Commit Graph
5 Commits
Author SHA1 Message Date
gregandClaude Opus 5.5 c9d9cd6ff5 feat: first-boot records what a server does with no settings
Validate game templates / validate (push) Successful in 9m34s
Validate game templates / boot-test (push) Skipped
Validate game templates / publish (push) Skipped
`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>
2026-10-25 02:18:21 -04:00
gregandClaude Opus 5.5 40e7372dab feat: inspect-image reads what a game's image needs
Validate game templates / validate (push) Successful in 9m33s
Validate game templates / boot-test (push) Skipped
Validate game templates / publish (push) Skipped
`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>
2026-10-25 01:42:55 -04:00
gregandClaude Opus 5.5 e9ff989246 ci: boot-test changed games before publishing
Validate game templates / validate (push) Successful in 9m32s
Validate game templates / publish (push) Canceled after 0s
Validate game templates / boot-test (push) Canceled after 5m15s
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>
2026-10-24 17:49:19 -04:00
gregandClaude Opus 5.5 5fb7736be2 ci: publish templates to the control panel on main
Validate game templates / validate (push) Successful in 9m31s
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>
2026-10-24 17:12:50 -04:00
gregandClaude Opus 5.5 822b44e2e5 feat: game templates, schemas and validator
Validate game templates / validate (push) Successful in 10m6s
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>
2026-10-24 16:54:21 -04:00