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Author SHA1 Message Date
adminandClaude Opus 4.5 5735f3d5bf Fix Eagle Canvas scaling for widescreen monitors
Change CanvasScaler m_MatchWidthOrHeight from 1 (height only) to 0.5
(blend width and height) to improve layout on ultrawide displays.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 21:43:00 -08:00
30fd79f4ff Add null checks with specific messages to GoToBattle (#5592)
Adds explicit null checks to identify exactly which reference is null:
- Model
- shardokContainer
- shardokController (from GetComponentInChildren)

This replaces generic NullReferenceException with specific error messages.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 21:31:04 -08:00
53e1dd623b Add git commit hash to exception logs (#5591)
- Add BuildInfo.cs with commit hash, short hash, and build timestamp
- Add BuildInfoGenerator.cs to auto-generate BuildInfo before builds
- Update ErrorHandler to include commit hash in error messages

This helps identify which exact build a production error came from.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 21:04:00 -08:00
1604343975 Link ShardokContainer in SettingsPanelController (#5590)
The ShardokContainer reference was missing (fileID: 0), causing a
NullReferenceException when clicking "Return to Lobby" in settings.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 20:33:05 -08:00
aa7d07d7c6 Fix GoToBattle button not hidden when Model becomes null (#5589)
Root cause: SwapModel() returns early when Model is null (line 504),
but goToBattleButton visibility is updated after that early return
(line 626). When StopAll() sets Model to null via SwapModel(), the
button was never hidden.

Fix: Hide the goToBattleButton in the early return path when Model
becomes null.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 20:27:14 -08:00
0042d56386 Recreate connection when gRPC channel is disposed (#5588)
When the underlying GrpcChannel is disposed (e.g., during environment
switch), the PersistentClientConnection now invokes an OnChannelDead
callback instead of futilely attempting to reconnect on the dead channel.

ConnectionHandler sets this callback to recreate the EagleConnection
and PersistentClientConnection, properly recovering from channel disposal.

Fixes ObjectDisposedException spam when channel dies.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 19:49:40 -08:00
0bb61da38c Fix overlay mesh position offset (#5586)
Adjust the overlay mesh local position to align correctly with the
hex grid on widescreen displays.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 19:29:24 -08:00
5dcf3b9c17 Fix Eagle UI layout on widescreen monitors (#5585)
Add HorizontalLayoutGroup to Improve Panel to prevent overlapping
elements on ultrawide displays (e.g., 3440x1440). The improvement
type buttons were covering the lock toggle and hero dropdown when
the screen was wider than the reference resolution.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 19:03:08 -08:00
8814f2a955 Render overlay text above 3D bridges (#5584)
Create separate Overlay Canvas with smaller plane distance so text
labels render in front of 3D bridge objects.

Changes:
- Add ShardokContainer parent to hold both canvases
- Rename shardokCanvas references to shardokContainer
- Add overlayContent RectTransform field to HexGrid for label parenting
- Update all scripts to use shardokContainer for activation

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 18:26:54 -08:00
c0b2e41212 Narrow iOS addressables workflow trigger paths (#5583)
Only trigger on changes to:
- AddressableAssetsData config
- Music assets (the addressable content)
- BuildScript.cs
- Build scripts

Previously triggered on any Unity file change, which was too broad.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 16:54:10 -08:00
902a65be08 Prefer bridge orientations that connect two land tiles (#5582)
When placing default bridges, check for opposite pairs of land tiles
and prefer orientations where both endpoints touch land, rather than
just orienting toward the first land tile found.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 16:48:10 -08:00
ac66d372f8 Fix iOS addressables building for wrong platform (#5581)
The -buildTarget iOS flag doesn't reliably switch the active build
target before editor scripts run. The addressables were being built
for StandaloneOSX instead of iOS.

Added BuildiOSAddressables() method that explicitly calls
EditorUserBuildSettings.SwitchActiveBuildTarget() before building.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 16:38:45 -08:00
14308026ea Update ASSET_AUDIT.md: mark Terrain Hexes and Discord logo as verified (#5580)
* Update ASSET_AUDIT.md: mark Terrain Hexes and Discord logo as verified

- Terrain Hexes: confirmed Unity Asset Store purchase
- Discord logo: complies with Discord brand guidelines
- Updated action items and recommendations to reflect remaining work

Remaining items:
- 6 music tracks (1 unknown source, 5 Audius non-CC license)
- 56 Shardok sound effects (unknown origin)
- 138 StrategyGameIcons (unknown source)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update ASSET_AUDIT.md: Medieval Victory Theme is CC0 Public Domain

Found source: RandomMind on Chosic, CC0 Public Domain license.
No attribution required, free for commercial use.

Remaining items:
- 5 Dima Koltsov/Audius tracks (non-CC license)
- 56 Shardok sound effects (unknown origin)
- 138 StrategyGameIcons (unknown source)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update ASSET_AUDIT.md: Dima Koltsov tracks mostly verified as CC BY 4.0

- No Time for Greatness: CC BY 4.0 (YouTube)
- Warriors of Demacia: CC BY 4.0 (YouTube)
- Valor: CC BY 4.0 (YouTube)
- Forest Queen Tale: Presumed CC BY 4.0 (not found on YouTube)
- Clouds: Presumed CC BY 4.0 (not found on YouTube)

Remaining items:
- 56 Shardok sound effects (unknown origin)
- 138 StrategyGameIcons (unknown source)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update ASSET_AUDIT.md: StrategyGameIcons verified as Asset Store purchase

Confirmed as "Strategy Game Icons" by REXARD from Unity Asset Store.

Remaining items:
- 56 Shardok sound effects (unknown origin)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update ASSET_AUDIT.md: identify 3 sounds from Zombie Monster Undead Collection

Verified from Unity Asset Store purchase:
- raise_undead.mp3
- undead_break_control.mp3
- undead_grew.wav

Also corrected count: 37 audio files (not 56 - was counting .meta files)

34 sound effects still unverified.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update ASSET_AUDIT.md: flag anybody.mp3 and runaway.mp3 for replacement

These two sound effects have licensing issues and must be replaced.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update ASSET_AUDIT.md: also flag burnination.mp3 for replacement

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update ASSET_AUDIT.md: mark remaining sound effects as presumed Asset Store

Owner believes 31 remaining sounds are from purchased Asset Store packs:
- Fantasy Interface Sounds
- Medieval Combat Sounds
- Magic Spells Sound Effects LITE
- Medieval Battle Sound Pack

Only 3 files need replacement: anybody.mp3, burnination.mp3, runaway.mp3

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Replace anybody.mp3 and burnination.mp3 with licensed alternatives

- anybody.mp3: replaced with Positive Effect 6.wav (Magic Spells Sound Effects LITE)
- burnination.mp3: replaced with Magic Element Fire 04.wav (Medieval Combat Sounds)

Still need replacements for:
- failure_horn.mp3
- runaway.mp3

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 15:44:53 -08:00
4b7a1791e0 Add bridge rotation based on builder position or adjacent land (#5577)
* Add bridge rotation based on builder position or adjacent land

Bridges now rotate to face meaningful directions:
- For bridges built by engineers: one end faces the builder's location
- For bridges present at battle start: one end faces adjacent land

Implementation:
- Add rotationDegrees parameter to HexGrid.SetCellModifier3D()
- Track bridge builder locations in _bridgeBuilderLocations dictionary
- Add GetHexNeighbors() to find adjacent hex cells
- Add CalculateBridgeRotation() to compute angle between cells
- Add CalculateBridgeRotationFromLand() to find land for initial bridges

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Simplify bridge rotation to 3-orientation lookup table

Replace complex trigonometry with simple lookup based on hex grid
direction. Only 3 possible orientations exist:
- Horizontal (0°): left ↔ right
- Diagonal up (124°): down-left ↔ up-right
- Diagonal down (56°): up-left ↔ down-right

Add BridgeRotationCalculator with unit tests for all 6 hex directions
from both even and odd rows.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 15:34:36 -08:00
a6a3e26853 Add iOS addressables build workflow (#5579)
* Add iOS addressables build workflow

Creates a separate workflow to build and upload iOS addressables to CDN.
This is needed for iOS clients to load remote assets.

- Adds build_ios_addressables.sh script
- Adds ios_addressables_build.yml workflow
- Uploads to https://assets.eagle0.net/addressables/iOS/

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix iOS addressables build: add proto build step

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 13:18:07 -08:00
dc1c9e8284 Update ASSET_AUDIT.md with new AI-generated bridge icon (#5578)
Document that bridge.png was replaced with AI-generated wooden rope
bridge icon created with ChatGPT/DALL-E 3.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 13:17:23 -08:00
21eb5ff79a Replace bridge icon with AI-generated wooden rope bridge (#5576)
New 512x512 PNG icon featuring an isometric wooden rope bridge,
better suited for the fantasy game aesthetic. Generated with
ChatGPT/DALL-E, has transparent background.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 12:32:34 -08:00
2cd0583bb0 Add 3D bridge prefab support for hex map terrain modifiers (#5575)
Replace 2D bridge texture overlay with 3D bridge prefabs for more
visually appealing bridges on water tiles. The system now supports
an array of bridge prefabs for variety, selected deterministically
based on cell index.

- Add TerrainModifier3D field to HexGrid Cell struct
- Add SetCellModifier3D() and ClearCellModifier3Ds() methods
- Change ShardokGameController.bridgeImage to bridgePrefabs array
- Bridge positioned at true cell center using Geometry.AnchoredPosition
- Assign 6 bridge prefabs from TileableBridgePack in Gameplay scene

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 12:09:33 -08:00
e45ad8fc14 Silence log messages for LLM responses to deleted warmup games (#5573)
During blue-green deployments, warmup games may be invalidated while
LLM requests are in flight. The responses are correctly ignored, but
the log messages were noisy. Remove them since this is expected behavior.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 11:23:00 -08:00
d41535ffc0 Add missing TMP shader include files to Shaders directory (#5572)
The mobile shaders in TextMesh Pro/Shaders/ reference these include
files with relative paths but they only exist in Resources/Shaders/.
Copy them here to fix shader compilation errors.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 11:17:06 -08:00
c0eff139bf Add eagle-logs helper for tailing active instance logs (#5571)
Usage:
  eagle-logs           # Tail logs (follow mode)
  eagle-logs -n 100    # Show last 100 lines and follow
  eagle-logs --no-follow -n 50   # Last 50 lines without following

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 11:00:16 -08:00
4338600896 Replace fire icon with UXWing flame and consolidate duplicates (#5570)
* Replace fire icon with UXWing flame and consolidate duplicates

Replaced the startFire.png icon with a clean flat-style flame from UXWing
(free for commercial use, no attribution required). Consolidated from two
duplicate copies to a single canonical copy in Assets/Images/, updating all
Unity scene references.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update ASSET_AUDIT.md with UXWing flame icon source

Document that startFire.png was replaced with the flame icon from UXWing
(https://uxwing.com/flame-icon/) which is free for commercial use with no
attribution required. Also note the consolidation from two duplicate copies
to one canonical copy.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 10:59:51 -08:00
1ac7477597 Fix eagle-exec deployment and simplify implementation (#5569)
- Remove sudo symlink creation (deploy user lacks passwordless sudo)
- Simplify eagle-exec to read from /opt/eagle0/.active-instance file
- Update deploy-blue-green.sh to write active instance to file
- Keep fallback to checking running containers if file doesn't exist

Users can add their own alias:
  alias eagle-exec='/opt/eagle0/scripts/eagle-exec.sh'

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 10:47:16 -08:00
23cad2f383 Add iOS/mobile support with touch-aware tooltips (#5550)
* Add iOS/mobile support with touch-aware tooltips

- Add melee button to Shardok action bar (button 4 with [SHFT] label)
  - Changed MeleeAttackGroup from -1 to 4 to show melee commands as button
  - Updated Gameplay.unity to assign melee/charge commands to group 4
- Add touch-aware tooltip system using long-press pattern
  - Updated HoveringTooltipTextProvider to detect touch vs mouse input
  - On desktop: tooltips appear immediately on hover
  - On mobile: tooltips appear after 0.4s long-press
  - Created TouchAwareTooltip.cs as reusable component
- Add iOS build method to BuildScript.cs
  - Generates Xcode project for building/signing

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add dedicated melee button (button9) for mobile/tablet support

- Add button9 and buttonText9 fields to ShardokGameController
- Change MeleeAttackGroup from 4 to 9 for dedicated button
- Change EndTurnCommandGroup from 9 to 12 (handled separately)
- Update melee/charge commands in Gameplay.unity to group 9
- Update End Turn command to group 12
- Add null checks for unassigned buttons in UpdateActionButtons

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix melee/charge command groups in Gameplay.unity

Set commandGroup to 9 for melee and charge commands so they
appear on the dedicated melee button and indicators work correctly.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 10:45:29 -08:00
84c1bf61b0 Add eagle-exec helper for blue-green deployments (#5567)
Adds a helper script that automatically runs docker exec against the
active Eagle instance (blue or green), determined by checking nginx
config.

Usage:
  eagle-exec printenv GEMINI_API_KEY
  eagle-exec jcmd 1 VM.flags
  eagle-exec sh

The script is deployed to /opt/eagle0/scripts/ and symlinked to
/usr/local/bin/eagle-exec for easy access.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 10:31:53 -08:00
21dfa12197 Fix Gemini 404 errors by adding missing model name case (#5566)
When LlmProvider was set to "gemini", the validation code was missing a
case for extracting the GeminiModelName, causing it to default to an
empty string. This resulted in malformed API URLs like:
https://generativelanguage.googleapis.com/v1beta/models/:streamGenerateContent

which returned 404 errors.

Added the "gemini" case to properly extract GeminiModelName from
settings.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 10:12:33 -08:00
de4c568aa0 Handle LLM validation errors gracefully (#5565)
When switching LLM providers in the admin console, if the API key for
the target provider isn't configured, the validation would crash with
ExceptionInInitializerError. This fix:

- Wraps service creation in Try to catch initialization errors
- Logs the error with context (likely missing API key)
- Reports to Sentry for monitoring
- Returns a user-friendly error message
- Falls back to keeping the old setting unchanged

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 09:53:05 -08:00
edccde9a90 Fix Gemini provider validation in admin settings (#5564)
The LLM settings validation in GameAdminServiceImpl was missing the
"gemini" provider case, causing "Unknown provider: gemini" errors when
trying to switch to Gemini from the admin console.

Changes:
- Add GeminiServiceImpl import
- Add "gemini" case to validateLlmSettings()
- Add "GeminiModelName" to llmSettingKeys set
- Add gemini_service_impl dep to BUILD.bazel

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 09:09:50 -08:00
0f7f019f14 Replace characters that could cause IP/publicity issues (#5563)
Replace 13 heroes that referenced real people or copyrighted characters
with original alternatives that preserve gameplay stats and general archetypes:

Real people replaced:
- Jesse "The Body" Ventura → Magnus "The Boulder" Varnok
- Jeb! → Aldric the Overlooked
- Ringo → Tomlin the Tuneful
- Flea → Zander the Restless

Copyrighted characters replaced:
- Darth Plagueis → Voros the Undying
- Deckard Cain → Old Marek the Learned
- Skeletor → Karvax the Fleshless
- Trap Jaw → Ironmaw
- Shu Lien → Mei Shen
- Roger the Shrubber → Hedrick the Hedge-Merchant
- Kriss Kross → The Tumbler
- Daddy Mac → Silvio the Smooth
- Ul (removed Warcraft "Far Seer" reference)

Image files in eagle0-headshots bucket have been renamed to match.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 08:45:11 -08:00
adcafe3224 Refactor LLM update interface to use Scala domain types instead of protos (#5562)
* Refactor LLM update interface to use Scala domain types instead of protos

Replace proto types (GeneratedTextRequest, LLMResponse) with Scala domain
type (GeneratedTextRequestT) throughout the LLM streaming interface. This
eliminates unnecessary proto conversions and simplifies the code.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove unused llm_response_scala_proto dependency from llm_resolver

The LLMResponse proto is no longer used since we now pass Scala domain
types through the LLM update interface.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 08:38:34 -08:00
89ad8371b5 Add Gemini LLM support with model comparison documentation (#5561)
This adds Google Gemini as a third LLM provider option alongside OpenAI
and Anthropic (Claude). Based on streaming latency tests, Gemini 2.5
Flash-Lite shows the fastest time-to-first-token (~0.6s) at the lowest
cost ($0.10/$0.40 per 1M tokens).

Changes:
- Add GeminiServiceImpl.scala following OpenAI/Claude pattern
- Add GeminiModelName setting (default: gemini-2.5-flash-lite)
- Update LlmResolver to support "gemini" provider
- Update admin console dropdowns with Gemini options
- Reorder dropdown options to show recommended models first:
  - OpenAI: gpt-4.1-mini (was gpt-5-mini)
  - Claude: claude-3-5-haiku (already first)
  - Gemini: gemini-2.5-flash-lite
- Add GEMINI_API_KEY to docker-compose and deployment workflow
- Add docs/LLM_MODEL_COMPARISON.md with latency/pricing comparison

Streaming TTFT results from testing:
- Gemini 2.5 Flash-Lite: ~0.6s (fastest, cheapest)
- gpt-4.1-mini: ~1.7s
- claude-3-5-haiku: ~1.9s
- Gemini 2.5 Flash: ~6.8s (surprisingly slow)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 08:23:38 -08:00
b8c584572d Filter LLM requests for deleted games before sending (#5560)
* Filter LLM requests for deleted games before sending

Add a game validity check to LlmResolver to prevent sending LLM requests
for games that have been deleted (e.g., warmup games during blue-green
deployments). This avoids wasted API calls and eliminates the "Ignoring
LLM response for deleted game" log messages at startup.

Changes:
- Add LlmResolverGameDeleted result type to LlmResolver
- Add isGameValid callback parameter to LlmResolver constructor
- Check game validity before sending each request
- Handle LlmResolverGameDeleted in UnrequestedTextHandler
- Pass gameControllerInfos.contains check from GamesManager

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Move proto conversion inside TextGenerationSuccess case

The proto conversion is only needed for the success case where we
actually send the request. Moving it avoids unnecessary conversion
for dependency-blocked requests.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 08:10:11 -08:00
acb411c4d2 Reorder Claude models to put haiku first (#5559)
Move claude-3-5-haiku to the top of the dropdown since it's the
fastest model for streaming responses (~1.9s TTFT vs ~5.0s for sonnet).

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 08:00:31 -08:00
25f92c7832 Add ANTHROPIC_API_KEY to deployment pipeline (#5558)
* Add ANTHROPIC_API_KEY to docker-compose environment

Required for Claude LLM provider to work in production.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add ANTHROPIC_API_KEY to deployment workflow

Pass the secret to the deploy job and export it for docker-compose.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-23 07:25:04 -08:00
0f0d2433bb Fix reasoning_effort for non-reasoning models, add gpt-5.1 option (#5557)
* Only send reasoning_effort for reasoning models (o1, o3)

The reasoning_effort parameter is only valid for OpenAI reasoning models.
Sending it to non-reasoning models like gpt-5-mini causes a 400 Bad Request.

Now only includes reasoning_effort when the model name starts with "o1" or "o3".

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Treat models without -mini/-nano as reasoning models, add gpt-5.1 option

- Change reasoning model detection: models with -mini or -nano suffix are
  non-reasoning; all others (gpt-5.1, gpt-5.2, o1, o3, etc.) get reasoning_effort
- Add gpt-5.1 to admin console dropdown options

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-22 22:00:53 -08:00
eea61f1c6a Fix create game defaults: 7 total players, 1 human (#5556)
The previous change incorrectly set both total players and human players
to 1. This restores the intended behavior: 7 total players (1 human + 6 AI)
with 1 human player selected by default.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-22 21:59:29 -08:00
559f051efa Fix NPE when OkHttp SSE onFailure receives null Throwable (#5555)
OkHttp can call onFailure with a null Throwable when there's an HTTP
error response but no actual exception. Handle this case by:
- Null-checking before calling getMessage()
- Creating a synthetic RuntimeException when t is null

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-22 21:49:25 -08:00
a2e136af3d Eagerly initialize S3 client at startup to reduce first-connection latency (#5552)
JFR profiling revealed that the first client connection after deploy was
experiencing 5+ second delays due to lazy initialization of the AWS S3 SDK
(profile loading, TLS handshake to DigitalOcean Spaces, etc.).

