feat(builder): repair existing templates, a weekly check that queues repairs, and eval
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>
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@@ -112,3 +112,14 @@ func TestOneOptionPerImageThenSteamCMDRecommended(t *testing.T) {
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}
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}
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}
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func TestResearchSkipsOurOwnSites(t *testing.T) {
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got := dedupeHits([]searchHit{
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{URL: "https://www.gitea.gbreed.com/gbreed-public/gbr-games/src/branch/main/games/x/game.yaml"},
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{URL: "https://gbrhosting.com/games"},
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{URL: "https://example.com/server-guide"},
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})
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if len(got) != 1 || got[0].URL != "https://example.com/server-guide" {
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t.Errorf("got %v", got)
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}
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}
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