CI's boot test gave every blank password-like setting a throwaway value. A
real deploy only fills x-generate fields, so a template whose server won't
start without one passed CI and failed for the first owner who deployed it.
boottest-payload now fills only x-generate fields, for CI and the builder
alike. The old behaviour is kept as -fill-blank-passwords, used only by
the builder's second boot to tell whether an empty setting is why a draft
fails. Messages and AUTHORING.md no longer say boot tests fill passwords;
a server that needs a join password gets x-generate.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Booting drafts as deployed catches a server that stops when a setting is
empty, but the server's own output rarely says why, so the model guessed
(more memory) for three rounds and the draft ended as WIP.
When a draft fails with its defaults and has blank password-like settings
without x-generate, the builder boots it once more with those filled. If
that boot passes, the cause is certain, and the model is told exactly that:
these settings stop the server when empty; give them x-generate (a password
per server) or a working default.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The builder's boot test filled every blank password-like setting with a
throwaway value. A real deploy only fills x-generate fields, so a draft whose
server refuses to run with an empty join password passed the builder and CI,
and then shut down on its first real deploy.
The builder now boots drafts with boottest-payload -as-deployed: only
x-generate fields are filled, everything else exactly as the template's
defaults. A server that won't run with its own defaults fails the build, and
the model is told that empty settings stay empty, so the value must come from
a default or x-generate. CI's boot test is unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
When the worker is restarted mid-build (watchtower updating its image), the
boot test's container and volume are left behind, and the next boot test of
that game deploys under the same name. Remove them before each boot test.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The draft branch was named after the job. Rerunning a build pushed onto the
earlier run's branch, which had review commits, so the push was rejected
and the finished build failed at its last step. Separate branches per run
would pile up open PRs for the same game instead.
A game now has one draft at a time, on draft/<id>. Before pushing, the
worker closes the game's open draft PRs (draft/<id>, and draft/<id>-<job>
as earlier versions named them) and deletes their branches, then
force-pushes draft/<id> and opens the new PR, which says which PR it
replaces. Other games' drafts and anyone's non-draft branches are never
touched.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Launch options must be documented. A draft passed an option its server
doesn't have; servers ignore unknown options, so it booted and passed every
boot test while its setting did nothing. build now reads the pages research
based the variant on, in full, and the drafter rejects any launch option in
the startup command that none of them, nor the image's own scripts, mention.
Shell tools' options (mkdir -p, [ -n ...]) are skipped; the check is off
without sources.
The builder is game-agnostic:
- AUTHORING.md (the model's rules), the research prompt and the schema
describe the rules without naming a game.
- The draft prompt no longer includes real templates from the repo. Its
format example is one invented server (no real command, options, ports or
app id), checked by TestExampleTemplateFollowsTheRules.
- 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>
The start-up check read the token's account with GET /user, which needs the
read:user scope. A token with only repository scope, which is all the worker
needs, got 403 and the worker exited in a restart loop. On 403 it now
names the commit author from BOT_NAME (default gbr-bot) and still checks
push access on the games repo.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The worker committed as a hard-coded "gbr-bot", and a token without Write
access only showed up when a build finished and its push failed. On start it
now reads the token's account (GET /user) for the commit author, and
refuses to run if that account can't push to the games repo.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The second Valheim build stopped before its boot test: told that
test.yaml's password "looks like a credential; map it under 'secrets'",
the model mapped it to a CI secret nobody created, and boottest-payload's
missing-secret exit ended the build.
- The validator now says to remove a test password first (boot tests fill
password settings with a throwaway value); secrets only when the server
can't start without a real one.
- Drafts with test.yaml 'secrets' fail the draft checks.
- build turns boottest-payload's missing-secret exit into feedback for the
model instead of an error.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two problems a draft can boot fine with but break once an owner changes a
setting, both in the builder's Valheim draft:
- splitSettings: text settings used unquoted on the command line, directly
or through ARGS="-name ${SERVER_NAME}"; ./server $ARGS, so "GBRHosting -
My Server" reaches the game as several arguments. Suggests quoting or a
bash array.
- portSettings: game-port settings whose default isn't in defaultPorts, or
that owners can change although nodes always publish the same container
port. Internal ports (RCON, REST) and {PUBLIC_PORT_n} values are left out.
Both run on drafts only; AUTHORING.md gets the matching rules.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- research: searches SearXNG, reads the best pages through the reader, has the
model list the server's variants, then checks every Docker image and Steam
app it named for real before an admin sees it.
- build: first boot of the variant's images (skipping ones that need root),
a draft by the model, then the draft deployed with the node-agent's
BootTest like CI does; crashes, error lines and saves outside /server go
back to the model, three boots at most.
- worker: polls the panel's builder queue (outbound only), runs research or
build in a fresh clone, streams the output as the job log, and opens the
result as a pull request from the bot account.
