Compare commits

..
Author SHA1 Message Date
adminandClaude Opus 4.5 f0484a74fa Add comprehensive timestamped logging for connection flow tracing
Adds a LogFlow() helper method that logs with precise timestamps in
HH:mm:ss.fff format. Uses LogFlow throughout the connection flow to
trace:
- Connection attempts and state transitions
- Subscription requests and acknowledgments
- Game updates (ActionResult, ShardokResult) with counts
- Heartbeat send/receive with sync status
- Sync mismatch detection
- Reconnect scheduling

Also removes debug Console.WriteLine statements and redundant UI
Debug.Log, replacing them with consistent LogFlow output.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-27 06:57:30 -08:00
adminandClaude Opus 4.5 672cb5cb20 Add diagnostic logging to ReceiveGameUpdate
Log exactly what's being received and whether updates are processed or skipped:
- ServerGameStatus updates
- Whether ActionResultViews are present
- Token comparison (incoming vs current)
- Whether the update was processed or skipped

This will help diagnose why game state isn't updating after sync mismatch reconnect.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 23:02:28 -08:00
adminandClaude Opus 4.5 816d2b6859 Add volatile to _currentState and diagnostic logging
- Make _currentState volatile to ensure visibility across threads
  (main thread reads for UI, background threads write on connect/disconnect)
- Add Debug.Log in ConnectionStatusUI when showing Reconnecting state
- Add more granular Console.WriteLine diagnostics in SendHeartbeat

This helps diagnose cases where the UI shows "Reconnecting..." but
the connection is actually Connected.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 22:46:24 -08:00
adminandClaude Opus 4.5 19b305829b Add diagnostics to distinguish ThreadPool exhaustion vs Logger blocking
Add Console.WriteLine at key points in SendHeartbeat to determine
what's actually causing the heartbeat freezes:

1. "SendHeartbeat starting" - if missing, Task.Run work never started (ThreadPool exhausted)
2. "LogLine completed" - if missing, Logger is blocking
3. "About to call WriteAsync" - timing before network I/O
4. "WriteAsync returned" - if missing, WriteAsync is blocking

This will definitively tell us whether the issue is ThreadPool
exhaustion from blocked WriteAsync or Logger blocking from slow
file I/O.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 21:54:02 -08:00
adminandClaude Opus 4.5 3c382349e6 Fix ThreadPool blocking issues causing timer callbacks to stop
This addresses the root cause of the Windows connection freeze where
heartbeat and idle timers stopped firing for ~28 seconds.

Changes:
1. Add 10-second timeout to WriteAsync calls
   - DoWithStreamingCall now uses Task.WhenAny with timeout
   - SendUpdateStreamRequestAsync uses CancellationTokenSource with timeout
   - Prevents indefinite blocking on dead connections that exhaust ThreadPool

2. Add ConfigureAwait(false) to all network operations
   - Prevents deadlocks from continuations trying to marshal back to main thread

3. Wrap timer callbacks in try-catch
   - Idle check timer: catches exceptions to prevent silent failures
   - Heartbeat timer: wraps both the Elapsed handler and SendHeartbeat task

4. Fix double PostRequest bug in TryPendingCommands
   - Removed unconditional PostRequest call at line 475 that was outside switch
   - Commands were being posted twice: once in switch case, once after

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 21:19:46 -08:00
640 changed files with 26380 additions and 48260 deletions
-4
View File
@@ -36,7 +36,3 @@ common --java_language_version=17
common --java_runtime_version=remotejdk_17
common --tool_java_language_version=17
common --tool_java_runtime_version=remotejdk_17
# Workspace status for build stamping (git commit, timestamp)
common --workspace_status_command=tools/workspace_status.sh
common --stamp
-177
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@@ -1,177 +0,0 @@
name: Auth Service Build and Deploy
on:
push:
branches: [ "main" ]
paths:
- 'src/main/go/net/eagle0/authservice/**'
- 'src/main/go/net/eagle0/authcli/**'
- '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'
- 'ci/BUILD.bazel'
- '.github/workflows/auth_build.yml'
workflow_dispatch:
inputs:
push_images:
description: 'Push images to container registry'
required: true
default: 'false'
type: boolean
permissions:
contents: read
jobs:
build-auth:
runs-on: self-hosted
outputs:
image_tag: ${{ steps.push-auth.outputs.image_tag }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Build Auth Server Docker image
id: build-auth
run: |
set -ex
# Build auth server image (Go binary has explicit goos/goarch in BUILD.bazel)
bazel build //ci:auth_server_image
# Save the resolved path before any other bazel command changes bazel-bin symlink
IMAGE_PATH=$(readlink -f bazel-bin/ci/auth_server_image)
echo "Image path: $IMAGE_PATH"
echo "image_path=$IMAGE_PATH" >> $GITHUB_OUTPUT
- name: Login to DigitalOcean Container Registry
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DO_TOKEN: ${{ secrets.DO_REGISTRY_TOKEN }}
run: |
mkdir -p ~/.docker
AUTH=$(echo -n "${DO_TOKEN}:${DO_TOKEN}" | base64)
echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > ~/.docker/config.json
mkdir -p .docker
cp ~/.docker/config.json .docker/
- name: Push Auth image to DO registry
id: push-auth
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DOCKER_CONFIG: ${{ github.workspace }}/.docker
run: |
set -ex
AUTH_IMAGE="${{ steps.build-auth.outputs.image_path }}"
echo "Using Auth image: $AUTH_IMAGE"
if [ -z "$AUTH_IMAGE" ] || [ ! -d "$AUTH_IMAGE" ]; then
echo "ERROR: Auth image not found at: $AUTH_IMAGE"
exit 1
fi
# Build the push target to get crane in runfiles
bazel build //ci:auth_server_push
# Use crane directly for push
CRANE="bazel-bin/ci/push_auth_server_push.sh.runfiles/rules_oci~~oci~oci_crane_darwin_arm64/crane"
echo "Using crane: $CRANE"
# Push with SHA tag
GIT_SHA=$(git rev-parse --short=8 HEAD)
IMAGE_TAG="registry.digitalocean.com/eagle0/auth-server:${GIT_SHA}"
echo "Pushing auth image: $IMAGE_TAG"
$CRANE push "$AUTH_IMAGE" "$IMAGE_TAG"
# Output the full image tag for deploy step
echo "image_tag=$IMAGE_TAG" >> $GITHUB_OUTPUT
# Also update :latest for convenience
echo "Copying to :latest tag"
$CRANE copy "$IMAGE_TAG" "registry.digitalocean.com/eagle0/auth-server:latest"
deploy:
runs-on: ubuntu-latest
needs: [build-auth]
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
environment: production
env:
AUTH_IMAGE: ${{ needs.build-auth.outputs.image_tag }}
DISCORD_CLIENT_ID: ${{ secrets.DISCORD_CLIENT_ID }}
DISCORD_CLIENT_SECRET: ${{ secrets.DISCORD_CLIENT_SECRET }}
GOOGLE_CLIENT_ID: ${{ secrets.GOOGLE_CLIENT_ID }}
GOOGLE_CLIENT_SECRET: ${{ secrets.GOOGLE_CLIENT_SECRET }}
JWT_PRIVATE_KEY: ${{ secrets.JWT_PRIVATE_KEY }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Deploy auth service to production
uses: appleboy/ssh-action@v1.0.3
with:
host: ${{ secrets.DO_DROPLET_IP }}
username: deploy
key: ${{ secrets.DO_SSH_KEY }}
script_stop: true
envs: AUTH_IMAGE,DISCORD_CLIENT_ID,DISCORD_CLIENT_SECRET,GOOGLE_CLIENT_ID,GOOGLE_CLIENT_SECRET,JWT_PRIVATE_KEY
script: |
set -x
cd /opt/eagle0
# Update AUTH_IMAGE in .env file (preserve other vars)
if [ -f .env ]; then
# Remove old AUTH_IMAGE line and add new one
grep -v '^AUTH_IMAGE=' .env > .env.tmp || true
echo "AUTH_IMAGE=${AUTH_IMAGE}" >> .env.tmp
# Also update OAuth credentials
grep -v '^DISCORD_CLIENT_ID=' .env.tmp > .env.tmp2 || true
echo "DISCORD_CLIENT_ID=${DISCORD_CLIENT_ID:-}" >> .env.tmp2
grep -v '^DISCORD_CLIENT_SECRET=' .env.tmp2 > .env.tmp3 || true
echo "DISCORD_CLIENT_SECRET=${DISCORD_CLIENT_SECRET:-}" >> .env.tmp3
grep -v '^GOOGLE_CLIENT_ID=' .env.tmp3 > .env.tmp4 || true
echo "GOOGLE_CLIENT_ID=${GOOGLE_CLIENT_ID:-}" >> .env.tmp4
grep -v '^GOOGLE_CLIENT_SECRET=' .env.tmp4 > .env.tmp5 || true
echo "GOOGLE_CLIENT_SECRET=${GOOGLE_CLIENT_SECRET:-}" >> .env.tmp5
# Update JWT private key (JWK format for auth service bootstrap)
grep -v '^JWT_PRIVATE_KEY=' .env.tmp5 > .env || true
echo "JWT_PRIVATE_KEY=${JWT_PRIVATE_KEY:-}" >> .env
rm -f .env.tmp .env.tmp2 .env.tmp3 .env.tmp4 .env.tmp5
chmod 600 .env
else
echo "ERROR: .env file not found. Run main deploy first."
exit 1
fi
# Login to registry
echo "${{ secrets.DO_REGISTRY_TOKEN }}" | docker login registry.digitalocean.com -u "${{ secrets.DO_REGISTRY_TOKEN }}" --password-stdin
echo "Deploying auth service: $AUTH_IMAGE"
# Use crane to pull image
echo "Installing crane..."
curl -sL https://github.com/google/go-containerregistry/releases/download/v0.20.2/go-containerregistry_Linux_x86_64.tar.gz | tar xzf - crane
chmod +x crane
echo "Pulling Auth image with crane..."
./crane pull "${AUTH_IMAGE}" auth.tar || { echo "ERROR: Failed to pull auth image"; exit 1; }
echo "Loading Auth image into Docker..."
docker load -i auth.tar
rm auth.tar
rm ./crane
# Only recreate the auth container (not eagle, shardok, etc.)
docker compose -f docker-compose.prod.yml up -d --no-deps --force-recreate auth
# Wait for health check
sleep 5
docker compose -f docker-compose.prod.yml ps auth
# Verify container is using correct image
echo "=== Verifying auth container image ==="
docker compose -f docker-compose.prod.yml images auth
# Cleanup old images
docker image prune -f
+4 -75
View File
@@ -8,22 +8,12 @@ on:
required: true
default: 'v2'
type: string
architecture:
description: 'Target architecture'
required: true
default: 'amd64'
type: choice
options:
- amd64
- arm64
- both
permissions:
contents: read
jobs:
build-sysroot-amd64:
if: ${{ inputs.architecture == 'amd64' || inputs.architecture == 'both' }}
build-sysroot:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
@@ -35,7 +25,7 @@ jobs:
- name: Upload sysroot artifact
uses: actions/upload-artifact@v4
with:
name: ubuntu-noble-sysroot-amd64
name: ubuntu-noble-sysroot
path: tools/sysroot/output/
- name: Install AWS CLI
@@ -51,7 +41,7 @@ jobs:
AWS_ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
AWS_SECRET_ACCESS_KEY: ${{ secrets.SECRET_KEY }}
run: |
# Upload sysroot tarball to DO Spaces
# Upload sysroot tarball to DO Spaces (using eagle0-windows bucket, same as other workflows)
aws s3 cp tools/sysroot/output/ubuntu_noble_amd64_sysroot.tar.xz \
s3://eagle0-windows/sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz \
--endpoint-url https://sfo3.digitaloceanspaces.com \
@@ -64,7 +54,7 @@ jobs:
--acl public-read
echo ""
echo "=== AMD64 Sysroot uploaded ==="
echo "=== Sysroot uploaded ==="
echo "URL: https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz"
echo "SHA256: $(cat tools/sysroot/output/ubuntu_noble_amd64_sysroot.sha256)"
echo ""
@@ -74,64 +64,3 @@ jobs:
echo " sha256 = \"$(cat tools/sysroot/output/ubuntu_noble_amd64_sysroot.sha256)\","
echo " urls = [\"https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/${{ 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@v4
- name: Set up QEMU for ARM64 emulation
uses: docker/setup-qemu-action@v3
with:
platforms: arm64
- name: Set up Docker Buildx
uses: docker/setup-buildx-action@v3
- name: Build ARM64 sysroot
run: ./tools/sysroot/build_sysroot_arm64.sh
- name: Upload sysroot artifact
uses: actions/upload-artifact@v4
with:
name: ubuntu-noble-sysroot-arm64
path: tools/sysroot/output/
- 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: ${{ secrets.SECRET_KEY }}
run: |
# Upload sysroot tarball to DO Spaces
aws s3 cp tools/sysroot/output/ubuntu_noble_arm64_sysroot.tar.xz \
s3://eagle0-windows/sysroot/${{ 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-windows/sysroot/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.sha256 \
--endpoint-url https://sfo3.digitaloceanspaces.com \
--acl public-read
echo ""
echo "=== ARM64 Sysroot uploaded ==="
echo "URL: https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/${{ 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-windows.sfo3.digitaloceanspaces.com/sysroot/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.tar.xz\"],"
echo ")"
+6 -127
View File
@@ -11,8 +11,6 @@ on:
- 'src/main/resources/**'
- 'ci/BUILD.bazel'
- 'MODULE.bazel'
- 'docker-compose.prod.yml'
- 'nginx/**'
- '.github/workflows/docker_build.yml'
workflow_dispatch:
inputs:
@@ -350,99 +348,20 @@ jobs:
echo "Copying to :latest tag"
$CRANE copy "$IMAGE_TAG" "registry.digitalocean.com/eagle0/admin-server:latest"
build-jfr-sidecar:
runs-on: self-hosted
outputs:
image_tag: ${{ steps.push-jfr-sidecar.outputs.image_tag }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Build JFR Sidecar Docker image
id: build-jfr-sidecar
run: |
set -ex
# Build JFR sidecar image (Go binary has explicit goos/goarch in BUILD.bazel)
bazel build //ci:jfr_sidecar_image
# Save the resolved path before any other bazel command changes bazel-bin symlink
IMAGE_PATH=$(readlink -f bazel-bin/ci/jfr_sidecar_image)
echo "Image path: $IMAGE_PATH"
echo "image_path=$IMAGE_PATH" >> $GITHUB_OUTPUT
- name: Login to DigitalOcean Container Registry
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DO_TOKEN: ${{ secrets.DO_REGISTRY_TOKEN }}
run: |
mkdir -p ~/.docker
AUTH=$(echo -n "${DO_TOKEN}:${DO_TOKEN}" | base64)
echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > ~/.docker/config.json
mkdir -p .docker
cp ~/.docker/config.json .docker/
- name: Push JFR Sidecar image to DO registry
id: push-jfr-sidecar
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DOCKER_CONFIG: ${{ github.workspace }}/.docker
run: |
set -ex
JFR_IMAGE="${{ steps.build-jfr-sidecar.outputs.image_path }}"
echo "Using JFR Sidecar image: $JFR_IMAGE"
if [ -z "$JFR_IMAGE" ] || [ ! -d "$JFR_IMAGE" ]; then
echo "ERROR: JFR Sidecar image not found at: $JFR_IMAGE"
exit 1
fi
# Build the push target to get crane in runfiles
bazel build //ci:jfr_sidecar_push
# Use crane directly for push
CRANE="bazel-bin/ci/push_jfr_sidecar_push.sh.runfiles/rules_oci~~oci~oci_crane_darwin_arm64/crane"
echo "Using crane: $CRANE"
# Push with SHA tag
GIT_SHA=$(git rev-parse --short=8 HEAD)
IMAGE_TAG="registry.digitalocean.com/eagle0/jfr-sidecar:${GIT_SHA}"
echo "Pushing JFR sidecar image: $IMAGE_TAG"
$CRANE push "$JFR_IMAGE" "$IMAGE_TAG"
# Output the full image tag for deploy step
echo "image_tag=$IMAGE_TAG" >> $GITHUB_OUTPUT
# Also update :latest for convenience
echo "Copying to :latest tag"
$CRANE copy "$IMAGE_TAG" "registry.digitalocean.com/eagle0/jfr-sidecar:latest"
deploy:
runs-on: ubuntu-latest
needs: [build-eagle, build-shardok, build-admin, build-jfr-sidecar]
needs: [build-eagle, build-shardok, build-admin]
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
environment: production
env:
EAGLE_IMAGE: ${{ needs.build-eagle.outputs.image_tag }}
SHARDOK_IMAGE: ${{ needs.build-shardok.outputs.image_tag }}
ADMIN_IMAGE: ${{ needs.build-admin.outputs.image_tag }}
JFR_SIDECAR_IMAGE: ${{ needs.build-jfr-sidecar.outputs.image_tag }}
OPENAI_API_KEY: ${{ secrets.OPENAI_API_KEY }}
GPT_MODEL_NAME: ${{ secrets.GPT_MODEL_NAME }}
EAGLE_ENABLE_S3: ${{ secrets.EAGLE_ENABLE_S3 }}
DO_SPACES_ACCESS_KEY: ${{ secrets.DO_SPACES_ACCESS_KEY }}
DO_SPACES_SECRET_KEY: ${{ secrets.DO_SPACES_SECRET_KEY }}
JWT_PRIVATE_KEY: ${{ secrets.JWT_PRIVATE_KEY }}
DISCORD_CLIENT_ID: ${{ secrets.DISCORD_CLIENT_ID }}
DISCORD_CLIENT_SECRET: ${{ secrets.DISCORD_CLIENT_SECRET }}
GOOGLE_CLIENT_ID: ${{ secrets.GOOGLE_CLIENT_ID }}
GOOGLE_CLIENT_SECRET: ${{ secrets.GOOGLE_CLIENT_SECRET }}
SHARDOK_ADDRESS: ${{ secrets.SHARDOK_ADDRESS }}
SHARDOK_AUTH_TOKEN: ${{ secrets.SHARDOK_AUTH_TOKEN }}
SENTRY_DSN: ${{ secrets.SENTRY_DSN }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
@@ -463,45 +382,19 @@ jobs:
username: deploy
key: ${{ secrets.DO_SSH_KEY }}
script_stop: true
envs: EAGLE_IMAGE,SHARDOK_IMAGE,ADMIN_IMAGE,JFR_SIDECAR_IMAGE,OPENAI_API_KEY,GPT_MODEL_NAME,EAGLE_ENABLE_S3,DO_SPACES_ACCESS_KEY,DO_SPACES_SECRET_KEY,JWT_PRIVATE_KEY,DISCORD_CLIENT_ID,DISCORD_CLIENT_SECRET,GOOGLE_CLIENT_ID,GOOGLE_CLIENT_SECRET,SHARDOK_ADDRESS,SHARDOK_AUTH_TOKEN,SENTRY_DSN
envs: EAGLE_IMAGE,SHARDOK_IMAGE,ADMIN_IMAGE,OPENAI_API_KEY,GPT_MODEL_NAME,EAGLE_ENABLE_S3,DO_SPACES_ACCESS_KEY,DO_SPACES_SECRET_KEY
script: |
set -x
cd /opt/eagle0
# Check Docker has IPv6 support for connecting to Hetzner Shardok
# (One-time setup: sudo tee /etc/docker/daemon.json <<< '{"ipv6": true, "ip6tables": true, "experimental": true, "fixed-cidr-v6": "fd00::/80"}' && sudo systemctl restart docker)
if ! cat /etc/docker/daemon.json 2>/dev/null | grep -q '"ip6tables"'; then
echo "WARNING: Docker IPv6 not configured. Eagle may not reach Hetzner Shardok."
echo "Run: sudo tee /etc/docker/daemon.json <<< '{\"ipv6\": true, \"ip6tables\": true, \"experimental\": true, \"fixed-cidr-v6\": \"fd00::/80\"}' && sudo systemctl restart docker"
fi
# Write env vars to .env file for docker-compose
# Preserve AUTH_IMAGE if it exists (managed by auth_build.yml)
EXISTING_AUTH_IMAGE=""
if [ -f .env ]; then
EXISTING_AUTH_IMAGE=$(grep '^AUTH_IMAGE=' .env | cut -d= -f2- || true)
fi
rm -f .env 2>/dev/null || true
cat > .env << EOF
EAGLE_IMAGE=${EAGLE_IMAGE}
SHARDOK_IMAGE=${SHARDOK_IMAGE}
ADMIN_IMAGE=${ADMIN_IMAGE}
JFR_SIDECAR_IMAGE=${JFR_SIDECAR_IMAGE}
AUTH_IMAGE=${EXISTING_AUTH_IMAGE:-registry.digitalocean.com/eagle0/auth-server:latest}
OPENAI_API_KEY=${OPENAI_API_KEY:-}
GPT_MODEL_NAME=${GPT_MODEL_NAME:-gpt-4o}
EAGLE_ENABLE_S3=${EAGLE_ENABLE_S3:-false}
DO_SPACES_ACCESS_KEY=${DO_SPACES_ACCESS_KEY:-}
DO_SPACES_SECRET_KEY=${DO_SPACES_SECRET_KEY:-}
JWT_PRIVATE_KEY=${JWT_PRIVATE_KEY:-}
DISCORD_CLIENT_ID=${DISCORD_CLIENT_ID:-}
DISCORD_CLIENT_SECRET=${DISCORD_CLIENT_SECRET:-}
GOOGLE_CLIENT_ID=${GOOGLE_CLIENT_ID:-}
GOOGLE_CLIENT_SECRET=${GOOGLE_CLIENT_SECRET:-}
SHARDOK_ADDRESS=${SHARDOK_ADDRESS:-shardok:40042}
SHARDOK_AUTH_TOKEN=${SHARDOK_AUTH_TOKEN:-}
SENTRY_DSN=${SENTRY_DSN:-}
EOF
chmod 600 .env
@@ -509,8 +402,7 @@ jobs:
echo "${{ secrets.DO_REGISTRY_TOKEN }}" | docker login registry.digitalocean.com -u "${{ secrets.DO_REGISTRY_TOKEN }}" --password-stdin
# Use exact image tags passed from build jobs (no :latest fallback)
# Note: AUTH_IMAGE is managed separately by auth_build.yml
echo "Using images: $EAGLE_IMAGE, $SHARDOK_IMAGE, $ADMIN_IMAGE, $JFR_SIDECAR_IMAGE"
echo "Using images: $EAGLE_IMAGE, $SHARDOK_IMAGE, $ADMIN_IMAGE"
# Use crane to pull images (handles OCI format correctly) then load into Docker
# This avoids digest mismatch from DO registry's OCI->Docker format conversion
@@ -537,12 +429,6 @@ jobs:
docker load -i admin.tar
rm admin.tar
echo "Pulling JFR Sidecar image with crane..."
./crane pull "${JFR_SIDECAR_IMAGE}" jfr-sidecar.tar || { echo "ERROR: Failed to pull jfr-sidecar image"; exit 1; }
echo "Loading JFR Sidecar image into Docker..."
docker load -i jfr-sidecar.tar
rm jfr-sidecar.tar
rm ./crane
# Also pull other compose images
@@ -551,19 +437,12 @@ jobs:
echo "All images pulled successfully"
# Recreate only the services we're updating (not auth - managed by auth_build.yml)
# This prevents restarting auth service during every Eagle deploy
docker compose -f docker-compose.prod.yml up -d --no-deps --force-recreate eagle shardok admin jfr-sidecar
# Ensure auth is running (but don't force-recreate it)
docker compose -f docker-compose.prod.yml up -d auth
# Force recreate containers to ensure new image is used
docker compose -f docker-compose.prod.yml up -d --force-recreate --remove-orphans
# Restart nginx to pick up new container IPs
# (nginx caches DNS at startup, so it needs restart after eagle/shardok)
docker compose -f docker-compose.prod.yml up -d --force-recreate nginx
# Cleanup orphaned containers
docker compose -f docker-compose.prod.yml up -d --remove-orphans
docker compose -f docker-compose.prod.yml restart nginx
# Wait for health checks
sleep 10
-90
View File
@@ -1,90 +0,0 @@
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: ${DRY_RUN}"
echo ""
# List of repositories to clean
REPOS=$(doctl registry repository list-v2 --format Name --no-header)
for REPO in $REPOS; do
echo "=== Processing repository: ${REPO} ==="
# Get all manifests with their tags and dates
MANIFESTS=$(doctl registry repository list-manifests "${REPO}" --format Digest,UpdatedAt,Tags --no-header 2>/dev/null || echo "")
if [ -z "$MANIFESTS" ]; then
echo " No manifests found"
continue
fi
echo "$MANIFESTS" | while read -r DIGEST UPDATED_AT TAGS; do
# Skip if no digest
if [ -z "$DIGEST" ]; then
continue
fi
# Parse the date
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..."
doctl registry garbage-collection start --force
echo "Garbage collection started. It may take a few minutes to complete."
-159
View File
@@ -1,159 +0,0 @@
name: Shardok ARM64 Build and Push
on:
push:
branches: [ "main" ]
paths:
- 'src/main/cpp/**'
- 'src/main/protobuf/net/eagle0/shardok/**'
- 'src/main/protobuf/net/eagle0/common/**'
- 'src/main/resources/net/eagle0/shardok/**'
- 'ci/BUILD.bazel'
- 'MODULE.bazel'
- '.github/workflows/shardok_arm64_build.yml'
workflow_dispatch:
inputs:
push_images:
description: 'Push images to container registry'
required: true
default: 'true'
type: boolean
permissions:
contents: read
jobs:
build-shardok-arm64:
runs-on: self-hosted
outputs:
image_tag: ${{ steps.push-shardok.outputs.image_tag }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Build Shardok ARM64 binary (cross-compile for Linux ARM64)
run: |
set -ex
echo "=== Building shardok-server binary for linux-aarch64 ==="
bazel build \
--platforms=//:linux_arm64 \
--extra_toolchains=@llvm_toolchain_linux_arm64//:all \
//src/main/cpp/net/eagle0/shardok:shardok-server
LINUX_BIN="bazel-bin/src/main/cpp/net/eagle0/shardok/shardok-server"
echo "=== Checking binary at: $LINUX_BIN ==="
if [ ! -f "$LINUX_BIN" ]; then
echo "ERROR: Binary not found at $LINUX_BIN"
exit 1
fi
# Verify it's ELF (Linux) not Mach-O (macOS)
echo "=== Verifying binary format ==="
MAGIC=$(head -c 4 "$LINUX_BIN" | xxd -p)
echo "Binary magic bytes: $MAGIC"
if [ "$MAGIC" = "7f454c46" ]; then
echo "SUCCESS: Binary is ELF format (Linux)"
# Check if it's ARM64 (e_machine = 0xB7 = 183 for aarch64)
E_MACHINE=$(od -An -j18 -N2 -tx2 "$LINUX_BIN" | tr -d ' ')
echo "ELF e_machine: $E_MACHINE"
if [ "$E_MACHINE" = "b700" ]; then
echo "SUCCESS: Binary is ARM64 (aarch64)"
else
echo "WARNING: Binary e_machine is $E_MACHINE (expected b700 for aarch64)"
fi
elif [ "$MAGIC" = "cfaeedfe" ] || [ "$MAGIC" = "cffaedfe" ]; then
echo "ERROR: Binary is Mach-O format (macOS) - cross-compilation failed!"
exit 1
else
echo "WARNING: Unknown binary format: $MAGIC"
file "$LINUX_BIN" || true
fi
- name: Build Shardok ARM64 Docker image
id: build-shardok
run: |
set -ex
bazel build \
--platforms=//:linux_arm64 \
--extra_toolchains=@llvm_toolchain_linux_arm64//:all \
//ci:shardok_server_image_arm64
IMAGE_PATH=$(readlink -f bazel-bin/ci/shardok_server_image_arm64)
echo "Image path: $IMAGE_PATH"
echo "image_path=$IMAGE_PATH" >> $GITHUB_OUTPUT
# Verify the binary inside the tar layer is ARM64 ELF
echo "=== Verifying binary in image tar ==="
BINARY_TAR="bazel-bin/ci/shardok_binary_layer_arm64.tar"
if [ -f "$BINARY_TAR" ]; then
echo "Checking binary in $BINARY_TAR"
MAGIC=$(tar -xOf "$BINARY_TAR" app/shardok-server 2>/dev/null | head -c 4 | xxd -p)
echo "Binary magic in tar: $MAGIC"
if [ "$MAGIC" = "7f454c46" ]; then
echo "SUCCESS: Binary in tar is ELF format (Linux)"
else
echo "ERROR: Binary in tar is NOT ELF format!"
exit 1
fi
else
echo "WARNING: Could not find $BINARY_TAR"
fi
- name: Login to DigitalOcean Container Registry
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DO_REGISTRY_TOKEN: ${{ secrets.DO_REGISTRY_TOKEN }}
run: |
AUTH=$(echo -n "${DO_REGISTRY_TOKEN}:${DO_REGISTRY_TOKEN}" | base64)
echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > ~/.docker/config.json
- name: Push Shardok ARM64 image to DigitalOcean
id: push-shardok
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
run: |
set -ex
CROSS_IMAGE="${{ steps.build-shardok.outputs.image_path }}"
echo "Using cross-compiled image: $CROSS_IMAGE"
if [ -z "$CROSS_IMAGE" ] || [ ! -d "$CROSS_IMAGE" ]; then
echo "ERROR: Cross-compiled image not found at: $CROSS_IMAGE"
exit 1
fi
# Build a push target to get crane in runfiles
bazel build //ci:eagle_server_push
# Find the Darwin crane binary
RUNFILES="bazel-bin/ci/push_eagle_server_push.sh.runfiles"
CRANE=$(find "$RUNFILES" -path "*darwin*" -name crane 2>/dev/null | head -1)
if [ -z "$CRANE" ]; then
CRANE=$(find "$RUNFILES" -name crane 2>/dev/null | head -1)
fi
if [ -z "$CRANE" ] || [ ! -e "$CRANE" ]; then
echo "ERROR: crane not found"
exit 1
fi
echo "Using crane: $CRANE"
# Push with arm64-prefixed SHA tag (same repo as x86, different tag)
GIT_SHA=$(git rev-parse --short=8 HEAD)
IMAGE_TAG="registry.digitalocean.com/eagle0/shardok-server:arm64-${GIT_SHA}"
echo "Pushing shardok ARM64 image: $IMAGE_TAG"
$CRANE push "$CROSS_IMAGE" "$IMAGE_TAG"
echo "image_tag=$IMAGE_TAG" >> $GITHUB_OUTPUT
# Also update :arm64-latest tag for convenience
echo "Copying to :arm64-latest tag"
$CRANE copy "$IMAGE_TAG" "registry.digitalocean.com/eagle0/shardok-server:arm64-latest"
echo "=== Push complete ==="
echo "Image: $IMAGE_TAG"
echo "Also tagged as: registry.digitalocean.com/eagle0/shardok-server:arm64-latest"
+2 -2
View File
@@ -52,14 +52,14 @@ jobs:
- name: Persist Library/
run: ./ci/github_actions/persist_library.sh
- name: Deploy Windows unity
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
if: success() #&& github.ref == 'refs/heads/main' && github.event_name == 'push'
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 -- "/tmp/eagle0/eagle0WIN" "/tmp/unity_manifest.txt"
- name: Update unified manifest
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
if: success() #&& github.ref == 'refs/heads/main' && github.event_name == 'push'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
+7
View File
@@ -35,3 +35,10 @@ repos:
entry: ./scripts/pre-commit-gazelle.sh
files: '(\.go|\.proto|BUILD\.bazel|BUILD|WORKSPACE|WORKSPACE\.bazel|\.bzl)$'
pass_filenames: false
- repo: local
hooks:
- id: update-action-result-types
name: update-action-result-types
language: system
entry: ./scripts/updateActionResultTypes.sh
files: 'src/main/protobuf/net/eagle0/eagle/common/action_result_type.proto'
-9
View File
@@ -12,15 +12,6 @@ platform(
],
)
# Platform for cross-compiling to Linux ARM64
platform(
name = "linux_arm64",
constraint_values = [
"@platforms//os:linux",
"@platforms//cpu:aarch64",
],
)
gazelle(name = "gazelle")
# gazelle:proto file
+15 -138
View File
@@ -8,18 +8,6 @@ This document tracks the migration from protobuf types to native Scala models in
2. **Keep proto for Shardok communication**: Yes - protobuf is used for Eagle-Shardok gRPC communication
3. **Use Scala views inside the library**: Yes - use native Scala types like `ProvinceView`, `FactionView`, `HeroView`, etc. within the library code
## Recent Completed Work
### GameState Round-Trip Elimination (PRs #4913, #4914, #4915)
Eliminated wasteful Scala→proto→Scala conversions in the hot path:
1. **LLM Pipeline** (#4913): `LlmRequestWithGameState` now uses Scala `GameState` instead of proto. All ~38 prompt generators updated to use Scala model types (`FactionT`, `HeroT`, `ProvinceT`).
