}
blind, err := os.MkdirTemp("", "gbr-eval-")
if err != nil {
s.Error = err.Error()
return s
}
defer os.RemoveAll(blind)
built, err := build(buildOptions{gamesDir: blind, schemaDir: schemaDir, name: name, id: id, variant: *chosen,
provider: provider, model: modelName, attempts: 3, bootRounds: 5, agentImage: agentImageFromEnv()})
if built != nil {
s.Boots, s.Rounds = built.Passed, built.Rounds
}
if err != nil {
s.Error = "build: " + err.Error()
}
draft, derr := loadMap(filepath.Join(blind, id, "game.yaml"))
if derr != nil {
if s.Error == "" {
s.Error = "no draft written"
}
return s
}
scoreDraft(&s, real, realTest, draft)
return s
}
// scoreDraft compares a draft with the real template.
func scoreDraft(s *evalScore, real, realTest, draft map[string]any) {
s.SameRoute = real["defaultDockerImage"] == draft["defaultDockerImage"] && steamAppOf(real) == steamAppOf(draft)
want, got := portSet(real), portSet(draft)
for p := range want {
if !got[p] {
s.PortsDiff = append(s.PortsDiff, "missing "+p)
}
}
for p := range got {
if !want[p] {
s.PortsDiff = append(s.PortsDiff, "extra "+p)
}
}
sort.Strings(s.PortsDiff)
s.PortsSame = len(s.PortsDiff) == 0
if pattern, _ := draft["readyPattern"].(string); pattern != "" {
example, _ := realTest["readyExample"].(string)
if re, err := regexp.Compile(pattern); err == nil && example != "" {
s.ReadyMatch = re.MatchString(example)
}
}
realKeys := map[string]bool{}
for k := range schemaProperties(real) {
realKeys[envName(k)] = true
}
s.RealSetting = len(realKeys)
for k := range schemaProperties(draft) {
s.Settings++
if realKeys[envName(k)] {
s.SettingsHit++
}
}
}
func steamAppOf(g map[string]any) string {
if g["installMethod"] != "STEAMCMD" {
return ""
}
ic, _ := g["installConfig"].(map[string]any)
return fmt.Sprint(ic["appId"])
}
// portSet is a template's published container ports, as "port/proto".
func portSet(g map[string]any) map[string]bool {
out := map[string]bool{}
ports, _ := g["defaultPorts"].([]any)
for _, p := range ports {
out[containerPort(fmt.Sprint(p))] = true
}
return out
}
func evalReport(scores []evalScore) string {
var b strings.Builder
b.WriteString("# Builder evaluation\n\nEach game was built blind (research, first boot, draft, boots) and compared " +
"with its merged template.\n\n")
b.WriteString("| Game | Boots | Same image/app | Ports | Ready line | Settings found | Rounds | Minutes | Note |\n")
b.WriteString("| --- | --- | --- | --- | --- | --- | --- | --- | --- |\n")
passed := 0
for _, s := range scores {
if s.Boots {
passed++
}
ports := "same"
if !s.PortsSame {
ports = strings.Join(s.PortsDiff, ", ")
}
fmt.Fprintf(&b, "| %s | %s | %s | %s | %s | %d of %d (draft has %d) | %d | %.0f | %s |\n", s.Game, mark(s.Boots), mark(s.SameRoute),
ports, mark(s.ReadyMatch), s.SettingsHit, s.RealSetting, s.Settings, s.Rounds, s.Minutes, s.Error)
}
fmt.Fprintf(&b, "\n%d of %d drafts booted.\n", passed, len(scores))
return b.String()
}
func mark(ok bool) string {
if ok {
return "yes"
}
return "no"
}