What a builder boot sees is now what a node does:
- First boots (untouched, or -as-deployed with exactly a new server's
settings) are deployed by the node-agent's BootTest in keep mode; the
builder only watches the console and inspects what's left. The Go copy of
the deploy (its own docker run, mounts and startup prefix) is gone. It had
drifted: it gave the image's VOLUME folders their own volumes, which nodes
don't, so saves there looked safe while every start loses them.
- Files written outside /server and /data are counted whatever their type
(it only counted config-like extensions, so .sav or .db saves went
unseen), including the image's VOLUME folders; logs, pid and lock files
and system folders are left out.
- Boot tests ask the server to stay up holdSec (60 s, test.yaml can set it)
after its ready line and to listen on every published container port
(needs the node-agent's matching BootTest).
- Steam apps are downloaded once per build into a gbr.cache volume and copied
into each boot, so later boots only check the files (STEAM_CACHE=off).
- RUNNER.md no longer suggests docker system prune, which deletes the
gbr-boottest network when nothing is using it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Only games whose folder changed are boot-tested (against the previous
main commit, or against main on branches; manual runs pick games). Each
one is deployed by the node-agent's real deploy code on a dedicated
game-test runner, in a network that can reach the internet but not the
LAN. Publishing to the panel runs only if they all booted.
- boottest-payload builds the DEPLOY_SERVER message the panel would send
- readyPattern/failPatterns in game.yaml; readyExample in test.yaml is
checked against the pattern during validation
- secrets in test.yaml come from CI; a game missing one is skipped
- Minecraft gets a ready pattern; Dragonwilds needs DRAGONWILDS_OWNER_ID
- RUNNER.md + scripts/runner: runner, isolated network, systemd unit
Also fixes newline values ("\n" separators/footers) that yaml.v3 wrote
as "" on import, which would have broken ARK and Dragonwilds config
files once synced, and adds a round-trip test for the importer.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Public game templates for GBR Hosting, one games/<id>/game.yaml per game,
imported from the panel. A Go tool validates them against JSON Schemas and
checks for credentials, private addresses and consents that default to
accepted; CI runs it on every push.
Admin/RCON passwords are no longer shared defaults: they are blank with
x-generate so the panel creates one per server, and Palworld/ARK no longer
publish their RCON/REST ports.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>