2. **ActionWithResultingState Caching** (#4914): Added `precomputedScalaState: Option[GameState]` to cache Scala state when available, avoiding `fromProto()` conversion in `stateAfter()`.
3. **PostResults Simplification** (#4915): Changed `PostResults.gameState` from proto to `Option[GameState]` (Scala), eliminating `toProto()` calls when creating PostResults.
## Migration Pattern
The codebase follows a **Legacy* pattern** for separating proto-dependent and protoless code:
@@ -48,7 +36,6 @@ When migrating a file:
- [x] `ExpandCommandSelector`
- [x] `HeroGiftCommandSelector`
- [x] `ImproveCommandSelector`
- [x] `MarchTowardProvinceCommandChooser` - in AI folder, uses native GameState (callers convert)
- [x] `OrganizeCommandSelector`
- [x] `RansomOfferHelpers`
- [x] `SeekMoreLeadersCommandChooser` - in AI folder, uses native GameState
@@ -67,129 +54,21 @@ When migrating a file:
- [x] `TruceCountQuestCommandChooser`
- [x] `TruceWithFactionQuestCommandChooser`
### Fully Protoless
### Dual (both proto and protoless versions)
- [x] `AIClientUtils` - has protoless overloads (`takenHeroIdsForMarchTowardFocus`, `mostPowerfulHeroes`)
- [x] `AttackCommandChooser` - uses Scala `GameState` and `BattalionViewC` (Scala view type)
- [x] `BattalionPower` - has `estimatedPower(BattalionViewC)` for recon data with optional stats
- [x] `CommandChoiceHelpers` - fully protoless, uses Scala `GameState` throughout
- [x] `ProvinceGoldSurplusCalculator` - fully protoless (callers use converters)
- [x] `HeroSelector` - fully protoless (removed dead `minimallyFatiguedHeroesProto`)
- [~] `ProvinceGoldSurplusCalculator` - protoless `provinceGoldSurplus(province: ProvinceT)` + legacy `provinceGoldSurplus(provinceId, gameState)`
- [~] `HeroSelector` - protoless `minimallyFatiguedHeroes` + legacy `minimallyFatiguedHeroesProto`
### AI Layer ✅ COMPLETE
### Blocked (still uses proto GameState)
All AI and command chooser code is now fully protoless:
- [x] `AttackDecisionCommandChooser` - uses Scala GameState
- [x] `CommandChooser` - trait uses Scala GameState
- [x] `FulfillQuestsCommandSelector` - uses Scala GameState
- [x] `MidGameAIClient` - uses Scala GameState internally
### Still Using Proto GameState (Boundary Code)
These files use proto GameState because they're at system boundaries:
**View Filters (client projection):**
- `view_filters/GameStateViewFilter` - has Scala overload, uses Scala sub-filters
- `view_filters/ProvinceViewFilter` - has Scala overloads for some methods
- `view_filters/FactionViewFilter` - has Scala overload
- `view_filters/HeroViewFilter` - has Scala overload
- `view_filters/BattalionNameFilter` - has Scala overload
- `view_filters/BattleFilter` - has Scala overload
**Legacy Utilities (to be deprecated):**
- `LegacyProvinceDistances`, `LegacyFactionUtils`, `LegacyHeroUtils`, etc.
- Used by code that still needs proto GameState
**Persistence/Action System:**
- `ActionResultTApplier`, `ActionResultProtoApplier` - apply results to proto state
- `ActionWithResultingState` - caches both proto and Scala state
**Shardok Interface (gRPC boundary):**
- `ShardokInterfaceGrpcClient`, `ShardokInterfaceProxy` - must use proto for C++ communication
## Next Steps
### Phase 1-3: AI Layer ✅ COMPLETE
The entire AI decision-making layer is now protoless.
### Phase 4: View Filters ✅ COMPLETE
The view_filters package migration is complete:
**Completed:**
- [x] `GameStateViewFilter` - added Scala GameState overload (uses Scala sub-filters)
- [x] `ProvinceViewFilter` - already has Scala overloads for server-side views
- [x] `HumanPlayerClientConnectionState` - updated to pass Scala GameState directly
- [x] `HeroViewFilter` - added Scala overload
- [x] `FactionViewFilter` - added Scala overload
- [x] `Visibility` - added Scala overloads
**Still Using Proto:**
- [x] `BattalionNameFilter` - has Scala overload
- [x] `BattleFilter` - has Scala overload
- [ ] `ActionResultFilter` - uses proto internally (boundary code)
**Strategy:**
1. Add Scala GameState overloads to view filter methods
2. Update callers to pass Scala GameState where available
3. Eventually deprecate proto versions
### Phase 5: Legacy Utility Cleanup (IN PROGRESS)
Remove Legacy* utilities by migrating remaining callers:
1. Identify callers of each Legacy* util
2. Update callers to use protoless versions
3. Delete Legacy* files when no longer needed
**Deleted (no production callers):**
- [x] `LegacyProvinceDistances` - deleted (no callers)
- [x] `LegacyBattalionSuitability` - deleted (no callers)
- [x] `LegacyFoodConsumptionUtils` - deleted (no callers)
- [x] `LegacyHandleRiotUtils` - deleted (no callers)
**Refactored to Thin Wrappers (delegating to protoless versions):**
- [x] `LegacyRansomValidity` - already a thin wrapper delegating to `RansomValidity`
- [x] `LegacyRecruitmentOdds` - refactored to delegate to `RecruitmentOdds`
**Parallel Implementations (proto mirrors protoless):**
- [x] `FactionUtils` / `LegacyFactionUtils` - both have matching APIs; LegacyFactionUtils used by boundary code (24+ callers)
- [x] `HeroUtils` / `LegacyHeroUtils` - both have matching APIs; LegacyHeroUtils used by boundary code (10 callers)
- [x] `ProvinceUtils` / `LegacyProvinceUtils` - both have matching APIs; LegacyProvinceUtils used by boundary code (20 callers: availability factories, view filters)
**Parallel Implementations (awaiting migration of callers):**
- [x] `BattalionUtils` / `LegacyBattalionUtils` - both have matching core methods; LegacyBattalionUtils used by boundary code (4 callers)
- [x] `BattalionViewFilter` / `LegacyBattalionViewFilter` - protoless version exists; Legacy used by view filters, action appliers (3 callers)
- [x] `BattalionTypeFinder` / `LegacyBattalionTypeFinder` - protoless version exists; Legacy used by validators (1 caller: RuntimeValidator)
### Recent Caller Migration
**CheckForFulfilledQuestsAction** - migrated to use protoless `BattalionTypeFinder`:
- Changed `battalionTypes` parameter from proto `Vector[BattalionType]` to Scala `Vector[BattalionType]`
- Updated callers (EngineImpl, EndVassalCommandsPhaseAction) to pass Scala types directly
- Eliminated wasteful `BattalionTypeConverter.toProto()` conversions
**ExpandedUnaffiliatedHeroUtils** - added Scala overload:
- New overload takes Scala `GameState` and `UnaffiliatedHeroT` directly
- Added `UnaffiliatedHeroConverter.unaffiliatedHeroTypeToProto()` helper for efficient enum conversion
- Proto overload retained for backward compatibility
**AvailablePleaseRecruitMeCommandFactory** - eliminated wasteful proto conversions:
- Now uses `ExpandedUnaffiliatedHeroUtils.expandedUnaffiliatedHero(ScalaGameState, UnaffiliatedHeroT)` directly
- Removed `GameStateConverter.toProto()` and `UnaffiliatedHeroConverter.toProto()` calls
- Factory is now fully protoless internally (still returns proto types for API boundary)
**ProvinceViewFilter** - added Scala overload with faction filtering:
- New `filteredProvinceView(province: ProvinceT, gs: ScalaGameState, factionId: FactionId)` overload
- Uses protoless `FactionUtils.hasAlliance`, `Visibility.hasFullVisibility`, and `ProvinceUtils.incomingOthers`
- Handles reconned provinces directly from Scala `FactionT.reconnedProvinces` (already Scala type)
- Added helper methods: `fullProvinceInfoScala`, `maybeIncomingAttackersScala`, `unaffiliatedHeroInfoScala`
- Events still converted to proto at the end (ProvinceView.knownEvents uses proto events)
**GameStateViewFilter** - eliminated GameStateConverter.toProto() call:
- Scala overload now fully protoless internally
- Uses the new ProvinceViewFilter Scala overload with faction filtering
- Converts `battalionTypes` and `chronicleEntries` to proto only at output boundary
- [ ] `CommandChoiceHelpers` - main target, uses proto GameState extensively
- Only 1 call to `minimallyFatiguedHeroesProto` (HeroSelector)
- Many calls to proto `provinceGoldSurplus`
- Depends on many Legacy* utils
- [ ] `AttackDecisionCommandChooser` - uses proto types
- [ ] `CommandChooser` - uses proto GameState
- [ ] `FulfillQuestsCommandSelector` - takes proto, converts to native immediately
- Called by `MidGameAIClient` which uses proto GameState
## Key Files
@@ -206,8 +85,6 @@ Remove Legacy* utilities by migrating remaining callers:
## Notes
- The AI client code (`src/main/scala/net/eagle0/eagle/ai/`) is now fully protoless
- Proto GameState is still needed at boundaries: persistence, gRPC to Shardok
- `PerformUnaffiliatedHeroesAction` and the LLM pipeline use protoless `GameState`
- `GameStateViewFilter` Scala overload is now fully protoless internally (converts to proto only at output)
- `ProvinceViewFilter` has Scala overloads for all three modes: no filtering, faction filtering, and withdrawn-from view
- The AI client code (`src/main/scala/net/eagle0/eagle/ai/`) currently uses proto types extensively
- `PerformUnaffiliatedHeroesAction` already uses protoless `GameState`
- Migration should proceed incrementally: utilities first, then higher-level selectors/choosers
+7 -46
View File
@@ -57,47 +57,25 @@ llvm.toolchain(
llvm_version = "20.1.2",
)
# Linux x86_64 sysroot for cross-compilation
# Linux sysroot for cross-compilation (Chromium's Debian sysroot)
llvm.sysroot(
name = "llvm_toolchain_linux",
label = "@linux_sysroot//sysroot",
targets = ["linux-x86_64"],
)
# Cross-compilation toolchain (macOS -> Linux ARM64)
llvm.toolchain(
name = "llvm_toolchain_linux_arm64",
llvm_version = "20.1.2",
)
use_repo(llvm, "llvm_toolchain", "llvm_toolchain_linux")
# Linux ARM64 sysroot for cross-compilation
llvm.sysroot(
name = "llvm_toolchain_linux_arm64",
label = "@linux_sysroot_arm64//sysroot",
targets = ["linux-aarch64"],
)
use_repo(llvm, "llvm_toolchain", "llvm_toolchain_linux", "llvm_toolchain_linux_arm64")
# Download the Linux sysroots (Ubuntu 24.04 Noble for C++23 support)
# Download the Linux sysroot (Ubuntu 24.04 Noble for C++23 support)
# Built by: .github/workflows/build_sysroot.yml
# To rebuild: Run the "Build Linux Sysroot" workflow with a new version, then update sha256 and URL
sysroot = use_repo_rule("@toolchains_llvm//toolchain:sysroot.bzl", "sysroot")
# x86_64 sysroot
sysroot(
name = "linux_sysroot",
sha256 = "a06475004fe8003ae7ccb4fe1d5511feb9b27cce4a8826eb1dfd686ed83f3dba",
urls = ["https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/v3/ubuntu_noble_amd64_sysroot.tar.xz"],
)
# ARM64 sysroot
sysroot(
name = "linux_sysroot_arm64",
sha256 = "87469137737e09bc73855007dab835477eb10a7b3ce3f725f93f64e25747f3f9",
urls = ["https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/v4/ubuntu_noble_arm64_sysroot.tar.xz"],
)
#
# Language Support - Go
#
@@ -116,8 +94,6 @@ use_repo(
"com_github_aws_aws_sdk_go_v2_config",
"com_github_aws_aws_sdk_go_v2_credentials",
"com_github_aws_aws_sdk_go_v2_service_s3",
"com_github_golang_jwt_jwt_v5",
"com_github_google_uuid",
"org_golang_google_grpc",
"org_golang_google_protobuf",
)
@@ -154,22 +130,19 @@ bazel_dep(name = "aspect_bazel_lib", version = "2.16.0")
oci = use_extension("@rules_oci//oci:extensions.bzl", "oci")
# Base image for Eagle (Java 17 JDK - includes jcmd for JFR dumps)
# Base image for Eagle (Java 17)
oci.pull(
name = "eclipse_temurin_17",
digest = "sha256:d286b5352d98777bbf727f54038b04f0145cd9b76ca83f38a67aa111d4303748",
image = "docker.io/library/eclipse-temurin",
platforms = ["linux/amd64"],
tag = "17-jdk",
)
# Base image for Shardok (Ubuntu 24.04 for C++ runtime)
oci.pull(
name = "ubuntu_24_04",
image = "docker.io/library/ubuntu",
platforms = [
"linux/amd64",
"linux/arm64/v8",
],
platforms = ["linux/amd64"],
tag = "24.04",
)
@@ -180,7 +153,7 @@ oci.pull(
platforms = ["linux/amd64"],
tag = "3.21",
)
use_repo(oci, "alpine_linux", "alpine_linux_linux_amd64", "eclipse_temurin_17", "eclipse_temurin_17_linux_amd64", "ubuntu_24_04", "ubuntu_24_04_linux_amd64", "ubuntu_24_04_linux_arm64_v8")
use_repo(oci, "alpine_linux", "alpine_linux_linux_amd64", "eclipse_temurin_17", "eclipse_temurin_17_linux_amd64", "ubuntu_24_04", "ubuntu_24_04_linux_amd64")
#
# Java/Scala Dependencies
@@ -246,9 +219,6 @@ maven.install(
# JWT (for OAuth token handling)
"com.nimbusds:nimbus-jose-jwt:9.37.3",
# Error tracking
"io.sentry:sentry:7.19.0",
],
duplicate_version_warning = "error",
fail_if_repin_required = True,
@@ -303,14 +273,6 @@ http_file(
executable = True,
)
http_file(
name = "busybox_aarch64",
sha256 = "141adb1b625a6f44c4b114f76b4387b4ea4f7ab802b88eb40e0d2f6adcccb1c3",
urls = ["https://busybox.net/downloads/binaries/1.35.0-aarch64-linux-musl/busybox"],
downloaded_file_path = "busybox",
executable = True,
)
#
# Toolchain Registration
#
@@ -324,6 +286,5 @@ register_toolchains(
register_toolchains(
"@llvm_toolchain//:all",
"@llvm_toolchain_linux//:all",
"@llvm_toolchain_linux_arm64//:all",
dev_dependency = True,
)
+4 -20
View File
@@ -1293,7 +1293,7 @@
"@@rules_oci~//oci:extensions.bzl%oci": {
"general": {
"bzlTransitiveDigest": "FaY+7xb13bB3hmxqwAWaGp3Tf3Q4Nfdlr+F38CP5mcg=",
"usagesDigest": "39yHQmifPoGf+JSYpnQSnJGugxbrFVge/+ENmUiqZ6M=",
"usagesDigest": "KXZUVR9ea29hTmhxC4+BG0pTXTijLpsFrDVraHG4OyU=",
"recordedFileInputs": {},
"recordedDirentsInputs": {},
"envVariables": {},
@@ -1306,7 +1306,7 @@
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/eclipse-temurin",
"identifier": "17-jdk",
"identifier": "sha256:d286b5352d98777bbf727f54038b04f0145cd9b76ca83f38a67aa111d4303748",
"platform": "linux/amd64",
"target_name": "eclipse_temurin_17_linux_amd64",
"bazel_tags": []
@@ -1321,7 +1321,7 @@
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/eclipse-temurin",
"identifier": "17-jdk",
"identifier": "sha256:d286b5352d98777bbf727f54038b04f0145cd9b76ca83f38a67aa111d4303748",
"platforms": {
"@@platforms//cpu:x86_64": "@eclipse_temurin_17_linux_amd64"
},
@@ -1343,20 +1343,6 @@
"bazel_tags": []
}
},
"ubuntu_24_04_linux_arm64_v8": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_pull",
"attributes": {
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/ubuntu",
"identifier": "24.04",
"platform": "linux/arm64/v8",
"target_name": "ubuntu_24_04_linux_arm64_v8",
"bazel_tags": []
}
},
"ubuntu_24_04": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_alias",
@@ -1368,8 +1354,7 @@
"repository": "library/ubuntu",
"identifier": "24.04",
"platforms": {
"@@platforms//cpu:x86_64": "@ubuntu_24_04_linux_amd64",
"@@platforms//cpu:arm64": "@ubuntu_24_04_linux_arm64_v8"
"@@platforms//cpu:x86_64": "@ubuntu_24_04_linux_amd64"
},
"bzlmod_repository": "ubuntu_24_04",
"reproducible": true
@@ -1543,7 +1528,6 @@
"eclipse_temurin_17_linux_amd64",
"ubuntu_24_04",
"ubuntu_24_04_linux_amd64",
"ubuntu_24_04_linux_arm64_v8",
"alpine_linux",
"alpine_linux_linux_amd64"
],
+2 -156
View File
@@ -17,18 +17,6 @@ pkg_tar(
},
)
pkg_tar(
name = "busybox_layer_arm64",
srcs = ["@busybox_aarch64//file"],
package_dir = "/usr/local/bin",
remap_paths = {
"file/busybox": "busybox",
},
symlinks = {
"/usr/local/bin/nc": "busybox",
},
)
#
# Eagle Server Docker Image
#
@@ -63,17 +51,13 @@ oci_image(
base = "@eclipse_temurin_17_linux_amd64",
entrypoint = [
"java",
"-Xmx2g",
"-Xmx4g",
"-XX:+UseG1GC",
# JFR profiling support
"-XX:+UnlockDiagnosticVMOptions",
"-XX:+DebugNonSafepoints", # Required for JFR to see through inlined methods
"-XX:FlightRecorderOptions=stackdepth=256",
"-jar",
"/app/eagle_server_deploy.jar",
],
env = {
"JAVA_OPTS": "-Xmx2g -XX:+UseG1GC",
"JAVA_OPTS": "-Xmx4g -XX:+UseG1GC",
},
exposed_ports = ["40032/tcp"],
tars = [
@@ -167,54 +151,6 @@ oci_push(
repository = "registry.digitalocean.com/eagle0/shardok-server",
)
#
# 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//:all
# Load: bazel run //ci:shardok_server_load_arm64
# Push: bazel run //ci:shardok_server_push_arm64
#
# Package the Shardok binary (ARM64 version - must be built with --platforms=//:linux_arm64)
pkg_tar(
name = "shardok_binary_layer_arm64",
srcs = ["//src/main/cpp/net/eagle0/shardok:shardok-server"],
package_dir = "/app",
)
oci_image(
name = "shardok_server_image_arm64",
base = "@ubuntu_24_04_linux_arm64_v8",
entrypoint = ["/app/shardok-server"],
exposed_ports = [
"40042/tcp",
"40052/tcp",
],
tars = [
# Note: busybox_layer_arm64 omitted - busybox.net has SSL issues
# Health checks can use the shardok-server binary itself or be added later
":shardok_binary_layer_arm64",
":shardok_resources_layer",
":shardok_maps_layer",
],
workdir = "/app",
)
# Load into Docker locally (ARM64): bazel run //ci:shardok_server_load_arm64
oci_load(
name = "shardok_server_load_arm64",
image = ":shardok_server_image_arm64",
repo_tags = ["eagle0/shardok-server:latest-arm64"],
)
# Push to DigitalOcean Container Registry (for Hetzner deployment)
# Uses same repository as x86 but with arm64- tag prefix
oci_push(
name = "shardok_server_push_arm64",
image = ":shardok_server_image_arm64",
repository = "registry.digitalocean.com/eagle0/shardok-server",
)
#
# Admin Server Docker Image (Go)
#
@@ -255,93 +191,3 @@ oci_push(
image = ":admin_server_image",
repository = "registry.digitalocean.com/eagle0/admin-server",
)
#
# JFR Sidecar Docker Image (Go + JDK for jcmd)
#
# This sidecar runs with shared PID namespace to access the Eagle JVM.
# Build: bazel build //ci:jfr_sidecar_image
# Load: bazel run //ci:jfr_sidecar_load
# Push: bazel run //ci:jfr_sidecar_push
#
# Package the Go JFR server binary
pkg_tar(
name = "jfr_sidecar_binary_layer",
srcs = ["//src/main/go/net/eagle0/jfr_server:jfr_server_linux_amd64"],
package_dir = "/app",
)
oci_image(
name = "jfr_sidecar_image",
# Use JDK base image - we need jcmd to dump JFR recordings
base = "@eclipse_temurin_17_linux_amd64",
entrypoint = ["/app/jfr_server_linux_amd64"],
exposed_ports = ["8081/tcp"],
tars = [
":jfr_sidecar_binary_layer",
],
workdir = "/app",
)
# Load into Docker locally: bazel run //ci:jfr_sidecar_load
oci_load(
name = "jfr_sidecar_load",
image = ":jfr_sidecar_image",
repo_tags = ["eagle0/jfr-sidecar:latest"],
)
# Push to DigitalOcean Container Registry
oci_push(
name = "jfr_sidecar_push",
image = ":jfr_sidecar_image",
repository = "registry.digitalocean.com/eagle0/jfr-sidecar",
)
#
# Auth Server Docker Image (Go)
#
# This is the external OAuth service that handles OAuth flows and JWT creation.
# Build: bazel build //ci:auth_server_image
# Load: bazel run //ci:auth_server_load
# Push: bazel run //ci:auth_server_push
#
# Package the Go auth binary (explicit Linux x86_64 target)
pkg_tar(
name = "auth_binary_layer",
srcs = [
"//src/main/go/net/eagle0/authcli:authcli_linux_amd64",
"//src/main/go/net/eagle0/authservice:authservice_linux_amd64",
],
package_dir = "/app",
)
oci_image(
name = "auth_server_image",
base = "@alpine_linux_linux_amd64",
entrypoint = ["/app/authservice_linux_amd64"],
exposed_ports = [
"40033/tcp", # gRPC
"8080/tcp", # HTTP OAuth callback
],
tars = [
":busybox_layer",
":auth_binary_layer",
],
workdir = "/app",
)
# Load into Docker locally: bazel run //ci:auth_server_load
oci_load(
name = "auth_server_load",
image = ":auth_server_image",
repo_tags = ["eagle0/auth-server:latest"],
)
# Push to DigitalOcean Container Registry
oci_push(
name = "auth_server_push",
image = ":auth_server_image",
repository = "registry.digitalocean.com/eagle0/auth-server",
)
+5 -108
View File
@@ -1,7 +1,7 @@
# Docker Compose for production deployment
#
# Local testing:
# Build images: bazel run //ci:eagle_server_load && bazel run //ci:shardok_server_load && bazel run //ci:auth_server_load
# Build images: bazel run //ci:eagle_server_load && bazel run //ci:shardok_server_load
# Run: docker compose -f docker-compose.prod.yml up
#
# Production deployment:
@@ -15,9 +15,7 @@ services:
- "--gpt-model-name"
- "${GPT_MODEL_NAME:-gpt-5.1}"
- "--shardok-interface-remote-address"
- "${SHARDOK_ADDRESS:-shardok:40042}"
- "--auth-service-url"
- "auth:40033"
- "shardok:40042"
ports:
- "40032:40032"
environment:
@@ -26,25 +24,10 @@ services:
DO_SPACES_ENDPOINT: "${DO_SPACES_ENDPOINT:-https://sfo3.digitaloceanspaces.com}"
DO_SPACES_ACCESS_KEY: "${DO_SPACES_ACCESS_KEY:-}"
DO_SPACES_SECRET_KEY: "${DO_SPACES_SECRET_KEY:-}"
JWT_PRIVATE_KEY: "${JWT_PRIVATE_KEY:-}"
DISCORD_CLIENT_ID: "${DISCORD_CLIENT_ID:-}"
DISCORD_CLIENT_SECRET: "${DISCORD_CLIENT_SECRET:-}"
# Auth token for remote Shardok on Hetzner (only used when shardok address contains .eagle0.net)
SHARDOK_AUTH_TOKEN: "${SHARDOK_AUTH_TOKEN:-}"
# Use persistent volume for save data (users, games, etc.)
EAGLE_SAVE_DIR: "/app/saves"
EAGLE_ARCHIVE_DIR: "/app/archived"
SENTRY_DSN: "${SENTRY_DSN:-}"
SENTRY_ENVIRONMENT: "production"
volumes:
- ./saves:/app/saves # Game saves and user database
- ./archived:/app/archived # Archived completed games
- ./jfr:/app/jfr # JFR recordings - dump with: docker exec eagle-server jcmd 1 JFR.dump filename=/app/jfr/profile.jfr
- jvm-tmp:/tmp # Shared with jfr-sidecar for JVM attach socket files
- jwt-keys:/etc/eagle0/keys # Shared JWT keys with auth service
- ./saves:/app/saves
depends_on:
- shardok
- auth
restart: unless-stopped
logging:
driver: "json-file"
@@ -58,51 +41,9 @@ services:
retries: 3
start_period: 30s
auth:
image: ${AUTH_IMAGE:-registry.digitalocean.com/eagle0/auth-server:latest}
container_name: auth-server
environment:
# gRPC port for Auth service
AUTH_GRPC_PORT: "40033"
# HTTP port for OAuth callbacks
AUTH_HTTP_PORT: "8080"
# User data persistence directory
AUTH_DATA_DIR: "/app/data"
# Legacy path for migrating users from Eagle (Phase 1 migration)
AUTH_LEGACY_DATA_DIR: "/app/saves/auth"
# OAuth provider credentials
DISCORD_CLIENT_ID: "${DISCORD_CLIENT_ID:-}"
DISCORD_CLIENT_SECRET: "${DISCORD_CLIENT_SECRET:-}"
GOOGLE_CLIENT_ID: "${GOOGLE_CLIENT_ID:-}"
GOOGLE_CLIENT_SECRET: "${GOOGLE_CLIENT_SECRET:-}"
# Server base URL for OAuth callbacks
SERVER_BASE_URL: "${SERVER_BASE_URL:-https://prod.eagle0.net}"
# JWT keys - PEM files in volume, bootstrapped from JWK on first run
JWT_KEYS_PATH: "/etc/eagle0/keys"
JWT_PRIVATE_KEY: "${JWT_PRIVATE_KEY:-}"
# Note: port 40033 is exposed via nginx, not directly
volumes:
- jwt-keys:/etc/eagle0/keys # Shared JWT keys with Eagle
- ./auth-data:/app/data # User database persistence
- ./saves:/app/saves:ro # Read-only access to Eagle's saves for migration
restart: unless-stopped
logging:
driver: "json-file"
options:
max-size: "50m"
max-file: "3"
healthcheck:
test: ["CMD-SHELL", "nc -z localhost 40033 || exit 1"]
interval: 30s
timeout: 10s
retries: 3
start_period: 10s
shardok:
image: ${SHARDOK_IMAGE:-registry.digitalocean.com/eagle0/shardok-server:latest}
container_name: shardok-server
mem_limit: 1g
memswap_limit: 1g # Prevent swap, OOM-kill cleanly instead
ports:
- "40042:40042"
- "40052:40052"
@@ -129,7 +70,6 @@ services:
ports:
- "443:443"
- "80:80"
- "40033:40033" # Go Auth service gRPC (Phase 2 direct client connections)
volumes:
- ./nginx/nginx.conf:/etc/nginx/nginx.conf:ro
- ./certbot/conf:/etc/letsencrypt:ro
@@ -137,7 +77,6 @@ services:
- ./auth:/etc/nginx/auth:ro
depends_on:
- eagle
- admin
restart: unless-stopped
logging:
driver: "json-file"
@@ -151,17 +90,12 @@ services:
command:
- "--eagle-addr"
- "eagle:40032"
- "--auth-addr"
- "auth:40033"
- "--jfr-sidecar-addr"
- "jfr-sidecar:8081"
- "--http-port"
- "8080"
# No external port - accessed via nginx at admin.eagle0.net
ports:
- "8080:8080"
depends_on:
- eagle
- auth
- jfr-sidecar
restart: unless-stopped
logging:
driver: "json-file"
@@ -175,28 +109,6 @@ services:
retries: 3
start_period: 10s
jfr-sidecar:
image: ${JFR_SIDECAR_IMAGE:-registry.digitalocean.com/eagle0/jfr-sidecar:latest}
container_name: jfr-sidecar
# Share PID namespace with Eagle to access its JVM via jcmd
pid: "service:eagle"
volumes:
- jvm-tmp:/tmp # Shared with Eagle for JVM attach socket files
depends_on:
- eagle
restart: unless-stopped
logging:
driver: "json-file"
options:
max-size: "10m"
max-file: "2"
healthcheck:
test: ["CMD-SHELL", "wget -q --spider http://localhost:8081/health || exit 1"]
interval: 30s
timeout: 10s
retries: 3
start_period: 10s
certbot:
image: certbot/certbot
container_name: certbot
@@ -204,18 +116,3 @@ services:
- ./certbot/conf:/etc/letsencrypt
- ./certbot/www:/var/www/certbot
entrypoint: "/bin/sh -c 'trap exit TERM; while :; do certbot renew; sleep 12h & wait $${!}; done;'"
volumes:
jvm-tmp:
# Shared /tmp for JVM attach socket files between Eagle and jfr-sidecar
jwt-keys:
# Shared JWT RSA keys between Eagle and auth service
networks:
default:
driver: bridge
enable_ipv6: true
ipam:
config:
- subnet: 172.28.0.0/16
- subnet: fd00:dead:beef::/48
-471
View File
@@ -1,471 +0,0 @@
# Admin Server Enhancement Plan
## Overview
This document outlines enhancements to the Go admin server (`src/main/go/net/eagle0/admin_server/`) to provide a proper web UI for game administration.
