Files
gbr-games/cmd/gbrgames/draft_test.go
T
gregandClaude Opus 5.5 929cbc31cf
Validate game templates / validate (push) Successful in 19s
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fix(builder): keep every game's name and code out of the builder
The builder must be game-agnostic, but its prompts named games: AUTHORING.md
(the model's rules) used three games as examples, the research prompt listed
two games' editions, the schema described containerUser by one game's image,
and every draft prompt included two real templates from the repo, so the
model saw, and could copy, other games' commands and options.

- AUTHORING.md, the research prompt and the schema describe the rules without
  naming a game.
- The draft prompt's format example is now one invented server (no real
  command, options, ports or app id), checked by
  TestExampleTemplateFollowsTheRules against validation and the draft checks.
- Comments, help texts, BUILDER.md and test fixtures use invented names and
  values.
- TestBuilderIsGameAgnostic reads every game's name and id from games/ and
  fails if any appears in the builder's code, tests, rules, schemas or docs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-25 17:58:27 -04:00

131 lines
5.3 KiB
Go

package main
import (
"encoding/json"
"os"
"path/filepath"
"strings"
"testing"
)
func TestDraftCompletenessNamesMissingSchemaEntries(t *testing.T) {
// A draft that went round in circles: settings in defaultConfig, no configSchema
game := map[string]any{
"defaultPorts": []any{"30000/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) {
// A real first boot: the game's own files in ~/.config, plus Steam client logs (noise)
home := &bootReport{ContainerChanges: []string{
"A /home/steam/.config/example-game/adminlist.txt",
"A /home/steam/.config/example-game/bannedlist.txt",
"A /home/steam/Steam/logs/connection_log_30000.txt",
}}
game := map[string]any{"defaultStartupCommand": "./example_server -nographics -batchmode -world X"}
problems := savesOutsideVolumes(game, home)
if len(problems) != 1 || !strings.Contains(problems[0], "/home/steam/.config/example-game") || strings.Contains(problems[0], "Steam/logs") {
t.Fatalf("got %v", problems)
}
// Fixed with a save-directory option under /server
game["defaultStartupCommand"] = "./example_server -nographics -batchmode -world X -datadir /server/saves"
if p := savesOutsideVolumes(game, home); p != nil {
t.Errorf("redirected template still flagged: %v", p)
}
// A Proton server's first boot: only Proton's cache, which is not game data
proton := &bootReport{ContainerChanges: []string{"A /home/gameserver/.cache/umu-protonfixes/protonfixes_test.log"}}
if p := savesOutsideVolumes(map[string]any{}, proton); p != nil {
t.Errorf("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) {
// A 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": "EXAMPLE_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)
}
}
// The model copies the example's format, so it must pass everything a draft has to pass
func TestExampleTemplateFollowsTheRules(t *testing.T) {
dir := filepath.Join(t.TempDir(), "example-server")
if err := os.MkdirAll(dir, 0o755); err != nil {
t.Fatal(err)
}
if err := os.WriteFile(filepath.Join(dir, "game.yaml"), []byte(exampleTemplate), 0o644); err != nil {
t.Fatal(err)
}
if err := os.WriteFile(filepath.Join(dir, "test.yaml"), []byte("timeoutSec: 2400\n"), 0o644); err != nil {
t.Fatal(err)
}
gs, err := compileSchema(filepath.Join("..", "..", "schema", "game.schema.json"))
if err != nil {
t.Fatal(err)
}
ts, err := compileSchema(filepath.Join("..", "..", "schema", "test.schema.json"))
if err != nil {
t.Fatal(err)
}
problems := validateGame(dir, "example-server", gs, ts)
g, err := loadMap(filepath.Join(dir, "game.yaml"))
if err != nil {
t.Fatal(err)
}
problems = append(problems, draftCompleteness(g, map[string]any{})...)
problems = append(problems, splitSettings(g)...)
problems = append(problems, portSettings(g)...)
for _, p := range problems {
t.Error(p)
}
}