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Author SHA1 Message Date
admin 50d5281424 Harden Eagle weather shaders for URP 2026-06-12 19:10:28 -07:00
admin 87327fdfb4 Include URP runtime beast shaders in builds 2026-06-12 19:02:01 -07:00
556 changed files with 6651 additions and 13281 deletions
-26
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@@ -22,32 +22,6 @@ common --per_file_copt=src/test/cpp/.*@-Wno-sign-compare
common --per_file_copt=src/test/cpp/.*@-Wno-unknown-warning-option
common --host_cxxopt="--std=c++23"
# C++ sanitizer configs for targeted Shardok safety checks.
# Example: bazel test --config=asan //src/test/cpp/net/eagle0/shardok/library/...
build:asan --compilation_mode=dbg
build:asan --strip=never
build:asan --copt=-fno-omit-frame-pointer
build:asan --copt=-Wno-macro-redefined
build:asan --copt=-fsanitize=address
build:asan --linkopt=-fsanitize=address
test:asan --test_env=ASAN_OPTIONS=detect_leaks=0:strict_init_order=1
build:ubsan --compilation_mode=dbg
build:ubsan --strip=never
build:ubsan --copt=-fno-omit-frame-pointer
build:ubsan --copt=-Wno-macro-redefined
build:ubsan --copt=-fsanitize=undefined
build:ubsan --linkopt=-fsanitize=undefined
test:ubsan --test_env=UBSAN_OPTIONS=print_stacktrace=1:halt_on_error=1
build:tsan --compilation_mode=dbg
build:tsan --strip=never
build:tsan --copt=-fno-omit-frame-pointer
build:tsan --copt=-Wno-macro-redefined
build:tsan --copt=-fsanitize=thread
build:tsan --linkopt=-fsanitize=thread
test:tsan --test_env=TSAN_OPTIONS=halt_on_error=1
common --javacopt="-Xlint:-options"
# Prefer protobuf's prebuilt protoc toolchain instead of building protoc from
-32
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@@ -1,32 +0,0 @@
Checks: >
-*,
bugprone-*,
performance-*,
readability-*,
modernize-*,
cppcoreguidelines-*,
-bugprone-easily-swappable-parameters,
-cppcoreguidelines-avoid-magic-numbers,
-cppcoreguidelines-macro-usage,
-cppcoreguidelines-owning-memory,
-cppcoreguidelines-pro-bounds-array-to-pointer-decay,
-cppcoreguidelines-pro-bounds-constant-array-index,
-cppcoreguidelines-pro-bounds-pointer-arithmetic,
-cppcoreguidelines-pro-type-const-cast,
-cppcoreguidelines-pro-type-reinterpret-cast,
-cppcoreguidelines-pro-type-union-access,
-cppcoreguidelines-pro-type-vararg,
-modernize-use-trailing-return-type,
-readability-convert-member-functions-to-static,
-readability-function-cognitive-complexity,
-readability-identifier-length,
-readability-magic-numbers
WarningsAsErrors: ''
HeaderFilterRegex: 'src/(main|test)/cpp/net/eagle0/(shardok|common)/.*'
FormatStyle: file
CheckOptions:
readability-braces-around-statements.ShortStatementLines: '1'
readability-function-size.LineThreshold: '160'
readability-function-size.StatementThreshold: '80'
readability-function-size.BranchThreshold: '20'
modernize-use-nullptr.NullMacros: 'NULL'
-9
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@@ -1,9 +0,0 @@
name: Setup Bazel
description: Ensure Bazel is installed on a self-hosted runner.
runs:
using: composite
steps:
- name: Ensure Bazel installed
shell: bash
run: ./ci/github_actions/ensure_bazel_installed.sh
@@ -0,0 +1,76 @@
name: Artifact Storage Check
on:
schedule:
# Run every 6 hours
- cron: '0 */6 * * *'
workflow_dispatch:
permissions:
contents: read
actions: write
jobs:
cleanup-expired:
runs-on: ubuntu-latest
steps:
- name: Delete expired artifacts and artifacts older than 3 days
env:
GH_TOKEN: ${{ github.token }}
run: |
echo "Fetching all artifacts..."
gh api "repos/${{ github.repository }}/actions/artifacts" \
--paginate -q '.artifacts[] | "\(.id)\t\(.created_at)\t\(.expired)\t\(.name)"' > /tmp/all_artifacts.txt
total=$(wc -l < /tmp/all_artifacts.txt)
echo "Found $total total artifacts"
cutoff=$(date -u -d '3 days ago' '+%Y-%m-%dT%H:%M:%SZ')
echo "Deleting expired artifacts and artifacts created before $cutoff"
deleted=0
while IFS=$'\t' read -r id created_at expired name; do
if [[ "$expired" == "true" || "$created_at" < "$cutoff" ]]; then
gh api -X DELETE "repos/${{ github.repository }}/actions/artifacts/$id" 2>/dev/null && deleted=$((deleted + 1))
if [ $((deleted % 50)) -eq 0 ]; then
echo "Deleted $deleted artifacts so far..."
fi
fi
done < /tmp/all_artifacts.txt
echo "Cleanup complete. Deleted $deleted artifacts out of $total total."
rm -f /tmp/all_artifacts.txt
check-storage:
needs: cleanup-expired
runs-on: ubuntu-latest
steps:
- name: Check artifact storage size
env:
GH_TOKEN: ${{ github.token }}
run: |
# Calculate active artifact storage. The artifacts API can list expired
# artifacts until they are explicitly deleted, so do not count them.
total_bytes=$(gh api "repos/${{ github.repository }}/actions/artifacts" \
--paginate -q '.artifacts[] | select(.expired == false) | .size_in_bytes' | awk '{sum+=$1} END {print sum}')
total_mb=$(( ${total_bytes:-0} / 1024 / 1024 ))
echo "Total artifact storage: ${total_mb} MB"
# Fail if over 500MB
if [ "$total_mb" -gt 500 ]; then
echo "::error::Artifact storage is ${total_mb} MB, which exceeds the 500 MB threshold!"
echo ""
echo "Largest artifacts:"
# Save to temp file to avoid SIGPIPE/broken pipe errors with head
gh api "repos/${{ github.repository }}/actions/artifacts" \
--paginate -q '.artifacts[] | select(.expired == false) | "\(.size_in_bytes)\t\(.name)\t\(.created_at)"' > /tmp/artifacts.txt
sort -rn /tmp/artifacts.txt | head -20 | \
awk -F'\t' '{printf "%d MB\t%s\t%s\n", $1/1024/1024, $2, $3}'
rm -f /tmp/artifacts.txt
exit 1
fi
echo "Storage is within acceptable limits."
+3 -35
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@@ -6,38 +6,12 @@ on:
paths:
- 'src/main/go/net/eagle0/authservice/**'
- 'src/main/go/net/eagle0/authcli/**'
- 'src/main/go/net/eagle0/common/**'
- 'src/main/go/net/eagle0/util/**'
- 'src/main/protobuf/net/eagle0/eagle/api/auth.proto'
- 'src/main/protobuf/net/eagle0/eagle/api/admin/**'
- 'src/main/protobuf/net/eagle0/eagle/internal/auth_internal.proto'
- 'src/main/resources/net/eagle0/attributions.json'
- 'ci/BUILD.bazel'
- 'ci/github_actions/ensure_bazel_installed.sh'
- '.github/actions/setup-bazel/**'
- 'go.mod'
- 'go.sum'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- '.bazelrc'
- '.github/workflows/auth_build.yml'
pull_request:
paths:
- 'src/main/go/net/eagle0/authservice/**'
- 'src/main/go/net/eagle0/authcli/**'
- 'src/main/go/net/eagle0/common/**'
- 'src/main/go/net/eagle0/util/**'
- 'src/main/protobuf/net/eagle0/eagle/api/auth.proto'
- 'src/main/protobuf/net/eagle0/eagle/api/admin/**'
- 'src/main/protobuf/net/eagle0/eagle/internal/auth_internal.proto'
- 'src/main/resources/net/eagle0/attributions.json'
- 'ci/BUILD.bazel'
- 'ci/github_actions/ensure_bazel_installed.sh'
- '.github/actions/setup-bazel/**'
- 'go.mod'
- 'go.sum'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- '.bazelrc'
- '.github/workflows/auth_build.yml'
workflow_dispatch:
@@ -52,8 +26,8 @@ permissions:
contents: read
concurrency:
group: ${{ github.workflow }}-${{ github.event_name == 'pull_request' && github.head_ref || 'deploy' }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
group: auth-build-deploy
cancel-in-progress: false
jobs:
build-auth:
@@ -70,12 +44,6 @@ jobs:
git config --global filter.lfs.smudge "cat"
git config --global filter.lfs.clean "cat"
git config --global filter.lfs.required false
if [ -d ".git" ]; then
git config --local --unset-all filter.lfs.process || true
git config --local filter.lfs.smudge "cat"
git config --local filter.lfs.clean "cat"
git config --local filter.lfs.required false
fi
rm -f .git/hooks/post-checkout .git/hooks/post-merge .git/hooks/pre-push
- name: Checkout repository
@@ -88,7 +56,7 @@ jobs:
lfs: false
- name: Ensure Bazel installed
uses: ./.github/actions/setup-bazel
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Build Auth Server Docker image
id: build-auth
+41
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@@ -0,0 +1,41 @@
name: Bazel Cache Cleanup
on:
# Disabled: bazel clean fails when another runner shares the output_base
# on /Volumes/remote_cache (unlinkat "Directory not empty" race).
# See https://github.com/nolen777/eagle0/issues/TBD for details.
# schedule:
# - cron: '0 0 * * 0'
workflow_dispatch: # Allow manual trigger
jobs:
cleanup:
runs-on: [self-hosted, bazel]
steps:
- name: Checkout
uses: actions/checkout@v6
with:
persist-credentials: false
lfs: false
- name: Show disk usage before cleanup
run: |
echo "=== Disk usage before cleanup ==="
BAZEL_USER_ROOT="/private/var/tmp/_bazel_$(whoami)"
echo "Bazel user root: $BAZEL_USER_ROOT"
du -sh "$BAZEL_USER_ROOT" 2>/dev/null || echo "Not found"
df -h .
- name: Run bazel clean
run: |
echo "=== Running bazel clean ==="
bazel clean
echo "Clean complete"
- name: Show disk usage after cleanup
run: |
echo "=== Disk usage after cleanup ==="
BAZEL_USER_ROOT="/private/var/tmp/_bazel_$(whoami)"
du -sh "$BAZEL_USER_ROOT" 2>/dev/null || echo "Not found"
df -h .
@@ -1,16 +1,7 @@
name: Bazel Cache Maintenance
name: Bazel Cache Parity
on:
workflow_dispatch:
inputs:
target:
description: 'Maintenance target'
required: true
default: 'parity'
type: choice
options:
- parity
- clean
schedule:
- cron: '17 11 * * *'
@@ -23,7 +14,6 @@ permissions:
jobs:
warm-cache:
if: github.event_name == 'schedule' || github.event.inputs.target == 'parity'
runs-on: [self-hosted, bazel]
steps:
@@ -56,13 +46,12 @@ jobs:
persist-credentials: false
lfs: false
- name: Ensure Bazel installed
uses: ./.github/actions/setup-bazel
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Warm remote cache
run: ./scripts/check_bazel_remote_cache_parity.sh warm
verify-cache:
needs: warm-cache
if: github.event_name == 'schedule' || github.event.inputs.target == 'parity'
runs-on: [self-hosted, bazel]
strategy:
fail-fast: false
@@ -99,38 +88,6 @@ jobs:
persist-credentials: false
lfs: false
- name: Ensure Bazel installed
uses: ./.github/actions/setup-bazel
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Verify remote cache parity
run: ./scripts/check_bazel_remote_cache_parity.sh verify
clean-cache:
if: github.event_name == 'workflow_dispatch' && github.event.inputs.target == 'clean'
runs-on: [self-hosted, bazel]
steps:
- name: Checkout
uses: actions/checkout@v6
with:
persist-credentials: false
lfs: false
- name: Show disk usage before cleanup
run: |
echo "=== Disk usage before cleanup ==="
BAZEL_USER_ROOT="/private/var/tmp/_bazel_$(whoami)"
echo "Bazel user root: $BAZEL_USER_ROOT"
du -sh "$BAZEL_USER_ROOT" 2>/dev/null || echo "Not found"
df -h .
- name: Run bazel clean
run: |
echo "=== Running bazel clean ==="
bazel clean
echo "Clean complete"
- name: Show disk usage after cleanup
run: |
echo "=== Disk usage after cleanup ==="
BAZEL_USER_ROOT="/private/var/tmp/_bazel_$(whoami)"
du -sh "$BAZEL_USER_ROOT" 2>/dev/null || echo "Not found"
df -h .
+2 -4
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@@ -12,7 +12,6 @@ on:
- '.bazelrc'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'ci/github_actions/summarize_bazel_bep.py'
- '.github/actions/setup-bazel/**'
- '.github/workflows/bazel_test.yml'
- '!src/main/csharp/**'
- '!src/test/csharp/**'
@@ -26,7 +25,6 @@ on:
- '.bazelrc'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'ci/github_actions/summarize_bazel_bep.py'
- '.github/actions/setup-bazel/**'
- '.github/workflows/bazel_test.yml'
- '!src/main/csharp/**'
- '!src/test/csharp/**'
@@ -110,8 +108,8 @@ jobs:
with:
persist-credentials: false
lfs: false
- name: Setup Bazel
uses: ./.github/actions/setup-bazel
- name: Ensure Bazel installed
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Run tests
run: bazel test --build_event_json_file=test.json //src/test/... //src/main/go/...
- name: Summarize Bazel build metrics
+31
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@@ -0,0 +1,31 @@
name: Blob Cleanup
on:
schedule:
# Run daily at 04:00 UTC
- cron: '0 4 * * *'
workflow_dispatch: # Allow manual trigger
permissions:
contents: read
jobs:
cleanup:
runs-on: [self-hosted, bazel]
steps:
- uses: actions/checkout@v6
with:
persist-credentials: false
lfs: false
clean: false
- name: Ensure Bazel installed
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Clean up unreferenced blobs
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: |
bazel run //src/main/go/net/eagle0/build/blob_cleanup:blob_cleanup -- --min-age=1h
+78 -28
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@@ -22,36 +22,22 @@ permissions:
contents: read
jobs:
build-sysroot:
name: Build Linux Sysroot (${{ matrix.architecture }})
build-sysroot-amd64:
if: ${{ inputs.architecture == 'amd64' || inputs.architecture == 'both' }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix: ${{ fromJSON(inputs.architecture == 'both' && '{"include":[{"architecture":"amd64","build_script":"./tools/sysroot/build_sysroot.sh","artifact_name":"ubuntu-noble-sysroot-amd64","archive_name":"ubuntu_noble_amd64_sysroot.tar.xz","checksum_name":"ubuntu_noble_amd64_sysroot.sha256","module_name":"linux_sysroot"},{"architecture":"arm64","build_script":"./tools/sysroot/build_sysroot_arm64.sh","artifact_name":"ubuntu-noble-sysroot-arm64","archive_name":"ubuntu_noble_arm64_sysroot.tar.xz","checksum_name":"ubuntu_noble_arm64_sysroot.sha256","module_name":"linux_sysroot_arm64"}]}' || inputs.architecture == 'arm64' && '{"include":[{"architecture":"arm64","build_script":"./tools/sysroot/build_sysroot_arm64.sh","artifact_name":"ubuntu-noble-sysroot-arm64","archive_name":"ubuntu_noble_arm64_sysroot.tar.xz","checksum_name":"ubuntu_noble_arm64_sysroot.sha256","module_name":"linux_sysroot_arm64"}]}' || '{"include":[{"architecture":"amd64","build_script":"./tools/sysroot/build_sysroot.sh","artifact_name":"ubuntu-noble-sysroot-amd64","archive_name":"ubuntu_noble_amd64_sysroot.tar.xz","checksum_name":"ubuntu_noble_amd64_sysroot.sha256","module_name":"linux_sysroot"}]}') }}
steps:
- name: Checkout repository
uses: actions/checkout@v6
with:
persist-credentials: false
- name: Set up QEMU for ARM64 emulation
if: ${{ matrix.architecture == 'arm64' }}
uses: docker/setup-qemu-action@v4
with:
platforms: arm64
- name: Set up Docker Buildx
if: ${{ matrix.architecture == 'arm64' }}
uses: docker/setup-buildx-action@v4
- name: Build sysroot
run: ${{ matrix.build_script }}
run: ./tools/sysroot/build_sysroot.sh
- name: Upload sysroot artifact
uses: actions/upload-artifact@v7
with:
name: ${{ matrix.artifact_name }}
name: ubuntu-noble-sysroot-amd64
path: tools/sysroot/output/
retention-days: 1
@@ -69,25 +55,89 @@ jobs:
AWS_SECRET_ACCESS_KEY: ${{ secrets.SECRET_KEY }}
run: |
# Upload sysroot tarball to DO Spaces
aws s3 cp "tools/sysroot/output/${{ matrix.archive_name }}" \
"s3://eagle0-sysroot/${{ inputs.version }}/${{ matrix.archive_name }}" \
aws s3 cp tools/sysroot/output/ubuntu_noble_amd64_sysroot.tar.xz \
s3://eagle0-sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz \
--endpoint-url https://sfo3.digitaloceanspaces.com \
--acl public-read
# Upload sha256 file
aws s3 cp "tools/sysroot/output/${{ matrix.checksum_name }}" \
"s3://eagle0-sysroot/${{ inputs.version }}/${{ matrix.checksum_name }}" \
aws s3 cp tools/sysroot/output/ubuntu_noble_amd64_sysroot.sha256 \
s3://eagle0-sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.sha256 \
--endpoint-url https://sfo3.digitaloceanspaces.com \
--acl public-read
echo ""
echo "=== ${{ matrix.architecture }} Sysroot uploaded ==="
echo "URL: https://eagle0-sysroot.sfo3.digitaloceanspaces.com/${{ inputs.version }}/${{ matrix.archive_name }}"
echo "SHA256: $(cat "tools/sysroot/output/${{ matrix.checksum_name }}")"
echo "=== AMD64 Sysroot uploaded ==="
echo "URL: https://eagle0-sysroot.sfo3.digitaloceanspaces.com/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz"
echo "SHA256: $(cat tools/sysroot/output/ubuntu_noble_amd64_sysroot.sha256)"
echo ""
echo "Update MODULE.bazel with:"
echo "sysroot("
echo " name = \"${{ matrix.module_name }}\","
echo " sha256 = \"$(cat "tools/sysroot/output/${{ matrix.checksum_name }}")\","
echo " urls = [\"https://eagle0-sysroot.sfo3.digitaloceanspaces.com/${{ inputs.version }}/${{ matrix.archive_name }}\"],"
echo " name = \"linux_sysroot\","
echo " sha256 = \"$(cat tools/sysroot/output/ubuntu_noble_amd64_sysroot.sha256)\","
echo " urls = [\"https://eagle0-sysroot.sfo3.digitaloceanspaces.com/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz\"],"
echo ")"
build-sysroot-arm64:
if: ${{ inputs.architecture == 'arm64' || inputs.architecture == 'both' }}
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
with:
persist-credentials: false
- name: Set up QEMU for ARM64 emulation
uses: docker/setup-qemu-action@v4
with:
platforms: arm64
- name: Set up Docker Buildx
uses: docker/setup-buildx-action@v4
- name: Build ARM64 sysroot
run: ./tools/sysroot/build_sysroot_arm64.sh
- name: Upload sysroot artifact
uses: actions/upload-artifact@v7
with:
name: ubuntu-noble-sysroot-arm64
path: tools/sysroot/output/
retention-days: 1
- name: Install AWS CLI
run: |
if ! command -v aws &> /dev/null; then
curl "https://awscli.amazonaws.com/awscli-exe-linux-x86_64.zip" -o "awscliv2.zip"
unzip -q awscliv2.zip
sudo ./aws/install
fi
- name: Upload to DigitalOcean Spaces
env:
AWS_ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
AWS_SECRET_ACCESS_KEY: ${{ secrets.SECRET_KEY }}
run: |
# Upload sysroot tarball to DO Spaces
aws s3 cp tools/sysroot/output/ubuntu_noble_arm64_sysroot.tar.xz \
s3://eagle0-sysroot/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.tar.xz \
--endpoint-url https://sfo3.digitaloceanspaces.com \
--acl public-read
# Upload sha256 file
aws s3 cp tools/sysroot/output/ubuntu_noble_arm64_sysroot.sha256 \
s3://eagle0-sysroot/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.sha256 \
--endpoint-url https://sfo3.digitaloceanspaces.com \
--acl public-read
echo ""
echo "=== ARM64 Sysroot uploaded ==="
echo "URL: https://eagle0-sysroot.sfo3.digitaloceanspaces.com/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.tar.xz"
echo "SHA256: $(cat tools/sysroot/output/ubuntu_noble_arm64_sysroot.sha256)"
echo ""
echo "Update MODULE.bazel with:"
echo "sysroot("
echo " name = \"linux_sysroot_arm64\","
echo " sha256 = \"$(cat tools/sysroot/output/ubuntu_noble_arm64_sysroot.sha256)\","
echo " urls = [\"https://eagle0-sysroot.sfo3.digitaloceanspaces.com/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.tar.xz\"],"
echo ")"
+7 -35
View File
@@ -19,31 +19,6 @@ on:
- 'src/main/resources/**'
- 'ci/BUILD.bazel'
- 'ci/github_actions/ensure_bazel_installed.sh'
- '.github/actions/setup-bazel/**'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- '.bazelrc'
- 'docker-compose.prod.yml'
- 'nginx/**'
- '.github/workflows/docker_build.yml'
pull_request:
paths:
# Note: Auth changes trigger auth_build.yml instead
# Note: Windows installer changes trigger installer_build.yml instead
- 'src/main/go/net/eagle0/admin_server/**'
- 'src/main/go/net/eagle0/common/**'
- 'src/main/go/net/eagle0/util/**'
- 'src/main/scala/**'
- 'src/main/protobuf/**'
- '!src/main/protobuf/net/eagle0/eagle/api/auth.proto'
- '!src/main/protobuf/net/eagle0/eagle/internal/auth_internal.proto'
- 'src/main/resources/**'
- 'ci/BUILD.bazel'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'ci/github_actions/fetch_lfs.sh'
- '.github/actions/setup-bazel/**'
- 'go.mod'
- 'go.sum'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- '.bazelrc'
@@ -62,8 +37,8 @@ on:
# The build-all job checks if it's still the latest commit on main and skips if not,
# so intermediate commits don't waste time building when a newer one is already queued.
concurrency:
group: ${{ github.workflow }}-${{ github.event_name == 'pull_request' && github.head_ref || 'deploy' }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
group: docker-build-deploy
cancel-in-progress: false
permissions:
contents: read
@@ -79,10 +54,8 @@ jobs:
eagle_image_tag: ${{ steps.push-images.outputs.eagle_image_tag }}
admin_image_tag: ${{ steps.push-images.outputs.admin_image_tag }}
jfr_sidecar_image_tag: ${{ steps.push-images.outputs.jfr_sidecar_image_tag }}
skip_build: ${{ steps.check-latest.outputs.skip }}
steps:
- name: Skip if superseded
if: github.event_name != 'pull_request'
id: check-latest
run: |
# Check if there's a newer run of this workflow waiting in the queue.
@@ -123,7 +96,7 @@ jobs:
- name: Ensure Bazel installed
if: steps.check-latest.outputs.skip != 'true'
uses: ./.github/actions/setup-bazel
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Fetch LFS files needed for admin server
if: steps.check-latest.outputs.skip != 'true'
@@ -169,7 +142,7 @@ jobs:
echo "JFR Sidecar: $JFR_PATH"
- name: Upload warmup binary
if: steps.check-latest.outputs.skip != 'true' && github.event_name != 'pull_request'
if: steps.check-latest.outputs.skip != 'true'
uses: actions/upload-artifact@v7
with:
name: warmup-binary
@@ -189,7 +162,7 @@ jobs:
- name: Push all images to DO registry
id: push-images
if: steps.check-latest.outputs.skip != 'true' && (github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true'))
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DOCKER_CONFIG: ${{ github.workspace }}/.docker
run: |
@@ -257,7 +230,7 @@ jobs:
deploy:
runs-on: [self-hosted, bazel]
needs: [build-all]
if: needs.build-all.outputs.skip_build != 'true' && (github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true'))
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
environment: production
env:
EAGLE_IMAGE: ${{ needs.build-all.outputs.eagle_image_tag }}
@@ -268,7 +241,6 @@ jobs:
GEMINI_API_KEY: ${{ secrets.GEMINI_API_KEY }}
GPT_MODEL_NAME: ${{ secrets.GPT_MODEL_NAME }}
EAGLE_ENABLE_S3: ${{ secrets.EAGLE_ENABLE_S3 }}
DO_SPACES_ENDPOINT: ${{ secrets.DO_SPACES_ENDPOINT }}
DO_SPACES_ACCESS_KEY: ${{ secrets.DO_SPACES_ACCESS_KEY }}
DO_SPACES_SECRET_KEY: ${{ secrets.DO_SPACES_SECRET_KEY }}
# Admin server uses different credentials (for eagle0-assets bucket)
@@ -575,7 +547,7 @@ jobs:
cleanup:
needs: [build-all, deploy]
if: always() && github.event_name != 'pull_request'
if: always()
runs-on: ubuntu-latest
steps:
- name: Delete warmup-binary artifact
+59
View File
@@ -0,0 +1,59 @@
name: Eagle Build
on:
# Main pushes are covered by docker_build.yml which builds the same target
pull_request:
paths:
- 'src/main/scala/**'
- 'src/main/protobuf/net/eagle0/eagle/**'
- 'src/main/protobuf/net/eagle0/common/**'
- 'src/main/go/net/eagle0/build/**'
- 'go.mod'
- 'go.sum'
- 'WORKSPACE'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- 'BUILD.bazel'
- '.bazelrc'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'scripts/build_eagle_ci.sh'
- '.github/workflows/eagle_build.yml'
concurrency:
group: ${{ github.workflow }}-${{ github.head_ref || github.ref }}
cancel-in-progress: true
permissions:
contents: read
jobs:
build:
runs-on: [self-hosted, bazel]
steps:
- name: Ensure Git LFS available for checkout
run: |
COMMON_PATHS=(/opt/homebrew/bin /usr/local/bin)
for path in "${COMMON_PATHS[@]}"; do
if [ -d "$path" ]; then
echo "$path" >> "$GITHUB_PATH"
export PATH="$path:$PATH"
fi
done
if command -v git-lfs >/dev/null 2>&1; then
git-lfs version
exit 0
fi
brew install git-lfs
git-lfs version
- name: Checkout repository
uses: actions/checkout@v6
with:
persist-credentials: false
lfs: false
- name: Ensure Bazel installed
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Build Eagle server
run: ./scripts/build_eagle_ci.sh
+66
View File
@@ -0,0 +1,66 @@
name: Go Services Build
on:
pull_request:
paths:
- 'src/main/go/net/eagle0/admin_server/**'
- 'src/main/go/net/eagle0/authcli/**'
- 'src/main/go/net/eagle0/authservice/**'
- 'src/main/go/net/eagle0/common/**'
- 'src/main/go/net/eagle0/util/**'
- 'src/main/protobuf/net/eagle0/eagle/api/auth.proto'
- 'src/main/protobuf/net/eagle0/eagle/api/admin/**'
- 'src/main/protobuf/net/eagle0/eagle/internal/auth_internal.proto'
- 'src/main/resources/net/eagle0/attributions.json'
- 'ci/BUILD.bazel'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'ci/github_actions/fetch_lfs.sh'
- 'go.mod'
- 'go.sum'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- '.bazelrc'
- '.github/workflows/go_services_build.yml'
concurrency:
group: ${{ github.workflow }}-${{ github.head_ref || github.ref }}
cancel-in-progress: true
permissions:
contents: read
jobs:
build:
runs-on: [self-hosted, bazel]
steps:
- name: Prepare non-LFS checkout
env:
GIT_CONFIG_GLOBAL: ${{ runner.temp }}/gitconfig-no-lfs
GIT_CONFIG_NOSYSTEM: "1"
run: |
git config --global --unset-all filter.lfs.process || true
git config --global filter.lfs.smudge "cat"
git config --global filter.lfs.clean "cat"
git config --global filter.lfs.required false
rm -f .git/hooks/post-checkout .git/hooks/post-merge .git/hooks/pre-push
- name: Checkout repository
uses: actions/checkout@v6
env:
GIT_CONFIG_GLOBAL: ${{ runner.temp }}/gitconfig-no-lfs
GIT_CONFIG_NOSYSTEM: "1"
with:
persist-credentials: false
lfs: false
- name: Ensure Bazel installed
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Fetch LFS files needed for admin server
env:
GITHUB_TOKEN: ${{ github.token }}
run: ./ci/github_actions/fetch_lfs.sh --include="src/main/go/net/eagle0/admin_server/static/tiles/*"
- name: Build Go service Docker images
run: bazel build --stamp //ci:admin_server_image //ci:auth_server_image
+2 -4
View File
@@ -5,14 +5,12 @@ on:
branches: [ "main" ]
paths:
- ".github/workflows/installer_build.yml"
- ".github/actions/setup-bazel/**"
- "ci/github_actions/ensure_bazel_installed.sh"
- ".bazelrc"
- "src/main/go/net/eagle0/clients/win/installer/**"
pull_request:
paths:
- ".github/workflows/installer_build.yml"
- ".github/actions/setup-bazel/**"
- "ci/github_actions/ensure_bazel_installed.sh"
- ".bazelrc"
- "src/main/go/net/eagle0/clients/win/installer/**"
@@ -50,8 +48,8 @@ jobs:
lfs: false
clean: false
- name: Setup Bazel
uses: ./.github/actions/setup-bazel
- name: Ensure Bazel installed
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Build Go installer for Windows
env:
+11 -23
View File
@@ -166,14 +166,14 @@ jobs:
./ci/github_actions/build_unity_ios.sh "$EAGLE0_BUILD_DIR/eagle0iOS"
- name: Upload Addressables to CDN
if: success() && github.event.inputs.skip_upload != 'true'
if: success()
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: ./ci/github_actions/upload_addressables.sh iOS
- name: Purge CDN cache for iOS addressables
if: success() && github.event.inputs.skip_upload != 'true'
if: success()
env:
DO_CDN_PAT: ${{ secrets.DO_CDN_PAT }}
run: |
@@ -249,28 +249,16 @@ jobs:
tar -xzf "$RUNNER_TEMP/eagle0-ios-project.tar.gz" -C "$EAGLE0_BUILD_DIR"
- name: Delete generated iOS project artifact
uses: actions/github-script@v9
with:
script: |
const artifactName = 'eagle0-ios-project-${{ github.run_id }}';
const artifacts = await github.paginate(github.rest.actions.listWorkflowRunArtifacts, {
owner: context.repo.owner,
repo: context.repo.repo,
run_id: context.runId,
});
env:
GH_TOKEN: ${{ github.token }}
run: |
artifact_id=$(gh api "repos/${{ github.repository }}/actions/artifacts" \
--paginate \
--jq '.artifacts[] | select(.name == "eagle0-ios-project-${{ github.run_id }}") | .id')
const artifact = artifacts.find(a => a.name === artifactName);
if (artifact === undefined) {
console.log(`Artifact not found: ${artifactName}`);
return;
}
await github.rest.actions.deleteArtifact({
owner: context.repo.owner,
repo: context.repo.repo,
artifact_id: artifact.id,
});
console.log(`Deleted artifact: ${artifactName} (${artifact.id})`);
if [ -n "$artifact_id" ]; then
gh api -X DELETE "repos/${{ github.repository }}/actions/artifacts/$artifact_id"
fi
- name: Install Signing Certificate
env:
+9 -72
View File
@@ -14,7 +14,6 @@ on:
- "src/main/go/net/eagle0/build/mac_build_handler/**"
- "scripts/build_protos.sh"
- "scripts/build_mac_plugin.sh"
- "scripts/build_sparkle_plugin.sh"
- "scripts/inject_sparkle.sh"
- "scripts/codesign_mac_app.sh"
- "scripts/notarize_submit.sh"
@@ -22,14 +21,11 @@ on:
- "ci/github_actions/build_mac.sh"
- "ci/github_actions/build_unity_mac.sh"
- "ci/github_actions/ensure_bazel_installed.sh"
- ".github/actions/setup-bazel/**"
- "ci/github_actions/detect_addressables_changes.sh"
- "ci/github_actions/upload_addressables.sh"
- "ci/github_actions/ensure_unity_installed.sh"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt"
- ".bazelrc"
- "ci/mac/**"
- "src/main/objc/net/eagle0/clients/unity/sparkle/**"
pull_request:
# On PRs, only build Mac when Mac-specific files change. Shared C#/proto
# changes are covered by the Windows build — if it passes, Mac will too.
@@ -38,11 +34,6 @@ on:
- "src/main/go/net/eagle0/build/mac_build_handler/**"
- "scripts/build_mac_plugin.sh"
- "scripts/build_sparkle_plugin.sh"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Editor/BuildScript.cs"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Eagle/SparkleInitializer.cs"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Eagle/SparkleUpdater.cs"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/common/UpdateNotification/UpdateNotificationManager.cs"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/common/WindowFocusManager.cs"
- "src/main/objc/net/eagle0/clients/unity/sparkle/**"
- "scripts/inject_sparkle.sh"
- "scripts/codesign_mac_app.sh"
@@ -50,12 +41,7 @@ on:
- "scripts/notarize_wait.sh"
- "ci/github_actions/build_mac.sh"
- "ci/github_actions/build_unity_mac.sh"
- "ci/github_actions/ensure_unity_installed.sh"
- "ci/github_actions/ensure_bazel_installed.sh"
- ".github/actions/setup-bazel/**"
- "ci/github_actions/detect_addressables_changes.sh"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectSettings.asset"
- ".bazelrc"
- "ci/mac/**"
workflow_dispatch:
@@ -84,7 +70,6 @@ jobs:
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
outputs:
should_deploy: ${{ steps.check-deploy.outputs.should_deploy }}
addressables_changed: ${{ steps.addressables.outputs.changed }}
steps:
- name: Prune stale PR refs
@@ -125,25 +110,11 @@ jobs:
- name: Clean stale files
run: |
git clean -ffd
LIBRARY_DIR="src/main/csharp/net/eagle0/clients/unity/eagle0/Library"
VERSION_CACHE="$LIBRARY_DIR/.last_unity_version"
PROJECT_VERSION_FILE="src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt"
CURRENT_VERSION=$(grep "m_EditorVersion:" "$PROJECT_VERSION_FILE" | head -1 | sed 's/m_EditorVersion: //')
# Nuke Library/ when Unity version changes to avoid import loops
if [ -f "$VERSION_CACHE" ]; then
CACHED_VERSION=$(cat "$VERSION_CACHE")
if [ "$CACHED_VERSION" != "$CURRENT_VERSION" ]; then
echo "Unity version changed ($CACHED_VERSION -> $CURRENT_VERSION) -- clearing Library/"
rm -rf "$LIBRARY_DIR"