This change adds a warmup() method to S3Utils that:
- Forces initialization of the lazy transferManager
- Makes a lightweight headBucket call to complete TLS handshake

The warmup is called early in Main.scala before the server starts accepting
connections, moving the initialization cost to startup time rather than
first-request time.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-22 21:43:03 -08:00
c4f887255b Remove --gpt-model-name from docker-compose (#5554)
The --gpt-model-name CLI argument was removed in the LLM model switching
PR (97b313f6), but docker-compose.prod.yml still passed it, causing the
server to fail with "Unknown option --gpt-model-name".

LLM provider and model are now configured via settings (admin console)
instead of CLI arguments.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-22 21:41:44 -08:00
97b313f6d5 Add LLM model switching from admin console (#5551)
* Add LLM model switching from admin console

Implement the ability to switch LLM provider and model dynamically from the
admin console with validation before applying changes.

Changes:
- Add String setting type support (StringSetting.scala, generator updates)
- Add LlmProvider, OpenAiModelName, ClaudeModelName settings
- Modify LlmResolver to read provider/model from settings dynamically
- Add recreateLlmCallers() to allow hot-swapping LLM configuration
- Add validation in GameAdminServiceImpl that tests API before applying
- Remove gptModelName command line flag (now configured via settings)
- Update AddSettingsResponse proto with success/errorMessage fields

The admin console now shows these settings and validates them by making
a test API call before applying. If validation fails, the error is returned
and settings remain unchanged.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add dropdown UI for LLM settings in admin console

Instead of showing LLM provider and model names as text inputs in the
general settings list, display them as dropdowns with common options:
- LlmProvider: openai, claude
- OpenAiModelName: gpt-5-mini, gpt-5.2, gpt-4.1, gpt-4.1-mini, etc.
- ClaudeModelName: claude-sonnet-4-20250514, claude-opus-4-20250514, etc.

This provides better UX by making it easy to switch between known models
without having to remember exact model name strings.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-22 21:31:04 -08:00
13e9fb5dad Add self-healing for missing hero name text during game load (#5547)
When loading a game, if a hero's name text (hn_X format) is missing from
the text store, the server would throw an exception requiring the game
to be deleted. This occasionally happened when a hero was created but
the name request was somehow lost before persistence.

Changes:
- New MissingHeroNameRecovery utility: Provides a reusable method to
  check heroes for missing name texts and recreate GeneratedHeroName
  requests. Can be called from game load or other contexts as needed.
- GamesManager: Uses the new utility during game loading to recover
  missing hero names instead of throwing an exception.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 22:25:46 -08:00
6936c36fc1 Limit chronicle length to ~1.5 pages (#5549)
- Add explicit length instructions to prompt (IMPORTANT prefix)
- Add reminder at end of prompt to be selective
- Increase default word count from 200 to 400 (appropriate for 1.5 pages)
- Instruct LLM to focus on 2-3 most significant events

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 22:20:38 -08:00
2db4db0ba3 Update March tutorial to mention right-click on map (#5548)
Clarifies that users can right-click a province on the map or use the
dropdown menu to select a destination.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 22:10:58 -08:00
5abfdc1f09 Improve first-run experience for new users (#5546)
- Default to 1-player game in create game dropdown
- Auto-create 1-player game on first launch (skip lobby)
- Add sign-in tutorial for users without stored accounts
- Add lobby tutorial for users who reach the lobby

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 21:38:41 -08:00
5c5cf2ce43 Exclude Windows installer from Docker build trigger (#5545)
The installer is built by installer_build.yml, not the Docker workflow.
Adding exclusion prevents unnecessary Docker builds when only installer
files change.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 21:34:20 -08:00
a31aa0a46d Add icon to WebView installer (#5544)
Generate 64-bit .syso resource file for the WebView installer build.
The previous resource file was 32-bit and caused link errors with the
64-bit CGO cross-compilation.

Changes:
- Add resource_windows_amd64.syso (64-bit COFF object with icon/version)
- Update genrule to copy the .syso file during build

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 21:28:38 -08:00
63f0119a02 Fix genrule variable syntax for manifest public key (#5542)
* Fix genrule variable syntax for manifest public key

Genrules use Make variable syntax $(VAR), not curly brace syntax {VAR}.
The curly brace syntax only works in x_defs for go_binary rules.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use --action_env to pass MANIFEST_PUBLIC_KEY to genrule

Bazel genrules don't support workspace status variable substitution
in cmd strings. Instead, use --action_env to pass the environment
variable into the sandbox, where it can be referenced as a regular
shell variable ($$MANIFEST_PUBLIC_KEY in the genrule cmd).

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Handle missing MANIFEST_PUBLIC_KEY env var in genrule

When building via 'bazel test //src/main/go/...', the genrule runs
without --action_env=MANIFEST_PUBLIC_KEY set. Use bash default value
syntax ${VAR:-} to default to empty string when the env var isn't set,
allowing the build to succeed with an empty public key.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Simplify public key handling - let empty var expand naturally

Bazel doesn't support ${VAR:-} syntax in genrule cmd. Instead, just
use $MANIFEST_PUBLIC_KEY directly - if not set, it expands to empty
string which the installer handles gracefully.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add manual tag to exclude webview installer from wildcard builds

The webview installer genrule requires --action_env=MANIFEST_PUBLIC_KEY
to be set. Adding tags = ["manual"] excludes it from wildcard patterns
like "bazel test //src/main/go/..." so it won't fail in the test workflow.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 21:12:47 -08:00
8436106c7b Fix server not pushing Shardok updates to connected clients (#5543)
PR #5459 accidentally broke Shardok update streaming when refactoring
postBattleUpdate to make Engine protoless. The original code called
withHandledEngineAndResults() which invoked humanClientsAfterPostingResults
to push updates to connected clients. The refactored code updated the
history but skipped client notification.

This caused clients to only receive Shardok updates on initial subscription
or reconnect, not during ongoing gameplay. The heartbeat would detect sync
mismatches (client=X server=Y) but updates weren't pushed.

Fix: Call humanClientsAfterPostingResults in postBattleUpdate to push
Shardok results to connected human clients, restoring the behavior that
was lost during the refactor.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 21:08:30 -08:00
62f4d40ef3 Enable stamp substitution for WebView installer genrule (#5541)
Add stamp = 1 to the genrule so that {STABLE_MANIFEST_PUBLIC_KEY}
gets substituted with the actual value from workspace status.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 20:49:15 -08:00
5a650cb9b7 Fix Shardok updates not received after initial subscription (#5540)
When the client subscribes with ShardokViewStatuses empty (because
ShardokGameModels hasn't been populated yet), the server sends an
initial ShardokActionResultResponse as catch-up but doesn't know to
keep sending updates for that game.

The model is created when processing ShardokActionResultResponse, but
by then the subscription was already sent without it. The server
won't send further updates, causing sync mismatches detected by
heartbeat until the client reconnects.

Fix: When creating a new ShardokGameModel from ShardokActionResultResponse,
re-subscribe to tell the server to include this game in future updates.

This issue was exposed by commit fb2b0beb85 which added
ShardokGameModels.Clear() in HandleStartingState, ensuring models are
always empty when subscription is initially sent after reconnect.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 20:49:03 -08:00
643765a2ba Fix unit placement tutorial text to reflect default placement (#5539)
Units are auto-placed in starting positions by default, so the
tutorial should explain how to move them rather than implying
you need to place them from the Unplaced Units panel first.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 20:39:26 -08:00
91553a0eec Fix installer manifest public key injection (#5537)
The manifest public key wasn't being injected properly because:
1. Workspace status variables need STABLE_ prefix for x_defs stamping
2. BUILD.bazel was using {MANIFEST_PUBLIC_KEY} but the variable
   wasn't being output with the STABLE_ prefix

This caused the installer to try to base64 decode the literal string
"{MANIFEST_PUBLIC_KEY}" instead of the actual public key value.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 20:29:25 -08:00
e1384fffd1 Fix Observe Battle button not appearing due to null GameStatus (#5538)
When a ShardokGameModel is first created via MakeGameModel, its
GameStatus property is null. It's only set later when history
entries are processed with a non-null gsvDiff.GameStatus.

The ShardokGameModelIsRunning check accessed sgm.GameStatus.State
without a null check, causing a NullReferenceException when
filtering ShardokGameModels. This caused RunningShardokGameModels
to fail and return empty, making the Observe Battle button not appear.

Fix: Add null check before accessing GameStatus.State, matching the
pattern already used in ShardokGameModel.InSetUp property.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 20:28:16 -08:00
1f3c4bfef0 Fix pending command retry loop when token is null (#5536)
When CurrentEagleToken or CurrentShardokToken is null (e.g., during
battles), TryPendingCommands was calling PostRequest which:
1. Adds the command back to _pendingCommands
2. Sends it to the server
3. Server returns BAD_TOKEN
4. Next game update triggers TryPendingCommands again
5. Command is still pending with null token → retry loop

This caused the same command to be posted multiple times, flooding the
server with BAD_TOKEN errors and potentially causing reconnect storms.

Fix: When token is null, add the command back to _pendingCommands
directly without calling PostRequest. The command stays pending until
we have a valid token to compare against.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 20:25:13 -08:00
bfd48bd628 Rename installer to Eagle0.exe and use WebView GUI (#5535)
- Rename WebView installer output from EagleInstallerWebView.exe to Eagle0.exe
- Update CI workflow to build and deploy Eagle0.exe
- Update all references in authservice (download URLs, batch scripts, HTML)
- Update installer_build_handler default key and version content
- Update help text and versioninfo.json metadata

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 20:08:56 -08:00
12bd6a78b1 Add WebView GUI to Windows installer (#5532)
* Add WebView GUI to Windows installer

Adds a native GUI window to the Windows installer using the webview
library which embeds Microsoft Edge WebView2. The installer now shows
a modern HTML/CSS/JS interface with progress bar and status updates.

Key changes:
- Add llvm-mingw toolchain for macOS → Windows CGO cross-compilation
- Add webview_go dependency for WebView2 integration
- Create UIInterface abstraction with ConsoleUI and WebViewUI impls
- Build tags select stub (non-Windows/non-CGO) vs real WebView impl
- Genrule handles CGO cross-compilation within Bazel sandbox

Build targets:
- eagle_installer_windows_amd64: Pure Go console version (5.8 MB)
- eagle_installer_windows_amd64_webview: CGO WebView GUI (13.7 MB)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix WebView genrule to use Bazel Go SDK

The CI doesn't have Go in PATH, so the genrule needs to use Bazel's
Go SDK explicitly. This change:

- Exposes @go_default_sdk via use_repo in MODULE.bazel
- Adds @go_default_sdk//:files as a srcs dependency to the genrule
- Uses absolute paths for GO and GOROOT so they work after cd
- Filters out Go SDK files when copying source files
- Updates go.mod version to 1.23 to match the Bazel SDK

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 19:36:21 -08:00
420edb15ae Fix Bazel test workflow to show failure on correct step (#5533)
Remove continue-on-error from "Run tests" step so GitHub UI expands
the actual failing step instead of "Fail if tests failed".

The log collection and artifact upload steps use `if: always()` so
they still run after test failures.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 19:22:05 -08:00
8c0ac6e0fa Use fatigue instead of absolute vigor for hero selection (#5534)
Change hero selection in several commands to use HeroUtils.fatigue
(constitution - vigor) instead of absolute vigor. This is more
consistent with how other commands select heroes and properly accounts
for heroes having different max vigor (constitution).

Commands updated:
- HandleRiotCrackDown in CommandChoiceHelpers
- TruceOfferCommandSelector
- AllianceOfferCommandSelector
- Recon in MidGameAIClient

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 19:18:44 -08:00
81ce184e17 Improve captured hero plea prompt variety (#5531)
Add relationship context and personality guidance to prevent repetitive
"If you mean to kill me, do it swiftly" patterns:

- Detect if hero was previously in captor's faction (defection context)
- Note previous captures by the same faction
- Reference prior battles between the parties
- Use hero's personality words to guide tone
- Explicitly suggest varied emotional approaches and discourage clichés

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 17:00:16 -08:00
9a4324e302 Change OAuth buttons to two-column layout (#5530)
Match Unity client layout: left column (Discord, GitHub, Steam),
right column (Google, Apple, Twitch). Includes responsive fallback
to single column on narrow screens.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 16:49:58 -08:00
473f83e5f6 Complete deproto migration: delete plan and update linter (#5529)
The library/ code is now fully protoless (zero Scala proto dependencies).
Transitive deps through C++/Go build tools (map generation) are expected.

Changes:
- Delete docs/DEPROTO_PLAN.md - migration complete
- Delete scripts/build_deps_baseline.txt - no longer needed
- Update check_build_deps.sh to enforce zero Scala proto deps in library/
  (C++/Go proto deps are allowed as they're build-time tools)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 16:26:57 -08:00
7d7fa53f46 Remove deprecated .NET installer code (#5528)
The Windows installer has been rewritten in Go. Remove the old C#/.NET
installer code and the associated CI build script.

Deleted:
- src/main/csharp/net/eagle0/clients/win/ - .NET installer source
- ci/build_eagle_installer_win.sh - old manual build script

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 15:57:53 -08:00
56df35a3b7 Clean up backup installer after successful self-update (#5527)
After the installer updates itself, the old version is left behind as
EagleInstaller.exe.backup. Now on startup, the installer checks for and
removes this backup file.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 15:55:47 -08:00
b93a2ad1ce Remove stale proto_matchers dependencies from library tests (#5526)
The perform_province_events_action_test and perform_vassal_commands_phase_action_test
had BUILD.bazel dependencies on proto_matchers but the Scala files don't actually
use ProtoMatchers or equalProto. Remove these dead dependencies.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 15:52:45 -08:00
8213c733a5 Simplify installer: Go only, v2 manifest only (#5525)
Remove .NET installer build and old manifest support. The Go installer is
now the only version built and deployed. Both the installer and Unity
builds now update only the v2 manifest at installer/v2/eagle0_manifest.txt.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 15:50:32 -08:00
f2bc2f995e Fix v2 manifest missing Unity files and add game existence check (#5523)
Two issues fixed:

1. Unity build workflow now updates BOTH manifests (old and v2)
   - The v2 manifest was missing all game file hashes because only the
     installer workflow was updating it
   - Now unity_build.yml calls manifest_manager with both "unity3d" and
     "unity3d-v2" to update both manifests

2. Go installer now verifies game exists before claiming "up to date"
   - Previously, if manifests matched but files didn't exist, it would
     claim success and try to launch a non-existent game
   - Now checks if eagle0.exe exists; if not, forces redownload

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 15:40:32 -08:00
c2f00244b0 Migrate ResolveBattleActionTest to Scala model types (#5524)
Remove all proto imports and proto_converters from ResolveBattleActionTest.
Use native Scala model types (ProvinceC, HeroC, FactionC, BattalionC,
GameState, etc.) and standard ScalaTest matchers instead of ProtoMatchers.

Key changes:
- Replace proto imports with Scala model imports
- Use inside() pattern for type-safe assertions
- Add resultsOfExecute() extension method using ActionResultApplierImpl
- Update BUILD.bazel to remove proto dependencies
- Add test visibility for battalion_view package

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 15:26:48 -08:00
b1e70c443c Delete dead BattalionSuitabilityTest.scala file (#5521)
This file was a proto-using duplicate of the test in battalion_suitability/
but was never built (no BUILD target referenced it).

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 15:08:51 -08:00
c29485cb89 Two-stage manifest for clean installer upgrade path (#5522)
* Add console UI with progress bar to Go installer

Adds a polished console-based UI to the Go installer with:
- Box-drawn banner header
- Status messages with ► prefix
- Success messages with ✓ prefix
- Error messages with ✗ prefix
- Warning messages with ⚠ prefix
- Progress bar with █ (filled) and ░ (empty) characters
- File count display during downloads
- Elapsed time on completion

The UI uses pure Go (no external dependencies) so the binary
size remains at 5.4MB.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add application icon to Go installer

- Copy eagle0.ico from .NET installer
- Add versioninfo.json for goversioninfo configuration
- Generate resource_windows.syso with embedded icon and version info
- Update BUILD.bazel to include the .syso resource in Windows build

Binary size increased from 5.4MB to 5.5MB.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix Zone.Identifier removal in .NET installer

File.Exists() doesn't work with Windows Alternate Data Streams (ADS) -
it always returns false. Changed to unconditionally attempt deletion
and ignore errors if the ADS doesn't exist.

This fixes the self-update mechanism where SmartScreen was blocking
the new installer because Zone.Identifier was never actually removed.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Two-stage manifest for clean installer upgrade path

Old .NET installers have a bug where Zone.Identifier removal fails,
blocking SmartScreen from allowing the Go installer to run. This change
creates a two-stage upgrade path:

1. OLD manifest (installer/eagle0_manifest.txt) -> points to .NET installer
   - Old .NET installers download new .NET installer (same format, works)

2. NEW manifest (installer/v2/eagle0_manifest.txt) -> points to Go installer
   - New .NET installer checks v2 manifest, downloads Go installer
   - Go installer also checks v2 manifest for future updates

Changes:
- .NET installer now checks installer/v2/ manifest path
- Go installer now checks installer/v2/ manifest path
- manifest_manager supports "installer-v2" section for v2 manifest
- CI workflow updates both manifests appropriately

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 15:07:47 -08:00
32631879a0 Delete unused AvailableCommandMatcher and SelectedCommandMatcher (#5520)
* Delete unused AvailableCommandMatcher and SelectedCommandMatcher

These proto-based test matchers were defined but never used by any test.
Removing them eliminates direct proto imports from library test code.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove stale selected_command_matcher dependency

perform_vassal_commands_phase_action_test had a dep on selected_command_matcher
but didn't actually use it.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 15:02:40 -08:00
a818577a59 Add console UI with progress bar to Go installer (#5518)
* Add console UI with progress bar to Go installer

Adds a polished console-based UI to the Go installer with:
- Box-drawn banner header
- Status messages with ► prefix
- Success messages with ✓ prefix
- Error messages with ✗ prefix
- Warning messages with ⚠ prefix
- Progress bar with █ (filled) and ░ (empty) characters
- File count display during downloads
- Elapsed time on completion

The UI uses pure Go (no external dependencies) so the binary
size remains at 5.4MB.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add application icon to Go installer

- Copy eagle0.ico from .NET installer
- Add versioninfo.json for goversioninfo configuration
- Generate resource_windows.syso with embedded icon and version info
- Update BUILD.bazel to include the .syso resource in Windows build

Binary size increased from 5.4MB to 5.5MB.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix Zone.Identifier removal in .NET installer

File.Exists() doesn't work with Windows Alternate Data Streams (ADS) -
it always returns false. Changed to unconditionally attempt deletion
and ignore errors if the ADS doesn't exist.

This fixes the self-update mechanism where SmartScreen was blocking
the new installer because Zone.Identifier was never actually removed.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 14:57:46 -08:00
d116ad0105 Fix installer CI: use installer_build_handler instead of s3cmd (#5519)
The CI runner doesn't have s3cmd installed. Modified installer_build_handler
to accept an optional second argument for the S3 key, allowing it to upload
the Go installer to installer/EagleInstallerMini.exe.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 14:41:46 -08:00
41732c8f98 Migrate deferred test files to Scala types, delete unused utilities (#5517)
* Migrate deferred test files to Scala types, delete unused utilities

- Migrate BattalionTypesTestData.scala to use Scala BattalionType
- Migrate NewRoundActionTest.scala to Scala types (FactionRelationship, MovingArmy, etc.)
- Migrate EndBattleAftermathPhaseActionTest.scala with complete rewrite
- Migrate ResolveBattleActionTest.scala (remove IDable dependency)
- Delete unused impl/package.scala and availability/package.scala
- Remove 48 dangling action_impl_pkg references from BUILD files
- Update DEPROTO_PLAN.md (24 migrated, 1 deferred, 3 deleted)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Delete unused IDable.scala and remove all :idable BUILD references

IDable.scala was listed as a BUILD dependency in 22 targets, but no code
actually imported or used it. The BUILD dependencies were stale.

This completes the library test deproto migration with zero deferred files.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 14:40:29 -08:00
f096cdead1 Remove Zone.Identifier to fix Windows SmartScreen blocking (#5516)
* Remove Zone.Identifier to fix Windows SmartScreen blocking

When the installer downloads a new version and launches it programmatically,
Windows SmartScreen blocks the execution because the file has a "Mark of the
Web" (Zone.Identifier alternate data stream) indicating it was downloaded
from the internet.