### Current State
The admin server provides a full web UI with htmx interactivity:
- `GET /` - Redirect to games list
- `GET /games` - Game list page (HTML)
- `GET /games/{id}` - Game detail with action history
- `GET /games/{id}/history` - History rows (htmx partial, infinite scroll)
- `GET /games/{id}/action/{index}` - Action detail (htmx partial)
- `POST /games/{id}/rewind` - Rewind game to target action
- `GET /settings` - Settings list with live search
- `POST /settings/update` - Update setting value
- `GET /health` - Health check (JSON)
- `GET /api/games` - JSON API for programmatic access
- `GET /api/games/{id}/history` - JSON API for history
### Goals
1. **Web UI**: Replace raw JSON with an interactive HTML interface
2. **Settings Management**: View and modify the 275+ game settings at runtime
3. **Game Rewind**: Restore a game to a previous action count
---
## Architecture
### Technology Choice: Go Templates + htmx
**Rationale:**
- Single binary deployment (no separate frontend build)
- htmx provides interactivity without JavaScript framework complexity
- Familiar HTML/CSS, minimal learning curve
- Excellent for admin tools where SEO and bundle size don't matter
**Alternatives Considered:**
- React/Vue SPA: Adds build complexity, separate deployment artifact
- Server-side only: Less interactive, full page reloads
### Directory Structure
```
src/main/go/net/eagle0/admin_server/
├── admin_server.go # Main entry point, HTTP routes
├── handlers/
│ ├── games.go # Game list and detail handlers
│ ├── settings.go # Settings list and update handlers
│ └── rewind.go # Game rewind handlers
├── templates/
│ ├── layout.html # Base layout with nav, htmx includes
│ ├── games/
│ │ ├── list.html # Game list page
│ │ ├── detail.html # Single game view with history
│ │ └── history.html # Partial for history table (htmx)
│ ├── settings/
│ │ ├── list.html # Settings list with search/filter
│ │ └── edit.html # Inline edit partial (htmx)
│ └── rewind/
│ └── confirm.html # Rewind confirmation modal
├── static/
│ ├── style.css # Minimal CSS (Pico CSS or similar)
│ └── htmx.min.js # htmx library
└── BUILD.bazel
```
---
## Feature 1: Web UI
### Routes
| Route | Method | Description |
|-------|--------|-------------|
| `/` | GET | Redirect to `/games` |
| `/games` | GET | Game list page (HTML) |
| `/games/{id}` | GET | Game detail page with history |
| `/games/{id}/history` | GET | History partial (htmx, for infinite scroll) |
| `/api/games` | GET | JSON API (existing, keep for programmatic access) |
| `/api/games/{id}/history` | GET | JSON API (existing) |
### Game List Page
```
┌─────────────────────────────────────────────────────────────┐
│ Eagle Admin [Settings] [Health] │
├─────────────────────────────────────────────────────────────┤
│ │
│ Running Games (3) │
│ │
│ ┌─────────────────────────────────────────────────────┐ │
│ │ Game abc123f Round 45 │ │
│ │ Players: Liu Bei (Human), Cao Cao (AI), Sun Quan │ │
│ │ Actions: 1,234 [View] [Rewind]│ │
│ └─────────────────────────────────────────────────────┘ │
│ │
│ ┌─────────────────────────────────────────────────────┐ │
│ │ Game def456a Round 12 │ │
│ │ Players: Test Player (Human) │ │
│ │ Actions: 456 [View] [Rewind]│ │
│ └─────────────────────────────────────────────────────┘ │
│ │
└─────────────────────────────────────────────────────────────┘
```
### Game Detail Page
Shows game info and scrollable action history:
- **Reverse chronological order**: Most recent actions displayed first
- Each action shows: index, type, round ID
- **Clickable actions**: Clicking an action row expands to show JSON representation of the full action data
- "Rewind to here" button on each action row
- Infinite scroll loads more history via htmx (loading older actions as user scrolls down)
### Implementation Notes
1. **Embed static files**: Use `//go:embed` to bundle templates and static files
2. **Template functions**: Add helpers for formatting (hex IDs, timestamps, action summaries)
3. **CSS framework**: Use Pico CSS (~10KB) for clean defaults without classes
---
## Feature 2: Settings Management
### New gRPC Endpoints (Eagle Server)
Add to `eagle.proto`:
```protobuf
message Setting {
string name = 1;
string type = 2; // "Int" or "Double"
string value = 3; // Current value as string
string default_value = 4; // Default from BUILD.bazel
string description = 5; // Optional, for UI hints
}
message GetSettingsRequest {
string filter = 1; // Optional name filter (substring match)
}
message GetSettingsResponse {
repeated Setting settings = 1;
}
message UpdateSettingRequest {
string name = 1;
string value = 2;
}
message UpdateSettingResponse {
Setting setting = 1; // Updated setting
string error = 2; // Empty on success
}
service Eagle {
// ... existing methods ...
rpc GetSettings(GetSettingsRequest) returns (GetSettingsResponse);
rpc UpdateSetting(UpdateSettingRequest) returns (UpdateSettingResponse);
}
```
### Eagle Server Implementation
Create a settings registry that:
1. Discovers all `IntSetting` and `DoubleSetting` instances via reflection or explicit registration
2. Provides get/set by name
3. Validates types on update
```scala
// src/main/scala/net/eagle0/eagle/library/settings/SettingsRegistry.scala
object SettingsRegistry {
private val settings: Map[String, Either[IntSetting, DoubleSetting]] = Map(
"ActionVigorCost" -> Left(ActionVigorCost),
"BaseFoodBuyPrice" -> Right(BaseFoodBuyPrice),
// ... register all 275 settings
)
def getAll(filter: Option[String]): Seq[Setting] = ...
def get(name: String): Option[Setting] = ...
def update(name: String, value: String): Either[String, Setting] = ...
}
```
**Alternative: Code generation**
Rather than manually registering 275 settings, modify `setting_rule.bzl` to generate a registry file during build.
### Admin Server Routes
| Route | Method | Description |
|-------|--------|-------------|
| `/settings` | GET | Settings list page with search |
| `/settings/{name}` | GET | Single setting detail (htmx partial) |
| `/settings/{name}` | PUT | Update setting value |
| `/api/settings` | GET | JSON API |
| `/api/settings/{name}` | PUT | JSON API |
### Settings UI
```
┌─────────────────────────────────────────────────────────────┐
│ Eagle Admin [Games] [Health] │
├─────────────────────────────────────────────────────────────┤
│ │
│ Settings [Search: __________ ] │
│ │
│ ┌─────────────────────────────────────────────────────┐ │
│ │ ActionVigorCost (Int) │ │
│ │ Current: [15 ] Default: 15 [Save] │ │
│ └─────────────────────────────────────────────────────┘ │
│ │
│ ┌─────────────────────────────────────────────────────┐ │
│ │ BaseFoodBuyPrice (Double) │ │
│ │ Current: [0.5 ] Default: 0.5 [Save] │ │
│ └─────────────────────────────────────────────────────┘ │
│ │
│ ... (275 settings, virtualized/paginated) ... │
│ │
└─────────────────────────────────────────────────────────────┘
```
### Considerations
1. **Persistence**: Settings changes are in-memory only. Document that restarts reset to defaults.
2. **Validation**: Validate numeric ranges where applicable (e.g., percentages 0-100)
3. **Categories**: Consider grouping settings by prefix (AI*, Combat*, Economy*, etc.)
4. **Audit log**: Log setting changes with timestamp for debugging
---
## Feature 3: Game Rewind
### Concept
Restore a game to a previous point in its action history. This is useful for:
- Debugging issues that occurred at a specific point
- Testing "what if" scenarios
- Recovering from bugs that corrupted state
### New gRPC Endpoint
Add to `eagle.proto`:
```protobuf
message RewindGameRequest {
int64 game_id = 1;
int32 target_action_count = 2; // Rewind to state after this many actions
}
message RewindGameResponse {
bool success = 1;
string error = 2;
int32 new_action_count = 3;
int32 disconnected_clients = 4; // Number of clients that were disconnected
}
service Eagle {
// ... existing methods ...
rpc RewindGame(RewindGameRequest) returns (RewindGameResponse);
}
```
### Eagle Server Implementation
The `GameHistory` already stores `ActionWithResultingState` for each action, which includes the `GameState` after that action. Rewinding means:
1. **Validate**: Check that `target_action_count` is within valid range (0 to current count)
2. **Get target state**: Retrieve `GameState` at target action count from history
3. **Disconnect clients**: Close all human player connections (they'll need to reconnect)
4. **Replace engine**: Create new `EngineImpl` with target state and truncated history
5. **Reset AI state**: Clear any cached AI state that depends on current game state
```scala
// GameController.scala (pseudocode)
def rewindTo(targetActionCount: Int): Either[String, RewindResult] = {
if (targetActionCount < 0 || targetActionCount > engine.history.count)
return Left(s"Invalid action count: $targetActionCount")
// Get state at target point
val targetState = engine.history.stateAt(targetActionCount)
val truncatedHistory = engine.history.truncateTo(targetActionCount)
// Disconnect all human clients
val disconnectedCount = humanClients.length
humanClients.foreach(_.disconnect("Game rewound by admin"))
// Create new engine at target state
val newEngine = EngineImpl(
gameId = engine.gameId,
currentState = targetState,
history = truncatedHistory,
// ... other fields
)
// Replace controller's engine
this.engine = newEngine
Right(RewindResult(targetActionCount, disconnectedCount))
}
```
### GameHistory Enhancement
Add method to get state at a specific action count:
```scala
trait GameHistory {
// ... existing methods ...
def stateAt(actionCount: Int): GameState = {
if (actionCount == 0) initialState
else all(actionCount - 1).resultingState
}
def truncateTo(actionCount: Int): GameHistory = {
GameHistoryImpl(
initialState = initialState,
actions = all.take(actionCount)
)
}
}
```
### Admin Server Route
| Route | Method | Description |
|-------|--------|-------------|
| `/games/{id}/rewind` | POST | Rewind game (form: `target_action_count`) |
| `/games/{id}/rewind/confirm` | GET | Confirmation modal (htmx partial) |
### Rewind UI Flow
1. User views game history
2. User clicks "Rewind to here" on an action row
3. Confirmation modal appears via htmx:
```
┌─────────────────────────────────────────┐
│ Rewind Game abc123f? │
│ │
│ This will: │
│ • Restore to action 456 (Round 23) │
│ • Discard 778 subsequent actions │
│ • Disconnect 2 connected players │
│ │
│ This cannot be undone. │
│ │
│ [Cancel] [Rewind] │
└─────────────────────────────────────────┘
```
4. On confirm, POST to `/games/{id}/rewind`
5. Success: redirect to game detail showing new state
6. Error: show error message
### Safety Considerations
1. **No undo**: Rewinding discards history. Consider optional backup before rewind.
2. **Client disconnect**: All connected clients are forcibly disconnected.
3. **AI state**: Ensure AI clients restart cleanly after rewind.
4. **Concurrent access**: Lock game during rewind to prevent race conditions.
5. **Authorization**: In production, require admin authentication.
---
## Implementation Phases
### Phase 1: Web UI Foundation
**Status: Complete**
1. ✅ Set up Go templates with `embed`
2. ✅ Add Pico CSS and htmx
3. ✅ Create base layout with navigation
4. ✅ Convert `/games` to HTML with styling
5. ✅ Add game detail page with history table
6. ✅ Implement htmx infinite scroll for history
7. ✅ Reverse history order (most recent first)
8. ✅ Clickable action rows that expand to show JSON representation
9. ✅ Add `/games/{id}/action/{index}` endpoint for fetching action details
**Deliverable**: Browsable game list and history in HTML with clickable action details
### Phase 2: Settings Management
**Status: Complete**
1. ✅ Add `GetSettings` to `eagle.proto` (uses existing `AddSettings` for updates)
2. ✅ Add `getAllSettings` method to auto-generated `SettingsLoader`
3. ✅ Implement `getSettings` in `EagleServiceImpl`
4. ✅ Create settings list page with live search
5. ✅ Add inline editing with htmx
6. ✅ Modified settings are highlighted
**Deliverable**: View and edit settings via admin UI
### Phase 3: Game Rewind
**Status: Complete**
1. ✅ Add `RewindGame` to `eagle.proto`
2. ✅ Implement `stateAt` and `truncateTo` in `GameHistory`
3. ✅ Implement rewind logic in `Engine` and `GameController`
4. ✅ Add rewind confirmation (htmx `hx-confirm` dialog)
5. ✅ Handle client disconnection gracefully
6. ✅ Add rewind button to history rows
7. ✅ Implement `rewindGame` in `GamesManager` and `EagleServiceImpl`
8. ✅ Add admin server `/games/{id}/rewind` POST handler
9. ✅ Add success/error feedback UI
**Deliverable**: Rewind games to any previous action
### Phase 4: Polish
**Status: Not Started**
#### High Priority
1. **Add tests for rewind functionality**
- `PersistedHistory.truncateTo` (handles complex persisted vs recent logic)
- `InMemoryHistory.truncateTo`
- `EngineImpl.rewindTo`
- `GameController.rewindTo`
- `GamesManager.rewindGame`
2. **Improve action history display**
- Human-readable action type names (e.g., "New Round" instead of "NewRoundAction")
- Show acting faction/province when available
- Action summaries from the `summary` field in `GameHistoryEntry`
#### Medium Priority
3. **Settings improvements**
- Group settings by category prefix (AI*, Combat*, Economy*, etc.)
- Show setting descriptions where available
- Pagination for large settings lists
4. **Error handling improvements**
- Better error messages on failed operations
- Retry logic for transient gRPC failures
#### Low Priority (Nice to Have)
5. **Basic auth** - HTTP Basic Auth or OAuth for production use
6. **Audit logging** - Log admin actions with timestamps
7. **Documentation** - Usage guide, deployment notes
#### Future Considerations
- Game creation from admin UI
- Player management (view connected players, force disconnect)
- Export game history to file
- Metrics/stats dashboard
---
## Security Notes
The admin server is intended for local/trusted network use only. For production:
1. **Do not expose to public internet** without authentication
2. Consider adding HTTP Basic Auth or OAuth
3. Run on internal network or behind VPN
4. Log all admin actions for audit trail
---
## Open Questions
1. **Settings persistence**: Should we add optional persistence to disk/database?
2. **Game snapshots**: Should rewind create a backup first?
3. **Multi-admin**: Need locking if multiple admins access simultaneously?
4. **Shardok settings**: Are there Shardok (C++) settings to expose too?
-240
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@@ -1,240 +0,0 @@
# Eagle0 Media Asset Audit
This document catalogs all media assets in the Unity project for licensing review.
**Total Assets:** ~12,500 files | **Size:** 1.4 GB
---
## Summary by Category
| Category | Count | Notes |
|----------|-------|-------|
| Images | 10,637 | Mostly PNG icons and UI sprites |
| Audio | 1,778 | 26 music tracks + 1,752 sound effects |
| 3D Models | 52 | Bridge pack only |
| Fonts | 16 | TTF files |
---
## 1. Purchased Asset Store Packages
These are commercial Unity Asset Store purchases tied to your account:
### 4000_Fantasy_Icons
- **Location:** `Assets/4000_Fantasy_Icons/`
- **Size:** 495 MB (5,621 PNG files)
- **Contents:** Icons for armor, weapons, skills, resources
- **License:** Unity Asset Store (check invoice/account)
### GUI Pro Kit Fantasy RPG
- **Location:** `Assets/GUI Pro Kit Fantasy RPG/`
- **Size:** 117 MB (3,755 PNG files)
- **Contents:** UI sprites, animations, prefabs
- **Includes fonts:** Alata-Regular.ttf, JosefinSans-Bold.ttf
- **License:** Unity Asset Store
### Modern UI Pack v4.2.0
- **Location:** `Assets/Modern UI Pack/`
- **Size:** 40 MB (191 PNG files)
- **Author:** Michsky (support@michsky.com)
- **Website:** https://www.michsky.com
- **Includes fonts:** Open Sans family (12 variants)
- **License:** Unity Asset Store
### Pixel Fonts Megapack
- **Location:** `Assets/Pixel Fonts Megapack/`
- **Publisher ID:** 17384
- **Author:** @pixelmush_ on Twitter
- **Asset Store Link:** http://u3d.as/w4v
- **License:** Unity Asset Store
### TileableBridgePack
- **Location:** `Assets/TileableBridgePack/`
- **Size:** 3.1 MB (52 FBX models)
- **Contents:** Bridge construction pieces
- **License:** Unity Asset Store
### Fantasy Interface Sounds
- **Location:** `Assets/Fantasy Interface Sounds/`
- **Count:** 320 WAV files
- **Contents:** UI sounds (bag, book, coins, dice, etc.)
- **License:** Unity Asset Store (verify)
### Medieval Combat Sounds
- **Location:** `Assets/Medieval Combat Sounds/`
- **Count:** 1,072 WAV files
- **Contents:** Footsteps, swings, shields, weapons, magic
- **License:** Unity Asset Store (verify)
### Magic Spells Sound Effects LITE
- **Location:** `Assets/Magic Spells Sound Effects LITE/`
- **Count:** 254 WAV files
- **Contents:** Spell casting, element effects
- **Note:** "LITE" version - check if restrictions apply
- **License:** Unity Asset Store (verify)
---
## 2. Creative Commons Music (Properly Licensed)
**Location:** `Assets/Resources/Music/`
**Documentation:** `Music Credits.txt` (attribution file exists)
All 26 tracks have CC licenses with proper attribution:
| Track | Artist | License |
|-------|--------|---------|
| A Robust Crew | Darren Curtis | CC BY 3.0 |
| Asian Graveyard | Darren Curtis | CC BY 3.0 |
| Fall From Grace | Darren Curtis | CC BY 3.0 |
| Samurai Sake Showdown | Darren Curtis | CC BY 3.0 |
| Deflector | Ghostrifter Official | CC BY-SA 3.0 |
| Chase | Alexander Nakarada | CC BY 4.0 |
| Wintersong | Alexander Nakarada | CC BY 4.0 |
| One Bard Band | Alexander Nakarada | CC BY 4.0 |
| Now We Ride | Alexander Nakarada | CC BY 4.0 |
| The Northern Path | Alexander Nakarada | CC BY 4.0 |
| Victory | MaxKoMusic | CC BY-SA 3.0 |
| Sakuya2 | PeriTune | CC BY 3.0 |
| Under The Sun | Keys of Moon | CC BY 4.0 |
| One Piece of Summer | Keys of Moon | CC BY 4.0 |
| Fluffing a Duck | Kevin MacLeod | CC BY 3.0 |
| Space Jazz | Kevin MacLeod | CC BY 3.0 |
| The Ice Giants | Kevin MacLeod | CC BY 4.0 |
| Epic Cinematic Trailer ELITE | Alex-Productions | CC BY 3.0 |
| Push | Alex-Productions | CC BY 3.0 |
| Virus | Alex-Productions | CC BY 3.0 |
| Duel | Makai Symphony | CC BY-SA 3.0 |
| Dragon Castle | Makai Symphony | CC BY-SA 3.0 |
| Durandal | Makai Symphony | CC BY-SA 3.0 |
**Tracks without specific license (verify):**
- Market Day
- Shopping List
- Medieval: Victory Theme
- Tracks by Dima Koltsov (AUDIUS): No Time for Greatness, Warriors of Demacia, Forest Queen Tale, Valor, Clouds
---
## 3. CC0 / Public Domain Assets
### SimpleFileBrowser Icons
- **Location:** `Assets/Plugins/SimpleFileBrowser/Sprites/FileIcons/`
- **License:** CC0 (documented in LICENSE.txt)
- **Source:** pngrepo.com
- **Items:** Archive, Audio, Default, Drive, Folder, Image, PDF, Text, Video icons
---
## 4. Potentially Problematic Assets (Review Needed)
### Stock Images (Possible License Issues)
These appear to be stock images that may have been used as placeholders:
| File | Concern |
|------|---------|
| ~~`Assets/Eagle/79066358-stock-illustration-raster-illustration-medieval-purse-bag...jpg`~~ | **DELETED** (2025-01-04) |
| ~~`Assets/Images/kisspng-hammer-hand-saws-tool-clip-art...jpg`~~ | **DELETED** (2025-01-04) |
| ~~`Assets/Images/lee-ermy-cropped.jpg`~~ | **DELETED** (2025-01-04) |
| ~~`Assets/Eagle/images.jpeg`~~ | **DELETED** (2025-01-04) |
### Clip Art (Unknown License)
| File | Concern |
|------|---------|
| `Assets/Shardok/commandImages/bridge.png` | Clip art style wooden bridge, unknown source - **needs replacement** |
| `Assets/Images/startFire.png` | Icon, unknown source - **needs verification or replacement** |
### Shardok Sound Effects
- **Location:** `Assets/Shardok/soundEffects/`
- **Count:** 56 MP3 files
- **Contents:** Spell effects, movement, combat sounds
- **Status:** Unknown origin - may be custom or need verification
### Free Icons
- **Location:** `Assets/free_icons/`
- **Count:** 8 PNG weather icons
- **Status:** Verify "free" means commercially usable
### Terrain Hexes
- **Location:** `Assets/Terrain Hexes/`
- **Count:** 85 PNG files
- **Status:** Unknown source - verify licensing
### StrategyGameIcons
- **Location:** `Assets/StrategyGameIcons/`
- **Count:** 138 PNG files
- **Status:** Unknown source - verify licensing
---
## 5. Fonts
| Font | Location | License |
|------|----------|---------|
| Open Sans (12 variants) | Modern UI Pack | Apache 2.0 (Google Font) |
| Alata-Regular | GUI Pro Kit | SIL OFL (Google Font) |
| JosefinSans-Bold | GUI Pro Kit | SIL OFL (Google Font) |
| LiberationSans | TextMesh Pro | SIL OFL |
| NotoColorEmoji | Assets root | SIL OFL (Google) |
| Stoke-Light, Stoke-Regular | Assets root | SIL OFL (Google Font) |
All fonts appear to be open-source Google Fonts or Liberation fonts - should be fine.
---
## 6. Third-Party Code Packages
NuGet packages in `Assets/Packages/` all include LICENSE.TXT files:
- Microsoft.Extensions.* - MIT License
- System.* - MIT License
- Grpc.* - Apache 2.0
---
## Action Items
### Must Verify Before Opening Public Access:
1. ~~**Stock images** - The JPG files with stock image filenames need review.~~ **DONE** - Deleted lee-ermy, kisspng, stock-illustration, Yosemite Sam, and images.jpeg (2025-01-04)
2. **Clip art images** - Unknown license, need replacement with properly licensed alternatives:
- `Assets/Shardok/commandImages/bridge.png` - wooden bridge icon
- `Assets/Images/startFire.png` - fire icon
3. **Shardok sound effects** - 56 MP3 files of unknown origin. Either:
- Document their source
- Replace with known-licensed alternatives
- Confirm they were custom-created
4. **Terrain Hexes** - 85 hex tiles of unknown source
- **TODO:** Confirm if this is a Unity Asset Store purchase (owner believes it is)
5. **StrategyGameIcons** - 138 icons of unknown source
- **TODO:** Investigate origin - check Unity Asset Store purchase history
6. **AUDIUS music tracks** - Verify Dima Koltsov tracks are licensed for commercial use
7. **Discord logo** (`Eagle/Discord-Logo-Blurple.png`) - Likely fine for "Login with Discord" button per Discord brand guidelines, but verify usage complies with their terms
### Already Safe:
- All Asset Store purchases (license tied to your account)
- CC-licensed music (attribution in Music Credits.txt)
- CC0 SimpleFileBrowser icons
- Google Fonts / Liberation fonts
- NuGet packages
---
## Recommendation
Before removing HTTP basic auth:
1. ~~Delete or replace the 4 suspicious JPG/JPEG files in `Assets/Eagle/` and `Assets/Images/`~~ **DONE** (2025-01-04)
2. Replace clip art images (`bridge.png`, `startFire.png`) with properly licensed alternatives (e.g., from [game-icons.net](https://game-icons.net) CC BY 3.0)
3. Verify source of `Assets/Shardok/soundEffects/` MP3s
4. Verify source of `Assets/Terrain Hexes/` and `Assets/StrategyGameIcons/`
5. If any are from early development with unclear licensing, replace them
The bulk of your assets (95%+) are properly licensed Asset Store purchases or CC content.
+31 -22
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@@ -190,24 +190,24 @@ Change APIs to vend Scala `GameState` and `ActionResultT` instead of proto versi
| `RandomStateSequencer.scala` | Threads Scala GameState | ✅ **Complete** |
| `VigorXPApplier.scala` | Has both proto and Scala methods | Scala method exists, delete proto method when unused |
| `PerformForcedTurnBackAction.scala` | Fully protoless | ✅ **Complete** |
| `ResolveBattleAction.scala` | ✅ Fully protoless | Complete (PR #5048) |
| `ResolveBattleAction.scala` | Heavy proto usage | Blocked by proto dependencies |
| `InMemoryHistory.scala` | Stores proto results | Pending - vend Scala types |
| `PersistedHistory.scala` | Stores proto results | Pending - vend Scala types, convert for disk |
| `GameController.scala` | Uses proto for client communication | Keep proto (gRPC boundary) |
### Remaining Proto Usage in Actions
**Progress: 52 of 52 action files (100%) are fully protoless.**
**Progress: 47 of 52 action files (90%) are fully protoless.**
All action files have been migrated to use Scala types:
The following 5 actions still have proto usage:
| Action | Status | Notes |
|--------|--------|-------|
| `ResolveBattleAction` | ✅ Complete | PR #5048 - uses Scala GameState and ActionResultApplier |
| `PerformVassalCommandsPhaseAction` | ✅ Complete | Uses Scala types via CommandChoiceHelpers |
| `EndHandleRiotsPhaseAction` | ✅ Complete | Uses Scala types via CommandChoiceHelpers |
| `PerformVassalDefenseDecisionsAction` | ✅ Complete | Uses Scala types via CommandChoiceHelpers |
| `EndVassalCommandsPhaseAction` | ✅ Complete | Uses Scala types via CommandChoiceHelpers |
| Action | Proto Usages | Blocker | Effort |
|--------|--------------|---------|--------|
| `ResolveBattleAction` | 24 | Shardok interface, complex battle logic | High |
| `PerformVassalCommandsPhaseAction` | 3 | `CommandChoiceHelpers` takes proto GameState | Medium |
| `EndHandleRiotsPhaseAction` | 2 | `CommandChoiceHelpers` takes proto GameState | Medium |
| `PerformVassalDefenseDecisionsAction` | 2 | `CommandChoiceHelpers` takes proto GameState | Medium |
| `EndVassalCommandsPhaseAction` | 1 | `CommandChoiceHelpers` takes proto GameState | Medium |
**Note:** `NewRoundAction` is now fully protoless after converting `ChronicleEventGenerator` to return Scala `ChronicleEvent` types directly.
@@ -223,13 +223,13 @@ All action files have been migrated to use Scala types:
| Component | Lines | Complexity | Blocks |
|-----------|-------|------------|--------|
| `CommandChoiceHelpers` to Scala | ~2000 | High | 4 vassal actions |
| `ResolveBattleAction` refactor | ~500 | High | 1 action (complex) |
| History API updates | ~100 | Low | - |
| **Total Remaining** | **~100** | | |
| **Total Remaining** | **~2600** | | |
**Completed:**
- `ChronicleEventGenerator` converted to return Scala `ChronicleEvent` types directly
-`CommandChoiceHelpers` migrated to Scala types
-`ResolveBattleAction` refactored to use Scala GameState and ActionResultApplier (PR #5048)
- `ChronicleEventGenerator` converted to return Scala `ChronicleEvent` types directly
### CommandChoiceHelpers Migration Status
@@ -246,18 +246,28 @@ Several command selectors have already been converted to use Scala types:
| `ImproveCommandSelector.scala` | ✅ **Protoless** | Uses Scala `GameState`, `ProvinceT`, `HeroT` |
| `OrganizeCommandSelector.scala` | ✅ **Protoless** | Uses Scala `GameState`, `BattalionT`, `BattalionType` |
| `RansomOfferHelpers.scala` | ✅ **Protoless** | Uses Scala `GameState`, `FactionT` |
| `CommandChoiceHelpers.scala` | **Protoless** | Uses Scala `GameState` throughout |
| `ProvinceGoldSurplusCalculator.scala` | **Protoless** | Uses Scala types |
| `CommandChoiceHelpers.scala` | ❌ Proto | Main entry point, converts to Scala when calling converted selectors |
| `ProvinceGoldSurplusCalculator.scala` | **Partial** | Has both Scala and proto overloads |
| Other selectors | ❌ Proto | Various proto dependencies |
**All CommandChoiceHelpers selectors have been migrated to Scala types.**
**Pattern**: `CommandChoiceHelpers` currently uses `GameStateConverter.fromProto(gameState)` when calling already-converted selectors like `AlmsCommandSelector` and `AttackCommandChooser`. This allows incremental migration.
**Next Steps**:
1. ~~Convert `ExpandCommandSelector` to Scala types~~ ✅ Done
2. ~~Convert `ImproveCommandSelector` to Scala types~~ ✅ Done
3. ~~Convert `OrganizeCommandSelector` to Scala types~~ ✅ Done (PR #4812)
4. ~~Convert `RansomOfferHelpers` to Scala types~~ ✅ Done (PR #4821)
5. Convert remaining selectors one at a time
6. Update `CommandChoiceHelpers` to accept Scala `GameState` once all selectors are converted
### Progress Summary
| Metric | Value |
|--------|-------|
| Action files fully protoless | 52 / 52 (100%) |
| Proto usages in remaining actions | 0 |
| Next target | History APIs (InMemoryHistory, PersistedHistory) |
| Action files fully protoless | 47 / 52 (90%) |
| Proto usages in remaining actions | 32 total |
| Biggest blocker | `ResolveBattleAction` (24 usages) |
| Second biggest blocker | `CommandChoiceHelpers` (blocks 4 actions) |
### Validation
- [x] `ActionResultApplier` created and tested
@@ -266,9 +276,8 @@ Several command selectors have already been converted to use Scala types:
- [x] `ProvinceViewFilter` has Scala overload for server-side use (PR #4752)
- [x] `FactionT.reconnedProvinces` and `ChangedFactionC.updatedReconnedProvinces` use Scala `ProvinceView`
- [x] `ProvinceViewFilter.withdrawnFromProvinceView` has Scala overload
- [x] `CommandChoiceHelpers` uses Scala types ✅
- [x] All action files (52/52) are fully protoless ✅
- [ ] `ProvinceViewFilter` faction-filtered views use Scala types
- [ ] `CommandChoiceHelpers` uses Scala types
- [ ] History APIs vend Scala types
- [ ] No `ActionResultProtoConverter.toProto()` calls except at persistence/gRPC boundaries
- [ ] All tests pass
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@@ -1,159 +0,0 @@
# 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`
-383
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@@ -1,383 +0,0 @@
# Plan: Extract OAuth to Go Service
## Goal
Move OAuth authentication handling from the Eagle Scala server into a separate Go service. This simplifies Eagle (gRPC-only, no HTTP), reduces complexity, and sets up for potentially moving JWT validation outside Eagle too.