fi
fi
# Only clear Bee/ when C# files were added/deleted/renamed (structural
# changes that stale the DAG). Content-only modifications are handled by
# Bee's incremental compilation. See persist_library.sh for background.
BEE_DIR="$LIBRARY_DIR/Bee"
SHA_FILE="$LIBRARY_DIR/.last_built_sha"
BEE_DIR="src/main/csharp/net/eagle0/clients/unity/eagle0/Library/Bee"
SHA_FILE="src/main/csharp/net/eagle0/clients/unity/eagle0/Library/.last_built_sha"
if [ -f "$SHA_FILE" ] && [ -d "$BEE_DIR" ]; then
LAST_SHA=$(cat "$SHA_FILE")
if git diff --diff-filter=ADR --name-only "$LAST_SHA" HEAD -- '*.cs' '*.csproj' '*.asmdef' 2>/dev/null | grep -q .; then
@@ -165,34 +136,14 @@ jobs:
- name: Ensure Unity version installed
run: ./ci/github_actions/ensure_unity_installed.sh mac
- name: Ensure .NET SDK installed
uses: actions/setup-dotnet@v5
with:
dotnet-version: '8.0.x'
- name: Ensure Bazel installed
uses: ./.github/actions/setup-bazel
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Sync Bazel Xcode config
run: ./scripts/sync_bazel_xcode.sh
- name: Detect Addressables changes
id: addressables
if: success()
shell: bash
run: |
set -euo pipefail
if [[ "${{ github.event_name }}" == "pull_request" ]]; then
BASE_SHA="${{ github.event.pull_request.base.sha }}"
else
BASE_SHA="${{ github.event.before }}"
fi
./ci/github_actions/detect_addressables_changes.sh "$BASE_SHA" "${{ github.sha }}"
- name: Build Mac Unity
run: ./ci/github_actions/build_unity_mac.sh "${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC" "${{ steps.addressables.outputs.changed }}" "${{ steps.addressables.outputs.changed }}"
run: ./ci/github_actions/build_unity_mac.sh "${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC"
- name: Save build SHA for Bee/ cache invalidation
if: success()
@@ -200,12 +151,6 @@ jobs:
mkdir -p src/main/csharp/net/eagle0/clients/unity/eagle0/Library
git rev-parse HEAD > src/main/csharp/net/eagle0/clients/unity/eagle0/Library/.last_built_sha
- name: Save Unity version for Library/ cache invalidation
if: success()
run: |
mkdir -p src/main/csharp/net/eagle0/clients/unity/eagle0/Library
grep "m_EditorVersion:" src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt | head -1 | sed 's/m_EditorVersion: //' > src/main/csharp/net/eagle0/clients/unity/eagle0/Library/.last_unity_version
- name: Check if should deploy
id: check-deploy
run: |
@@ -234,7 +179,7 @@ jobs:
retention-days: 1
- name: Upload Mac Addressables for deploy
if: success() && steps.check-deploy.outputs.should_deploy == 'true' && steps.addressables.outputs.changed == 'true'
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
uses: actions/upload-artifact@v7
with:
name: mac-addressables-${{ github.run_id }}
@@ -249,14 +194,6 @@ jobs:
name: editor_mac.log
path: ${{ env.EAGLE0_BUILD_DIR }}/editor_mac.log
retention-days: 3
- name: Archive Addressables build reports
if: (success() || failure()) && steps.addressables.outputs.changed == 'true'
uses: actions/upload-artifact@v7
with:
name: mac-addressables-build-reports
path: src/main/csharp/net/eagle0/clients/unity/eagle0/Library/com.unity.addressables/BuildReports
if-no-files-found: ignore
retention-days: 3
- name: Cleanup build directory
if: always()
run: rm -rf "${{ env.EAGLE0_BUILD_DIR }}"
@@ -330,11 +267,11 @@ jobs:
ls -la ${{ env.EAGLE0_BUILD_DIR }}/eagle0MAC/eagle0.app/
- name: Clean Addressables directory
if: steps.check-latest.outputs.should_deploy == 'true' && needs.build-mac.outputs.addressables_changed == 'true'
if: steps.check-latest.outputs.should_deploy == 'true'
run: rm -rf src/main/csharp/net/eagle0/clients/unity/eagle0/ServerData/StandaloneOSX
- name: Download Mac Addressables
if: steps.check-latest.outputs.should_deploy == 'true' && needs.build-mac.outputs.addressables_changed == 'true'
if: steps.check-latest.outputs.should_deploy == 'true'
uses: actions/download-artifact@v8
continue-on-error: true
with:
@@ -342,7 +279,7 @@ jobs:
path: src/main/csharp/net/eagle0/clients/unity/eagle0/ServerData/StandaloneOSX
- name: Upload Addressables to CDN
if: steps.check-latest.outputs.should_deploy == 'true' && needs.build-mac.outputs.addressables_changed == 'true'
if: steps.check-latest.outputs.should_deploy == 'true'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
@@ -450,7 +387,7 @@ jobs:
- name: Ensure Bazel installed
if: steps.check-latest.outputs.should_deploy == 'true'
uses: ./.github/actions/setup-bazel
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Sync Bazel Xcode config
if: steps.check-latest.outputs.should_deploy == 'true'
+107
View File
@@ -0,0 +1,107 @@
name: Cleanup Old Container Images
on:
schedule:
# Run daily at 3am UTC
- cron: '0 3 * * *'
workflow_dispatch:
inputs:
dry_run:
description: 'Dry run (show what would be deleted without deleting)'
required: true
default: 'true'
type: boolean
permissions:
contents: read
jobs:
cleanup:
runs-on: ubuntu-latest
steps:
- name: Install doctl
uses: digitalocean/action-doctl@v2
with:
token: ${{ secrets.DO_REGISTRY_TOKEN }}
- name: Cleanup old images
env:
DRY_RUN: ${{ github.event_name == 'workflow_dispatch' && github.event.inputs.dry_run == 'true' }}
run: |
set -e
RETENTION_DAYS=5
CUTOFF_DATE=$(date -d "-${RETENTION_DAYS} days" +%s)
REGISTRY="eagle0"
echo "Cleaning up images older than ${RETENTION_DAYS} days"
echo "Cutoff date: $(date -d "@${CUTOFF_DATE}" -Iseconds)"
echo "Dry run: ${DRY_RUN}"
echo ""
# List repositories via JSON. Text output can wrap table rows and make
# headers/tags/digests look like repository names.
REPOS=$(doctl registry repository list-v2 "${REGISTRY}" --output json | jq -r '.[] | .name // .Name // empty')
for REPO in $REPOS; do
echo "=== Processing repository: ${REPO} ==="
# Get all manifests with their tags and dates using JSON output for reliable parsing
MANIFESTS_JSON=$(doctl registry repository list-manifests "${REPO}" --output json 2>/dev/null || echo "[]")
if [ "$MANIFESTS_JSON" = "[]" ] || [ -z "$MANIFESTS_JSON" ]; then
echo " No manifests found"
continue
fi
# Parse JSON and process each manifest
echo "$MANIFESTS_JSON" | jq -r '.[] | "\(.digest) \(.updated_at) \(.tags // [] | join(","))"' | while read -r DIGEST UPDATED_AT TAGS; do
# Skip if no digest or if it doesn't look like a valid digest (sha256:...)
if [ -z "$DIGEST" ] || ! echo "$DIGEST" | grep -q '^sha256:'; then
continue
fi
# Parse the date (ISO 8601 format from JSON)
MANIFEST_DATE=$(date -d "$UPDATED_AT" +%s 2>/dev/null || echo "0")
# Skip protected tags (latest, arm64-latest)
if echo ",$TAGS," | grep -qE ',(latest|arm64-latest),'; then
echo " KEEP: ${DIGEST:0:20}... (protected tag: $TAGS)"
continue
fi
# Check if older than cutoff
if [ "$MANIFEST_DATE" -lt "$CUTOFF_DATE" ]; then
echo " DELETE: ${DIGEST:0:20}... (updated: $UPDATED_AT, tags: $TAGS)"
if [ "$DRY_RUN" != "true" ]; then
doctl registry repository delete-manifest "${REPO}" "$DIGEST" --force
fi
else
echo " KEEP: ${DIGEST:0:20}... (updated: $UPDATED_AT, tags: $TAGS)"
fi
done
echo ""
done
- name: Run garbage collection
if: github.event_name == 'schedule' || (github.event_name == 'workflow_dispatch' && github.event.inputs.dry_run == 'false')
run: |
echo "Starting garbage collection..."
set +e
GC_OUTPUT=$(doctl registry garbage-collection start --force 2>&1)
GC_STATUS=$?
set -e
echo "$GC_OUTPUT"
if [ "$GC_STATUS" -eq 0 ]; then
echo "Garbage collection started. It may take a few minutes to complete."
exit 0
fi
if echo "$GC_OUTPUT" | grep -q "automated garbage collection is enabled"; then
echo "Automated garbage collection is enabled for this registry; skipping manual garbage collection."
exit 0
fi
exit "$GC_STATUS"
@@ -0,0 +1,125 @@
name: Renovate Bazel Lockfile
on:
pull_request:
types: [opened, reopened, synchronize, ready_for_review]
paths:
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- 'maven_install.json'
- 'renovate.json'
- '.github/workflows/renovate_bazel_lockfile.yml'
pull_request_target:
types: [opened, reopened, synchronize, ready_for_review]
paths:
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- 'maven_install.json'
- 'renovate.json'
- '.github/workflows/renovate_bazel_lockfile.yml'
concurrency:
group: ${{ github.workflow }}-${{ github.event_name }}-${{ github.event.pull_request.head.ref }}
cancel-in-progress: true
permissions:
contents: write
pull-requests: read
jobs:
check-lockfile:
if: >-
github.event_name == 'pull_request' &&
github.event.pull_request.user.login != 'renovate[bot]'
runs-on: [self-hosted, bazel]
permissions:
contents: read
steps:
- name: Checkout PR
uses: actions/checkout@v6
with:
lfs: false
- name: Ensure Bazel installed
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Update Maven lockfile
env:
REPIN: "1"
run: bazel run @maven//:pin
- name: Refresh Bazel lockfile
run: bazel build --nobuild //src/main/scala/net/eagle0/eagle:eagle_server //src/main/cpp/net/eagle0/shardok:shardok-server
- name: Verify generated lockfiles are current
run: |
if git diff --quiet -- MODULE.bazel.lock maven_install.json; then
echo "Generated dependency lockfiles are current"
exit 0
fi
echo "Generated dependency lockfiles are stale. Run the lockfile update commands and commit the result:"
echo " REPIN=1 bazel run @maven//:pin"
echo " bazel build --nobuild //src/main/scala/net/eagle0/eagle:eagle_server //src/main/cpp/net/eagle0/shardok:shardok-server"
git diff -- MODULE.bazel.lock maven_install.json
exit 1
update-lockfile:
if: >-
github.event.pull_request.user.login == 'renovate[bot]' &&
github.event.pull_request.head.repo.full_name == github.repository &&
startsWith(github.event.pull_request.head.ref, 'renovate/')
runs-on: [self-hosted, bazel]
steps:
- name: Ensure Git LFS available for checkout
run: |
COMMON_PATHS=(/opt/homebrew/bin /usr/local/bin)
for path in "${COMMON_PATHS[@]}"; do
if [ -d "$path" ]; then
echo "$path" >> "$GITHUB_PATH"
export PATH="$path:$PATH"
fi
done
if command -v git-lfs >/dev/null 2>&1; then
git-lfs version
exit 0
fi
brew install git-lfs
git-lfs version
- name: Checkout Renovate branch
uses: actions/checkout@v6
with:
ref: ${{ github.event.pull_request.head.ref }}
repository: ${{ github.event.pull_request.head.repo.full_name }}
token: ${{ secrets.RENOVATE_LOCKFILE_TOKEN || github.token }}
lfs: false
- name: Ensure Bazel installed
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Update Maven lockfile
env:
REPIN: "1"
run: bazel run @maven//:pin
- name: Refresh Bazel lockfile
run: bazel build --nobuild //src/main/scala/net/eagle0/eagle:eagle_server //src/main/cpp/net/eagle0/shardok:shardok-server
- name: Commit generated lockfile updates
run: |
if git diff --quiet -- MODULE.bazel.lock maven_install.json; then
echo "Generated dependency lockfiles are already up to date"
exit 0
fi
git config user.name "github-actions[bot]"
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
git add MODULE.bazel.lock maven_install.json
git commit -m "Update generated dependency lockfiles"
git push origin "HEAD:${{ github.event.pull_request.head.ref }}"
@@ -1,219 +0,0 @@
name: Renovate Dependency Artifacts
on:
pull_request:
types: [opened, reopened, synchronize, ready_for_review]
paths:
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- 'maven_install.json'
- 'renovate.json'
- 'ci/github_actions/ensure_bazel_installed.sh'
- '.github/actions/setup-bazel/**'
- '.github/workflows/renovate_dependency_artifacts.yml'
pull_request_target:
types: [opened, reopened, synchronize, ready_for_review]
paths:
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- 'maven_install.json'
- 'go.mod'
- 'go.sum'
- 'renovate.json'
- 'ci/github_actions/ensure_bazel_installed.sh'
- '.github/actions/setup-bazel/**'
- '.github/workflows/renovate_dependency_artifacts.yml'
concurrency:
group: ${{ github.workflow }}-${{ github.event_name }}-${{ github.event.pull_request.head.ref }}
cancel-in-progress: true
permissions:
contents: write
pull-requests: read
jobs:
changes:
runs-on: ubuntu-latest
outputs:
bazel: ${{ steps.changed-files.outputs.bazel }}
go: ${{ steps.changed-files.outputs.go }}
update_matrix: ${{ steps.changed-files.outputs.update_matrix }}
steps:
- name: Detect changed dependency files
id: changed-files
uses: actions/github-script@v9
with:
script: |
const files = await github.paginate(
github.rest.pulls.listFiles,
{
owner: context.repo.owner,
repo: context.repo.repo,
pull_number: context.payload.pull_request.number,
per_page: 100,
},
);
const changed = files.map((file) => file.filename);
const bazelPatterns = [
/^MODULE\.bazel$/,
/^MODULE\.bazel\.lock$/,
/^maven_install\.json$/,
/^renovate\.json$/,
/^ci\/github_actions\/ensure_bazel_installed\.sh$/,
/^\.github\/actions\/setup-bazel\//,
/^\.github\/workflows\/renovate_dependency_artifacts\.yml$/,
];
const goPatterns = [
/^go\.mod$/,
/^go\.sum$/,
/^renovate\.json$/,
/^\.github\/workflows\/renovate_dependency_artifacts\.yml$/,
];
core.setOutput(
'bazel',
changed.some((file) => bazelPatterns.some((pattern) => pattern.test(file))),
);
core.setOutput(
'go',
changed.some((file) => goPatterns.some((pattern) => pattern.test(file))),
);
const include = [];
if (changed.some((file) => bazelPatterns.some((pattern) => pattern.test(file)))) {
include.push({
artifact: 'bazel',
name: 'Bazel lockfiles',
changed_files: 'MODULE.bazel.lock maven_install.json',
commit_message: 'Update generated dependency lockfiles',
});
}
if (changed.some((file) => goPatterns.some((pattern) => pattern.test(file)))) {
include.push({
artifact: 'go',
name: 'Go artifacts',
changed_files: 'go.sum',
commit_message: 'Update generated Go artifacts',
});
}
core.setOutput('update_matrix', JSON.stringify({include}));
check-lockfile:
if: >-
github.event_name == 'pull_request' &&
github.event.pull_request.user.login != 'renovate[bot]'
runs-on: [self-hosted, bazel]
permissions:
contents: read
steps:
- name: Checkout PR
uses: actions/checkout@v6
with:
lfs: false
- name: Ensure Bazel installed
uses: ./.github/actions/setup-bazel
- name: Update Maven lockfile
env:
REPIN: "1"
run: bazel run @maven//:pin
- name: Refresh Bazel lockfile
run: bazel build --nobuild //src/main/scala/net/eagle0/eagle:eagle_server //src/main/cpp/net/eagle0/shardok:shardok-server
- name: Verify generated lockfiles are current
run: |
if git diff --quiet -- MODULE.bazel.lock maven_install.json; then
echo "Generated dependency lockfiles are current"
exit 0
fi
echo "Generated dependency lockfiles are stale. Run the lockfile update commands and commit the result:"
echo " REPIN=1 bazel run @maven//:pin"
echo " bazel build --nobuild //src/main/scala/net/eagle0/eagle:eagle_server //src/main/cpp/net/eagle0/shardok:shardok-server"
git diff -- MODULE.bazel.lock maven_install.json
exit 1
update-artifacts:
name: Update ${{ matrix.name }}
needs: changes
if: >-
github.event_name == 'pull_request_target' &&
github.event.pull_request.user.login == 'renovate[bot]' &&
github.event.pull_request.head.repo.full_name == github.repository &&
startsWith(github.event.pull_request.head.ref, 'renovate/') &&
needs.changes.outputs.update_matrix != '{"include":[]}'
runs-on: [self-hosted, bazel]
strategy:
fail-fast: false
matrix: ${{ fromJSON(needs.changes.outputs.update_matrix) }}
steps:
- name: Ensure Git LFS available for checkout
run: |
COMMON_PATHS=(/opt/homebrew/bin /usr/local/bin)
for path in "${COMMON_PATHS[@]}"; do
if [ -d "$path" ]; then
echo "$path" >> "$GITHUB_PATH"
export PATH="$path:$PATH"
fi
done
if command -v git-lfs >/dev/null 2>&1; then
git-lfs version
exit 0
fi
brew install git-lfs
git-lfs version
- name: Checkout Renovate branch
uses: actions/checkout@v6
with:
ref: ${{ github.event.pull_request.head.ref }}
repository: ${{ github.event.pull_request.head.repo.full_name }}
token: ${{ secrets.RENOVATE_LOCKFILE_TOKEN || github.token }}
lfs: false
- name: Ensure Bazel installed
if: matrix.artifact == 'bazel'
uses: ./.github/actions/setup-bazel
- name: Update Maven lockfile
if: matrix.artifact == 'bazel'
env:
REPIN: "1"
run: bazel run @maven//:pin
- name: Refresh Bazel lockfile
if: matrix.artifact == 'bazel'
run: bazel build --nobuild //src/main/scala/net/eagle0/eagle:eagle_server //src/main/cpp/net/eagle0/shardok:shardok-server
- name: Set up Go
if: matrix.artifact == 'go'
uses: actions/setup-go@v6
with:
go-version-file: go.mod
cache: false
- name: Update Go module sums
if: matrix.artifact == 'go'
run: go mod download all
- name: Commit generated artifact updates
run: |
if git diff --quiet -- ${{ matrix.changed_files }}; then
echo "${{ matrix.name }} are already up to date"
exit 0
fi
git config user.name "github-actions[bot]"
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
git add ${{ matrix.changed_files }}
git commit -m "${{ matrix.commit_message }}"
git push origin "HEAD:${{ github.event.pull_request.head.ref }}"
@@ -0,0 +1,75 @@
name: Renovate Go Artifacts
on:
pull_request_target:
types: [opened, reopened, synchronize, ready_for_review]
paths:
- 'go.mod'
- 'go.sum'
- 'renovate.json'
- '.github/workflows/renovate_go_artifacts.yml'
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.head.ref }}
cancel-in-progress: true
permissions:
contents: write
pull-requests: read
jobs:
update-go-artifacts:
if: >-
github.event.pull_request.user.login == 'renovate[bot]' &&
github.event.pull_request.head.repo.full_name == github.repository &&
startsWith(github.event.pull_request.head.ref, 'renovate/')
runs-on: [self-hosted, bazel]
steps:
- name: Ensure Git LFS available for checkout
run: |
COMMON_PATHS=(/opt/homebrew/bin /usr/local/bin)
for path in "${COMMON_PATHS[@]}"; do
if [ -d "$path" ]; then
echo "$path" >> "$GITHUB_PATH"
export PATH="$path:$PATH"
fi
done
if command -v git-lfs >/dev/null 2>&1; then
git-lfs version
exit 0
fi
brew install git-lfs
git-lfs version
- name: Checkout Renovate branch
uses: actions/checkout@v6
with:
ref: ${{ github.event.pull_request.head.ref }}
repository: ${{ github.event.pull_request.head.repo.full_name }}
token: ${{ secrets.RENOVATE_LOCKFILE_TOKEN || github.token }}
lfs: false
- name: Set up Go
uses: actions/setup-go@v6
with:
go-version-file: go.mod
cache: false
- name: Update Go module sums
run: go mod download all
- name: Commit generated Go artifact updates
run: |
if git diff --quiet -- go.sum; then
echo "Go artifacts are already up to date"
exit 0
fi
git config user.name "github-actions[bot]"
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
git add go.sum
git commit -m "Update generated Go artifacts"
git push origin "HEAD:${{ github.event.pull_request.head.ref }}"
-189
View File
@@ -1,189 +0,0 @@
name: Repository Cleanup
on:
schedule:
# Registry cleanup: run daily at 03:00 UTC
- cron: '0 3 * * *'
# Artifact cleanup and storage check: run every 6 hours
- cron: '0 */6 * * *'
workflow_dispatch:
inputs:
target:
description: 'Cleanup target'
required: true
default: 'all'
type: choice
options:
- all
- artifacts
- registry
registry_dry_run:
description: 'Dry run registry cleanup'
required: true
default: 'true'
type: boolean
permissions:
contents: read
actions: write
jobs:
cleanup-and-check-artifacts:
if: >-
github.event_name == 'workflow_dispatch' &&
(github.event.inputs.target == 'all' || github.event.inputs.target == 'artifacts') ||
github.event_name == 'schedule' &&
github.event.schedule == '0 */6 * * *'
runs-on: ubuntu-latest
steps:
- name: Delete expired artifacts and artifacts older than 3 days
env:
GH_TOKEN: ${{ github.token }}
run: |
echo "Fetching all artifacts..."
gh api "repos/${{ github.repository }}/actions/artifacts" \
--paginate -q '.artifacts[] | "\(.id)\t\(.created_at)\t\(.expired)\t\(.name)"' > /tmp/all_artifacts.txt
total=$(wc -l < /tmp/all_artifacts.txt)
echo "Found $total total artifacts"
cutoff=$(date -u -d '3 days ago' '+%Y-%m-%dT%H:%M:%SZ')
echo "Deleting expired artifacts and artifacts created before $cutoff"
deleted=0
while IFS=$'\t' read -r id created_at expired name; do
if [[ "$expired" == "true" || "$created_at" < "$cutoff" ]]; then
gh api -X DELETE "repos/${{ github.repository }}/actions/artifacts/$id" 2>/dev/null && deleted=$((deleted + 1))
if [ $((deleted % 50)) -eq 0 ]; then
echo "Deleted $deleted artifacts so far..."
fi
fi
done < /tmp/all_artifacts.txt
echo "Cleanup complete. Deleted $deleted artifacts out of $total total."
rm -f /tmp/all_artifacts.txt
- name: Check artifact storage size
env:
GH_TOKEN: ${{ github.token }}
run: |
# Calculate active artifact storage. The artifacts API can list expired
# artifacts until they are explicitly deleted, so do not count them.
total_bytes=$(gh api "repos/${{ github.repository }}/actions/artifacts" \
--paginate -q '.artifacts[] | select(.expired == false) | .size_in_bytes' | awk '{sum+=$1} END {print sum}')
total_mb=$(( ${total_bytes:-0} / 1024 / 1024 ))
echo "Total artifact storage: ${total_mb} MB"
# Fail if over 500MB
if [ "$total_mb" -gt 500 ]; then
echo "::error::Artifact storage is ${total_mb} MB, which exceeds the 500 MB threshold!"
echo ""
echo "Largest artifacts:"
# Save to temp file to avoid SIGPIPE/broken pipe errors with head
gh api "repos/${{ github.repository }}/actions/artifacts" \
--paginate -q '.artifacts[] | select(.expired == false) | "\(.size_in_bytes)\t\(.name)\t\(.created_at)"' > /tmp/artifacts.txt
sort -rn /tmp/artifacts.txt | head -20 | \
awk -F'\t' '{printf "%d MB\t%s\t%s\n", $1/1024/1024, $2, $3}'
rm -f /tmp/artifacts.txt
exit 1
fi
echo "Storage is within acceptable limits."
cleanup-registry:
if: >-
github.event_name == 'workflow_dispatch' &&
(github.event.inputs.target == 'all' || github.event.inputs.target == 'registry') ||
github.event_name == 'schedule' &&
github.event.schedule == '0 3 * * *'
runs-on: ubuntu-latest
steps:
- name: Install doctl
uses: digitalocean/action-doctl@v2
with:
token: ${{ secrets.DO_REGISTRY_TOKEN }}
- name: Cleanup old images
env:
DRY_RUN: ${{ github.event_name == 'workflow_dispatch' && github.event.inputs.registry_dry_run == 'true' }}
run: |
set -e
RETENTION_DAYS=5
CUTOFF_DATE=$(date -d "-${RETENTION_DAYS} days" +%s)
REGISTRY="eagle0"
echo "Cleaning up images older than ${RETENTION_DAYS} days"
echo "Cutoff date: $(date -d "@${CUTOFF_DATE}" -Iseconds)"
echo "Dry run: ${DRY_RUN}"
echo ""
# List repositories via JSON. Text output can wrap table rows and make
# headers/tags/digests look like repository names.
REPOS=$(doctl registry repository list-v2 "${REGISTRY}" --output json | jq -r '.[] | .name // .Name // empty')
for REPO in $REPOS; do
echo "=== Processing repository: ${REPO} ==="
# Get all manifests with their tags and dates using JSON output for reliable parsing
MANIFESTS_JSON=$(doctl registry repository list-manifests "${REPO}" --output json 2>/dev/null || echo "[]")
if [ "$MANIFESTS_JSON" = "[]" ] || [ -z "$MANIFESTS_JSON" ]; then
echo " No manifests found"
continue
fi
# Parse JSON and process each manifest
echo "$MANIFESTS_JSON" | jq -r '.[] | "\(.digest) \(.updated_at) \(.tags // [] | join(","))"' | while read -r DIGEST UPDATED_AT TAGS; do
# Skip if no digest or if it doesn't look like a valid digest (sha256:...)
if [ -z "$DIGEST" ] || ! echo "$DIGEST" | grep -q '^sha256:'; then
continue
fi
# Parse the date (ISO 8601 format from JSON)
MANIFEST_DATE=$(date -d "$UPDATED_AT" +%s 2>/dev/null || echo "0")
# Skip protected tags (latest, arm64-latest)
if echo ",$TAGS," | grep -qE ',(latest|arm64-latest),'; then
echo " KEEP: ${DIGEST:0:20}... (protected tag: $TAGS)"
continue
fi
# Check if older than cutoff
if [ "$MANIFEST_DATE" -lt "$CUTOFF_DATE" ]; then
echo " DELETE: ${DIGEST:0:20}... (updated: $UPDATED_AT, tags: $TAGS)"
if [ "$DRY_RUN" != "true" ]; then
doctl registry repository delete-manifest "${REPO}" "$DIGEST" --force
fi
else
echo " KEEP: ${DIGEST:0:20}... (updated: $UPDATED_AT, tags: $TAGS)"
fi
done
echo ""
done
- name: Run garbage collection
if: github.event_name == 'schedule' || (github.event_name == 'workflow_dispatch' && github.event.inputs.registry_dry_run == 'false')
run: |
echo "Starting garbage collection..."
set +e
GC_OUTPUT=$(doctl registry garbage-collection start --force 2>&1)
GC_STATUS=$?
set -e
echo "$GC_OUTPUT"
if [ "$GC_STATUS" -eq 0 ]; then
echo "Garbage collection started. It may take a few minutes to complete."
exit 0
fi
if echo "$GC_OUTPUT" | grep -q "automated garbage collection is enabled"; then
echo "Automated garbage collection is enabled for this registry; skipping manual garbage collection."
exit 0
fi
exit "$GC_STATUS"
+86
View File
@@ -0,0 +1,86 @@
name: S3 Archive Cleanup
on:
schedule:
# Run weekly on Sunday at 05:00 UTC
- cron: '0 5 * * 0'
workflow_dispatch: # Allow manual trigger
permissions:
contents: read
jobs:
cleanup:
runs-on: [self-hosted, bazel]
steps:
- name: Ensure AWS CLI is available
run: |
if ! command -v aws &> /dev/null; then
brew install awscli
fi
- name: Delete old archived game folders
env:
AWS_ACCESS_KEY_ID: ${{ secrets.DO_SPACES_ACCESS_KEY }}
AWS_SECRET_ACCESS_KEY: ${{ secrets.DO_SPACES_SECRET_KEY }}
run: |
set -euo pipefail
S3_ENDPOINT="https://sfo3.digitaloceanspaces.com"
BUCKET="s3://eagle0/eagle/archived/"
# macOS date syntax
CUTOFF=$(date -v-1m +%s)
DELETED=0
SKIPPED=0
NO_DIR_FILE=0
echo "Cutoff date: $(date -r ${CUTOFF} '+%Y-%m-%dT%H:%M:%S')"
echo ""
FOLDERS=$(aws s3 ls "$BUCKET" --endpoint-url "$S3_ENDPOINT" \
| awk '/PRE/{gsub(/\/$/,"",$2); print $2}')
if [ -z "$FOLDERS" ]; then
echo "No archived folders found."
