Files
gbr-games/cmd/gbrgames/draft_test.go
T
gregandClaude Opus 5.5 5dfc0cc794
Validate game templates / validate (push) Successful in 20s
Validate game templates / boot-test (push) Skipped
Validate game templates / publish (push) Skipped
fix(builder): drafts don't use CI secrets, and a missing one is fed back
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>
2026-10-25 15:52:18 -04:00

96 lines
4.3 KiB
Go

package main
import (
"encoding/json"
"strings"
"testing"
)
func TestDraftCompletenessNamesMissingSchemaEntries(t *testing.T) {
// The Valheim draft that went round in circles: settings in defaultConfig, no configSchema
game := map[string]any{
"defaultPorts": []any{"2456/udp"},
"requiredMemoryMb": json.Number("4096"),
"defaultConfig": map[string]any{"ServerName": "x", "ServerPassword": "", "MaxPlayers": json.Number("8")},
}
problems := strings.Join(draftCompleteness(game, map[string]any{"settleSec": json.Number("120")}), "\n")
if !strings.Contains(problems, "no configSchema.properties entry") || !strings.Contains(problems, "MaxPlayers, ServerName, ServerPassword") {
t.Errorf("want the missing schema entries named, got:\n%s", problems)
}
game["configSchema"] = map[string]any{"properties": map[string]any{
"ServerName": map[string]any{"title": "Name", "description": "d", "type": "string", "category": "System & General"},
"ServerPassword": map[string]any{"title": "Password", "description": "d", "type": "string", "category": "Security & Access"},
"MaxPlayers": map[string]any{"title": "Players", "description": "d", "type": "integer", "category": "System & General"},
}}
if p := draftCompleteness(game, map[string]any{"settleSec": json.Number("120")}); len(p) != 0 {
t.Errorf("complete draft still has problems: %v", p)
}
}
func TestUnreadSettings(t *testing.T) {
facts := &imageFacts{EnvRead: []string{"SERVER_NAME", "SERVER_PASS", "SERVER_PUBLIC"}, Env: map[string]string{"TZ": "UTC"}}
game := map[string]any{"defaultConfig": map[string]any{"ServerName": "x", "ServerPassword": "", "Tz": "UTC"}}
problems := unreadSettings(game, facts)
if len(problems) != 1 || !strings.Contains(problems[0], "SERVER_PASSWORD") || !strings.Contains(problems[0], "did you mean SERVER_PASS") {
t.Errorf("got %v", problems)
}
// Settings written to a config file aren't environment-only, so nothing to check
game["configFilePath"] = "server.cfg"
if p := unreadSettings(game, facts); p != nil {
t.Errorf("config-file game: %v", p)
}
}
func TestSavesOutsideVolumes(t *testing.T) {
// Valheim's real first boot: its own files in ~/.config, plus Steam client logs (noise)
valheim := &bootReport{ContainerChanges: []string{
"A /home/steam/.config/unity3d/IronGate/Valheim/adminlist.txt",
"A /home/steam/.config/unity3d/IronGate/Valheim/bannedlist.txt",
"A /home/steam/Steam/logs/connection_log_2456.txt",
}}
game := map[string]any{"defaultStartupCommand": "./valheim_server.x86_64 -nographics -batchmode -world X"}
problems := savesOutsideVolumes(game, valheim)
if len(problems) != 1 || !strings.Contains(problems[0], "/home/steam/.config/unity3d/IronGate/Valheim") || strings.Contains(problems[0], "Steam/logs") {
t.Fatalf("got %v", problems)
}
// Fixed with a save-directory option under /server
game["defaultStartupCommand"] = "./valheim_server.x86_64 -nographics -batchmode -world X -savedir /server/saves"
if p := savesOutsideVolumes(game, valheim); p != nil {
t.Errorf("redirected template still flagged: %v", p)
}
// ARK's real first boot: only Proton's cache, which is not game data
ark := &bootReport{ContainerChanges: []string{"A /home/gameserver/.cache/umu-protonfixes/protonfixes_test.log"}}
if p := savesOutsideVolumes(map[string]any{}, ark); p != nil {
t.Errorf("ARK proton cache flagged: %v", p)
}
}
func TestImageUnusable(t *testing.T) {
code := 2
r := &bootReport{User: "1000:1000", ExitCode: &code, RanSeconds: 2.4, ErrorLines: []logLine{
{Text: "ln: failed to create symbolic link '/etc/localtime': Permission denied"},
}}
if why := imageUnusable(r); !strings.Contains(why, "needs root") {
t.Errorf("want a needs-root verdict, got %q", why)
}
// A server that ran for minutes and then stopped is not this case
r.RanSeconds = 600
if why := imageUnusable(r); why != "" {
t.Errorf("long run flagged: %q", why)
}
}
func TestDraftCompletenessRejectsSecrets(t *testing.T) {
// The Valheim draft that couldn't be boot-tested: the password mapped to a CI secret nobody created
test := map[string]any{"settleSec": json.Number("120"), "secrets": map[string]any{"Password": "VALHEIM_TEST_PASSWORD"}}
problems := strings.Join(draftCompleteness(map[string]any{}, test), "\n")
if !strings.Contains(problems, "test.yaml has 'secrets' (Password)") {
t.Errorf("got:\n%s", problems)
}
}