- Dockerfile.builder, a workflow publishing gbr-builder:latest, and
BUILDER.md. Everything about where it runs comes from environment
variables; deployment files live outside this public repo.
draft now keeps its conversation in a drafter, so build can send boot
failures back to the same model session. The boot-test runner comment no
longer names its VM.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`gbrgames draft -name <game> -image <image> [-steam-app ID]
[-first-boot report.json]` has a model write games/<id>/game.yaml and
test.yaml, then checks them like any template and sends problems back
for up to three fix rounds. Ollama (default qwen3.8:27b, OLLAMA_URL) or
Gemini (GEMINI_API_KEY).
The model gets AUTHORING.md (new: the house rules, from how nodes really
run servers and today's bugs: x-generate passwords, no published RCON
ports, containerUser, heap below the limit, env var naming, ready lines),
the inspect-image facts, the first-boot report and the two smallest
templates as examples. With Ollama the answer is forced into the
template schema, tightened for drafts so ports, install config, settings
and their descriptions can't be left out or null.
On top of validation and the image checks, drafts must:
- be complete: player ports, >=3 settings each described, real memory,
a readyPattern or settleSec
- name settings so they reach the container as variables the image reads
(ServerPassword -> SERVER_PASSWORD when the image reads SERVER_PASS)
- not leave files first boot saw outside /server (lost on every start)
A first boot showing the image dies within seconds on permission errors
(it needs root) stops the draft before any model call. A missing
readyPattern is filled from first boot's verified suggestion.
Valheim, which we have no template for: lloesche/valheim-server was
rejected as root-only; via SteamCMD (app 896660) qwen3.8:27b on a local
3090 Ti wrote a passing template in two rounds (~1 min). It is about
70% there: it chose "--save-dir /server", which Valheim doesn't have
(-savedir), and missed -crossplay and 2457/udp. The save check is a text
check; booting the draft itself is the next step.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`gbrgames first-boot -game <id>` (or -image for a game with no template)
starts the server once like the node-agent does (same volumes, user,
SteamCMD install and startup prefix) but with none of the template's
settings and no restart policy, in the isolated gbr-boottest network.
It watches the console until the server exits, goes quiet or hits -max,
stops it gracefully (many servers write their settings on shutdown) and
records:
- the console with timings, plus ready and error lines; the last strong
ready line before the stop becomes a readyPattern / readyExample pair
- every file created; config files are copied out and parsed into
settings with their defaults (INI, properties, JSON, YAML, Unreal
OptionSettings=(...) lists); log files are scanned for ready lines too
- files written outside the volumes, which a recreated container loses
Minecraft: ready line `Done \([0-9.]+s\)! For help, type "help"` and 76
settings (69 from server.properties) found with no template input. ARK:
showed its image retries nothing when SteamCMD fails with "Missing
configuration" and starts a server that was never installed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
`gbrgames inspect-image -game <id>` pulls the image and reads, without
starting the game (probe runs with --network none and bypasses the
entrypoint): its user, accounts, home folder owners and modes, tools
(java, steamcmd, proton...), startup scripts and the variables they read.
It then checks the template against those facts:
- an image built around its own user (a locked home owned by another uid,
or a declared USER) needs a matching containerUser
- the startup command must read settings under the names the node gives
them (the agent's toUpperSnakeCase), and must not read unset variables
that have no default
On the template from the first commit it reports both ARK bugs found by
boot tests today (uid 25000; ${RCON_PORT} vs RCONPORT); the current five
templates pass. Boot tests now run it first, so such templates fail in
seconds instead of after a boot. -json prints the facts for tooling.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ARK's image is built around user gameserver (uid 25000) and locks
/home/gameserver to it, so under the node's default 1000:1000 the
startup script got "Permission denied" and the server restart-looped,
on real nodes as well as in boot tests. Set containerUser 25000:25000
(needs node-agent and panel support for containerUser).
The startup command read ${RCON_PORT}, but the node passes the RCONPort
setting as RCONPORT, so custom RCON ports were ignored for 27020.
Boot-tested in the Linux agent image: up 30 minutes with no restart.
The test now waits 10 minutes, covering the first ~13 GB download.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The payload builder filled anything matching the validator's broad
credential pattern that wasn't a non-empty string, so RCON_PORT,
ENABLE_RCON and ARK's RCONEnabled/RCONPort became 'boot-123456' in the
first runner run. Only fill keys named like passwords (or x-generate),
and only when missing or an empty string. Adds a test.
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>
Adds `gbrgames export`, which builds the games_published payload from
every game.yaml, and a CI step that posts it to the panel webhook after
validation on main. Unlike the node-agent notify, a failed publish fails
the run so stale templates in the panel never go unnoticed.
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>