exit 0
fi
TOTAL=$(echo "$FOLDERS" | wc -l | tr -d ' ')
CURRENT=0
for game_id in $FOLDERS; do
CURRENT=$((CURRENT + 1))
DIR_INFO=$(aws s3 ls "${BUCKET}${game_id}/directory.e0i" \
--endpoint-url "$S3_ENDPOINT" 2>/dev/null || true)
if [ -z "$DIR_INFO" ]; then
echo "[$CURRENT/$TOTAL] DELETE $game_id (no directory.e0i)"
aws s3 rm --recursive "${BUCKET}${game_id}/" \
--endpoint-url "$S3_ENDPOINT" > /dev/null 2>&1
DELETED=$((DELETED + 1))
NO_DIR_FILE=$((NO_DIR_FILE + 1))
continue
fi
FILE_DATE=$(echo "$DIR_INFO" | awk '{print $1 " " $2}')
FILE_EPOCH=$(date -j -f '%Y-%m-%d %H:%M:%S' "$FILE_DATE" +%s 2>/dev/null || echo "0")
if [ "$FILE_EPOCH" -lt "$CUTOFF" ]; then
echo "[$CURRENT/$TOTAL] DELETE $game_id (directory.e0i from $FILE_DATE)"
aws s3 rm --recursive "${BUCKET}${game_id}/" \
--endpoint-url "$S3_ENDPOINT" > /dev/null 2>&1
DELETED=$((DELETED + 1))
else
echo "[$CURRENT/$TOTAL] KEEP $game_id (directory.e0i from $FILE_DATE)"
SKIPPED=$((SKIPPED + 1))
fi
done
echo ""
echo "=== Summary ==="
echo "Total folders: $TOTAL"
echo "Deleted: $DELETED"
echo "Kept (recent): $SKIPPED"
-147
View File
@@ -1,147 +0,0 @@
name: Server Build
on:
# Main pushes are covered by deploy workflows that build these targets.
pull_request:
paths:
- 'src/main/scala/**'
- 'src/main/cpp/**'
- 'src/main/protobuf/net/eagle0/eagle/**'
- 'src/main/protobuf/net/eagle0/shardok/**'
- 'src/main/protobuf/net/eagle0/common/**'
- 'src/main/go/net/eagle0/build/**'
- 'go.mod'
- 'go.sum'
- 'WORKSPACE'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- 'BUILD.bazel'
- '.bazelrc'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'scripts/build_eagle_ci.sh'
- 'scripts/build_shardok_ci.sh'
- '.github/actions/setup-bazel/**'
- '.github/workflows/server_build.yml'
concurrency:
group: ${{ github.workflow }}-${{ github.head_ref || github.ref }}
cancel-in-progress: true
permissions:
contents: read
pull-requests: read
jobs:
changes:
runs-on: ubuntu-latest
outputs:
eagle: ${{ steps.filter.outputs.eagle }}
shardok: ${{ steps.filter.outputs.shardok }}
build_matrix: ${{ steps.filter.outputs.build_matrix }}
steps:
- name: Detect changed server areas
id: filter
uses: actions/github-script@v9
with:
script: |
const files = await github.paginate(github.rest.pulls.listFiles, {
owner: context.repo.owner,
repo: context.repo.repo,
pull_number: context.payload.pull_request.number,
per_page: 100,
});
const changed = files.map(file => file.filename);
const matches = patterns => changed.some(file =>
patterns.some(pattern =>
pattern.endsWith('/') ? file.startsWith(pattern) : file === pattern
)
);
const sharedPatterns = [
'src/main/protobuf/net/eagle0/common/',
'src/main/go/net/eagle0/build/',
'go.mod',
'go.sum',
'WORKSPACE',
'MODULE.bazel',
'MODULE.bazel.lock',
'BUILD.bazel',
'.bazelrc',
'ci/github_actions/ensure_bazel_installed.sh',
'.github/actions/setup-bazel/',
'.github/workflows/server_build.yml',
];
const eaglePatterns = [
'src/main/scala/',
'src/main/protobuf/net/eagle0/eagle/',
'scripts/build_eagle_ci.sh',
];
const shardokPatterns = [
'src/main/cpp/',
'src/main/protobuf/net/eagle0/shardok/',
'scripts/build_shardok_ci.sh',
];
const shared = matches(sharedPatterns);
const eagle = shared || matches(eaglePatterns);
const shardok = shared || matches(shardokPatterns);
core.info(`Changed files:\n${changed.join('\n')}`);
core.info(`Run Eagle build: ${eagle}`);
core.info(`Run Shardok build: ${shardok}`);
core.setOutput('eagle', String(eagle));
core.setOutput('shardok', String(shardok));
const include = [];
if (eagle) {
include.push({
name: 'Eagle server',
command: './scripts/build_eagle_ci.sh',
});
}
if (shardok) {
include.push({
name: 'Shardok server',
command: './scripts/build_shardok_ci.sh',
});
}
core.setOutput('build_matrix', JSON.stringify({include}));
server-build:
name: Build ${{ matrix.name }}
needs: changes
if: needs.changes.outputs.build_matrix != '{"include":[]}'
runs-on: [self-hosted, bazel]
strategy:
fail-fast: false
matrix: ${{ fromJSON(needs.changes.outputs.build_matrix) }}
steps:
- name: Ensure Git LFS available for checkout
run: |
COMMON_PATHS=(/opt/homebrew/bin /usr/local/bin)
for path in "${COMMON_PATHS[@]}"; do
if [ -d "$path" ]; then
echo "$path" >> "$GITHUB_PATH"
export PATH="$path:$PATH"
fi
done
if command -v git-lfs >/dev/null 2>&1; then
git-lfs version
exit 0
fi
brew install git-lfs
git-lfs version
- name: Checkout repository
uses: actions/checkout@v6
with:
persist-credentials: false
lfs: false
- name: Setup Bazel
uses: ./.github/actions/setup-bazel
- name: Build server
run: ${{ matrix.command }}
+1 -8
View File
@@ -11,7 +11,6 @@ on:
- 'src/main/resources/net/eagle0/shardok/**'
- 'ci/BUILD.bazel'
- 'ci/github_actions/ensure_bazel_installed.sh'
- '.github/actions/setup-bazel/**'
- 'go.mod'
- 'go.sum'
- 'MODULE.bazel'
@@ -48,12 +47,6 @@ jobs:
git config --global filter.lfs.smudge "cat"
git config --global filter.lfs.clean "cat"
git config --global filter.lfs.required false
if [ -d ".git" ]; then
git config --local --unset-all filter.lfs.process || true
git config --local filter.lfs.smudge "cat"
git config --local filter.lfs.clean "cat"
git config --local filter.lfs.required false
fi
rm -f .git/hooks/post-checkout .git/hooks/post-merge .git/hooks/pre-push
- name: Checkout repository
@@ -66,7 +59,7 @@ jobs:
lfs: false
- name: Ensure Bazel installed
uses: ./.github/actions/setup-bazel
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Build Shardok ARM64 binary (cross-compile for Linux ARM64)
run: |
+59
View File
@@ -0,0 +1,59 @@
name: Shardok Build
on:
# Main pushes are covered by shardok_arm64_build.yml which builds the same target
pull_request:
paths:
- 'src/main/cpp/**'
- 'src/main/protobuf/net/eagle0/shardok/**'
- 'src/main/protobuf/net/eagle0/common/**'
- 'src/main/go/net/eagle0/build/**'
- 'go.mod'
- 'go.sum'
- 'WORKSPACE'
- 'MODULE.bazel'
- 'MODULE.bazel.lock'
- 'BUILD.bazel'
- '.bazelrc'
- 'ci/github_actions/ensure_bazel_installed.sh'
- 'scripts/build_shardok_ci.sh'
- '.github/workflows/shardok_build.yml'
concurrency:
group: ${{ github.workflow }}-${{ github.head_ref || github.ref }}
cancel-in-progress: true
permissions:
contents: read
jobs:
build:
runs-on: [self-hosted, bazel]
steps:
- name: Ensure Git LFS available for checkout
run: |
COMMON_PATHS=(/opt/homebrew/bin /usr/local/bin)
for path in "${COMMON_PATHS[@]}"; do
if [ -d "$path" ]; then
echo "$path" >> "$GITHUB_PATH"
export PATH="$path:$PATH"
fi
done
if command -v git-lfs >/dev/null 2>&1; then
git-lfs version
exit 0
fi
brew install git-lfs
git-lfs version
- name: Checkout repository
uses: actions/checkout@v6
with:
persist-credentials: false
lfs: false
- name: Ensure Bazel installed
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Build Shardok server
run: ./scripts/build_shardok_ci.sh
-74
View File
@@ -1,74 +0,0 @@
name: Storage Cleanup
on:
schedule:
# Blob cleanup: run daily at 04:00 UTC
- cron: '0 4 * * *'
# S3 archive cleanup: run weekly on Sunday at 05:00 UTC
- cron: '0 5 * * 0'
workflow_dispatch:
inputs:
target:
description: 'Cleanup target'
required: true
default: 'all'
type: choice
options:
- all
- blob
- archive
permissions:
contents: read
jobs:
cleanup:
name: ${{ matrix.name }}
runs-on: [self-hosted, bazel]
strategy:
fail-fast: false
matrix: ${{ fromJSON(github.event_name == 'workflow_dispatch' && github.event.inputs.target == 'all' && '{"include":[{"name":"Blob cleanup","command":"bazel run //src/main/go/net/eagle0/build/blob_cleanup:blob_cleanup -- --min-age=1h"},{"name":"S3 archive cleanup","command":"bazel run //src/main/go/net/eagle0/build/s3_archive_cleanup:s3_archive_cleanup -- --min-age=720h"}]}' || github.event_name == 'workflow_dispatch' && github.event.inputs.target == 'archive' && '{"include":[{"name":"S3 archive cleanup","command":"bazel run //src/main/go/net/eagle0/build/s3_archive_cleanup:s3_archive_cleanup -- --min-age=720h"}]}' || github.event_name == 'schedule' && github.event.schedule == '0 5 * * 0' && '{"include":[{"name":"S3 archive cleanup","command":"bazel run //src/main/go/net/eagle0/build/s3_archive_cleanup:s3_archive_cleanup -- --min-age=720h"}]}' || '{"include":[{"name":"Blob cleanup","command":"bazel run //src/main/go/net/eagle0/build/blob_cleanup:blob_cleanup -- --min-age=1h"}]}') }}
steps:
- name: Prepare non-LFS checkout
env:
GIT_CONFIG_GLOBAL: ${{ runner.temp }}/gitconfig-no-lfs
GIT_CONFIG_NOSYSTEM: "1"
run: |
git config --global --unset-all filter.lfs.process || true
git config --global filter.lfs.smudge "cat"
git config --global filter.lfs.clean "cat"
git config --global filter.lfs.required false
if [ -d ".git" ]; then
git config --local --unset-all filter.lfs.process || true
git config --local filter.lfs.smudge "cat"
git config --local filter.lfs.clean "cat"
git config --local filter.lfs.required false
fi
rm -f .git/hooks/post-checkout .git/hooks/post-merge .git/hooks/pre-push
- uses: actions/checkout@v6
env:
GIT_CONFIG_GLOBAL: ${{ runner.temp }}/gitconfig-no-lfs
GIT_CONFIG_NOSYSTEM: "1"
with:
persist-credentials: false
lfs: false
clean: false
- name: Ensure Bazel installed
uses: ./.github/actions/setup-bazel
- name: Run blob cleanup
if: matrix.name == 'Blob cleanup'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: ${{ matrix.command }}
- name: Run S3 archive cleanup
if: matrix.name == 'S3 archive cleanup'
env:
DO_SPACES_ACCESS_KEY: ${{ secrets.DO_SPACES_ACCESS_KEY }}
DO_SPACES_SECRET_KEY: ${{ secrets.DO_SPACES_SECRET_KEY }}
run: ${{ matrix.command }}
+218 -230
View File
@@ -17,8 +17,6 @@ on:
- "ci/github_actions/build_unity.sh"
- "ci/github_actions/test_unity_editmode.sh"
- "ci/github_actions/ensure_bazel_installed.sh"
- ".github/actions/setup-bazel/**"
- "ci/github_actions/detect_addressables_changes.sh"
- "ci/github_actions/upload_addressables.sh"
- "ci/github_actions/ensure_unity_installed.sh"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt"
@@ -42,8 +40,6 @@ on:
- "ci/github_actions/build_unity.sh"
- "ci/github_actions/test_unity_editmode.sh"
- "ci/github_actions/ensure_bazel_installed.sh"
- ".github/actions/setup-bazel/**"
- "ci/github_actions/detect_addressables_changes.sh"
- "ci/github_actions/upload_addressables.sh"
- "ci/github_actions/ensure_unity_installed.sh"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt"
@@ -58,128 +54,15 @@ permissions:
env:
# Runner-specific build directory to allow parallel builds on multiple runners
EAGLE0_BUILD_DIR: /tmp/eagle0-${{ github.run_id }}-${{ github.job }}
EAGLE0_BUILD_DIR: /tmp/eagle0-${{ github.run_id }}
jobs:
unity-editmode-tests:
runs-on: [self-hosted, macOS, unity-windows]
concurrency:
group: ${{ github.workflow }}-tests-${{ github.head_ref || github.ref }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
steps:
- name: Prune stale PR refs
run: |
# Self-hosted runners persist .git between runs. When a PR is updated,
# old local refs (refs/remotes/pull/*/merge) may point to commits whose
# objects were never fetched or have been pruned. Remove these stale refs
# before checkout to prevent "missing object" errors.
if [ -d ".git" ]; then
echo "Pruning stale PR refs..."
git for-each-ref --format='%(refname)' refs/remotes/pull/ 2>/dev/null | \
xargs -r git update-ref -d 2>/dev/null || true
fi
- name: Ensure Git LFS available for checkout
run: |
COMMON_PATHS="/opt/homebrew/bin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin"
export PATH="${COMMON_PATHS}:${PATH}"
for path in /opt/homebrew/bin /usr/local/bin; do
if [ -d "$path" ]; then
echo "$path" >> "$GITHUB_PATH"
fi
done
if ! command -v git-lfs >/dev/null 2>&1; then
brew install git-lfs
fi
git-lfs --version
- uses: actions/checkout@v6
env:
GIT_LFS_SKIP_SMUDGE: 1
with:
persist-credentials: false
lfs: false # Fetch LFS after checkout to avoid stale ref issues
clean: false # Library/ persists between runs on self-hosted runners
fetch-depth: 2
- name: Clean stale files
run: |
git clean -ffd
UNITY_ROOT="src/main/csharp/net/eagle0/clients/unity/eagle0"
# These ignored proto outputs are mutually exclusive across proto-generation
# layouts. Clean both before regenerating to avoid stale DLL/source duplicates
# when a self-hosted runner switches between main and PR branches.
rm -rf "$UNITY_ROOT/Assets/GeneratedProtos"
rm -rf "$UNITY_ROOT/Assets/Plugins/Eagle0Protos"
LIBRARY_DIR="src/main/csharp/net/eagle0/clients/unity/eagle0/Library"
VERSION_CACHE="$LIBRARY_DIR/.last_unity_version"
PROJECT_VERSION_FILE="src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt"
CURRENT_VERSION=$(grep "m_EditorVersion:" "$PROJECT_VERSION_FILE" | head -1 | sed 's/m_EditorVersion: //')
# Nuke Library/ when Unity version changes to avoid import loops
if [ -f "$VERSION_CACHE" ]; then
CACHED_VERSION=$(cat "$VERSION_CACHE")
if [ "$CACHED_VERSION" != "$CURRENT_VERSION" ]; then
echo "Unity version changed ($CACHED_VERSION -> $CURRENT_VERSION) -- clearing Library/"
rm -rf "$LIBRARY_DIR"
fi
fi
# Only clear Bee/ when C# files were added/deleted/renamed (structural
# changes that stale the DAG). Content-only modifications are handled by
# Bee's incremental compilation. See persist_library.sh for background.
BEE_DIR="$LIBRARY_DIR/Bee"
SHA_FILE="$LIBRARY_DIR/.last_built_sha"
if [ -f "$SHA_FILE" ] && [ -d "$BEE_DIR" ]; then
LAST_SHA=$(cat "$SHA_FILE")
if git diff --diff-filter=ADR --name-only "$LAST_SHA" HEAD -- '*.cs' '*.csproj' '*.asmdef' 2>/dev/null | grep -q .; then
echo "C# files added/deleted/renamed since $LAST_SHA -- clearing Bee/"
rm -rf "$BEE_DIR"
else
echo "No structural C# changes since $LAST_SHA -- keeping Bee/"
fi
else
echo "No previous build SHA or no Bee/ -- clearing Bee/ as safe default"
rm -rf "$BEE_DIR"
fi
- name: Fetch LFS files
env:
GITHUB_TOKEN: ${{ github.token }}
run: ./ci/github_actions/fetch_lfs.sh
- name: Ensure Unity version installed
run: ./ci/github_actions/ensure_unity_installed.sh windows
- name: Ensure .NET SDK installed
uses: actions/setup-dotnet@v5
with:
dotnet-version: '8.0.x'
- name: Ensure Bazel installed
uses: ./.github/actions/setup-bazel
- name: Run Unity EditMode tests
run: ./ci/github_actions/test_unity_editmode.sh
- name: Archive EditMode test artifacts
if: success() || failure()
uses: actions/upload-artifact@v7
with:
name: unity-editmode-tests
path: |
${{ env.EAGLE0_BUILD_DIR }}/editor_editmode_tests.log
${{ env.EAGLE0_BUILD_DIR }}/editmode-test-results.xml
retention-days: 3
- name: Cleanup build directory
if: always()
run: rm -rf "${{ env.EAGLE0_BUILD_DIR }}"
windows-unity:
runs-on: [self-hosted, macOS, unity-windows]
outputs:
addressables_changed: ${{ steps.addressables.outputs.changed }}
deployed_version: ${{ steps.get-version.outputs.deployed_version }}
concurrency:
group: ${{ github.workflow }}-build-${{ github.head_ref || github.ref }}
group: ${{ github.workflow }}-build-${{ github.head_ref || github.run_id }}
cancel-in-progress: ${{ github.event_name == 'pull_request' }}
steps:
@@ -221,12 +104,6 @@ jobs:
- name: Clean stale files
run: |
git clean -ffd
UNITY_ROOT="src/main/csharp/net/eagle0/clients/unity/eagle0"
# These ignored proto outputs are mutually exclusive across proto-generation
# layouts. Clean both before regenerating to avoid stale DLL/source duplicates
# when a self-hosted runner switches between main and PR branches.
rm -rf "$UNITY_ROOT/Assets/GeneratedProtos"
rm -rf "$UNITY_ROOT/Assets/Plugins/Eagle0Protos"
LIBRARY_DIR="src/main/csharp/net/eagle0/clients/unity/eagle0/Library"
VERSION_CACHE="$LIBRARY_DIR/.last_unity_version"
PROJECT_VERSION_FILE="src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt"
@@ -265,29 +142,12 @@ jobs:
run: ./ci/github_actions/fetch_lfs.sh
- name: Ensure Unity version installed
run: ./ci/github_actions/ensure_unity_installed.sh windows
- name: Ensure .NET SDK installed
uses: actions/setup-dotnet@v5
with:
dotnet-version: '8.0.x'
- name: Ensure Bazel installed
uses: ./.github/actions/setup-bazel
- name: Detect Addressables changes
id: addressables
if: success()
shell: bash
run: |
set -euo pipefail
if [[ "${{ github.event_name }}" == "pull_request" ]]; then
BASE_SHA="${{ github.event.pull_request.base.sha }}"
else
BASE_SHA="${{ github.event.before }}"
fi
./ci/github_actions/detect_addressables_changes.sh "$BASE_SHA" "${{ github.sha }}"
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Run Unity EditMode tests
run: ./ci/github_actions/test_unity_editmode.sh
- name: Build Windows unity
run: ./ci/github_actions/build_unity.sh "${{ env.EAGLE0_BUILD_DIR }}/eagle0WIN" true "${{ steps.addressables.outputs.changed }}"
run: ./ci/github_actions/build_unity.sh "${{ env.EAGLE0_BUILD_DIR }}/eagle0WIN"
- name: Save build SHA for Bee/ cache invalidation
if: success()
@@ -301,89 +161,209 @@ jobs:
mkdir -p src/main/csharp/net/eagle0/clients/unity/eagle0/Library
grep "m_EditorVersion:" src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/ProjectVersion.txt | head -1 | sed 's/m_EditorVersion: //' > src/main/csharp/net/eagle0/clients/unity/eagle0/Library/.last_unity_version
- name: Check if run is still latest main for Addressables
id: check-addressables-latest
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request' && steps.addressables.outputs.changed == 'true'
- name: Detect Addressables changes
id: addressables
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
shell: bash
run: |
LATEST_SHA=$(curl -fsSL \
-H "Authorization: Bearer ${{ github.token }}" \
-H "Accept: application/vnd.github+json" \
"https://api.github.com/repos/${{ github.repository }}/commits/main" \
| python3 -c 'import json, sys; print(json.load(sys.stdin)["sha"])')
if [[ "$LATEST_SHA" != "${{ github.sha }}" ]]; then
echo "Skipping Addressables upload because ${{ github.sha }} is no longer latest main ($LATEST_SHA is latest)"
echo "should_upload=false" >> "$GITHUB_OUTPUT"
set -euo pipefail
BASE_SHA="${{ github.event.before }}"
HEAD_SHA="${{ github.sha }}"
if [ -z "$BASE_SHA" ] || [[ "$BASE_SHA" =~ ^0+$ ]]; then
echo "No usable base SHA for this run; uploading Addressables as a safe default."
echo "changed=true" >> "$GITHUB_OUTPUT"
exit 0
fi
echo "should_upload=true" >> "$GITHUB_OUTPUT"
- name: Wait for EditMode tests before publishing
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
env:
GH_TOKEN: ${{ github.token }}
run: |
deadline=$((SECONDS + 600))
while [ "$SECONDS" -lt "$deadline" ]; do
result=$(curl -fsSL \
-H "Authorization: Bearer $GH_TOKEN" \
-H "Accept: application/vnd.github+json" \
"https://api.github.com/repos/${{ github.repository }}/actions/runs/${{ github.run_id }}/jobs" \
| python3 -c 'import json, sys; job = next(j for j in json.load(sys.stdin)["jobs"] if j["name"] == "unity-editmode-tests"); print("{} {}".format(job["status"], job["conclusion"] or ""))')
status="${result%% *}"
conclusion="${result#* }"
if [ "$status" = "completed" ]; then
if [ "$conclusion" = "success" ]; then
echo "EditMode tests passed; publishing may continue."
exit 0
if ! git cat-file -e "$BASE_SHA^{commit}"; then
echo "Base SHA $BASE_SHA is not available locally; uploading Addressables as a safe default."
echo "changed=true" >> "$GITHUB_OUTPUT"
exit 0
fi
UNITY_PROJECT="src/main/csharp/net/eagle0/clients/unity/eagle0"
ADDRESSABLE_PREFIXES=(
"$UNITY_PROJECT/Assets/AddressableAssetsData/"
"$UNITY_PROJECT/Assets/Eagle/Effects/"
"$UNITY_PROJECT/Assets/Hex Tiles/"
"$UNITY_PROJECT/Assets/TileableBridgePack/"
"$UNITY_PROJECT/Assets/Shardok/LargeFlames.prefab"
"$UNITY_PROJECT/Assets/Shardok/soundEffects/"
"$UNITY_PROJECT/Assets/Shardok/Sounds/"
"$UNITY_PROJECT/Assets/Medieval Combat Sounds/"
"$UNITY_PROJECT/Assets/Magic Spells Sound Effects LITE/"
"$UNITY_PROJECT/Assets/Fantasy Interface Sounds/"
"$UNITY_PROJECT/Assets/AustraliaAnimalsPackv1/"
"$UNITY_PROJECT/Assets/Editor/BuildScript.cs"
"ci/github_actions/upload_addressables.sh"
)
changed=false
while IFS= read -r file; do
for prefix in "${ADDRESSABLE_PREFIXES[@]}"; do
if [[ "$file" == "$prefix"* ]]; then
echo "Addressables-impacting change: $file"
changed=true
break
fi
echo "EditMode tests completed with conclusion: $conclusion"
exit 1
done
if [ "$changed" = "true" ]; then
break
fi
echo "EditMode tests are still $status; waiting..."
sleep 5
done
echo "Timed out waiting for EditMode tests."
exit 1
done < <(git diff --name-only "$BASE_SHA" "$HEAD_SHA")
- name: Check if run is still latest main for publish
id: check-publish-latest
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
run: |
LATEST_SHA=$(curl -fsSL \
-H "Authorization: Bearer ${{ github.token }}" \
-H "Accept: application/vnd.github+json" \
"https://api.github.com/repos/${{ github.repository }}/commits/main" \
| python3 -c 'import json, sys; print(json.load(sys.stdin)["sha"])')
if [[ "$LATEST_SHA" != "${{ github.sha }}" ]]; then
echo "Skipping publish because ${{ github.sha }} is no longer latest main ($LATEST_SHA is latest)"
echo "should_publish=false" >> "$GITHUB_OUTPUT"
exit 0
if [ "$changed" = "true" ]; then
echo "Uploading Addressables because their inputs changed."
else
echo "Skipping Addressables upload; no Addressables inputs changed."
fi
echo "should_publish=true" >> "$GITHUB_OUTPUT"
- name: Stage Windows blobs for publish
if: success() && steps.check-publish-latest.outputs.should_publish == 'true'
echo "changed=$changed" >> "$GITHUB_OUTPUT"
- name: Upload Windows player for deploy
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
uses: actions/upload-artifact@v7
with:
name: windows-unity-player-${{ github.run_id }}
path: ${{ env.EAGLE0_BUILD_DIR }}/eagle0WIN
retention-days: 1
- name: Upload Windows Addressables for deploy
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request' && steps.addressables.outputs.changed == 'true'
uses: actions/upload-artifact@v7
with:
name: windows-addressables-${{ github.run_id }}
path: src/main/csharp/net/eagle0/clients/unity/eagle0/ServerData/StandaloneWindows64
if-no-files-found: ignore
retention-days: 1
- name: Archive build log
if: success() || failure()
uses: actions/upload-artifact@v7
with:
name: editor_win.log
path: ${{ env.EAGLE0_BUILD_DIR }}/editor_win.log
retention-days: 3
- name: Archive EditMode test artifacts
if: success() || failure()
uses: actions/upload-artifact@v7
with:
name: unity_editmode_tests
path: |
${{ env.EAGLE0_BUILD_DIR }}/editor_editmode_tests.log
${{ env.EAGLE0_BUILD_DIR }}/editmode-test-results.xml
retention-days: 3
- name: Cleanup build directory
if: always()
run: rm -rf "${{ env.EAGLE0_BUILD_DIR }}"
deploy-windows:
needs: windows-unity
if: github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
runs-on: [self-hosted, macOS, bazel]
outputs:
deployed_version: ${{ steps.get-version.outputs.deployed_version }}
concurrency:
group: unity-windows-deploy-${{ github.ref }}
cancel-in-progress: false
steps:
- name: Prune stale PR refs
run: |
# Self-hosted runners persist .git between runs. When a PR is updated,
# old local refs (refs/remotes/pull/*/merge) may point to commits whose
# objects were never fetched or have been pruned. Remove these stale refs
# before checkout to prevent "missing object" errors.
if [ -d ".git" ]; then
echo "Pruning stale PR refs..."
git for-each-ref --format='%(refname)' refs/remotes/pull/ 2>/dev/null | \
xargs -r git update-ref -d 2>/dev/null || true
fi
- name: Ensure Git LFS available for checkout
run: |
COMMON_PATHS="/opt/homebrew/bin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin"
export PATH="${COMMON_PATHS}:${PATH}"
for path in /opt/homebrew/bin /usr/local/bin; do
if [ -d "$path" ]; then
echo "$path" >> "$GITHUB_PATH"
fi
done
if ! command -v git-lfs >/dev/null 2>&1; then
brew install git-lfs
fi
git-lfs --version
- uses: actions/checkout@v6
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: bazel run //src/main/go/net/eagle0/build/unity3d_windows_build_handler:unity3d_windows_build_handler -- --skip-previous-manifest "${{ env.EAGLE0_BUILD_DIR }}/eagle0WIN" "${{ env.EAGLE0_BUILD_DIR }}/unity_manifest.txt"
GIT_LFS_SKIP_SMUDGE: 1
with:
persist-credentials: false
lfs: false
clean: false
- name: Upload Windows Addressables to CDN
if: success() && steps.check-publish-latest.outputs.should_publish == 'true' && steps.check-addressables-latest.outputs.should_upload == 'true'
- name: Check if run is still latest main
id: check-latest
run: |
if [[ "${{ github.event_name }}" == "push" && "${{ github.ref }}" == "refs/heads/main" ]]; then
LATEST_SHA=$(curl -fsSL \
-H "Authorization: Bearer ${{ github.token }}" \
-H "Accept: application/vnd.github+json" \
"https://api.github.com/repos/${{ github.repository }}/commits/main" \
| python3 -c 'import json, sys; print(json.load(sys.stdin)["sha"])')
if [[ "$LATEST_SHA" != "${{ github.sha }}" ]]; then
echo "Skipping deploy because ${{ github.sha }} is no longer latest main ($LATEST_SHA is latest)"
echo "should_deploy=false" >> "$GITHUB_OUTPUT"
exit 0
fi
fi
echo "should_deploy=true" >> "$GITHUB_OUTPUT"
- name: Clean deploy directory
if: steps.check-latest.outputs.should_deploy == 'true'
run: rm -rf "${{ env.EAGLE0_BUILD_DIR }}/eagle0WIN"
- name: Download Windows player
if: steps.check-latest.outputs.should_deploy == 'true'
uses: actions/download-artifact@v8
with:
name: windows-unity-player-${{ github.run_id }}
path: ${{ env.EAGLE0_BUILD_DIR }}/eagle0WIN
- name: Clean Addressables directory
if: steps.check-latest.outputs.should_deploy == 'true' && needs.windows-unity.outputs.addressables_changed == 'true'
run: rm -rf src/main/csharp/net/eagle0/clients/unity/eagle0/ServerData/StandaloneWindows64
- name: Download Windows Addressables
if: steps.check-latest.outputs.should_deploy == 'true' && needs.windows-unity.outputs.addressables_changed == 'true'
uses: actions/download-artifact@v8
continue-on-error: true
with:
name: windows-addressables-${{ github.run_id }}
path: src/main/csharp/net/eagle0/clients/unity/eagle0/ServerData/StandaloneWindows64
- name: Ensure Bazel installed
if: steps.check-latest.outputs.should_deploy == 'true'
run: ./ci/github_actions/ensure_bazel_installed.sh
- name: Upload Addressables to CDN
if: steps.check-latest.outputs.should_deploy == 'true' && needs.windows-unity.outputs.addressables_changed == 'true'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: ./ci/github_actions/upload_addressables.sh StandaloneWindows64
- name: Publish previous Windows manifest
if: success() && steps.check-publish-latest.outputs.should_publish == 'true'
- name: Deploy Windows unity
if: steps.check-latest.outputs.should_deploy == 'true'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: bazel run //src/main/go/net/eagle0/build/unity3d_windows_build_handler:unity3d_windows_build_handler -- --publish-previous-manifest "${{ env.EAGLE0_BUILD_DIR }}/unity_manifest.txt"
run: bazel run //src/main/go/net/eagle0/build/unity3d_windows_build_handler:unity3d_windows_build_handler -- "${{ env.EAGLE0_BUILD_DIR }}/eagle0WIN" "/tmp/unity_manifest.txt"
- name: Update unified manifest
if: success() && steps.check-publish-latest.outputs.should_publish == 'true'
if: steps.check-latest.outputs.should_deploy == 'true'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
@@ -401,46 +381,54 @@ jobs:
fi
# Update the v2 manifest at installer/v2/eagle0_manifest.txt
bazel run //src/main/go/net/eagle0/build/manifest_manager:manifest_manager -- unity3d-v2 "${{ env.EAGLE0_BUILD_DIR }}/unity_manifest.txt" $SIGNING_ARGS
bazel run //src/main/go/net/eagle0/build/manifest_manager:manifest_manager -- unity3d-v2 /tmp/unity_manifest.txt $SIGNING_ARGS
# Cleanup
rm -f /tmp/manifest_signing_key
- name: Export deployed version
id: get-version
if: success() && steps.check-publish-latest.outputs.should_publish == 'true'
if: steps.check-latest.outputs.should_deploy == 'true'
run: |
VERSION=$(grep "^version=" "${{ env.EAGLE0_BUILD_DIR }}/unity_manifest.txt" | cut -d= -f2 || date +%Y.%m.%d)
VERSION=$(grep "^version=" /tmp/unity_manifest.txt | cut -d= -f2 || date +%Y.%m.%d)
echo "deployed_version=$VERSION" >> $GITHUB_OUTPUT
- name: Archive build log
if: success() || failure()
uses: actions/upload-artifact@v7
with:
name: editor_win.log
path: ${{ env.EAGLE0_BUILD_DIR }}/editor_win.log
retention-days: 3
- name: Archive Addressables build reports
if: (success() || failure()) && steps.addressables.outputs.changed == 'true'
uses: actions/upload-artifact@v7
with:
name: windows-addressables-build-reports
path: src/main/csharp/net/eagle0/clients/unity/eagle0/Library/com.unity.addressables/BuildReports
if-no-files-found: ignore
retention-days: 3
- name: Cleanup build directory
if: always()
run: rm -rf "${{ env.EAGLE0_BUILD_DIR }}"
notify-windows:
needs: windows-unity
if: needs.windows-unity.outputs.deployed_version != ''
needs: deploy-windows
if: needs.deploy-windows.outputs.deployed_version != ''
runs-on: ubuntu-latest
steps:
- name: Notify clients of update
env:
NOTIFY_SECRET: ${{ secrets.EAGLE_NOTIFY_SECRET }}
run: |
curl -X POST "https://admin.eagle0.net/notify-update?platform=windows&version=${{ needs.windows-unity.outputs.deployed_version }}&required=false" \
curl -X POST "https://admin.eagle0.net/notify-update?platform=windows&version=${{ needs.deploy-windows.outputs.deployed_version }}&required=false" \
-H "X-Notify-Secret: $NOTIFY_SECRET" \
--fail --silent --show-error || echo "Warning: Failed to notify clients (non-fatal)"
# Cleanup job runs regardless of success/failure to prevent artifact accumulation
cleanup:
needs: [windows-unity, deploy-windows, notify-windows]
if: always() && github.event_name != 'pull_request'
runs-on: ubuntu-latest
steps:
- name: Delete this run's Windows deploy artifacts
env:
GH_TOKEN: ${{ github.token }}
run: |
# Delete this run's artifacts (names include run ID to avoid conflicts)
for artifact_name in windows-unity-player-${{ github.run_id }} windows-addressables-${{ github.run_id }}; do
echo "Deleting artifact: $artifact_name"
artifact_id=$(gh api "repos/${{ github.repository }}/actions/runs/${{ github.run_id }}/artifacts" \
-q ".artifacts[] | select(.name == \"$artifact_name\") | .id")
if [ -n "$artifact_id" ]; then
echo "Deleting artifact ID: $artifact_id"
gh api -X DELETE "repos/${{ github.repository }}/actions/artifacts/$artifact_id" || true
fi
done
echo "Cleanup complete"
-1
View File
@@ -40,7 +40,6 @@ scripts/refresh_name_layers/refresh_name_layers.zip
api_keys.txt
src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/GeneratedProtos/
src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/Eagle0Protos.meta
src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/Eagle0Protos/
src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/Packages/com.unity.dedicated-server/
node_modules/
+4 -17
View File
@@ -6,11 +6,6 @@
**NEVER prefix a command with `cd`.** Run `git`, `gh`, `bazel`, etc. directly from whatever the cwd already is. The cwd is a subdirectory of the worktree; `git`/`gh` find the repo via `.git` discovery and `bazel` finds the workspace via MODULE.bazel discovery — walking up from a subdir works fine. The shell resets cwd after every command anyway, so a `cd` never persists. (And `cd <dir> && <cmd>` violates the no-chaining rule above and forces an approval prompt every time.) Only `cd` in the rare case a tool genuinely cannot locate its root, and even then as its own Bash call, never a chain.
## CRITICAL UNITY PROCESS RULES (NEVER VIOLATE)
**NEVER kill Unity without asking the user first.** The user might be actively using the Unity Editor. Do not kill,
force-quit, terminate, or otherwise stop Unity processes unless the user explicitly approves that specific action.
## CRITICAL GIT RULES (NEVER VIOLATE)
**NEVER use `git -C`.** Just run `git` directly from the cwd — it finds the repo via `.git` discovery. Do not `cd` to the repo root either (see the no-`cd` bash rule above).
@@ -65,17 +60,9 @@ with `gh pr create --body-file <path>` or `gh pr edit <number> --body-file <path
shell quoting for PR bodies; Codex's permission matching may treat that as a complex shell command instead of a clean
`gh pr` invocation, causing unnecessary approval prompts.
Write these temporary body files under `/private/tmp/eagle0-pr-bodies/`, creating that directory first when needed. This
directory is the canonical writable scratch location for PR descriptions. Do not write PR body files to protected paths,
repo-tracked paths, or ad hoc locations that might require additional user permission.
Use ordinary Bash file-writing commands for these temporary PR body files. First run a standalone command to create the
directory. Then run a standalone `printf` command that writes to `/private/tmp/eagle0-pr-bodies/<name>.md`. **Do not use
`apply_patch` for temporary PR body files**, because patch tools are for tracked workspace edits and may incorrectly
request user approval for scratch paths outside the repository.
Write other scratch files needed for commands under `/private/tmp/eagle0-scratch/`, creating that directory first when
needed. Do not use protected paths that require additional user permission just to create or edit temporary files.
Write these temporary body files, and any other scratch files needed for commands, under a known writable location such
as `/private/tmp`, `$TMPDIR`, or the current repository workspace. Do not use protected paths that require additional
user permission just to create or edit temporary files.