Remove the Zone.Identifier after download to allow the new installer to
launch without being blocked.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add Zone.Identifier fix to .NET installer, deploy both versions

- Add Zone.Identifier removal to .NET installer's download logic
- Update CI to build both .NET and Go installers
- Deploy .NET installer to installer/EagleInstaller.exe
- Deploy Go installer to installer/EagleInstallerMini.exe
- Manifest points to EagleInstallerMini.exe (Go version)

Flow for existing users:
1. Old .NET installer → auto-updates to fixed .NET installer
2. Fixed .NET installer → downloads EagleInstallerMini.exe, strips Zone.Identifier, updates to Go

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 13:54:37 -08:00
1f2bc115d0 Rewrite Windows installer in Go (73MB -> 5.4MB) (#5515)
* Rewrite Windows installer in Go (73MB -> 5.4MB)

Rewrites the Eagle0 Windows installer from C#/.NET to Go, reducing the
binary size from 73MB to 5.4MB (93% reduction).

The Go implementation provides the same functionality:
- Downloads and verifies game files via manifest
- Ed25519 signature verification for manifest
- SHA256 verification for all downloaded files
- Parallel downloads (8 concurrent slots)
- Self-update mechanism for installer updates
- Console-based progress output
- Invitation code support

Changes:
- Add Go installer source code (main.go, updater.go, config.go)
- Add Bazel BUILD file with Windows cross-compilation target
- Update CI workflow to build Go binary instead of .NET
- Add MANIFEST_PUBLIC_KEY to workspace status for build-time injection

The installer is cross-compiled for Windows from Mac using Bazel.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix CI permission error when copying installer output

Remove any existing installer-output directory before copying
to avoid permission denied errors from previous runs.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 13:41:32 -08:00
de727b1810 Migrate EngineImplTest to Scala types (#5488)
- Replace proto ActionResult with Scala ActionResultC
- Replace proto Date with Scala Date
- Replace proto RoundPhase with Scala RoundPhase
- Add InMemoryHistory.fromScalaResults() method for building history
  from Scala ActionResultT objects without proto conversion
- Update visibility for action_result_concrete to allow library tests

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 13:15:30 -08:00
c83ea25658 Fix DEPROTO_PLAN.md: Production library code IS protoless (#5513)
Corrects error from #5512 - the LLM prompt generators are actually
fully protoless. My grep was matching Scala utility imports like
`net.eagle0.common.JsonUtils`, not proto imports.

Verified with: grep -r "import net.eagle0.eagle.(internal|common|api|views)."
which returns zero matches in src/main/scala/net/eagle0/eagle/library/

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 12:20:16 -08:00
4d4056324c Configure Addressables for remote loading (#5508)
- Enable remote catalog building in AddressableAssetSettings
- Switch Default Local Group to use remote build/load paths
- Set CDN URL to https://assets.eagle0.net/addressables/[BuildTarget]
- Update BuildScript to log bundle output location for upload
- Add graceful error handling in SoundManager when music fails to load
  (e.g., offline and not cached) - game continues without music

After building, bundles in ServerData/[BuildTarget] are uploaded to the
CDN by CI (see PR #5509).

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 12:18:43 -08:00
4d2e91a54d Update DEPROTO_PLAN.md: Hostility complete, LLM generators remain (#5512)
- Mark Hostility proto migration as complete (all 4 files now use Scala enum)
- Correct status: LLM prompt generators still have 4 files with proto imports
- List specific LLM files and their proto dependencies
- Move LLM generators from "Fully Protoless" to "Remaining Proto Usage"

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 12:09:51 -08:00
a242237534 Migrate all CI uploads to eagle0-assets bucket (#5509)
- Add upload_addressables.sh script for Addressables bundles
- Add upload step to Mac and Windows build workflows
- Update mac_build_handler to use eagle0-assets bucket
- Update unity3d_windows_build_handler to use eagle0-assets bucket
- Update installer_build_handler to use eagle0-assets bucket
- Update manifest_manager to use eagle0-assets bucket

All uploads now go to eagle0-assets bucket, accessible via assets.eagle0.net.
Old eagle0-windows bucket can be deleted after DNS TTL expires (~1 week).

Addressables uploaded to:
- https://assets.eagle0.net/addressables/StandaloneOSX/
- https://assets.eagle0.net/addressables/StandaloneWindows64/

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 11:25:03 -08:00
916c01978b Update DEPROTO_PLAN.md to reflect additional test migrations (#5511)
- EngineImplTest.scala migrated (#5488)
- GameStateViewFilterTest.scala migrated (#5510)
- Updated counts: 20 migrated, 6 deferred (was 18/8)
- Removed "API boundary tests" category - these test Scala APIs, not proto

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 11:00:46 -08:00
1fc25fc93a Migrate GameStateViewFilterTest from proto to Scala model types (#5510)
This commit migrates the GameStateViewFilterTest to use native Scala
model types instead of protobuf types:

- Replace proto GameState with Scala GameState
- Use Scala concrete types: FactionC, HeroC, ProvinceC, UnaffiliatedHeroC
- Use Scala enums: Profession.NoProfession, RoundPhase, etc.
- Update ShardokBattle and ShardokPlayer with all required fields
- Replace proto assertions with field-specific assertions on view types
- Add visibility for shardok_battle to test package
- Add required view dependencies to BUILD.bazel

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 10:31:47 -08:00
9da6ddc899 Delete orphaned RansomCommandTest.scala (#5492)
This test file was left behind when RansomCommand was refactored into
the DiplomacyCommand system. The file:
- Had no BUILD target
- Used types that no longer exist (RansomAvailableCommand, RansomSelectedCommand)
- Called APIs that no longer exist (RansomCommand.make)

The ransom functionality is now tested in DiplomacyCommandTest.scala
using the current API.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 09:35:01 -08:00
d6f6bcb002 Fix Addressables music loading for CI builds (#5503)
* Reapply "Convert SoundManager music loading to Addressables (#5475)" (#5494)

This reverts commit bda787c07e.

* Add BuildScript to build Addressables before player build

The Addressables change (PR #5475) was reverted because the Mac build
failed. The issue was that Addressables content must be built before the
player build, which the CI scripts weren't doing.

This commit:
- Reapplies the Addressables changes (revert of the revert)
- Adds Editor/BuildScript.cs with methods to build Addressables content
  before building the player
- Updates CI build scripts to use -executeMethod BuildScript.Build*Player
  instead of -buildWindows64Player/-buildOSXUniversalPlayer

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 08:53:47 -08:00
0f4d2ce2aa Update DEPROTO_PLAN.md with completed library test migration status (#5507)
Documents the completion of Phase 10 library test migration:
- 18 test files successfully migrated to Scala types
- 8 files deferred with documented rationale (shared utilities, API
  boundary tests, complex proto integration)
- 1 orphaned test file deleted
- Added migration patterns and key conversions reference

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 08:53:37 -08:00
d0e3d8eeb6 Migrate NewRoundActionTest from proto to Scala model types (#5506)
Convert test assertions from using proto ActionResult types to native
Scala types (ActionResultT, ChangedProvinceC, ChangedHeroC, ChangedFactionC,
UnaffiliatedHeroC, etc.). Keep proto types for input data construction
with GameStateConverter.fromProto() conversion.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 08:51:54 -08:00
1b38b81cf3 Migrate ProvinceConqueredActionTest.scala from proto to Scala types (#5505)
Convert test to use native Scala model types instead of ScalaPB protos:
- Replace proto GameState, Hero, Province, Faction, Battalion with Scala types
- Use Scala Gender, Profession, UnaffiliatedHeroType, RecruitmentInfo enums
- Use FactionRelationship.RelationshipLevel instead of proto enum
- Use native Scala quest types (WealthQuest, TruceCountQuest)
- Use BackstoryVersion from Scala model
- Remove all proto converters (DateConverter, FactionConverter, etc.)
- Remove 16 proto dependencies from BUILD.bazel

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 08:51:26 -08:00
4455c3fb6d Migrate EndPlayerCommandsPhaseActionTest.scala from proto to Scala types (#5504)
Convert test to use native Scala model types instead of ScalaPB protos:
- Replace proto Date, Gender, Profession with Scala equivalents
- Use DeferredChange.* for BlizzardStarted, DroughtStarted, etc.
- Use ProvinceOrderType Scala enum
- Use RecruitmentInfo and UnaffiliatedHeroType enums
- Use GameState, ProvinceC, HeroC, FactionC, UnaffiliatedHeroC directly
- Remove 15 proto dependencies from BUILD.bazel

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 08:50:38 -08:00
c04cb72326 Migrate AvailableDiplomacyCommandsFactoryTest to Scala models (#5502)
Convert from proto types with ScalaPB lens syntax to native Scala
models with .copy():
- Replace proto GameState/Province/Faction/Hero with Scala types
- Replace proto FactionRelationship/PrestigeModifier with Scala types
- Replace proto DiplomacyOffer with Scala TruceOffer
- Replace proto UnaffiliatedHero with UnaffiliatedHeroC
- Replace proto RecruitmentInfo/Status with Scala RecruitmentInfo
- Remove GameStateConverter.fromProto() calls
- Remove IDable.mapifyFactions/mapifyHeroes/mapifyProvinces helpers
- Remove 13 proto dependencies from BUILD.bazel

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 07:36:51 -08:00
1981f537ee Make entire Running Game row clickable instead of just Go button (#5501)
Simplifies the UI by making the whole row a button, improving click targets.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 07:29:31 -08:00
c0d4ebe425 Tutorial improvements: Skip Turn Cycle for AI, fix profession timing (#5483)
* Tutorial improvements: queue-based system, skip Turn Cycle for AI

Refactored tutorial system to use a queue-based approach:
- Tutorials that can't be shown immediately are queued
- Queue is processed when current tutorial completes or is skipped
- Removes complex interruption logic and pending profession tracking
- Prerequisites checked when dequeuing (may have changed since enqueue)

Turn Cycle tutorial only shows for multiplayer games (>1 human player):
- Added TutorialManager.IsMultiplayerGame static property
- Set from ConnectionHandler when creating/joining games

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix profession tutorial timing after onboarding

- Remove ArePrerequisitesMet check from OnGameEvent so tutorials
  can be queued during onboarding even when prerequisites aren't
  met yet. ProcessQueue checks prerequisites when showing them.
- Process the tutorial queue when entering a hidden step, allowing
  queued tutorials to show while onboarding waits for async events.
- Add re-entrancy guard to ProcessQueue to prevent nested calls
  from StartSequence -> StopCurrentSequence -> ProcessQueue causing
  tutorials to be started and immediately overwritten.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 07:21:20 -08:00
ad43a1a247 Migrate PerformFoodConsumptionPhaseActionTest to Scala models (#5500)
Replace proto imports with native Scala types:
- Use Date, ProvinceC, HeroC, BattalionC
- Use Army, MovingArmy, CombatUnit, Supplies
- Use BattalionType, BattalionTypeId
- Use GameState directly instead of via converter

Remove 8 proto dependencies from BUILD.bazel.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 07:19:35 -08:00
87d8650883 Migrate PerformProvinceEventsActionTest to Scala models (#5499)
Replace proto imports with native Scala types:
- Use Date, ProvinceC, FactionC, HeroC, BattalionC
- Use Army, MovingArmy, Supplies for army types
- Use ProvinceEvent subtypes for events
- Use ProvinceEventRolls from action package
- Use GameState directly instead of via converter

Remove 9 proto dependencies from BUILD.bazel.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 07:14:27 -08:00
c615cd8ae0 Migrate AvailableCommandsFactoryTest.scala from proto to Scala types (#5498)
- Replace proto imports with native Scala model types
- Use GameState, ProvinceC, FactionC, Army, MovingArmy, HostileArmyGroup
- Update FactionRelationship and RelationshipLevel imports
- Remove proto dependencies from BUILD.bazel

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 07:07:24 -08:00
bbb520f140 Migrate AvailablePleaseRecruitMeCommandFactoryTest to Scala models (#5497)
Replace proto types with native Scala equivalents:
- GameState, Province, Hero, Faction, Date
- UnaffiliatedHero, RecruitmentInfo, UnaffiliatedHeroType
- Remove IDable helpers, GameStateConverter.fromProto
- Remove 6 proto dependencies from BUILD.bazel

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 07:06:53 -08:00
50af7d64dc Migrate PerformReconResolutionActionTest to Scala models (#5496)
Replace proto types with native Scala equivalents:
- GameState, Province, Hero, Faction, Date, BackstoryVersion
- IncomingEndTurnAction, IncomingRecon, ProvinceOrderType
- Remove 10 proto dependencies from BUILD.bazel
- Remove GameStateConverter.fromProto() calls

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 06:46:15 -08:00
d329fafc80 Migrate AttackDecisionCommandChooserTest to Scala models (#5495)
Replace proto types with native Scala equivalents:
- GameState, Province, Hero, Faction, Battalion
- Army, MovingArmy, HostileArmyGroup, CombatUnit
- Remove 10 proto dependencies from BUILD.bazel

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 06:44:11 -08:00
9f4c02b82c Migrate PerformHostileArmySetupActionTest to pure Scala types (#5489)
* Migrate PerformHostileArmySetupActionTest to pure Scala types

Replace proto types (GameState, Province, Army, MovingArmy, RoundPhase)
with their Scala equivalents. Construct GameState directly instead of
using GameStateConverter.fromProto. Remove dependency on IDable.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Refactor PerformHostileArmySetupActionTest for clarity

* Update PerformHostileArmySetupActionTest.scala

* Add Inside matcher import for tests

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 06:41:47 -08:00
84ad215491 Migrate FeastCommandTest from proto to Scala ActionResultType (#5484)
* Migrate FeastCommandTest from proto to Scala ActionResultType

Replace proto ActionResultType.FEAST import with Scala ActionResultType.Feast
and remove proto dependency from BUILD.bazel.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix assertion for actionResultType in FeastCommandTest

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 06:38:10 -08:00
54ba129d2b Migrate AvailableMarchCommandFactoryTest to Scala types (#5493)
- Replace proto Hero, Battalion, Province, GameState with HeroC, BattalionC, ProvinceC, GameState
- Replace proto BattalionType, BattalionTypeId with Scala equivalents
- Replace proto Date, BlizzardEvent with Scala Date, ProvinceEvent.BlizzardEvent
- Replace proto Neighbor with Scala Neighbor
- Remove GameStateConverter.fromProto usage - construct GameState directly
- Remove availability/package.scala dependency (HeroMap/BattalionMap inlined)
- Remove 7 proto deps, 1 converter dep
- Add Scala model deps

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 06:33:12 -08:00
85fe20171d Migrate ProvinceHeldActionTest.scala from proto to Scala types (#5491)
Full migration of test data from proto types to native Scala model types.

Key changes:
- Replace proto Army, CombatUnit, Battalion with Scala equivalents
- Remove ProvinceConverter.fromProto - construct ProvinceC directly
- Remove IDable.mapifyFactions usage
- Remove 10 proto deps, 3 converter deps, and idable from BUILD.bazel
- Add Scala state type dependencies

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 06:31:31 -08:00
adminandGitHub bda787c07e Revert "Convert SoundManager music loading to Addressables (#5475)" (#5494)
This reverts commit 6757f23c5d.
2026-01-21 06:29:49 -08:00
a5bb630e65 Migrate NewYearActionTest.scala from proto to Scala types (#5490)
Full migration of test data from proto types (Province, Hero, Faction,
Battalion, GameState) to native Scala model types (ProvinceC, HeroC,
FactionC, BattalionC, GameState).

Key changes:
- Replace ScalaPB .update() lens syntax with Scala .copy() methods
- Remove GameStateConverter.fromProto usage
- Remove 6 proto deps from BUILD.bazel
- Add equivalent Scala type dependencies

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 06:29:42 -08:00
6daa44cb13 Document test utilities with cascading proto dependencies (#5487)
BattalionTypesTestData, impl/package.scala, and IDable.scala are shared
test utilities that use proto types and have cascading dependencies.
These need to be migrated together with their dependent tests.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 06:25:17 -08:00
0051b08c55 Remove unused proto imports from DeclineQuestCommandTest (#5486)
The questDetailsProto, questProto, and euh variables using proto types
were defined but never used in any test. Removed the dead code and
proto dependencies.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 06:24:21 -08:00
27e55a1fc5 Remove unused proto Hero import from FriendlyMoveActionTest (#5485)
The residentHeroes variable using proto Hero was dead code (created but
never used, alongside commented-out test code). Removed the variable,
the commented code, and the proto dependency.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-21 05:31:32 -08:00
062a09bd20 Remove proto imports from QuestFulfillmentUtilsTest (#5482)
Remove unused proto imports and dead code (questDetailsProto, questProto).
The test already uses Scala model types; these proto variables were never used.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-20 22:28:14 -08:00
ad4b9e88f6 Update asset audit: clean up deleted items, document music licenses (#5481)
- Remove deleted stock images section (already removed files)
- Document Market Day (RandomMind) and Shopping List (Komiku) as free-to-use
- Flag Medieval: Victory Theme as needing verification
- Flag Dima Koltsov Audius tracks for eventual replacement (Open Music License, not CC)
- Update action items and recommendations

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-20 22:27:52 -08:00
bf7f736a4a Update DEPROTO_PLAN.md for library test migration (#5480)
- Mark production library/ code as complete
- Remove detailed history of completed phases
- Add Phase 10: Library Test Migration with 27 files to migrate
- Categorize files by proto import count (light/medium/heavy)
- Include key type conversions and recommended migration order

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-20 22:12:33 -08:00
6757f23c5d Convert SoundManager music loading to Addressables (#5475)
* Convert SoundManager music loading to Addressables

Replace synchronous Resources.LoadAll calls with async Addressables loading.
This enables music files to be updated independently via Addressables catalog,
reducing download sizes for game updates.

- Add LoadMusicAsync coroutine using Addressables.LoadAssetsAsync
- Load music by label (music-spring, music-summer, etc.) instead of path
- Add MusicLoaded property to check when music is ready
- Guard PlayMusic() against empty clips during async loading

Note: Requires Unity Editor setup to mark music files as Addressable assets
and assign the corresponding labels.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Auto-play music after async loading completes

If a music type was requested before loading finished, start playing
once the music is ready. This ensures music plays even if
CurrentMusicType was set during the async load window.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Prioritize Summer/Autumn music loading, parallelize rest

- Load Summer first (most likely starting season)
- Load Autumn second (next season after Summer)
- Load remaining music (Spring, Winter, Travel, Battle, Victory) in parallel
- Try to start playing after each priority load completes

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix: Don't interrupt playing music after async load

TryStartMusicIfNotPlaying() only starts music if:
- Music type was requested (not MusicNone)
- Music isn't already playing
- The requested type's clips are loaded

This prevents interrupting Summer playback when Autumn finishes loading.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix missing Clipboard Button texture in Chronicle canvas

Replace broken Unity built-in sprite reference with btn_icon_copy.png
from GUI Pro Kit. Also change Image Type to Simple with Preserve Aspect
for proper icon rendering.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Revert "Fix missing Clipboard Button texture in Chronicle canvas"

This reverts commit c747e78ea2dbe03ed5215566c6f1a6f2ac8dbdb2.

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-20 22:09:31 -08:00
c41306912d Improve Mac notarization stapling reliability (#5479)
- Verify code signature before attempting to staple (catches transfer corruption)
- Increase retry attempts from 5 to 10
- Increase wait between retries from 10s to 30s (total wait up to 5 minutes)
- Capture and display stapler error output for better debugging
- Show signature details if verification fails

This addresses intermittent stapling failures due to Apple CloudKit
propagation delays after notarization completes.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-20 22:06:03 -08:00
c6e1fe10ea Remove stale proto exports from province:province (#5478)
* Remove stale proto exports from province:province

The province target was exporting province_event_scala_proto,
army_scala_proto, and unaffiliated_hero_scala_proto but no downstream
targets actually needed these through that path. Removing these stale
exports reduces library/ proto deps from 41 to 26.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix unused import and stale test dependency

Remove unused LlmRequestT import and stale unaffiliated_hero_scala_proto
dependency that were exposed by removing the province proto exports.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix test build failures from stale proto dependencies

- Remove unused ProtoMatchers from tests that don't use it
- Add missing unaffiliated_hero_quest_scala_proto dep to quest_fulfillment_utils_test
- Remove stale unaffiliated_hero_quest_scala_proto dep from check_for_fulfilled_quests_action_test
- Keep ProtoMatchers in ResolveBattleActionTest (uses equalProto matcher)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-20 22:05:24 -08:00
6b92d14d1d Remove stale eagle_unit dependencies from library/ (#5477)
Remove unused eagle_unit deps from resolved_eagle_unit and
province_conquered_action. These files use ResolvedEagleUnit (which
uses Scala types), not EagleUnit (which uses proto types).

