CI deployed every Steam game from scratch on each run, downloading the whole game from Steam each time. scripts/boot-test.sh now runs the new `gbrgames boot-test ID`, the builder's own deploy path: the same payload and node-agent BootTest, but Steam games start from the cache volume (gbr-steamcache-<app>, kept by RUNNER.md's prune). The cache is updated at most once a day (a timestamp in the cache volume, not copied into servers), so a repeat run within a day doesn't ask Steam for an update at all; the node-agent's own install still checks the files and fetches anything newer. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
50 lines
2.1 KiB
Bash
Executable File
50 lines
2.1 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Boot-tests the given games with the node-agent's real deploy code, one after another.
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# Each game is deployed on this machine's Docker daemon inside the isolated gbr-boottest network and
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# must reach its readyPattern (or stay up) before its timeout. Games needing a secret CI doesn't
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# have are skipped. Exits non-zero if any game failed.
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# boot-test.sh palworld minecraft-crossplay
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set -uo pipefail
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AGENT_IMAGE="${AGENT_IMAGE:-www.gitea.gbreed.com/gbreed-public/gbr-node-agent:latest}"
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NETWORK=gbr-boottest
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if ! docker network inspect "$NETWORK" > /dev/null 2>&1; then
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# Created by the runner setup with LAN access blocked; never fall back to an unisolated network
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echo "::error::Docker network $NETWORK is missing on this runner; see RUNNER.md"
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exit 1
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fi
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docker pull -q "$AGENT_IMAGE" > /dev/null
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# Built once: "go run" would turn the skip exit code (3) into a plain failure
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gbrgames="${RUNNER_TEMP:-/tmp}/gbrgames"
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go build -o "$gbrgames" ./cmd/gbrgames || exit 1
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passed=() failed=() skipped=()
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for id in "$@"; do
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echo "::group::boot test: $id"
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# Seconds instead of a full boot: catches templates that can't work with their image (wrong
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# container user, startup command reading a variable under the wrong name)
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if ! "$gbrgames" inspect-image -game "$id"; then
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failed+=("$id")
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echo "::endgroup::"
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continue
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fi
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# The node-agent's BootTest with the game's real payload. Steam games start from the runner's download
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# cache (volumes gbr-steamcache-<app>, kept by RUNNER.md's prune), so Steam isn't asked for the whole
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# game on every run
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AGENT_IMAGE="$AGENT_IMAGE" "$gbrgames" boot-test "$id"
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code=$?
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if [ $code -eq 3 ]; then skipped+=("$id")
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elif [ $code -eq 0 ]; then passed+=("$id")
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else failed+=("$id"); fi
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echo "::endgroup::"
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done
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echo "passed: ${passed[*]:-none}"
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echo "skipped: ${skipped[*]:-none} (missing secrets)"
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echo "failed: ${failed[*]:-none}"
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# For the workflow: the weekly run queues a repair for each failed game
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[ -n "${GITHUB_OUTPUT:-}" ] && echo "failed=${failed[*]}" >> "$GITHUB_OUTPUT"
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[ ${#failed[@]} -eq 0 ]
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