---
@@ -294,7 +281,7 @@ to be used for different players or game situations within the same server proce
**C# (Unity Client):**
- Located in `/src/main/csharp/net/eagle0/clients/unity/eagle0/`
- Uses Unity 6.5 (6000.5.0f1) with comprehensive protobuf integration (100+ .proto files)
- Uses Unity 6 (6000.4.10f1) with comprehensive protobuf integration (100+ .proto files)
- Key components: `EagleConnection.cs` (gRPC client), `EagleGameController.cs` (main game logic)
- Real-time bidirectional streaming with server via `PersistentClientConnection.cs`
- Strategic map UI in `Assets/Eagle/`, tactical battle UI in `Assets/Shardok/`
+1 -1
View File
@@ -53,7 +53,7 @@ scala_deps.scala_proto()
# Language Support - C++
#
bazel_dep(name = "toolchains_llvm", version = "1.8.0")
bazel_dep(name = "toolchains_llvm", version = "1.7.0")
llvm = use_extension("@toolchains_llvm//toolchain/extensions:llvm.bzl", "llvm")
+4 -24
View File
@@ -216,8 +216,8 @@
"https://bcr.bazel.build/modules/grpc/1.76.0.bcr.1/MODULE.bazel": "09b252536112acccdc7547cdfe16526a46408f570263f71491c813315f2efc45",
"https://bcr.bazel.build/modules/grpc/1.81.1/MODULE.bazel": "83097f0115f8d82c86607396b49f7e0218d3db5e264dfc7fcdcaa155d09640b6",
"https://bcr.bazel.build/modules/grpc/1.81.1/source.json": "2f6b8ae9c1e9c596c5e2a09880ed31745c1896ac53fd92986fe95f71b175976b",
"https://bcr.bazel.build/modules/helly25_bzl/0.4.3/MODULE.bazel": "9c20052fd3f1fb767c48b78c1bbc46f501a4ca69d14558429d1234e68e449f68",
"https://bcr.bazel.build/modules/helly25_bzl/0.4.3/source.json": "e8c54d81e72633fb6f1d23c7e2d44e0b39b1caef2a256141136a2f63e6204b78",
"https://bcr.bazel.build/modules/helly25_bzl/0.3.1/MODULE.bazel": "3a4be20f6fc13be32ad44643b8252ef5af09eee936f1d943cd4fd7867fa92826",
"https://bcr.bazel.build/modules/helly25_bzl/0.3.1/source.json": "b129ab1828492de2c163785bbeb4065c166de52d932524b4317beb5b7f917994",
"https://bcr.bazel.build/modules/jq.bzl/0.1.0/MODULE.bazel": "2ce69b1af49952cd4121a9c3055faa679e748ce774c7f1fda9657f936cae902f",
"https://bcr.bazel.build/modules/jq.bzl/0.4.0/MODULE.bazel": "a7b39b37589f2b0dad53fd6c1ccaabbdb290330caa920d7ef3e6aad068cd4ab2",
"https://bcr.bazel.build/modules/jq.bzl/0.4.0/source.json": "52ec7530c4618e03f634b30ff719814a68d7d39c235938b7aa2abbfe1eb1c52c",
@@ -504,8 +504,8 @@
"https://bcr.bazel.build/modules/tar.bzl/0.7.0/MODULE.bazel": "cc1acd85da33c80e430b65219a620d54d114628df24a618c3a5fa0b65e988da9",
"https://bcr.bazel.build/modules/toml.bzl/0.3.0/MODULE.bazel": "5016e5dd1ad2200e119a4b28b2b3935e276c4b480f2fe3e952bea7eeba88f578",
"https://bcr.bazel.build/modules/toml.bzl/0.3.0/source.json": "0cf7c878c419b37ddb55f3dd93dd7c0c409bd7c4efacb3da504e0748780b2fa9",
"https://bcr.bazel.build/modules/toolchains_llvm/1.8.0/MODULE.bazel": "68259b66e5fb84f94fa37125ad476c3eb8edf602a34bf58377cde9a16dd8fa98",
"https://bcr.bazel.build/modules/toolchains_llvm/1.8.0/source.json": "70d80fe5b626a3fadf812af41dda4a028640a1184f5a3c7e6cb20130d93ed783",
"https://bcr.bazel.build/modules/toolchains_llvm/1.7.0/MODULE.bazel": "55aca6a8c5b372651f663c5e22faf3664d81165e40074c98fb8a30ee5af83272",
"https://bcr.bazel.build/modules/toolchains_llvm/1.7.0/source.json": "cda5fa1abeab5561e811860222952f6cb9373f34b88c5b3f4417459dca057a6d",
"https://bcr.bazel.build/modules/toolchains_protoc/0.5.0/MODULE.bazel": "e649dcd74790d8b186517588c827a777dfa67acfc4cbd733721c4be143ea107f",
"https://bcr.bazel.build/modules/toolchains_protoc/0.5.0/source.json": "9152bf33827a44f796f94f486252fc0128d9efc2413246ebb09a234bb628a846",
"https://bcr.bazel.build/modules/upb/0.0.0-20211020-160625a/MODULE.bazel": "6cced416be2dc5b9c05efd5b997049ba795e5e4e6fafbe1624f4587767638928",
@@ -2845,26 +2845,6 @@
}
}
},
"@@toolchains_llvm+//toolchain/extensions:distributions.bzl%llvm_distributions": {
"general": {
"bzlTransitiveDigest": "gCdXpBt3HBBc280OILOFheHmO7lXWXJYnPgYiTtyapI=",
"usagesDigest": "VyKGZSw79ryPJ9gt0sqBfIkA7qGOU6tnlDHd7awkb6Q=",
"recordedInputs": [],
"generatedRepoSpecs": {
"llvm_distributions_data": {
"repoRuleId": "@@toolchains_llvm+//toolchain/internal:distributions_repo.bzl%llvm_distributions_repo",
"attributes": {
"srcs": [
"@@toolchains_llvm+//toolchain/distributions:pre_github.jsonc",
"@@toolchains_llvm+//toolchain/distributions:github_legacy.jsonc",
"@@toolchains_llvm+//toolchain/distributions:github.jsonc",
"@@toolchains_llvm+//toolchain/distributions:extra.jsonc"
]
}
}
}
}
},
"@@yq.bzl+//yq:extensions.bzl%yq": {
"general": {
"bzlTransitiveDigest": "tDqk+ntWTdxNAWPDjRY1uITgHbti2jcXR5ZdinltBs0=",
+1 -1
View File
@@ -212,7 +212,7 @@ oci_push(
)
#
# Shardok Server ARM64 Docker Image (for the Hetzner deployment host)
# Shardok Server ARM64 Docker Image (for Hetzner on-demand compute)
#
# Build: bazel build //ci:shardok_server_image_arm64 --platforms=//:linux_arm64 --extra_toolchains=@llvm_toolchain_linux_arm64//:cc-toolchain-aarch64-linux
# Load: bazel run //ci:shardok_server_load_arm64
-12
View File
@@ -9,23 +9,13 @@ WORKSPACE=$(pwd)
UNITY_INSTALL_PATH="/Applications/Unity/Hub/Editor"
BUILD_DIR=$1
LOG_PATH=$2
BUILD_ADDRESSABLES=${3:-true}
ADDRESSABLES_BUILD_LAYOUT=${4:-$BUILD_ADDRESSABLES}
echo "Building Mac in $BUILD_DIR"
echo "Build Addressables: $BUILD_ADDRESSABLES"
echo "Generate Addressables build layout: $ADDRESSABLES_BUILD_LAYOUT"
echo "Cleaning up $BUILD_DIR"
/bin/rm -rf "$BUILD_DIR"
/bin/mkdir -p "$BUILD_DIR"
if [ -n "${DOTNET_ROOT:-}" ]; then
export PATH="$DOTNET_ROOT:$PATH"
export DOTNET_HOST_PATH="$DOTNET_ROOT/dotnet"
fi
dotnet --list-sdks
# Use custom build script that builds Addressables before the player
# Capture exit code to show log on failure
set +e
@@ -35,8 +25,6 @@ ${UNITY_INSTALL_PATH}/${UNITY_VERSION}/Unity.app/Contents/MacOS/Unity \
-quit \
-executeMethod BuildScript.BuildMacPlayer \
-buildPath "$BUILD_DIR/eagle0.app" \
-buildAddressables "$BUILD_ADDRESSABLES" \
-addressablesBuildLayout "$ADDRESSABLES_BUILD_LAYOUT" \
-logFile "$LOG_PATH" \
-projectPath "$WORKSPACE/src/main/csharp/net/eagle0/clients/unity/eagle0"
UNITY_EXIT_CODE=$?
+2 -3
View File
@@ -15,7 +15,6 @@ git log -3
/bin/echo "build Windows"
LOG_PATH="${BUILD_BASE}/editor_win.log"
BUILD_DIR=$1
BUILD_ADDRESSABLES=${2:-true}
ADDRESSABLES_BUILD_LAYOUT=${3:-$BUILD_ADDRESSABLES}
./ci/github_actions/build_windows.sh "$BUILD_DIR" "$LOG_PATH" "$BUILD_ADDRESSABLES" "$ADDRESSABLES_BUILD_LAYOUT"
./ci/github_actions/build_windows.sh $BUILD_DIR $LOG_PATH
-20
View File
@@ -12,8 +12,6 @@ BUILD_BASE="${EAGLE0_BUILD_DIR:-/tmp/eagle0}"
WORKSPACE=$(pwd)
BUILD_PATH=${1:-"${BUILD_BASE}/eagle0iOS"}
BUILD_ADDRESSABLES=${2:-true}
ADDRESSABLES_BUILD_LAYOUT=${3:-$BUILD_ADDRESSABLES}
LOG_PATH="${BUILD_BASE}/editor_ios.log"
# Generate unique build number from git commit count
@@ -27,8 +25,6 @@ echo "Building protos"
UNITY_INSTALL_PATH="/Applications/Unity/Hub/Editor"
echo "Building iOS Unity player to: $BUILD_PATH"
echo "Build Addressables: $BUILD_ADDRESSABLES"
echo "Generate Addressables build layout: $ADDRESSABLES_BUILD_LAYOUT"
mkdir -p "$(dirname "$LOG_PATH")"
mkdir -p "$BUILD_PATH"
@@ -43,8 +39,6 @@ ${UNITY_INSTALL_PATH}/${UNITY_VERSION}/Unity.app/Contents/MacOS/Unity \
-executeMethod BuildScript.BuildiOSPlayer \
-buildPath "$BUILD_PATH" \
-buildNumber "$BUILD_NUMBER" \
-buildAddressables "$BUILD_ADDRESSABLES" \
-addressablesBuildLayout "$ADDRESSABLES_BUILD_LAYOUT" \
-logFile "$LOG_PATH" \
-projectPath "$WORKSPACE/src/main/csharp/net/eagle0/clients/unity/eagle0"
UNITY_EXIT_CODE=$?
@@ -59,20 +53,6 @@ if [ $UNITY_EXIT_CODE -ne 0 ]; then
exit $UNITY_EXIT_CODE
fi
if [ ! -f "$LOG_PATH" ]; then
echo ""
echo "ERROR: Unity exited successfully but did not write an editor log at $LOG_PATH"
exit 1
fi
if [ ! -f "$BUILD_PATH/Data/Raw/aa/settings.json" ]; then
echo ""
echo "ERROR: iOS player is missing Addressables runtime data at:"
echo " $BUILD_PATH/Data/Raw/aa/settings.json"
echo "Build Addressables before packaging the player so Addressables can initialize at runtime."
exit 1
fi
# Fail the build if any prefab references are broken — this produces a player
# that launches but has null Inspector fields, which is hard to debug.
if grep -q "Missing Prefab" "$LOG_PATH"; then
+1 -3
View File
@@ -18,7 +18,5 @@ git log -3
/bin/echo "build Mac"
LOG_PATH="${BUILD_BASE}/editor_mac.log"
BUILD_DIR=$1
BUILD_ADDRESSABLES=${2:-true}
ADDRESSABLES_BUILD_LAYOUT=${3:-$BUILD_ADDRESSABLES}
./ci/github_actions/build_mac.sh "$BUILD_DIR" "$LOG_PATH" "$BUILD_ADDRESSABLES" "$ADDRESSABLES_BUILD_LAYOUT"
./ci/github_actions/build_mac.sh "$BUILD_DIR" "$LOG_PATH"
-20
View File
@@ -9,23 +9,13 @@ WORKSPACE=`pwd`
UNITY_INSTALL_PATH="/Applications/Unity/Hub/Editor"
BUILD_DIR=$1
LOG_PATH=$2
BUILD_ADDRESSABLES=${3:-true}
ADDRESSABLES_BUILD_LAYOUT=${4:-$BUILD_ADDRESSABLES}
echo "Building in $1"
echo "Build Addressables: $BUILD_ADDRESSABLES"
echo "Generate Addressables build layout: $ADDRESSABLES_BUILD_LAYOUT"
echo "Cleaning up $1"
/bin/rm -rf $1
/bin/mkdir -p $1
if [ -n "${DOTNET_ROOT:-}" ]; then
export PATH="$DOTNET_ROOT:$PATH"
export DOTNET_HOST_PATH="$DOTNET_ROOT/dotnet"
fi
dotnet --list-sdks
# Use custom build script that builds Addressables before the player
# Capture exit code to show log on failure
set +e
@@ -35,8 +25,6 @@ ${UNITY_INSTALL_PATH}/${UNITY_VERSION}/Unity.app/Contents/MacOS/Unity \
-quit \
-executeMethod BuildScript.BuildWindowsPlayer \
-buildPath "$BUILD_DIR/eagle0.exe" \
-buildAddressables "$BUILD_ADDRESSABLES" \
-addressablesBuildLayout "$ADDRESSABLES_BUILD_LAYOUT" \
-logFile $LOG_PATH \
-projectPath "$WORKSPACE/src/main/csharp/net/eagle0/clients/unity/eagle0"
UNITY_EXIT_CODE=$?
@@ -57,14 +45,6 @@ if [ ! -f "$LOG_PATH" ]; then
exit 1
fi
if [ ! -f "$BUILD_DIR/eagle0_Data/StreamingAssets/aa/settings.json" ]; then
echo ""
echo "ERROR: Windows player is missing Addressables runtime data at:"
echo " $BUILD_DIR/eagle0_Data/StreamingAssets/aa/settings.json"
echo "Build Addressables before packaging the player so Addressables can initialize at runtime."
exit 1
fi
# Fail the build if any prefab references are broken — this produces a player
# that launches but has null Inspector fields, which is hard to debug.
if grep -q "Missing Prefab" "$LOG_PATH"; then
@@ -1,64 +0,0 @@
#!/usr/bin/env bash
set -euo pipefail
BASE_SHA=${1:-}
HEAD_SHA=${2:-HEAD}
OUTPUT_FILE=${GITHUB_OUTPUT:-}
if [ -z "$BASE_SHA" ] || [[ "$BASE_SHA" =~ ^0+$ ]]; then
echo "No usable base SHA for this run; building Addressables as a safe default."
changed=true
elif ! git cat-file -e "$BASE_SHA^{commit}"; then
echo "Base SHA $BASE_SHA is not available locally; building Addressables as a safe default."
changed=true
else
UNITY_PROJECT="src/main/csharp/net/eagle0/clients/unity/eagle0"
ADDRESSABLE_PREFIXES=(
"$UNITY_PROJECT/Assets/AddressableAssetsData/"
"$UNITY_PROJECT/Assets/Eagle/Effects/"
"$UNITY_PROJECT/Assets/Hex Tiles/"
"$UNITY_PROJECT/Assets/TileableBridgePack/"
"$UNITY_PROJECT/Assets/Shardok/LargeFlames.prefab"
"$UNITY_PROJECT/Assets/Shardok/soundEffects/"
"$UNITY_PROJECT/Assets/Shardok/Sounds/"
"$UNITY_PROJECT/Assets/Medieval Combat Sounds/"
"$UNITY_PROJECT/Assets/Magic Spells Sound Effects LITE/"
"$UNITY_PROJECT/Assets/Fantasy Interface Sounds/"
"$UNITY_PROJECT/Assets/AustraliaAnimalsPackv1/"
"$UNITY_PROJECT/Assets/Music/"
"$UNITY_PROJECT/Assets/Editor/BuildScript.cs"
)
is_addressables_input() {
local file="$1"
for prefix in "${ADDRESSABLE_PREFIXES[@]}"; do
if [[ "$file" == "$prefix"* ]]; then
return 0
fi
done
return 1
}
changed=false
while IFS= read -r file; do
if is_addressables_input "$file"; then
echo "Addressables-impacting change: $file"
changed=true
break
fi
done < <(git diff --name-only "$BASE_SHA" "$HEAD_SHA")
fi
if [ "$changed" = "true" ]; then
echo "Building Addressables because their inputs changed."
else
echo "Skipping Addressables build; no Addressables inputs changed."
fi
if [ -n "$OUTPUT_FILE" ]; then
echo "changed=$changed" >> "$OUTPUT_FILE"
else
echo "changed=$changed"
fi
+8 -24
View File
@@ -49,12 +49,16 @@ check_modules_installed() {
fi
;;
mac)
if ! has_mac_il2cpp_support "$unity_path" "$unity_app_contents_path"; then
# Mac IL2CPP module
if [ ! -d "${unity_app_contents_path}/PlaybackEngines/MacStandaloneSupport/Source/Player/MacPlayer/GameAssembly.xcodeproj" ] && \
[ ! -d "${unity_path}/PlaybackEngines/MacStandaloneSupport/Variations/macos_development_il2cpp" ] && \
[ ! -d "${unity_path}/PlaybackEngines/MacStandaloneSupport" ]; then
echo "✗ Mac IL2CPP module not installed for Unity ${UNITY_VERSION}"
return 1
fi
;;
windows)
# Windows mono module
if [ ! -d "${unity_path}/PlaybackEngines/WindowsStandaloneSupport" ]; then
echo "✗ Windows module not installed for Unity ${UNITY_VERSION}"
return 1
@@ -67,8 +71,9 @@ check_modules_installed() {
echo "✗ iOS module missing"
missing=1
fi
if ! has_mac_il2cpp_support "$unity_path" "$unity_app_contents_path"; then
echo "✗ Mac IL2CPP module missing"
if [ ! -d "${unity_app_contents_path}/PlaybackEngines/MacStandaloneSupport/Source/Player/MacPlayer/GameAssembly.xcodeproj" ] && \
[ ! -d "${unity_path}/PlaybackEngines/MacStandaloneSupport" ]; then
echo "✗ Mac module missing"
missing=1
fi
if [ ! -d "${unity_path}/PlaybackEngines/WindowsStandaloneSupport" ]; then
@@ -84,27 +89,6 @@ check_modules_installed() {
return 0
}
has_mac_il2cpp_support() {
local unity_path="$1"
local unity_app_contents_path="$2"
has_il2cpp_variation "${unity_app_contents_path}/PlaybackEngines/MacStandaloneSupport/Variations" ||
has_il2cpp_variation "${unity_path}/PlaybackEngines/MacStandaloneSupport/Variations"
}
has_il2cpp_variation() {
local variations_path="$1"
local variation
for variation in "${variations_path}"/*il2cpp*; do
if [ -d "$variation" ]; then
return 0
fi
done
return 1
}
# Check if already installed with required modules
if check_modules_installed; then
echo "✓ Unity ${UNITY_VERSION} is already installed with ${PLATFORM} support"
+1 -18
View File
@@ -38,23 +38,15 @@ fi
echo "Using git-lfs at $(command -v git-lfs)"
git lfs version
git lfs install --local --force
git lfs install --force
echo "LFS objects before pull:"
git lfs ls-files | wc -l
GIT_LFS_PULL=(git lfs pull)
FALLBACK_GITHUB_LFS_PULL=()
if [ -n "${GITHUB_TOKEN:-}" ]; then
BASIC_AUTH=$(printf 'x-access-token:%s' "$GITHUB_TOKEN" | base64 | tr -d '\n')
GIT_LFS_PULL=(git -c "http.https://github.com/.extraheader=AUTHORIZATION: basic $BASIC_AUTH" lfs pull)
FALLBACK_GITHUB_LFS_PULL=(
git
-c "http.https://github.com/.extraheader=AUTHORIZATION: basic $BASIC_AUTH"
-c "lfs.url=https://github.com/nolen777/eagle0.git/info/lfs"
lfs
pull
)
fi
for i in $(seq 1 $MAX_ATTEMPTS); do
@@ -69,14 +61,5 @@ for i in $(seq 1 $MAX_ATTEMPTS); do
fi
done
if [ "${#FALLBACK_GITHUB_LFS_PULL[@]}" -gt 0 ]; then
echo "LFS mirror pull failed after $MAX_ATTEMPTS attempts; trying GitHub LFS fallback"
if "${FALLBACK_GITHUB_LFS_PULL[@]}" "$@"; then
echo "LFS objects after GitHub fallback pull:"
git lfs ls-files | wc -l
exit 0
fi
fi
echo "LFS pull failed after $MAX_ATTEMPTS attempts"
exit 1
-142
View File
@@ -18,150 +18,10 @@ SERVER_DATA="$UNITY_PROJECT/ServerData/$BUILD_TARGET"
# DigitalOcean Spaces configuration (same region as other eagle0 buckets)
DO_ENDPOINT="https://sfo3.digitaloceanspaces.com"
DO_BUCKET="eagle0-assets"
DEFAULT_MAX_UPLOAD_BYTES=$((1024 * 1024 * 1024))
DEFAULT_MAX_SINGLE_FILE_BYTES=$((512 * 1024 * 1024))
MAX_UPLOAD_BYTES=${ADDRESSABLES_MAX_UPLOAD_BYTES:-$DEFAULT_MAX_UPLOAD_BYTES}
MAX_SINGLE_FILE_BYTES=${ADDRESSABLES_MAX_SINGLE_FILE_BYTES:-$DEFAULT_MAX_SINGLE_FILE_BYTES}
TOP_UPLOAD_COUNT=${ADDRESSABLES_TOP_UPLOAD_COUNT:-20}
COMMON_PATHS="/opt/homebrew/bin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin"
export PATH="${COMMON_PATHS}:${PATH}"
format_bytes() {
local bytes=$1
local unit="B"
local value=$bytes
if [ "$bytes" -ge $((1024 * 1024 * 1024)) ]; then
unit="GiB"
value=$(awk "BEGIN { printf \"%.2f\", $bytes / 1024 / 1024 / 1024 }")
elif [ "$bytes" -ge $((1024 * 1024)) ]; then
unit="MiB"
value=$(awk "BEGIN { printf \"%.2f\", $bytes / 1024 / 1024 }")
elif [ "$bytes" -ge 1024 ]; then
unit="KiB"
value=$(awk "BEGIN { printf \"%.2f\", $bytes / 1024 }")
fi
echo "$value $unit"
}
file_size() {
local path=$1
if stat -f%z "$path" >/dev/null 2>&1; then
stat -f%z "$path"
else
stat -c%s "$path"
fi
}
append_summary() {
if [ -n "${GITHUB_STEP_SUMMARY:-}" ]; then
echo "$1" >> "$GITHUB_STEP_SUMMARY"
fi
}
budget_enabled() {
local value=$1
[ "$value" -gt 0 ]
}
summarize_pending_uploads() {
local sync_args_file
sync_args_file=$(mktemp)
local uploads_file
uploads_file=$(mktemp)
local sorted_uploads_file
sorted_uploads_file=$(mktemp)
trap 'rm -f "$sync_args_file" "$uploads_file" "$sorted_uploads_file"' RETURN
aws s3 sync "$SERVER_DATA" "s3://$DO_BUCKET/addressables/$BUILD_TARGET/" \
--endpoint-url "$DO_ENDPOINT" \
--acl public-read \
--size-only \
--delete \
--dryrun > "$sync_args_file"
while IFS= read -r line; do
case "$line" in
*upload:*)
local source_path=${line#*upload: }
source_path=${source_path% to s3://*}
if [ -f "$source_path" ]; then
local size
size=$(file_size "$source_path")
printf "%s\t%s\n" "$size" "$source_path" >> "$uploads_file"
fi
;;
esac
done < "$sync_args_file"
local upload_count=0
local upload_bytes=0
if [ -s "$uploads_file" ]; then
while IFS=$'\t' read -r size _path; do
upload_count=$((upload_count + 1))
upload_bytes=$((upload_bytes + size))
done < "$uploads_file"
fi
echo "Addressables upload preflight: $upload_count changed files, $(format_bytes "$upload_bytes") to upload."
append_summary "## Addressables upload preflight"
append_summary ""
append_summary "- Target: \`$BUILD_TARGET\`"
append_summary "- Changed files: \`$upload_count\`"
append_summary "- Changed upload bytes: \`$(format_bytes "$upload_bytes")\`"
append_summary "- Upload byte budget: \`$(format_bytes "$MAX_UPLOAD_BYTES")\`"
append_summary "- Single-file budget: \`$(format_bytes "$MAX_SINGLE_FILE_BYTES")\`"
local guardrail_failed=0
if [ -s "$uploads_file" ]; then
echo "Largest pending Addressables uploads:"
append_summary ""
append_summary "### Largest pending uploads"
append_summary ""
append_summary "| Size | Path |"
append_summary "| ---: | --- |"
sort -nr "$uploads_file" > "$sorted_uploads_file"
local listed_uploads=0
while IFS=$'\t' read -r size path; do
if [ "$listed_uploads" -ge "$TOP_UPLOAD_COUNT" ]; then
break
fi
local relative_path=${path#"$SERVER_DATA"/}
echo " $(format_bytes "$size") $relative_path"
append_summary "| $(format_bytes "$size") | \`$relative_path\` |"
listed_uploads=$((listed_uploads + 1))
done < "$sorted_uploads_file"
if budget_enabled "$MAX_SINGLE_FILE_BYTES"; then
while IFS=$'\t' read -r size path; do
if [ "$size" -gt "$MAX_SINGLE_FILE_BYTES" ]; then
local relative_path=${path#"$SERVER_DATA"/}
echo "ERROR: Pending Addressables upload '$relative_path' is $(format_bytes "$size"), exceeding single-file budget $(format_bytes "$MAX_SINGLE_FILE_BYTES")."
append_summary ""
append_summary ":x: \`$relative_path\` exceeds the single-file budget at \`$(format_bytes "$size")\`."
guardrail_failed=1
fi
done < "$uploads_file"
fi
fi
if budget_enabled "$MAX_UPLOAD_BYTES" && [ "$upload_bytes" -gt "$MAX_UPLOAD_BYTES" ]; then
echo "ERROR: Addressables upload is expected to send $(format_bytes "$upload_bytes"), exceeding budget $(format_bytes "$MAX_UPLOAD_BYTES")."
echo "A small asset change may have invalidated an oversized bundle; inspect the largest pending uploads above."
append_summary ""
append_summary ":x: Changed upload bytes exceed budget: \`$(format_bytes "$upload_bytes")\` > \`$(format_bytes "$MAX_UPLOAD_BYTES")\`."
guardrail_failed=1
fi
if [ "$guardrail_failed" -ne 0 ]; then
echo "Refusing to upload Addressables. Raise ADDRESSABLES_MAX_UPLOAD_BYTES or ADDRESSABLES_MAX_SINGLE_FILE_BYTES only after confirming the upload is intentional."
exit 1
fi
}
if ! command -v aws >/dev/null 2>&1; then
if command -v brew >/dev/null 2>&1; then
brew install awscli
@@ -184,8 +44,6 @@ echo "Target: s3://$DO_BUCKET/addressables/$BUILD_TARGET/"
export AWS_ACCESS_KEY_ID="$ACCESS_KEY_ID"
export AWS_SECRET_ACCESS_KEY="$SECRET_KEY"
summarize_pending_uploads
# Sync bundles to Spaces. Addressable bundle filenames include content hashes, so a
# same-sized existing bundle is already the same content. Use --size-only to avoid
# re-uploading every rebuilt bundle just because Unity gave it a fresh local mtime.
+159
View File
@@ -0,0 +1,159 @@
# Hetzner Setup Guide
This guide walks through setting up Hetzner Cloud infrastructure for running Shardok on-demand compute.
## Prerequisites
- All code PRs merged (#4990, #4996, #4998, #5001, #5009)
- Access to DigitalOcean Container Registry (for pulling Shardok ARM64 image)
---
## Step 1: Create Hetzner Cloud Account
1. Go to https://console.hetzner.cloud/
2. Sign up and add payment method
3. Create a new project (e.g., "eagle0")
---
## Step 2: Generate Hetzner API Token
1. In Hetzner Console → Security → API Tokens
2. Click "Generate API Token"
3. Give it **Read & Write** permissions
4. Copy the token (you'll only see it once)
---
## Step 3: Generate Shardok Auth Token
Generate a 256-bit random token for Eagle-Shardok authentication:
```bash
openssl rand -hex 32
```
Save this output - it's the shared secret between Eagle and Shardok.
---
## Step 4: Store Secrets in GitHub Actions
Add these secrets in GitHub → Settings → Secrets and variables → Actions:
| Secret Name | Description |
|-------------|-------------|
| `HETZNER_API_TOKEN` | From Step 2 - for Hetzner API calls |
| `SHARDOK_AUTH_TOKEN` | From Step 3 - shared secret for gRPC auth |
Note: `DO_REGISTRY_TOKEN` already exists and will be used for Hetzner to pull container images.
These secrets will be passed to Eagle at runtime via `docker_build.yml`, similar to how `OPENAI_API_KEY` and other secrets are handled.
---
## Step 5: DNS Setup (for Let's Encrypt)
You need a domain pointing to the Shardok instance for TLS certificates.
### Option A: Floating IP (Recommended)
1. In Hetzner Console → Networking → Floating IPs
2. Create a **Floating IPv6** in **Hillsboro, Oregon (hil)** region
- IPv6 costs €1/month vs €3/month for IPv4
- Hillsboro has better latency to DigitalOcean SFO than Ashburn
- Server-to-server communication works fine with IPv6-only
3. Point `shardok.prod.eagle0.net` to this IP via AAAA record
4. The ShardokInstanceManager will attach this IP to instances on spin-up
**Location choice**: Hillsboro, OR (`hil`) is recommended for US West Coast. Same pricing as Ashburn (`ash`).
### Option B: Dynamic DNS
Update DNS programmatically when instance spins up. More complex but avoids floating IP cost.
---
## Step 6: Upload SSH Key to Hetzner
For debugging access to instances:
1. In Hetzner Console → Security → SSH Keys
2. Click "Add SSH Key"
3. Paste your public key (e.g., `~/.ssh/id_rsa.pub`)
4. Give it a name (e.g., "eagle-deploy")
---
## Step 7: Wire Security Config into Eagle
Update Eagle's startup code to use the security config when connecting to remote Shardok:
```scala
val securityConfig = ShardokSecurityConfig(
useTls = true,
authToken = Some(sys.env("SHARDOK_AUTH_TOKEN"))
)
val channel = ServerSetupHelpers.newChannel(
"shardok.prod.eagle0.net",
50051,
securityConfig
)
```
---
## Testing
### Manual Instance Spin-up
Test the Hetzner integration by triggering instance creation:
```scala
val manager = new ShardokInstanceManager(
hetznerApiToken = sys.env("HETZNER_API_TOKEN"),
// ... other config
)
manager.ensureInstanceRunning()
```
### Verify TLS and Auth
1. Instance spins up and gets Let's Encrypt certificate
2. Eagle connects via TLS
3. Auth token is validated on each request
---
## Cost Estimate
| Component | Cost |
|-----------|------|
| CAX41 (16 ARM cores) | ~$0.04/hour |
| Floating IP | ~$4/month |
| Typical usage (20 hrs/week) | ~$3.50/month compute |
**Total: ~$7-8/month** for typical usage.
---
## Troubleshooting
### Instance won't start
- Check Hetzner API token has Read & Write permissions
- Verify you're using the correct region (`hil` for Hillsboro OR, or `ash` for Ashburn VA)
### TLS certificate fails
- Ensure DNS points to the instance IP before certbot runs
- Check port 80 is open for Let's Encrypt HTTP-01 challenge
### Auth failures
- Verify `SHARDOK_AUTH_TOKEN` matches on both Eagle and Shardok
- Check the token file is readable by Shardok container
### Can't pull container image
- Ensure `DO_REGISTRY_TOKEN` is passed to cloud-init
- Verify the ARM64 image exists: `registry.digitalocean.com/eagle0/shardok-server:arm64-latest`
+31 -280
View File
@@ -1,121 +1,23 @@
# New Profession Proposals
This document proposes new hero professions for Eagle0. Each profession should matter in both the Eagle strategic layer
and the Shardok tactical layer, and should be earned through a prime stat in the same way existing professions are.
This document proposes 5 new hero professions for Eagle0. Each profession has abilities for both the Eagle (strategic) and Shardok (tactical) game layers.
## Current Professions Reference
Professions are currently gained when a no-profession hero crosses the profession stat threshold and wins a profession
roll. The current stat mapping is:
| Prime Stat | Professions |
|------------|-------------|
| **Strength** | Champion |
| **Agility** | Engineer, Ranger |
| **Wisdom** | Mage |
| **Charisma** | Necromancer, Paladin |
| **Constitution** | None |
The current profession capabilities are:
| Profession | Eagle Ability | Shardok Abilities | Current Niche |
|------------|---------------|-------------------|---------------|
| **Mage** | Control Weather: start/end blizzards and droughts in the current or neighboring province | Lightning Bolt, Meteor, Freeze Water, Start Fire access/enhancement | Strategic weather control and high-impact elemental battlefield effects |
| **Necromancer** | Start Epidemic in the current or neighboring province | Raise Dead, Fear | Attrition pressure, undead creation, morale attack |
| **Engineer** | Improve command recommendation and bonus improvement output | Repair, Fortify, Build Bridge, Reduce siege | Infrastructure, battlefield construction, mechanical support |
| **Paladin** | Alms priority and increased support from food | Holy Wave | Public support, holy area effect, anti-undead flavor |
| **Ranger** | Recon against enemy provinces | Scout, Hide access/enhancement, Brave Water enhancement | Information, stealth, terrain crossing |
| **Champion** | Train command recommendation and training bonus | Challenge Duel | Martial excellence, battalion training, direct hero confrontation |
## Recommendation
Add **Warden** first.
Warden is the cleanest next profession because Constitution is the only hero stat that does not currently unlock any
profession. A Constitution profession also creates a distinctive tactical identity: not another caster, scout, or damage
dealer, but a durable hero who keeps important units alive. That fills a real mechanical gap without forcing a large
rewrite of the profession system.
The first version should be intentionally simple:
- **Prime stat:** Constitution
- **Eagle ability:** Garrison, a defensive province action or passive defense bonus when a Warden is present with enough
vigor; or Custody, a prisoner-control ability for captured heroes
- **Shardok ability:** Guard, a command that marks an adjacent friendly unit until the Warden's next turn; the first
attack against that unit is redirected to the Warden's unit or reduced by a fixed amount
- **Battalion suitability:** Optimal with durable melee infantry; suboptimal with fragile archers or stealth-focused
units if we want a stricter identity
- **Balance direction:** Spend action points and/or vigor to protect another unit, rather than adding free passive
prevention every round
This keeps the profession legible: high-Constitution heroes become the people who can hold formation, anchor a province,
and protect fragile specialists.
| Profession | Eagle Ability | Shardok Abilities |
|------------|---------------|-------------------|
| **Mage** | Control Weather | Lightning Bolt, Meteor, Freeze Water, Start Fire (enhanced) |
| **Necromancer** | Start Epidemic | Raise Dead, Fear |
| **Engineer** | (general) | Repair, Fortify, Build Bridge, Reduce (siege) |
| **Paladin** | Alms (prioritized) | Holy Wave |
| **Ranger** | Recon | Scout, Hide (enhanced), Brave Water (enhanced) |
| **Champion** | (general) | Challenge Duel |
---
## Proposed New Professions
### 1. WARDEN (Defense & Protection Specialist)
**Fantasy:** The stalwart defender who holds the line and protects allies.
**Why it fits now:**
- Gives Constitution a profession path
- Adds a defensive/tank identity that no current profession owns
- Creates counterplay to burst damage, duel pressure, and fragile high-value units
**Eagle Ability: "Garrison"**
- A province with a Warden-led unit gets a defense bonus when attacked
- Alternative active version: spend vigor to fortify the province until next round
- Synergy: works well in border provinces, choke points, and provinces recovering after losses
**Alternative Eagle Ability: "Custody"**
- A Warden can handle captured heroes with extra authority: execute them immediately or move them to a neighboring ruled
province before normal prisoner management
- Passive custody version: each new round, prisoners in a Warden-guarded province become more likely to join the ruling
faction
- Prefer implementing this as a small positive addition to the prisoner's existing `factionBiases` entry for the ruling
faction, rather than changing the prisoner `roundsInType` multiplier from `+5/round` to `+10/round`
- Rationale: changing the multiplier would be retroactive. A prisoner held for ten rounds would immediately receive a
large odds jump the moment a Warden arrived. Accumulating a Warden-specific bias only rewards rounds actually spent
under Warden custody, and the existing faction-bias decay makes the effect fade naturally if the Warden leaves
- Stronger version: if the Warden's side captures enemy heroes during battle but still loses the province, the Warden can
evacuate one captured hero to a neighboring ruled province instead of losing custody
- This should be limited to one captured hero per battle or require a high-vigor Warden, because keeping prisoners after
losing the battle is a major strategic swing
- Best flavor: Wardens are not just defenders of walls, but keepers of oaths, chains, and battlefield custody
**Shardok Ability: "Guard"**
- Target adjacent friendly unit is protected until the Warden's next turn
- First incoming attack against the protected unit is redirected to the Warden's unit or reduced
- Costs action points and cannot target self
- Creates a clear positioning puzzle without introducing another long-range damage button
**Implementation Notes:**
- Add `Warden` to the Scala profession enum and common/client profession enums
- Map Constitution to `Vector(Profession.Warden)` in `HeroStatGainAction`
- Add display names, profession-gained notification copy, tutorial trigger mapping, and headshot bucket support
- Add strategic availability and command handling only after deciding whether Warden uses Garrison, Custody, or both
- For Custody, prefer extending the existing captured-hero/prisoner-management flow instead of creating a parallel
prisoner system
- For passive prisoner conversion, update `NewRoundAction` near the existing unaffiliated-hero `roundsInType` and
`factionBiases` maintenance. If the province is ruled, contains a ruling-faction Warden, and the unaffiliated hero is
a prisoner, add the Warden custody bonus to that prisoner's `factionBiases(rulingFactionId)`.