## Architecture Decision: Sidecar Service (Not DO Functions)
**Recommendation: Go sidecar service on the same droplet, in a separate container**
**Why not DO Functions:**
- OAuth requires **stateful sessions** (pendingOAuth/completedOAuth maps with 10-min TTL)
- Client polling pattern (every 2 seconds) would incur high function invocation costs
- Cold start latency problematic for auth flows
- State would require external store (Redis), adding complexity
**Why sidecar (separate container):**
- Simple process on same droplet, minimal network latency
- In-memory state management (like current Scala impl)
- Easy to monitor/debug alongside Eagle
- Can share filesystem for key files (RSA keys) via volume mounts
- **Independent deployment**: Deploying Eagle doesn't restart auth service (and vice versa)
- **Independent scaling**: Could move to separate droplet later if needed
## Current Architecture (What Exists)
```
Unity Client
├── GetOAuthUrl RPC → Eagle AuthServiceImpl → OAuthService.getAuthUrl()
├── [User browser auth] → HTTP callback → OAuthHttpHandler → OAuthService.handleCallback()
├── CheckOAuthStatus RPC (polling) → AuthServiceImpl → OAuthService.checkStatus()
└── All other RPCs include JWT → AuthorizationInterceptor validates
```
**Key files:**
- `src/main/scala/net/eagle0/eagle/auth/OAuthService.scala` - OAuth flow, state management
- `src/main/scala/net/eagle0/eagle/auth/JwtService.scala` - JWT creation/validation
- `src/main/scala/net/eagle0/eagle/auth/UserService.scala` - User CRUD (persisted)
- `src/main/scala/net/eagle0/eagle/service/AuthServiceImpl.scala` - gRPC Auth service
- `src/main/scala/net/eagle0/eagle/service/OAuthHttpHandler.scala` - HTTP callback handler
## Target Architecture (Phase 1)
```
Unity Client
├── GetOAuthUrl RPC ──────────────┐
├── CheckOAuthStatus RPC (polling)├──→ Eagle (port 40032) ──proxy──→ Go Auth Container (port 40033)
├── RefreshToken RPC ─────────────┘ │
├── [User browser] → HTTP callback ────────────────────────────────────────┤
│ ↓
│ (Internal gRPC: GetOrCreateUser, GetUser)
│ ↓
└── Game RPCs with JWT ─────────────────────→ Eagle (port 40032) ← JWT validation stays here
[Same Droplet]
┌─────────────────────────────────────────────────────────────────────────────┐
│ │
│ ┌──────────────────────┐ ┌────────────────────────────────────┐ │
│ │ Go Auth Container │◄────────►│ Eagle Container │ │
│ │ (eagle0-auth) │ internal │ (eagle0-server) │ │
│ │ │ gRPC │ │ │
│ │ - OAuth flow │ │ - JWT validation │ │
│ │ - JWT creation │ │ - UserService (persistence) │ │
│ │ - HTTP callback │ │ - Game logic │ │
│ └──────────────────────┘ └────────────────────────────────────┘ │
│ │ │ │
│ └────────────────┬───────────────────────┘ │
│ ▼ │
│ /etc/eagle0/keys/ (shared volume) │
│ - private.pem │
│ - public.pem │
└─────────────────────────────────────────────────────────────────────────────┘
```
## Component Responsibilities
### Go Auth Service (NEW - separate container)
- **OAuth flow**: getAuthUrl, handleCallback (HTTP), checkStatus
- **State management**: pendingOAuth, completedOAuth maps with TTL
- **JWT creation**: Issue access/refresh tokens (shares RSA private key with Eagle)
- **Token refresh**: Validate refresh token, issue new access token
- Calls Eagle's internal UserService gRPC to find/create users
### Eagle Server (SIMPLIFIED)
- **JWT validation**: AuthorizationInterceptor stays (validates tokens on game RPCs)
- **UserService**: Stays in Eagle (user persistence, display name logic)
- **New internal gRPC**: Expose GetOrCreateUser, GetUser for Go service to call
- **Proxy (Phase 1)**: Forward OAuth RPCs to Go service
- **Remove (Phase 2)**: OAuthService, OAuthHttpHandler, HTTP server setup
### Unity Client (NO CHANGES in Phase 1)
- Eagle proxies Auth RPCs to Go service
- Client still connects to Eagle on port 40032
## Implementation Phases
### Phase 1: Go Auth Service with Eagle Proxy (Zero Client Changes)
1. **Create Go service structure**
```
src/main/go/net/eagle0/authservice/
├── main.go # Entry point, starts gRPC + HTTP servers
├── oauth.go # OAuth state management, provider configs
├── jwt.go # JWT creation (copy logic from Scala)
├── handlers.go # gRPC handlers for Auth service
├── http_callback.go # HTTP handler for OAuth callback
└── BUILD.bazel
```
2. **Internal gRPC proto for Eagle UserService**
```protobuf
// src/main/protobuf/net/eagle0/eagle/internal/auth_internal.proto
service InternalUserService {
rpc GetOrCreateUser(GetOrCreateUserRequest) returns (GetOrCreateUserResponse);
rpc GetUser(GetUserRequest) returns (GetUserResponse);
}
message GetOrCreateUserRequest {
string provider = 1; // "discord" or "google"
string provider_user_id = 2;
string email = 3;
string avatar_url = 4;
}
message GetOrCreateUserResponse {
string user_id = 1;
string display_name = 2;
string avatar_url = 3;
bool is_admin = 4;
bool is_new_user = 5;
}
```
3. **Eagle: Expose InternalUserService**
- New `InternalUserServiceImpl.scala` wrapping UserService
- Bind to same port, different service name (internal only)
4. **Eagle: Proxy Auth RPCs to Go**
- AuthServiceImpl delegates GetOAuthUrl, CheckOAuthStatus, RefreshToken to Go service
- SetDisplayName, GetCurrentUser, Logout stay in Eagle
5. **Share RSA keys via volume mount**
- Go service reads same key files as Eagle
- Both can create valid JWTs
- Eagle continues to validate JWTs
6. **Docker/Container setup**
- New Dockerfile for Go auth service
- docker-compose or Kubernetes config for both containers
- Shared volume for /etc/eagle0/keys/
- Internal network for container-to-container gRPC
### Phase 2: Client Direct to Go Service (Future)
1. **Update Unity client**
- Connect to Go Auth service directly for OAuth RPCs
- Keep connecting to Eagle for game RPCs
2. **Remove Eagle proxy code**
- Delete AuthServiceImpl OAuth delegation
- AuthServiceImpl only handles SetDisplayName, GetCurrentUser, Logout
### Phase 3: Move JWT Validation to Go (Optional Future)
1. **Go service validates JWTs**
- Add ValidateToken RPC or use shared middleware pattern
2. **Eagle calls Go for validation**
- AuthorizationInterceptor calls Go to validate tokens
- OR: Use stateless validation (both share public key)
## Files to Create
### Go Service
- `src/main/go/net/eagle0/authservice/main.go`
- `src/main/go/net/eagle0/authservice/oauth.go`
- `src/main/go/net/eagle0/authservice/jwt.go`
- `src/main/go/net/eagle0/authservice/handlers.go`
- `src/main/go/net/eagle0/authservice/http_callback.go`
- `src/main/go/net/eagle0/authservice/BUILD.bazel`
### Protos
- `src/main/protobuf/net/eagle0/eagle/internal/auth_internal.proto`
### Scala
- `src/main/scala/net/eagle0/eagle/service/InternalUserServiceImpl.scala`
### Docker/Deployment
- `ci/auth_service.Dockerfile`
- Update `docker-compose.yml` (or equivalent)
## Files to Modify
### Scala (Phase 1)
- `src/main/scala/net/eagle0/eagle/service/AuthServiceImpl.scala` - Proxy OAuth RPCs to Go
- `src/main/scala/net/eagle0/eagle/Main.scala` - Start internal user service, add auth-service-url flag
### Scala (Phase 2 - Removal)
- Delete `src/main/scala/net/eagle0/eagle/auth/OAuthService.scala`
- Delete `src/main/scala/net/eagle0/eagle/service/OAuthHttpHandler.scala`
- Simplify `src/main/scala/net/eagle0/eagle/Main.scala` - Remove HTTP server
### Unity (Phase 2)
- `Assets/Auth/OAuthManager.cs` - Point OAuth RPCs to Go service port
- `Assets/EagleConnection.cs` - Add second channel for auth service
## Key Implementation Details
### State Management in Go
```go
type OAuthState struct {
Provider string
CreatedAt time.Time
}
type OAuthResult struct {
Success bool
UserInfo *ProviderUserInfo
Provider string
Error string
}
var pendingOAuth = sync.Map{} // state -> OAuthState
var completedOAuth = sync.Map{} // state -> OAuthResult
const stateExpiration = 10 * time.Minute
// Background goroutine cleans expired states every minute
func cleanupExpiredStates() {
ticker := time.NewTicker(1 * time.Minute)
for range ticker.C {
cutoff := time.Now().Add(-stateExpiration)
pendingOAuth.Range(func(key, value any) bool {
if value.(OAuthState).CreatedAt.Before(cutoff) {
pendingOAuth.Delete(key)
}
return true
})
// Similar for completedOAuth
}
}
```
### JWT Creation in Go
```go
import "github.com/golang-jwt/jwt/v5"
type EagleClaims struct {
jwt.RegisteredClaims
UserId string `json:"userId"`
DisplayName string `json:"displayName"`
IsAdmin bool `json:"isAdmin"`
}
func CreateAccessToken(userId, displayName string, isAdmin bool) (string, error) {
claims := EagleClaims{
RegisteredClaims: jwt.RegisteredClaims{
ExpiresAt: jwt.NewNumericDate(time.Now().Add(7 * 24 * time.Hour)),
IssuedAt: jwt.NewNumericDate(time.Now()),
},
UserId: userId,
DisplayName: displayName,
IsAdmin: isAdmin,
}
token := jwt.NewWithClaims(jwt.SigningMethodRS256, claims)
return token.SignedString(privateKey)
}
```
### OAuth Provider Configs
- Read from environment variables (same as current OAuthConfig.scala)
- DISCORD_CLIENT_ID, DISCORD_CLIENT_SECRET
- GOOGLE_CLIENT_ID, GOOGLE_CLIENT_SECRET
- OAUTH_CALLBACK_URL (e.g., https://eagle0.shardok.games/oauth/callback)
### Container Networking
```yaml
# docker-compose.yml example
services:
eagle0-auth:
build:
context: .
dockerfile: ci/auth_service.Dockerfile
ports:
- "40033:40033" # gRPC
- "8080:8080" # HTTP callback
volumes:
- ./keys:/etc/eagle0/keys:ro
environment:
- DISCORD_CLIENT_ID
- DISCORD_CLIENT_SECRET
- GOOGLE_CLIENT_ID
- GOOGLE_CLIENT_SECRET
- EAGLE_INTERNAL_URL=eagle0-server:40034
eagle0-server:
build:
context: .
dockerfile: ci/eagle_run.Dockerfile
ports:
- "40032:40032" # Public gRPC
expose:
- "40034" # Internal gRPC (container-to-container only)
volumes:
- ./keys:/etc/eagle0/keys:ro
- ./data:/var/lib/eagle0
environment:
- AUTH_SERVICE_URL=eagle0-auth:40033
```
## Deployment
### Development
```bash
# Terminal 1: Go Auth Service
bazel run //src/main/go/net/eagle0/authservice:authservice -- \
--grpc-port=40033 \
--http-port=8080 \
--eagle-internal-url=localhost:40034
# Terminal 2: Eagle Server
bazel run //src/main/scala/net/eagle0/eagle:eagle_server -- \
--eagle-grpc-port=40032 \
--internal-grpc-port=40034 \
--auth-service-url=localhost:40033
```
### Production
- Both containers on same droplet via docker-compose
- Shared volume for RSA keys at /etc/eagle0/keys/
- Internal Docker network for container-to-container communication
- External access: 40032 (Eagle gRPC), 8080 (OAuth HTTP callback)
## Testing Strategy
1. **Unit tests for Go service**
- OAuth state management (expiration, cleanup)
- JWT creation matches Scala output (test with same keys)
- HTTP callback parsing
2. **Integration tests**
- Go service ↔ Eagle internal gRPC
- Full OAuth flow with mock provider
3. **Existing tests continue to pass**
- All Scala tests (JWT validation, user service)
4. **End-to-end test**
- Spin up both containers
- Run OAuth flow through proxy
## Risks and Mitigations
| Risk | Mitigation |
|------|------------|
| Key file permissions | Shared volume with read-only mount |
| State loss on Go restart | Document this (same as current Scala behavior); consider Redis later |
| Clock skew affecting JWT | Both on same machine |
| OAuth callback race | HTTP callback completes before gRPC poll |
| Container networking | Use docker-compose for reliable internal DNS |
| Proxy adds latency | Minimal (same machine), remove in Phase 2 |
## Estimated Scope
- **Phase 1**: ~500-700 lines Go, ~100 lines Scala changes, ~50 lines Docker config
- **Phase 2**: ~50 lines Unity, deletion of ~300 lines Scala
- **Phase 3**: Optional, separate decision
## Alternative Considered: Move Everything to Go
Could move UserService to Go as well, but:
- UserService is tightly integrated with game persistence
- Would require duplicating persistence layer
- Not worth the complexity for now
Keep UserService in Eagle, expose via internal gRPC.
## Open Questions
1. **HTTP callback routing**: Does the OAuth callback URL need to change, or can we route traffic from the existing URL to the new Go service?
2. **Health checks**: Should we add health check endpoints for container orchestration?
3. **Logging**: Should Go service log to same format/destination as Eagle?
-350
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@@ -1,350 +0,0 @@
# OAuth Implementation: Next Steps and Design
## Executive Summary
The OAuth implementation is functional but has several gaps that need addressing before it's production-ready. This document outlines the known issues, proposes a comprehensive user identity model, and provides a prioritized implementation plan.
## Current State (Updated January 2026)
### What Works ✅
- Discord OAuth flow (server-mediated polling)
- Google OAuth flow
- JWT token generation and validation
- User creation and display name setting
- Auto-login with stored tokens
- Basic game creation and play with OAuth users
- Headshot fetching via public CDN (no auth required)
- Logout button in lobby (preserves tokens for quick reconnect)
- Environment (prod/qa) and user display in lobby
- Game identity with userName = displayName (PR #4964 merged)
### Known Issues
#### 1. Game Identity Model Fragility (Deferred)
**Status**: Accepted for now. PR #4964 merged with `userName = displayName`.
**Current behavior**:
- Games store `userNameToFactionId: Map[String, Int]`
- For JWT users, this maps displayName → factionId
- displayName is technically mutable (users could change it)
- No migration path when displayName changes
**Why this is acceptable**:
1. We don't currently have a "change display name" feature
2. The alternative (using userId) requires more extensive changes
3. Can migrate to userId-based identity later if needed
#### 2. In-Game Headshot Fetching ✅ FIXED
**Solution**: Made the `eagle0-headshots` S3 bucket public and enabled CDN.
- Client now fetches directly from `https://eagle0-headshots.sfo3.cdn.digitaloceanspaces.com/`
- No authentication required
- Works for both OAuth and Basic Auth users
- Simpler architecture, no dependency on home Mac server
#### 3. Logout from Lobby ✅ FIXED
**Solution**: Added logout button to lobby UI (PR #4967).
- Button disconnects from server and returns to connection screen
- Intentionally does NOT clear OAuth tokens
- Allows quick reconnect with same account without full OAuth flow
#### 4. Display Name Uniqueness Not Enforced (Medium) - OPEN
**Problem**: User was able to set displayName "nolen" when that name was already taken.
**Root cause**: Unknown - needs investigation. Either:
- The uniqueness check is buggy
- The displayNameIndex wasn't populated correctly during user creation
- Race condition during concurrent registrations
#### 5. Admin Server Crashes ✅ FIXED
**Solution**: PR #4964 sets `userName = displayName` for JWT users.
#### 6. Intermittent "Expired" Errors During Login (Medium) - INVESTIGATING
**Problem**: Users occasionally get "OAuth session expired" errors even when server logs show the callback succeeded.
**Status**: Added diagnostic logging in PR #4974 to trace:
- State creation in `getAuthUrl`
- State lookup in `handleCallback`
- Result lookup in `checkStatus`
**Possible causes**:
- State mismatch between client and server
- Race condition in polling
- Cleanup running at wrong time
#### 7. Token Expiry Field Bug ✅ FIXED
**Problem**: `CheckOAuthStatusResponse.expiresAt` was returning refresh token expiry (30 days) instead of access token expiry (7 days).
**Solution**: Fixed in PR #4974 to calculate correct access token expiry.
---
## Proposed User Identity Model
### Design Principles
1. **Stable Internal Identity**: `userId` (UUID) is the only key used for persistent associations
2. **Display Name is Cosmetic**: Can change without breaking game associations
3. **Backwards Compatibility**: Basic Auth continues to work for local development
4. **Multi-Provider Support**: Users can link Discord, Google, and future providers
5. **Avatar Flexibility**: Use OAuth avatar by default, support custom uploads later
### Data Model
```
User {
userId: String (UUID) // Primary key, immutable, used for all internal references
displayName: String // Unique, user-visible, mutable with migration
displayNameLower: String // Case-insensitive uniqueness
email: String // Primary email for account recovery/linking
avatarUrl: String // Current avatar URL
avatarData: bytes // Cached avatar for offline/fast access (future)
oauthIdentities: [OAuthIdentity]
createdAt: Timestamp
lastLoginAt: Timestamp
isAdmin: Boolean
}
OAuthIdentity {
provider: String // "discord", "google", etc.
providerUserId: String // Provider's user ID
providerEmail: String // Email from this provider
avatarUrl: String // Avatar from this provider
linkedAt: Timestamp
}
```
### Identity Resolution Strategy
The key question: **What should `AuthorizationUtils.userName` return?**
#### Option A: userName = displayName (Current PR #4964)
- **Pro**: Human-readable in logs, game saves, debugging
- **Con**: Breaks if displayName changes
- **Migration**: None needed now, complex later
#### Option B: userName = userId (Recommended)
- **Pro**: Stable identity, displayName changes are safe
- **Con**: UUIDs in logs are ugly, need display name lookup for UI
- **Migration**: Cleaner long-term, but breaking change for any existing OAuth games
#### Option C: Hybrid with Migration Support
- **userName** = userId for new games
- **Legacy lookup** for old games by displayName
- **Display layer** resolves userId → displayName for UI
**Recommendation**: Option B with a display name resolution layer. The ugliness in logs is acceptable for the stability it provides. Implement a `UserService.resolveDisplayName(identifier: String): String` that returns displayName for UUIDs or the identifier itself for legacy usernames.
### Account Linking Strategy
#### Automatic Linking (Future)
When a user logs in with a new OAuth provider:
1. Check if the provider email matches an existing user's email
2. If match found, prompt: "An account exists with this email. Link accounts?"
3. If confirmed, add new OAuthIdentity to existing user
4. If declined, create separate account (different email required)
#### Manual Linking (MVP)
1. User logs in with primary account
2. User goes to Settings → Linked Accounts
3. User clicks "Link Discord" or "Link Google"
4. OAuth flow adds new identity to current user
### Avatar/Headshot Strategy
#### Phase 1: OAuth Avatars (MVP)
- Store `avatarUrl` from OAuth provider during login
- Server proxies avatar requests to avoid CORS issues
- Cache avatars locally with TTL
#### Phase 2: Avatar Caching
- Download avatar to local storage on login
- Serve from local storage for reliability
- Refresh periodically or on login
#### Phase 3: Custom Avatars (Future)
- Allow users to upload custom avatar
- Store in S3/DO Spaces
- Custom avatar overrides OAuth avatar
---
## Implementation Plan
### Phase 1: Stabilization ✅ COMPLETE
#### 1.1 Fix Display Name Uniqueness Bug - OPEN
- [ ] Investigate why "nolen" was allowed when it existed
- [ ] Add logging to `setDisplayName` to trace the issue
- [ ] Ensure `displayNameIndex` is correctly maintained
- [ ] Add unit tests for uniqueness enforcement
#### 1.2 Add Logout Button to Lobby ✅ DONE
- [x] Add "Logout" button to lobby UI
- [x] Disconnect from server
- [x] Navigate to connection screen
- [x] Preserve OAuth tokens for quick reconnect (intentional change from original plan)
#### 1.3 Merge PR #4964 (userName = displayName) ✅ DONE
- [x] Merged - games work with OAuth users
- [x] Documented limitation (games break if displayName changes)
#### 1.4 Fix Headshot Fetching ✅ DONE
- [x] Made eagle0-headshots bucket public
- [x] Client fetches directly from CDN
- [x] No authentication required
#### 1.5 Add Lobby Status Display ✅ DONE
- [x] Show environment (prod/qa) in lobby
- [x] Show current user in lobby (OAuth displayName or classic username)
### Phase 2: Remaining Work (Priority Order)
#### 2.1 Diagnose Intermittent "Expired" Errors - IN PROGRESS
- [x] Add diagnostic logging (PR #4974)
- [ ] Deploy and reproduce the issue
- [ ] Analyze logs to identify root cause
- [ ] Implement fix based on findings
#### 2.2 Fix Display Name Uniqueness
- [ ] Investigate UserService.setDisplayName logic
- [ ] Check displayNameIndex population
- [ ] Add logging to trace the issue
- [ ] Fix the bug and add tests
#### 2.3 Wire Up Lobby UI in Unity
- [ ] Connect `lobbyEnvironmentText` to TextMeshProUGUI in scene
- [ ] Connect `lobbyUserText` to TextMeshProUGUI in scene
#### 2.4 Implement Token Refresh During Gameplay
- [ ] Implement `RefreshToken` RPC on server (currently throws UNIMPLEMENTED)
- [ ] Store refresh tokens server-side for validation
- [ ] Add proactive refresh in client before token expires
- [ ] Handle refresh during reconnection attempts
### Phase 3: Nice-to-Haves (Future)
#### 3.1 Proactive Token Refresh
- [ ] Monitor token expiry in client
- [ ] Refresh automatically when < 5 minutes remaining
- [ ] Update TokenStorage with new access token
#### 3.2 Better Error Messages
- [ ] Distinguish between network errors and auth errors
- [ ] Show user-friendly messages for OAuth failures
- [ ] Add retry suggestions
#### 3.3 Session Persistence Across Server Restarts
- [ ] Move pendingOAuth from in-memory TrieMap to Redis/database
- [ ] Move completedOAuth to Redis with TTL
- [ ] Server can restart without breaking in-flight OAuth flows
#### 3.4 Migrate to userId-based Game Identity (Deferred)
- [ ] Change `AuthorizationUtils.userName` to return `userId` for JWT users
- [ ] Add `UserService.resolveDisplayName(id: String): String` for UI display
- [ ] Update game UI to resolve userIds to displayNames
- [ ] Existing Basic Auth games continue to work (userName is literal)
#### 3.5 Display Name Change Support (Requires 3.4)
- [ ] Add `ChangeDisplayName` RPC
- [ ] Validate new name is unique
- [ ] Update user record
- [ ] No game migration needed (games use userId)
### Phase 3: Multi-Provider Support (Future)
#### 3.1 Account Linking UI
- [ ] Add Settings page with "Linked Accounts" section
- [ ] Show currently linked providers
- [ ] "Link Another Account" button triggers OAuth flow
- [ ] `LinkOAuthProvider` RPC adds identity to current user
#### 3.2 Login Provider Selection
- [ ] If user has multiple providers, any can be used to login
- [ ] All resolve to same userId
- [ ] Session shows which provider was used
#### 3.3 Account Merging (Complex)
- [ ] Handle case where user created separate accounts
- [ ] Merge game history, stats, etc.
- [ ] Delete duplicate user record
- [ ] This is complex - may defer or not implement
### Phase 4: Enhanced Avatars (Future)
#### 4.1 Avatar Caching
- [ ] Download avatars to S3/DO Spaces on login
- [ ] Serve from our CDN
- [ ] Refresh on login if changed
#### 4.2 Custom Avatar Upload
- [ ] Upload endpoint with size/format validation
- [ ] Store in S3/DO Spaces
- [ ] Custom avatar overrides OAuth avatar
---
## Technical Debt to Address
1. **Context Propagation in Futures**: PR #4960 fixed `setDisplayName` and `getCurrentUser`, but audit all `Future` blocks that access `AuthorizationUtils`
2. **Dual Auth Support**: The system supports both Basic Auth and JWT. Consider:
- Should Basic Auth be deprecated for production?
- Should it remain for local development only?
- How do Basic Auth users interact with OAuth users in the same game?
3. **Token Refresh**: `RefreshToken` RPC throws UNIMPLEMENTED. Need to:
- Implement refresh token storage and validation
- Handle token refresh in client
- Consider refresh token rotation for security
4. **Session Management**: No server-side session tracking. Consider:
- Track active sessions per user
- Allow "logout all devices"
- Detect concurrent logins
---
## Open Questions
1. **What happens when a Basic Auth user and OAuth user have the same name?**
- Currently possible - Basic Auth doesn't check UserService
- Could cause confusion in games
- Solution: Require OAuth for multiplayer? Or namespace Basic Auth names?
2. **Should displayName changes be allowed?**
- With userId-based identity, it's safe
- But could cause confusion ("who is this new player?")
- Consider: rate limit changes, show "formerly known as" temporarily
3. **How to handle OAuth provider account deletion?**
- User deletes their Discord account
- Their Eagle0 account still exists
- They can't login unless they linked another provider
- Solution: Encourage linking multiple providers, or add email/password fallback
4. **Admin impersonation with OAuth**
- Currently works via X-Impersonate-User header
- Should this use userId or displayName?
- Probably userId for stability
---
## Appendix: File Locations
### Server (Scala)
- `src/main/scala/net/eagle0/eagle/auth/UserService.scala` - User CRUD
- `src/main/scala/net/eagle0/eagle/auth/JwtService.scala` - Token generation/validation
- `src/main/scala/net/eagle0/eagle/auth/OAuthService.scala` - OAuth flow
- `src/main/scala/net/eagle0/eagle/service/AuthServiceImpl.scala` - gRPC Auth service
- `src/main/scala/net/eagle0/eagle/service/AuthorizationInterceptor.scala` - Auth middleware
- `src/main/scala/net/eagle0/eagle/service/AuthorizationUtils.scala` - Context accessors
### Client (C#)
- `Assets/Auth/AuthClient.cs` - gRPC client for Auth service
- `Assets/Auth/OAuthManager.cs` - OAuth flow orchestration
- `Assets/Auth/TokenStorage.cs` - Persistent token storage
- `Assets/Auth/JwtAuthInterceptor.cs` - Attaches JWT to requests
### Protos
- `src/main/protobuf/net/eagle0/eagle/api/auth.proto` - Auth service definition
- `src/main/protobuf/net/eagle0/eagle/internal/user/user.proto` - User data model
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# Shardok Latency Hiding Strategies
## Problem Statement
With Shardok running on Hetzner (Helsinki) and Eagle on DigitalOcean (US), the round-trip latency for human commands is ~200-400ms:
```
Human posts command:
Unity → Eagle (DO) → Shardok (Hetzner) → Eagle (DO) → Unity
~10ms ~100ms ~100ms ~10ms
Total: ~220ms round-trip
```
This latency is acceptable for AI turns (users watch animations anyway), but creates noticeable lag when humans post commands.
---
## Strategy 1: Client-Side Animation Masking
### Concept
Start animations immediately when the user clicks, before server confirmation arrives. The animation duration masks the network latency.
### Implementation by Command Type
**Movement Commands** (deterministic):
- Client knows the destination hex and movement path
- Start movement animation immediately on click
- Server confirms the move (should always match)
- If server rejects (invalid state), snap unit back to origin
**Attack Commands** (RNG-dependent):
- Show attack animation immediately (unit swings sword, fires arrow)
- Wait for server to return dice roll result
- Show damage numbers / hit effects when server responds
- Animation typically takes 300-500ms, masking most of the latency
**End Turn**:
- Latency not noticeable (user expects transition delay)
### Unity Implementation Sketch
```csharp
// In CommandHandler.cs
public void OnCommandSelected(Command command) {
// Start animation immediately
if (command.Type == CommandType.Move) {
unitController.StartMoveAnimation(command.TargetHex);
} else if (command.Type == CommandType.Attack) {
unitController.StartAttackAnimation(command.TargetUnit);
}
// Send to server in parallel
connection.SendCommand(command, (response) => {
if (response.Success) {
// Animation continues, apply result
ApplyCommandResult(response);
} else {
// Rollback animation
unitController.CancelAnimation();
ShowError(response.ErrorMessage);
}
});
}
```
### Pros
- Simple implementation
- No server-side changes
- Works with existing architecture
### Cons
- Doesn't eliminate latency for attacks with RNG (must wait for dice roll)
- Rollback needed if server rejects command (rare but possible)
### Estimated Improvement
- Movement: ~200ms latency hidden (feels instant)
- Attacks: ~100-200ms hidden by animation, ~100ms visible wait for dice result
---
## Strategy 2: Split Shardok Architecture
### Concept
Run two Shardok instances:
- **Shardok-Primary (DigitalOcean)**: Handles command processing, source of truth
- **Shardok-AI (Hetzner)**: AI computation only
Human commands go to the nearby Primary for low latency. AI computation uses the powerful Hetzner instance.
### Architecture
```
Human commands (low latency ~20ms)
Unity ←→ Eagle ←→ Shardok-Primary (DigitalOcean)
↓ state sync (when AI turn starts)
Shardok-AI (Hetzner)
↑ AI command response
```
### How It Works
**Human Turn:**
1. Human posts command → Eagle → Shardok-Primary (DO)
2. Primary processes command immediately (~10ms local)
3. Primary streams result to client via Eagle (~10ms)
4. **Total latency: ~20ms** (vs ~220ms current)
**AI Turn:**
1. When AI's turn starts, Primary sends game state snapshot to Hetzner
2. Shardok-AI computes best command using full CPU power
3. Shardok-AI returns command index to Primary
4. Primary executes command locally and streams to client
5. Repeat until AI turn ends
### Protocol Changes
```protobuf
// New service for AI-only computation
service ShardokAIService {
// Send game state, receive AI's chosen command
rpc GetAICommand(AICommandRequest) returns (AICommandResponse);
}
message AICommandRequest {
bytes game_state = 1; // Serialized game state
int32 player_id = 2; // Which AI player
repeated bytes available_commands = 3; // Available command descriptors
}
message AICommandResponse {
int32 command_index = 1; // Index into available_commands
int32 search_depth = 2; // For debugging
double best_score = 3; // For debugging
}
```
### Shardok-Primary Requirements
Shardok-Primary on DigitalOcean needs to:
- Process all commands (human and AI)
- Maintain authoritative game state
- Serialize/deserialize game state for AI requests
- Run on minimal CPU (command processing is fast)
This is essentially the current Shardok, but without running the AI search.
### Shardok-AI Requirements
Shardok-AI on Hetzner needs to:
- Receive game state snapshots
- Run AI evaluation (IterativeDeepeningAI or MCTS)
- Return best command index
- No persistent state (stateless worker)
### AI Turn Latency
Each AI command has ~200ms network latency. This is acceptable because:
1. User is watching animations anyway
2. Natural pacing lets user observe AI decisions
3. AI computation is fast on Hetzner's 16 cores
For a typical AI turn with 5 commands: 5 × 200ms = 1 second network overhead, plus AI thinking time. With animations, this feels natural.
