fix(builder): keep every game's name and code out of the builder
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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>
This commit is contained in:
gregandClaude Opus 5.5 committed 2026-10-25 17:58:27 -04:00
1 parent 8b49895d5e
commit 929cbc31cf
15 files changed
+243 -123

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@@ -466,8 +466,8 @@ func (b *booter) copyOut(vol, mount string, files []string, report *bootReport)
return cmd.Wait()
}
// fileLines reads the copied log files, so ready and error lines that never reach the console (ARK
// writes to ShooterGame.log) are found too.
// fileLines reads the copied log files, so ready and error lines that never reach the console (servers
// that only log to a file) are found too.
func (b *booter) fileLines(report *bootReport) []logLine {
var out []logLine
for _, f := range report.FilesCreated {