- For Shardok, start with a single-turn guard status before attempting more complex interception chains
**Current Follow-Up Priorities:**
- Teach the Shardok AI when to use the Warden evacuation command. The command is valuable when the Warden's side has
captured enemy heroes and can secure them by leaving the battle, especially when the battle outcome is uncertain or
trending against that side.
- Add the strategic passive custody bonus: each round, prisoners in a province guarded by a ruling-faction Warden should
get a small accumulated positive bias toward joining that faction. Prefer storing this as an addition to the existing
`factionBiases` entry rather than changing the global `roundsInType` multiplier, so the bonus only reflects rounds
actually spent under Warden custody.
- Make tactical AI more protective of heroes at risk of capture when a Warden may be present. Warden evacuation makes
captured heroes harder to recover, so the AI should treat exposing high-value heroes to capture as more dangerous than
before. This matters even when the AI does not have perfect knowledge that a Warden is in the battle.
### 2. HERALD (Morale & Communication Specialist)
### 1. HERALD (Morale & Communication Specialist)
**Fantasy:** The inspiring leader who rallies troops and carries messages across the battlefield.
@@ -130,7 +32,7 @@ and protect fragile specialists.
---
### 3. ALCHEMIST (Fire & Transformation Specialist)
### 2. ALCHEMIST (Fire & Transformation Specialist)
**Fantasy:** The mad scientist who manipulates the elements through science, not magic.
@@ -145,6 +47,21 @@ and protect fragile specialists.
---
### 3. WARDEN (Defensive Specialist)
**Fantasy:** The stalwart defender who holds the line and protects allies.
**Eagle Ability: "Garrison"**
- A province with a Warden-led unit gets +1 to defense when attacked
- Encourages strategic placement of defensive heroes
**Shardok Ability: "Intercept"**
- Once per turn, when an adjacent friendly unit is attacked, the Warden's unit can take the hit instead
- Creates a "bodyguard" mechanic that protects valuable units
- Costs action points to maintain readiness
---
### 4. INQUISITOR (Anti-Magic & Intelligence)
**Fantasy:** The witch-hunter who counters supernatural threats and uncovers secrets.
@@ -179,174 +96,8 @@ and protect fragile specialists.
These professions were designed to:
1. **Fill mechanical gaps**: Warden gives Constitution a profession and adds defensive depth
2. **Create counterplay**: Inquisitor vs Mage/Necromancer, Warden vs burst damage, Beastmaster vs beast events
3. **Avoid overlap**: Each profession should own a tactical and strategic niche not covered by existing professions
4. **Support both layers**: Each ability should be meaningful in Eagle and Shardok
5. **Enable interesting decisions**: Guard creates positioning choices, Inspire creates action economy choices, Transmute
creates resource tradeoffs
## Unified Candidate Ranking
This ranking considers every candidate together, regardless of where the idea came from. The main criteria are mechanical
fit, overlap with existing professions, implementation clarity, strategic-layer value, Shardok value, and narrative
payoff.
1. **Warden**: Best immediate fit. It gives Constitution a profession path and creates a distinctive custody/protection
identity.
2. **Quartermaster**: Best strategic depth after Warden. Logistics touches resources, armies, travel, and attrition
without adding another damage specialist.
3. **Envoy**: Best diplomacy/prisoner-system extension. Strong narrative payoff and clear Eagle-side value.
4. **Surgeon**: Best loss-mitigation role. Makes battle aftermath less binary and gives non-magical healing a place.
5. **Herald**: Strong morale and action-economy support. Distinct from Paladin if kept secular and battlefield-command
focused.
6. **Marshal**: Strong army identity, especially for formation play and troop organization, but needs careful separation
from Champion.
7. **Inquisitor**: Useful counterplay against Mage and Necromancer, though anti-magic should not become too narrow.
8. **Pathfinder**: Good campaign movement role, but should focus on routes and terrain rather than replacing Ranger
scouting.
9. **Alchemist**: Good resource and terrain manipulation fantasy, but risks crowding Mage and Engineer unless scoped
around risky transformations.
10. **Spymaster**: Strong flavor and intelligence value, but needs slow strategic effects to avoid replacing Recon.
11. **Artificer**: Fun temporary-device fantasy, but overlaps Engineer unless it owns one-shot preparation rather than
construction.
12. **Beastmaster**: Connects nicely to beast events, but overlaps Ranger unless focused on province events and wild
allies.
13. **Harbinger**: Excellent flavor, but probably later because fear/morale already touches Necromancer and Paladin
space.
The best near-term sequence is likely **Warden**, then **Quartermaster** or **Envoy**. Avoid adding another pure damage
caster until defensive, logistical, diplomatic, morale, and aftermath niches are better represented.
## Additional Candidate Details
These ideas come from looking at open mechanical space in Eagle and Shardok: logistics, loyalty, prisoners, province
events, diplomacy, battlefield control, and non-damage support.
### Marshal
**Fantasy:** The army organizer who turns a pile of units into an actual campaign force.
**Best stat fit:** Strength or Charisma
**Eagle Ability: "Muster"**
- Reorganize, reinforce, or prepare battalions more efficiently than a normal hero
- Could reduce vigor cost for Organize Troops or improve training/armament transfer efficiency
**Shardok Ability: "Command Formation"**
- Adjacent friendly units gain a small defensive or morale bonus while holding formation
- Creates a tactical identity around positioning several units together
**Why it is interesting:** Champion currently owns heroic combat and training, but not army-level coordination. Marshal
would be about disciplined formations rather than duels.
### Quartermaster
**Fantasy:** The logistics expert who keeps armies fed, paid, armed, and moving.
**Best stat fit:** Constitution or Wisdom
**Eagle Ability: "Provision"**
- Move food/gold/supplies with less waste or farther than normal
- Reduce attrition or readiness loss for armies operating away from strong provinces
**Shardok Ability: "Resupply"**
- Restore limited ammunition, repair light damage, or grant a one-turn readiness buff to a nearby unit
**Why it is interesting:** The strategic layer already has meaningful resources. A profession that manipulates logistics
would create strong choices without simply adding another combat spell.
### Envoy
**Fantasy:** The negotiator, hostage-broker, and oath-maker.
**Best stat fit:** Charisma
**Eagle Ability: "Parley"**
- Improve diplomacy outcomes, ransom terms, prisoner returns, or truce/alliance offer odds
- Could reduce the risk of ambassadors being imprisoned or create better return-prisoner rewards
**Shardok Ability: "Demand Surrender"**
- Attempt to force a damaged or isolated enemy unit to flee, with odds based on charisma and battlefield state
**Why it is interesting:** Eagle has relationships, ransoms, truces, alliances, and prisoner choices. Envoy would make
diplomacy feel like a profession rather than only a menu action.
### Spymaster
**Fantasy:** The patient handler of informants, rumors, sabotage, and false trails.
**Best stat fit:** Wisdom or Charisma
**Eagle Ability: "Infiltrate"**
- Plant a delayed intelligence effect in an enemy province, revealing troop movements or weakening support
- Could counter or complement Ranger recon without duplicating it
**Shardok Ability: "Sabotage"**
- Before or during battle, reduce one enemy unit's readiness, movement, or first action effectiveness
**Why it is interesting:** Ranger is field reconnaissance. Spymaster can be slower, political, and province-focused.
### Surgeon
**Fantasy:** The healer who saves lives after the dramatic part of the story is over.
**Best stat fit:** Wisdom or Constitution
**Eagle Ability: "Triage"**
- Reduce hero vigor loss, casualty severity, or prisoner death/execution fallout after battles
- Could improve recovery in provinces with many wounded heroes or battered battalions
**Shardok Ability: "Stabilize"**
- Prevent a nearby friendly hero unit from being captured or destroyed once per battle, leaving it routed or exhausted
instead
**Why it is interesting:** Paladin has holy support, but not mundane medical recovery. Surgeon creates a grounded support
role that can make losses less binary.
### Artificer
**Fantasy:** The maker of rare devices, siege tools, lenses, traps, and battlefield instruments.
**Best stat fit:** Wisdom or Agility
**Eagle Ability: "Prototype"**
- Invest gold and vigor to create a temporary province or battalion enhancement
- Examples: better siege readiness, scouting lenses, defensive traps, or weatherproof stores
**Shardok Ability: "Deploy Device"**
- Place a one-use trap, barricade, signal flare, or field tool on a nearby hex
**Why it is interesting:** Engineer currently owns building and repair. Artificer can own temporary inventions and
one-shot tactical preparation.
### Harbinger
**Fantasy:** The terrifying omen-bearer whose arrival changes morale before the first blow lands.
**Best stat fit:** Charisma or Wisdom
**Eagle Ability: "Portent"**
- Lower enemy support, increase unrest, or amplify the psychological effect of victories and executions
- Could be risky: fear-based rule damages diplomacy or loyalty if overused
**Shardok Ability: "Dread Standard"**
- Enemies near the Harbinger suffer morale penalties or worse flee odds
**Why it is interesting:** Necromancer has supernatural fear, but Harbinger could be political and symbolic rather than
undead-focused.
### Pathfinder
**Fantasy:** The guide who knows hidden passes, river crossings, and winter roads.
**Best stat fit:** Agility or Constitution
**Eagle Ability: "Find Passage"**
- Move armies or heroes through difficult terrain, winter, blizzards, or river-heavy borders with lower penalties
- Could create one-turn temporary travel links between neighboring provinces under specific conditions
**Shardok Ability: "Open Route"**
- Let a nearby unit ignore one terrain penalty or cross a difficult hex safely this turn
**Why it is interesting:** Ranger owns stealth and scouting. Pathfinder owns movement and campaign geography.
1. **Fill mechanical gaps**: Warden provides defensive depth, Inquisitor counters magic-heavy strategies
2. **Create counterplay**: Inquisitor vs Mage/Necromancer, Beastmaster vs Rangers (nature vs nature)
3. **Avoid overlap**: Each has a unique niche not covered by existing professions
4. **Support both layers**: Each ability is meaningful in its respective game mode
5. **Enable interesting decisions**: Intercept creates bodyguard tactics, Inspire creates action economy choices
+3 -3
View File
@@ -486,7 +486,7 @@ jobs:
outputs:
version: ${{ steps.version.outputs.version }}
steps:
- uses: actions/checkout@v6
- uses: actions/checkout@v4
with:
lfs: false
@@ -517,7 +517,7 @@ jobs:
runs-on: ubuntu-latest
needs: []
steps:
- uses: actions/checkout@v6
- uses: actions/checkout@v4
with:
lfs: false
@@ -555,7 +555,7 @@ jobs:
needs: [build-eagle, build-shardok]
environment: production
steps:
- uses: actions/checkout@v6
- uses: actions/checkout@v4
- name: Deploy to DigitalOcean
uses: appleboy/ssh-action@v1.0.0
+234 -130
View File
@@ -1,163 +1,267 @@
# Tutorial Battle System
This document describes the current opening tutorial battle. It is based on the live implementation in `TutorialGameCreation.scala`, `TutorialBattleController.cpp`, `ShardokGamesManager.cpp`, `ResolveBattleAction.scala`, and the Unity dialogue scripts.
For the Unity tutorial UI/dialogue architecture, see `TUTORIAL_SYSTEM.md`. For copy and content notes, see `TUTORIAL_CONTENT.md`.
This document describes the tutorial battle system for first-time players. The system provides a scripted introductory battle that teaches combat basics while telling a story.
---
## Current Flow
## Overview
When a player creates a tutorial game at the default `OpeningBattle` phase:
When a new player starts their first game in tutorial mode, they experience:
1. `TutorialGameCreation.createTutorialGame()` creates a `GameType.Tutorial(TutorialPhase.OpeningBattle)` game starting in `RoundPhase.BattleRequest`.
2. Province 14, **Onmaa**, belongs to Sadar Rakon's faction and already has a defending army.
3. Bregos Fyar's faction has a hostile attacking army, led by Ikhaan Tarn, already moving from province 31 to Onmaa.
4. `RequestBattlesAction` immediately creates the Shardok battle and tags tutorial reinforcement hero IDs `100` and `101`.
5. `GamesManager` stores the generated `TutorialBattleConfig` for this game and passes it to Shardok when the battle starts.
6. Shardok creates the battle with the configured timed reinforcement events.
7. Unity plays the active dialogue scripts from `tutorial_strategic.json` and `tutorial_battle.json`.
There is also a tutorial phase-start path. Starting after `OpeningBattle` applies precomputed tutorial setup results from `TutorialPhaseResultsLoader`; this is why the Unity post-battle trigger logic handles a "battle was never observed" auto-resolve path.
1. **Narrative Intro** - Story screens introducing the scenario
2. **Immediate Battle** - Skip strategic map, start directly in combat
3. **Scripted Flee** - Enemy flees when player is "on the ropes"
4. **Reinforcements** - Allied heroes arrive mid-battle
5. **Heroes Join** - Reinforcement heroes join player's faction after battle
---
## Battle Setup
## Battle Configuration
### Defender: Sadar Rakon's Faction
### Defender (Player - John Ranil)
- **Heroes**: John Ranil + 2 random vassals (3 total)
- **Units**:
- 2x Light Infantry (300 troops each, 60 training/armament)
- 1x Longbowmen (200 troops, 60 training/armament)
- **Province**: 14 (Onmaa) with 40 support, 500 gold, 3000 food
- **Restriction**: Cannot flee (must defend)
Configured in `src/main/resources/net/eagle0/eagle/tutorial_parameters.json`:
### Attacker (Ikhaan Tarn)
- **Heroes**: Ikhaan Tarn + 2 sworn brothers (3 total)
- **Units**:
- 1x Heavy Cavalry (600 troops, 80 training/armament)
- 1x Heavy Infantry (500 troops, 80 training/armament)
- 1x Longbowmen (300 troops, 80 training/armament)
- **Origin Province**: 31
- **Faction ID:** 3
- **Province:** 14, Onmaa
- **Starting support:** 23
- **Starting resources:** 50 gold, 4000 food
- **Heroes:** Sadar Rakon, Old Marek the Learned, Agamemnon
- **Battalions:**
- Rakon's Loyalists: Light Infantry, 529 size, 80 training, 75 armament
- Onmaa Defenders: Light Infantry, 311 size, 80 training, 60 armament
- Hunters of the Steppe: Longbowmen, 478 size, 80 training, 60 armament
### Flee Trigger
Attacker flees when ANY of these conditions are met:
- Player loses 1 unit
- 5 rounds have passed
### Attacker: Bregos Fyar's Faction
The opening attacking army is configured under Bregos Fyar's `attackingArmies`:
- **Faction ID:** 2
- **Origin province:** 31
- **Destination province:** 14, Onmaa
- **Heroes:** Ikhaan Tarn, Tall Edgtheow, Waylaid Julius, Luke the Prank-tricker
- **Battalions:**
- Doomriders: Heavy Cavalry, 592 size, 80 training, 80 armament
- The Shardok's Guard: Heavy Infantry, 507 size, 80 training, 80 armament
- Bowmen of Nikemi: Longbowmen, 291 size, 80 training, 80 armament
- Swift Sabres: Light Cavalry, 450 size, 80 training, 80 armament
Tarn's unit is made visible to the defender from the start through `TutorialBattleConfig.initial_visibilities`.
### Reinforcements
When Tarn flees, these heroes arrive as player reinforcements:
- Elena Fyar
- Hedrick
- The Boulder
---
## Reinforcements
## Implementation Architecture
The current tutorial config has two timed reinforcement events. It does not currently configure a scripted Tarn flee event.
### Phase 1: Narrative Intro System
| Event ID | Trigger | Hero ID | Hero | Battalion |
|----------|---------|---------|------|-----------|
| `elena_reinforcement_round_5` | End of round 5 or later | 101 | Elena Fyar | Fyar's Vanguard, Heavy Infantry, 535 size, 75 training, 75 armament |
| `ranil_reinforcement_round_7` | End of round 7 or later | 100 | John Ranil | Ranil's Riders, Heavy Cavalry, 458 size, 80 training, 80 armament |
**Proto Changes:**
- `game_state_view.proto`: Added `TutorialNarrativeScreen` message and `pending_narrative_screens` field
- `game_parameters.proto`: Added `TutorialNarrativeScreen` and `tutorial_narrative_screens` field
Shardok creates reinforcement units at battle creation time with `PENDING_REINFORCEMENT` status. `TutorialBattleController` activates them when their event triggers and returns a `TUTORIAL_REINFORCEMENTS_ARRIVED` action result. Unity maps that action to profession-specific dialogue triggers:
**Unity Client:**
- `NarrativeScreenController.cs`: Modal screen with title, body text, optional image
- `EagleGameController.cs`: Checks for pending narrative screens on game start
- `tutorial_reinforcement_paladin` for Elena Fyar
- `tutorial_reinforcement_engineer` for John Ranil
**Narrative Content** (defined in `tutorial_game_parameters.json`):
```
Screen 1: "The Engineer of Onmaa" - Player backstory
Screen 2: "The Traitor Arrives" - Tarn's attack
Screen 3: "Defend Your Home" - Call to action
```
The reinforcement action includes an `attacker_starting_position_index`; Shardok resolves that to currently open map positions and starts a reinforcement placement phase.
### Phase 2: Auto-Start Battle
**Configuration:**
- `tutorial_game_parameters.json`: Contains `tutorialBattle` config with attacker, target, flee conditions
- `game_parameters.proto`: `TutorialBattleConfig` message
**Game Creation:**
- `NewGameCreation.scala`: `setupTutorialBattle()` method creates:
- `HostileArmyGroup` with `Attacking` status (bypasses decision phase)
- `Army` for defender
- Both added to target province
**Battle Creation:**
- When round advances to `BattleRequest` phase, `RequestBattlesAction` automatically creates the `ShardokBattle`
### Phase 3: Scripted Flee Mechanism
**C++ Component:**
- `TutorialBattleController.hpp/cpp`: Controller for scripted battle logic
**Key Methods:**
```cpp
// Check all events and execute triggered actions (called at end of each round)
std::vector<ActionResult> CheckAndExecuteEvents(
const GameStateW& state,
const SettingsGetter& settings,
const std::shared_ptr<RandomGenerator>& randomGenerator);
```
**Integration:**
- `ShardokEngine.cpp`: Calls `CheckAndExecuteEvents()` at end of each round in `HandlePlayerTurnEnd()`
- Events fire in config order, each event fires at most once
### Phase 4: Mid-Battle Reinforcements
**Action Types** (in `action_type.proto`):
- `TUTORIAL_ENEMY_FLED = 78`
- `TUTORIAL_REINFORCEMENTS_ARRIVED = 79`
**Implementation (TODO):**
- When scripted flee triggers, create reinforcement units in defender's reserves
- Units have `UnitStatus_RESERVE_UNIT` status
- Reinforcements enter battle on subsequent turns
### Phase 5: Tutorial Popups
**Content Definitions** (in `TutorialContentDefinitions.cs`):
- `tutorial_battle_started`: "Defend your province!"
- `tutorial_enemy_fled`: "The enemy retreats!"
- `tutorial_reinforcements_arrived`: "Allies have arrived!"
- `tutorial_battle_victory`: Victory celebration
**Trigger Integration:**
- `TutorialTriggerRegistry.cs`: Handles tutorial action types from `ActionResultView`
- `ShardokGameController.cs`: Detects tutorial events and triggers popups
### Phase 6: Post-Battle Hero Joining
**Implementation (TODO):**
- `ResolveBattleAction.scala`: Check if battle was tutorial and defender won
- Create `TutorialHeroJoined` action results adding reinforcement heroes to player faction
- Set appropriate loyalty, vigor, location for joined heroes
### Phase 7: Post-Battle Strategic Dialogue
After the battle ends and the player returns to the strategic map, narrative dialogues guide them through the next steps.
**Dialogue 1: Battle Aftermath** (trigger: `tutorial_battle_ended`)
- Old Marek reflects on the close call
- Tarn has vanished — rumors of sorcery or escape, no one knows
- Captured lieutenants: they followed orders, not to blame for Tarn's madness
- Player should try to recruit them or hold them
- No instruction text needed — Handle Captured Heroes UI is self-explanatory
**Dialogue 2: Rebuild Support** (trigger: `tutorial_rebuild_support`)
- Fires when available commands no longer include HandleCapturedHeroCommand
- Marek explains the province needs support rebuilt after the battle
- Engineers (John Ranil) can **Improve** the province — build infrastructure, develop economy
- Paladins (Elena Fyar) can **Give Alms** — distribute food to win hearts
- Instructions highlight **Improve** and **Give Alms** buttons
- Goal: get Support to **40** before January for tax revenue
**Implementation:**
- Dialogues defined in `tutorial_strategic.json`
- `tutorial_battle_ended`: fire when tutorial battle is removed from `RunningShardokGameModels`
- `tutorial_rebuild_support`: fire when available commands no longer include `HandleCapturedHeroCommand`
- Register `ImproveButton` and `AlmsButton` as highlight targets in `TutorialTargetRegistry`
See `TUTORIAL_CONTENT.md` for full dialogue text.
---
## Scripted Event Controller
`TutorialBattleController` is a generic event-driven controller, even though the current tutorial battle only uses timed reinforcements.
Supported trigger types:
- `after_round`
- `units_lost`
- `damage_taken`
- `unit_killed`
Supported action types:
- `flee`
- `reinforcements`
Events are checked at the end of each round, evaluated in config order, and each `event_id` fires at most once.
---
## Battle Resolution
`RequestBattlesAction` marks tutorial opening battles with `reinforcementHeroIds = Set(100, 101)`. `ResolveBattleAction` uses that metadata so reinforcement heroes are accepted when battle results return, even though they were not part of the original defending army.
After the opening battle resolves, `ResolveBattleAction` applies `TutorialTarnDisappearsAction` for `GameType.Tutorial(TutorialPhase.OpeningBattle)`. Tarn is removed from captured/unaffiliated province state and from his faction's leaders list, matching the post-battle dialogue that he has vanished.
`TutorialBattleAutoResolve` provides a synthetic defender victory for tutorial setup paths that skip past the opening battle. In that synthetic result:
- The defender wins.
- Reinforcement heroes 100 and 101 survive.
- Tarn is marked outlawed/escaped.
- Other attacker heroes are captured.
- Defender battalions take about 30% casualties.
- Attacker battalions are destroyed.
---
## Unity Dialogue Hooks
Strategic tutorial dialogue:
- `game_started`: opening Onmaa monologue, ending with `FightButton` highlighted.
- `tutorial_battle_ended`: post-battle aftermath.
- `tutorial_rebuild_support`: support rebuilding guidance after captured-hero handling is done.
Battle tutorial dialogue:
- `shardok_placement_started`: placement and unit overview.
- `shardok_battle_running`: first player turn guidance.
- Ability/terrain triggers such as `archery_available`, `melee_available`, `ability_charge_available`, `start_fire_available`, `thunderstorm`, `duel_available`, `hide_available`, and `engineer_near_enemy`.
- Reinforcement triggers `tutorial_reinforcement_paladin` and `tutorial_reinforcement_engineer`.
- Capture triggers `enemy_hero_captured` and `friendly_hero_captured`.
- `shardok_battle_reset`: replay dialogue after a battle reset.
---
## Files To Check First
## File Summary
### New Files
| File | Purpose |
|------|---------|
| `src/main/resources/net/eagle0/eagle/tutorial_parameters.json` | Tutorial map, factions, starting provinces, armies |
| `src/main/scala/net/eagle0/eagle/service/new_game_creation/TutorialGameCreation.scala` | Opening battle setup and `TutorialBattleConfig` creation |
| `src/main/protobuf/net/eagle0/common/tutorial_battle_config.proto` | Scripted event config schema |
| `src/main/cpp/net/eagle0/shardok/server/ShardokGamesManager.cpp` | Adds pending reinforcement units and applies initial visibility |
| `src/main/cpp/net/eagle0/shardok/library/tutorial/TutorialBattleController.cpp` | Evaluates scripted events and creates Shardok action results |
| `src/main/scala/net/eagle0/eagle/library/actions/impl/action/RequestBattlesAction.scala` | Creates the opening battle and tags reinforcement hero IDs |
| `src/main/scala/net/eagle0/eagle/library/actions/impl/action/ResolveBattleAction.scala` | Resolves reinforcements and applies Tarn disappearance |
| `src/main/scala/net/eagle0/eagle/service/tutorial/TutorialBattleAutoResolve.scala` | Synthetic result for phase-start paths after the opening battle |
| `src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Tutorial/Triggers/TutorialTriggerRegistry.cs` | Converts strategic and tactical events into dialogue triggers |
| `src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Resources/Dialogues/tutorial_battle.json` | Active battle dialogue content |
| `TutorialBattleController.hpp/cpp` | C++ scripted flee and reinforcement logic |
| `NarrativeScreenController.cs` | Unity narrative screen display |
### Modified Files
| File | Changes |
|------|---------|
| `tutorial_game_parameters.json` | Battle configuration and narrative content |
| `game_state_view.proto` | Narrative screens field |
| `game_parameters.proto` | Tutorial battle config |
| `player_info.proto` | Tutorial battle flags for Shardok |
| `action_type.proto` | Tutorial action types |
| `NewGameCreation.scala` | Auto-start battle setup |
| `EagleGameController.cs` | Narrative display integration |
| `TutorialContentDefinitions.cs` | Battle tutorial content |
| `TutorialTriggerRegistry.cs` | Tutorial event triggers |
---
## Remaining Implementation
### Disable Player Flee
In `FleeCommandFactory.cpp`:
- Check if tutorial mode is enabled
- If defender, don't offer flee commands
### Reinforcement Units
In `TutorialBattleController::ExecuteScriptedFlee()`:
- Create `Unit` objects for Elena Fyar, Hedrick, The Boulder
- Add to defender's reserve units
- Generate `TUTORIAL_REINFORCEMENTS_ARRIVED` action
### Post-Battle Hero Joining
In Eagle's battle resolution:
- Detect tutorial battle completion
- Create heroes in player's faction with proper stats
- Generate notification action results
---
## Testing Checklist
- [ ] Tutorial game starts in BattleRequest and creates an Onmaa battle immediately.
- [ ] Opening strategic dialogue highlights the Fight button.
- [ ] Tarn's unit is visible to the defender from battle start.
- [ ] Placement dialogue fires during setup.
- [ ] First-turn battle-running dialogue fires on the player's first active turn.
- [ ] Elena Fyar arrives from the configured round-5 event.
- [ ] John Ranil arrives from the configured round-7 event.
- [ ] Reinforcement arrival dialogues fire once per hero.
- [ ] Battle reset clears battle dialogue completion for replay.
- [ ] Post-battle aftermath fires after the battle leaves `RunningShardokGameModels`.
- [ ] Rebuild-support dialogue waits until captured-hero handling and visible notifications are done.
- [ ] Starting a tutorial at a later phase uses precomputed setup and still reaches coherent strategic dialogue state.
- [ ] New user sees narrative screens before battle
- [ ] Battle starts immediately after narratives (no strategic map)
- [ ] Player has correct units (3 heroes, 3 battalions)
- [ ] Attacker has correct units (3 heroes, 3 battalions)
- [ ] Player cannot flee
- [ ] Tarn flees after player loses 1 unit
- [ ] Tarn flees after 5 rounds (if no units lost)
- [ ] Reinforcements appear when Tarn flees
- [ ] Tutorial popups appear at correct moments
- [ ] Reinforcement heroes join faction after battle victory
---
## Configuration Reference
### tutorial_game_parameters.json
```json
{
"tutorialBattle": {
"attackerFactionHead": "Ikhaan Tarn",
"targetProvinceId": 14,
"fleeAfterDefenderUnitsLost": 1,
"fleeAfterRounds": 5,
"reinforcements": ["Elena Fyar", "Hedrick", "The Boulder"]
},
"tutorialNarrativeScreens": [
{ "title": "...", "bodyText": "...", "imagePath": "" }
]
}
```
### TutorialBattleConfig Proto (Shardok)
```protobuf
message TutorialBattleConfig {
bool enabled = 1;
repeated TutorialEvent events = 2;
repeated UnitInitialSize initial_sizes = 3; // For damage tracking
}
message TutorialEvent {
string event_id = 1;
TutorialTrigger trigger = 2;
TutorialAction action = 3;
}
message TutorialTrigger {
oneof trigger_type {
RoundTrigger after_round = 1;
UnitsLostTrigger units_lost = 2;
DamageTakenTrigger damage_taken = 3;
UnitKilledTrigger unit_killed = 4;
}
}
message TutorialAction {
oneof action_type {
FleeAction flee = 1;
ReinforcementsAction reinforcements = 2; // Uses CommonUnit
}
}
```
+13 -13
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@@ -1,8 +1,6 @@
# Tutorial Content Guide
This document describes tutorial content. The active tutorial experience is driven by the narrative dialogue JSON files under `src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Resources/Dialogues/`.
The older step-based modal/overlay content in `TutorialContentDefinitions.cs` is currently dormant: `RegisterAll()` returns before registering any sequences. Keep that in mind when editing this file; changing `TutorialContentDefinitions.cs` will not affect the live tutorial until the early return is removed and the overlap with dialogue triggers is audited.
This document defines all tutorial content. Edit this to refine the text, then update `TutorialContentDefinitions.cs` to match.
---
@@ -183,16 +181,17 @@ These fire after the first tutorial battle ends and the player returns to the st
>
> Any of our heroes can develop the land or give alms to the people — nothing wins hearts faster than a full belly. Engineers like John Ranil are especially effective at improving a province, and paladins like Elena Fyar are the best at winning hearts. Either way, we need the people's support before the tax collectors come round in January.
**Instructions:** John Ranil's step highlights `ImproveProvinceButton` and explains **Improve**. Elena Fyar's step highlights `GiveAlmsButton` and explains **Give Alms**. You must have at least **40** support in the province by January in order to collect gold and food in taxes.
**Instructions:** Use **Improve** and **Give Alms** to raise Support. You must have at least **40** support in the province by January in order to collect gold and food in taxes.
**Highlight targets:** `ImproveProvinceButton`, `GiveAlmsButton`
**Highlight targets:** `SupportField`
### Implementation Notes
- Both dialogues are defined in `tutorial_strategic.json`.
- `tutorial_battle_ended` fires from `TutorialTriggerRegistry.CheckTutorialBattleEnded()` when the opening battle is gone and strategic commands are available. It also handles the server-side auto-resolve path where the Unity client never observed a running Shardok model.
- `tutorial_rebuild_support` fires from `TutorialTriggerRegistry.CheckTutorialRebuildSupport()` when available commands no longer include `HandleCapturedHeroCommand` and the notification panel has no visible info.
- `ImproveProvinceButton` and `GiveAlmsButton` are runtime command-button targets registered by `CommandButtonPanelController`.
- Both dialogues go in `tutorial_strategic.json`
- Need new trigger events: `tutorial_battle_ended` and `tutorial_rebuild_support`
- `tutorial_battle_ended` should fire when the tutorial battle is removed from `RunningShardokGameModels` in `EagleGameModel.ApplyGameStateViewDiff`
- `tutorial_rebuild_support` should fire when available commands no longer include `HandleCapturedHeroCommand` (i.e. the captured heroes phase is done and the player has regular commands available)
- The "rebuild" dialogue should highlight the Improve and Give Alms buttons in the command panel (requires registering them as highlight targets)
---
@@ -211,10 +210,11 @@ These fire after the first tutorial battle ends and the player returns to the st
## Adding New Tutorials
1. Add entry to this document
2. For active tutorial content, add or edit a script in `Assets/Resources/Dialogues/tutorial_strategic.json` or `tutorial_battle.json`.
3. Ensure the trigger event exists in `TutorialTriggerRegistry.cs` or is fired directly by the relevant controller.
4. If reviving the dormant step-UI system, remove the early return in `TutorialContentDefinitions.RegisterAll()` only after auditing duplicate trigger coverage with the dialogue JSON.
5. Test the flow.
2. Update `TutorialContentDefinitions.cs`:
- For onboarding: add to `CreateOnboardingSequence()`
- For contextual: add to `RegisterStrategicTutorials()` or `RegisterTacticalTutorials()`
3. Ensure trigger event exists in `TutorialTriggerRegistry.cs`
4. Test the flow
---
+11 -16
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@@ -3,7 +3,7 @@
This document describes how the Unity client's tutorial system is wired together: the classes involved, the trigger catalog, the step lifecycle, and the expected first-session flow. It complements two existing docs:
- **`TUTORIAL_CONTENT.md`** — human-facing copy for tutorial steps and dialogues
- **`TUTORIAL_BATTLE_SYSTEM.md`** — the scripted opening battle at Onmaa
- **`TUTORIAL_BATTLE_SYSTEM.md`** — the scripted first-battle scenario (Tarn vs. John Ranil)
It also overlaps slightly with the in-tree `Assets/Tutorial/TUTORIAL_PLAN.md`, which is an older implementation plan.