This breaks the transitive proto dependency chain, reducing library/
proto deps from 74 to 41.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-20 21:25:18 -08:00
5705fb9403 Add Shardok battle tutorials (#5468)
* Add Shardok battle tutorials

Adds three introductory tutorials for tactical combat:
1. Victory conditions - explains attacker/defender win conditions
2. Unit placement - how to position units before battle
3. Battle controls - click to select, click to move/attack, ctrl+click for specials

Tutorials chain with prerequisites and trigger at appropriate game states.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Split victory conditions into multi-step tutorial

Expands the victory conditions tutorial into three steps:
1. "Battle!" - introduces hex-grid combat, shows if player is attacker/defender
2. "Attacker Victory" - capture all castles + hold, or eliminate defenders, by Day 31
3. "Defender Victory" - eliminate attackers, or hold out past Day 31 (scattering works)

Adds IsDefender property to ShardokGameModel for role detection.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix profession tutorial bugs

- Fix duplicate hero name appearing multiple times by storing original
  descriptions in a dictionary
- Fix Champion description: Duel, not Fear

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-20 21:22:40 -08:00
658bdac97f Add alpha tester support, legal, and onboarding items to TODO (#5476)
- Alpha Tester Support: feedback channel, crash reporting, known issues
- Legal: privacy policy, ToS, data deletion
- Onboarding: narrative hook, first-session goals, early victories

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-20 17:08:51 -08:00
5599d07247 Replace EndGameCondition proto with Scala sealed trait (#5473)
Migrate ResolvedShardokPlayer to use native Scala EndGameCondition
instead of the proto type. This removes 1 transitive proto dependency
from library/ (75 → 74).

Changes:
- Add Scala EndGameCondition sealed trait with Victory, AllyVictory,
  Draw, and Loss cases
- Add DrawType enum for draw conditions
- Add EndGameConditionConverter in ShardokBattleConverter
- Update ResolvedShardokPlayer to use Scala EndGameCondition
- Move proto conversion to ShardokInterfaceGrpcClient boundary
- Update ResolveBattleAction to use Scala EndGameCondition API
- Update ResolveBattleActionTest to construct Scala EndGameCondition

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-20 17:06:12 -08:00
b7afd6d6ad Add Small Eagle TODO checklist for closed alpha (#5474)
Tracks remaining work for 10-50 user private alpha release:
- Gameplay productionization (Mac installer, client updates, etc.)
- User management (link accounts, MOTD)
- IP/Legal (licenses, asset audit)
- Basic gameplay (tutorials, goals/ending)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-20 17:02:12 -08:00
6e7611d547 Move ShardokBattle boundary conversion to ShardokInterfaceGrpcClient (#5471)
* Remove stale proto_converter deps from library/ BUILD files

Library code should not depend on proto_converters - those belong at
the service layer boundary. Removed 9 stale proto_converter deps that
were no longer used by any Scala code.

The only remaining proto_converter dep is shardok_battle_converter,
which is actually used by ResolveBattleAction.scala (to be fixed in
a follow-up PR).

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Move ShardokBattle boundary conversion to ShardokInterfaceGrpcClient

Previously, BattleResolution contained a proto ShardokBattle, requiring
ResolveBattleAction in library/ to depend on ShardokBattleConverter.
This violated the boundary principle where proto conversions should
happen at the service layer, not in library code.

This change:
- Updates BattleResolution.battle to use Scala ShardokBattle
- Moves the proto-to-Scala conversion into ShardokInterfaceGrpcClient
- Removes ShardokBattleConverter dependency from library/ code
- Updates tests to use the scalaBattle() helper for conversion

This completely removes proto_converters dependencies from library/
(the last one was shardok_battle_converter).

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add linter check for library/ proto_converters boundary

Adds Rule 3 to check_build_deps.sh that verifies library/ code does not
depend on proto_converters. Proto conversions should happen at service
boundaries (ShardokInterfaceGrpcClient, EagleServiceImpl, etc.), not in
library code.

Also updates baseline from 167 to 75 proto deps reflecting recent cleanup.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-20 06:27:57 -08:00
8975514e7c Add Sparkle delta updates implementation plan (#5469)
Documents the design for implementing delta patches in the Mac auto-update
system to reduce download sizes from ~200MB to ~10-30MB per update.

Covers:
- Appcast XML structure with sparkle:deltas
- S3 storage layout for app bundles and deltas
- BinaryDelta tool usage
- Migration strategy and error handling
- Storage impact analysis (~3.25GB total for 85% bandwidth savings)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 22:35:53 -08:00
75f08812db Fix Mac build artifact race condition with run-specific names (#5470)
Use run-specific artifact names (signed-mac-app-{run_id}, notarized-mac-app-{run_id})
to prevent race conditions where a previous run's cleanup job might delete
artifacts from a concurrent run.

Root cause: When PR #5465 merged, the previous run (which used the old workflow
that deleted ALL artifacts by name) ran its cleanup job between when the new
run uploaded its artifact (06:13:20) and when it tried to download it (06:18:27).

Fix: Include the GitHub run ID in artifact names so each run's artifacts are
uniquely named and cleanup jobs can only delete their own artifacts.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 22:35:29 -08:00
6639ef62fc Remove stale proto_converter deps from library/ BUILD files (#5467)
Library code should not depend on proto_converters - those belong at
the service layer boundary. Removed 9 stale proto_converter deps that
were no longer used by any Scala code.

The only remaining proto_converter dep is shardok_battle_converter,
which is actually used by ResolveBattleAction.scala (to be fixed in
a follow-up PR).

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 22:07:56 -08:00
c8c7c1da42 Add Eagle server build to CI (#5466)
* Add Eagle server build to CI

Add eagle_build.yml workflow that builds the Eagle server when Scala
or Eagle proto files change. This ensures build failures in the Eagle
server are caught during PR review, similar to how shardok_build.yml
works for the C++ Shardok server.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix unused dependencies and simplify GameAdminServiceImpl

- Remove unused json4s and settings_loader deps from :service target
- Simplify GameAdminServiceImpl since GamesManager now returns
  game_admin proto types directly (no conversion needed)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 22:04:42 -08:00
e03fc90787 Fix appcast version mismatch with actual app bundle (#5465)
Read version from the built app's Info.plist instead of calculating
from git commit count at deploy time. This ensures the appcast version
always matches what's actually in the app bundle.

Previously, the deploy step used `git rev-list --count HEAD` which could
differ from the version baked into the Unity build if commits were added
between the build and deploy steps.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 22:04:05 -08:00
b7034918a2 Add first-encounter profession tutorials (#5464)
* Add first-encounter profession tutorials

Shows tutorial popup explaining each profession's abilities when player
first encounters a hero with that profession. Covers both strategic
(Eagle) and tactical (Shardok) abilities in natural language.

Triggers when viewing provinces with employed or free heroes.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update mage and paladin profession tutorial text

- Mage: Can create *or end* blizzards and droughts
- Paladin: Giving alms provides much larger support boost

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 22:02:32 -08:00
5201e4c737 Remove admin endpoints from Eagle service (#5463)
Now that the admin console uses the GameAdmin service (PR #5460),
remove the duplicate admin endpoints from eagle.proto and their
implementations from EagleServiceImpl.

Changes:
- Remove 14 admin RPC endpoints from Eagle service in eagle.proto
- Remove corresponding message types (AddSettings*, Get*, Convert*,
  Reassign*, Rewind*, Import*, Delete*, CheckGame*, DownloadGame*)
- Remove admin method implementations from EagleServiceImpl.scala
- Update GamesManager to import admin response types from game_admin
  proto instead of eagle proto

This completes the admin service separation:
- PR #5458: Create GameAdmin service
- PR #5460: Migrate admin console to GameAdmin
- This PR: Remove admin endpoints from Eagle

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 21:12:04 -08:00
f395bde15c Fix FullGameHistory access in EagleServiceImpl (#5462)
After the GameHistory split, EagleServiceImpl needs to access
shardokPlayerCount from controller.fullHistory instead of
controller.engine.history. Also export full_game_history from
game_controller so downstream targets can see the FullGameHistory type.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 16:38:30 -08:00
af854ea2cc Remove stale proto deps from library/ BUILD.bazel files (#5461)
With all proto imports removed from library/ Scala code, these proto
dependencies in BUILD.bazel files are no longer needed. This completes
the deproto milestone for the library/ layer.

- Update DEPROTO_PLAN.md to reflect 0 proto files in library/
- Remove unused proto deps from library/BUILD.bazel, util/, actions/impl/

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 16:30:37 -08:00
113b6eee27 Migrate admin console to use GameAdmin service (#5460)
Update admin_server.go to call the new GameAdmin gRPC service instead
of Eagle for all game management operations. This is step 2 of the
admin service separation:

- Replace grpcClient (EagleClient) with gameAdminClient (GameAdminClient)
- Update all game admin RPC calls to use gameadminpb types
- Add game_admin_go_proto dependency to BUILD.bazel
- Fix game_admin BUILD.bazel to use go_grpc instead of go_grpc_v2
  (v2 only generates gRPC code, not message types)

Auth operations still use authpb (via Eagle's Auth service).

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 16:29:34 -08:00
3d89fcd9de Add GameAdmin gRPC service for admin game management (#5458)
Create a separate GameAdmin service to handle admin-only game management
operations (RewindGame, DeleteGame, GetRunningGames, etc.) that were
previously exposed through the Eagle service alongside client endpoints.

This is the first step in separating admin and client APIs:
- Creates game_admin.proto with all 13 admin game endpoints
- Implements GameAdminServiceImpl calling the existing GamesManager
- Registers the new service in Main.scala on the same port as Eagle

The admin console will be migrated to use this service in a follow-up PR,
after which the admin endpoints can be removed from eagle.proto.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 16:04:24 -08:00
621e2fc128 Fix Sparkle appcast namespace after XML unmarshal (#5456)
Go's XML unmarshaler doesn't preserve xmlns attributes correctly.
When the appcast was fetched and re-marshaled, the Sparkle namespace
was being set to empty string, which prevented Sparkle from parsing
version numbers and detecting updates.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 16:02:41 -08:00
fb5ca109b7 Update bundle identifier to net.eagle0.eagle0 (#5455)
Change from com.Shardok-Games.eagle0 to net.eagle0.eagle0 to match
the project's domain (net.eagle0).

Updated in:
- Unity ProjectSettings (applicationIdentifier for Standalone)
- inject_sparkle.sh (CFBundleURLName for URL scheme)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 16:00:31 -08:00
a56c4feaf2 Check for Sparkle updates on every app startup (#5457)
Sparkle's default check interval is 24 hours. If a user launches the app
shortly after a new version is deployed but before their scheduled check,
they won't see the update prompt.

This adds an explicit background check on every startup to ensure users
get updates promptly when a new version is available.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 15:56:36 -08:00
d10fda1b41 Split GameHistory into protoless GameHistory and FullGameHistory (#5459)
* Make Engine API protoless by introducing Scala ActionResultView

Created Scala ActionResultView type to replace proto ActionResultView
in the Engine's public API. Proto conversion now happens at the gRPC
boundary in HumanPlayerClientConnectionState.

Changes:
- Created model/view/action_result/ActionResultView.scala
- Created proto_converters/view/action_result/ActionResultViewConverter.scala
- Updated ActionResultFilter to return Scala ActionResultView
- Updated Engine and EngineImpl to use Scala type
- Updated HumanPlayerClientConnectionState to convert to proto at gRPC boundary
- Removed proto dependencies from library/

This follows the architecture principle that the Engine should vend a
pure Scala model API, with proto conversions happening at the outer
boundary layer (GameController/GamesManager).

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Split GameHistory into protoless GameHistory and FullGameHistory

- Create FullGameHistory trait in service/ that extends GameHistory
  and adds Shardok-specific methods (shardokPlayerResultsSince,
  shardokPlayerAvailableCommands)
- Remove receiveBattleUpdate from Engine trait (moved to GamesManager)
- Update GameController to hold fullHistory: FullGameHistory field
- Update PersistedHistory and InMemoryHistory to extend FullGameHistory
- Add extractFullHistory helper methods for safe type extraction
- Update tests to use FullGameHistory mocks

This continues the deproto effort by isolating proto-dependent
Shardok methods from the library layer's GameHistory trait.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 15:55:31 -08:00
c6d958dd9e Fix installer icon format for proper Windows display (#5454)
Regenerate ICO file with proper format:
- Use PNG compression for 256x256 size (Windows Vista+ requirement)
- Use BMP format for smaller sizes (16, 24, 32, 48)
- Proper BITMAPINFOHEADER structure for BMP entries

The previous ICO may not have displayed correctly due to format issues.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 15:40:58 -08:00
ce521e534b Move actually-used icons from Unused to InUse folder (#5452)
* Reduce build size: optimize Twitch button, remove unused profession icons

1. glitch_flat_purple.png (Twitch OAuth button):
   - Reduce maxTextureSize from 2048 to 512
   - Enable crunched compression
   - Expected savings: ~8 MB

2. Delete Resources/Professions folder:
   - These icons were unused (profession textures are assigned via
     EagleCommonTextures component, not loaded from Resources)
   - Expected savings: ~7 MB (5.3 MB paladin + others)

Total expected savings: ~15 MB

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Move actually-used icons from Unused to InUse folder

22 icons from 4000_Fantasy_Icons/Unused were actually referenced by
Gameplay.unity (for flame effects, UI elements, etc). Moving them
to an InUse folder makes the naming accurate.

Unity tracks assets by GUID, so moving files with their .meta files
preserves all scene/prefab references.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 15:38:42 -08:00
945d5f05b0 Fix installer self-update URL construction (#5453)
The installer download URL was incorrectly prepending "assets/" to the
installer path, resulting in a 403 error when trying to download the
new installer from:
  https://assets.eagle0.net/assets/installer/EagleInstaller.exe

The correct URL is:
  https://assets.eagle0.net/installer/EagleInstaller.exe

This bug prevented installed copies from auto-updating to newer versions.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 15:38:01 -08:00
d5f8b08018 Add application icon to Windows installer (#5451)
Uses the same eagle head icon that was added to the Unity/macOS app.
Converted from PNG to ICO format with multiple sizes (16-256px).

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 15:14:19 -08:00
c80761a3f9 Reduce build size: optimize Twitch button, remove unused profession icons (#5450)
1. glitch_flat_purple.png (Twitch OAuth button):
   - Reduce maxTextureSize from 2048 to 512
   - Enable crunched compression
   - Expected savings: ~8 MB

2. Delete Resources/Professions folder:
   - These icons were unused (profession textures are assigned via
     EagleCommonTextures component, not loaded from Resources)
   - Expected savings: ~7 MB (5.3 MB paladin + others)

Total expected savings: ~15 MB

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 14:52:50 -08:00
d22f360d1f Ignore native plugin .meta files in gitignore (#5449)
Unity creates .meta files for the native plugins which should also
be ignored since the plugins are built at CI time.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 14:20:27 -08:00
9d07984b2e Make Engine API protoless by introducing Scala ActionResultView (#5447)
Created Scala ActionResultView type to replace proto ActionResultView
in the Engine's public API. Proto conversion now happens at the gRPC
boundary in HumanPlayerClientConnectionState.

Changes:
- Created model/view/action_result/ActionResultView.scala
- Created proto_converters/view/action_result/ActionResultViewConverter.scala
- Updated ActionResultFilter to return Scala ActionResultView
- Updated Engine and EngineImpl to use Scala type
- Updated HumanPlayerClientConnectionState to convert to proto at gRPC boundary
- Removed proto dependencies from library/

This follows the architecture principle that the Engine should vend a
pure Scala model API, with proto conversions happening at the outer
boundary layer (GameController/GamesManager).

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 13:48:13 -08:00
bc763d0590 Add app icon for macOS build (#5448)
Eagle head facing crowned king - represents the strategic conflict
theme of the game.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 13:46:55 -08:00
10933d3c8b Add styled DMG with arrow pointing to Applications (#5445)
* Add styled DMG with arrow pointing to Applications

- Add create-dmg as a bazel dependency for creating styled DMG installers
- Add background image with arrow pointing from app to Applications
- Update mac_build_handler to use create-dmg for styled DMG creation
- Update CI workflow to use the new DMG creation process

The DMG now shows a visual arrow guiding users to drag the app
to the Applications folder.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add --skip-jenkins flag for headless CI environment

The AppleScript that positions icons times out in CI environments
without a GUI session. Using --skip-jenkins skips the Finder styling
while still including the background image and Applications link.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Switch from create-dmg to dmgbuild for CI compatibility

dmgbuild generates .DS_Store files programmatically without needing
AppleScript or Finder access, making it work in headless CI environments.

- Remove create-dmg bazel dependency (relied on AppleScript)
- Use dmgbuild Python tool instead (pip install dmgbuild)
- Generates proper icon positions and background without GUI

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix DMG styling: lighter background, adjust icon positions

- Use light gray background so file/folder names are readable
- Move arrow up to align with icon centers
- Move Applications link further right (500 -> 520) to clear the arrow

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix arrow: move left, connect head to shaft properly

- Arrow now starts at x=200 (closer to app icon)
- Arrow ends at x=460 (further from Applications at x=520)
- Head and shaft now overlap for proper connection

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 13:06:37 -08:00
56312414ec Make Engine API protoless by introducing Scala ActionResultView (#5446)
Created Scala ActionResultView type to replace proto ActionResultView
in the Engine's public API. Proto conversion now happens at the gRPC
boundary in HumanPlayerClientConnectionState.

Changes:
- Created model/view/action_result/ActionResultView.scala
- Created proto_converters/view/action_result/ActionResultViewConverter.scala
- Updated ActionResultFilter to return Scala ActionResultView
- Updated Engine and EngineImpl to use Scala type
- Updated HumanPlayerClientConnectionState to convert to proto at gRPC boundary
- Removed proto dependencies from library/

This follows the architecture principle that the Engine should vend a
pure Scala model API, with proto conversions happening at the outer
boundary layer (GameController/GamesManager).

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 13:04:40 -08:00
9b2315aaff Remove proto types from LLM prompt generators (#5444)
* Remove proto Date from GeneratorUtilities

All callers use Scala Date, so the proto Date overload is unused.
- Remove import of net.eagle0.eagle.common.date.Date
- Remove the proto Date overload of dateString()
- Keep only the Scala Date version

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove proto types from LLM prompt generators

Migrated 8 files to use Scala types instead of proto:
- BattalionDescriptions: uses BattalionTypeId, BattalionT, BattalionView
- ChronicleEventTextGenerator: uses ChronicleEvent sealed trait
- ChronicleUpdatePromptGenerator: removed ChronicleEventConverter
- HeroBackstoryUpdatePromptGenerator: removed BattalionViewConverter, QuestConverter
- QuestEndedGeneratorUtilities: uses QuestT/QuestC types
- QuestFailedPromptGenerator: removed QuestConverter
- QuestFulfilledPromptGenerator: removed QuestConverter

Updated DEPROTO_PLAN.md to accurately reflect completion of Phase 8
(LLM Prompt Generators) and Phase 8b (Hostility Migration).

All non-boundary library code is now protoless.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 10:29:25 -08:00
d7f1f27ea7 Export DMG warning symbols from SparklePlugin (#5443)
The IsRunningFromReadOnlyVolume and ShowDMGWarning functions were
not being exported from the native plugin, causing the DMG launch
check to fail silently.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 10:15:43 -08:00
08d9e04428 Add periodic artifact storage monitoring workflow (#5442)
Runs every 6 hours to check total artifact storage. Fails if storage
exceeds 500 MB and lists the largest artifacts for debugging.

Steady-state should be ~50 MB (logs and test results). This acts as
a safety net in case cleanup jobs fail to run properly.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 07:56:23 -08:00
62c7c45ef1 Fix Mac build failures from concurrent artifact deletion (#5441)
The cleanup step was deleting ALL signed-mac-app artifacts across the
entire repo, not just the current run's. When two main builds ran
concurrently, one build's cleanup would delete the other's artifacts.