### Implementation Phases
**Phase 1: Add Shardok-Primary (minimal)**
- Deploy existing Shardok container to DigitalOcean
- Configure Eagle to use local Shardok for all commands
- Human latency immediately improves
**Phase 2: Add AI offload**
- Implement `ShardokAIService` RPC
- Shardok-Primary calls Hetzner for AI commands
- Shardok-AI processes requests statelessly
**Phase 3: Optimize**
- Batch multiple AI actions if possible
- Pre-warm Shardok-AI connection
- Add fallback if Hetzner unavailable
### Pros
- Human command latency drops from ~220ms to ~20ms
- AI still gets Hetzner's CPU power
- Clear separation of concerns
- Shardok-Primary can fall back to local AI if Hetzner unavailable
### Cons
- Two Shardok instances to maintain
- State serialization overhead for AI requests
- Each AI action has network round-trip (acceptable with animations)
---
## Comparison
| Approach | Human Latency | AI Throughput | Complexity | Changes Required |
|----------|---------------|---------------|------------|------------------|
| Current | ~220ms | High | - | - |
| Animation masking | ~220ms (perceived ~50ms) | High | Low | Unity only |
| Split architecture | ~20ms | High | Medium | New RPC, two deployments |
---
## Recommendation
**Phase 1 (now)**: Implement animation masking in Unity client
- Quick win, no server changes
- Improves perceived latency significantly for movement
- Attacks still show dice animation while waiting
**Phase 2 (future)**: Split architecture if animation masking insufficient
- Only needed if users complain about attack latency
- More complex but provides true low latency
- Natural evolution of current architecture
-2
View File
@@ -9,8 +9,6 @@ require (
github.com/aws/aws-sdk-go-v2/config v1.28.10
github.com/aws/aws-sdk-go-v2/credentials v1.17.51
github.com/aws/aws-sdk-go-v2/service/s3 v1.72.2
github.com/golang-jwt/jwt/v5 v5.2.1
github.com/google/uuid v1.6.0
google.golang.org/grpc v1.68.0
google.golang.org/protobuf v1.36.3
)
-4
View File
@@ -34,13 +34,9 @@ github.com/aws/aws-sdk-go-v2/service/sts v1.33.6 h1:VwhTrsTuVn52an4mXx29PqRzs2Dv
github.com/aws/aws-sdk-go-v2/service/sts v1.33.6/go.mod h1:+8h7PZb3yY5ftmVLD7ocEoE98hdc8PoKS0H3wfx1dlc=
github.com/aws/smithy-go v1.22.1 h1:/HPHZQ0g7f4eUeK6HKglFz8uwVfZKgoI25rb/J+dnro=
github.com/aws/smithy-go v1.22.1/go.mod h1:irrKGvNn1InZwb2d7fkIRNucdfwR8R+Ts3wxYa/cJHg=
github.com/golang-jwt/jwt/v5 v5.2.1 h1:OuVbFODueb089Lh128TAcimifWaLhJwVflnrgM17wHk=
github.com/golang-jwt/jwt/v5 v5.2.1/go.mod h1:pqrtFR0X4osieyHYxtmOUWsAWrfe1Q5UVIyoH402zdk=
github.com/golang/protobuf v1.5.4 h1:i7eJL8qZTpSEXOPTxNKhASYpMn+8e5Q6AdndVa1dWek=
github.com/golang/protobuf v1.5.4/go.mod h1:lnTiLA8Wa4RWRcIUkrtSVa5nRhsEGBg48fD6rSs7xps=
github.com/google/go-cmp v0.5.5/go.mod h1:v8dTdLbMG2kIc/vJvl+f65V22dbkXbowE6jgT/gNBxE=
github.com/google/uuid v1.6.0 h1:NIvaJDMOsjHA8n1jAhLSgzrAzy1Hgr+hNrb57e+94F0=
github.com/google/uuid v1.6.0/go.mod h1:TIyPZe4MgqvfeYDBFedMoGGpEw/LqOeaOT+nhxU+yHo=
golang.org/x/text v0.25.0 h1:qVyWApTSYLk/drJRO5mDlNYskwQznZmkpV2c8q9zls4=
golang.org/x/text v0.25.0/go.mod h1:WEdwpYrmk1qmdHvhkSTNPm3app7v4rsT8F2UD6+VHIA=
golang.org/x/xerrors v0.0.0-20191204190536-9bdfabe68543/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
+2 -33
View File
@@ -1,7 +1,7 @@
{
"__AUTOGENERATED_FILE_DO_NOT_MODIFY_THIS_FILE_MANUALLY": "THERE_IS_NO_DATA_ONLY_ZUUL",
"__INPUT_ARTIFACTS_HASH": -2049857450,
"__RESOLVED_ARTIFACTS_HASH": -1728186926,
"__INPUT_ARTIFACTS_HASH": -1064460283,
"__RESOLVED_ARTIFACTS_HASH": -1574144850,
"conflict_resolution": {
"com.google.guava:failureaccess:1.0.1": "com.google.guava:failureaccess:1.0.2",
"com.squareup.okio:okio:2.10.0": "com.squareup.okio:okio:3.6.0",
@@ -413,12 +413,6 @@
},
"version": "0.27.0"
},
"io.sentry:sentry": {
"shasums": {
"jar": "740a118182fc089d307830f4e508372e01ad94639b00b4e1b1d83762298a5f35"
},
"version": "7.19.0"
},
"javax.activation:javax.activation-api": {
"shasums": {
"jar": "43fdef0b5b6ceb31b0424b208b930c74ab58fac2ceeb7b3f6fd3aeb8b5ca4393"
@@ -1791,30 +1785,6 @@
"io.perfmark:perfmark-api": [
"io.perfmark"
],
"io.sentry:sentry": [
"io.sentry",
"io.sentry.backpressure",
"io.sentry.cache",
"io.sentry.clientreport",
"io.sentry.config",
"io.sentry.exception",
"io.sentry.hints",
"io.sentry.instrumentation.file",
"io.sentry.internal.debugmeta",
"io.sentry.internal.gestures",
"io.sentry.internal.modules",
"io.sentry.internal.viewhierarchy",
"io.sentry.metrics",
"io.sentry.profilemeasurements",
"io.sentry.protocol",
"io.sentry.rrweb",
"io.sentry.transport",
"io.sentry.util",
"io.sentry.util.thread",
"io.sentry.vendor",
"io.sentry.vendor.gson.internal.bind.util",
"io.sentry.vendor.gson.stream"
],
"javax.activation:javax.activation-api": [
"javax.activation"
],
@@ -2482,7 +2452,6 @@
"io.opencensus:opencensus-contrib-grpc-metrics",
"io.opencensus:opencensus-contrib-http-util",
"io.perfmark:perfmark-api",
"io.sentry:sentry",
"javax.activation:javax.activation-api",
"javax.xml.bind:jaxb-api",
"joda-time:joda-time",
-138
View File
@@ -33,7 +33,6 @@ http {
# HTTP server for Let's Encrypt challenge and redirect
server {
listen 80;
listen [::]:80;
server_name prod.eagle0.net;
# Let's Encrypt challenge
@@ -50,7 +49,6 @@ http {
# HTTPS server for gRPC
server {
listen 443 ssl;
listen [::]:443 ssl;
http2 on;
server_name prod.eagle0.net;
@@ -83,29 +81,6 @@ http {
error_page 502 = /error502grpc;
}
# gRPC proxy for Auth service
location /net.eagle0.eagle.api.auth.Auth {
# Rate limiting
limit_req zone=grpc_limit burst=50 nodelay;
# gRPC proxy
grpc_pass grpc://eagle_grpc;
# Timeouts
grpc_read_timeout 30s;
grpc_send_timeout 30s;
# Error handling
error_page 502 = /error502grpc;
}
# OAuth callback endpoint (proxied to Go auth service)
location /oauth/callback {
proxy_pass http://auth:8080;
proxy_set_header Host $host;
proxy_set_header X-Real-IP $remote_addr;
}
# Health check endpoint
location /health {
access_log off;
@@ -122,117 +97,4 @@ http {
return 204;
}
}
# HTTPS server for Go Auth service (port 40033)
# Clients connect here directly for OAuth RPCs in Phase 2
server {
listen 40033 ssl;
listen [::]:40033 ssl;
http2 on;
server_name prod.eagle0.net;
# SSL certificates (same as main server)
ssl_certificate /etc/letsencrypt/live/prod.eagle0.net/fullchain.pem;
ssl_certificate_key /etc/letsencrypt/live/prod.eagle0.net/privkey.pem;
# SSL configuration
ssl_protocols TLSv1.2 TLSv1.3;
ssl_ciphers ECDHE-ECDSA-AES128-GCM-SHA256:ECDHE-RSA-AES128-GCM-SHA256:ECDHE-ECDSA-AES256-GCM-SHA384:ECDHE-RSA-AES256-GCM-SHA384;
ssl_prefer_server_ciphers off;
ssl_session_timeout 1d;
ssl_session_cache shared:SSL:10m;
ssl_session_tickets off;
# gRPC proxy for Auth service
# Uses variable-based resolution so nginx can start even if auth isn't ready yet
# DNS is cached by the resolver directive (valid=10s)
location /net.eagle0.eagle.api.auth.Auth {
# Rate limiting
limit_req zone=grpc_limit burst=50 nodelay;
# Dynamic upstream resolution (doesn't block nginx startup)
set $auth_backend "auth:40033";
grpc_pass grpc://$auth_backend;
# Timeouts
grpc_read_timeout 30s;
grpc_send_timeout 30s;
# Error handling
error_page 502 = /error502grpc;
}
# gRPC proxy for Admin service
location /net.eagle0.eagle.api.admin.Admin {
# Rate limiting
limit_req zone=grpc_limit burst=50 nodelay;
# Dynamic upstream resolution (doesn't block nginx startup)
set $auth_backend "auth:40033";
grpc_pass grpc://$auth_backend;
# Timeouts
grpc_read_timeout 30s;
grpc_send_timeout 30s;
# Error handling
error_page 502 = /error502grpc;
}
# Health check endpoint
location /health {
access_log off;
return 200 "OK\n";
add_header Content-Type text/plain;
}
# gRPC error handling
location = /error502grpc {
internal;
default_type application/grpc;
add_header grpc-status 14;
add_header grpc-message "unavailable";
return 204;
}
}
# HTTP server for Admin Console (Let's Encrypt + redirect)
server {
listen 80;
listen [::]:80;
server_name admin.prod.eagle0.net admin.eagle0.net;
location /.well-known/acme-challenge/ {
root /var/www/certbot;
}
location / {
return 301 https://$host$request_uri;
}
}
# HTTPS server for Admin Console
server {
listen 443 ssl;
listen [::]:443 ssl;
server_name admin.prod.eagle0.net admin.eagle0.net;
ssl_certificate /etc/letsencrypt/live/admin.eagle0.net/fullchain.pem;
ssl_certificate_key /etc/letsencrypt/live/admin.eagle0.net/privkey.pem;
ssl_protocols TLSv1.2 TLSv1.3;
ssl_ciphers ECDHE-ECDSA-AES128-GCM-SHA256:ECDHE-RSA-AES128-GCM-SHA256:ECDHE-ECDSA-AES256-GCM-SHA384:ECDHE-RSA-AES256-GCM-SHA384;
ssl_prefer_server_ciphers off;
ssl_session_timeout 1d;
ssl_session_cache shared:SSL:10m;
ssl_session_tickets off;
location / {
proxy_pass http://admin:8080;
proxy_set_header Host $host;
proxy_set_header X-Real-IP $remote_addr;
proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
proxy_set_header X-Forwarded-Proto $scheme;
}
}
}
+4
View File
@@ -0,0 +1,4 @@
#!/usr/bin/env bash
bazel run //src/main/go/net/eagle0/build/action_result_type_build_file_generator \
${PWD}/src/main/scala/net/eagle0/eagle/model/action_result/types/
@@ -14,7 +14,6 @@ cc_library(
"//src/main/cpp/net/eagle0/shardok/library:engine",
"//src/main/cpp/net/eagle0/shardok/server:eagle_interface_grpc_server",
"//src/main/cpp/net/eagle0/shardok/server:server_configuration",
"//src/main/cpp/net/eagle0/shardok/server:token_auth",
"//src/main/protobuf/net/eagle0/common:common_unit_cc_proto",
"@grpc//:grpc++",
],
@@ -25,8 +25,7 @@ auto CalculateTimeBudget(
const PlayerId playerId,
const GameSettingsSPtr &settings,
const GameStateW &state,
const size_t numCommands,
const bool isAllAiBattle) -> AITimeBudget {
const size_t numCommands) -> AITimeBudget {
const auto settingsGetter = settings->GetGetter();
const auto castleCoords = AllCastleCoords(state->hex_map());
@@ -35,10 +34,8 @@ auto CalculateTimeBudget(
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP;
// Get maximum budget cap from settings (in seconds)
// For all-AI battles, use the faster budget limit
const double maxBudgetSeconds =
isAllAiBattle ? settingsGetter.Backing().all_ai_battle_time_budget_maximum()
: settingsGetter.Backing().lookahead_time_budget_maximum_seconds();
settingsGetter.Backing().lookahead_time_budget_maximum_seconds();
const double maxBudgetMs = maxBudgetSeconds * 1000.0;
// During setup, use the setup-specific time budget
@@ -38,13 +38,11 @@ struct AITimeBudget {
// Calculate time budget based on proximity to enemies and castles
// Time budget is calculated dynamically based on number of available commands:
// budget = msPerCommand × numCommands (clamped to 200-5000ms)
// If isAllAiBattle is true, uses allAiBattleTimeBudgetMaximum instead of the normal maximum.
auto CalculateTimeBudget(
PlayerId playerId,
const GameSettingsSPtr &settings,
const GameStateW &state,
size_t numCommands,
bool isAllAiBattle) -> AITimeBudget;
size_t numCommands) -> AITimeBudget;
} // namespace shardok
@@ -53,7 +53,6 @@ auto RoundsRemaining(const GameSettingsSPtr &settings, const GameStateView &gsv)
ShardokAIClient::ShardokAIClient(
const PlayerId playerId,
const bool isDefender,
const bool isAllAiBattle,
const HexMap *hexMap,
const SettingsGetter &settings,
const AIAlgorithmType aiAlgorithmType,
@@ -61,7 +60,6 @@ ShardokAIClient::ShardokAIClient(
const mcts::MCTSConfig &mctsConfig)
: playerId(playerId),
isDefender(isDefender),
isAllAiBattle(isAllAiBattle),
aiAlgorithmType(aiAlgorithmType),
scoringCalculatorType(scoringCalculatorType),
alCache(std::make_unique<AttackLocationsCache>(hexMap, settings)),
@@ -137,8 +135,7 @@ auto ShardokAIClient::StandardChooseCommandIndex(
const auto commandCount = guessedCommands->size();
// Calculate time budget based on game situation using new dynamic per-command settings
const auto timeBudget =
CalculateTimeBudget(playerId, settings, guessedState, commandCount, isAllAiBattle);
const auto timeBudget = CalculateTimeBudget(playerId, settings, guessedState, commandCount);
// Configure MCTS based on proximity to enemy
// When far from enemy: use AVERAGING with maxPlayerFlips=0 (single-player lookahead)
@@ -41,7 +41,6 @@ class ShardokAIClient {
private:
const PlayerId playerId;
const bool isDefender;
const bool isAllAiBattle; // Whether this battle has only AI players (for faster time budgets)
const AIAlgorithmType aiAlgorithmType;
const ScoringCalculatorType scoringCalculatorType;
@@ -70,7 +69,6 @@ public:
explicit ShardokAIClient(
PlayerId playerId,
bool isDefender,
bool isAllAiBattle,
const HexMap* hexMap,
const SettingsGetter& settings,
AIAlgorithmType aiAlgorithmType,
@@ -24,6 +24,9 @@ using std::scoped_lock;
using std::string;
using std::unique_lock;
using std::weak_ptr;
using std::chrono::duration;
static constexpr duration kWaitForUpdatesDuration = std::chrono::milliseconds(5000);
using net::eagle0::shardok::common::GameStatus;
@@ -71,17 +74,11 @@ vector<shared_ptr<ShardokAIClient>> ShardokGameController::MakeAIClients(
mctsConfig.maxSimulationFlips = 1;
mctsConfig.simulationPolicy = mcts::MCTSSimulationPolicy::WEIGHTED_HEURISTIC;
// Check if all players are AI - if so, use faster time budgets
const auto &playerInfos = e->GetPlayerInfos();
const bool isAllAiBattle =
std::ranges::all_of(playerInfos, [](const auto &pi) { return pi.is_ai(); });
for (const auto &pi : playerInfos) {
for (const auto &pi : e->GetPlayerInfos()) {
if (pi.is_ai()) {
auto newClient = std::make_shared<ShardokAIClient>(
pi.player_id(),
pi.is_defender(),
isAllAiBattle,
e->GetCurrentGameState()->hex_map(),
e->GetGameSettings()->GetGetter(),
AIAlgorithmType::ITERATIVE_DEEPENING,
@@ -281,9 +278,15 @@ auto ShardokGameController::GetUpdates(const int64_t startingActionId) -> AllUpd
awrs = engine->GetGameHistory(startingActionId);
incomingRegistrations--;
// Note: Previously this had a 5-second wait for AI players to support long-polling.
// With streaming (WaitForUpdatesAndPush), the caller already waits for updates,
// so this wait is no longer needed. GetGameStatus is deprecated in favor of streaming.
// If the current player is an AI, wait for some results to post. Otherwise go ahead and
// return, we might be telling the caller about available commands.
if (awrs.empty() && !engine->GameIsOver() &&
engine->GetPlayerInfos()[engine->GetCurrentPlayerId()].is_ai()) {
updateCondition.wait_for(guard, kWaitForUpdatesDuration);
incomingRegistrations++;
awrs = engine->GetGameHistory(startingActionId);
incomingRegistrations--;
}
updates.mainResults.reserve(awrs.size());
std::ranges::transform(
@@ -403,10 +406,12 @@ auto ShardokGameController::WaitForUpdatesAndPush(
}
// Lock released - GetUpdates will acquire its own lock
// IMPORTANT: Send any pending updates FIRST, including the final actions
// that caused the game to end. Previously, we returned early on gameOver
// without sending these final updates, causing the client to never see
// the last few battle actions.
if (gameOver) {
subscriber->OnGameOver(gameOverInfo);
return true;
}
// Get updates outside the lock (GetUpdates acquires masterLock internally)
AllUpdates updates = GetUpdates(lastPushedActionId);
lastPushedActionId = updates.newUnfilteredCount;
@@ -417,12 +422,6 @@ auto ShardokGameController::WaitForUpdatesAndPush(
updates.newUnfilteredCount,
updates.currentGameState);
}
// Now send gameOver notification after all updates have been sent
if (gameOver) {
subscriber->OnGameOver(gameOverInfo);
return true;
}
}
return false; // Subscriber disconnected
@@ -34,17 +34,6 @@ cc_library(
],
)
cc_library(
name = "token_auth",
hdrs = ["TokenAuthInterceptor.hpp"],
copts = COPTS,
visibility = ["//src/main/cpp/net/eagle0/shardok:__subpackages__"],
deps = [
"//src/main/cpp/net/eagle0/common:protobuf_warning_suppression",
"@grpc//:grpc++",
],
)
cc_library(
name = "eagle_interface_grpc_server",
srcs = ["EagleInterfaceGrpcServer.cpp"],
@@ -53,7 +42,6 @@ cc_library(
visibility = ["//src/main/cpp/net/eagle0/shardok:__subpackages__"],
deps = [
":games_manager",
":token_auth",
"//src/main/cpp/net/eagle0/common:unit_conversions",
"//src/main/protobuf/net/eagle0/common:shardok_internal_interface_cc_grpc",
"//src/main/protobuf/net/eagle0/common:victory_condition_cc_proto",
@@ -81,17 +81,8 @@ static auto FromInternalStatus(
const std::string &kShardokGameRequestExtension = *(new string(".e0gr"));
EagleInterfaceImpl::EagleInterfaceImpl(
shared_ptr<ShardokGamesManager> manager,
std::string authToken)
: gamesManager(std::move(manager)),
tokenValidator_(std::move(authToken)) {
if (tokenValidator_.IsEnabled()) {
std::cout << "Token authentication enabled" << std::endl;
} else {
std::cout << "Token authentication disabled (no token configured)" << std::endl;
}
}
EagleInterfaceImpl::EagleInterfaceImpl(shared_ptr<ShardokGamesManager> manager)
: gamesManager(std::move(manager)) {}
auto ConvertPlayerInfo(
const google::protobuf::RepeatedPtrField<net::eagle0::common::PlayerSetupInfo> &allPis,
@@ -197,12 +188,9 @@ void EagleInterfaceImpl::StartGame(const NewGameRequest &request) {
}
auto EagleInterfaceImpl::PostCommand(
ServerContext *context,
ServerContext * /*context*/,
const PostCommandRequest *request,
GameStatusResponse *response) -> Status {
// Validate auth token
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
shared_ptr<ShardokGameController> controller;
try {
controller = ControllerForGame(request->game_id(), request->game_setup_info());
@@ -241,12 +229,9 @@ auto EagleInterfaceImpl::PostCommand(
}
auto EagleInterfaceImpl::PostPlacementCommands(
ServerContext *context,
ServerContext * /*context*/,
const PlacementCommandsRequest *request,
GameStatusResponse *response) -> Status {
// Validate auth token
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
shared_ptr<ShardokGameController> controller;
try {
controller = ControllerForGame(request->game_id(), request->game_setup_info());
@@ -337,13 +322,27 @@ void EagleInterfaceImpl::PopulateGameStatusResponse(
}
}
auto EagleInterfaceImpl::GetGameStatus(
ServerContext * /*context*/,
const GameStatusRequest *request,
GameStatusResponse *response) -> Status {
shared_ptr<ShardokGameController> controller;
try {
controller = ControllerForGame(request->game_id(), request->game_setup_info());
} catch (NewGameException &e) { return e.GetStatus(); }
PopulateGameStatusResponse(
controller,
request->game_setup_info().known_result_count(),
response);
return Status::OK;
}
auto EagleInterfaceImpl::GetHexMap(
ServerContext *context,
ServerContext * /*context*/,
const HexMapRequest *request,
HexMapResponse *response) -> Status {
// Validate auth token
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
// TODO: return appropriate status code if a bad map name is sent
*response->mutable_map() = LoadMap(request->map_name());
@@ -351,12 +350,9 @@ auto EagleInterfaceImpl::GetHexMap(
}
auto EagleInterfaceImpl::GetHexMapNames(
ServerContext *context,
ServerContext * /*context*/,
const HexMapNamesRequest * /*request*/,
HexMapNamesResponse *response) -> Status {
// Validate auth token
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
for (const string &mapName : GetMapNames()) { response->add_map_names(mapName); }
return Status::OK;
@@ -537,9 +533,6 @@ auto EagleInterfaceImpl::SubscribeToGame(
ServerContext *context,
const GameSubscriptionRequest *request,
grpc::ServerWriter<GameStatusResponse> *writer) -> Status {
// Validate auth token
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
shared_ptr<ShardokGameController> controller;
try {
controller = ControllerForGame(request->game_id(), request->game_setup_info());
@@ -13,9 +13,8 @@
#include <string>
#include <thread>
#include "ShardokGamesManager.hpp"
#include "src/main/cpp/net/eagle0/common/ProtobufWarningSuppression.hpp"
#include "src/main/cpp/net/eagle0/shardok/server/ShardokGamesManager.hpp"
#include "src/main/cpp/net/eagle0/shardok/server/TokenAuthInterceptor.hpp"
#pragma GCC diagnostic push
SUPPRESS_PROTOBUF_WARNINGS
#include <grpc/grpc.h>
@@ -32,6 +31,7 @@ namespace shardok {
using grpc::ServerContext;
using grpc::Status;
using net::eagle0::common::GameSetupInfo;
using net::eagle0::common::GameStatusRequest;
using net::eagle0::common::GameStatusResponse;
using net::eagle0::common::GameSubscriptionRequest;
using net::eagle0::common::HexMapNamesRequest;
@@ -47,7 +47,6 @@ using std::shared_ptr;
class EagleInterfaceImpl final : public ShardokInternalInterface::Service {
private:
std::shared_ptr<ShardokGamesManager> gamesManager;
TokenValidator tokenValidator_;
auto ControllerForGame(const GameId& gameId, const GameSetupInfo& setupInfo)
-> std::shared_ptr<ShardokGameController>;
@@ -59,14 +58,7 @@ private:
GameStatusResponse* response);
public:
/**
* Create the service.
*
* @param manager Games manager
* @param authToken Optional auth token. If non-empty, all requests must include
* "authorization: Bearer <token>" metadata.
*/
EagleInterfaceImpl(std::shared_ptr<ShardokGamesManager> manager, std::string authToken = "");
explicit EagleInterfaceImpl(std::shared_ptr<ShardokGamesManager> manager);
auto PostCommand(
ServerContext* context,
@@ -76,6 +68,10 @@ public:
ServerContext* context,
const PlacementCommandsRequest* request,
GameStatusResponse* response) -> Status override;
auto GetGameStatus(
ServerContext* context,
const GameStatusRequest* request,
GameStatusResponse* response) -> Status override;
auto GetHexMap(ServerContext* context, const HexMapRequest* request, HexMapResponse* response)
-> Status override;
@@ -24,7 +24,6 @@ const string ServerConfiguration::kEagleInterfaceGrpcAddress = "eagleInterfaceGr
const string ServerConfiguration::kEagleGrpcAddress = "eagleGrpcAddress";
const string ServerConfiguration::kSslCertPath = "sslCertPath";
const string ServerConfiguration::kSslPrivateKeyPath = "sslPrivateKeyPath";
const string ServerConfiguration::kAuthTokenPath = "authTokenPath";
#pragma GCC diagnostic pop
using std::unordered_map;
@@ -29,7 +29,6 @@ public:
const static string kEagleGrpcAddress;
const static string kSslCertPath;
const static string kSslPrivateKeyPath;
const static string kAuthTokenPath;
};
#endif /* ServerConfiguration_hpp */
@@ -1,119 +0,0 @@
//
// TokenAuthInterceptor.hpp
// eagle0
//
// Token-based authentication for gRPC.
// Validates Bearer tokens in the 'authorization' metadata header.
//
#ifndef TokenAuthInterceptor_hpp
#define TokenAuthInterceptor_hpp
#include <fstream>
#include <iostream>
#include <optional>
#include <sstream>
#include <string>
#include "src/main/cpp/net/eagle0/common/ProtobufWarningSuppression.hpp"
#pragma GCC diagnostic push
SUPPRESS_PROTOBUF_WARNINGS
#include <grpcpp/server_context.h>
#include <grpcpp/support/status.h>
#pragma GCC diagnostic pop
namespace shardok {
/**
* Validates Bearer tokens in gRPC request metadata.
*
* Usage:
* TokenValidator validator(expectedToken);
* if (!validator.Validate(context)) {
* return grpc::Status(grpc::UNAUTHENTICATED, "Invalid token");
* }
*/
class TokenValidator {
public:
/**
* Create a validator with the expected token.
* If expectedToken is empty, all requests are allowed (no auth required).
*/
explicit TokenValidator(std::string expectedToken) : expectedToken_(std::move(expectedToken)) {}
/**
* Validate the authorization header in the server context.
*
* Expects: "authorization" metadata with value "Bearer <token>"
*
* @return true if valid (or no auth configured), false otherwise
*/
[[nodiscard]] auto Validate(grpc::ServerContext* context) const -> bool {
// If no auth token is configured, allow all requests
if (expectedToken_.empty()) { return true; }
const auto& metadata = context->client_metadata();
auto it = metadata.find("authorization");
if (it == metadata.end()) {
std::cerr << "Auth failed: no authorization header" << std::endl;
return false;
}
std::string authHeader(it->second.begin(), it->second.end());
std::string expectedHeader = "Bearer " + expectedToken_;
if (authHeader != expectedHeader) {
std::cerr << "Auth failed: invalid token" << std::endl;
return false;
}
return true;
}
/**
* Validate and return appropriate Status.
*
* @return std::nullopt if valid, Status(UNAUTHENTICATED) if invalid
*/
[[nodiscard]] auto ValidateOrStatus(grpc::ServerContext* context) const
-> std::optional<grpc::Status> {
if (Validate(context)) { return std::nullopt; }
return grpc::Status(grpc::UNAUTHENTICATED, "Invalid or missing authentication token");
}
/**
* Check if authentication is enabled.
*/
[[nodiscard]] auto IsEnabled() const -> bool { return !expectedToken_.empty(); }
private:
std::string expectedToken_;
};
/**
* Read auth token from a file, stripping whitespace.
* Returns empty string if file doesn't exist or is empty.