@@ -20,13 +20,12 @@ There are **two parallel subsystems** that share the same trigger plumbing:
| Step-based tutorial UI (modals, overlays, hints) | **Dormant** | `Tutorial/TutorialManager.cs`, `Tutorial/UI/*`, `Tutorial/Content/*` |
| Narrative dialogue system | **Live** | `Tutorial/Dialogue/*`, `Resources/Dialogues/*.json` |
`TutorialContentDefinitions.RegisterAll()` returns early with the comment *"Old tutorial content suppressed — replaced by narrative dialogue system."* As a result:
`TutorialContentDefinitions.RegisterAll()` returns early at line 17 with the comment *"Old tutorial content suppressed — replaced by narrative dialogue system."* As a result:
- `OnboardingSequence` is never assigned, so `StartOnboarding()` no-ops at the "No onboarding sequence assigned" branch.
- No contextual tutorial sequences are registered with the trigger registry.
- The trigger registry still fires events normally, but nothing on the step-UI side is listening.
- `DialogueManager` consumes those same events and matches them against scripts in `Resources/Dialogues/` (`tutorial_strategic.json`, `tutorial_battle.json`).
- Dialogue completion is persisted per game through `TutorialDialogueProgressStore`, so completed scripts do not replay after a reconnect or scene reload for the same game.
**In practice today, the entire active tutorial experience runs through the dialogue system.** The step-UI machinery is preserved for future use — content definitions still exist below the early return in `TutorialContentDefinitions.cs` for reference.
@@ -38,7 +37,6 @@ There are **two parallel subsystems** that share the same trigger plumbing:
- **`Tutorial/TutorialManager.cs`** — Singleton. Owns `OnboardingSequence`, the active step queue, the trigger registry, and the dialogue manager handle. Initialized by `EagleGameController.SetUpGame()` and `ShardokGameController.SetUpGame()`.
- **`Tutorial/TutorialState.cs`** — PlayerPrefs persistence. Tracks `OnboardingCompleted`, `OnboardingStepReached`, completed sequence IDs (HashSet for O(1) lookup), dismissed hints, and a global "tutorials disabled" preference.
- **`Tutorial/TutorialTargetRegistry.cs`** — Maps string IDs to `RectTransform`s for highlighting. Static targets are Inspector-assigned (`ProvinceInfoPanel`, `SupportField`, `CommitButton`, etc.); dynamic targets register at runtime (e.g., hero rows from `HeroesAndBattalionsPanelController`).
- **`Tutorial/TutorialDialogueCoordinator.cs`** — Recomputes durable dialogue triggers from the current strategic model and sends them directly to `DialogueManager`. This covers reconnects, phase-start tutorial games, and strategic beats that should be recoverable from state.
### Triggers
- **`Tutorial/Triggers/TutorialTriggerRegistry.cs`** (~1100 lines) — Routes game events to both the step UI (when sequences are registered) and `DialogueManager`. Maintains one-shot session flags so the same first-encounter trigger doesn't fire twice.
@@ -96,14 +94,14 @@ Panels can be anchored via `TutorialPanelAnchor` (`Center` / `Left` / `Right` /
## Trigger Catalog
Most event-style triggers are raised via `TutorialTriggerRegistry`. Durable strategic dialogue beats are also recomputed by `TutorialDialogueCoordinator` on each model update and sent directly to `DialogueManager.TriggerDialogue()`. Both paths match against the dialogue JSON; if step-UI sequences are re-registered, only the registry path will route to them. File:line citations are for the registry unless noted; line numbers may drift.
All triggers are raised via `TutorialTriggerRegistry`. Today these flow to `DialogueManager.TriggerDialogue()` and are matched against the dialogue JSON; if step-UI sequences are re-registered, they will also route there. File:line citations are for the registry unless noted; line numbers may drift.
### Bootstrap / first-session
| Trigger | Fires from | When |
|---------|-----------|------|
| `game_started` | `TutorialDialogueCoordinator.EligibleTriggers()` | Any tutorial strategic model update; dialogue progress keeps it from replaying |
| `game_started` | `EagleGameController.SetUpGame()` | First time entering a tutorial game |
| `first_battle_available` | `OnModelUpdated()` ~L204 | A `RunningShardokGameModel` first appears |
| `battle_entered` | `OnBattleEntered()` ~L793 | User clicks **Fight!** |
| `battle_entered` | `OnBattleEntered()` ~L793 | User clicks **Battle!** |
| `tutorial_battle_ended` | `CheckTutorialBattleEnded()` ~L594 | Tutorial battle removed from running models |
| `tutorial_rebuild_support` | `CheckTutorialRebuildSupport()` ~L616 | Captured-heroes phase done |
| `tutorial_taxes_collected` | `CheckTaxesCollected()` ~L680 | New Year action with positive tax delta |
@@ -137,7 +135,7 @@ Most event-style triggers are raised via `TutorialTriggerRegistry`. Durable stra
| `hero_stat_gained` | ~L281 | `HeroStatGained` action result |
| `hero_profession_gained` | ~L284 | `ProfessionGained` action result |
| `tutorial_faction_appears` | ~L287 | `TutorialFactionAppears` action — the Fracture Covenant landing |
| `tutorial_hero_faction_appears` | ~L290 | `TutorialHeroFactionAppears` action; has a four-step strategic dialogue today |
| `tutorial_hero_faction_appears` | ~L290 | `TutorialHeroFactionAppears` action (no dialogue script today) |
| `tutorial_hero_departed` | ~L299 | First `HeroesDeparted` action against another player (King's hero abandons service) |
| `tutorial_hero_departed_again` | ~L302 | Second `HeroesDeparted` in a *different* month than the first |
@@ -222,8 +220,8 @@ Script shape (see `tutorial_strategic.json`):
"speakerName": "Old Marek the Learned",
"speakerImagePath": "fixed/old_marek_the_learned.png",
"dialogueText": "...",
"instructionText": "Click <b>Fight!</b> to enter tactical combat.",
"highlightTarget": "FightButton",
"instructionText": "Click Battle! to enter tactical combat.",
"highlightTarget": "GoToBattleButton",
"persistHighlight": true,
"highlightProvince": "Onmaa",
"completionEvent": null
@@ -249,12 +247,10 @@ Dialogue panel position defaults sensibly per scene (`top` during combat) and ca
Reset paths:
- `TutorialState.Reset()` clears everything.
- Entering a tutorial game (`GameType.Tutorial`) resets `TutorialState`; dialogue replay is controlled separately by the per-game dialogue progress key.
- Entering a tutorial game (`GameType.Tutorial`) resets so it can be replayed.
- Settings → "Reset Tutorials" calls `TutorialManager.ResetAllProgress()`, which also calls `DialogueManager.ResetCompletedScripts()`.
`TutorialDialogueProgressStore` separately stores completed dialogue script IDs per game under PlayerPrefs keys named `Eagle0_TutorialDialogueProgress_<gameId>`.
`DialogueManager` keeps the active game's completed script IDs in memory and saves them through `TutorialDialogueProgressStore`. `ResetCompletedScripts()` clears the current game's dialogue progress; `ClearCurrentGameProgress()` deletes the current game's persisted dialogue key.
`DialogueManager` tracks completed scripts in memory only — they reset whenever `TutorialState` does.
---
@@ -280,7 +276,7 @@ You play **Sadar Rakon**, formerly Ikhaan Tarn's most trusted lieutenant. Tarn's
| # | Trigger | What happens |
|---|---------|--------------|
| 1 | `game_started` | **Opening monologue** (3 steps): Sadar's backstory, the Reclamation, last stand at Onmaa. Ends highlighting the **Fight!** button (`FightButton`, `persistHighlight`) |
| 1 | `game_started` | **Opening monologue** (3 steps): Sadar's backstory, the Reclamation, last stand at Onmaa. Ends highlighting the **Battle!** button (`persistHighlight`) |
| 2 | `tutorial_battle_ended` | **Aftermath**: Tarn has *vanished*; you've captured his lieutenants. Recruit them or hold them |
| 3 | `tutorial_rebuild_support` | **Rebuild Onmaa** (3 steps): Marek frames it; **John Ranil** introduces *Improve* (engineer bonus); **Elena Fyar** introduces *Give Alms* (paladin bonus). Goal: 40 support by January |
| 4 | `tutorial_loyalty_warning` | November-ish, low-loyalty hero may leave at year end → use *Give Gold* / *Feast* |
@@ -292,7 +288,6 @@ You play **Sadar Rakon**, formerly Ikhaan Tarn's most trusted lieutenant. Tarn's
| 10 | `tutorial_faction_appears` | **The twist**: Fracture Covenant lands at Ingia and Soria. *The Eagle* commands them. Tarn may be with them |
| 11 | `tutorial_hero_departed` | First King's hero abandons service — "something deeper is at work" |
| 12 | `tutorial_hero_departed_again` | Second one in a different month — "something is wrong, I can feel it" (foreshadowing) |
| 13 | `tutorial_hero_faction_appears` | John Ranil and Elena Fyar leave Sadar's service and reappear as independent tutorial factions |
### Tactical battle flow (`tutorial_battle.json`)
+105 -97
View File
@@ -1,12 +1,11 @@
# URP Migration Completion Notes
# URP Migration Plan
Last refreshed: 2026-06-14
Last refreshed: 2026-06-12
## Why This Matters
Unity is steering projects away from the Built-in Render Pipeline (BiRP) toward the
Universal Render Pipeline (URP). Eagle0 has completed the URP migration and now runs
on URP:
Universal Render Pipeline (URP). Eagle0 now runs on URP:
- `ProjectSettings/GraphicsSettings.asset` points at
`Assets/Settings/URP/Eagle0URPPipeline.asset`.
@@ -15,33 +14,32 @@ on URP:
- Legacy Post Processing Stack v2 has been removed from `Packages/manifest.json`;
keep verifying it stays out with the migration inventory.
The migration is no longer an active compatibility project. Keep this document as the
completion record and maintenance checklist for future Unity, URP, shader, material,
camera layering, or render-order changes.
The migration should stay visible as a compatibility project, not a cosmetic cleanup.
The remaining goal is to keep future rendering fixes small and well-baselined instead
of rediscovering URP-specific failures late in a Unity upgrade.
## Current Recommendation
Keep URP enabled on main. Do not continue speculative URP cleanup. Use the baseline
checklist and inventory tooling only when a future change touches shaders, materials,
camera layering, render order, pipeline settings, or a visible rendering regression.
Keep URP enabled on main. For follow-up rendering work, use the baseline checklist
and inventory tooling before changing shaders, materials, camera layering, or render
pipeline settings.
Maintenance rules:
The next useful work is hardening:
1. Keep the visual baseline current for Connection, Eagle, Shardok, and Settings.
2. Refresh the shader/material inventory after meaningful asset or scene changes.
3. Remove or isolate unused rendering dependencies.
4. Keep the existing CI guardrails passing.
4. Keep third-party beast/effect material compatibility covered by focused tests.
5. Treat future pipeline experiments as separate branches with explicit findings.
Known URP regressions found during playtesting have been fixed. Normal gameplay work
can proceed; future rendering PRs should be driven by observable regressions or
intentional rendering changes.
This keeps normal gameplay work moving while making rendering regressions easier to
localize.
## Maintenance Workflow
## What We Can Do Right Now
### 1. Create Visual Baselines
Capture a small set of known-good views before any future change to URP settings,
Capture a small set of known-good views before any follow-up change to URP settings,
custom shaders, render ordering, or third-party visual materials. These should be
reproducible enough that a human can compare screenshots after each rendering change.
@@ -57,15 +55,18 @@ Minimum baseline scenes and states:
| Shardok | Terrain, grid lines, labels/icons, bridges, fires, overlays, command buttons |
| Scene transitions | Connection -> Eagle -> Shardok -> Eagle |
Keep the manual checklist and editor-only capture tool working so rendering PRs can
leave screenshots in an ignored directory.
Immediate deliverable: keep the manual checklist and editor-only capture tool working
so each rendering PR can leave screenshots in an ignored directory.
Use `docs/URP_VISUAL_BASELINE_CHECKLIST.md` for the current manual baseline capture
set.
### 2. Refresh The Shader And Material Inventory When Needed
### 2. Refresh The Shader And Material Inventory
The inventory is useful before significant rendering work. It reports:
The inventory is useful because scene split, URP, and recent visual fixes changed the
project enough that we should regenerate it before significant rendering work.
Immediate deliverable: a report containing:
- all shaders under `Assets/`
- all materials and the shader each material uses
@@ -77,6 +78,9 @@ The inventory is useful before significant rendering work. It reports:
- `UnityUI.cginc`
- tessellation
This report can be generated by an editor script or a small external scanner. The
important bit is making it repeatable so we can measure progress during migration.
Run `Eagle0 > Rendering > Generate URP Migration Inventory` in the Unity editor to
generate the current report. The tool writes markdown and CSV files under Unity
`Temp/urp_migration/`, so running it should not dirty project assets.
@@ -88,7 +92,7 @@ assets.
`docs/URP_SHADER_DEBT_INVENTORY.md` records the current production-vs-package
classification for remaining Built-in-style shader patterns.
Current inventory snapshot:
Current inventory snapshot from June 12, 2026:
- Render pipeline settings are URP for both graphics default and active quality.
- Post Processing Stack reference hits are still zero.
@@ -98,14 +102,10 @@ Current inventory snapshot:
probe. Current production shader references are concentrated in TextMeshPro,
Eagle custom map/effect shaders, Shardok grid/fire materials, and a small number
of standard-material beast assets.
- The project-owned Eagle and Shardok production custom shaders have been hardened
for URP and passed Windows Unity builds after merge.
- Project-owned runtime-created Eagle/Shardok materials now use serialized shader or
material references instead of project shader-name fallbacks.
- No project-owned production shader under `Assets/Eagle` or `Assets/Shardok`
currently contains the scanned Built-in-era shader patterns.
- Package/third-party shader debt remains documented but is not on the production
path unless a future inventory run finds new references.
- Highest production custom shader priorities remain `Eagle/ProvinceMap`,
`Eagle/ProvinceWeatherMap`, `Eagle/ProvinceParticle`,
`Eagle/ClipRectParticleUnlit`, `Shardok/Fire Overlay`, and the Shardok
hex/overlay materials.
### 3. Verify Legacy Post Processing Usage
@@ -113,22 +113,25 @@ The project no longer depends on `com.unity.postprocessing`. The old references
limited to an unused Orc/Ogre sample scene profile and scene-template type metadata,
not production scenes.
Keep the project free of Post Processing Stack v2 references and use the inventory
report to catch regressions.
Immediate deliverable: keep the project free of Post Processing Stack v2 references
and use the inventory report to catch regressions.
If references reappear:
- document the exact scene/camera/profile usage
- either remove the stale dependency or plan the equivalent URP Volume settings
This is a good small PR because it either deletes a risky dependency now or precisely
scopes the later migration work.
### 4. Keep Drought Effects URP-Friendly
The old `Eagle/HeatShimmer` shader used a Built-in-style `GrabPass`, but shimmer was
already disabled in `DroughtEffect` because it did not work well with the UI Canvas.
Drought now intentionally uses the animated sun overlay as its current visual signal.
Keep drought visuals free of `GrabPass` unless we intentionally add a new
URP-friendly effect.
Immediate deliverable: keep drought visuals free of `GrabPass` unless we intentionally
add a new URP-friendly effect.
If stronger drought visuals are needed later, prefer:
@@ -136,23 +139,31 @@ If stronger drought visuals are needed later, prefer:
- a small particle/sprite effect around the sun icon
- a URP renderer feature only if screen-space distortion is truly worth the complexity
### 5. Leave Third-Party Shader Conversion Demand-Driven
### 5. Check Third-Party URP Paths
The riskiest third-party shader set is Polytope Studio. Do not hand-convert package
shader sets speculatively.
The riskiest third-party shader set is Polytope Studio. The plan should not assume
hand conversion until we know whether vendor URP variants exist or whether a current
package update has already solved part of this.
Immediate deliverable: for each paid/third-party visual package, record:
- current installed version
- whether a URP-compatible version exists
- whether upgrading is license/account-accessible
- whether the package is still used in production scenes
`docs/URP_THIRD_PARTY_ASSET_AUDIT.md` records the current production GUID-reference
scan. The important result is that production assets use Polytope character prefabs
for Eagle beast effects, but the Polytope environment/water assets that still contain
`GrabPass` were not found on the production path.
If a future visible regression or inventory update makes third-party conversion
necessary, record:
Prioritize:
- current installed version
- whether a URP-compatible version exists
- whether upgrading is license/account-accessible
- whether the package is still used in production scenes
- Polytope Studio lowpoly character/environment shaders
- GUI Pro Kit Fantasy RPG shaders
- Modern UI Pack
- RRFreelance Orc/Ogre shaders
- DungeonMonsters2D sprite/animation shaders
### 6. Keep Probe Guidance For Future Pipeline Experiments
@@ -163,21 +174,23 @@ a template for future risky pipeline experiments, not as current migration guida
Use `docs/URP_PROBE_PLAYBOOK.md` when we need to measure a future Unity or render
pipeline change cheaply before committing to a mergeable branch.
## Known Maintenance Risks
## Current Known Risks
| Risk | Why It Matters | Right-Now Action |
|---|---|---|
| `UnityUI.cginc` usage in package shaders | URP does not provide the same include path/semantics for hand-authored shaders | Leave package-managed TMP shaders alone unless a visible regression appears. |
| `GrabPass` in unused package shaders | No direct URP equivalent | Ignore until production starts referencing those assets. |
| Surface shaders in third-party packages | URP does not support Built-in surface shader generation | Covered by beast material compatibility on current production paths; convert only for a visible regression. |
| Post Processing Stack v2 | Replaced by URP Volume system | Keep package and runtime/project-setting references from returning. |
| Scene lighting | URP lighting/shadow settings differ from BiRP | Baseline and rebake only for visible regressions or intentional lighting work. |
| Render ordering | Shardok and Eagle overlays depend on careful layering | Include affected overlays in baseline whenever render order changes. |
| `ProvinceMapShader` | Core Eagle map rendering: province IDs, borders, ocean animation, faction highlighting, clipping | Audit inputs/properties and baseline screenshots |
| `UnityUI.cginc` usage | URP does not provide the same include path/semantics | Inventory exact shader uses; plan replacement clipping helpers |
| `GrabPass` | No direct URP equivalent | Drought shimmer is removed/deferred; Polytope water shaders are present but not currently production-referenced |
| Surface shaders | URP does not support Built-in surface shader generation | Inventory and convert or replace |
| Polytope Studio shaders | Human-type Eagle beast effects use Polytope character prefabs with Built-in surface shaders | Check vendor URP availability before hand conversion; prioritize character materials over unused environment shaders |
| Post Processing Stack v2 | Replaced by URP Volume system | Verify whether production scenes use it |
| Scene lighting | URP lighting/shadow settings differ from BiRP | Baseline and rebake only after shader work is stable |
| Render ordering | Recent Shardok fixes rely on careful labels/fire/bridge ordering | Include Shardok overlay cases in baseline |
## Follow-Up Strategy
Main now carries the completed URP switch. Future rendering work should be split by
observable behavior:
Main now carries the URP switch. Future rendering work should be split by observable
behavior:
- **Compatibility fixes**: small PRs for specific pink/missing/dark assets.
- **Render ordering fixes**: small PRs for Shardok/Eagle layer order regressions.
@@ -188,7 +201,7 @@ observable behavior:
This keeps the project from accumulating another broad, hard-to-revert rendering PR.
## Completed Phases
## Long-Term Phases
### Phase 0: Preparation And Switch
@@ -198,8 +211,6 @@ This keeps the project from accumulating another broad, hard-to-revert rendering
- Drought visual decision: complete, use non-GrabPass visual signal
- Third-party URP availability check: documented
- Disposable URP probe findings: superseded by the merged URP switch
- CI guardrails for pipeline settings, runtime shader lookup, project shader
patterns, and beast-material compatibility: complete
### Phase 1: Pipeline Setup
@@ -210,25 +221,26 @@ This keeps the project from accumulating another broad, hard-to-revert rendering
- Run Unity's Render Pipeline Converter: complete for the merged switch
- Keep a record of every auto-converted material: use the inventory/audit tools
### Phase 2: Runtime Visual QA And Cleanup
### Phase 2: Core Custom Shaders
Project-owned custom shader conversion, shader-name fallback cleanup, and deletion
cleanup are complete. Current CI coverage keeps the URP pipeline assigned, required
runtime shader references serialized, required player-runtime-only shaders included,
project-owned Eagle/Shardok shaders free of scanned Built-in-only patterns, key
Addressables labels covered, and major Eagle/Shardok visual wiring guarded.
Highest priority:
Runtime visual QA was completed during playtesting. Known regressions from that pass
were fixed before the migration was called done.
- `ProvinceMapShader`
- `ProvinceWeatherMapShader`
- `ProvinceWeatherShader`
- `ProvinceParticleShader`
- `ClipRectParticleUnlit`
- `maskShader`
- `Hex Mesh Shader`
Follow-up notes:
Conversion notes:
- Use `docs/URP_VISUAL_BASELINE_CHECKLIST.md` for each future rendering follow-up.
- Keep screenshots in an ignored local directory, not in git.
- Treat package/third-party shader conversions as response work for visible
regressions or new production references, not as speculative cleanup.
- Replace Built-in includes such as `UnityCG.cginc`.
- Replace `UnityUI.cginc` clipping with URP-compatible code.
- Preserve stencil operations, render queues, texture lookups, and property names.
- Test map interactions, not just static rendering.
### Phase 3: GrabPass And Special Effects Maintenance
### Phase 3: GrabPass And Special Effects
- Keep drought visuals on the current animated sun overlay unless a new URP-friendly
effect is intentionally added.
@@ -237,23 +249,22 @@ Follow-up notes:
- Avoid leaving screen-space effects until the end; they are likely to drive renderer
feature requirements.
### Phase 4: Third-Party Shaders Maintenance
### Phase 4: Third-Party Shaders
- Upgrade packages where vendor URP shaders exist and a production need appears.
- Convert remaining PBR/toon/vegetation shaders manually only for production
references or visible regressions.
- Upgrade packages where vendor URP shaders exist.
- Convert remaining PBR/toon/vegetation shaders manually.
- Prefer replacement or deletion for unused demo-only assets.
### Phase 5: Materials, Lighting, And Post Processing Maintenance
### Phase 5: Materials, Lighting, And Post Processing
- Batch-update materials only for production paths or visible regressions.
- Replace Post Processing Stack v2 with URP Volumes only if a production need returns.
- Rebake lighting for production scenes when scene lighting is intentionally changed.
- Tune shadow and HDR settings when visual QA or performance work justifies it.
- Batch-update remaining materials.
- Replace Post Processing Stack v2 with URP Volumes if still needed.
- Rebake lighting for production scenes.
- Tune shadow and HDR settings.
### Phase 6: Validation Maintenance
### Phase 6: Validation
Required visual QA for future rendering changes:
Required visual QA:
- Connection lobby
- Eagle map and command flows
@@ -265,26 +276,23 @@ Required visual QA for future rendering changes:
## Rough Effort
| Work | Status |
|---|---|
| Preparation/probe | Complete |
| Pipeline setup | Complete |
| Core custom shaders | Complete |
| Runtime shader/build guardrails | Complete; project-owned runtime paths use serialized shader/material references |
| GrabPass/special effects | Deferred until a production reference or new effect need appears |
| Third-party shaders/materials | Covered by runtime compatibility and visual QA unless a visible regression appears |
| Lighting/post-processing | No current Post Processing Stack dependency; rebake/tune only for visible regressions |
| QA/polish | Completed for the migration; repeat for future rendering changes |
| Work | Best Case | Realistic | Worst Case |
|---|---|---|---|
| Preparation/probe | 2-4 days | 1 week | 2 weeks |
| Core custom shaders | 1.5 weeks | 2-3 weeks | 4 weeks |
| GrabPass/special effects | 2-4 days | 1-2 weeks | 3 weeks |
| Third-party shaders/materials | 1.5 weeks | 2-3 weeks | 4 weeks |
| Lighting/post-processing | 3-5 days | 1-2 weeks | 2 weeks |
| QA/polish | 1 week | 2 weeks | 3 weeks |
| **Total** | **5-7 weeks** | **8-12 weeks** | **16+ weeks** |
The biggest variable is still third-party shader conversion. Vendor URP packages or
asset deletion can shrink this significantly.
## Key Reminders
- URP is already enabled on main; keep follow-up work narrowly scoped.
- Project-owned shader-name fallbacks should stay out of runtime-created materials;
use serialized shader/material references instead.
- `Shader.Find` remains acceptable for Unity/URP-provided shader names inside
third-party compatibility shims, where there is no project asset to serialize.
- Do not hand-convert package shaders unless runtime visual QA exposes a concrete
regression or a new production reference appears.
- Do not switch main to URP as a first step.
- Do not leave `ProvinceMapShader`, `UnityUI.cginc`, or `GrabPass` work until the end.
- Keep C# changes minimal; current rendering scripts mostly set material properties.
- Preserve recent Shardok render-order behavior while changing pipelines.
- Treat screenshots as migration tests; compilation alone is not meaningful here.
+13 -12
View File
@@ -1,11 +1,11 @@
# URP Probe Playbook
Last refreshed: 2026-06-14
Last refreshed: 2026-06-12
This playbook is historical reference for the disposable URP probe described in
`docs/URP_MIGRATION_PLAN.md`. The URP migration is complete; keep this only as a
template for future risky render-pipeline experiments. A probe branch is not a
production branch and should not be merged as-is.
`docs/URP_MIGRATION_PLAN.md`. URP is now enabled on main; keep this as a template
for future risky render-pipeline experiments. A probe branch is not a production
branch and should not be merged as-is.
## Goals
@@ -67,14 +67,15 @@ experimental. Prefer opening the PR from `codex/urp-probe-findings`.
## Expected High-Risk Areas
- Eagle map rendering:
- province colors, borders, and ocean animation
- weather overlays and province particles
- beast effects on the map and in notifications
- Shardok map rendering:
- terrain, bridges, fire overlays, and grid overlays
- foreground UI/effect overlays
- unit labels/icons over fires, bridges, and one-shot animations
- Eagle province map shaders:
- `ProvinceMapShader`
- `ProvinceWeatherMapShader`
- `ProvinceWeatherShader`
- `ProvinceParticleShader`
- Shardok map and overlay shaders:
- `Hex Mesh Shader`
- `maskShader`
- `ClipRectParticleUnlit`
- Third-party 3D materials:
- Polytope Studio character prefabs used by Eagle human-type beast effects
- RRFreelance Orc/Ogre materials used by `OgreEffect`
+38 -77
View File
@@ -1,11 +1,11 @@
# URP Shader Debt Inventory
Last refreshed: 2026-06-14
Last refreshed: 2026-06-12
This inventory classifies remaining Built-in Render Pipeline shader patterns after
the completed URP switch. The project is running URP, but some package shader source
files still use Built-in-era helpers or features. That is package/vendor debt, not
evidence that the old pipeline is active and not an active migration blocker.
the URP switch. The project is running URP, but some shader source files still use
Built-in-era helpers or features. That is shader debt, not evidence that the old
pipeline is active.
## Scan Method
@@ -35,85 +35,30 @@ serialized assets under:
This catches serialized production references. It does not prove runtime code never
loads an asset by path, but it separates game-path shader debt from package/demo
noise well enough to decide whether future rendering work is needed.
noise well enough to prioritize follow-up PRs.
## Summary
| Bucket | Shader Assets With Built-in Patterns | Serialized Production References |
|---|---:|---:|
| Project-owned production shaders | 0 | 0 referenced |
| Project-owned runtime-loaded shaders | 0 | 0 serialized refs |
| Project-owned unreferenced shaders | 0 | 0 referenced |
| Project-owned production shaders | 9 | 7 referenced |
| TextMeshPro package shaders | 17 | 1 referenced |
| Third-party/package shaders | 25 | 0 referenced |
Project-owned runtime-created materials now use serialized shader or material
references for Eagle weather, Eagle fireworks, Shardok foreground UI/effects, and
Shardok foreground text. Remaining production `Shader.Find` usage is limited to
Unity/URP-provided shader names inside `BeastMaterialCompatibility`, plus
third-party package code outside our ownership.
## Highest Priority: Referenced Project-Owned Shaders
## Completed Project-Owned Shader Hardening
These production shaders have been converted to URP-compatible HLSL and passed the
Windows Unity build after merge.
| Shader | Production References | Completion Notes |
|---|---|---|
| `Assets/Eagle/Shaders/ProvinceMapShader.shader` | `Assets/Eagle/Materials/ProvinceMapMaterial.mat` | Converted with province color, border, ocean, and UI clipping behavior preserved. |
| `Assets/Eagle/Shaders/ProvinceWeatherMapShader.shader` | `Assets/Eagle/Materials/ProvinceWeatherMapMaterial.mat` | Converted with weather lookup, overlay alignment, clipping, and initialized effect/tint values. |
| `Assets/Eagle/Shaders/ProvinceWeatherShader.shader` | `Assets/Eagle/Weather/BlizzardEffect.mat`, `Assets/Eagle/Weather/DroughtEffect.mat`, `Assets/Eagle/Weather/FloodEffect.mat` | Converted for the live drought/flood/blizzard material path. |
| `Assets/Eagle/Shaders/ProvinceParticleShader.shader` | `Assets/Eagle/Effects/ProvinceParticleMaterial.mat` | Converted for Eagle map province particles. Weather effect prefabs serialize the shared particle material instead of relying on shader-name fallback. |
| `Assets/Eagle/Shaders/ClipRectParticleUnlit.shader` | `Assets/Eagle/Effects/Fireworks.prefab`, `Assets/Eagle/Effects/ParticleAlphaBlendMaterial.mat`, `Assets/Eagle/Effects/ParticleStandardUnlitMaterial.mat` | Converted for Eagle one-shot effects and clipped particle UI paths; Fireworks serializes this shader instead of using shader-name fallback. |
| `Assets/Eagle/maskShader.shader` | Formerly `Assets/Eagle/Materials/map_color_nolabels.mat`, `Assets/Eagle/Materials/map_color_whitened.mat` | Deleted after confirming the serialized material path was stale. |
| `Assets/Hex Mesh Shader.shader` | None | Deleted after confirming no serialized or code references to the asset, shader name, or GUID. |
| `Assets/Shardok/ShardokFireOverlay.shader` | `Assets/Shardok/ShardokFireOverlay.mat` | Converted with the Shardok fire overlay layering path preserved. |
| `Assets/Shardok/Shaders/ForegroundUIOverlay.shader` | Serialized Shardok foreground UI/effect shader references | URP pass is serialized on the Shardok scene/container and included in `ProjectSettings/GraphicsSettings.asset`; the stale Built-in fallback pass has been removed. |
| `Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader` | Serialized Shardok foreground text shader references | Serialized on the Shardok scene/container and included in `ProjectSettings/GraphicsSettings.asset` for required foreground text overlay material. |
## CI Guardrails
- `URPPipelineSettingsTests` keeps Graphics and Quality settings on the same URP
pipeline asset.
- `RuntimeShaderValidationTests` keeps required runtime shader assets present,
serialized Shardok foreground shader references assigned, and player-runtime-only
shaders listed in Always Included Shaders.
- `WeatherEffectMaterialTests` keeps Eagle flood/blizzard prefabs wired to the
shared URP province particle material and prevents shader-name fallbacks from
returning to those runtime paths.
- `EpidemicEffectMaterialTests` keeps Eagle epidemic particles wired to the shared
clipped particle material.
- `EagleMapMaterialWiringTests` keeps Eagle map/weather controllers wired to the
project map materials and expected URP shaders.
- `ProjectShaderPatternTests` fails if project-owned Eagle/Shardok shaders
reintroduce the scanned Built-in-only patterns.
- `RuntimeShaderFindUsageTests` fails if project-owned Eagle/Shardok runtime
scripts reintroduce shader-name lookups outside documented compatibility shims.
- `BeastMaterialCompatibilityTests` keeps runtime third-party beast material
conversion covered.
- `ProvinceBeastsControllerTests` keeps Eagle beast content names routed to
specific animated effect prefabs instead of silently falling back to the generic
circling-bird effect.
- `FireworksEffectTests` keeps the fireworks prefab wired to the project-owned
clipped particle shader and prevents shader-name fallback from returning.
- `TutorialSpriteAssetTests` keeps tutorial TMP sprite assets and the shared dialogue
panel instruction sprite asset renderable.
- `ProvinceActionAnimatorSpriteTests` keeps Eagle action animation sprite fields
assigned in the Eagle scene.
- `PostProcessingStackRemovalTests` keeps legacy Post Processing Stack v2 package
and runtime/project-setting references from returning.
- `ProductionShaderReferenceTests` keeps shaders with Built-in-only patterns, and
materials that use them, off the production serialized asset path except for the
package-managed TextMeshPro shader family.
## Highest Priority: Referenced Project-Owned Shader Debt
No project-owned production shader under `Assets/Eagle` or `Assets/Shardok`
currently contains the scanned Built-in-era shader patterns.