Fix: Change cleanup to only delete the current run's artifacts using
the runs/$run_id/artifacts API endpoint instead of deleting all
artifacts matching the name.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 07:55:21 -08:00
4da6675b91 Add BUILD.bazel dependency linting to CI (#5439)
Adds a step to the bazel_test workflow that runs check_build_deps.sh
in strict mode. This enforces architectural boundaries:
- src/main should not depend on src/test
- library/ proto dependencies should not exceed baseline

Runs before tests so failures are caught early.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 07:44:18 -08:00
57ffabdb67 Disable test tutorial popups (#5440)
The test tutorials ("You've issued your first command!") were
accidentally left enabled in the Gameplay scene.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 07:43:44 -08:00
916501cbf8 Replace Hostility proto with Scala Hostility enum (#5438)
* Replace Hostility proto with Scala Hostility enum

This removes direct proto imports from library/ for the Hostility type:

- FactionUtils.hostilityStatus now returns Scala Hostility
- ArmyStats.hostility now uses Scala Hostility type
- AvailableAttackDecisionCommandFactory no longer imports proto
- AvailableFreeForAllDecisionCommandFactory no longer imports proto
- AttackDecisionCommandChooser uses Hostility.Enemy instead of proto
- BattleFilter no longer needs protoToScalaHostility converter
- AvailableCommandConverter uses HostilityConverter.toProto

This completes Phase 8b of the deproto migration, reducing direct
proto imports in library/ from 8 files to 4 (LLM prompt generators).

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix AvailableCommandConverterTest to use Scala Hostility enum

Update test to use net.eagle0.eagle.model.state.Hostility.Self
instead of proto net.eagle0.common.hostility.Hostility.SELF_HOSTILITY.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 07:35:38 -08:00
2d58f0231c Add retention-days to all GitHub Actions artifacts (#5436)
* Add retention-days to all GitHub Actions artifacts

- Use retention-days: 1 for artifacts deployed to external storage
  (sysroot, installer, mac app builds)
- Use retention-days: 3 for debug logs and test results

Prevents artifact storage quota from being exceeded.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Delete Mac build artifacts after successful deploy

Automatically deletes signed-mac-app and notarized-mac-app artifacts
after deployment completes. These ~250MB artifacts are only needed to
pass the app between workflow jobs; once deployed, they're redundant.

This prevents artifact storage from accumulating even if retention-days
doesn't expire them quickly enough.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Delete ALL old build artifacts after deploy (not just current run)

Both Mac and Windows installer workflows now delete ALL artifacts
with their respective names after successful deployment:
- Mac: signed-mac-app, notarized-mac-app
- Windows: eagle-installer

This ensures no artifact buildup even from failed/stale runs.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Increase retention for test/build logs to 7 days

These are small files useful for debugging, so keep them longer:
- test.json (~100KB each)
- editor_win.log / editor_mac.log (~60KB each)
- failed-test-logs

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use 5-day retention to match repository maximum

The repository has a 5-day maximum retention policy configured.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Delete old Mac builds from DigitalOcean when pruning appcast

The appcast keeps the last 10 versions, but the old DMG files were never
deleted from S3. Now when items are removed from the appcast, the
corresponding DMG files are also deleted from DigitalOcean Spaces.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add cleanup job that runs even when build fails

Previously, artifact cleanup only happened in the deploy job, which
doesn't run if earlier jobs fail. This left behind large artifacts
from failed builds, eventually hitting the storage quota.

The new cleanup job runs on ubuntu-latest with `if: always()` so it
executes regardless of whether build-and-sign, wait-notarization,
or deploy succeeded or failed.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 07:30:58 -08:00
7ab8fc796b Add BUILD.bazel dependency linting (#5437)
* Add BUILD.bazel dependency linting

Adds tooling to enforce architectural boundaries in the codebase:

1. Shell script `scripts/check_build_deps.sh` with multiple modes:
   - Default: runs all checks and shows dependency counts
   - --ci: fails only on hard violations (src/main depends on src/test)
   - --strict: also fails if proto deps in library/ increase from baseline
   - --count: just show current dependency counts
   - --update-baseline: update the baseline file for tracking

2. Bazel test `//:build_deps_test` for integration with test suite

3. Baseline file `scripts/build_deps_baseline.txt` tracking proto dep count

Current enforced rules:
- src/main must not depend on src/test (enforced now)
- library/ proto dependencies tracked (167 currently, deproto in progress)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update DEPROTO_PLAN.md with accurate proto import inventory

The previous status was inaccurate. This update:

- Corrects summary table: Availability, Command Choice Helpers,
  and other utilities still have Hostility proto imports
- Adds Phase 8b documenting Hostility proto migration (4 files)
- Updates detailed inventory showing actual 13 files with direct
  proto imports (vs 167 transitive deps from bazel query)
- Corrects success criteria checkboxes to reflect actual status
- Documents the grep command used to verify imports

The 167 proto deps from bazel query are transitive dependencies.
Only 13 files have direct proto imports:
- 5 boundary files (expected to keep proto)
- 4 files using Hostility proto (Phase 8b)
- 4 LLM prompt generator files (Phase 8)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 07:28:58 -08:00
adminandGitHub a0bf6050b4 Reduce Unity build size (~84MB savings) (#5433) 2026-01-19 07:16:25 -08:00
adminandGitHub 8fd95fc596 Auto-size tutorial panel to fit content (#5430) 2026-01-19 07:16:11 -08:00
adminandGitHub e91da453a1 Remove ActionWithResultingState, create PersistedActionResult (#5434) 2026-01-19 06:54:39 -08:00
8981298394 Update DEPROTO_PLAN.md - all business logic now protoless (#5432)
Mark Phase 8 (LLM Prompt Generators) as complete following PR #5429.
All 34 prompt generator files and all request generators now use Scala
LlmRequestT types instead of proto types.

Summary:
- Total proto imports: ~7 (down from 149)
- All remaining proto usage is at system boundaries (gRPC, persistence)
- All success criteria met
- All open questions resolved

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-18 21:45:01 -08:00
0836636fda Update Unity audio compression settings and font asset (#5435)
Unity auto-updated audio import settings:
- Serialized version 6 → 8
- Quality setting adjusted
- Preload audio data setting moved

Font SDF asset regenerated.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-18 21:42:42 -08:00
f0bfcb005a Convert all remaining LLM prompt generators to Scala types (#5429)
* Convert all remaining LLM prompt generators to Scala types

This converts all remaining prompt generators from proto types to Scala
types (LlmRequestT). Updates include:
- All prompt generators now use LlmRequestT.* instead of proto types
- LlmResolver uses Scala type matches for all generators
- Proto fallback cases removed (now throw exceptions for non-LLM types)
- Updated BUILD files with correct dependencies
- Fixed test file to use Scala types

Note: ChronicleUpdatePromptGeneratorTest still needs to be updated to use
Scala types in a follow-up PR.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix ChronicleUpdatePromptGeneratorTest to use Scala types

Update the test to use LlmRequestT.ChronicleUpdateMessage and related
Scala types instead of proto types.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-18 07:47:33 -08:00
c3b882f178 Fix notification filtering to send immediate notifications to clients (#5431)
The deferred flag logic was inverted - we were collecting notifications
where deferred=true (hold for later) instead of deferred=false (send now).

This bug was introduced in commit 8d3bc914ed when migrating from proto
types to Scala types. The original proto-based code used notificationsToDeliver
which already handled the deferred distinction. The new Scala code used
NotificationConverter.toProto() which returns (proto, deferred) tuple,
but the .collect pattern incorrectly filtered for deferred=true.

Affected features:
- Divine command notifications (learning about quests)
- Quest completion/failure notifications
- Diplomacy event notifications (alliance, truce, etc.)
- All other immediate notifications

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-18 07:47:13 -08:00
8c322eb812 Switch Mac distribution from ZIP to DMG (#5427)
* Add in-app warning when running from Downloads folder

Sparkle auto-update framework cannot update apps running from the
Downloads folder or other transient locations. This adds a native
macOS alert that warns users when they launch the app from an
invalid location and instructs them to move it to Applications.

The check detects:
- /Downloads/ - where macOS downloads files
- /tmp/ or /private/tmp/ - temporary directories
- /.Trash/ - deleted files

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix build: import AppKit for NSAlert

NSAlert is part of AppKit, not Foundation. Changed import to AppKit
which also includes Foundation.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Offer to move app to /Applications and relaunch

Instead of just showing a warning, now offers to:
1. Copy the app to /Applications (removing existing if present)
2. Launch the new copy
3. Terminate the current instance

This provides a seamless experience - user just clicks "Move to
Applications" and the app handles everything automatically.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Switch Mac distribution from ZIP to DMG

Changes the Mac app distribution from a ZIP file to a DMG disk image.
This provides a better installation experience and enables enforcing
proper installation:

1. **DMG with Applications alias**: Users see the app and an
   Applications folder alias, making drag-to-install intuitive.

2. **Read-only enforcement**: DMGs are mounted read-only, so if
   users try to run the app directly from the DMG, we detect it
   and show a blocking dialog telling them to install first.

3. **Sparkle works from any writable location**: Unlike the previous
   Downloads-folder check, this approach allows the app to run from
   anywhere writable (~/Desktop, ~/Games, /Applications, etc.).

Changes:
- SparklePlugin.m: Replace location warning with read-only volume check
- SparkleUpdater.cs: Update P/Invoke bindings for new functions
- SparkleInitializer.cs: Check for read-only volume instead of path
- mac_build_handler.go: Create DMG instead of ZIP using hdiutil
- invitation_handlers.go: Update download URL and instructions for DMG

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-18 07:27:00 -08:00
485da704b4 Convert BreakAllianceResolutionMessagePromptGenerator to Scala types (#5425)
Update BreakAllianceResolutionMessagePromptGenerator to accept
LlmRequestT.BreakAllianceResolutionMessage instead of the proto type.
Add Scala type matching in LlmResolver and update BUILD dependency
from proto to Scala types.

Also updates enum handling from proto DiplomacyOfferStatus to Scala Status.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-18 06:16:40 -08:00
ecda346773 Convert BreakAllianceMessagePromptGenerator to Scala types (#5424)
Update BreakAllianceMessagePromptGenerator to accept LlmRequestT.BreakAllianceMessage
instead of the proto type. Add Scala type matching in LlmResolver and update BUILD
dependency from proto to Scala types.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 22:48:48 -08:00
97bb3789b3 Convert AllianceResolutionMessagePromptGenerator to Scala types (#5423)
Update AllianceResolutionMessagePromptGenerator to accept
LlmRequestT.AllianceOfferResolutionMessage instead of the proto type.
Add Scala type matching in LlmResolver and update BUILD dependency
from proto to Scala types.

Also updates enum handling from proto DiplomacyOfferStatus to Scala Status.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 22:45:03 -08:00
fdf42c812f Add Twitch OAuth secrets to docker_build.yml (#5428)
docker_build.yml was missing TWITCH_CLIENT_ID and TWITCH_CLIENT_SECRET
in its env block and export statements. All other OAuth providers
(Discord, Google, GitHub, Apple) were present, but Twitch was omitted
when the provider was added.

This caused Twitch to not appear on the invitation landing page after
Eagle deployments, even though auth_build.yml had the secrets.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 22:34:19 -08:00
1b3ccc9e5d Convert AllianceOfferMessagePromptGenerator to Scala types (#5422)
Update AllianceOfferMessagePromptGenerator to accept LlmRequestT.AllianceOfferMessage
instead of the proto AllianceOfferMessage type. Add Scala type matching in LlmResolver
and update BUILD dependency from proto to Scala types.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 22:32:54 -08:00
54cf54ad83 Convert TruceResolutionMessagePromptGenerator to Scala types (#5421)
Update TruceResolutionMessagePromptGenerator to accept
LlmRequestT.TruceResolutionMessage and use the Scala Status enum
instead of proto DiplomacyOfferStatus. Add Scala type matching in
LlmResolver.promptGenerator before falling back to proto matching.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 22:28:45 -08:00
81d1eaa875 Convert TruceOfferMessagePromptGenerator to Scala types (#5420)
Update TruceOfferMessagePromptGenerator to accept
LlmRequestT.TruceOfferMessage instead of the proto TruceOfferMessage
type. Add Scala type matching in LlmResolver.promptGenerator before
falling back to proto matching.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 21:52:00 -08:00
0e9a06cc88 Fix deploy script to not cascade to auth container (#5426)
Add --no-deps to nginx and admin docker compose commands to prevent
them from cascading to auth. The auth container has secrets (like
TWITCH_CLIENT_ID) that are only available in auth_build.yml, not in
docker_build.yml. Without --no-deps, docker compose would recreate
auth with blank env vars when it detected config changes.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 21:44:38 -08:00
3fffdfa506 Convert DivineMessagePromptGenerator to Scala types (#5419)
Update DivineMessagePromptGenerator to accept LlmRequestT.DivineMessage
instead of the proto DivineMessage type. Add Scala type matching in
LlmResolver.promptGenerator before falling back to proto matching.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 21:42:32 -08:00
6fa324f5ef Add sworn kinship guidance tutorial (#5411)
* Add sworn brotherhood guidance tutorial

- Add guidance_sworn_brotherhood tutorial that triggers when:
  - Player has 4+ provinces, OR
  - SwearBrotherhood command is available with good candidates (server-determined)
- Explains that sworn siblings become faction leaders for direct province control
- Mentions succession benefit if Warlord falls

Also update guidance_expand to note that vassals manage provinces without
a Warlord or sworn sibling present.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Improve sworn brotherhood tutorial with candidate detection

- Use SwornBrotherChooser logic to identify good candidates:
  charisma >= 65, constitution >= 65, loyalty >= 95, ranked by power
- Dynamically update tutorial text to name the specific candidate
- Add 95 loyalty requirement and permanence info to description
- Keep 4+ provinces as alternative trigger condition

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix hero stat access - use int directly, not StatView

Charisma, Constitution, Strength, Agility, Wisdom are int properties,
only Loyalty uses StatView?.Stat pattern.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix TextEntry access - use .Text property for string value

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use gender-neutral language: Brotherhood → Kinship

- Command header: "Swear Kinship with Hero"
- Tutorial text uses "sworn siblings" and "swear kinship"
- Internal IDs updated: guidance_sworn_brotherhood → guidance_sworn_kinship

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 14:24:42 -08:00
455e8c0367 Add detailed Sparkle logging for debugging (#5418)
Native plugin (SparklePlugin.m):
- Log app version and build number from Info.plist
- Log feed URL configuration
- Log whether public key is set
- Log auto-check plist setting
- Log current auto-check state after initialization
- Log last update check date

Unity initializer (SparkleInitializer.cs):
- Log Application.version and Unity version
- Log platform and product name
- Log AutomaticallyChecksForUpdates setting

This helps debug why Sparkle updates may not be working.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 14:18:45 -08:00
db7f19d7ae Update LlmResolver to use Scala types instead of proto (#5417)
This is the next step in the incremental migration from proto to Scala types
in the LLM processing pipeline.

Changes:
- LlmRequestWithGameState now takes GeneratedTextRequestT instead of
  GeneratedTextRequest (proto)
- LlmResolver.resolveLlmRequests returns Scala types in the result
- Proto conversion happens at boundaries:
  - Converting to proto for LLMResponse when streaming
  - Converting to proto for receiveStreamingLlmFailure
  - Converting to proto in promptGenerator for individual prompt generators
- UnrequestedTextHandler no longer needs to convert to proto when calling
  LlmResolver

The prompt generators still expect proto types - they will be updated
incrementally in follow-up changes.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 14:17:47 -08:00
f5d89e67e4 Revert nginx deployment from auth workflow (#5416)
The nginx config is already deployed by docker_build.yml (which has
nginx/** in its trigger paths). Adding it to auth_build.yml was
redundant and broken (the production server isn't a git repo).

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 14:11:26 -08:00
ae2bf05e7d Handle InvitationRequired OAuth status gracefully in Unity client (#5414)
When a user tries to sign in with an OAuth provider but doesn't have an
existing account, the auth service returns InvitationRequired status.
Previously this fell through to the default case and threw a generic
"Unknown OAuth status" exception, providing a poor user experience.

Now displays a friendly message explaining that an invitation is required
to create a new account, and suggests using an invitation link or signing
in with the original provider if they already have an account.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 14:02:19 -08:00
3e1919a715 Update auth workflow to deploy nginx config changes (#5412)
- Add nginx/nginx.conf and docker-compose.prod.yml to trigger paths
- Pull latest nginx config and restart nginx during deployment

This ensures nginx config changes (like OAuth callback routes) are
automatically deployed when merged to main.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 13:56:25 -08:00
699bcc684a Store Scala types in ClientTextStore instead of proto (#5407)
* Store Scala types in ClientTextStore instead of proto

This change updates the ClientTextStore layer to store the native Scala
type `GeneratedTextRequestT` in memory instead of the proto type
`GeneratedTextRequest`. Proto conversion now only happens at persistence
boundaries (when saving to/loading from disk).

Key changes:
- ClientText.scala: Changed llmRequest field to use GeneratedTextRequestT
- ClientTextStore.scala: Updated interface to accept Scala types
- ClientTextStoreImpl.scala: Added toProto/fromProto conversion at persistence
- GameController.scala: Removed proto conversion in allNewLlmRequests
- UnrequestedTextHandler.scala: Uses Scala types internally, converts to proto
  only when passing to LlmResolver
- GamesManager.scala: Uses Scala types directly when creating UnrequestedClientText
- Updated BUILD files for new dependencies and visibility

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix tests for ClientTextStore Scala types migration

- Update UnrequestedTextHandlerTest to use Scala types instead of proto
- Add GeneratedTextRequestConverter import for proto conversions in test mocks
- Change test requests from FixedHeroName to LlmRequestT.DivineMessage to properly test LLM resolution path
- Add visibility for test packages in BUILD files
- Remove unused proto dependency from generator_utilities_test

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 13:54:50 -08:00
42fd9c5853 Fix flush marker wait: skip for old instance being replaced (#5413)
During blue-green deployment, the old (active) instance should not wait
for the flush marker - it would be waiting for itself to stop, which
causes a 30s timeout warning.

Now compares deployment timestamp to instance start time:
- If deployment started AFTER instance: skip wait (we're the old instance)
- If deployment started BEFORE instance: wait (we're the new instance)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 13:53:59 -08:00
01aa3dbace Add /oauth/steam/callback to nginx config (#5410)
Steam OpenID 2.0 redirects back to /oauth/steam/callback after
authentication, but nginx was not configured to proxy this path to the
auth service, resulting in 404 errors.