*/
inline auto ReadAuthTokenFromFile(const std::string& filePath) -> std::string {
if (filePath.empty()) { return ""; }
std::ifstream file(filePath);
if (!file.is_open()) {
std::cerr << "Warning: Could not open auth token file: " << filePath << std::endl;
return "";
}
std::stringstream buffer;
buffer << file.rdbuf();
std::string token = buffer.str();
// Trim whitespace
auto start = token.find_first_not_of(" \t\n\r");
if (start == std::string::npos) { return ""; }
auto end = token.find_last_not_of(" \t\n\r");
return token.substr(start, end - start + 1);
}
} // namespace shardok
#endif /* TokenAuthInterceptor_hpp */
@@ -7,9 +7,7 @@
//
#include <cstddef>
#include <fstream>
#include <memory>
#include <sstream>
#include <thread>
#include "src/main/cpp/net/eagle0/common/ProtobufWarningSuppression.hpp"
@@ -19,16 +17,14 @@ SUPPRESS_PROTOBUF_WARNINGS
#include <execinfo.h>
#include <grpcpp/channel.h>
#include <grpcpp/security/server_credentials.h>
#include <signal.h>
#include <unistd.h>
#pragma GCC diagnostic pop
#include "src/main/cpp/net/eagle0/shardok/server/EagleInterfaceGrpcServer.hpp"
#include "src/main/cpp/net/eagle0/shardok/server/ServerConfiguration.hpp"
#include "src/main/cpp/net/eagle0/shardok/server/ShardokGamesManager.hpp"
#include "src/main/cpp/net/eagle0/shardok/server/TokenAuthInterceptor.hpp"
#include "server/EagleInterfaceGrpcServer.hpp"
#include "server/ServerConfiguration.hpp"
#include "server/ShardokGamesManager.hpp"
using ::GameStatePersister;
using shardok::EagleInterfaceImpl;
@@ -45,15 +41,12 @@ struct ServerThreadInfo {
auto StartInThread(grpc::ServerBuilder *serverBuilder) -> ServerThreadInfo;
auto CreateServerBuilder(const string &serverAddress, const string &certPath, const string &keyPath)
-> grpc::ServerBuilder *;
auto CreateServerBuilder(const string &serverAddress) -> grpc::ServerBuilder *;
auto CreateEagleInterfaceService(
const std::shared_ptr<ServerConfiguration> &config,
std::shared_ptr<ShardokGamesManager> shardokGamesManager) -> ServerThreadInfo;
auto ReadFileContents(const string &path) -> string;
void handler(const int sig) {
void *array[10];
size_t size;
@@ -89,46 +82,11 @@ auto main(const int argc, char **argv) -> int {
eagleInterfaceInfo.thread.join();
}
auto ReadFileContents(const string &path) -> string {
std::ifstream file(path);
if (!file.is_open()) { return ""; }
std::stringstream buffer;
buffer << file.rdbuf();
return buffer.str();
}
auto CreateServerBuilder(const string &serverAddress, const string &certPath, const string &keyPath)
-> grpc::ServerBuilder * {
auto CreateServerBuilder(const string &serverAddress) -> grpc::ServerBuilder * {
auto *serverBuilder = new grpc::ServerBuilder;
std::shared_ptr<grpc::ServerCredentials> credentials;
// Check if TLS is configured
if (!certPath.empty() && !keyPath.empty()) {
const string certContents = ReadFileContents(certPath);
const string keyContents = ReadFileContents(keyPath);
if (certContents.empty() || keyContents.empty()) {
std::cerr << "Error: Could not read TLS certificate or key file" << std::endl;
std::cerr << " cert path: " << certPath << std::endl;
std::cerr << " key path: " << keyPath << std::endl;
std::cerr << "Falling back to insecure connection" << std::endl;
credentials = grpc::InsecureServerCredentials();
} else {
grpc::SslServerCredentialsOptions::PemKeyCertPair keyCert;
keyCert.private_key = keyContents;
keyCert.cert_chain = certContents;
grpc::SslServerCredentialsOptions sslOpts;
sslOpts.pem_key_cert_pairs.push_back(keyCert);
credentials = grpc::SslServerCredentials(sslOpts);
std::cout << "TLS enabled with certificate from: " << certPath << std::endl;
}
} else {
credentials = grpc::InsecureServerCredentials();
std::cout << "Creating insecure connection (no TLS configured)" << std::endl;
}
const auto credentials = grpc::InsecureServerCredentials();
std::cout << "Creating insecure connection" << std::endl;
serverBuilder->AddListeningPort(serverAddress, credentials);
return serverBuilder;
@@ -140,19 +98,9 @@ auto CreateEagleInterfaceService(
const string eagleInterfaceServerAddress =
config->stringForKey(ServerConfiguration::kEagleInterfaceGrpcAddress);
// TLS configuration
const string certPath = config->stringForKey(ServerConfiguration::kSslCertPath);
const string keyPath = config->stringForKey(ServerConfiguration::kSslPrivateKeyPath);
auto *eagleInterfaceServerBuilder = CreateServerBuilder(eagleInterfaceServerAddress);
auto *eagleInterfaceServerBuilder =
CreateServerBuilder(eagleInterfaceServerAddress, certPath, keyPath);
// Auth token configuration
const string authTokenPath = config->stringForKey(ServerConfiguration::kAuthTokenPath);
const string authToken = shardok::ReadAuthTokenFromFile(authTokenPath);
const auto eagleInterfaceService =
std::make_shared<EagleInterfaceImpl>(shardokGamesManager, authToken);
const auto eagleInterfaceService = std::make_shared<EagleInterfaceImpl>(shardokGamesManager);
eagleInterfaceServerBuilder->RegisterService(eagleInterfaceService.get());
ServerThreadInfo eagleInterfaceThreadInfo = StartInThread(eagleInterfaceServerBuilder);
@@ -64,12 +64,10 @@
<Compile Include="Assets/common/CommonExtensions.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Modal Window/ModalWindowTabs.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/CapturedHeroImprisonedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/MoveAnimator.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/SuppressBeastsCommandSelector.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ResolveInvitationCommandSelector.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Slider/SliderManager.cs" />
<Compile Include="Assets/common/GUIUtils/TableRowHoverDetector.cs" />
<Compile Include="Assets/ConnectionHandler/DropGameConfirmationPanel.cs" />
<Compile Include="Assets/Eagle/Table Rows/DynamicHeroTextUpdater.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/util/HeroDropdownController.cs" />
<Compile Include="Assets/Eagle/Notifications/PrisonerReturnedNotificationGenerator.cs" />
@@ -110,14 +108,12 @@
<Compile Include="Assets/Modern UI Pack/Scripts/Context Menu/ContextMenuManager.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerProgressBarLoopEditor.cs" />
<Compile Include="Assets/Eagle/BattalionUtils.cs" />
<Compile Include="Assets/Shardok/ArrowVolleyAnimator.cs" />
<Compile Include="Assets/Eagle/Table Rows/UnaffiliatedHeroRowController.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Tooltip/TooltipContent.cs" />
<Compile Include="Assets/Eagle/ConnectionCircuitBreaker.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerHSelector.cs" />
<Compile Include="Assets/Shardok/Grid.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ArmTroopsCommandSelector.cs" />
<Compile Include="Assets/Shardok/RaiseDeadAnimator.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/PrisonerExiledDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerProgressBar.cs" />
<Compile Include="Assets/Eagle/Table Rows/OrganizeTroopsComponentRow.cs" />
@@ -129,7 +125,6 @@
<Compile Include="Assets/Eagle/Notifications/Notification.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/QuestFailedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/QuestFulfilledDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Auth/OAuthManager.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/ProfessionGainedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/TextureList.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Modal Window/ModalWindowManager.cs" />
@@ -151,7 +146,6 @@
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/ProvinceHeldDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Bluetooth/DieInfo.cs" />
<Compile Include="Assets/common/ResourceFetcher.cs" />
<Compile Include="Assets/Auth/AuthClient.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/TruceRejectedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Notifications/RiotSuppressedNotificationGenerator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Modal Window/ModalWindowManagerEditor.cs" />
@@ -159,7 +153,6 @@
<Compile Include="Assets/Bluetooth/NativeDiceInterfaceImports.cs" />
<Compile Include="Assets/Eagle/Notifications/ProvinceConqueredNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Table Rows/ExtraTroopsRowController.cs" />
<Compile Include="Assets/Auth/JwtAuthInterceptor.cs" />
<Compile Include="Assets/Eagle/CommandPanelController.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/ShatteredArmyDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/TurnHistoryPanelController.cs" />
@@ -183,7 +176,6 @@
<Compile Include="Assets/Shardok/Table Rows/ReserveRowController.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/OutlawSpottedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Fixes/UIElementInFront.cs" />
<Compile Include="Assets/Shardok/MeleeAnimator.cs" />
<Compile Include="Assets/ConnectionHandler/WaitingGameItem.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Button/ButtonManagerBasicIcon.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerSlider.cs" />
@@ -252,7 +244,6 @@
<Compile Include="Assets/Eagle/CommandButtonPanelController.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Slider/RangeMinSlider.cs" />
<Compile Include="Assets/Eagle/Notifications/WeatherForcedSuppliesBackNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/AnimationTestController.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/TradeCommandSelector.cs" />
<Compile Include="Assets/Eagle/Table Rows/DominionTableRowController.cs" />
<Compile Include="Assets/Bluetooth/RollPanelController.cs" />
@@ -263,12 +254,10 @@
<Compile Include="Assets/UI/Scripts/GameSceneManager.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/RansomCommandSelector.cs" />
<Compile Include="Assets/Eagle/Notifications/WeatherForcedSuppliesLostNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/MeteorAnimator.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ReturnCommandSelector.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ResolveTruceCommandSelector.cs" />
<Compile Include="Assets/Eagle/ClientPregeneratedText.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/SwearBrotherhoodCommandSelector.cs" />
<Compile Include="Assets/Auth/TokenStorage.cs" />
<Compile Include="Assets/Eagle/Table Rows/TableRowController.cs" />
<Compile Include="Assets/Eagle/DisplayNames.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerSliderEditor.cs" />
@@ -333,7 +322,6 @@
<Compile Include="Assets/Eagle/CommandSelectors/ControlWeatherCommandSelector.cs" />
<Compile Include="Assets/Shardok/ShardokGameController.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Rendering/UIGradientEditor.cs" />
<Compile Include="Assets/Shardok/LightningAnimator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Progress Bar/PBFilled.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Rendering/UIGradient.cs" />
<Compile Include="Assets/Eagle/DominionPanelController.cs" />
@@ -375,10 +363,8 @@
<Compile Include="Assets/Eagle/Table Rows/AvailableHeroTableRow.cs" />
<Compile Include="Assets/Eagle/Table Rows/HeroRowController.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerTooltip.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/NewFactionHeadDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/HexGrid.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Tooltip/TooltipManager.cs" />
<Compile Include="Assets/Shardok/CatapultAnimator.cs" />
<None Include="Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc" />
<None Include="Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader" />
<None Include="Assets/Packages/System.IO.Pipelines.8.0.0/lib/netstandard2.0/System.IO.Pipelines.xml" />
@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 683e069fbc3074e35ac6fc3881a03f4a
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,192 +0,0 @@
using System;
using System.Threading.Tasks;
using Cysharp.Net.Http;
using Grpc.Core;
using Grpc.Core.Interceptors;
using Grpc.Net.Client;
using Net.Eagle0.Eagle.Api.Auth;
using UnityEngine;
using GrpcAuthClient = Net.Eagle0.Eagle.Api.Auth.Auth.AuthClient;
namespace Auth {
/// <summary>
/// gRPC client for the Auth service.
/// Routes OAuth requests (GetOAuthUrl, CheckOAuthStatus, RefreshToken) to the Go auth service.
/// Routes user requests (SetDisplayName, GetCurrentUser, Logout) to Eagle.
/// </summary>
public class AuthClient : IDisposable {
private const int PollIntervalMs = 2000; // Poll every 2 seconds
private const int PollTimeoutMs = 300000; // 5 minute timeout
private readonly GrpcAuthClient _authServiceClient; // Go auth service
private readonly GrpcAuthClient _eagleClient; // Eagle server
private readonly GrpcChannel _authServiceChannel;
private readonly GrpcChannel _eagleChannel;
/// <summary>
/// Create auth client with separate channels for auth service and Eagle.
/// </summary>
/// <param name="authServiceUrl">Go auth service URL, e.g.
/// "https://prod.eagle0.net:40033"</param> <param name="eagleUrl">Eagle server URL, e.g.
/// "https://prod.eagle0.net:40032"</param>
public AuthClient(string authServiceUrl, string eagleUrl) {
// Auth service channel (no JWT needed for OAuth flow)
_authServiceChannel = GrpcChannel.ForAddress(
authServiceUrl,
new GrpcChannelOptions {
HttpHandler = new YetAnotherHttpHandler { Http2Only = true },
DisposeHttpClient = true
});
_authServiceClient = new GrpcAuthClient(_authServiceChannel);
// Eagle channel with JWT interceptor for authenticated requests
_eagleChannel = GrpcChannel.ForAddress(
eagleUrl,
new GrpcChannelOptions {
HttpHandler = new YetAnotherHttpHandler { Http2Only = true },
DisposeHttpClient = true
});
CallInvoker eagleInvoker = _eagleChannel.Intercept(new JwtAuthInterceptor());
_eagleClient = new GrpcAuthClient(eagleInvoker);
Debug.Log($"[AuthClient] Configured: authService={authServiceUrl}, eagle={eagleUrl}");
}
/// <summary>
/// Get OAuth URL to open in system browser.
/// Returns both the URL and the state token for polling.
/// Routed to Go auth service.
/// </summary>
/// <param name="provider">Discord or Google</param>
/// <returns>Tuple of (URL to open in browser, state token for polling)</returns>
public async Task<(string authUrl, string state)> GetOAuthUrlAsync(OAuthProvider provider) {
var request = new GetOAuthUrlRequest { Provider = provider };
var response = await _authServiceClient.GetOAuthUrlAsync(request);
Debug.Log($"[AuthClient] Got OAuth URL for {provider}, state={response.State}");
return (response.AuthUrl, response.State);
}
/// <summary>
/// Poll for OAuth completion. Blocks until success, failure, or timeout.
/// The server handles the OAuth callback and token exchange.
/// Routed to Go auth service.
/// </summary>
/// <param name="state">State token from GetOAuthUrlAsync</param>
/// <returns>Response with tokens and user info on success</returns>
public async Task<CheckOAuthStatusResponse> PollForOAuthCompletionAsync(string state) {
var startTime = DateTime.UtcNow;
while (true) {
var request = new CheckOAuthStatusRequest { State = state };
var response = await _authServiceClient.CheckOAuthStatusAsync(request);
switch (response.Status) {
case OAuthStatus.Success:
Debug.Log(
$"[AuthClient] OAuth successful, user={response.User?.DisplayName}, isNew={response.IsNewUser}");
return response;
case OAuthStatus.Failed:
throw new Exception($"OAuth failed: {response.ErrorMessage}");
case OAuthStatus.Expired:
throw new Exception("OAuth session expired. Please try again.");
case OAuthStatus.Pending:
// Check timeout
if ((DateTime.UtcNow - startTime).TotalMilliseconds > PollTimeoutMs) {
throw new TimeoutException("OAuth login timed out. Please try again.");
}
// Wait before polling again
await Task.Delay(PollIntervalMs);
break;
default: throw new Exception($"Unknown OAuth status: {response.Status}");
}
}
}
/// <summary>
/// Refresh access token using stored refresh token.
/// Routed to Go auth service.
/// </summary>
/// <returns>New access token and expiry, or null if refresh failed</returns>
public async Task<RefreshTokenResponse> RefreshTokenAsync() {
var refreshToken = TokenStorage.RefreshToken;
if (string.IsNullOrEmpty(refreshToken)) {
throw new InvalidOperationException("No refresh token available");
}
var request = new RefreshTokenRequest { RefreshToken = refreshToken };
var response = await _authServiceClient.RefreshTokenAsync(request);
// Update stored access token
TokenStorage.UpdateAccessToken(response.AccessToken, response.ExpiresAt);
Debug.Log($"[AuthClient] Token refreshed, expires at {response.ExpiresAt}");
return response;
}
/// <summary>
/// Set display name for new users.
/// Requires valid JWT in interceptor.
/// Routed to Eagle.
/// </summary>
public async Task<SetDisplayNameResponse> SetDisplayNameAsync(string displayName) {
var request = new SetDisplayNameRequest { DisplayName = displayName };
var response = await _eagleClient.SetDisplayNameAsync(request);
if (response.Success) {
TokenStorage.UpdateDisplayName(displayName);
// Update the access token with the new one that has updated displayName claim
if (!string.IsNullOrEmpty(response.AccessToken)) {
// Token expires in 7 days from now
var expiresAt = DateTimeOffset.UtcNow.AddDays(7).ToUnixTimeSeconds();
TokenStorage.UpdateAccessToken(response.AccessToken, expiresAt);
Debug.Log($"[AuthClient] Display name set to: {displayName}, token updated");
} else {
Debug.Log($"[AuthClient] Display name set to: {displayName}");
}
} else {
Debug.LogWarning(
$"[AuthClient] Failed to set display name: {response.ErrorMessage}");
}
return response;
}
/// <summary>
/// Get current user info. Validates the stored JWT.
/// Routed to Eagle.
/// </summary>
public async Task<GetCurrentUserResponse> GetCurrentUserAsync() {
var response = await _eagleClient.GetCurrentUserAsync(new GetCurrentUserRequest());
Debug.Log($"[AuthClient] Current user: {response.User?.DisplayName}");
return response;
}
/// <summary>
/// Logout - invalidates refresh token on server.
/// Routed to Eagle.
/// </summary>
public async Task LogoutAsync() {
try {
await _eagleClient.LogoutAsync(new LogoutRequest());
} catch (Exception ex) {
Debug.LogWarning($"[AuthClient] Logout RPC failed (may be expected): {ex.Message}");
}
// Clear local tokens regardless of server response
TokenStorage.Clear();
Debug.Log("[AuthClient] Logged out, tokens cleared");
}
public void Dispose() {
_authServiceChannel?.Dispose();
_eagleChannel?.Dispose();
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 4ba94126c2d2145b8875612eaf5bc371
@@ -1,75 +0,0 @@
using System;
using Grpc.Core;
using Grpc.Core.Interceptors;
namespace Auth {
/// <summary>
/// gRPC interceptor that attaches JWT Bearer token to requests.
/// Reads token from TokenStorage on each request.
/// </summary>
public class JwtAuthInterceptor : Interceptor {
private const string HeaderName = "Authorization";
private string GetBearerHeader() {
var token = TokenStorage.AccessToken;
return string.IsNullOrEmpty(token) ? null : $"Bearer {token}";
}
public override TResponse BlockingUnaryCall<TRequest, TResponse>(
TRequest request,
ClientInterceptorContext<TRequest, TResponse> context,
BlockingUnaryCallContinuation<TRequest, TResponse> continuation) {
return continuation(request, ContextWithHeaders(context));
}
public override AsyncUnaryCall<TResponse> AsyncUnaryCall<TRequest, TResponse>(
TRequest request,
ClientInterceptorContext<TRequest, TResponse> context,
AsyncUnaryCallContinuation<TRequest, TResponse> continuation) {
return continuation(request, ContextWithHeaders(context));
}
public override AsyncServerStreamingCall<TResponse>
AsyncServerStreamingCall<TRequest, TResponse>(
TRequest request,
ClientInterceptorContext<TRequest, TResponse> context,
AsyncServerStreamingCallContinuation<TRequest, TResponse> continuation) {
return continuation(request, ContextWithHeaders(context));
}
public override AsyncClientStreamingCall<TRequest, TResponse>
AsyncClientStreamingCall<TRequest, TResponse>(
ClientInterceptorContext<TRequest, TResponse> context,
AsyncClientStreamingCallContinuation<TRequest, TResponse> continuation) {
return continuation(ContextWithHeaders(context));
}
public override AsyncDuplexStreamingCall<TRequest, TResponse>
AsyncDuplexStreamingCall<TRequest, TResponse>(
ClientInterceptorContext<TRequest, TResponse> context,
AsyncDuplexStreamingCallContinuation<TRequest, TResponse> continuation) {
return continuation(ContextWithHeaders(context));
}
private ClientInterceptorContext<TRequest, TResponse>
ContextWithHeaders<TRequest, TResponse>(
ClientInterceptorContext<TRequest, TResponse> original)
where TRequest : class
where TResponse : class {
var bearerHeader = GetBearerHeader();
if (string.IsNullOrEmpty(bearerHeader)) {
// No token available - return original context
// Auth service endpoints don't require token
return original;
}
var headers = new Metadata();
headers.Add(HeaderName, bearerHeader);
return new ClientInterceptorContext<TRequest, TResponse>(
original.Method,
original.Host,
original.Options.WithHeaders(headers));
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 8528d8ee967e042ecb2a5e8285c425e0
@@ -1,193 +0,0 @@
using System;
using System.Threading.Tasks;
using Net.Eagle0.Eagle.Api.Auth;
using UnityEngine;
namespace Auth {
/// <summary>
/// Manages OAuth authentication flow using server-mediated polling:
/// - Opens system browser for OAuth consent
/// - Polls server for OAuth completion (no deep links needed)
/// - Token storage and refresh
/// </summary>
public class OAuthManager : MonoBehaviour {
public static OAuthManager Instance { get; private set; }
private AuthClient _authClient;
private string _currentAuthServiceUrl;
private string _currentEagleUrl;
// Events for UI updates
public event Action<UserInfo> OnLoginSuccess;
public event Action<string> OnLoginFailed;
public event Action OnLogout;
public event Action<bool> OnNewUserNeedsDisplayName; // true if new user
public bool IsAuthenticated => TokenStorage.HasValidToken;
public string DisplayName => TokenStorage.DisplayName;
public string UserId => TokenStorage.UserId;
private void Awake() {
if (Instance != null && Instance != this) {
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
// Initialize TokenStorage cache from PlayerPrefs on main thread
// This allows background threads to access tokens safely
TokenStorage.InitializeCache();
// AuthClient is created lazily when SetServerUrls is called
}
/// <summary>
/// Set the server URLs for OAuth and game requests. Call this before any OAuth operations.
/// </summary>
/// <param name="authServiceUrl">Go auth service URL, e.g.
/// "https://prod.eagle0.net:40033"</param> <param name="eagleUrl">Eagle server URL, e.g.
/// "https://prod.eagle0.net:40032"</param>
public void SetServerUrls(string authServiceUrl, string eagleUrl) {
if (_currentAuthServiceUrl == authServiceUrl && _currentEagleUrl == eagleUrl &&
_authClient != null) {
return; // Already configured for these URLs
}
_authClient?.Dispose();
_currentAuthServiceUrl = authServiceUrl;
_currentEagleUrl = eagleUrl;
_authClient = new AuthClient(authServiceUrl, eagleUrl);
Debug.Log($"[OAuthManager] Configured: authService={authServiceUrl}, eagle={eagleUrl}");
}
private void OnDestroy() {
_authClient?.Dispose();
if (Instance == this) { Instance = null; }
}
private void EnsureConfigured() {
if (_authClient == null) {
throw new InvalidOperationException(
"OAuthManager not configured. Call SetServerUrls() first.");
}
}
/// <summary>
/// Start OAuth login with specified provider.
/// Opens system browser for user consent, then polls for completion.
/// </summary>
public async Task<CheckOAuthStatusResponse> LoginAsync(OAuthProvider provider) {
EnsureConfigured();
try {
// Get OAuth URL and state from server
var (authUrl, state) = await _authClient.GetOAuthUrlAsync(provider);
// Open system browser
Debug.Log($"[OAuthManager] Opening browser: {authUrl}");
Application.OpenURL(authUrl);
// Poll for OAuth completion (server handles the callback)
var response = await _authClient.PollForOAuthCompletionAsync(state);
// Store tokens
TokenStorage.StoreTokens(
response.AccessToken,
response.RefreshToken,
response.ExpiresAt,
response.User.UserId,
response.User.DisplayName ?? "");
// Notify listeners
if (response.IsNewUser) {
OnNewUserNeedsDisplayName?.Invoke(true);
} else {
OnLoginSuccess?.Invoke(response.User);
}
return response;
} catch (Exception ex) {
Debug.LogError($"[OAuthManager] Login failed: {ex.Message}");
OnLoginFailed?.Invoke(ex.Message);
throw;
}
}
/// <summary>
/// Set display name for new user after OAuth.
/// </summary>
public async Task<bool> SetDisplayNameAsync(string displayName) {
EnsureConfigured();
var response = await _authClient.SetDisplayNameAsync(displayName);
if (response.Success) { OnLoginSuccess?.Invoke(response.User); }
return response.Success;
}
/// <summary>
/// Try to restore session from stored tokens.
/// Returns true if valid session exists.
/// Must call SetServerUrls() before this method.
/// </summary>
public async Task<bool> TryRestoreSessionAsync() {
if (_authClient == null) {
Debug.Log("[OAuthManager] Not configured yet, skipping session restore");
return false;
}
if (!TokenStorage.HasValidToken && !TokenStorage.HasRefreshToken) {
Debug.Log("[OAuthManager] No stored session");
return false;
}
// If token is expired but we have refresh token, try to refresh
if (!TokenStorage.HasValidToken && TokenStorage.HasRefreshToken) {
try {
await _authClient.RefreshTokenAsync();
} catch (Exception ex) {
Debug.LogWarning($"[OAuthManager] Token refresh failed: {ex.Message}");
TokenStorage.Clear();
return false;
}
}
// Validate session with server
try {
var response = await _authClient.GetCurrentUserAsync();
Debug.Log($"[OAuthManager] Session restored for {response.User.DisplayName}");
OnLoginSuccess?.Invoke(response.User);
return true;
} catch (Exception ex) {
Debug.LogWarning($"[OAuthManager] Session validation failed: {ex.Message}");
TokenStorage.Clear();
return false;
}
}
/// <summary>
/// Refresh access token if needed.
/// Call this before making API requests.
/// </summary>
public async Task EnsureValidTokenAsync() {
EnsureConfigured();
if (TokenStorage.NeedsRefresh && TokenStorage.HasRefreshToken) {
await _authClient.RefreshTokenAsync();
}
}
/// <summary>
/// Logout and clear stored tokens.
/// </summary>
public async Task LogoutAsync() {
// LogoutAsync can work even without server connection - just clear local tokens
if (_authClient != null) {
await _authClient.LogoutAsync();
} else {
TokenStorage.Clear();
}
OnLogout?.Invoke();
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 0e9d5b0cb9f26477eaf26e8a09c41707
@@ -1,176 +0,0 @@
using System;
using UnityEngine;
namespace Auth {
/// <summary>
/// Secure storage for OAuth tokens using Unity's PlayerPrefs.
/// Values are cached in memory to allow access from background threads.
/// In production, consider using platform-specific secure storage
/// (Keychain on iOS, Keystore on Android).
/// </summary>
public static class TokenStorage {
private const string AccessTokenKey = "eagle0_access_token";
private const string RefreshTokenKey = "eagle0_refresh_token";
private const string ExpiresAtKey = "eagle0_expires_at";
private const string UserIdKey = "eagle0_user_id";
private const string DisplayNameKey = "eagle0_display_name";
// In-memory cache for thread-safe access from background threads
// PlayerPrefs can only be accessed from the main thread
private static string _cachedAccessToken;
private static string _cachedRefreshToken;
private static long _cachedExpiresAt;
private static string _cachedUserId;
private static string _cachedDisplayName;
private static bool _cacheInitialized = false;
/// <summary>
/// Initialize cache from PlayerPrefs. Must be called from main thread.
/// Call this early in app startup (e.g., in Awake or Start).
/// </summary>
public static void InitializeCache() {
_cachedAccessToken = PlayerPrefs.GetString(AccessTokenKey, null);
_cachedRefreshToken = PlayerPrefs.GetString(RefreshTokenKey, null);
_cachedExpiresAt =
long.TryParse(PlayerPrefs.GetString(ExpiresAtKey, "0"), out var val) ? val : 0;
_cachedUserId = PlayerPrefs.GetString(UserIdKey, null);
_cachedDisplayName = PlayerPrefs.GetString(DisplayNameKey, null);
_cacheInitialized = true;
Debug.Log(
$"[TokenStorage] Cache initialized, hasToken={!string.IsNullOrEmpty(_cachedAccessToken)}");
}
public static bool HasValidToken {
get {
var token = AccessToken;
var expiresAt = ExpiresAt;
return !string.IsNullOrEmpty(token) &&
expiresAt > DateTimeOffset.UtcNow.ToUnixTimeSeconds();
}
}
public static bool HasRefreshToken => !string.IsNullOrEmpty(RefreshToken);
public static string AccessToken {
get {
if (!_cacheInitialized) {
Debug.LogWarning(
"[TokenStorage] Cache not initialized, returning cached value anyway");
}
return _cachedAccessToken;
}
private
set {
_cachedAccessToken = value;
PlayerPrefs.SetString(AccessTokenKey, value ?? "");
}
}
public static string RefreshToken {
get => _cachedRefreshToken;
private
set {
_cachedRefreshToken = value;
PlayerPrefs.SetString(RefreshTokenKey, value ?? "");
}
}
public static long ExpiresAt {
get => _cachedExpiresAt;
private
set {
_cachedExpiresAt = value;
PlayerPrefs.SetString(ExpiresAtKey, value.ToString());
}
}
public static string UserId {
get => _cachedUserId;
private
set {
_cachedUserId = value;
PlayerPrefs.SetString(UserIdKey, value ?? "");
}
}
public static string DisplayName {
get => _cachedDisplayName;
private
set {
_cachedDisplayName = value;
PlayerPrefs.SetString(DisplayNameKey, value ?? "");
}
}
/// <summary>
/// Store tokens received from OAuth exchange.
/// </summary>
public static void StoreTokens(
string accessToken,
string refreshToken,
long expiresAt,
string userId,
string displayName) {
AccessToken = accessToken;
RefreshToken = refreshToken;
ExpiresAt = expiresAt;
UserId = userId;
DisplayName = displayName;
PlayerPrefs.Save();
Debug.Log(
$"[TokenStorage] Stored tokens for user {displayName} (expires at {expiresAt})");
}
/// <summary>
/// Update access token after refresh.
/// </summary>
public static void UpdateAccessToken(string accessToken, long expiresAt) {
AccessToken = accessToken;
ExpiresAt = expiresAt;
PlayerPrefs.Save();
Debug.Log($"[TokenStorage] Updated access token (expires at {expiresAt})");
}
/// <summary>
/// Update display name after user sets it.
/// </summary>
public static void UpdateDisplayName(string displayName) {
DisplayName = displayName;
PlayerPrefs.Save();
}
/// <summary>
/// Clear all stored tokens (logout).
/// </summary>
public static void Clear() {
_cachedAccessToken = null;
_cachedRefreshToken = null;
_cachedExpiresAt = 0;
_cachedUserId = null;
_cachedDisplayName = null;
PlayerPrefs.DeleteKey(AccessTokenKey);
PlayerPrefs.DeleteKey(RefreshTokenKey);
PlayerPrefs.DeleteKey(ExpiresAtKey);
PlayerPrefs.DeleteKey(UserIdKey);
PlayerPrefs.DeleteKey(DisplayNameKey);
PlayerPrefs.Save();
Debug.Log("[TokenStorage] Cleared all tokens");
}
/// <summary>
/// Check if token needs refresh (expires within 5 minutes).
/// </summary>
public static bool NeedsRefresh {
get {
var expiresAt = ExpiresAt;
var now = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
return expiresAt > 0 && expiresAt - now < 300; // 5 minutes
}
}
}
}
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@@ -16,10 +16,8 @@ public class AvailableGameItem : MonoBehaviour {
public TextMeshProUGUI playerCountField;
public Button joinButton;
public TextMeshProUGUI buttonText;
public Button dropButton;
public Action<long, string> JoinCallback;
public Action<long> DropCallback;
private List<AvailableLeader> availableLeaders;
private long gameId;
@@ -40,8 +38,6 @@ public class AvailableGameItem : MonoBehaviour {
public void JoinClicked() { JoinCallback(gameId, SelectedLeaderTextId); }
public void DropClicked() { DropCallback?.Invoke(gameId); }
public void
SetAvailableNewGame(long gameId, string playersString, List<AvailableLeader> leaders) {
availableLeaders = leaders;
@@ -7,18 +7,15 @@ using System.Net.Http.Headers;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Auth;
using common;
using common.GUIUtils;
using eagle;
using Grpc.Core;
using Grpc.Core.Interceptors;
using Net.Eagle0.Eagle.Api;
using Net.Eagle0.Eagle.Api.Auth;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using Object = System.Object;
public class AuthInterceptor : Interceptor {
@@ -85,23 +82,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
public TMP_InputField passwordField;
public TMP_Dropdown resolutionDropdown;
[Header("OAuth UI")]
public GameObject oauthPanel;
public Button discordLoginButton;
public Button googleLoginButton;
public TextMeshProUGUI oauthStatusText;
[Header("Display Name Setup")]
public GameObject displayNamePanel;
public TMP_InputField displayNameField;
public Button setDisplayNameButton;
public TextMeshProUGUI displayNameErrorText;
[Header("Legacy Auth (for testing)")]
public GameObject legacyAuthPanel;
public Button useLegacyAuthButton;
public TextMeshProUGUI useLegacyAuthButtonText;
[Header("Status Display")]
public TextMeshProUGUI connectionStatusText;
@@ -110,13 +90,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
public GameObject customBattlePanel;
public ErrorHandler errorHandler;
[Header("Lobby Controls")]
public Button logoutButton;
public Button customBattleButton;
public Button cancelCustomBattleButton;
public TextMeshProUGUI lobbyEnvironmentText;
public TextMeshProUGUI lobbyUserText;
public GameObject runningGamesListArea;
public GameObject runningGamesListItemPrefab;
@@ -125,8 +98,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
public GameObject waitingGamesListItemPrefab;
public GameObject createGameListItemPrefab;
public DropGameConfirmationPanel dropGameConfirmationPanel;
public Canvas connectionCanvas;
public Canvas eagleCanvas;
public Canvas shardokCanvas;
@@ -141,8 +112,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
private bool listen = false;
private CancellationTokenSource _cancellationTokenSource;
private readonly Object pendingReplyLock = new Object();
private int _connectedEnvironmentIndex = -1; // -1 means not connected
private bool _useOAuth = false; // Default to legacy until server-side OAuth is ready
public ClientPregeneratedText clientPregeneratedText;
@@ -156,33 +125,12 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
private static readonly List<string> EnvironmentDisplayNames =
new() { "prod.", "qa.", "(none)" };
/// <summary>
/// Returns the connected environment name ("prod." or "qa.") or null if not connected.