These are the URP hardening targets that are actually referenced by production
assets.
| Shader | Patterns | Production References | Recommended Action |
|---|---|---|---|
| None | None | None | No active migration work. Re-run inventory after future rendering changes. |
| `Assets/Eagle/Shaders/ProvinceMapShader.shader` | `UnityCG.cginc`, `UnityUI.cginc` | `Assets/Eagle/Materials/ProvinceMapMaterial.mat` | Convert includes/clipping to URP-compatible code, then baseline Eagle province colors, borders, ocean, faction highlights, and selected province state. |
| `Assets/Eagle/Shaders/ProvinceWeatherMapShader.shader` | `UnityCG.cginc`, `UnityUI.cginc` | `Assets/Eagle/Materials/ProvinceWeatherMapMaterial.mat` | Convert with province map shader; baseline weather map overlay alignment and clipping. |
| `Assets/Eagle/Shaders/ProvinceWeatherShader.shader` | `UnityCG.cginc`, `UnityUI.cginc` | `Assets/Eagle/Weather/BlizzardEffect.mat`, `Assets/Eagle/Weather/DroughtEffect.mat`, `Assets/Eagle/Weather/FloodEffect.mat` | Convert weather effect shader; baseline drought, flood, and blizzard/rain overlays. |
| `Assets/Eagle/Shaders/ProvinceParticleShader.shader` | `UnityCG.cginc` | `Assets/Eagle/Effects/ProvinceParticleMaterial.mat` | Convert after map/weather shaders; baseline province particles and popup clipping. |
| `Assets/Eagle/Shaders/ClipRectParticleUnlit.shader` | `UnityCG.cginc` | `Assets/Eagle/Effects/Fireworks.prefab`, `Assets/Eagle/Effects/ParticleAlphaBlendMaterial.mat`, `Assets/Eagle/Effects/ParticleStandardUnlitMaterial.mat` | Convert particle helper shader; baseline Eagle one-shot effects and popup clipping. |
| `Assets/Eagle/maskShader.shader` | `UnityCG.cginc`, `UnityUI.cginc` | `Assets/Eagle/Materials/map_color_nolabels.mat`, `Assets/Eagle/Materials/map_color_whitened.mat` | Confirm whether these materials are still used at runtime; convert or delete stale material path. |
| `Assets/Shardok/ShardokFireOverlay.shader` | `UnityCG.cginc` | `Assets/Shardok/ShardokFireOverlay.mat` | Convert separately from Eagle; baseline terrain < bridge < fire < grid < labels/icons < animations ordering. |
## Referenced Package Shader
@@ -121,6 +66,13 @@ currently contains the scanned Built-in-era shader patterns.
|---|---|---|---|
| `Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader` | `UnityCG.cginc`, `UnityUI.cginc`, `UNITY_MATRIX_` | 16 tutorial sprite assets under `Assets/Tutorial/Sprite Assets/` | Leave alone unless Unity/URP surfaces a visible TextMeshPro sprite regression. Prefer package/vendor updates over hand-editing TMP package shaders. |
## Project-Owned Hits Without Serialized Production References
| Shader | Patterns | Recommended Action |
|---|---|---|
| `Assets/Hex Mesh Shader.shader` | `#pragma surface` | Candidate for deletion or archival if no runtime path uses it. Current Shardok scene uses the newer layered render stack, not this serialized shader path. |
| `Assets/Shardok/Shaders/ForegroundUIOverlay.shader` | `UnityCG.cginc`, `UnityUI.cginc` | Confirm whether runtime code loads it by path; if not, delete or leave as low-priority debt. |
## Third-Party And Package Hits Without Serialized Production References
These files still contain Built-in-only shader patterns, but the current GUID scan
@@ -135,11 +87,20 @@ not as urgent game-path blockers.
| TextMeshPro package shaders | TMP SDF/bitmap/surface shaders | `UnityCG.cginc`, `UnityUI.cginc`, `UNITY_MATRIX_`, surface shader variants | Prefer package updates. Avoid editing package shaders unless a concrete TMP visual regression exists. |
| Clown.fat and TileableBridgePack | Toony shaders, bridge cutout shader | `#pragma surface`, `UnityCG.cginc`, `UNITY_MATRIX_` | Leave as low priority unless a production reference appears. |
## Maintenance Guidance
## Suggested Follow-Up PR Order
Runtime visual QA for the URP migration was completed during playtesting and known
regressions from that pass were fixed. Leave unreferenced third-party/package shaders
alone until they have a visible regression or production reference.
1. Convert `ProvinceMapShader` and `ProvinceWeatherMapShader` together. They share
map/clipping concerns and should be tested with the same Eagle map baselines.
2. Convert `ProvinceWeatherShader`. Test drought, flood, blizzard/rain, and popup
clipping.
3. Convert Eagle particle shaders: `ProvinceParticleShader` and
`ClipRectParticleUnlit`.
4. Investigate `maskShader` usage. Delete stale materials if unused; convert only
if still on the runtime path.
5. Convert `ShardokFireOverlay.shader` in its own PR with Shardok layering
screenshots.
6. Leave unreferenced third-party/package shaders alone until they have a visible
regression or production reference.
Future rendering PRs should use `docs/URP_VISUAL_BASELINE_CHECKLIST.md` and include
affected screenshots in an ignored local directory, not in git.
Each conversion PR should use `docs/URP_VISUAL_BASELINE_CHECKLIST.md` and include
the affected screenshots in an ignored local directory, not in git.
+14 -22
View File
@@ -1,9 +1,9 @@
# URP Third-Party Asset Audit
Last refreshed: 2026-06-14
Last refreshed: 2026-06-11
This audit scopes third-party visual packages after the completed URP migration. It
is based on a GUID reference scan from production Unity assets under:
This audit scopes third-party visual packages for the URP migration. It is based on
a GUID reference scan from production Unity assets under:
- `Assets/Scenes`
- `Assets/Eagle`
@@ -18,16 +18,16 @@ is based on a GUID reference scan from production Unity assets under:
The scan maps GUIDs from each package folder, then finds production scenes,
prefabs, materials, controllers, assets, and scripts that reference those GUIDs.
It does not prove runtime code never loads assets by path, but it catches the
serialized references that matter most for future render-pipeline maintenance.
serialized references that matter most for a render-pipeline migration.
## Summary
| Package | Production Use | URP Risk | Notes |
|---|---:|---|---|
| Polytope Studio | 20 refs / 18 assets | Medium | Used by Eagle human-type beast effects. Runtime beast-material compatibility converts active renderers to URP materials; production refs are character prefabs, not environment/water assets. |
| Polytope Studio | 20 refs / 18 assets | High | Used by Eagle human-type beast effects. Production refs are character prefabs, not environment/water assets. |
| GUI Pro Kit Fantasy RPG | 138 refs / 58 assets | Low | Production use is UI sprites/icons. No package shader dependency found in production refs. |
| Modern UI Pack v4.2.0 | 23 refs / 6 assets | Low | Production use is UI textures/icons. |
| RRFreelance Orc/Ogre | 2 refs / 2 assets | Medium | Ogre effect uses custom Built-in surface shaders in source assets, but active renderers are covered by runtime beast-material compatibility under URP. |
| RRFreelance Orc/Ogre | 2 refs / 2 assets | High | Ogre effect uses custom Built-in surface shaders. |
| DungeonMonsters2D | 12 refs / 12 assets | Medium | 2D monster prefabs for Eagle beast effects. Expected to be mostly SpriteRenderer/Animator; keep covered in beast-effect visual checks. |
| Animal pack deluxe v2 | 7 refs / 7 assets | Medium | Elephant effect and controller refs. Verify lit-material conversion. |
| Animal pack deluxe | 24 refs / 24 assets | Medium | Multiple Eagle animal beast effects. Verify lit-material conversion. |
@@ -47,7 +47,7 @@ serialized references that matter most for future render-pipeline maintenance.
| HoneyBadger | 2 refs / 1 asset | Medium | Honey badger effect mesh/animation. Verify material conversion. |
| Raccoon | 2 refs / 1 asset | Medium | Raccoon effect mesh/animation. Verify material conversion. |
## Runtime Beast Findings
## Highest-Risk Findings
### Polytope Studio
@@ -63,10 +63,6 @@ Production assets reference Polytope character prefabs for Eagle map effects:
These prefabs ultimately use `PT_NPC_Mat`, which references
`Polytope Studio/Lowpoly_Characters/Sources/Modular_NPC/Shaders/PT_Modular_NPC_Shader_PBR.shader`.
That shader uses Built-in surface shader generation and is not URP-ready as-is.
At runtime, Eagle beast effects pass their renderers through
`BeastMaterialCompatibility.ConfigureRenderer`, which replaces non-URP materials
with URP/Lit materials and bakes Polytope palette textures when needed. Treat this
as covered by the compatibility path unless a future visual regression appears.
Polytope environment and water shaders still exist in the project and include
Built-in-only features such as `GrabPass`, `UnityCG.cginc`, surface shaders, and
@@ -82,24 +78,20 @@ Production assets reference the Orc/Ogre package from:
- `Assets/Eagle/Effects/OgreMapAnims.controller`
The custom materials reference package shaders that use Built-in surface shader
generation in the source assets:
generation:
- `RRFreelance-Characters/Orc-Ogre/Shaders/OgreShader.shader`
- `RRFreelance-Characters/Orc-Ogre/Shaders/ArmorShader2sided.shader`
- `RRFreelance-Characters/Orc-Ogre/Shaders/WeaponShader.shader`
At runtime, the Eagle monster-effect path also uses
`BeastMaterialCompatibility.ConfigureRenderer`, so these renderers should be
left on the compatibility path unless the Ogre effect becomes pink, dark, or
otherwise visibly broken.
This should be converted, replaced with URP/Lit-compatible materials, or swapped
for standard materials during the URP migration.
## Maintenance Guidance
## Recommended URP Order
The URP migration is complete; do not convert third-party packages speculatively.
1. Keep the runtime beast-effect compatibility path covered by existing tests and
future visual checks when beast rendering changes.
2. If compatibility leaves a beast pink, dark, or visibly broken, replace the affected
1. Keep the runtime beast-effect compatibility path covered by visual checks before
replacing it with vendor URP materials.
2. If the converter leaves them pink or visually broken, replace the affected
materials with URP/Lit materials before touching unused demo-only shader packs.
3. Leave Polytope water/vegetation/environment conversion until a production
reference appears. They are noisy in the shader inventory but not currently on
+7 -8
View File
@@ -1,10 +1,9 @@
# URP Visual Baseline Checklist
Use this checklist before any future branch changes render-pipeline settings, custom
shaders, materials, lighting, camera layering, or render order. The URP migration is
complete; this checklist is now a maintenance tool. The goal is not exhaustive
gameplay QA, but a stable set of visual states that can be compared by eye after
rendering changes.
Use this checklist before any URP follow-up branch changes render-pipeline settings,
custom shaders, materials, lighting, camera layering, or render order. The goal is
not exhaustive gameplay QA; it is a stable set of visual states that can be compared
by eye after rendering changes.
Save screenshots under:
@@ -48,7 +47,7 @@ write a timestamped Game view capture to that directory.
## Acceptance Notes
For each rendering follow-up, record:
For each URP rendering follow-up, record:
- Unity version and branch name.
- Screenshot directory.
@@ -57,5 +56,5 @@ For each rendering follow-up, record:
- Any render-order differences, especially Shardok overlays and Eagle beast effects.
- Whether the difference is acceptable, needs shader work, or needs asset/material work.
Do not merge a rendering branch until the affected Connection, Eagle, Shardok, or
Settings baseline captures are visually acceptable.
Do not merge a URP rendering branch until the affected Connection, Eagle, Shardok,
or Settings baseline captures are visually acceptable.
+53 -15
View File
@@ -1,30 +1,68 @@
#!/bin/bash
set -euo pipefail
set -euxo pipefail
REPO_ROOT="$(cd "$(dirname "$0")/.." && pwd)"
UNITY_ROOT="$REPO_ROOT/src/main/csharp/net/eagle0/clients/unity/eagle0"
PLUGIN_DIR="$UNITY_ROOT/Assets/Plugins/Eagle0Protos"
GENERATED_SOURCES_DIR="$UNITY_ROOT/Assets/GeneratedProtos"
PROTO_DLL_TARGET="//src/main/csharp/net/eagle0/clients/unity/eagle0:eagle0_protos"
PROTO_DLL_OUTPUT="$REPO_ROOT/bazel-bin/src/main/csharp/net/eagle0/clients/unity/eagle0/eagle0_protos/netstandard2.1"
OUTPUT_DIR="$UNITY_ROOT/Assets/GeneratedProtos"
/bin/echo "Building C# protobuf DLL..."
bazel build "$PROTO_DLL_TARGET"
# All C# protobuf generation targets
TARGETS=(
"//src/main/protobuf/net/eagle0/common:common_csharp_proto_srcs"
"//src/main/protobuf/net/eagle0/shardok/storage:storage_csharp_proto_srcs"
"//src/main/protobuf/net/eagle0/shardok/common:common_csharp_proto_srcs"
"//src/main/protobuf/net/eagle0/shardok/api:api_csharp_proto_srcs"
"//src/main/protobuf/net/eagle0/eagle/common:common_csharp_proto_srcs"
"//src/main/protobuf/net/eagle0/eagle/views:views_csharp_proto_srcs"
"//src/main/protobuf/net/eagle0/eagle/api:api_csharp_proto_srcs"
"//src/main/protobuf/net/eagle0/eagle/api:api_csharp_grpc_srcs"
"//src/main/protobuf/net/eagle0/eagle/api/command/util:util_csharp_proto_srcs"
)
/bin/echo "Syncing generated protobuf DLL to $PLUGIN_DIR..."
# Subdirectory for each target (avoids filename collisions across packages)
SUBDIRS=(
"net/eagle0/common"
"net/eagle0/shardok/storage"
"net/eagle0/shardok/common"
"net/eagle0/shardok/api"
"net/eagle0/eagle/common"
"net/eagle0/eagle/views"
"net/eagle0/eagle/api"
"net/eagle0/eagle/api"
"net/eagle0/eagle/api/command/util"
)
/bin/echo "Building C# protobuf sources..."
bazel build "${TARGETS[@]}"
/bin/echo "Syncing generated .cs files to $OUTPUT_DIR..."
# Stage new files in a temp directory, then rsync to preserve timestamps
# on unchanged files. This avoids triggering Unity reimport when protos
# haven't changed, saving ~7 minutes of script recompilation.
STAGING_DIR=$(mktemp -d)
trap "rm -rf '$STAGING_DIR'" EXIT
cp "$PROTO_DLL_OUTPUT/Eagle0Protos.dll" "$STAGING_DIR/"
cp "$PROTO_DLL_OUTPUT/Eagle0Protos.xml" "$STAGING_DIR/"
for i in "${!TARGETS[@]}"; do
target="${TARGETS[$i]}"
subdir="${SUBDIRS[$i]}"
# Convert target label to bazel-bin path
# //src/main/protobuf/net/eagle0/common:common_csharp_proto_srcs
# -> bazel-bin/src/main/protobuf/net/eagle0/common/common_csharp_proto_srcs
target_path="${target#//}"
pkg="${target_path%%:*}"
name="${target_path##*:}"
bin_dir="$REPO_ROOT/bazel-bin/$pkg/$name"
dest_dir="$STAGING_DIR/$subdir"
mkdir -p "$dest_dir"
find "$bin_dir" -name "*.cs" -exec cp {} "$dest_dir/" \;
done
# Sync only changed files and delete removed ones; --checksum compares
# content not timestamps so unchanged files keep their original mtime.
mkdir -p "$PLUGIN_DIR"
rsync -rc --delete --exclude "*.meta" "$STAGING_DIR/" "$PLUGIN_DIR/"
mkdir -p "$OUTPUT_DIR"
rsync -rc --delete "$STAGING_DIR/" "$OUTPUT_DIR/"
rm -rf "$GENERATED_SOURCES_DIR"
/bin/echo "Done. Generated C# proto DLL in $PLUGIN_DIR"
/bin/echo "Done. Generated C# proto sources in $OUTPUT_DIR"
-352
View File
@@ -1,352 +0,0 @@
#!/usr/bin/env python3
import argparse
import base64
from concurrent.futures import ThreadPoolExecutor, as_completed
import hashlib
import json
import os
from pathlib import Path
import random
import time
import urllib.error
import urllib.request
API_KEY_FILE = Path("src/main/scala/net/eagle0/common/llm_integration/api_keys.txt")
IMAGE_ENDPOINT = "https://api.openai.com/v1/images/generations"
APPEARANCE_PROFILES = [
"West African features, very dark brown skin",
"East African features, deep brown skin",
"North African features, olive-brown skin",
"Arabian Peninsula features, warm medium-brown skin",
"Persian features, olive skin",
"Turkic Central Asian features, tan skin",
"Mongolian features, golden-tan skin",
"North Indian features, medium-brown skin",
"South Indian features, dark brown skin",
"Bengali features, warm brown skin",
"Southeast Asian features, medium tan skin",
"Vietnamese features, light golden skin",
"Chinese features, light olive skin",
"Korean features, fair skin",
"Japanese features, fair-to-light olive skin",
"Indigenous Andean features, copper-brown skin",
"Mesoamerican features, medium brown skin",
"Native North American features, warm brown skin",
"Maori or Polynesian features, medium brown skin",
"Aboriginal Australian features, dark brown skin",
"Afro-Caribbean features, dark brown skin",
"Afro-Latin features, medium-dark brown skin",
"Brazilian mixed-heritage features, medium brown skin",
"Mexican mestizo features, tan skin",
"Mediterranean European features, olive skin",
"Iberian features, light olive skin",
"Italian features, olive skin",
"Greek features, olive skin",
"French features, light skin",
"Irish features, fair skin with freckles",
"Scottish features, ruddy fair skin",
"Nordic features, very fair skin",
"Slavic features, fair-to-light olive skin",
"Ashkenazi Jewish features, light olive skin",
"Armenian features, olive skin",
"Ethiopian highland features, medium-dark brown skin",
"Moroccan Amazigh features, tan olive skin",
"Egyptian features, warm tan skin",
"Filipino features, medium golden-brown skin",
"Pacific Islander features, warm brown skin",
]
AGE_PROFILES = [
"young adult",
"adult",
"seasoned middle-aged",
"older veteran",
]
FACE_PROFILES = [
"broad, sturdy face",
"narrow, severe face",
"round, watchful face",
"angular, weathered face",
"scarred but composed face",
"plain, practical face",
"commanding, heavy-browed face",
"tired but alert face",
]
HAIR_PROFILES = [
"cropped dark hair",
"close-cropped gray hair",
"braided black hair",
"shaved head",
"curly dark hair pulled back",
"straight black hair tied back",
"auburn hair streaked with gray",
"white hair cut short",
"dark beard and close hair",
"neat graying beard",
"coiled natural hair",
"long dark hair bound under a cap",
]
def api_key():
env_value = os.environ.get("OPENAI_API_KEY")
if env_value:
return env_value
if API_KEY_FILE.exists():
for line in API_KEY_FILE.read_text().splitlines():
line = line.strip()
if not line or line.startswith("#") or "=" not in line:
continue
key, value = line.split("=", 1)
if key.strip() == "openai_api_key":
value = value.strip()
if value and not value.startswith("your_"):
return value
raise RuntimeError(
"OpenAI API key not found. Set OPENAI_API_KEY or add openai_api_key to "
f"{API_KEY_FILE}."
)
def parse_args():
parser = argparse.ArgumentParser(
description="Generate Warden hero headshots and update generated_heroes.tsv image paths."
)
parser.add_argument(
"--hero-tsv",
default="src/main/resources/net/eagle0/eagle/generated_heroes.tsv",
help="Generated heroes TSV to read and update.",
)
parser.add_argument(
"--base-image-dir",
default=str(Path.home() / "Documents/headshots"),
help="Local headshot root that sync_headshots.sh uploads to S3.",
)
parser.add_argument(
"--model",
default="gpt-image-2",
help="OpenAI image generation model.",
)
parser.add_argument(
"--quality",
default="low",
choices=("low", "medium", "high", "auto"),
help="Image generation quality.",
)
parser.add_argument(
"--size",
default="1024x1024",
help="Generated image size.",
)
parser.add_argument(
"--limit",
type=int,
default=0,
help="Generate at most this many missing images; 0 means all missing images.",
)
parser.add_argument(
"--dry-run",
action="store_true",
help="Print planned paths without calling the API or writing files.",
)
parser.add_argument(
"--overwrite",
action="store_true",
help="Regenerate images even if the target PNG already exists.",
)
parser.add_argument(
"--concurrency",
type=int,
default=4,
help="Number of parallel image generation requests.",
)
return parser.parse_args()
def read_rows(path):
lines = path.read_text().splitlines()
fieldnames = lines[0].split("\t")
rows = []
for line in lines[1:]:
fields = line.split("\t")
row = dict(zip(fieldnames, fields))
row["_fields"] = fields
rows.append(row)
return fieldnames, rows
def write_rows(path, fieldnames, rows):
image_path_index = fieldnames.index("image_path")
lines = ["\t".join(fieldnames)]
for row in rows:
fields = list(row["_fields"])
fields[image_path_index] = row["image_path"]
lines.append("\t".join(fields))
path.write_text("\n".join(lines) + "\n")
def image_gender(row, warden_index):
gender = row["gender"]
if gender in ("male", "female"):
return gender
digest = hashlib.sha256(row["name"].encode("utf-8")).digest()
return "male" if (digest[0] + warden_index) % 2 == 0 else "female"
def image_filename(row, warden_index):
digest = hashlib.sha256(row["name"].encode("utf-8")).hexdigest()[:16]
return f"{warden_index:04d}_{digest}.png"
def choose_profile(items, row, warden_index, salt):
digest = hashlib.sha256(f"{salt}:{warden_index}:{row['name']}".encode("utf-8")).digest()
return items[int.from_bytes(digest[:4], "big") % len(items)]
def prompt_for(row, warden_index):
prime_notes = [
f"strength {row['strength']}",
f"agility {row['agility']}",
f"constitution {row['constitution']}",
f"wisdom {row['wisdom']}",
f"charisma {row['charisma']}",
]
appearance = choose_profile(APPEARANCE_PROFILES, row, warden_index, "appearance")
age = choose_profile(AGE_PROFILES, row, warden_index, "age")
face = choose_profile(FACE_PROFILES, row, warden_index, "face")
hair = choose_profile(HAIR_PROFILES, row, warden_index, "hair")
return (
"Fantasy strategy game hero portrait, square headshot composition. "
f"Create a distinctive medieval Warden named {row['name']}. "
f"Gender presentation: {row['gender']}. "
f"Appearance: {age}, {appearance}, {face}, {hair}. "
f"Personality traits: {row['personality']}. "
"The character is a jailer, keeper of prisoners, and battlefield custodian: "
"stern keys, austere authority, prison-watch uniform, no modern clothing. "
"Show a resilient, high-constitution figure with weathered endurance and moral judgment. "
f"Stat cues: {', '.join(prime_notes)}. "
"Painted realistic fantasy style, expressive face, shoulders visible, neutral background, "
"soft dramatic lighting, no text, no logo, no frame, no watermark."
)
def request_image(key, model, quality, size, prompt):
body = {
"model": model,
"prompt": prompt,
"size": size,
"quality": quality,
"n": 1,
"output_format": "png",
}
request = urllib.request.Request(
IMAGE_ENDPOINT,
data=json.dumps(body).encode("utf-8"),
headers={
"Authorization": f"Bearer {key}",
"Content-Type": "application/json",
},
method="POST",
)
with urllib.request.urlopen(request, timeout=300) as response:
response_body = json.loads(response.read().decode("utf-8"))
data = response_body["data"][0]
if "b64_json" in data:
return base64.b64decode(data["b64_json"])
if "url" in data:
with urllib.request.urlopen(data["url"], timeout=300) as response:
return response.read()
raise RuntimeError("Image response did not include b64_json or url")
def generate_with_retries(key, args, prompt, attempts=5):
for attempt in range(1, attempts + 1):
try:
return request_image(key, args.model, args.quality, args.size, prompt)
except urllib.error.HTTPError as error:
body = error.read().decode("utf-8", errors="replace")
retryable = error.code in (408, 409, 429, 500, 502, 503, 504)
if not retryable or attempt == attempts:
raise RuntimeError(f"OpenAI image request failed: {error.code} {body}") from error
except (TimeoutError, urllib.error.URLError):
if attempt == attempts:
raise
time.sleep(min(60, 2**attempt) + random.random())
def main():
args = parse_args()
hero_tsv = Path(args.hero_tsv)
base_image_dir = Path(args.base_image_dir).expanduser()
fieldnames, rows = read_rows(hero_tsv)
key = None if args.dry_run else api_key()
warden_index = 0
generation_tasks = []
for row in rows:
if row["profession"] != "warden":
continue
warden_index += 1
gender = image_gender(row, warden_index)
rel_path = f"warden/{gender}/{image_filename(row, warden_index)}"
target_path = base_image_dir / rel_path
row["image_path"] = rel_path
if target_path.exists() and not args.overwrite:
print(f"exists {rel_path}", flush=True)
continue
generation_tasks.append(
(row["name"], rel_path, target_path, prompt_for(row, warden_index))
)
if args.dry_run:
print(f"Dry run planned {warden_index} Warden image paths", flush=True)
else:
if args.limit:
generation_tasks = generation_tasks[: args.limit]
for _, _, target_path, _ in generation_tasks:
target_path.parent.mkdir(parents=True, exist_ok=True)
def generate_task(task):
name, rel_path, target_path, prompt = task
print(f"generate {rel_path} for {name}", flush=True)
image_bytes = generate_with_retries(key, args, prompt)
if not image_bytes.startswith(b"\x89PNG\r\n\x1a\n"):
raise RuntimeError(f"Generated image for {name} is not a PNG")
target_path.write_bytes(image_bytes)
return rel_path
generated_count = 0
if generation_tasks:
with ThreadPoolExecutor(max_workers=max(1, args.concurrency)) as executor:
futures = [executor.submit(generate_task, task) for task in generation_tasks]
for future in as_completed(futures):
rel_path = future.result()
generated_count += 1
print(
f"wrote {rel_path} ({generated_count}/{len(generation_tasks)})",
flush=True,
)
write_rows(hero_tsv, fieldnames, rows)
print(f"Updated {hero_tsv}; generated {generated_count} missing images", flush=True)
if __name__ == "__main__":
main()
-33
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@@ -1,33 +0,0 @@
#!/bin/bash
# Runs the repository-pinned clang-tidy binary from the workspace root.
#
# Bazel's `run` command executes clang-tidy from its runfiles tree, which makes
# workspace-relative source paths and .clang-tidy discovery fail. This wrapper
# builds the tool and then invokes the produced binary directly.
set -e
export PATH="/opt/homebrew/bin:/usr/local/bin:$PATH"
repo_root="$(git rev-parse --show-toplevel)"
if [ "$#" -eq 0 ]; then
echo "Usage: scripts/run-clang-tidy.sh [clang-tidy args] <files> [-- <compiler args>]"
echo ""
echo "Examples:"
echo " scripts/run-clang-tidy.sh --verify-config"
echo " scripts/run-clang-tidy.sh src/main/cpp/net/eagle0/shardok/library/CombatDamage.hpp -- -I$repo_root -std=c++23"
exit 2
fi
bazel build @llvm_toolchain//:clang-tidy
bazel_bin="$(bazel info bazel-bin)"
clang_tidy="$bazel_bin/external/toolchains_llvm++llvm+llvm_toolchain/clang-tidy"
if [ ! -x "$clang_tidy" ]; then
echo "Unable to find clang-tidy binary at $clang_tidy"
exit 1
fi
"$clang_tidy" --config-file="$repo_root/.clang-tidy" "$@"
-1
View File
@@ -1,7 +1,6 @@
#!/bin/zsh
/opt/homebrew/bin/s3cmd sync \
--acl-public \
--exclude="*dream_log.txt" \
--exclude="*.DS_Store" \
--delete-removed \
@@ -6,8 +6,8 @@
// Copyright © 2017 none. All rights reserved.
//
#ifndef EAGLE0_COMMON_FILESYSTEM_UTILS_HPP
#define EAGLE0_COMMON_FILESYSTEM_UTILS_HPP
#ifndef FilesystemUtils_hpp
#define FilesystemUtils_hpp
#include <string>
#include <vector>
@@ -36,4 +36,4 @@ public:
static auto LoadFromPath(const string& path) -> byte_vector;
};
#endif // EAGLE0_COMMON_FILESYSTEM_UTILS_HPP
#endif /* FilesystemUtils_hpp */
+3 -3
View File
@@ -6,8 +6,8 @@
// Copyright © 2018 none. All rights reserved.
//
#ifndef EAGLE0_COMMON_MAP_UTILS_HPP
#define EAGLE0_COMMON_MAP_UTILS_HPP
#ifndef MapUtils_hpp
#define MapUtils_hpp
#include <string>
#include <unordered_map>
@@ -19,4 +19,4 @@ auto IntForKey(const std::unordered_map<std::string, std::string>& map, const st
auto BoolForKey(const std::unordered_map<std::string, std::string>& map, const std::string& key)
-> bool;
#endif // EAGLE0_COMMON_MAP_UTILS_HPP
#endif /* MapUtils_hpp */
@@ -6,8 +6,8 @@
// Copyright © 2019 none. All rights reserved.
//
#ifndef EAGLE0_COMMON_PROTOBUF_WARNING_SUPPRESSION_HPP
#define EAGLE0_COMMON_PROTOBUF_WARNING_SUPPRESSION_HPP
#ifndef ProtobufWarningSuppression_h
#define ProtobufWarningSuppression_h
#define SUPPRESS_PROTOBUF_WARNINGS \
_Pragma("GCC diagnostic ignored \"-Wpragmas\"") \
@@ -19,4 +19,4 @@
"GCC diagnostic ignored \"-Wshorten-64-to-32\"") \
_Pragma("GCC diagnostic ignored \"-Wnested-anon-types\"")
#endif // EAGLE0_COMMON_PROTOBUF_WARNING_SUPPRESSION_HPP
#endif /* ProtobufWarningSuppression_h */
@@ -6,13 +6,11 @@
// Copyright (c) 2015 none. All rights reserved.
//
#ifndef EAGLE0_COMMON_RANDOM_GENERATOR_HPP
#define EAGLE0_COMMON_RANDOM_GENERATOR_HPP
#ifndef __eagle0__ShardokRandomGenerator__
#define __eagle0__ShardokRandomGenerator__
#include <cstddef>
#include <memory>
#include <random>
#include <vector>
class RandomGenerator;
@@ -24,10 +22,6 @@ private:
public:
RandomGenerator() = default;
RandomGenerator(const RandomGenerator&) = default;
auto operator=(const RandomGenerator&) -> RandomGenerator& = default;
RandomGenerator(RandomGenerator&&) = default;
auto operator=(RandomGenerator&&) -> RandomGenerator& = default;
virtual ~RandomGenerator() = default;
@@ -41,7 +35,7 @@ public:
template<class T>
auto RandomElement(const std::vector<T>& vec) -> T {
return vec.at(static_cast<std::size_t>(IntBelow(static_cast<int>(vec.size()))));
return vec[IntBelow((int)vec.size())];
}
static auto ChanceOpenEndedPercentileAtOrAbove(double value) -> double;
@@ -62,4 +56,4 @@ public:
auto IntBetween(int min, int max) -> int override; // inclusive, exclusive (min<=return<max)
};
#endif // EAGLE0_COMMON_RANDOM_GENERATOR_HPP
#endif /* defined(__eagle0__ShardokRandomGenerator__) */
@@ -6,11 +6,10 @@
// Copyright © 2018 none. All rights reserved.
//
#ifndef EAGLE0_COMMON_SEQUENCE_RANDOM_GENERATOR_HPP
#define EAGLE0_COMMON_SEQUENCE_RANDOM_GENERATOR_HPP
#ifndef SequenceRandomGenerator_h
#define SequenceRandomGenerator_h
#include <memory>
#include <utility>
#include <vector>
#include "src/main/cpp/net/eagle0/common/RandomGenerator.hpp"
@@ -25,22 +24,22 @@
// which produces: initial=2 (triggers open-ended), accumulated=52, final=2-52=-50
class SequenceRandomGenerator : public ::RandomGenerator {
private:
std::vector<double> sequence;
const std::vector<double> sequence;
size_t position = 0;
auto DoubleZeroToOne() -> double override {
const double nextVal = sequence.at(position);
const double nextVal = sequence[position];
position++;
if (position >= sequence.size()) { position = 0; }
return nextVal;
}
public:
explicit SequenceRandomGenerator(std::vector<double> s) : sequence(std::move(s)) {}
explicit SequenceRandomGenerator(std::vector<double> s) : sequence(std::move(s)), position(0) {}
static auto WithSequence(const std::vector<double>& s)
-> std::shared_ptr<SequenceRandomGenerator> {
return std::make_shared<SequenceRandomGenerator>(s);
}
};
#endif // EAGLE0_COMMON_SEQUENCE_RANDOM_GENERATOR_HPP
#endif /* SequenceRandomGenerator_h */
+4 -4
View File
@@ -6,14 +6,14 @@
// Copyright © 2018 none. All rights reserved.
//
#ifndef EAGLE0_COMMON_TSV_PARSER_HPP
#define EAGLE0_COMMON_TSV_PARSER_HPP
#ifndef TsvParser_hpp
#define TsvParser_hpp
#include <string>
#include <unordered_map>
#include <vector>
using StringMap = std::unordered_map<std::string, std::string>;
typedef std::unordered_map<std::string, std::string> StringMap;
// Parses a TSV, with the first column becoming map keys and subsequent columns becoming values
// for different maps in the returned vector.
@@ -23,4 +23,4 @@ public:
std::vector<StringMap> ParseColumnEntryTsv(std::string tsv);
};
#endif // EAGLE0_COMMON_TSV_PARSER_HPP
#endif /* TsvParser_hpp */
@@ -6,8 +6,8 @@
// Copyright © 2017 none. All rights reserved.
//
#ifndef EAGLE0_COMMON_BYTE_VECTOR_HPP
#define EAGLE0_COMMON_BYTE_VECTOR_HPP
#ifndef byte_vector_h
#define byte_vector_h
#include <cstdint>
#include <cstring>
@@ -184,4 +184,4 @@ inline auto operator<<(std::ostream& ostr, byte_vector vec) -> std::ostream& {
return ostr;
}
#endif // EAGLE0_COMMON_BYTE_VECTOR_HPP
#endif /* byte_vector_h */
@@ -141,8 +141,9 @@ public:
// Default implementation: no filtering, so filtered index = original index
[[nodiscard]] virtual size_t mapFilteredIndexToOriginal(
size_t filteredIndex,
const MCTSGameState& /*state*/) const {
const MCTSGameState& state) const {
// Default: no filtering, index stays the same
(void)state; // Suppress unused parameter warning
return filteredIndex;
}
@@ -157,4 +158,4 @@ public:
} // namespace mcts
} // namespace shardok
#endif // EAGLE0_MCTS_GAME_ENGINE_HPP
#endif // EAGLE0_MCTS_GAME_ENGINE_HPP
@@ -49,7 +49,6 @@ static auto IsDeterministic(const CommandType type) -> bool {
case net::eagle0::shardok::common::FORTIFY_COMMAND:
case net::eagle0::shardok::common::BECOME_OUTLAW_COMMAND:
case net::eagle0::shardok::common::HOLY_WAVE_COMMAND:
case net::eagle0::shardok::common::EVACUATE_PRISONERS_COMMAND:
case net::eagle0::shardok::common::REPAIR_COMMAND: return true;
default: return false;
}
@@ -6,8 +6,8 @@
// and flee vs fight evaluation for final round scenarios
//
#ifndef EAGLE0_SHARDOK_AI_AI_FLEE_DECISION_CALCULATOR_HPP
#define EAGLE0_SHARDOK_AI_AI_FLEE_DECISION_CALCULATOR_HPP
#ifndef AIFleeDecisionCalculator_hpp
#define AIFleeDecisionCalculator_hpp
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
@@ -63,4 +63,4 @@ private:
} // namespace shardok
#endif // EAGLE0_SHARDOK_AI_AI_FLEE_DECISION_CALCULATOR_HPP
#endif /* AIFleeDecisionCalculator_hpp */
@@ -226,7 +226,6 @@ double AIHeuristicWeighting::GetCommandWeight(
// === ZERO WEIGHT - NEVER SELECT (0.0) ===
// Explicitly bad actions
case CommandType::FLEE_COMMAND: return 0.0; // Never flee in simulation
case CommandType::EVACUATE_PRISONERS_COMMAND: return 0.0;
case CommandType::RETREAT_COMMAND: return 0.0;
case CommandType::BECOME_OUTLAW_COMMAND: return 0.0; // Never become outlaw
case CommandType::DISMISS_UNIT_COMMAND:
@@ -6,8 +6,8 @@
// Copyright © 2017 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_AI_SHARDOK_AI_CLIENT_HPP
#define EAGLE0_SHARDOK_AI_SHARDOK_AI_CLIENT_HPP
#ifndef ShardokAIClient_hpp
#define ShardokAIClient_hpp
#include <vector>
@@ -95,4 +95,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_AI_SHARDOK_AI_CLIENT_HPP
#endif /* ShardokAIClient_hpp */
@@ -91,8 +91,6 @@ auto AbstractAIScoreCalculator::CalculateUnitsScoreComponents(
case net::eagle0::shardok::storage::fb::UnitStatus_FLED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_NEVER_ENTERED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_OUTLAWED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_EVACUATED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_SECURED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RETREATED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT:
@@ -6,8 +6,8 @@
// Copyright © 2017 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_CONTROLLER_SHARDOK_GAME_CONTROLLER_HPP
#define EAGLE0_SHARDOK_CONTROLLER_SHARDOK_GAME_CONTROLLER_HPP
#ifndef ShardokGameController_hpp
#define ShardokGameController_hpp
#include <atomic>
#include <functional>
@@ -213,4 +213,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_CONTROLLER_SHARDOK_GAME_CONTROLLER_HPP
#endif /* ShardokGameController_hpp */
@@ -11,44 +11,36 @@
namespace shardok {
struct ActionCost {
enum class ActionCostType : uint8_t {
enum ActionCostType : uint8_t {
impossible, // This action cannot be performed at any price.
standard, // This is a normal action, that requires and consumes the specified number of
// points.
usesAll // This action requires the minimum points, but consumes anything that is left.
