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>
8 lines
356 B
YAML
8 lines
356 B
YAML
# yaml-language-server: $schema=../../schema/test.schema.json
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# Values CI uses to boot-test this game. Never put real credentials here: map them under 'secrets'.
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# The server refuses to start without a real Player ID, so this test is skipped until the
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# DRAGONWILDS_OWNER_ID Actions secret exists.
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secrets:
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OwnerId: DRAGONWILDS_OWNER_ID
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timeoutSec: 2400
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