/// </summary>
public string ConnectedEnvironmentName =>
_connectedEnvironmentIndex >= 0 &&
_connectedEnvironmentIndex < EnvironmentDisplayNames.Count
? EnvironmentDisplayNames[_connectedEnvironmentIndex]
: null;
private string GetUrlFromEnvironment() {
int envIndex = environmentDropdown.value;
string prefix = EnvironmentOptions[envIndex];
return prefix + BaseDomain;
}
/// <summary>
/// Get full URL with scheme for the selected environment (Eagle server).
/// Remote servers use HTTPS, could be extended for local HTTP.
/// </summary>
private string GetEagleUrl() { return "https://" + GetUrlFromEnvironment(); }
/// <summary>
/// Get full URL with scheme for the Go auth service.
/// Always uses prod auth service - OAuth tokens work across all environments.
/// </summary>
private string GetAuthServiceUrl() { return "https://prod.eagle0.net:40033"; }
public void ReceiveLobbyUpdate(LobbyResponse lobbyResponse) {
_handleLobbyResponse(lobbyResponse);
}
@@ -218,218 +166,8 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
errorHandler.gameObject.SetActive(true);
// Initialize OAuth UI
SetupOAuthUI();
// Initialize Lobby UI (logout button, etc.)
SetupLobbyUI();
// Initialize status text
UpdateConnectionStatus();
// Try to restore existing OAuth session
TryRestoreSession();
}
private void SetupOAuthUI() {
// Set up OAuth button click handlers
if (discordLoginButton != null) {
discordLoginButton.onClick.AddListener(
() => OnOAuthLoginClicked(OAuthProvider.Discord));
}
if (googleLoginButton != null) {
googleLoginButton.onClick.AddListener(() => OnOAuthLoginClicked(OAuthProvider.Google));
}
if (setDisplayNameButton != null) {
setDisplayNameButton.onClick.AddListener(OnSetDisplayNameClicked);
}
if (useLegacyAuthButton != null) {
useLegacyAuthButton.onClick.AddListener(OnUseLegacyAuthClicked);
}
// Subscribe to OAuthManager events
if (OAuthManager.Instance != null) {
OAuthManager.Instance.OnLoginSuccess += OnOAuthLoginSuccess;
OAuthManager.Instance.OnLoginFailed += OnOAuthLoginFailed;
OAuthManager.Instance.OnNewUserNeedsDisplayName += OnNewUserNeedsDisplayName;
OAuthManager.Instance.OnLogout += OnOAuthLogout;
}
// Show appropriate panel based on auth state
ShowAuthPanel();
}
private void ShowAuthPanel() {
// Hide all auth panels first
if (oauthPanel != null) oauthPanel.SetActive(false);
if (displayNamePanel != null) displayNamePanel.SetActive(false);
if (legacyAuthPanel != null) legacyAuthPanel.SetActive(false);
// Show appropriate panel based on _useOAuth
if (_useOAuth) {
if (oauthPanel != null) oauthPanel.SetActive(true);
if (useLegacyAuthButtonText != null)
useLegacyAuthButtonText.text = "Use Classic Sign-in";
} else {
if (legacyAuthPanel != null) legacyAuthPanel.SetActive(true);
if (useLegacyAuthButtonText != null) useLegacyAuthButtonText.text = "Use OAuth Sign-in";
}
}
private void SetupLobbyUI() {
if (logoutButton != null) { logoutButton.onClick.AddListener(OnLogoutClicked); }
if (customBattleButton != null) { customBattleButton.onClick.AddListener(CustomBattle); }
if (cancelCustomBattleButton != null) {
cancelCustomBattleButton.onClick.AddListener(CancelCustomBattle);
}
}
private void UpdateLobbyStatusDisplays() {
// Show environment (prod/qa)
if (lobbyEnvironmentText != null) {
lobbyEnvironmentText.text = ConnectedEnvironmentName ?? "";
}
// Show current user - prefer OAuth display name, fall back to classic login name
if (lobbyUserText != null) {
if (_useOAuth && !string.IsNullOrEmpty(TokenStorage.DisplayName)) {
lobbyUserText.text = TokenStorage.DisplayName;
} else {
lobbyUserText.text = nameField.text;
}
}
}
private async void OnLogoutClicked() {
Debug.Log("[ConnectionHandler] Logout button clicked");
// Clear OAuth tokens
if (OAuthManager.Instance != null) { await OAuthManager.Instance.LogoutAsync(); }
// Disconnect from server
_persistentClientConnection?.Dispose();
eagleConnection?.Dispose();
_httpClient?.Dispose();
_cancellationTokenSource?.Dispose();
_persistentClientConnection = null;
eagleConnection = null;
_httpClient = null;
_cancellationTokenSource = null;
_connectedEnvironmentIndex = -1;
// Return to connection screen
gameSelectionPanel.SetActive(false);
connectionPanel.SetActive(true);
// Re-initialize the auth UI
ShowAuthPanel();
UpdateConnectionStatus();
}
private async void TryRestoreSession() {
if (OAuthManager.Instance == null) return;
// Configure OAuthManager with auth service and Eagle URLs
OAuthManager.Instance.SetServerUrls(GetAuthServiceUrl(), GetEagleUrl());
if (oauthStatusText != null) { oauthStatusText.text = "Checking for existing session..."; }
var restored = await OAuthManager.Instance.TryRestoreSessionAsync();
if (restored) {
// Session restored, connect to lobby
ConnectWithOAuth();
} else if (oauthStatusText != null) {
oauthStatusText.text = "";
}
}
private async void OnOAuthLoginClicked(OAuthProvider provider) {
// Configure OAuthManager with auth service and Eagle URLs (user may have changed dropdown)
OAuthManager.Instance.SetServerUrls(GetAuthServiceUrl(), GetEagleUrl());
if (oauthStatusText != null) {
oauthStatusText.text = $"Opening browser for {provider} login...";
}
try {
await OAuthManager.Instance.LoginAsync(provider);
// OnLoginSuccess or OnNewUserNeedsDisplayName will be called
} catch (Exception ex) {
Debug.LogError($"OAuth login failed: {ex.Message}");
if (oauthStatusText != null) { oauthStatusText.text = $"Login failed: {ex.Message}"; }
}
}
private void OnOAuthLoginSuccess(UserInfo user) {
MainQueue.Q.Enqueue(() => {
if (oauthStatusText != null) { oauthStatusText.text = $"Welcome, {user.DisplayName}!"; }
ConnectWithOAuth();
});
}
private void OnOAuthLoginFailed(string error) {
MainQueue.Q.Enqueue(() => {
if (oauthStatusText != null) { oauthStatusText.text = $"Login failed: {error}"; }
});
}
private void OnNewUserNeedsDisplayName(bool isNewUser) {
MainQueue.Q.Enqueue(() => {
// Show display name panel
if (oauthPanel != null) oauthPanel.SetActive(false);
if (displayNamePanel != null) displayNamePanel.SetActive(true);
if (displayNameErrorText != null) displayNameErrorText.text = "";
});
}
private async void OnSetDisplayNameClicked() {
if (displayNameField == null || OAuthManager.Instance == null) return;
var displayName = displayNameField.text.Trim();
if (string.IsNullOrEmpty(displayName)) {
if (displayNameErrorText != null) {
displayNameErrorText.text = "Please enter a display name";
}
return;
}
if (displayNameErrorText != null) { displayNameErrorText.text = "Setting display name..."; }
var success = await OAuthManager.Instance.SetDisplayNameAsync(displayName);
if (!success && displayNameErrorText != null) {
displayNameErrorText.text = "Name already taken or invalid. Try another.";
}
// OnLoginSuccess will be called if successful
}
private void OnOAuthLogout() {
MainQueue.Q.Enqueue(() => {
ShowAuthPanel();
if (oauthStatusText != null) { oauthStatusText.text = ""; }
});
}
private void OnUseLegacyAuthClicked() {
_useOAuth = !_useOAuth; // Toggle instead of just setting false
if (_useOAuth) {
// Show OAuth panel
if (oauthPanel != null) oauthPanel.SetActive(true);
if (legacyAuthPanel != null) legacyAuthPanel.SetActive(false);
if (useLegacyAuthButtonText != null)
useLegacyAuthButtonText.text = "Use Classic Sign-in";
} else {
// Show legacy panel
if (oauthPanel != null) oauthPanel.SetActive(false);
if (legacyAuthPanel != null) legacyAuthPanel.SetActive(true);
if (useLegacyAuthButtonText != null) useLegacyAuthButtonText.text = "Use OAuth Sign-in";
}
}
private void ConnectWithOAuth() {
_useOAuth = true;
_internalConnectEagle();
}
private float _statusUpdateTimer = 0f;
@@ -507,14 +245,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
public void CustomBattle() { _internalCustomBattle(); }
public void CancelCustomBattle() {
customBattlePanel.SetActive(false);
shardokCanvas.gameObject.SetActive(false);
connectionCanvas.gameObject.SetActive(true);
gameSelectionPanel.SetActive(true);
StartListeningForLobbyUpdates();
}
public void OnApplicationQuit() { Dispose(); }
public void Dispose() {
@@ -532,8 +262,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
_persistentClientConnection = null;
eagleConnection?.Dispose();
eagleConnection = null;
_connectedEnvironmentIndex = -1;
}
public void OnResolutionChanged(int dropdownIndex) {
@@ -561,9 +289,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
connectionPanel.gameObject.SetActive(false);
gameSelectionPanel.gameObject.SetActive(true);
// Update lobby status displays
UpdateLobbyStatusDisplays();
// Set up running games table
foreach (Transform row in runningGamesListArea.transform) { Destroy(row.gameObject); }
foreach (var runningGame in lobbyResponse.RunningGames) {
@@ -572,10 +297,10 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
runningGamesListArea.transform,
true);
listItem.transform.localScale = new Vector3 { x = 1.0f, y = 1.0f, z = 1.0f };
var runningGameItem = listItem.GetComponent<RunningGameItem>();
runningGameItem.SetRunningGame(runningGame.GameId, runningGame.Leader);
runningGameItem.GoCallback = this.SelectEagleGame;
runningGameItem.DropCallback = this.DropGame;
listItem.GetComponent<RunningGameItem>().SetRunningGame(
runningGame.GameId,
runningGame.Leader);
listItem.GetComponent<RunningGameItem>().GoCallback = this.SelectEagleGame;
}
// Set up available/waiting games table
@@ -611,16 +336,14 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
availableGamesListArea.transform,
true);
listItem.transform.localScale = new Vector3 { x = 1.0f, y = 1.0f, z = 1.0f };
var availableGameItem = listItem.GetComponent<AvailableGameItem>();
availableGameItem.SetAvailableNewGame(
listItem.GetComponent<AvailableGameItem>().SetAvailableNewGame(
availableGame.GameId,
string.Format(
"{0} / {1}",
availableGame.CurrentHumanPlayerCount,
availableGame.MaxHumanPlayerCount),
availableGame.AvailableLeaders.ToList());
availableGameItem.JoinCallback = this.JoinGame;
availableGameItem.DropCallback = this.DropGame;
listItem.GetComponent<AvailableGameItem>().JoinCallback = this.JoinGame;
}
});
}
@@ -634,8 +357,7 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
}
private void _createConnection() {
_connectedEnvironmentIndex = environmentDropdown.value;
PlayerPrefs.SetInt(EnvironmentKey, _connectedEnvironmentIndex);
PlayerPrefs.SetInt(EnvironmentKey, environmentDropdown.value);
PlayerPrefs.SetString(NameKey, nameField.text);
PlayerPrefs.SetString(PasswordKey, passwordField.text);
@@ -649,26 +371,7 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
_cancellationTokenSource = new CancellationTokenSource();
string url = GetUrlFromEnvironment();
if (_useOAuth && TokenStorage.HasValidToken) {
// Use JWT-based connection
eagleConnection = EagleConnection.CreateWithJwt(url);
_httpClient = new HttpClient();
_httpClient.DefaultRequestHeaders.Authorization =
new AuthenticationHeaderValue("Bearer", TokenStorage.AccessToken);
} else {
// Legacy Basic Auth connection
PlayerPrefs.SetString(NameKey, nameField.text);
PlayerPrefs.SetString(PasswordKey, passwordField.text);
eagleConnection = new EagleConnection(nameField.text, passwordField.text, url);
_httpClient = new HttpClient();
_httpClient.DefaultRequestHeaders.Authorization =
new AuthenticationHeaderValue("Basic", eagleConnection.authHeader);
}
eagleConnection = new EagleConnection(nameField.text, passwordField.text, url);
_persistentClientConnection = new PersistentClientConnection(
eagleConnection.EagleGrpcClient,
eagleConnection.credentials,
@@ -676,16 +379,20 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
_persistentClientConnection.Connect();
errorHandler.PersistentClientConnection = _persistentClientConnection;
_httpClient = new HttpClient();
_httpClient.DefaultRequestHeaders.Authorization =
new AuthenticationHeaderValue("Basic", eagleConnection.authHeader);
ResourceFetcher.SetUpConnection(_httpClient);
}
private void _internalCustomBattle() {
// Connection already exists when called from lobby
_createConnection();
_persistentClientConnection.SetLobbySubscriber(this);
SetCustomBattleActive(true);
gameSelectionPanel.SetActive(false);
connectionPanel.SetActive(false);
customBattlePanel.SetActive(true);
}
@@ -733,18 +440,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
var game = _internalJoinEagleGame(gameId, leaderName);
}
private void DropGame(long gameId) {
if (dropGameConfirmationPanel != null) {
dropGameConfirmationPanel.OnConfirm = ConfirmDropGame;
dropGameConfirmationPanel.Show(gameId, "Are you sure you want to leave this game?");
} else {
// Fallback if no confirmation panel is configured
ConfirmDropGame(gameId);
}
}
private void ConfirmDropGame(long gameId) { _internalDropGame(gameId); }
private void CreateGame(string leaderNameTextId, int humanPlayerCount, int totalPlayerCount) {
var game = _internalCreateGame(leaderNameTextId, humanPlayerCount, totalPlayerCount);
}
@@ -821,18 +516,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
}
}
private async Task<bool> _internalDropGame(long gameId) {
try {
return await _persistentClientConnection.SendUpdateStreamRequestAsync(
new UpdateStreamRequest {
DropGameRequest = new DropGameRequest { GameId = gameId }
});
} catch (WebException e) {
Debug.Log(String.Format("Caught exception in DropGame {0}", e.Message));
return false;
}
}
private void SetLobbyActive(bool active) {
runningGamesListArea.SetActive(active);
availableGamesListArea.SetActive(active);
@@ -850,8 +533,7 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
eagleCanvas.GetComponent<EagleGameController>().SetUpGame(
gameInfo.GameId,
gameInfo.FactionId,
_persistentClientConnection,
ConnectedEnvironmentName);
_persistentClientConnection);
connectionCanvas.enabled = false;
connectionCanvas.gameObject.SetActive(false);
eagleCanvas.gameObject.SetActive(true);
@@ -1,24 +0,0 @@
using System;
using TMPro;
using UnityEngine;
public class DropGameConfirmationPanel : MonoBehaviour {
public TextMeshProUGUI messageText;
public Action<long> OnConfirm;
private long _pendingGameId;
public void Show(long gameId, string message) {
_pendingGameId = gameId;
if (messageText != null) { messageText.text = message; }
gameObject.SetActive(true);
}
public void ConfirmClicked() {
gameObject.SetActive(false);
OnConfirm?.Invoke(_pendingGameId);
}
public void CancelClicked() { gameObject.SetActive(false); }
}
@@ -1,2 +0,0 @@
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@@ -188,9 +185,9 @@ RectTransform:
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gameIdField: {fileID: 8058295588038032232}
leaderField: {fileID: 3311450659768657245}
goButton: {fileID: 145214844678457394}
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@@ -10,10 +10,8 @@ public class RunningGameItem : MonoBehaviour {
public TextMeshProUGUI gameIdField;
public TextMeshProUGUI leaderField;
public Button goButton;
public Button dropButton;
public Action<long> GoCallback;
public Action<long> DropCallback;
private long gameId;
@@ -22,8 +20,6 @@ public class RunningGameItem : MonoBehaviour {
public void GoClicked() { GoCallback(gameId); }
public void DropClicked() { DropCallback?.Invoke(gameId); }
public void SetRunningGame(long gameId, AvailableLeader leader) {
this.gameId = gameId;
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@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using EagleGUIUtils;
@@ -6,7 +6,6 @@ using Net.Eagle0.Eagle.Api;
using Net.Eagle0.Eagle.Common;
using Net.Eagle0.Eagle.Views;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace eagle {
@@ -15,44 +14,16 @@ namespace eagle {
public class ImproveCommandSelector : CommandSelector {
public HeroDropdownController heroDropdownController;
public TMP_Dropdown typeDropdown;
public Toggle lockToggle;
// Toggle buttons for each improvement type (assign to same ToggleGroup in Unity)
public Toggle economyToggle;
public Toggle agricultureToggle;
public Toggle infrastructureToggle;
public Toggle devastationToggle;
public ToggleGroup improvementToggleGroup;
// Labels showing type name and value
public TMP_Text economyLabel;
public TMP_Text agricultureLabel;
public TMP_Text infrastructureLabel;
public TMP_Text devastationLabel;
List<HeroView> orderedHeroes;
private int SelectedTypeIndex => typeDropdown.value;
private ImproveAvailableCommand ImproveAvailableCommand => _availableCommand.ImproveCommand;
private ProvinceId ActingProvinceId => ImproveAvailableCommand.ActingProvinceId;
private ImprovementType SelectedType {
get {
if (economyToggle != null && economyToggle.isOn && economyToggle.interactable)
return ImprovementType.Economy;
if (agricultureToggle != null && agricultureToggle.isOn &&
agricultureToggle.interactable)
return ImprovementType.Agriculture;
if (infrastructureToggle != null && infrastructureToggle.isOn &&
infrastructureToggle.interactable)
return ImprovementType.Infrastructure;
if (devastationToggle != null && devastationToggle.isOn &&
devastationToggle.interactable)
return ImprovementType.Devastation;
// Fallback: return first available type
return ImproveAvailableCommand.AvailableTypes.FirstOrDefault();
}
}
private ImprovementType SelectedType =>
ImproveAvailableCommand.AvailableTypes[SelectedTypeIndex];
private float OriginalImprovementValueForType(ImprovementType type) {
var province = _model.Provinces[ActingProvinceId];
@@ -86,142 +57,60 @@ namespace eagle {
}
}
private ImprovementType GetMinimumImprovementType() {
ImprovementType minType = ImproveAvailableCommand.AvailableTypes[0];
float minValue = OriginalImprovementValueForType(minType);
private int MinimumImprovementIndex(ProvinceView province) {
var minIndex = 0;
float minValue =
OriginalImprovementValueForType(ImproveAvailableCommand.AvailableTypes[0]);
for (int i = 1; i < ImproveAvailableCommand.AvailableTypes.Count; i++) {
var thisType = ImproveAvailableCommand.AvailableTypes[i];
float thisVal = OriginalImprovementValueForType(thisType);
float thisVal =
OriginalImprovementValueForType(ImproveAvailableCommand.AvailableTypes[i]);
if (thisVal < minValue) {
minType = thisType;
minIndex = i;
minValue = thisVal;
}
}
return minType;
return minIndex;
}
private ImprovementType GetDefaultImprovementType() {
// Prefer devastation if available
if (ImproveAvailableCommand.AvailableTypes.Contains(ImprovementType.Devastation)) {
return ImprovementType.Devastation;
}
// Otherwise pick the lowest stat
return GetMinimumImprovementType();
}
private Toggle GetToggleForType(ImprovementType type) {
switch (type) {
case ImprovementType.Economy: return economyToggle;
case ImprovementType.Agriculture: return agricultureToggle;
case ImprovementType.Infrastructure: return infrastructureToggle;
case ImprovementType.Devastation: return devastationToggle;
default: return null;
}
}
private TMP_Text GetLabelForType(ImprovementType type) {
switch (type) {
case ImprovementType.Economy: return economyLabel;
case ImprovementType.Agriculture: return agricultureLabel;
case ImprovementType.Infrastructure: return infrastructureLabel;
case ImprovementType.Devastation: return devastationLabel;
default: return null;
}
}
private void SelectType(ImprovementType type) {
// Turn on the selected toggle - ToggleGroup handles turning off others
var toggle = GetToggleForType(type);
if (toggle != null && toggle.interactable) { toggle.isOn = true; }
}
private const float DisabledAlpha = 0.35f;
private void ConfigureToggle(ImprovementType type, bool available) {
var toggle = GetToggleForType(type);
var label = GetLabelForType(type);
if (toggle == null) return;
// Always show the toggle, but disable if not available
toggle.gameObject.SetActive(true);
toggle.interactable = available;
// Turn off unavailable toggles so they don't appear selected
if (!available) { toggle.isOn = false; }
// Only add to toggle group if available
toggle.group = available ? improvementToggleGroup : null;
// Gray out unavailable toggles using CanvasGroup
var canvasGroup = toggle.GetComponent<CanvasGroup>();
if (canvasGroup == null) {
canvasGroup = toggle.gameObject.AddComponent<CanvasGroup>();
}
canvasGroup.alpha = available ? 1f : DisabledAlpha;
// Always show label with current value
if (label != null) { label.text = LabelStringForType(type); }
}
private string LabelStringForType(ImprovementType type) {
var originalStat =
type == ImprovementType.Devastation
? ProvinceStatUtils.RoundedDevastation(
OriginalImprovementValueForType(type))
: ProvinceStatUtils.RoundedStat(OriginalImprovementValueForType(type));
if (type == ImprovementType.Devastation) {
return GUIUtils.ColoredString(Color.red, originalStat.ToString());
}
var devastatedStat =
ProvinceStatUtils.RoundedStat(EffectiveImprovementValueForType(type));
if (devastatedStat == originalStat) {
return $"{devastatedStat}";
private void ChooseDefaultImprovement(ProvinceView province) {
var devastationIndex =
ImproveAvailableCommand.AvailableTypes.IndexOf(ImprovementType.Devastation);
if (devastationIndex == -1) {
typeDropdown.value = MinimumImprovementIndex(province);
} else {
return $"{GUIUtils.ColoredString(Color.red, devastatedStat.ToString())} / {originalStat}";
typeDropdown.value = devastationIndex;
}
}
protected override void SetUpUI() {
var province = _model.Provinces[ImproveAvailableCommand.ActingProvinceId];
var improveCommand = ImproveAvailableCommand;
typeDropdown.ClearOptions();
orderedHeroes = ImproveAvailableCommand.AvailableHeroIds.Select(id => _model.Heroes[id])
.ToList();
heroDropdownController.AvailableHeroes = orderedHeroes;
heroDropdownController.SelectedHeroId = improveCommand.RecommendedHeroId;
// Configure each toggle based on available types
ConfigureToggle(
ImprovementType.Economy,
improveCommand.AvailableTypes.Contains(ImprovementType.Economy));
ConfigureToggle(
ImprovementType.Agriculture,
improveCommand.AvailableTypes.Contains(ImprovementType.Agriculture));
ConfigureToggle(
ImprovementType.Infrastructure,
improveCommand.AvailableTypes.Contains(ImprovementType.Infrastructure));
ConfigureToggle(
ImprovementType.Devastation,
improveCommand.AvailableTypes.Contains(ImprovementType.Devastation));
typeDropdown.AddOptions(
improveCommand.AvailableTypes.Select(DropdownStringForType).ToList());
// Determine which type to select
ImprovementType selectedType;
if (improveCommand.LockedType != ImprovementType.None) {
var lockedType = improveCommand.LockedType;
if (improveCommand.AvailableTypes.Contains(lockedType)) {
selectedType = lockedType;
var lockedTypeIndex = improveCommand.AvailableTypes.IndexOf(lockedType);
if (lockedTypeIndex > -1) {
typeDropdown.value = lockedTypeIndex;
lockToggle.isOn = true;
} else {
selectedType = GetDefaultImprovementType();
ChooseDefaultImprovement(province);
lockToggle.isOn = false;
}
} else {
selectedType = GetDefaultImprovementType();
ChooseDefaultImprovement(province);
lockToggle.isOn = false;
}
SelectType(selectedType);
}
public override AvailableCommand.SealedValueOneofCase CommandType =>
@@ -248,5 +137,23 @@ namespace eagle {
LockType = lockToggle.isOn
}
};
private string DropdownStringForType(ImprovementType type) {
var originalStat =
type == ImprovementType.Devastation
? ProvinceStatUtils.RoundedDevastation(
OriginalImprovementValueForType(type))
: ProvinceStatUtils.RoundedStat(OriginalImprovementValueForType(type));
if (type == ImprovementType.Devastation) {
return $"{type} ({GUIUtils.ColoredString(UnityEngine.Color.red, originalStat.ToString())})";
}
var devastatedStat =
ProvinceStatUtils.RoundedStat(EffectiveImprovementValueForType(type));
if (devastatedStat == originalStat) {
return $"{type} ({devastatedStat})";
} else {
return $"{type} ({GUIUtils.ColoredString(UnityEngine.Color.red, devastatedStat.ToString())} / {originalStat})";
}
}
}
}
}
@@ -26,10 +26,6 @@ namespace eagle {
private TextMeshProUGUI _textComponent;
private PersistentClientConnection _connection;
private IGameStateProvider _gameStateProvider;
private string _environmentName;
[Tooltip("Optional text component to display connected environment (prod/qa)")]
public TextMeshProUGUI environmentIndicatorText;
[Tooltip("Optional button to force immediate reconnection when server is down")]
public Button retryButton;
@@ -68,15 +64,6 @@ namespace eagle {
_gameStateProvider = provider;
}
/// <summary>
/// Set the environment name to display (e.g., "prod." or "qa.").
/// Pass null to clear the indicator.
/// </summary>
public void SetEnvironment(string environmentName) {
_environmentName = environmentName;
UpdateEnvironmentIndicator();
}
void Update() {
if (_connection == null || _textComponent == null) { return; }
@@ -178,20 +165,5 @@ namespace eagle {
private void OnRetryClicked() {
if (_connection != null) { _connection.ForceReconnect(); }
}
private void UpdateEnvironmentIndicator() {
if (environmentIndicatorText == null) return;
if (string.IsNullOrEmpty(_environmentName)) {
environmentIndicatorText.text = "";
return;
}
// Color prod green, qa yellow
environmentIndicatorText.text =
_environmentName switch { "prod." => $"<color=green>{_environmentName}</color>",
"qa." => $"<color=yellow>{_environmentName}</color>",
_ => _environmentName };
}
}
}
@@ -243,8 +243,7 @@ namespace eagle {
public void SetUpGame(
long gameId,
int? playerId,
PersistentClientConnection persistentClientConnection,
string environmentName = null) {
PersistentClientConnection persistentClientConnection) {
ModelUpdater = new GameModelUpdater(
gameId,
playerId,
@@ -270,12 +269,9 @@ namespace eagle {
ModelUpdater.ErrorHandler = errorHandler;
// Set up game state provider and environment for connection status UI
// Set up game state provider for connection status UI
var statusUI = connectionStatusLabel.GetComponent<ConnectionStatusUI>();
if (statusUI != null) {
statusUI.SetGameStateProvider(ModelUpdater);
statusUI.SetEnvironment(environmentName);
}
if (statusUI != null) { statusUI.SetGameStateProvider(ModelUpdater); }
// Fire-and-forget - subscription is awaited internally and failures are logged
MainQueue.Q.EnqueueForNextUpdate(
@@ -348,10 +348,6 @@ namespace eagle {
case GameUpdate.GameUpdateDetailsOneofCase.ShardokActionResultResponse:
var specResponse = updateItem.ShardokActionResultResponse.ShardokGameResponses;
// Collect ended games to remove AFTER the UI callback, so the UI
// can see the final battle results before the models are removed.
var endedGames = new List<ShardokGameId>();
foreach (var oneResponse in specResponse) {
if (!_currentModel.ShardokGameModels.TryGetValue(
oneResponse.ShardokGameId,
@@ -392,22 +388,14 @@ namespace eagle {
_currentModel.ShardokGameModels[oneResponse.ShardokGameId] =
shardokGameModel;
} else {
// Game ended - keep model for UI callback, mark for removal after
_currentModel.ShardokGameModels[oneResponse.ShardokGameId] =
shardokGameModel;
endedGames.Add(oneResponse.ShardokGameId);
// Game ended - remove from active models so UI knows battle is over
_currentModel.ShardokGameModels.TryRemove(
oneResponse.ShardokGameId,
out _);
_shardokResultCounts.TryRemove(oneResponse.ShardokGameId, out _);
}
}
// Invoke UI callback BEFORE removing ended games, so the UI can
// see the final battle results (with GameStatus = Victory/Defeat)
if (UpdateAction != null) UpdateAction.Invoke(_currentModel);
// Now remove ended games from active models
foreach (var endedGameId in endedGames) {
_currentModel.ShardokGameModels.TryRemove(endedGameId, out _);
_shardokResultCounts.TryRemove(endedGameId, out _);
}
break;
case GameUpdate.GameUpdateDetailsOneofCase.StreamingTextResponse:
@@ -514,22 +502,13 @@ namespace eagle {
_connectionLogger.LogLine(
$"[STATE_RESYNC] timestamp={timestamp} round={startingState.CurrentRoundId} factions={startingState.Factions.Count} heroes={startingState.Heroes.Count}");
// Clear all stale state before applying new starting state.
// This handles rewind/reset scenarios where the server sends an earlier state.
_currentModel.ShardokGameModels.Clear();
_shardokResultCounts.Clear();
_shardokNeedsResync.Clear();
_currentModel.CommandToken = null;
_currentModel.LastPostedToken = -1;
_currentModel.AvailableCommandsByProvince.Clear();
_commandSubmittedTime = null;
_currentModel.GsView = startingState;
_currentModel.BattalionTypes =
startingState.BattalionTypes.ToDictionary(bt => bt.TypeId, bt => bt);
_currentModel.ChronicleEntries = startingState.ChronicleEntries.ToList();
// For any outstanding battles in the new state, create models and mark for resync.
// For any outstanding battles not in ShardokGameModels, create models and mark for
// resync. This ensures fresh clients get Shardok state for ongoing battles.
bool needsResubscribe = false;
foreach (var battle in _currentModel.ShardokBattles) {
if (!_currentModel.ShardokGameModels.ContainsKey(battle.ShardokGameId)) {
@@ -36,10 +36,10 @@ namespace eagle.Notifications.ARNNotifications {
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s hero {{HeroName}}";
}
textTemplate = $"{executingFactionName} has executed {victimDescription}!\n\n";
textTemplate = $"{executingFactionName} has executed {victimDescription}!";
heroPlaceholders["HeroName"] = (hero.NameTextId, "the hero");
} else {
textTemplate = $"{executingFactionName} has executed {{ExecutedHero}}!\n\n";
textTemplate = $"{executingFactionName} has executed {{ExecutedHero}}!";
heroPlaceholders["ExecutedHero"] = (hero.NameTextId, "the prisoner");
}
@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: e661753a1e43a4f2da81b76457cf55c8
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -45,17 +45,11 @@ namespace eagle {
private readonly Logger _remoteEagleClientLogger = Logger.GetLogger("ConnectionLogger");
private readonly Logger _timingsLogger = Logger.GetLogger("ConnectionLogger");
// Counter to diagnose duplicate logging - if logs show same seq# twice, two threads
// are processing same message. If seq# increments but lines doubled, Logger issue.
private int _logFlowSeq = 0;
/// <summary>Timestamped log for connection flow tracing.</summary>
private void LogFlow(string message) {
var seq = Interlocked.Increment(ref _logFlowSeq);
var ts = DateTime.UtcNow.ToString("HH:mm:ss.fff");
_remoteEagleClientLogger.LogLine($"[FLOW {ts}] #{seq} {message}");
_remoteEagleClientLogger.LogLine($"[FLOW {ts}] {message}");
}
private volatile bool _isConnecting = false;
private Timer _idleCheckTimer = null;
private Timer _heartbeatTimer = null;
@@ -89,23 +83,7 @@ namespace eagle {
_retryTimer?.Dispose();
NextReconnectAttempt = null;
LogConnectionEvent("force_reconnect", "User requested immediate reconnect");
RunConnectAsync();
}
/// <summary>
/// Fire-and-forget wrapper for Connect() that ensures exceptions are logged
/// rather than silently swallowed by Task.Run().