};
static constexpr ActionCostType impossible = ActionCostType::impossible;
static constexpr ActionCostType standard = ActionCostType::standard;
static constexpr ActionCostType usesAll = ActionCostType::usesAll;
ActionCostType type;
ActionPoints points;
constexpr ActionCost(const ActionCostType type, const ActionPoints points) noexcept
: type(type),
points(points) {}
ActionCost(const ActionCostType type, const ActionPoints points) : type(type), points(points) {}
[[nodiscard]] constexpr auto IsPossible(const ActionPoints cmpPoints) const noexcept -> bool {
[[nodiscard]] bool IsPossible(const ActionPoints cmpPoints) const {
return type != impossible && cmpPoints >= points;
}
[[nodiscard]] constexpr auto operator==(const ActionCost &rhs) const noexcept -> bool {
bool operator==(const ActionCost &rhs) const {
return type == rhs.type && points == rhs.points;
}
[[nodiscard]] static constexpr auto StandardActionCost(const ActionPoints points) noexcept
-> ActionCost {
static inline auto StandardActionCost(const ActionPoints points) -> ActionCost {
return ActionCost{ActionCost::standard, points};
}
[[nodiscard]] static constexpr auto UsesAllActionCost(const ActionPoints points) noexcept
-> ActionCost {
return {ActionCost::usesAll, points};
static inline auto UsesAllActionCost(const ActionPoints points) -> ActionCost {
return ActionCost(ActionCost::usesAll, points);
}
};
inline constexpr ActionCost IMPOSSIBLE_ACTION_COST{ActionCost::impossible, 0};
const ActionCost IMPOSSIBLE_ACTION_COST{ActionCost::impossible, 0};
} // namespace shardok
@@ -6,8 +6,8 @@
// Copyright © 2018 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_AVAILABLE_COMMANDS_FACTORY_HPP
#define EAGLE0_SHARDOK_LIBRARY_AVAILABLE_COMMANDS_FACTORY_HPP
#ifndef AvailableCommandsFactory_hpp
#define AvailableCommandsFactory_hpp
#include <optional>
#include <vector>
@@ -46,4 +46,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_AVAILABLE_COMMANDS_FACTORY_HPP
#endif /* AvailableCommandsFactory_hpp */
@@ -6,8 +6,8 @@
// Copyright (c) 2014 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_BATTALION_TYPE_HPP
#define EAGLE0_SHARDOK_LIBRARY_BATTALION_TYPE_HPP
#ifndef __eagle0__BattalionType__
#define __eagle0__BattalionType__
#include <array>
#include <cstdint>
@@ -111,8 +111,8 @@ struct BattalionType {
if (HasCastle(terrain.modifier())) {
const double castleIntegrity = terrain.modifier().castle().integrity().value();
return ((castleIntegrity * damageTakenMultiplierForCastle) +
((100.0 - castleIntegrity) * terrainTypeMultiplier)) /
return (castleIntegrity * damageTakenMultiplierForCastle +
(100.0 - castleIntegrity) * terrainTypeMultiplier) /
100.0;
}
return terrainTypeMultiplier;
@@ -125,8 +125,8 @@ struct BattalionType {
if (terrain->modifier().castle().present()) {
const double castleIntegrity = terrain->modifier().castle().integrity();
return ((castleIntegrity * damageTakenMultiplierForCastle) +
((100.0 - castleIntegrity) * terrainTypeMultiplier)) /
return (castleIntegrity * damageTakenMultiplierForCastle +
(100.0 - castleIntegrity) * terrainTypeMultiplier) /
100.0;
}
return terrainTypeMultiplier;
@@ -199,8 +199,7 @@ struct BattalionType {
auto terrainCost = GetCostToEnterTerrainType(terrain.type());
if (HasSnow(terrain.modifier())) {
terrainCost.points +=
static_cast<int>(snowPenalty * terrain.modifier().snow().integrity().value());
terrainCost.points += int(snowPenalty * terrain.modifier().snow().integrity().value());
}
return terrainCost;
}
@@ -216,9 +215,7 @@ struct BattalionType {
if (tm.ice().present()) return costToEnterIce;
auto terrainCost = GetCostToEnterTerrainType(terrainType);
if (tm.snow().present()) {
terrainCost.points += static_cast<int>(snowPenalty * tm.snow().integrity());
}
if (tm.snow().present()) { terrainCost.points += int(snowPenalty * tm.snow().integrity()); }
return terrainCost;
}
@@ -259,15 +256,8 @@ struct BattalionType {
const double trainingDifference = chargerTraining - defenderTraining;
const double trainingValue =
trainingDifferenceMultiplierForStunChanceOnCharge * trainingDifference;
OtherFactor trainingFactor =
MakeOtherFactor(static_cast<int16_t>(trainingValue), "training difference");
return MakeOdds(
static_cast<int16_t>(baseStunChanceOnCharge),
0,
0,
0,
{},
{trainingFactor});
OtherFactor trainingFactor = MakeOtherFactor((int16_t)trainingValue, "training difference");
return MakeOdds((int16_t)baseStunChanceOnCharge, 0, 0, 0, {}, {trainingFactor});
}
[[nodiscard]] auto GetDailyFoodCostPerTroop() const -> double {
@@ -278,7 +268,7 @@ struct BattalionType {
-> std::shared_ptr<const BattalionType>;
};
using BattalionTypeSPtr = std::shared_ptr<const BattalionType>;
typedef std::shared_ptr<const BattalionType> BattalionTypeSPtr;
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_BATTALION_TYPE_HPP
#endif /* defined(__eagle0__BattalionType__) */
@@ -6,20 +6,15 @@
// Copyright (c) 2014 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_COMBAT_DAMAGE_HPP
#define EAGLE0_SHARDOK_LIBRARY_COMBAT_DAMAGE_HPP
#ifndef __eagle0__CombatDamage__
#define __eagle0__CombatDamage__
#include <algorithm>
#include <array>
#include <cstddef>
#include <cstdint>
#include <cstdio>
#include <string>
#include <vector>
namespace shardok {
// Normal and penetrating damage for each kind
enum class DamageType : std::uint8_t {
enum DamageType {
DamageType_slashing = 0,
DamageType_puncturing,
DamageType_stabbing,
@@ -32,17 +27,6 @@ enum class DamageType : std::uint8_t {
NUM_DAMAGE_TYPES
};
inline constexpr DamageType DamageType_slashing = DamageType::DamageType_slashing;
inline constexpr DamageType DamageType_puncturing = DamageType::DamageType_puncturing;
inline constexpr DamageType DamageType_stabbing = DamageType::DamageType_stabbing;
inline constexpr DamageType DamageType_crushing = DamageType::DamageType_crushing;
inline constexpr DamageType DamageType_fire = DamageType::DamageType_fire;
inline constexpr DamageType DamageType_cold = DamageType::DamageType_cold;
inline constexpr DamageType DamageType_lightning = DamageType::DamageType_lightning;
inline constexpr DamageType DamageType_aessence = DamageType::DamageType_aessence;
inline constexpr DamageType DamageType_impact = DamageType::DamageType_impact;
inline constexpr int NUM_DAMAGE_TYPES = static_cast<int>(DamageType::NUM_DAMAGE_TYPES);
static inline bool DamageTypeGetsTerrainDefense(const DamageType type) {
switch (type) {
case DamageType_slashing:
@@ -63,21 +47,9 @@ static inline bool DamageTypeGetsTerrainDefense(const DamageType type) {
}
struct CombatDamage {
private:
static constexpr size_t kDamageValueCount = 2 * static_cast<size_t>(NUM_DAMAGE_TYPES);
const std::vector<double> damageByType;
std::array<double, kDamageValueCount> damageByType{};
[[nodiscard]] static constexpr auto NormalIndex(const DamageType type) -> size_t {
return 2 * static_cast<size_t>(type);
}
[[nodiscard]] static constexpr auto PenetratingIndex(const DamageType type) -> size_t {
return NormalIndex(type) + 1;
}
public:
CombatDamage() = default;
CombatDamage() : damageByType{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} {};
CombatDamage(
const double sl,
const double pu,
@@ -117,40 +89,37 @@ public:
im,
pim} {}
explicit CombatDamage(const std::vector<double>& byType) {
std::copy_n(
byType.begin(),
std::min(byType.size(), damageByType.size()),
damageByType.begin());
}
CombatDamage(const std::vector<double> byType) : damageByType(byType) {}
[[nodiscard]] auto GetNormalDamageOfType(const DamageType type) const -> double {
return damageByType.at(NormalIndex(type));
}
[[nodiscard]] auto GetPenetratingDamageOfType(const DamageType type) const -> double {
return damageByType.at(PenetratingIndex(type));
CombatDamage(const CombatDamage& toCopy) : damageByType(toCopy.damageByType) {}
public:
double GetNormalDamageOfType(const DamageType type) const { return damageByType[2 * type]; }
double GetPenetratingDamageOfType(const DamageType type) const {
return damageByType[2 * type + 1];
};
bool operator==(const CombatDamage& cmpr) const { return damageByType == cmpr.damageByType; }
bool operator==(const CombatDamage& cmpr) const {
for (size_t type = 0; type < 2 * NUM_DAMAGE_TYPES; type++) {
if (damageByType[type] != cmpr.damageByType[type]) return false;
}
return true;
}
bool operator!=(const CombatDamage& cmpr) const { return !(*this == cmpr); }
bool operator<=(const CombatDamage& cmpr) const {
return std::ranges::equal(
damageByType,
cmpr.damageByType,
[](const double damage, const double comparedDamage) {
return damage <= comparedDamage;
});
for (size_t type = 0; type < 2 * NUM_DAMAGE_TYPES; type++) {
if (damageByType[type] > cmpr.damageByType[type]) return false;
}
return true;
}
bool operator>=(const CombatDamage& cmpr) const {
return std::ranges::equal(
damageByType,
cmpr.damageByType,
[](const double damage, const double comparedDamage) {
return damage >= comparedDamage;
});
for (size_t type = 0; type < 2 * NUM_DAMAGE_TYPES; type++) {
if (damageByType[type] < cmpr.damageByType[type]) return false;
}
return true;
}
bool operator>(const CombatDamage& cmpr) const { return ((*this >= cmpr) && !(*this == cmpr)); }
@@ -243,11 +212,11 @@ public:
.Build();
}
[[nodiscard]] auto ToString() const -> std::string {
std::array<char, 1024> buffer{};
std::string ToString() const {
char buffer[1024];
snprintf(
buffer.data(),
buffer.size(),
buffer,
1024,
"slashing=%f / %f, puncturing=%f / %f, stabbing=%f / %f, crushing=%f / %f, "
"fire=%f / "
"%f, cold=%f / %f, lightning=%f / %f, aessence=%f / %f, impact=%f / %f",
@@ -270,7 +239,7 @@ public:
GetNormalDamageOfType(DamageType_impact),
GetPenetratingDamageOfType(DamageType_impact));
return {buffer.data()};
return std::string(buffer);
}
class Builder {
@@ -296,7 +265,7 @@ public:
double penetrating_impact = 0.0;
public:
Builder() = default;
Builder() {}
Builder& SetSlashing(const double sl) {
slashing = sl;
return *this;
@@ -423,8 +392,9 @@ public:
return *this;
}
[[nodiscard]] auto Build() const -> CombatDamage {
return {slashing,
CombatDamage Build() {
return CombatDamage(
slashing,
puncturing,
stabbing,
crushing,
@@ -441,16 +411,21 @@ public:
penetrating_cold,
penetrating_lightning,
penetrating_aessence,
penetrating_impact};
penetrating_impact);
}
};
[[nodiscard]] auto ToBuilder() const -> Builder {
Builder ToBuilder() {
Builder builder = Builder();
for (int i = 0; i < static_cast<int>(NUM_DAMAGE_TYPES); i++) {
const auto type = static_cast<DamageType>(i);
builder.SetDamageByType(type, false, this->GetNormalDamageOfType(type));
builder.SetDamageByType(type, true, this->GetPenetratingDamageOfType(type));
for (int i = 0; i < (int)NUM_DAMAGE_TYPES; i++) {
builder.SetDamageByType(
(DamageType)i,
false,
this->GetNormalDamageOfType((DamageType)i));
builder.SetDamageByType(
(DamageType)i,
true,
this->GetPenetratingDamageOfType((DamageType)i));
}
return builder;
}
@@ -459,4 +434,4 @@ public:
inline CombatDamage operator*(const double factor, const CombatDamage& dmg) { return dmg * factor; }
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_COMBAT_DAMAGE_HPP
#endif /* defined(__eagle0__CombatDamage__) */
@@ -6,8 +6,8 @@
// Copyright © 2018 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_FIRE_UTILS_HPP
#define EAGLE0_SHARDOK_LIBRARY_FIRE_UTILS_HPP
#ifndef FireManager_hpp
#define FireManager_hpp
#include "CombatDamage.hpp"
#include "PercentileRollOdds.hpp"
@@ -51,4 +51,4 @@ auto GetStartFireOdds(
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_FIRE_UTILS_HPP
#endif /* FireManager_hpp */
@@ -6,8 +6,8 @@
// Copyright © 2018 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_PERCENTILE_ROLL_ODDS_HPP
#define EAGLE0_SHARDOK_LIBRARY_PERCENTILE_ROLL_ODDS_HPP
#ifndef PercentileRollOdds_hpp
#define PercentileRollOdds_hpp
#include <string>
#include <vector>
@@ -18,8 +18,8 @@
#pragma GCC diagnostic pop
namespace shardok {
using PercentileRollOdds = net::eagle0::shardok::storage::Odds;
using OtherFactor = net::eagle0::shardok::storage::Odds_OtherFactor;
typedef net::eagle0::shardok::storage::Odds PercentileRollOdds;
typedef net::eagle0::shardok::storage::Odds_OtherFactor OtherFactor;
double BonusFromStat(double stat);
@@ -50,4 +50,4 @@ bool PercentileRollSucceeds(const PercentileRollOdds &odds, double roll);
int16_t GetSuccessChance(const PercentileRollOdds &odds);
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_PERCENTILE_ROLL_ODDS_HPP
#endif /* PercentileRollOdds_hpp */
@@ -6,8 +6,8 @@
// Copyright (c) 2014 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_SHARDOK_ACTION_HPP
#define EAGLE0_SHARDOK_LIBRARY_SHARDOK_ACTION_HPP
#ifndef __eagle0__ShardokAction__
#define __eagle0__ShardokAction__
#include <vector>
@@ -69,8 +69,8 @@ public:
class ShardokAction;
using ActionSPtr = std::shared_ptr<ShardokAction>;
using ActionList = std::vector<ActionSPtr>;
typedef std::shared_ptr<ShardokAction> ActionSPtr;
typedef std::vector<ActionSPtr> ActionList;
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_SHARDOK_ACTION_HPP
#endif /* defined(__eagle0__ShardokAction__) */
@@ -6,8 +6,8 @@
// Copyright © 2017 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_SHARDOK_CTYPES_H
#define EAGLE0_SHARDOK_LIBRARY_SHARDOK_CTYPES_H
#ifndef ShardokCTypes_h
#define ShardokCTypes_h
#include <cstdint>
#include <string>
@@ -23,13 +23,9 @@ using RoundId = int32_t;
using MapIndex = int8_t;
using ActionPoints = uint8_t;
enum class AttackOrientation : std::uint8_t { front, flank, rear };
inline constexpr AttackOrientation front = AttackOrientation::front;
inline constexpr AttackOrientation flank = AttackOrientation::flank;
inline constexpr AttackOrientation rear = AttackOrientation::rear;
enum AttackOrientation { front, flank, rear };
constexpr PlayerId UNCONTROLLED_PLAYER_ID = 99;
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_SHARDOK_CTYPES_H
#endif /* ShardokCTypes_h */
@@ -11,7 +11,6 @@
#include <algorithm>
#include <optional>
#include <ranges>
#include <unordered_map>
#include <utility>
#include <vector>
@@ -700,29 +699,7 @@ auto ShardokEngine::UncachedGetAvailableCommands(
reinforcementPositions);
}
using SecuredByPlayerByUnitId = std::unordered_map<UnitId, PlayerId>;
auto SecuredByPlayerByUnitIdFromHistory(
const vector<ShardokActionWithResultingState> &actionHistory) -> SecuredByPlayerByUnitId {
SecuredByPlayerByUnitId securedByPlayerByUnitId;
for (const auto &actionWithResultingState : actionHistory) {
for (const auto &resolvedUnit : actionWithResultingState.action_result().resolved_units()) {
if (resolvedUnit.status() !=
net::eagle0::shardok::storage::ResolvedUnit_UnitStatus_SECURED_UNIT) {
continue;
}
if (!resolvedUnit.has_secured_by_player()) { continue; }
const auto *unit = (Unit *)resolvedUnit.unit_bytes().data();
securedByPlayerByUnitId[unit->unit_id()] = resolvedUnit.secured_by_player().value();
}
}
return securedByPlayerByUnitId;
}
void AddUnits(
vector<net::eagle0::shardok::storage::ResolvedUnit> &to,
const Units &from,
const SecuredByPlayerByUnitId &securedByPlayerByUnitId) {
void AddUnits(vector<net::eagle0::shardok::storage::ResolvedUnit> &to, const Units &from) {
for (const auto &unit : from) {
net::eagle0::shardok::storage::ResolvedUnit ru{};
@@ -748,17 +725,6 @@ void AddUnits(
case net::eagle0::shardok::storage::fb::UnitStatus_OUTLAWED_UNIT:
ru.set_status(net::eagle0::shardok::storage::ResolvedUnit_UnitStatus_OUTLAWED_UNIT);
break;
case net::eagle0::shardok::storage::fb::UnitStatus_EVACUATED_UNIT:
ru.set_status(
net::eagle0::shardok::storage::ResolvedUnit_UnitStatus_EVACUATED_UNIT);
break;
case net::eagle0::shardok::storage::fb::UnitStatus_SECURED_UNIT:
ru.set_status(net::eagle0::shardok::storage::ResolvedUnit_UnitStatus_SECURED_UNIT);
if (const auto it = securedByPlayerByUnitId.find(unit->unit_id());
it != securedByPlayerByUnitId.end()) {
ru.mutable_secured_by_player()->set_value(it->second);
}
break;
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVE_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_NEVER_ENTERED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT:
@@ -783,7 +749,7 @@ auto ShardokEngine::EndGameUnits() const -> vector<net::eagle0::shardok::storage
const auto &gs = GetCurrentGameState();
vector<net::eagle0::shardok::storage::ResolvedUnit> endgameUnits;
AddUnits(endgameUnits, *gs->units(), SecuredByPlayerByUnitIdFromHistory(actionHistory));
AddUnits(endgameUnits, *gs->units());
return endgameUnits;
}
@@ -6,8 +6,8 @@
// Copyright (c) 2015 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_SHARDOK_ENGINE_HPP
#define EAGLE0_SHARDOK_LIBRARY_SHARDOK_ENGINE_HPP
#ifndef __eagle0__ShardokEngine__
#define __eagle0__ShardokEngine__
#include <flatbuffers/flatbuffers.h>
@@ -254,4 +254,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_SHARDOK_ENGINE_HPP
#endif /* defined(__eagle0__ShardokEngine__) */
@@ -6,8 +6,8 @@
// Copyright © 2017 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_SHARDOK_EXCEPTION_HPP
#define EAGLE0_SHARDOK_LIBRARY_SHARDOK_EXCEPTION_HPP
#ifndef ShardokException_h
#define ShardokException_h
#include <exception>
#include <string>
@@ -59,4 +59,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_SHARDOK_EXCEPTION_HPP
#endif /* ShardokException_h */
@@ -6,8 +6,8 @@
// Copyright © 2019 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_ACTION_FACTORIES_FIRE_OUT_ACTION_FACTORY_HPP
#define EAGLE0_SHARDOK_LIBRARY_ACTION_FACTORIES_FIRE_OUT_ACTION_FACTORY_HPP
#ifndef FireOutActionFactory_hpp
#define FireOutActionFactory_hpp
#include "src/main/cpp/net/eagle0/shardok/library/ShardokAction.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
@@ -38,4 +38,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_ACTION_FACTORIES_FIRE_OUT_ACTION_FACTORY_HPP
#endif /* FireOutActionFactory_hpp */
@@ -6,8 +6,8 @@
// Copyright © 2019 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_ACTION_FACTORIES_FIRE_SPREAD_ACTION_FACTORY_HPP
#define EAGLE0_SHARDOK_LIBRARY_ACTION_FACTORIES_FIRE_SPREAD_ACTION_FACTORY_HPP
#ifndef FireSpreadActionFactory_hpp
#define FireSpreadActionFactory_hpp
#include "src/main/cpp/net/eagle0/shardok/library/ShardokAction.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/Coordinates.hpp"
@@ -41,4 +41,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_ACTION_FACTORIES_FIRE_SPREAD_ACTION_FACTORY_HPP
#endif /* FireSpreadActionFactory_hpp */
@@ -6,8 +6,8 @@
// Copyright © 2019 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_ACTION_FACTORIES_METEOR_CAST_ACTION_FACTORY_HPP
#define EAGLE0_SHARDOK_LIBRARY_ACTION_FACTORIES_METEOR_CAST_ACTION_FACTORY_HPP
#ifndef MeteorCastActionFactory_hpp
#define MeteorCastActionFactory_hpp
#include "src/main/cpp/net/eagle0/shardok/library/ShardokAction.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
@@ -25,4 +25,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_ACTION_FACTORIES_METEOR_CAST_ACTION_FACTORY_HPP
#endif /* MeteorCastActionFactory_hpp */
@@ -6,8 +6,8 @@
// Copyright © 2019 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_ACTION_RESULT_APPLIER_ACTION_RESULT_APPLIER_HPP
#define EAGLE0_SHARDOK_LIBRARY_ACTION_RESULT_APPLIER_ACTION_RESULT_APPLIER_HPP
#ifndef ActionResultApplier_hpp
#define ActionResultApplier_hpp
#include <flatbuffers/flatbuffers.h>
@@ -33,4 +33,4 @@ auto ApplyResults(
const SettingsGetter& settings) -> GameStateW;
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_ACTION_RESULT_APPLIER_ACTION_RESULT_APPLIER_HPP
#endif /* ActionResultApplier_hpp */
@@ -6,8 +6,8 @@
// Copyright © 2019 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_ACTIONS_FALL_INTO_WATER_ACTION_HPP
#define EAGLE0_SHARDOK_LIBRARY_ACTIONS_FALL_INTO_WATER_ACTION_HPP
#ifndef FallIntoWaterAction_hpp
#define FallIntoWaterAction_hpp
#include "src/main/cpp/net/eagle0/shardok/library/ShardokAction.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings/GameSettings.hpp"
@@ -57,4 +57,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_ACTIONS_FALL_INTO_WATER_ACTION_HPP
#endif /* FallIntoWaterAction_hpp */
@@ -6,8 +6,8 @@
// Copyright © 2019 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_ACTIONS_FIRE_OUT_ACTION_HPP
#define EAGLE0_SHARDOK_LIBRARY_ACTIONS_FIRE_OUT_ACTION_HPP
#ifndef FireOutAction_hpp
#define FireOutAction_hpp
#include "src/main/cpp/net/eagle0/shardok/library/ShardokAction.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/Coordinates.hpp"
@@ -36,4 +36,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_ACTIONS_FIRE_OUT_ACTION_HPP
#endif /* FireOutAction_hpp */
@@ -6,8 +6,8 @@
// Copyright © 2019 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_ACTIONS_FIRE_SPREAD_ACTION_HPP
#define EAGLE0_SHARDOK_LIBRARY_ACTIONS_FIRE_SPREAD_ACTION_HPP
#ifndef FireSpreadAction_hpp
#define FireSpreadAction_hpp
#include "src/main/cpp/net/eagle0/shardok/library/ShardokAction.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/Coordinates.hpp"
@@ -37,4 +37,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_ACTIONS_FIRE_SPREAD_ACTION_HPP
#endif /* FireSpreadAction_hpp */
@@ -28,8 +28,6 @@ auto IsResolved(const net::eagle0::shardok::storage::fb::UnitStatus status) -> b
case net::eagle0::shardok::storage::fb::UnitStatus_FLED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_RETREATED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_OUTLAWED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_EVACUATED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_SECURED_UNIT:
case net::eagle0::shardok::storage::fb::UnitStatus_DESTROYED_SUMMONED_UNIT: return true;
case net::eagle0::shardok::storage::fb::UnitStatus_NORMAL_UNIT:
@@ -6,8 +6,8 @@
// Copyright © 2019 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_ACTIONS_METEOR_CAST_ACTION_HPP
#define EAGLE0_SHARDOK_LIBRARY_ACTIONS_METEOR_CAST_ACTION_HPP
#ifndef MeteorCastAction_hpp
#define MeteorCastAction_hpp
#include <utility>
@@ -71,4 +71,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_ACTIONS_METEOR_CAST_ACTION_HPP
#endif /* MeteorCastAction_hpp */
@@ -17,7 +17,6 @@ cc_library(
":challenge_duel_command_factory",
":charge_command_factory",
":control_command_factory",
":evacuate_prisoners_command_factory",
":extinguish_fire_command_factory",
":fear_command_factory",
":flee_command_factory",
@@ -179,24 +178,6 @@ cc_library(
],
)
cc_library(
name = "evacuate_prisoners_command_factory",
srcs = ["EvacuatePrisonersCommandFactory.cpp"],
hdrs = ["EvacuatePrisonersCommandFactory.hpp"],
copts = COPTS,
visibility = [
"//src/main/cpp/net/eagle0/shardok/library:__subpackages__",
"//src/test/cpp/net/eagle0/shardok/library:__subpackages__",
],
deps = [
":command_factory",
"//src/main/cpp/net/eagle0/shardok/library:shardok_command",
"//src/main/cpp/net/eagle0/shardok/library/commands:evacuate_prisoners_command",
"//src/main/cpp/net/eagle0/shardok/library/map:coordinates",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
],
)
cc_library(
name = "extinguish_fire_command_factory",
srcs = ["ExtinguishFireCommandFactory.cpp"],
@@ -6,8 +6,8 @@
// Copyright © 2019 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_CHARGE_COMMAND_FACTORY_HPP
#define EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_CHARGE_COMMAND_FACTORY_HPP
#ifndef ChargeActionFactory_hpp
#define ChargeActionFactory_hpp
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/CommandFactory.hpp"
@@ -45,4 +45,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_CHARGE_COMMAND_FACTORY_HPP
#endif /* ChargeActionFactory_hpp */
@@ -10,7 +10,6 @@
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/ChallengeDuelCommandFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/ChargeCommandFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/ControlCommandFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/EvacuatePrisonersCommandFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/ExtinguishFireCommandFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/FearCommandFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/FleeCommandFactory.hpp"
@@ -48,7 +47,6 @@ auto MakeFactories(const SettingsGetter& settings) -> vector<shared_ptr<const Co
make_shared<BuildBridgeCommandFactory>(settings),
make_shared<ChallengeDuelCommandFactory>(settings),
make_shared<ChargeCommandFactory>(settings),
make_shared<EvacuatePrisonersCommandFactory>(settings),
make_shared<ExtinguishFireCommandFactory>(settings),
make_shared<FearCommandFactory>(settings),
make_shared<FleeCommandFactory>(settings),
@@ -1,69 +0,0 @@
//
// EvacuatePrisonersCommandFactory.cpp
// eagle0
//
#include "EvacuatePrisonersCommandFactory.hpp"
#include <algorithm>
#include <ranges>
#include <vector>
#include "src/main/cpp/net/eagle0/shardok/library/commands/EvacuatePrisonersCommand.hpp"
namespace shardok {
namespace {
[[nodiscard]] auto IsWarden(const Unit* unit) -> bool {
return unit->has_attached_hero() &&
unit->attached_hero().profession_info().profession() ==
net::eagle0::shardok::storage::fb::Profession_WARDEN;
}
[[nodiscard]] auto IsHostileToActor(
const Unit* unit,
const PlayerId actorPlayerId,
const vector<PlayerId>& allyPids) -> bool {
return unit->player_id() != actorPlayerId &&
!std::ranges::contains(allyPids, unit->player_id());
}
[[nodiscard]] auto CapturedHostileHeroUnitIds(
const Units* units,
const PlayerId actorPlayerId,
const vector<PlayerId>& allyPids) -> std::vector<UnitId> {
std::vector<UnitId> captiveUnitIds;
for (const auto* unit : *units) {
if (unit->status() == net::eagle0::shardok::storage::fb::UnitStatus_CAPTURED_UNIT &&
unit->has_attached_hero() && IsHostileToActor(unit, actorPlayerId, allyPids)) {
captiveUnitIds.push_back(unit->unit_id());
}
}
return captiveUnitIds;
}
} // namespace
EvacuatePrisonersCommandFactory::EvacuatePrisonersCommandFactory(const SettingsGetter& getter)
: settings(getter) {}
void EvacuatePrisonersCommandFactory::AddAvailableCommands(
CommandList& commands,
const CommandFactory::CommandParams& params) const {
if (!params.unit->can_flee()) return;
if (!IsWarden(params.unit)) return;
if (!settings.ActionCostFor(settings.Backing().evacuate_prisoners_action_point_cost())
.IsPossible(params.remainingActionPoints))
return;
const auto captiveUnitIds =
CapturedHostileHeroUnitIds(params.units, params.unit->player_id(), params.allyPids);
if (captiveUnitIds.empty()) return;
commands.push_back(std::make_shared<EvacuatePrisonersCommand>(
settings.ActionCostFor(settings.Backing().evacuate_prisoners_action_point_cost()),
params.unit->player_id(),
params.unit->unit_id(),
captiveUnitIds));
}
} // namespace shardok
@@ -1,25 +0,0 @@
//
// EvacuatePrisonersCommandFactory.hpp
// eagle0
//
#ifndef EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_EVACUATE_PRISONERS_COMMAND_FACTORY_HPP
#define EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_EVACUATE_PRISONERS_COMMAND_FACTORY_HPP
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/CommandFactory.hpp"
namespace shardok {
class EvacuatePrisonersCommandFactory : public CommandFactory {
const SettingsGetter& settings;
public:
explicit EvacuatePrisonersCommandFactory(const SettingsGetter& getter);
void AddAvailableCommands(CommandList& commands, const CommandFactory::CommandParams& params)
const override;
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_EVACUATE_PRISONERS_COMMAND_FACTORY_HPP
@@ -6,8 +6,8 @@
// Copyright © 2019 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_FLEE_COMMAND_FACTORY_HPP
#define EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_FLEE_COMMAND_FACTORY_HPP
#ifndef FleeCommandFactory_hpp
#define FleeCommandFactory_hpp
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/CommandFactory.hpp"
@@ -36,4 +36,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_FLEE_COMMAND_FACTORY_HPP
#endif /* FleeCommandFactory_hpp */
@@ -6,8 +6,8 @@
// Copyright © 2019 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_HOLY_WAVE_COMMAND_FACTORY_HPP
#define EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_HOLY_WAVE_COMMAND_FACTORY_HPP
#ifndef HolyWaveActionFactory_hpp
#define HolyWaveActionFactory_hpp
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/CommandFactory.hpp"
@@ -34,4 +34,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_HOLY_WAVE_COMMAND_FACTORY_HPP
#endif /* HolyWaveActionFactory_hpp */
@@ -6,8 +6,8 @@
// Copyright © 2019 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_REINFORCE_COMMAND_FACTORY_HPP
#define EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_REINFORCE_COMMAND_FACTORY_HPP
#ifndef ReinforceCommandFactory_hpp
#define ReinforceCommandFactory_hpp
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/CommandFactory.hpp"
@@ -41,4 +41,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_REINFORCE_COMMAND_FACTORY_HPP
#endif /* ReinforceCommandFactory_hpp */
@@ -6,8 +6,8 @@
// Copyright © 2019 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_RETREAT_COMMAND_FACTORY_HPP
#define EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_RETREAT_COMMAND_FACTORY_HPP
#ifndef RetreatCommandFactory_hpp
#define RetreatCommandFactory_hpp
#include "src/main/cpp/net/eagle0/shardok/library/ShardokCommand.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/command_factories/CommandFactory.hpp"
@@ -32,4 +32,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_RETREAT_COMMAND_FACTORY_HPP
#endif /* RetreatCommandFactory_hpp */
@@ -6,8 +6,8 @@
// Copyright © 2018 none. All rights reserved.
//
#ifndef EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_AMBUSH_ODDS_AMBUSH_ODDS_HPP
#define EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_AMBUSH_ODDS_AMBUSH_ODDS_HPP
#ifndef StealthManager_hpp
#define StealthManager_hpp
#include "src/main/cpp/net/eagle0/shardok/library/PercentileRollOdds.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/map/Terrain.hpp"
@@ -24,4 +24,4 @@ public:
};
} // namespace shardok
#endif // EAGLE0_SHARDOK_LIBRARY_COMMAND_FACTORIES_AMBUSH_ODDS_AMBUSH_ODDS_HPP
#endif /* StealthManager_hpp */

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