Added the location block alongside the existing /oauth/callback and
/oauth/apple/callback blocks.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 13:49:34 -08:00
a7595e81a2 Add all OAuth providers to admin server login page (#5409)
- Add GitHub, Apple, Steam, and Twitch to handleLoginStart switch
- Add sign-in buttons with icons for all providers to login.html
- Add CSS styles for new provider buttons

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 13:40:33 -08:00
6a61634f37 Add Steam and Twitch sign-in buttons to Unity client (#5404)
* Add Steam and Twitch sign-in buttons to Unity client

- Add steamLoginButton and twitchLoginButton fields
- Add steamProviderIcon and twitchProviderIcon for stored accounts
- Wire up button click handlers in SetupOAuthUI()
- Add icon mapping for stored account display

Note: Unity scene needs Steam/Twitch button GameObjects and icons wired up.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add Steam and Twitch OAuth button assets

- Add Steam and Twitch (glitch) logo icons for OAuth buttons
- Consolidate Discord icon to OAuth Buttons folder
- Remove unused Google OAuth button variants
- Update Gameplay.unity with new button references

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 13:34:11 -08:00
cfa552270a Add Twitch secrets to auth service deployment workflow (#5408)
The TWITCH_CLIENT_ID and TWITCH_CLIENT_SECRET were added to
docker-compose.prod.yml but not to the GitHub Actions workflow
that deploys the auth service.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 13:32:03 -08:00
09d560208e Add game state guidance tutorials (#5405)
* Add game state guidance tutorials

Add four contextual tutorials that trigger based on game state analysis:

1. guidance_loyalty_danger - November warning when heroes have low loyalty
   Suggests using Feast or Give Gift to boost loyalty before year end

2. guidance_neighbor_danger - Alert when province borders hostile faction
   Suggests Organizing Troops or seeking Diplomacy

3. guidance_recruit_heroes - When stable province has recruitable heroes
   Suggests using Travel, Divine, and Recruit commands

4. guidance_expand - When player has stable province but only one territory
   Suggests using March to claim new provinces

These provide strategic guidance for new players based on their game state.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix compilation errors in guidance trigger checks

- MarchAvailableCommand.OneProvinceCommands to access destination provinces
- FactionRelationshipView.TargetFactionId instead of FactionId
- province.FullInfo.Gold instead of model.CurrentGold
- Net.Eagle0.Eagle.Common.RecruitmentStatus instead of Views namespace

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use Any() instead of ToList().Count for efficiency

Any() short-circuits on first match rather than materializing entire list.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Simplify recruit heroes gold check

Just check for 100 gold - January was when this would naturally be true,
not an alternative condition.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 13:18:17 -08:00
2188834ddf Fix auth deploy: remove SHARDOK_ADDRESS validation from docker-compose (#5406)
docker-compose validates the entire file even when deploying just auth.
Remove the :? validation since docker_build.yml already validates
SHARDOK_ADDRESS explicitly before deploying Eagle.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 12:45:18 -08:00
eafe5d73ee Add comment about dynamically registered hero row targets (#5402)
Document that WarlordRow, VassalRow1, VassalRow2 are registered dynamically
by HeroesAndBattalionsPanelController when hero rows are created from prefabs.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 12:27:54 -08:00
f16257591b Add Steam and Twitch OAuth support (#5403)
- Steam: OpenID 2.0 authentication (no API key required)
- Twitch: Standard OAuth 2.0 with user:read:email scope
- Add TWITCH_CLIENT_ID and TWITCH_CLIENT_SECRET to deployment config
- Add Steam/Twitch buttons to invitation landing page

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 12:26:53 -08:00
d259282213 Add fromProto converters for GeneratedTextRequest types (#5401)
Add fromProto methods to LlmRequestConverter and GeneratedTextRequestConverter
to enable converting proto types back to Scala types. This is preparation for
storing Scala types in-memory in ClientTextStore, with proto conversion only
happening at persistence boundaries.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 11:22:27 -08:00
de5e6cc65e Fix duplicate stored account buttons and add delete button (#5400)
- Clear all children of storedAccountsContainer and disable them
  immediately before destroying (fixes visual duplication from
  deferred Destroy)
- Add delete button to StoredAccountButton to remove saved accounts
- Wire up delete button to OAuthManager.RemoveStoredAccount

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 11:21:30 -08:00
7da2fb7913 Fix Divine tutorial text to describe actual functionality (#5399)
Divine reveals what you must do to impress a hero and recruit them,
not their stats/abilities.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 10:00:53 -08:00
a485772e66 Consolidate secrets handling: Eagle uses public key only for JWT validation (#5398)
Security improvement: Eagle no longer has access to JWT private keys.

- JwtService.scala: Simplified to validation-only (removed signing methods)
- Loads public key from /etc/eagle0/keys/public.pem (shared volume from auth)
- Falls back to extracting public key from JWT_PRIVATE_KEY for backward compat
- AuthServiceImpl.scala: Local fallbacks throw UNIMPLEMENTED (signing in Go auth)
- docker-compose.prod.yml: Removed JWT_PRIVATE_KEY from Eagle, volume now read-only

Auth service unchanged - still bootstraps PEM files from JWT_PRIVATE_KEY env var.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 09:44:03 -08:00
e0212fa7a2 Fix unit placement deselection during setup phase (#5397)
Clicking a selected unit during setup would trigger a placement action
instead of deselecting the unit, because HasPlacementAction returned
true for the unit's own tile. Now the placement check excludes the
currently selected tile, allowing the deselection logic to run.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 09:32:23 -08:00
6e76ff0fbc Use commit-count based versioning for Mac builds (#5392)
Change version scheme from git describe (which picked up unrelated tags
like busybox-1.35.0) to commit-count based versions like 1.0.9548.

This gives automatic, always-incrementing version numbers that Sparkle
can properly compare for updates.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 09:17:59 -08:00
a37e0af028 Make DiplomacyResolutionLlmRequestGenerator protoless (#5396) (#5396)
* Update DEPROTO_PLAN.md with recent completions

- Mark Phase 9 (Utilities) as complete - MapGenerator now protoless
- Mark Phase 10 (History APIs) as complete - PersistedHistory accepts Scala types
- Add PRs #5373, #5378, #5381, #5390 to recent completions
- Update proto import inventory with current counts
- Update success criteria checklist

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Make DiplomacyResolutionLlmRequestGenerator protoless

Replace proto types with Scala equivalents:
- DiplomacyOfferStatus -> Status
- GeneratedTextRequest -> LlmRequestT
- Proto message types -> LlmRequestT enum cases

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 09:05:37 -08:00
d6704413d3 Fix Sparkle codesigning for XPC services (#5393)
- Use ditto instead of cp -R to copy Sparkle.framework (preserves bundle structure)
- Skip individual signing of Sparkle's internal XPC services, apps, and executables
- Use --deep flag when signing Sparkle.framework to handle its internal components
- Verify cached Sparkle.framework has proper symlink structure, re-download if corrupted

Fixes "bundle format unrecognized" error during codesigning.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 09:04:39 -08:00
be59f9775f Add deployment validation for env vars and Shardok connectivity (#5394)
After investigating a bad deployment where Eagle connected to "shardok"
instead of the actual Hetzner address, found the root cause: GitHub
Actions secrets can occasionally fail to load, causing the heredoc to
expand with default values instead of the actual secrets.

Changes:
- Add validation at deploy start to check critical env vars are present
- Add network connectivity check to Shardok before blue-green deployment
  (blocks deployment if Shardok is unreachable)
- Remove the misleading "shardok:40042" default - now SHARDOK_ADDRESS
  must be explicitly set, making configuration errors immediately obvious
- docker-compose.prod.yml now uses :? syntax to require SHARDOK_ADDRESS

The env var validation will abort deployment early with a clear error
message if secrets failed to load, rather than deploying with broken
config.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 09:00:13 -08:00
bebe050352 Add Scala ActionResultT overload to PersistedHistory.apply (#5390)
Add a new apply overload that takes Vector[ActionResultT] directly,
avoiding proto conversion at the call site. The conversion to proto
for storage still happens internally, but callers like NewGameCreation
can now pass Scala types directly.

Removed the unused proto-based apply overload since all callers that
need proto types use the case class constructor directly.

This makes NewGameCreation fully protoless.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 08:36:52 -08:00
77d6fc571b Fix logout button to return to connection panel instead of quitting (#5391)
The logout button was wired to QuitButtonClicked in the Unity scene,
causing the app to exit instead of returning to the connection panel.

- Change scene to wire logout button to OnLogoutClicked
- Make OnLogoutClicked public so it's visible in Unity inspector
- Remove redundant programmatic listener setup

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-17 08:32:46 -08:00
adminandGitHub 65e0ad93cc center the text in the rows in the lobby (#5389) 2026-01-16 17:05:35 -08:00
adminandGitHub 275cb0c563 Enable the Sign In With Apple button and fix the button layouts (#5388)
* add sign in with apple button (disabled)

* and the github icon

* add the apple button

* better stored account button support
2026-01-16 15:44:17 -08:00
d64f35b18a Add loading indicator when switching environments in lobby (#5365)
* Add loading indicator when switching environments in lobby

Shows "Switching environment..." text while waiting for the server
to respond after changing the environment dropdown. Text is cleared
when the lobby data arrives and populates the game lists.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* add lobby connection status and fix 16:10 aspect ratio

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-16 15:04:07 -08:00
adminandGitHub ac0c03af9b bad cast (#5387) 2026-01-16 08:40:28 -08:00
adminandGitHub 6b0d58a9e7 map and continue (#5386) 2026-01-16 08:25:01 -08:00
adminandGitHub fb56cf0029 wrong match (#5385) 2026-01-16 07:49:07 -08:00
adminandGitHub 70a5a517af more debugging (#5384) 2026-01-16 07:38:06 -08:00
adminandGitHub 6de07a70dc full stack trace in lockedSendLobbyUpdate (#5383) 2026-01-16 07:30:02 -08:00
8e64af7233 Make NewGameCreation protoless (#5381)
* Make NewGameCreation protoless

Convert NewGameCreation to build Scala ActionResultC internally instead of
protobuf ActionResult. Proto conversion now only happens at the boundary
when storing to PersistedHistory.

Changes:
- NewGameCreation.scala: Use ActionResultC, Scala RoundPhase, ChronicleEntry,
  FactionC, FactionRelationship instead of proto equivalents
- StartGameActionResultUtils.scala: Change from proto ActionResult to
  ActionResultC throughout
- GameParametersUtils.scala: Add provinceWithOverrideScala method
- Add withId methods to HeroT/HeroC and BattalionT/BattalionC traits
- Update BUILD.bazel files with visibility for new_game_creation package
- Update test to use Scala types

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* empty check

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-16 07:20:41 -08:00
ca91d3193e Fix missing newProvinces in ActionResultProtoConverter.toProto (#5382)
The toProto method was not serializing newProvinces, causing provinces
to be lost when persisting game state. This led to stack overflow during
game creation as the phase advancer would loop infinitely with no provinces.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-16 07:18:52 -08:00
1de12597d7 Export proto types from converters for caller visibility (#5380)
* Export proto types from converters for caller visibility

ActionResultProtoConverter and GameStateConverter return proto types,
so those proto dependencies need to be exported for callers to use
the return values.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix missing proto exports and ServerSetupHelpers warnings

- Export shardok_battle_scala_proto from ShardokBattleConverter
- Export game_state_scala_proto and shardok_battle_scala_proto from GamesManager
- Remove unused ManagedChannelBuilder import from ServerSetupHelpers
- Remove unused default parameter from private newShardokInterface method

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 14:17:08 -08:00
36c09cae77 Fix unused parameter warnings in CustomBattleManager (#5379)
- Add @unused annotation to parameters that are intentionally unused
  (userName and name parameters that need future verification)
- Add missing game_state_scala_proto dependency to BUILD.bazel
- Add CustomBattleManagerTest with tests for CustomBattleGameController

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 13:54:53 -08:00
83d159823a Remove proto ActionResult from Engine layer (#5378)
- Change EngineAndResults.results to return Vector[ActionResultT] (Scala) instead of Vector[ActionResult] (proto)
- Update PostResults to use Scala ActionResultT and ShardokBattle types
- Update GameController methods to use Scala types internally
- Add GeneratedTextRequestConverter for Scala-to-proto conversion when needed for LLM requests
- Add recipientFactionIds field to ClientTextVisibilityExtensionT trait

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 11:32:51 -08:00
5ce88f04d2 Remove Apple Sign-In debug logging (#5377)
Remove verbose debug logs that were added during Apple Sign-In debugging:
- Token exchange client_id/redirect_uri
- id_token length
- Parsed user info (id/email)

Error logging is retained for troubleshooting.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 11:15:52 -08:00
1bfcb343d9 Fix Apple id_token claims to handle both string and bool types (#5376)
Apple inconsistently returns email_verified and is_private_email as
either boolean (true/false) or string ("true"/"false"). Added custom
AppleBool type that unmarshals both formats.

Also added missing claims from Apple's documentation:
- nonce, nonce_supported, c_hash, auth_time

See: https://developer.apple.com/forums/thread/121411

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 10:36:46 -08:00
88b628b73f Add logging for Apple id_token parsing (#5375)
Log the id_token length and any parse errors to help debug
"Failed to parse user info" errors.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 10:29:51 -08:00
9004e6887a Fix Apple private key parsing for base64-encoded PEM (#5374)
The key is stored as base64-encoded PEM. The previous code base64
decoded it but then tried to use the result directly as key bytes.
The fix: after base64 decoding, PEM decode to extract the actual
key bytes.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 10:23:39 -08:00
c62b3d3166 Make MapGenerator return Scala types (#5373)
MapGenerator now returns Scala ProvinceT instead of proto Province.
GameParametersUtils works with Scala types internally, converting to
proto only in NewGameCreation when needed for ActionResult.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 10:08:35 -08:00
6d54312aec Fix auth deployment using wrong image tag (#5372)
docker-compose ignores AUTH_IMAGE env var for unknown reasons.
Fix with multiple approaches:

1. Tag pulled image as :latest locally (belt)
2. Pass AUTH_IMAGE explicitly on command line (suspenders)
3. Add debug output to diagnose .env file issues
4. Verify by comparing image digests, not tags

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 10:00:54 -08:00
c886ddc769 Make BattalionTypeLoader return Scala types (#5371)
BattalionTypeLoader now returns Scala BattalionType instead of proto.
GamesManager and NewGameCreation updated to use Scala types internally,
with conversion to proto only when needed for GameState updates.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 09:57:28 -08:00
f6a7545533 Fully separate auth and eagle deployments (#5370)
- Exclude auth paths from docker_build.yml triggers so eagle builds
  don't trigger when only auth code changes
- Remove `docker compose up -d auth` from docker_build.yml - auth is
  deployed exclusively by auth_build.yml now
- Delete unused deploy/update-env.sh and deploy/env.template

This prevents docker_build.yml from reverting auth to stale images
when it runs after auth_build.yml.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 09:28:46 -08:00
8d3bc914ed Make GameHistory APIs return Scala types (#5367)
* Make GameHistory APIs return Scala types

The GameHistory trait now returns ActionResultWithResultingState (pure
Scala) instead of ActionWithResultingState (proto-based). Internal
storage in InMemoryHistory and PersistedHistory still uses proto types
for file persistence, but the public API is now protoless.

Changes:
- GameHistory.all, since, sinceDate, last, recentResultsForRound now
  return Vector[ActionResultWithResultingState]
- withNewResults accepts Scala types and converts to proto for storage
- Added toScala() helper in history implementations
- Updated callers: EngineImpl, EagleServiceImpl, ChronicleEventGenerator,
  ActionResultFilter, GamesManager
- SavedGameUtils uses internal ActionWithProtoState for proto reflection
- Fixed Option[Date] comparisons with .forall() pattern

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Delete unused SavedGameUtils

This file was a standalone debugging utility that was never integrated
into the build (BUILD target was commented out). Removing it as cleanup.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 08:45:09 -08:00
844d7d8e50 Fix auth service deployment not updating container (#5368)
The crane+docker-load approach was causing image tagging issues where the
loaded image didn't have the expected registry tag, causing docker-compose
to not find the correct image.

Changes:
- Use simple `docker pull` instead of crane pull + docker load (since
  deploy server is already logged into the registry)
- Add verification that the running container is using the expected image
- Fail the workflow if container is running the wrong image

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 08:28:47 -08:00
cae2d47af0 Add Apple OAuth debugging and GitHub email fetch (#5364)
- Add comprehensive logging to Apple callback handler
- Fetch GitHub email from /user/emails when not in main response

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 07:34:46 -08:00
cc5c6422bd Improve OAuth flow by minimizing game before opening browser (#5363)
When user clicks an OAuth login button:
- Game window minimizes (Windows) or exits fullscreen (macOS/Linux)
- Browser opens and is immediately visible to user
- After auth completes (success or failure), game returns to foreground
- Fullscreen mode is restored if it was enabled

Adds WindowFocusManager utility with platform-specific native calls:
- Windows: P/Invoke to user32.dll (ShowWindow, SetForegroundWindow)
- macOS: Placeholder for native plugin, falls back to fullscreen toggle

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 07:22:23 -08:00
c71bf10c0e Add scalaActionResult to ActionWithResultingState and use Scala types in ActionResultFilter (#5362)
- Add precomputedScalaActionResult parameter and lazy scalaActionResult property to
  ActionWithResultingState, following the same pattern as scalaGameState
- Update GameHistory.withNewResultsScala to preserve Scala ActionResultT to avoid
  re-conversion
- Convert ActionResultFilter.includeForPlayer to use Scala types (ActionResultT,
  NotificationT, ActionResultType) instead of proto types
- Add UNIVERSALLY_VISIBLE_TYPES_SCALA constant with Scala ActionResultType values

This continues Phase 10 of the deproto migration, moving internal logic to use
Scala types while keeping proto for boundaries.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-15 07:18:52 -08:00
fd94d2ac8b Fetch GitHub email from /user/emails endpoint (#5358)
* Use single quotes in .env to handle JSON and special chars

Double quotes don't work when values contain embedded quotes
(like JWT_PRIVATE_KEY JSON). Single quotes treat content literally.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use exported env vars instead of .env file for deployment

The .env file approach was fragile for complex values like JSON
(JWT_PRIVATE_KEY) and base64 (APPLE_SIGNIN_PRIVATE_KEY).

Export environment variables directly in the deploy script so
docker compose reads them from the shell environment.

Also adds Apple Sign-In credentials to auth_build.yml workflow.

Note: Delete /opt/eagle0/.env on the server before deploying.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fetch GitHub email from /user/emails endpoint

GitHub only returns email in the /user endpoint if the user has made
their email public. For private emails, we need to call /user/emails.

This ensures we get the user's primary verified email even when they
have their email set to private on GitHub.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 21:40:10 -08:00
46f3c52174 Make GameStateViewFilter and GameStateViewDiffer protoless (#5360)
This PR completes Phase 7 of the deproto migration by making the view
filter and differ components work with Scala types internally, converting
to proto only at boundaries.

## New Scala Types

- `GameStateView` - full game state view
- `GameStateViewDiff` - diff between two game state views
- `ProvinceViewDiff` - diff for province views
- `HeroViewDiff` - diff for hero views
- `FactionViewDiff` - diff for faction views
- `FullProvinceInfoDiff` - diff for full province info
- `ShardokBattleView` - battle view type
- `Hostility` - enum for hostility levels

## New Converters

- `GameStateViewConverter` - converts Scala GameStateView to proto
- `GameStateViewDiffConverter` - converts Scala GameStateViewDiff to proto
- `ProvinceViewDiffConverter` - converts Scala ProvinceViewDiff to proto
- `HeroViewDiffConverter` - converts Scala HeroViewDiff to proto
- `FactionViewDiffConverter` - converts Scala FactionViewDiff to proto
- `ShardokBattleViewConverter` - converts Scala ShardokBattleView to proto
- `HostilityConverter` - converts Scala Hostility to proto

## Updated Components

- `GameStateViewFilter` - now returns Scala `GameStateView`
- `GameStateViewDiffer` - now uses Scala diff types internally
- `ActionResultFilter` - converts Scala diff to proto at boundary
- `HumanPlayerClientConnectionState` - converts Scala GameStateView to proto

## Test Updates

- Updated tests to use Scala `ProvinceOrderType` instead of proto

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 21:39:37 -08:00
8e952c3611 Add validation for empty hexMapName when creating battles (#5359)
Fail fast with a clear error message if a province has an empty
hexMapName when a battle is being created. Previously this would
fail downstream in Shardok with a generic "Must include map path"
error, making it harder to diagnose.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 21:23:12 -08:00
a61be38ea6 Use exported env vars instead of .env file for deployment (#5357)
* Use single quotes in .env to handle JSON and special chars

Double quotes don't work when values contain embedded quotes
(like JWT_PRIVATE_KEY JSON). Single quotes treat content literally.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use exported env vars instead of .env file for deployment

The .env file approach was fragile for complex values like JSON
(JWT_PRIVATE_KEY) and base64 (APPLE_SIGNIN_PRIVATE_KEY).

Export environment variables directly in the deploy script so
docker compose reads them from the shell environment.

Also adds Apple Sign-In credentials to auth_build.yml workflow.

Note: Delete /opt/eagle0/.env on the server before deploying.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 20:49:35 -08:00
4120196f11 Include state parameter in OAuth callback redirect (#5356)
* Include state parameter in OAuth callback redirect

When redirecting from /oauth/callback to /invite/{code}/callback,
include the state parameter so the invitation handler can look up
the OAuth result.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Quote values in .env file to handle special characters

Base64-encoded values contain / characters that break unquoted
.env parsing. Wrap all values in double quotes.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 20:28:48 -08:00
191ee501f4 Add Apple Sign-In secrets to deploy workflow (#5355)
Pass APPLE_SIGNIN_CLIENT_ID, APPLE_TEAM_ID, APPLE_SIGNIN_KEY_ID,
and APPLE_SIGNIN_PRIVATE_KEY to the auth container during deployment.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 20:19:27 -08:00
9a26173ceb Fix connection background layer bleeding into lobby screen (#5354)
Add connectionBackgroundLayer field to ConnectionHandler that can be
linked in the Unity Editor. The layer is hidden when entering the lobby
and shown when returning to the connection screen.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 20:11:49 -08:00
7cf2072dad Simplify client invitation flow and fix OAuth issues (#5353)
* Remove invitation code handling from Unity client

Account creation now happens on the web landing page, so the client
no longer needs to handle invitation codes.

