fix(builder): keep every game's name and code out of the builder
The builder must be game-agnostic, but its prompts named games: AUTHORING.md (the model's rules) used three games as examples, the research prompt listed two games' editions, the schema described containerUser by one game's image, and every draft prompt included two real templates from the repo, so the model saw, and could copy, other games' commands and options. - AUTHORING.md, the research prompt and the schema describe the rules without naming a game. - The draft prompt's format example is now one invented server (no real command, options, ports or app id), checked by TestExampleTemplateFollowsTheRules against validation and the draft checks. - Comments, help texts, BUILDER.md and test fixtures use invented names and values. - TestBuilderIsGameAgnostic reads every game's name and id from games/ and fails if any appears in the builder's code, tests, rules, schemas or docs. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -13,7 +13,6 @@ import (
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"path"
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"path/filepath"
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"regexp"
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"sort"
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"strings"
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"time"
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@@ -39,7 +38,7 @@ func runDraft(args []string) error {
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fs := flag.NewFlagSet("draft", flag.ExitOnError)
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gamesDir := fs.String("games", "games", "directory holding one folder per game")
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schemaDir := fs.String("schemas", "schema", "directory holding the JSON Schemas")
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gameName := fs.String("name", "", "the game's name, e.g. \"Valheim\"")
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gameName := fs.String("name", "", "the game's name, as players know it")
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id := fs.String("id", "", "folder/id for the new game (default: from -name)")
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image := fs.String("image", "", "Docker image the server runs in")
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steamApp := fs.String("steam-app", "", "SteamCMD app id, if the server is installed with SteamCMD")
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@@ -140,7 +139,7 @@ func newDrafter(j draftJob) (*drafter, error) {
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}
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d.messages = []chatMessage{
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{Role: "system", Content: draftSystemPrompt(string(rules))},
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{Role: "user", Content: draftRequest(j.Name, id, j.Image, j.SteamApp, j.Notes, d.facts, j.Report, exampleTemplates(j.GamesDir, 2))},
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{Role: "user", Content: draftRequest(j.Name, id, j.Image, j.SteamApp, j.Notes, d.facts, j.Report)},
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}
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return d, nil
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}
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@@ -341,7 +340,7 @@ func closestVar(name string, vars []string) string {
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var outsideNoise = []string{"/Steam/logs/", "/.steam/", "/steamcmd/", "/.cache/", "/tmp/", "/.local/share/umu"}
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// savesOutsideVolumes turns first boot's "written outside the volumes" into a hard check: anything the
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// game itself wrote there (Valheim's worlds and admin lists in ~/.config/unity3d/...) is lost every time the
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// game itself wrote there (worlds or player lists under the user's home folder) is lost every time the
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// node recreates the container. A template passes once its startup command or settings point the game at
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// /server or /data; a boot test then shows whether that really worked.
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func savesOutsideVolumes(game map[string]any, report *bootReport) []string {
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@@ -407,7 +406,7 @@ func imageUnusable(r *bootReport) string {
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*r.ExitCode, r.RanSeconds, r.User, denied[0])
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}
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func draftRequest(gameName, id, image, steamApp, notes string, facts *imageFacts, report *bootReport, examples string) string {
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func draftRequest(gameName, id, image, steamApp, notes string, facts *imageFacts, report *bootReport) string {
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var b strings.Builder
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fmt.Fprintf(&b, "Write the template for **%s**.\n- id: %s\n- defaultDockerImage: %s\n", gameName, id, image)
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if steamApp != "" {
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@@ -451,33 +450,62 @@ func draftRequest(gameName, id, image, steamApp, notes string, facts *imageFacts
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} else {
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b.WriteString("\n(No first-boot report: keep readyPattern out unless the facts show the ready line.)\n")
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}
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b.WriteString("\n## Working templates from this repo, for format and style (not content)\n")
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b.WriteString(examples)
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b.WriteString("\n## Format example\nAn invented server, to show the format and house style only. Its command, options, " +
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"ports and app id belong to no real game: never copy them; take every value from the facts above.\n```yaml\n")
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b.WriteString(exampleTemplate)
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b.WriteString("```\n")
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return b.String()
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}
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// exampleTemplates picks the shortest templates in the repo as examples: real, validated, and small
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// enough to leave the model room for the facts.
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func exampleTemplates(gamesDir string, n int) string {
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entries, _ := os.ReadDir(gamesDir)
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type ex struct {
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id string
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body string
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}
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var all []ex
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for _, e := range entries {
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raw, err := os.ReadFile(filepath.Join(gamesDir, e.Name(), "game.yaml"))
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if err == nil {
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all = append(all, ex{e.Name(), string(raw)})
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}
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}
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sort.Slice(all, func(i, j int) bool { return len(all[i].body) < len(all[j].body) })
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var b strings.Builder
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for i := 0; i < n && i < len(all); i++ {
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fmt.Fprintf(&b, "\n### games/%s/game.yaml\n```yaml\n%s```\n", all[i].id, all[i].body)
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}
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return b.String()
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}
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// exampleTemplate shows the model the format only. It's invented on purpose: the builder must stay
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// game-agnostic, so the model never sees another game's template (whose options it would copy). Its
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// command, options, port and app id belong to no real server; validated in draft_test.go.
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const exampleTemplate = `id: example-server
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name: Example Server
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defaultDockerImage: cm2network/steamcmd
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defaultStartupCommand: args=(-name "${SERVER_NAME}" -world "${WORLD_NAME:-world}" -port 30000 -datadir /server/saves); [ -n "${JOIN_PASSWORD}" ] && args+=(-password "${JOIN_PASSWORD}"); ./example_server "${args[@]}"
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requiredMemoryMb: 4096
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requiredDiskMb: 8192
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defaultPorts:
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- 30000/udp
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- 30001/udp
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installMethod: STEAMCMD
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installConfig:
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appId: "1000000"
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defaultConfig:
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JoinPassword: ""
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ServerName: GBRHosting - {SERVER_NAME}
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WorldName: world
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configSchema:
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type: object
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properties:
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JoinPassword:
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title: Join Password
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description: Password players enter to join. Leave empty for a public server.
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type: string
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default: ""
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category: Security & Access
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x-savedValue:
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key: GAME_JOIN_PASSWORD
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label: Game join password
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secret: true
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ServerName:
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title: Server Name
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description: The name shown in the server browser.
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type: string
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default: GBRHosting - {SERVER_NAME}
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category: System & General
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showOnDeploy: true
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WorldName:
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title: World Name
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description: The world to load. A new name starts a new world.
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type: string
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default: world
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category: World & Environment
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backupPaths:
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- saves
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readyPattern: 'Server is ready for connections'
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`
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// writeDraft turns the model's JSON answer into games/<id>/game.yaml and test.yaml, using the importer's
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// writer so drafts look like every other template.
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