/// </summary>
private void RunConnectAsync() {
Task.Run(async () => {
try {
await Connect();
} catch (Exception e) {
// Log but don't rethrow - this is fire-and-forget
Console.WriteLine($"[CONNECT] Exception in Connect: {e}");
_remoteEagleClientLogger.LogLine($"Exception in Connect: {e}");
}
});
Task.Run(() => Connect());
}
private DateTime? GetDeadlineFromNow() {
@@ -159,7 +137,7 @@ namespace eagle {
_retryTimer = new Timer();
_retryTimer.AutoReset = false;
_retryTimer.Interval = backoffSeconds * 1000;
_retryTimer.Elapsed += (sender, args) => RunConnectAsync();
_retryTimer.Elapsed += (sender, args) => Task.Run(() => Connect());
_retryTimer.Enabled = true;
}
@@ -178,7 +156,6 @@ namespace eagle {
private readonly Dictionary<EagleGameId, TaskCompletionSource<SubscriptionAck>>
_pendingSubscriptionAcks = new();
private const int SubscriptionAckTimeoutMs = 10000; // 10 seconds
private const int WriteAsyncTimeoutMs = 10000; // 10 seconds for WriteAsync operations
public PersistentClientConnection(
Eagle.EagleClient grpcClient,
@@ -226,16 +203,12 @@ namespace eagle {
var shardokCount = shardokStatuses.Count();
LogFlow($"SUBSCRIBE game={gameId} unfilteredCount={subscriber.LastUnfilteredResultCount} shardokGames={shardokCount}");
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Sending StreamGameRequest for game {gameId}, " +
$"unfilteredCount={subscriber.LastUnfilteredResultCount}");
var sendSuccess = await DoWithStreamingCall(async (sc) => {
await sc.RequestStream.WriteAsync(request);
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] StreamGameRequest sent successfully for game {gameId}");
return true;
});
await sc.RequestStream.WriteAsync(request).ConfigureAwait(false);
LogFlow($"SUBSCRIBE sent for game={gameId}");
return true;
}).ConfigureAwait(false);
if (!sendSuccess) {
// Write failed - clean up and return
@@ -249,7 +222,7 @@ namespace eagle {
try {
var ackTask = ackTcs.Task;
var timeoutTask = Task.Delay(SubscriptionAckTimeoutMs, timeoutCts.Token);
var completedTask = await Task.WhenAny(ackTask, timeoutTask);
var completedTask = await Task.WhenAny(ackTask, timeoutTask).ConfigureAwait(false);
if (completedTask == timeoutTask) {
// Timeout waiting for ack
@@ -263,26 +236,15 @@ namespace eagle {
// Cancel the timeout task since ack was received
timeoutCts.Cancel();
var ack = await ackTask;
var ack = await ackTask.ConfigureAwait(false);
if (ack.Success) {
LogFlow($"SUBSCRIBE_ACK game={gameId} success=true confirmedCount={ack.ConfirmedResultCount}");
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Subscription confirmed for game {gameId}, " +
$"confirmedResultCount={ack.ConfirmedResultCount}");
// Note: Shardok resync flags are cleared in EagleGameModel.HandleOneGameUpdate
// AFTER updates are actually received, not here. This ensures that if the
// connection drops between acknowledgment and update delivery, the resync
// will be requested again on the next reconnect.
return true;
} else {
LogFlow($"SUBSCRIBE_ACK game={gameId} success=false error={ack.ErrorMessage}");
LogConnectionEvent(
"subscribe_ack_failed",
$"game={gameId}, error={ack.ErrorMessage}");
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Server rejected subscription for game {gameId}: {ack.ErrorMessage}");
return false;
}
} catch (OperationCanceledException) {
@@ -300,27 +262,29 @@ namespace eagle {
}
public async Task Connect() {
LogFlow($"Connect() called, state={_currentState}, failures={_consecutiveFailures}");
// Prevent concurrent connection attempts
if (_isConnecting) {
LogFlow($"Connect() SKIPPED already_connecting=true");
LogFlow("Connect() skipped - already connecting");
return;
}
// Check circuit breaker
if (!_circuitBreaker.ShouldAttemptConnection()) {
LogFlow($"Connect() BLOCKED circuit={_circuitBreaker.CurrentState}");
_remoteEagleClientLogger.LogLine(
$"[CIRCUIT] Connection attempt blocked - circuit {_circuitBreaker.CurrentState}");
LogConnectionEvent("connect_blocked", $"circuit={_circuitBreaker.CurrentState}");
return;
}
_isConnecting = true;
try {
LogFlow($"Connect() START failures={_consecutiveFailures}");
_lastConnectAttempt = DateTime.UtcNow;
_currentState = _consecutiveFailures > 0 ? ConnectionState.Reconnecting
: ConnectionState.Connecting;
LogFlow($"State -> {_currentState}");
NextReconnectAttempt = null;
LogFlow($"State -> {_currentState}");
LogConnectionEvent("connect_attempt");
// Dispose existing streaming call before creating new one
@@ -353,7 +317,7 @@ namespace eagle {
// Stream subscriptions OUTSIDE lock (can await)
// Set state to SubscriptionPending while waiting for acks
LogFlow($"Streaming {subscribersToStream.Count} subscriptions");
LogFlow($"Stream created, {subscribersToStream.Count} subscribers to stream");
if (subscribersToStream.Any()) {
_currentState = ConnectionState.SubscriptionPending;
LogFlow($"State -> {_currentState}");
@@ -361,13 +325,16 @@ namespace eagle {
bool allSucceeded = true;
foreach (var subscriber in subscribersToStream) {
if (!await StreamOneGameAsync(subscriber)) { allSucceeded = false; }
LogFlow($"Subscribing game {subscriber.GameId}...");
if (!await StreamOneGameAsync(subscriber)) {
LogFlow($"Subscription FAILED for game {subscriber.GameId}");
allSucceeded = false;
}
}
if (!allSucceeded) {
// Subscription failed - this is critical because the game won't receive
// updates. Trigger reconnect rather than proceeding to Connected state.
LogFlow("SUBSCRIBE_FAILED triggering reconnect");
LogConnectionEvent(
"subscribe_failed",
"Subscription failed - triggering reconnect");
@@ -391,7 +358,7 @@ namespace eagle {
_lastSuccessfulConnect = DateTime.UtcNow;
_consecutiveFailures = 0; // Reset backoff on successful connection
_currentState = ConnectionState.Connected;
LogFlow($"State -> {_currentState}");
LogFlow($"State -> {_currentState} (all subscriptions succeeded)");
_circuitBreaker.RecordSuccess();
LogConnectionEvent("connect_success");
@@ -426,18 +393,6 @@ namespace eagle {
_pendingCommands.Add(pendingCommands.Dequeue());
}
}
// Clean up resources before reconnecting
lock (this) {
_streamingCall?.Dispose();
_streamingCall = null;
_threadCancellationTokenSource?.Cancel();
}
MarkAllShardokGamesForResync();
CancelAllPendingSubscriptionAcks();
// Schedule reconnect - without this, the connection dies silently
ScheduleReconnect($"ConnectFailed-{e.GetType().Name}");
}
} finally { _isConnecting = false; }
}
@@ -475,35 +430,26 @@ namespace eagle {
lock (this) { _pendingCommands.Add(nextCommand); }
}
} else {
// CurrentEagleToken is null - server hasn't sent us
// commands yet, or we skipped them. Retry the pending
// command anyway; if the server already processed it, it
// will be ignored as duplicate.
_remoteEagleClientLogger.LogLine(
$"No current token, retrying pending command with token {providedToken}");
await PostRequest(nextCommand);
"No matching command for token " + providedToken);
}
break;
case UniversalCommand.SealedValueOneofCase.ShardokCommand: {
Int64 providedShardokToken =
nextCommand.Command.ShardokCommand.ShardokToken;
var currentShardokToken = subscriber.CurrentShardokToken(
nextCommand.Command.ShardokCommand.GameId);
if (currentShardokToken is Int64 shardokToken &&
if (subscriber.CurrentShardokToken(
nextCommand.Command.ShardokCommand.GameId)
is Int64 shardokToken &&
shardokToken == providedShardokToken) {
_remoteEagleClientLogger.LogLine(
"Found a matching pending command with token " +
shardokToken);
await PostRequest(nextCommand);
} else if (currentShardokToken == null) {
// No current token - retry anyway
_remoteEagleClientLogger.LogLine(
$"No current Shardok token, retrying pending command with token {providedShardokToken}");
await PostRequest(nextCommand);
} else {
_remoteEagleClientLogger.LogLine(
$"Shardok token mismatch: pending={providedShardokToken} current={currentShardokToken}, dropping");
"No matching command for token " +
providedShardokToken);
}
break;
@@ -513,27 +459,25 @@ namespace eagle {
Int64 providedShardokToken =
nextCommand.Command.ShardokPlacementCommands
.ShardokToken;
var currentShardokToken = subscriber.CurrentShardokToken(
nextCommand.Command.ShardokPlacementCommands.GameId);
if (currentShardokToken is Int64 shardokToken &&
if (subscriber.CurrentShardokToken(
nextCommand.Command.ShardokCommand.GameId)
is Int64 shardokToken &&
shardokToken == providedShardokToken) {
_remoteEagleClientLogger.LogLine(
"Found a matching pending placement command with token " +
"Found a matching pending command with token " +
shardokToken);
await PostRequest(nextCommand);
} else if (currentShardokToken == null) {
// No current token - retry anyway
_remoteEagleClientLogger.LogLine(
$"No current Shardok token, retrying pending placement command with token {providedShardokToken}");
await PostRequest(nextCommand);
} else {
_remoteEagleClientLogger.LogLine(
$"Shardok placement token mismatch: pending={providedShardokToken} current={currentShardokToken}, dropping");
"No matching command for token " +
providedShardokToken);
}
break;
}
}
// Note: PostRequest is called inside each case, not here
// (removed duplicate PostRequest call that was causing double-posting)
}
}
@@ -632,16 +576,18 @@ namespace eagle {
public async Task PostError(EagleGameId gameId, string errorMessage, string stackTrace) {
await DoWithStreamingCall(async (streamingCall) => {
await streamingCall.RequestStream.WriteAsync(new UpdateStreamRequest {
ErrorRequest =
new ErrorRequest {
ErrorMessage = errorMessage,
GameId = gameId,
StackTrace = stackTrace
}
});
await streamingCall.RequestStream
.WriteAsync(new UpdateStreamRequest {
ErrorRequest =
new ErrorRequest {
ErrorMessage = errorMessage,
GameId = gameId,
StackTrace = stackTrace
}
})
.ConfigureAwait(false);
return true;
});
}).ConfigureAwait(false);
}
public void Unsubscribe(IClientConnectionSubscriber subscriber) {
@@ -652,25 +598,14 @@ namespace eagle {
try {
lock (this) { _pendingCommands.Add(request); }
var success = await DoWithStreamingCall(async (streamingCall) => {
await streamingCall.RequestStream.WriteAsync(
new UpdateStreamRequest { PostCommandRequest = request });
await DoWithStreamingCall(async (streamingCall) => {
await streamingCall.RequestStream
.WriteAsync(new UpdateStreamRequest { PostCommandRequest = request })
.ConfigureAwait(false);
return true;
});
// Only remove from pending if successfully sent.
// If connection was dead, leave in queue for retry after reconnect.
if (success) {
lock (this) { _pendingCommands.Remove(request); }
} else {
_remoteEagleClientLogger.LogLine(
$"[POST] Command not sent (connection dead), keeping in pending queue for retry");
}
} catch (Exception e) {
Console.WriteLine("Failed to post command: " + e);
_remoteEagleClientLogger.LogLine($"[POST] Exception posting command: {e.Message}");
// Leave in _pendingCommands for retry after reconnect
}
}).ConfigureAwait(false);
lock (this) { _pendingCommands.Remove(request); }
} catch (Exception e) { Console.WriteLine("Failed to post command: " + e); }
}
private async Task
@@ -747,54 +682,34 @@ namespace eagle {
private delegate Task<bool> WithStreamingCallDelegate(
AsyncDuplexStreamingCall<UpdateStreamRequest, UpdateStreamResponse> call);
/// <summary>
/// Execute an action with the streaming call, with a timeout to prevent indefinite
/// blocking. If the action takes longer than WriteAsyncTimeoutMs, we consider the
/// connection dead and return false. This prevents thread pool exhaustion on dead
/// connections.
/// </summary>
private async Task<bool> DoWithStreamingCall(WithStreamingCallDelegate action) {
var sc = _streamingCall;
if (sc == null) return false;
try {
using var timeoutCts = new CancellationTokenSource(WriteAsyncTimeoutMs);
var actionTask = action(sc);
var timeoutTask = Task.Delay(WriteAsyncTimeoutMs, timeoutCts.Token);
var actionTask = action(_streamingCall);
var timeoutTask = Task.Delay(WriteTimeoutMs, _cancellationToken);
var completedTask =
await Task.WhenAny(actionTask, timeoutTask).ConfigureAwait(false);
if (completedTask == timeoutTask) {
// WriteAsync timed out - connection is likely dead
LogConnectionEvent(
"write_timeout",
$"WriteAsync timed out after {WriteAsyncTimeoutMs}ms");
_remoteEagleClientLogger.LogLine(
$"[WRITE_TIMEOUT] WriteAsync timed out after {WriteAsyncTimeoutMs}ms, connection may be dead");
"[WRITE] DoWithStreamingCall timed out - connection may be dead");
return false;
}
// Cancel the timeout task since action completed
timeoutCts.Cancel();
return await actionTask.ConfigureAwait(false);
} catch (RpcException e) {
} catch (OperationCanceledException) { return false; } catch (RpcException e) {
if (e.StatusCode == StatusCode.Cancelled) {
// This is expected when the connection is closed.
return false;
} else {
throw;
}
} catch (OperationCanceledException) {
// Timeout was triggered
return false;
}
}
/// <summary>
/// Send a request on the streaming call with a timeout to prevent indefinite blocking.
/// </summary>
// Timeout for WriteAsync to prevent ThreadPool exhaustion from blocked writes
private const int WriteTimeoutMs = 10000;
public async Task<bool> SendUpdateStreamRequestAsync(UpdateStreamRequest request) {
AsyncDuplexStreamingCall<UpdateStreamRequest, UpdateStreamResponse> sc = null;
lock (this) {
@@ -803,31 +718,18 @@ namespace eagle {
}
try {
using var timeoutCts = new CancellationTokenSource(WriteAsyncTimeoutMs);
using var linkedCts = CancellationTokenSource.CreateLinkedTokenSource(
_cancellationToken,
timeoutCts.Token);
// Use timeout to prevent indefinite blocking on dead connections
using var timeoutCts =
CancellationTokenSource.CreateLinkedTokenSource(_cancellationToken);
timeoutCts.CancelAfter(WriteTimeoutMs);
var writeTask = sc.RequestStream.WriteAsync(request, linkedCts.Token);
var timeoutTask = Task.Delay(WriteAsyncTimeoutMs, timeoutCts.Token);
var completedTask =
await Task.WhenAny(writeTask, timeoutTask).ConfigureAwait(false);
if (completedTask == timeoutTask) {
// WriteAsync timed out - connection is likely dead
LogConnectionEvent(
"write_timeout",
$"SendUpdateStreamRequestAsync timed out after {WriteAsyncTimeoutMs}ms");
_remoteEagleClientLogger.LogLine(
$"[WRITE_TIMEOUT] SendUpdateStreamRequestAsync timed out after {WriteAsyncTimeoutMs}ms");
return false;
}
// Cancel the timeout task since write completed
timeoutCts.Cancel();
await writeTask.ConfigureAwait(false); // Observe any exception
await sc.RequestStream.WriteAsync(request, timeoutCts.Token).ConfigureAwait(false);
return true;
} catch (OperationCanceledException) {
// Timeout or cancellation - connection is likely dead
_remoteEagleClientLogger.LogLine(
"[WRITE] WriteAsync timed out or cancelled - connection may be dead");
return false;
} catch (RpcException e) {
if (e.StatusCode == StatusCode.Cancelled) {
// This is expected when the connection is closed.
@@ -835,9 +737,6 @@ namespace eagle {
} else {
throw;
}
} catch (OperationCanceledException) {
// Timeout was triggered
return false;
}
}
@@ -850,7 +749,6 @@ namespace eagle {
switch (gameUpdate.GameUpdateDetailsCase) {
case GameUpdate.GameUpdateDetailsOneofCase.ErrorResponse:
LogFlow($"UPDATE ErrorResponse game={gameUpdate.GameId}");
_remoteEagleClientLogger.LogLine("Got an error response!");
MainQueue.Q.Enqueue(() => {
lock (this) { _subscribers.Remove(gameUpdate.GameId); }
});
@@ -858,7 +756,6 @@ namespace eagle {
case GameUpdate.GameUpdateDetailsOneofCase.StreamingTextResponse:
// Handle streaming text directly on gRPC thread - dictionary is thread-safe.
// Listeners are notified later via ProcessPendingUpdates() on main thread.
var str = gameUpdate.StreamingTextResponse;
if (str != null) {
ClientTextProvider.Provider.HandleNewStreamingText(
@@ -867,8 +764,6 @@ namespace eagle {
str.StartingByteCount,
str.Completed);
}
// No MainQueue enqueue needed - ProcessPendingUpdates handles listener
// notification
break;
case GameUpdate.GameUpdateDetailsOneofCase.ActionResultResponse:
@@ -881,11 +776,10 @@ namespace eagle {
? arResp.AvailableCommands.CommandsByProvince?.Count ?? 0
: 0;
var status = arResp.ServerGameStatus?.Status.ToString() ?? "null";
LogFlow($"UPDATE ActionResult game={gameUpdate.GameId} countAfter={arResp.UnfilteredResultCountAfter} " +
$"actionResults={arCount} startingState={hasStartingState} hasCommands={hasCommands} " +
LogFlow($"UPDATE ActionResult game={gameUpdate.GameId} actionResults={arCount} " +
$"startingState={hasStartingState} hasCommands={hasCommands} " +
$"token={cmdToken} cmdProvinces={cmdCount} status={status}");
// Update result counts IMMEDIATELY on the gRPC thread, before enqueueing.
lock (this) {
if (_subscribers.TryGetValue(gameUpdate.GameId, out var sub)) {
sub.UpdateResultCounts(gameUpdate);
@@ -901,28 +795,15 @@ namespace eagle {
_subscribers.Remove(gameUpdate.GameId);
}
}
await TryPendingCommands();
var processTime = (DateTime.UtcNow - receivedTime).TotalMilliseconds;
if (processTime > 100.0) {
_timingsLogger.LogLine($"PROCESS {processTime} ms");
}
});
break;
case GameUpdate.GameUpdateDetailsOneofCase.ShardokActionResultResponse:
var shardokResp = gameUpdate.ShardokActionResultResponse;
var shardokGameCount = shardokResp.ShardokGameResponses?.Count ?? 0;
// Log each Shardok game's sequence to detect missing results
foreach (var sgr in shardokResp.ShardokGameResponses) {
var resultCount = sgr.ActionResultViews?.Count ?? 0;
LogFlow($"UPDATE ShardokResult game={gameUpdate.GameId} " +
$"shardok={sgr.ShardokGameId} countAfter={sgr.NewResultViewCount} " +
$"results={resultCount}");
}
var shResp = gameUpdate.ShardokActionResultResponse;
var shGames = shResp.ShardokGameResponses?.Count ?? 0;
LogFlow($"UPDATE ShardokResult game={gameUpdate.GameId} shardokGames={shGames}");
// Update result counts IMMEDIATELY on the gRPC thread, before enqueueing.
lock (this) {
if (_subscribers.TryGetValue(gameUpdate.GameId, out var sub2)) {
sub2.UpdateResultCounts(gameUpdate);
@@ -938,13 +819,7 @@ namespace eagle {
_subscribers.Remove(gameUpdate.GameId);
}
}
await TryPendingCommands();
var processTime = (DateTime.UtcNow - receivedTime).TotalMilliseconds;
if (processTime > 100.0) {
_timingsLogger.LogLine($"PROCESS {processTime} ms");
}
});
break;
}
@@ -981,69 +856,54 @@ namespace eagle {
HandleGameUpdate(current.GameUpdate, receivedTime);
break;
case UpdateStreamResponse.ResponseDetailsOneofCase.LobbyResponse: {
// Capture subscriber reference to avoid race condition - if
// subscriber changes or is cleared during dispose, we deliver to
// whoever was subscribed when the message arrived
var lobbySubscriber = _lobbySubscriber;
if (lobbySubscriber != null) {
case UpdateStreamResponse.ResponseDetailsOneofCase.LobbyResponse:
if (_lobbySubscriber != null) {
MainQueue.Q.Enqueue(() => {
lobbySubscriber.ReceiveLobbyUpdate(current.LobbyResponse);
_lobbySubscriber.ReceiveLobbyUpdate(current.LobbyResponse);
});
}
break;
}
case UpdateStreamResponse.ResponseDetailsOneofCase
.PregeneratedTextResponse: {
var lobbySubscriber = _lobbySubscriber;
if (lobbySubscriber != null) {
.PregeneratedTextResponse:
if (_lobbySubscriber != null) {
MainQueue.Q.Enqueue(() => {
lobbySubscriber.ReceivePregeneratedTextUpdate(
_lobbySubscriber.ReceivePregeneratedTextUpdate(
current.PregeneratedTextResponse);
});
}
break;
}
case UpdateStreamResponse.ResponseDetailsOneofCase.JoinGameResponse: {
var lobbySubscriber = _lobbySubscriber;
if (lobbySubscriber != null) {
case UpdateStreamResponse.ResponseDetailsOneofCase.JoinGameResponse:
if (_lobbySubscriber != null) {
MainQueue.Q.Enqueue(() => {
lobbySubscriber.HandleJoinGameResponse(
_lobbySubscriber.HandleJoinGameResponse(
current.JoinGameResponse);
});
}
break;
}
case UpdateStreamResponse.ResponseDetailsOneofCase.CreateGameResponse: {
var lobbySubscriber = _lobbySubscriber;
if (lobbySubscriber != null) {
case UpdateStreamResponse.ResponseDetailsOneofCase.CreateGameResponse:
if (_lobbySubscriber != null) {
MainQueue.Q.Enqueue(() => {
lobbySubscriber.HandleCreateGameResponse(
_lobbySubscriber.HandleCreateGameResponse(
current.CreateGameResponse);
});
}
break;
}
case UpdateStreamResponse.ResponseDetailsOneofCase
.CustomBattleResponse: {
var lobbySubscriber = _lobbySubscriber;
if (lobbySubscriber != null) {
case UpdateStreamResponse.ResponseDetailsOneofCase.CustomBattleResponse:
if (_lobbySubscriber != null) {
MainQueue.Q.Enqueue(() => {
lobbySubscriber.HandleCustomBattleResponse(
_lobbySubscriber.HandleCustomBattleResponse(
current.CustomBattleResponse);
});
}
break;
}
case UpdateStreamResponse.ResponseDetailsOneofCase.HexMapResponse:
var hexMapResponse = current.HexMapResponse;
@@ -1086,22 +946,6 @@ namespace eagle {
var scNull = sc == null;
var tokenCancelled = _currentThreadToken.IsCancellationRequested;
LogFlow($"HandleStreamingCall ENDED normally: sc_null={scNull} token_cancelled={tokenCancelled}");
_remoteEagleClientLogger.LogLine(
$"Stream ended normally: sc_null={scNull} token_cancelled={tokenCancelled}");
// Only schedule reconnect if:
// 1. App is not shutting down (main token not cancelled)
// 2. Thread token was NOT cancelled (if it was, something else like
// SyncMismatch already disposed the call and scheduled reconnect)
if (!_cancellationToken.IsCancellationRequested && !tokenCancelled) {
lock (this) {
_lastDisconnect = DateTime.UtcNow;
MarkAllShardokGamesForResync();
CancelAllPendingSubscriptionAcks();
}
LogConnectionEvent("disconnect", "StreamEndedNormally");
ScheduleReconnect("StreamEndedNormally");
}
} catch (RpcException e) {
lock (this) {
_lastDisconnect = DateTime.UtcNow;
@@ -1166,19 +1010,6 @@ namespace eagle {
CancelAllPendingSubscriptionAcks();
ScheduleReconnect("ObjectDisposed");
} catch (Exception e) {
// Catch-all for any unexpected exceptions. Without this, exceptions in an
// async void method can crash the process or be silently lost, leaving the
// connection dead with no recovery.
_lastDisconnect = DateTime.UtcNow;
LogConnectionEvent("disconnect", $"UnexpectedException: {e.GetType().Name}");
_remoteEagleClientLogger.LogLine(
$"UNEXPECTED exception in HandleStreamingCall: {e}");
MarkAllShardokGamesForResync();
CancelAllPendingSubscriptionAcks();
ScheduleReconnect($"UnexpectedException-{e.GetType().Name}");
}
return;
@@ -1214,13 +1045,9 @@ namespace eagle {
};
_idleCheckTimer.Elapsed += (sender, args) => {
try {
// Log BEFORE callback to confirm timer is firing
Console.WriteLine($"[IDLE_TIMER] Elapsed at {DateTime.UtcNow:HH:mm:ss.fff}");
CheckForIdleTimeout();
} catch (Exception e) {
// Timer callbacks must not throw - it can stop the timer from firing again
Console.WriteLine($"[IDLE_TIMER] Exception in callback: {e}");
_remoteEagleClientLogger.LogLine($"Exception in idle check timer: {e}");
LogFlow($"IDLE_TIMER_ERROR {e.GetType().Name}: {e.Message}");
}
};
_idleCheckTimer.Enabled = true;
@@ -1267,7 +1094,7 @@ namespace eagle {
if (toCancel != null) {
toCancel.Dispose();
lock (this) { _streamingCall = null; }
RunConnectAsync();
Task.Run(() => Connect());
}
}
}
@@ -1278,22 +1105,15 @@ namespace eagle {
new Timer { AutoReset = true, Interval = HeartbeatIntervalSeconds * 1000 };
_heartbeatTimer.Elapsed += (sender, args) => {
try {
// Log BEFORE Task.Run to confirm timer is firing
Console.WriteLine(
$"[HEARTBEAT_TIMER] Elapsed at {DateTime.UtcNow:HH:mm:ss.fff}");
Task.Run(async () => {
try {
await SendHeartbeat();
await SendHeartbeat().ConfigureAwait(false);
} catch (Exception e) {
// Log but don't rethrow - exceptions in Task.Run are silently lost
Console.WriteLine($"[HEARTBEAT] Exception in SendHeartbeat: {e}");
_remoteEagleClientLogger.LogLine($"Exception in SendHeartbeat: {e}");
LogFlow($"HEARTBEAT_ERROR {e.GetType().Name}: {e.Message}");
}
});
} catch (Exception e) {
// Timer callbacks must not throw
Console.WriteLine($"[HEARTBEAT_TIMER] Exception in callback: {e}");
_remoteEagleClientLogger.LogLine($"Exception in heartbeat timer: {e}");
LogFlow($"HEARTBEAT_TIMER_ERROR {e.GetType().Name}: {e.Message}");
}
};
_heartbeatTimer.Enabled = true;
@@ -1363,32 +1183,18 @@ namespace eagle {
private void HandleHeartbeatResponse(HeartbeatResponse response) {
LogFlow($"HEARTBEAT_RESPONSE server_ts={response.ServerTimestamp}");
_remoteEagleClientLogger.LogLine(
$"[HEARTBEAT] Got response, server_timestamp={response.ServerTimestamp}");
// Check for sync mismatches reported by server
bool hasMismatch = false;
foreach (var syncResult in response.GameSyncResults) {
if (!syncResult.EagleInSync) {
LogFlow($"SYNC_MISMATCH game={syncResult.GameId} server_count={syncResult.ServerUnfilteredResultCount}");
_remoteEagleClientLogger.LogLine(
$"[SYNC_MISMATCH] Game {syncResult.GameId}: Eagle out of sync, " +
$"server has {syncResult.ServerUnfilteredResultCount} results");
LogConnectionEvent(
"sync_mismatch_eagle",
$"game={syncResult.GameId}, server_count={syncResult.ServerUnfilteredResultCount}");
hasMismatch = true;
}
foreach (var shardokResult in syncResult.ShardokSyncResults) {
if (!shardokResult.InSync) {
_remoteEagleClientLogger.LogLine(
$"[SYNC_MISMATCH] Game {syncResult.GameId}, Shardok {shardokResult.ShardokGameId}: " +
$"out of sync, server has {shardokResult.ServerFilteredResultCount} results");
LogConnectionEvent(
"sync_mismatch_shardok",
$"game={syncResult.GameId}, shardok={shardokResult.ShardokGameId}, " +
$"server_count={shardokResult.ServerFilteredResultCount}");
LogFlow($"SYNC_MISMATCH game={syncResult.GameId} shardok={shardokResult.ShardokGameId} server_count={shardokResult.ServerFilteredResultCount}");
hasMismatch = true;
}
}
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@@ -77,10 +75,9 @@ TextureImporter:
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androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
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@@ -1,6 +1,5 @@
using System;
using System.Threading;
using Auth;
using Cysharp.Net.Http;
using eagle;
using Grpc.Core;
@@ -58,25 +57,6 @@ public class EagleConnection : IDisposable {
};
}
private CallInvoker MakeJwtInvoker(string url) {
var jwtInterceptor = new JwtAuthInterceptor();
_channel = GrpcChannel.ForAddress(
"https://" + url,
new GrpcChannelOptions {
HttpHandler = CreateHttpHandler(),
DisposeHttpClient = true,
LoggerFactory = _loggerFactory,
MaxReceiveMessageSize = null
});
var invoker = _channel.Intercept(jwtInterceptor);
return invoker;
}
/// <summary>
/// Create connection using Basic Auth (legacy).
/// </summary>
public EagleConnection(string playerName, string password, string url) {
this.playerName = playerName;
credentials = new Metadata { { "user", playerName } };
@@ -88,26 +68,6 @@ public class EagleConnection : IDisposable {
EagleGrpcClient = new Eagle.EagleClient(MakeInvoker(playerName, password, url));
}
/// <summary>
/// Create connection using JWT Bearer token auth.
/// Tokens are read from TokenStorage on each request.
/// </summary>
public static EagleConnection CreateWithJwt(string url) {
return new EagleConnection(url, useJwt: true);
}
private EagleConnection(string url, bool useJwt) {
// For JWT auth, get display name from TokenStorage
playerName = TokenStorage.DisplayName ?? "Unknown";
credentials = new Metadata { { "user", TokenStorage.UserId ?? "" } };
authHeader = null; // Not used for JWT
_loggerFactory = LoggerFactory.Create(
builder => { builder.AddProvider(new CustomFileLoggerProvider()); });
EagleGrpcClient = new Eagle.EagleClient(MakeJwtInvoker(url));
}
public void Dispose() {
try {
_channel?.Dispose();
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