Removed:
- InvitationCodeManager.cs (entire file)
- Invitation code parameter from AuthClient.GetOAuthUrlAsync()
- OAuthStatus.InvitationRequired handling in AuthClient
- OnInvitationRequired event and handlers in OAuthManager
- Invitation code panel UI fields in ConnectionHandler
- OnInvitationRequired and OnSubmitInvitationCodeClicked methods

The display name panel is retained for edge cases where a user
somehow doesn't have a display name set.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix OAuth issues on landing page

- Fix Apple OAuth redirect_uri mismatch in token exchange
  The token exchange was using /oauth/callback but the auth request
  uses /oauth/apple/callback, causing redirect_uri mismatch error

- Add nginx route for /oauth/apple/callback
  Apple OAuth uses form_post response mode which posts to a separate
  callback path that wasn't proxied through nginx

- Add credential validation in GetAuthURL
  Only show OAuth buttons if provider credentials are configured,
  preventing broken auth URLs when client ID/secret are missing

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Pass GitHub and Apple OAuth credentials to auth container

The GH_OAUTH_CLIENT_ID/SECRET and Apple Sign-In credentials were
set in GitHub secrets but not passed to the auth service container
in docker-compose.prod.yml, causing the OAuth providers to appear
unconfigured.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update OAuth tests to expect error on empty credentials

The credential validation now returns an error for empty client ID
or client secret, so update the test to expect this behavior.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 20:10:22 -08:00
c6c7430dce Delete unused RansomOfferHelpers and its tests (#5351)
RansomOfferHelpers had no production callers - it was only tested.
The ransom offer logic in CommandChoiceHelpers already uses
Scala DiplomacyOptionType.Ransom and Scala RansomOfferDetails.

This removes the last 3 proto imports from command_choice_helpers/.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 19:46:20 -08:00
c4fc30d0bd Fix registry cleanup script to use JSON output for reliable parsing (#5352)
The doctl --format output was being incorrectly parsed, causing the script
to read size values (18.67 MB) as dates. This resulted in all images being
deleted, including those with the 'latest' tag.

Switch to --output json with jq parsing for reliable field extraction.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 19:45:33 -08:00
b6dd273c12 Add GitHub OAuth button support in Unity client (#5343)
* Add GitHub OAuth button support in Unity client

- Add githubLoginButton and githubProviderIcon properties
- Add click handler for GitHub OAuth login
- Update stored account icon logic to show GitHub icon

Unity editor changes (button assignment, icon sprite) to follow.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add GitHub OAuth button and update login UI layout

- Add GitHub login button with github-mark.png icon
- Add additional Google button image variants
- Update Gameplay.unity scene with OAuth button layout
- Remove orphaned SparklePlugin.bundle.meta

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 19:35:53 -08:00
56df06d21b Web-based invitation flow with OAuth on landing page (#5349)
Move account creation from Unity client to the web landing page.
Users now complete OAuth sign-in and display name selection in the
browser before downloading the client.

New flow:
1. User visits /invite/{code} → sees OAuth buttons
2. User clicks provider → OAuth flow
3. Existing user: redirect to download page (code not consumed)
4. New user: show display name form → create account → redeem code
5. Download page with platform-specific installer links

Changes:
- Landing page shows OAuth buttons instead of download buttons
- New routes: /invite/{code}/auth/{provider}, /invite/{code}/callback,
  /invite/{code}/set-name, /invite/{code}/download
- HMAC-signed cookies for session management between OAuth and form
- 4 new HTML templates: landing, display name form, download, error
- Legacy .bat/.command handlers retained for backwards compatibility

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 19:34:45 -08:00
a7a64fea11 Add GH_OAUTH secrets to deployment workflows (#5350)
Pass GH_OAUTH_CLIENT_ID and GH_OAUTH_CLIENT_SECRET through both
auth_build.yml and docker_build.yml to enable GitHub OAuth login.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 19:32:08 -08:00
b48a44d910 Delete unused stats() method from IncomingArmyUtils (#5348)
The stats() method that returns proto ArmyStats has no callers.
Removing it eliminates both proto imports from IncomingArmyUtils.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 19:20:25 -08:00
4bec466f54 Add GitHub and Apple to OAuth provider mapping (#5346)
The providerToString and stringToProvider functions were missing
cases for GITHUB and APPLE providers, causing them to return
"unknown" which resulted in "unsupported provider" errors.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 19:14:34 -08:00
84be65cfc3 Delete unused proto overloads from StatWithConditionUtils and ProvinceEventUtils (#5345)
- StatWithConditionUtils: Remove supportSc() and scWithRanges() proto versions
  (only Scala versions supportScala() and scWithRangesScala() were being used)
- ProvinceEventUtils: Remove all proto overloads (only Scala overloads used)
- Remove proto dependencies from BUILD.bazel files

Both files are now completely protoless.
Other Utilities: 13 → 9 proto imports (5 → 3 files)
Total: ~84 → ~80 proto imports remaining

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 19:09:09 -08:00
3834471840 Make ProvinceView use Scala ProvinceEvent instead of proto (#5341)
- Update ProvinceView.knownEvents from proto ProvinceEvent to Scala type
- Update ProvinceViewConverter to convert events with ProvinceEventConverter
- Update ProvinceViewFilter to work with Scala events internally:
  - Remove proto import
  - Use Scala overloads of ProvinceEventUtils checkers
  - Simplify event filtering logic
- Add visibility for event target to proto_converters/view and model/view

ProvinceViewFilter is now completely protoless - zero proto imports.
View filters directory reduced from 4 proto imports to 3 (in 2 files).

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 18:39:52 -08:00
fdeb2ccf20 Add isEagleGame() for routing decisions, fix remaining lazy-load bugs (#5344)
- Add GamesManager.isEagleGame(gameId) wrapper for routing decisions
  with clear documentation warning against using gameControllerInfos directly
- Fix postCommand routing for ShardokCommand and PlacementCommands
  to use isEagleGame() instead of checking empty gameControllerInfos map
- Update streamOneUpdate to use isEagleGame() for consistency

These are the remaining places that had the same bug pattern as the
streamOneUpdate fix (PR #5342): after deployment the map is empty,
causing Eagle games to be incorrectly routed to customBattleManager.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 18:34:01 -08:00
f10a749ffe Fix StreamGameRequest to lazy-load games before routing (#5342)
The streamOneUpdate function was checking if the game was already in
gameControllerInfos to decide between gamesManager and customBattleManager.
After deployment (empty map), Eagle games would incorrectly route to
customBattleManager, which doesn't load the game. Then subsequent commands
would fail with "key not found".

Fix: Call ensureGameLoaded first to try loading the game from storage.
If it loads successfully, use gamesManager. If not (game doesn't exist),
fall back to customBattleManager.

Also made ensureGameLoaded public so EagleServiceImpl can call it.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 18:22:52 -08:00
f636b2b0df Server: ensure game is loaded before processing commands (#5339)
Add ensureGameLoaded() calls to:
- postCommand, postShardokCommand, postPlacementCommands
- joinGame case None (for started games)

This handles the case where a command arrives before the game subscription
has loaded the game into memory. The check is cheap (map contains) if the
game is already loaded.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 18:07:12 -08:00
cb0111a00f Make HeroViewFilter return Scala types instead of proto (#5336)
* Make HeroViewFilter return Scala types instead of proto

- Create HeroView.scala - Scala case class for the hero view type
- Create HeroViewConverter - converts Scala HeroView to proto
- Update HeroViewFilter to return Scala HeroView
- Update GameStateViewFilter to convert to proto at the edge
- Update AvailableCommandConverter to convert HeroView at the edge
- Update tests to use Scala types

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Consolidate DEPROTO_PLAN.md files and update with current stats

- Move detailed proto import inventory from root DEPROTO_PLAN.md to docs/
- Delete root level DEPROTO_PLAN.md (duplicate)
- Update all proto import counts based on current codebase state:
  - Total: ~85 imports remaining (down from 149)
  - Command choice helpers: 3 imports in 1 file (was 57 in 17)
  - View filters: 4 imports in 3 files
  - LLM generators: 56 imports in 34 files
- Add HeroViewFilter to recent completions (PR #5336)
- Update Phase 7 table with current view filter statuses

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 16:10:54 -08:00
508bfabece Add tutorials for all command panels (#5335)
* Add tutorials for all remaining command panels

Add 21 new command tutorials:
- Travel, Return, Diplomacy, Send Supplies, Recon
- Divine, Issue Orders, Control Weather, Swear Brotherhood
- Apprehend Outlaw, Suppress Beasts, Exile Vassal
- Handle Captured Hero, Manage Prisoners, Decline Quest
- Start Epidemic (plague), Handle Riot (3 variants)
- Attack Decision, Free-For-All Decision, Resolve Tribute

All command panels now have tutorials that appear after onboarding.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix tutorial text accuracy and remove duplicates

- Rest: Only restores hero vigor, not troops
- Feast: Adds vigor alongside loyalty, cost based on hero count
- Travel: Goes to town within province, enables various activities
- Organize Troops: Emphasize hiring battalions, mention requirements
- Remove End Turn step (no End Turn button in Eagle)
- Remove duplicate Diplomacy tutorial (command panel version remains)

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix Trade, Travel, and Return tutorial descriptions

- Trade: Exchange food/gold within province, market takes cut
- Travel: Mention multiple actions per turn, reference Return
- Return: Opposite of Travel, returns to camp and ends turn

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 15:44:44 -08:00
de532a3448 Make FactionViewFilter return Scala types instead of proto (#5334)
* Make FactionViewFilter return Scala types instead of proto

- Create FactionView.scala - Scala case class for the view type
- Create FactionViewConverter - converts Scala FactionView to proto
- Create FactionRelationshipViewConverter - converts FactionRelationship to proto view
- Update FactionViewFilter to return Scala FactionView
- Update GameStateViewFilter to convert to proto at the edge
- Update tests to use Scala types

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update DEPROTO_PLAN.md with recent progress

- Actions layer now at 0 proto imports (PR #5332)
- ProvinceUtils converted to Scala BattalionType (PR #5333)
- FactionViewFilter returns Scala types (PR #5334)
- Updated summary table and success criteria
- Reorganized remaining work into clear phases

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 14:25:16 -08:00
29c3d5f2c1 Add contextual tutorials for command panels (#5329)
* Add contextual tutorials for command panels

When a command panel is shown for the first time (after onboarding
completes), display a tutorial explaining what the command does
and its options.

- Hook CommandSelector.Show() to trigger tutorial events
- Add OnCommandPanelShown() to TutorialTriggerRegistry
- Create tutorials for: Improve, Alms, March, Defend, Rest, Trade,
  Feast, Hero Gift, Train, Arm Troops, Organize Troops, Recruit Heroes
- Improve tutorial includes tip about selecting heroes via dropdown
  or by clicking in the Resident Heroes panel

All command tutorials require onboarding completion before showing.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix command panel tutorial trigger timing and step count display

Two fixes:

1. Move tutorial trigger from Show() to UpdateAvailableCommand()
   - Show() only fires when selector changes, not when same command is re-selected
   - During onboarding, users explore commands but prerequisites aren't met yet
   - After onboarding, re-selecting same command wouldn't trigger Show()
   - UpdateAvailableCommand() fires every time a command is selected

2. Use visible step count instead of total step count
   - Onboarding has 16 total steps but includes hidden wait steps and tactical steps
   - Add VisibleStepCount and GetVisibleStepIndex to TutorialSequence
   - Now shows "Step 3 of 15" (visible) instead of "Step 3 of 16" (total)

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Mark onboarding complete after strategic portion, fix highlight

Two fixes:

1. Add MarksOnboardingComplete flag to TutorialStep
   - When set, marks onboarding complete when that step finishes
   - Set on "strategic_complete" step so command tutorials can appear
   - Tactical portion continues when battle becomes available

2. Remove highlight from "Province Commands" step
   - Was causing yellow box to appear over modal text
   - The buttons are explained in the text, no highlight needed

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix command panel tutorials: step count, trigger timing, and highlight

- VisibleStepCount now stops at MarksOnboardingComplete step (8 vs 15)
- Allow contextual tutorials to interrupt hidden DisplayMode.None steps
- Restore Province Commands highlighting with HighlightBoundsFromChildren
- Add defensive highlight clearing before showing new modals

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix command tutorial positioning, initial trigger, and switching

- Position command tutorials above CommandPanel using AdjacentTargetPath
- Track last command shown and re-trigger after onboarding completes
- Allow command tutorials to interrupt each other when switching commands
- Same command tutorial won't restart if already showing

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Register CommandPanel target and add debug logging

- Add CommandPanel to TutorialTargetRegistry static targets
- Register commandPanel from EagleGameController on tutorial init
- Add debug logging to RetriggerLastCommandTutorial for diagnosis

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix command tutorial timing and switching behavior

- Defer RetriggerLastCommandTutorial until after advancing to hidden step
  (was firing while onboarding modal was still active)
- When switching to a command whose tutorial is already completed,
  hide the current command tutorial without marking it complete

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Delay onboarding start until first model update

Move StartOnboarding() from SetUpGame() to SwapModel() so it runs after
the first game model is received and UI panels are populated. This
prevents the tutorial from appearing before the province info panel
is visible/positioned.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Link CommandPanel in TutorialTargetRegistry and enable debug logging

- Add CommandPanel reference for tutorial positioning
- Enable tutorial debug logging for testing

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 14:13:32 -08:00
7b118f24b6 Convert ProvinceUtils to use Scala BattalionType (#5333)
Replace proto BattalionType import with Scala version in
ProvinceUtils.availableBattalionTypeIds method. Update test
to use Scala BattalionType with helper function for test data.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 13:52:21 -08:00
2ddb627c58 Remove proto enum import from Actions layer (#5332)
Use Scala ActionResultType enum instead of proto enum in
ChronicleEventGenerator. This completes the deproto migration
for the Actions layer (0 proto imports remaining).

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 13:43:29 -08:00
154fac85a5 Remove legacy proto CommandSelection and rename ScalaCommandSelection (#5330)
- Delete old proto-based CommandSelection class
- Rename ScalaCommandSelection to CommandSelection
- Delete ProtoCommandChooser and ProtoCommandChooserImplicits
- Delete ProtoAvailableCommandSelector
- Update all imports (47 files) to use CommandSelection
- Remove proto dependencies from BUILD.bazel files
- Delete AvailableCommandSelectorTest (tested deleted proto functionality)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 13:13:27 -08:00
5e61f43183 Make CommandChoiceHelpers and AI clients protoless (#5326)
* Make CommandChoiceHelpers protoless

Convert all command choice helper files to use Scala types instead of
proto types. This eliminates proto dependencies from the command
selection logic in the library.

Key changes:
- Update AvailableCommandSelector, CommandChoiceHelpers, and all
  command selector files to use Scala AvailableCommand/SelectedCommand
- Convert CommandSelection to ScalaCommandSelection throughout
- Update action files (EndHandleRiotsPhaseAction,
  PerformVassalCommandsPhaseAction, PerformVassalDefenseDecisionsAction)
  to work with Scala commands directly
- Update all quest command choosers to use Scala types
- Fix ArmedBattalion Scala definition (battalionTypeId -> newArmament)
- Add exports to combat_unit_selector BUILD.bazel

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Make AI clients protoless

Convert AI client source and test files to use Scala AvailableCommand
and ScalaCommandSelection types instead of proto types.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update CommandChoiceHelpers tests to use Scala types

Convert test files to use Scala AvailableCommand and ScalaCommandSelection
types instead of proto types. Also includes additional source updates for
AvailableCommandSelector and CommandChooser.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix remaining test conversions to Scala types

- Fix CommandChoiceHelpersTest to use DiplomacyAvailable Scala type
- Convert ExpandCommandSelectorTest fixtures from proto to Scala types
- Remove tests that relied on ScalaPB .update() lens syntax (marked with TODO)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix AIClient and GameController to use Scala types consistently

- AIClient now works entirely with Scala command types
- GameController.withPostedCommand accepts Scala SelectedCommand
- postHumanCommand converts proto to Scala at the API boundary
- All 202 tests pass

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Restore 5 missing tests in ExpandCommandSelectorTest

Tests were removed during protoless migration because they used ScalaPB
.update() lens syntax. Rewrote them using .copy() syntax:
- "return nothing if not enough heroes can move to keep balance"
- "move some heroes to a friendly province if there's an imbalance"
- "return a march command with one hero if that's close enough"
- "return a march command with hero count rounding up if possible"
- "keep hero count balanced even if lots are available"

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 12:58:47 -08:00
a79209891d Tutorial row highlighting for province info, warlord, and vassals (#5328)
* Add tutorial row highlighting for province info, warlord, and vassals

- Highlight entire Province Info panel for province_stats step
- Register hero table rows dynamically for tutorial targeting
- Add WarlordRow target highlighting for heroes_warlord step
- Add VassalRow1+VassalRow2 combined highlight for heroes_vassals step
- Add AdditionalHighlightTargets field for multi-element highlights
- Add HighlightMultiple method to compute combined bounding boxes
- Add GetRowRectTransform helper to EventBasedTable

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Clamp tutorial highlights to stay within screen bounds

Adds screen bounds clamping to both PositionHighlight and
PositionHighlightMultiple methods to prevent highlights from
going off-screen. Uses a 5px margin from canvas edges.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add highlighting for Command Buttons tutorial step

The command_buttons step had AdjacentTargetPath for panel positioning
but was missing TargetGameObjectPath for highlighting. Added both
TargetGameObjectPath and HighlightPulsing to show the highlight.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix highlight bounds to stay within screen

Two fixes for tutorial highlighting:

1. Account for HighlightPadding in screen bounds clamping - the padding
   was added to size AFTER clamping, pushing edges off-screen again.
   Now the margin includes HighlightPadding so final bounds stay on screen.

2. Add HighlightBoundsFromChildren option for containers where the
   RectTransform is larger than visible content. When enabled, highlight
   bounds are computed from active child elements instead of the target's
   own RectTransform. Used for CommandButtonsPanel where buttons are
   85x85 with 5px spacing.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Point CommandButtonsPanel to actual button container

Changed the reference to target the button container directly
rather than the larger parent panel.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 12:25:08 -08:00
cbcad13d23 Tutorial: non-blocking positioned panels with updated content (#5322)
* Tutorial: non-blocking panels with positioning and updated content

- Add TutorialPanelAnchor enum (Center, Left, Right, Top, Bottom)
- Add BlocksInteraction property to TutorialStep for non-modal tutorials
- Update TutorialModalPanel with PositionPanel() method for anchored placement
- Update TutorialUIManager fallback UI to support positioning and non-blocking
- Revise tax/Support content: explain taxes provide both Gold AND Food
- Add vassals tutorial step with loyalty mechanics warning
- Set province-related tutorial steps to non-blocking and right-anchored

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Tutorial: smaller panel, adjacent positioning, Support highlight

- Reduce panel size from 800x550 to 500x400
- Reduce font sizes (title 28, desc 18, progress 14, buttons 16)
- Add AdjacentTargetPath property to position panel next to UI elements
- Add PositionAdjacentTo() method for target-relative positioning
- Highlight Support field during Support tutorial step
- Fix "Give Alms" to say "costs Food" not "costs Gold"
- Fix turn cycle text (no End Turn button - turns end automatically)
- Fix vassals text: "feasts" instead of "victories"
- Emphasize that commands are safe to explore until Commit

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Tutorial: add TutorialTargetRegistry for Unity-linked targets

- Create TutorialTargetRegistry component with serialized fields for UI targets
- Add TargetRegistry reference to TutorialManager
- Update TutorialUIManager to use registry instead of GameObject.Find
- Update TutorialModalPanel to use registry for adjacent positioning
- Registry provides drag-and-drop configuration in Inspector
- Falls back to GameObject.Find for unregistered targets

Supported targets:
- ProvinceInfoPanel, SupportField, AgricultureField, EconomyField,
  InfrastructureField, HeroesPanel, CommandButtonsPanel, ImproveButton,
  AlmsButton, MarchButton, CommitButton, BattleButton

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Tutorial: support dynamic target registration for prefab buttons

- Remove individual command button fields (ImproveButton, AlmsButton, etc.)
- Remove BattleButton (not needed yet)
- Add RegisterTarget/UnregisterTarget methods for runtime registration
- Command buttons can be registered when instantiated from prefabs

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add TutorialTargetRegistry.cs.meta

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Tutorial: fix Infrastructure description

- Infrastructure improves troop armament and disaster resilience
- Note that all three stats increase storage capacity

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Tutorial: increase panel size to 540x500

Panel was too small, causing title to clip at top and buttons below bottom.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Tutorial: soften Warlord warning text

Changed from "game over" to "protect them" - the full mechanic
is more nuanced and doesn't need to be explained in onboarding.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Tutorial: add debug logging for highlight targeting

Helps diagnose why Support field highlight may not be appearing.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add diagnostic logging to debug registry lookup and panel positioning

- Log TutorialManager.Instance and TargetRegistry state
- Log which target is found (static vs dynamic vs not found)
- Log panel positioning anchor and resulting position
- Log step details when Show() is called

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Wire TutorialTargetRegistry to TutorialManager in scene

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix tutorial panel positioning and highlight sizing

- Add screen bounds clamping to prevent panels from going off-screen
- Add Top/Bottom positioning support for adjacent panel placement
- Fix highlight frame using canvas-local coordinates instead of screen coords
- Position Warlord/Vassals panels adjacent to HeroesPanel
- Position Command panel above CommandButtonsPanel with highlight

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Clean up debug logging and remove command button highlight

- Remove diagnostic debug logs from TutorialModalPanel and TutorialTargetRegistry
- Remove command buttons highlight (panel keeps oversized element bounds)
- Keep panel positioning adjacent to CommandButtonsPanel

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 11:31:25 -08:00
9e7eaa6367 Fix diplomacy commands not deducting gold costs (#5327)
The diplomacyOptionTypeToOption method was incorrectly setting goldCost=0
for all diplomacy types (Alliance, Truce, Invitation, BreakAlliance).
This meant gold was never deducted when these commands were executed.

