Commit Graph
4 Commits
Author SHA1 Message Date
gregandClaude Opus 5.5 dcb07cfed7 feat(builder): research, build and a worker for the AI builder on our own hardware
Validate game templates / validate (push) Successful in 20s
Validate game templates / boot-test (push) Skipped
Validate game templates / publish (push) Skipped
- 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 gbr-bot.
- Dockerfile.builder, a workflow publishing gbr-builder:latest, compose and
  env files for the builder VM, and BUILDER.md.

draft now keeps its conversation in a drafter, so build can send boot
failures back to the same model session.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 12:40:14 -04:00
gregandClaude Opus 5.5 d02ed01d26 ci: stop waiting ~9 minutes on an unreachable cache
Validate game templates / validate (push) Successful in 14s
Validate game templates / boot-test (push) Skipped
Validate game templates / publish (push) Skipped
Validate took ~10 minutes, of which ~10 seconds was work: setup-go's
cache restore and save each waited ~4.7 minutes for a connect timeout,
because the runners' built-in cache server sits on a network job
containers can't reach. Turn off setup-go caching (three small modules
aren't worth it) and the game-test runner's cache server, so any cache
step skips at once.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 11:12:55 -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