Fix uses the proper settings values for each diplomacy type.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 10:37:41 -08:00
3fc8589847 Add GitHub and Apple OAuth provider support (#5323)
Server-side implementation for GitHub and Apple Sign-In OAuth:

- Add OAUTH_PROVIDER_GITHUB and OAUTH_PROVIDER_APPLE to auth.proto enum
- Add GitHub OAuth config (standard OAuth 2.0 flow)
- Add Apple Sign-In config with JWT client_secret generation
- Handle Apple's POST callback and id_token parsing for user info
- Support per-provider callback URLs (Apple requires /oauth/apple/callback)

Environment variables required:
- GitHub: GH_OAUTH_CLIENT_ID, GH_OAUTH_CLIENT_SECRET
- Apple: APPLE_SIGNIN_CLIENT_ID, APPLE_SIGNIN_KEY_ID, APPLE_SIGNIN_PRIVATE_KEY
  (APPLE_TEAM_ID already exists for notarization)

Client UI changes will follow in a separate PR.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 08:16:54 -08:00
abec33585d Improve onboarding tutorial flow and simplify UI buttons (#5321)
* Improve onboarding tutorial flow and simplify UI buttons

- Revise onboarding to focus on the single starting province:
  - Province stats (Agriculture/Economy/Infrastructure)
  - Support importance (40 by January for taxes)
  - Faction Head and hero panel
  - Command buttons (Improve and Give Alms)
  - Turn cycle explanation

- Simplify tutorial modal buttons to just two options:
  - "Continue" - advance to next step
  - "Skip Tutorial" - skip all remaining steps (onboarding only)
  - Remove redundant "Skip" button (was identical to Continue)

- Add note in welcome step about restarting from Settings

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use "Warlord" instead of "Faction Head" in tutorial

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 07:20:36 -08:00
e82c174814 Add diagnostic logging for stalled LLM text generation (#4711)
Add lastUpdateAtMillis field to IncompleteClientText to track when data
was last received from the LLM stream. This enables better diagnosis of
stalled incomplete texts by distinguishing between:
- Streams that stalled immediately (small partialLen, secsSinceLastUpdate ≈ secsSinceRequest)
- Streams that received data then went silent (larger partialLen, secsSinceLastUpdate << secsSinceRequest)

This helps verify the hypothesis that HTTP/2 streams can go into a zombie
state where no data, error, or completion is received.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 07:02:38 -08:00
38732c9255 Improve Unity Library/ cache resilience (#5320)
1. Separate cache paths per platform (/tmp/eagle0/Library-mac vs Library-windows)
   - Prevents cross-platform contamination if runners share /tmp

2. Only persist cache on successful builds
   - Prevents failed builds from poisoning the cache

3. Exclude Library/Bee/ from cache
   - Bee contains DAG files with hardcoded paths that become stale
   - Prevents "Data at the root level is invalid" XML errors
   - ScriptAssemblies and ShaderCache are still cached for speed

Also adds clean: true to Windows Unity workflow.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 06:53:47 -08:00
7cd56e5980 Fix token mismatch causing connection retry loop after deploy (#5308)
Two related fixes for handling stale game state after blue-green deploy:

Server (EagleServiceImpl.scala):
- Catch "Token mismatch" exceptions in postCommand and return BAD_TOKEN
  status instead of throwing an exception
- Previously the exception caused an RPC error, bypassing the client's
  BAD_TOKEN handling which refreshes game state

Client (PersistentClientConnection.cs):
- When WriteAsync times out or fails, dispose the dead connection and
  schedule reconnect
- Previously the connection was left in a zombie state (appeared alive
  but couldn't communicate)
- Add better logging for write errors

Root cause: After a deploy, the client reconnects but may have stale
game state. When posting a command with an old token, the server threw
an exception instead of returning BAD_TOKEN. The client didn't know to
refresh its state, and the stale command stayed in the retry queue.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 06:42:11 -08:00
454d4e2fc7 Remove GoDice Bluetooth dice integration (#5312)
* Remove GoDice Bluetooth dice integration

The GoDice integration for physical Bluetooth dice was incomplete and
causing Mac build failures due to orphaned .meta files for plugin
binaries that weren't tracked in git.

This commit removes all GoDice-related code:
- Deleted Assets/Bluetooth folder with all dice interface code
- Removed DarwinGodiceBundle.bundle.meta and GoDiceDll.dll.meta
- Removed RollFetcher interface and references from game models
- Removed GoDice settings from SettingsPanelController
- Updated ShardokGameModel to always pass null for rolls (server
  generates random rolls when no physical roll is provided)

The feature can be re-added later when there's time to properly
implement and test GoDice integration.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove GoDice Canvas with orphaned script references

Removed the GoDice Canvas GameObject from the scene which contained
components referencing the deleted Bluetooth/RollPanelController scripts.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove GoDice plugin build steps from CI

Since GoDice integration is removed, no need to build the
DarwinGodiceBundle or GoDiceDll plugins in CI.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 06:30:26 -08:00
7ad5ebdb56 Re-enable Sparkle auto-update integration for Mac builds (#5318)
* Add native Sparkle plugin to enable Mac auto-updates

The Sparkle framework was being injected into the app bundle, but
nothing was initializing it. This adds:

- Native Objective-C plugin (SparklePlugin.m) that initializes
  SPUStandardUpdaterController at runtime
- C# wrapper (SparkleUpdater.cs) for Unity to call the native plugin
- SparkleInitializer.cs uses RuntimeInitializeOnLoadMethod to
  automatically initialize Sparkle at app startup
- Build script to compile the plugin as a universal binary

The plugin is weak-linked against Sparkle.framework, which is injected
separately by inject_sparkle.sh during the build process.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Convert Sparkle plugin build from clang to Bazel

- Add Sparkle framework as http_archive dependency in MODULE.bazel
- Add BUILD.sparkle to import the framework
- Add BUILD.bazel for SparklePlugin using macos_bundle rule
- Update build_sparkle_plugin.sh to use Bazel instead of direct clang
- Register Apple CC toolchain extension

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix symbol exports for SparklePlugin native library

The C functions need to be exported with visibility("default") and
explicit linker flags for Unity P/Invoke to find them. Without this,
the bundle binary had no exported symbols.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Re-enable Sparkle auto-update integration for Mac builds

Restores Sparkle integration that was temporarily removed in #5317:
- Restore inject_sparkle.sh script
- Add Sparkle injection step to mac_build.yml
- Re-enable Sparkle signing and appcast updates in deploy step

Combined with native SparklePlugin that initializes Sparkle at runtime.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Build SparklePlugin.bundle before Unity build

The SparklePlugin.bundle.meta file tells Unity to include the plugin,
but the actual bundle needs to be built by Bazel first.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Convert SparklePlugin Info.plist to XML format

Unity's build system requires Info.plist files in XML format,
but Bazel outputs them in binary plist format.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 05:28:58 -08:00
1e3ae0d82c Fix ArmedBattalion field name: battalionTypeId -> newArmament (#5319)
The ArmedBattalion.battalionTypeId field was misnamed - it represents
the armament level to raise troops to, not a battalion type ID.
Renamed to newArmament to match the proto field name and the
semantic meaning.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 22:46:17 -08:00
92efdbae8b Remove Sparkle auto-update integration from Mac builds (#5317)
* Remove Sparkle auto-update integration from Mac builds

Temporarily removing Sparkle integration to get Mac builds working:
- Remove inject_sparkle.sh script and workflow step
- Make mac_build_handler's Sparkle private key optional
- Skip Sparkle signing and appcast updates when no key provided

This allows Mac builds to complete without Sparkle. Auto-updates can
be re-enabled later once the basic build pipeline is stable.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use clean checkout to remove stale SparklePlugin.bundle

The runner had a leftover SparklePlugin.bundle from previous builds
which was causing Unity to fail when trying to process it.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 22:28:17 -08:00
378d3f6828 Fix crash when LLM responses arrive for deleted games (#5315)
When warmup games (or any games) are deleted while LLM requests are
in flight, the async responses would crash with "key not found" because
GamesManager used direct Map access that throws NoSuchElementException.

This caused two problems:
1. The exception disrupted LLM response processing
2. Other games' text generation could get blocked as a result

Changed three methods to use safe .get() access and gracefully ignore
responses for deleted games:
- receiveStreamingLlmResponses: logs and returns early
- receiveStreamingLlmFailure: logs and returns early
- aiPlayers: returns empty vector

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 22:02:51 -08:00
ca0b3930dc Delete unused DateProtoUtils (#5314)
DateProtoUtils has no production callers - it's dead code that only
has a test file. The Scala Date type at model/state/date/ is the
preferred way to work with dates in the codebase.

Proto imports in library/ after this change: 143

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 18:26:09 -08:00
99fef8312b Move IDable to test code (#5313)
IDable is a test-only utility that provides mapify* helper methods
for converting proto collections to Maps. This moves it from the
main library/ directory to test code.

Changes:
- Inline IDable methods in StartGameActionResultUtils (the only main
  code user)
- Move IDable.scala to src/test/scala/net/eagle0/eagle/library/util/
- Update all test BUILD.bazel files to use the test version

Proto imports in library/ after this change: 145

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 18:25:16 -08:00
cdb8631e91 Make IncomingArmyUtils protoless (#5310)
Delete all proto overloads from IncomingArmyUtils since all callers use
Scala types. This required adding an export to ProvinceOrderTypeConverter
to properly expose the proto type to callers.

Proto imports in library/: 149 → 146

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 17:35:37 -08:00
7c0bbd8b9a Delete unused ArmyUtils (#5311)
ArmyUtils.heroCount and ArmyUtils.troopCount methods are never called.
Delete the file entirely.

Proto imports in library/: 149 → 147

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 17:35:10 -08:00
7c9e434430 Add comprehensive proto import inventory to DEPROTO_PLAN (#5306)
Document all 149 proto imports in library/ with:
- Proto deps by BUILD.bazel file (for build-level tracking)
- Detailed imports by file/line (for code-level tracking)
- Cleanup priority candidates

This inventory makes it easier to track deproto progress.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:57:00 -08:00
239d626ac1 Fix Mac build artifact handling to preserve .app bundle structure (#5305)
The issue was that upload-artifact uploads directory *contents*, not
the directory itself. So uploading eagle0.app resulted in an artifact
containing Contents/... without the eagle0.app wrapper. When downloaded,
this corrupted the .app bundle structure.

Fix by:
- Zip the .app bundle with ditto before uploading (preserves structure
  and macOS extended attributes)
- Unzip after downloading to restore the proper .app bundle
- Clean download directories before extracting to avoid stale state

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:53:18 -08:00
bb1f3929c3 Fix proto workflow triggers and remove redundant workflow (#5303)
- Fix unity_build.yml and mac_build.yml to trigger on actual client
  proto directories instead of non-existent src/main/proto/** path
- Trigger on: common/**, shardok/**, eagle/api/**, eagle/common/**,
  eagle/views/** (excludes eagle/internal/** which is server-only)
- Remove build_protos_test.yml as redundant (unity/mac builds run
  build_protos.sh)

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:47:46 -08:00
8fb218d8ee Remove proto overloads from diplomacy resolution factories (#5302)
Delete proto GameState overloads from AvailableResolve*CommandFactory
classes since they now use only Scala types. Move package.scala with
proto helper functions to test directory. Convert break alliance test
to use Scala types.

Reduces proto imports in library/ from 192 to 168.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:43:09 -08:00
c85973edda Remove unused client presigner service (#5301)
The client presigner was intended for generating presigned S3 URLs,
but assets.eagle0.net now points directly to the DigitalOcean CDN
(eagle0-windows bucket is public). The presigner was never deployed.

Removed:
- .github/workflows/client_presigner.yml
- src/main/go/net/eagle0/client_download/
- Presigning code from util/aws/s3.go (GetPresignedURL, NewPresigner, Presigner)

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:42:38 -08:00
ae970a6693 Remove unused internal proto from client build (#5304)
The internal/unaffiliated_hero.proto was mistakenly included in the
client proto build. Internal protos should only be used server-side.
No C# code references types from Net.Eagle0.Eagle.Internal namespace.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:42:09 -08:00
6df165cc5a Tutorial bug fixes: prevent multiple popups and remove placeholder paths (#5300)
* Prevent multiple tutorials from showing simultaneously

- Don't trigger contextual tutorials while another is already active
- Fix HideOverlay to work even when parent container is inactive
  (was silently returning without hiding, causing UI pile-up)

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove placeholder TargetGameObjectPath values from tutorials

The placeholder values like "ProvinceUI", "BattleButton", "EndTurnButton"
don't match actual GameObjects in the scene, causing warnings.

Overlays now show centered without targets. TODO comments mark where
to add proper targeting once the actual UI hierarchy is known.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add tutorial content documentation for editing

Creates docs/TUTORIAL_CONTENT.md with:
- Full onboarding sequence (13 steps) with titles, descriptions, triggers
- Strategic contextual tutorials (diplomacy, heroes, weather, prisoners)
- Tactical contextual tutorials (spells, terrain, abilities)
- Display mode reference
- Content guidelines

Edit this doc to refine content, then update TutorialContentDefinitions.cs.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:19:43 -08:00
c26b531792 Fix last played time not persisting across server restarts (#5299)
The lastPlayedByUser timestamp was updated in postCommand and
postShardokCommand but save() was not called, so the data stayed
in memory until something else triggered a save.

Add save() calls after updating lastPlayedByUser to ensure the
timestamp is persisted to disk immediately.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:14:46 -08:00
4682784737 Consolidate validators by removing proto versions (#5298)
Remove redundant proto-based Validator and RuntimeValidator that used
proto types. The Scala versions (ScalaValidator/ScalaRuntimeValidator)
have identical validation logic and are already used by ActionResultApplierImpl.

- Delete proto Validator.scala and RuntimeValidator.scala
- Rename ScalaValidator -> Validator
- Rename ScalaRuntimeValidator -> RuntimeValidator
- Update all imports across library/ and test/ code
- Delete unused TestingNoopValidator

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:07:29 -08:00
139eb89edb Fix command loss during blue-green deployment reconnect (#5297)
Bug: When a deploy happened while a user had a command in-flight,
the command could be lost without the user knowing:

1. User posts command with token T
2. PostRequest adds to _pendingCommands, WriteAsync completes locally
3. PostRequest removes from _pendingCommands (TOO EARLY!)
4. Connection dies before server receives command
5. Reconnect - _pendingCommands is empty, command never retried
6. User sees "Processing..." forever

Root cause: WriteAsync completing only means data was written to local
TCP buffers, not that the server received and processed it. The command
was removed from _pendingCommands prematurely.

Fix:
- Don't remove from _pendingCommands after WriteAsync success
- Remove only when server confirms: PostCommandResponse SUCCESS or BAD_TOKEN
- TryPendingCommands already handles stale commands (token advanced)

This ensures commands are retried on reconnect if they weren't confirmed.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 15:51:01 -08:00
c6c31cd28e Remove redundant S3 backup from deploy script (#5296)
Eagle server already persists to S3 on every game save via CompoundPersister
when S3Credentials.isEnabled. The deploy script's s3cmd backup was redundant
and caused warnings when s3cmd wasn't installed.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 15:36:47 -08:00
d5665c9570 Add bazel label to workflows for consistent Bazel cache (#5295)
Docker builds were failing because jobs could run on any self-hosted
runner, but each runner has a different Bazel output base. When a job
ran on a different runner than previous builds, Bazel's remote cache
reported "cached" but local output files didn't exist.

Fix: Add `bazel` label requirement to all generic Bazel-based workflows.
The specialized Unity/notarization runners don't have this label, so
they won't pick up these jobs.

Workflows updated:
- auth_build.yml
- bazel_test.yml
- build_protos_test.yml
- client_presigner.yml
- docker_build.yml
- installer_build.yml
- shardok_arm64_build.yml
- shardok_build.yml

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 14:59:10 -08:00
0719d01819 Tutorial Phase 4: Content definitions (#5289)
* Add tutorial content definitions (Phase 4)

Create TutorialContentDefinitions.cs with all tutorial content:

Onboarding sequence (13 steps):
- Welcome, map overview, province selection
- Command panel, march command, turn cycle
- Battle intro, enter battle, tactical overview
- Move units, attack enemies, end turn, completion

Strategic contextual tutorials:
- Diplomacy introduction
- Hero recruitment
- Weather control
- Prisoner management

Tactical contextual tutorials:
- Spells: Lightning, Meteor, Holy Wave, Raise Dead
- Terrain: Fire hazards, water crossing
- Abilities: Cavalry charge

Content is defined in code for easy version control and review.
TutorialManager now auto-registers all content on initialization.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix tutorial UI not showing when parent container inactive

Add ActivateParents() to TutorialOverlayController and TutorialModalPanel
to ensure all parent GameObjects are active before showing. This fixes
the error "Coroutine couldn't be started because the game object is inactive".

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 14:53:11 -08:00
a4d7ac4283 Delete unused appliedResults and rename appliedResultsScala (#5294)
The proto-based appliedResults method was never called - all code paths
use the Scala-based appliedResultsScala. This removes the dead code and
renames appliedResultsScala to appliedResults for clarity.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 14:47:59 -08:00
cf16c594a2 Delete unused ActionResultTApplier and ActionResultTApplierImpl (#5293)
These files wrapped proto→Scala→proto conversions but were never used
anywhere in the codebase. Removing them as dead code cleanup.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 14:35:10 -08:00
1073a208de Make AvailableCommandConverter use Scala GameState directly (#5292)
Previously, AvailableCommandConverter.toProto() took a proto GameState and
internally called GameStateConverter.fromProto() to get the Scala GameState
needed for lookups. This caused unnecessary Scala→Proto→Scala round-trips.

This change:
- Updates AvailableCommandConverter.toProto() to take Scala GameState directly
- Updates OneProvinceAvailableCommandsConverter.toProto() similarly
- Updates all callers (GameController, AIClient, action files) to pass
  Scala GameState directly instead of converting to proto first
- Updates tests to use Scala GameState

This eliminates proto conversion overhead in the command availability path.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 13:57:57 -08:00
e96c0704ed Split Unity builds across dedicated runners with async notarization (#5291)
Add dedicated self-hosted runners for parallel Unity builds:
- unity-mac: Mac Unity builds and deployment
- unity-windows: Windows Unity builds (cross-compiled on Mac)
- notarize: Notarization waiting (lightweight, doesn't block builds)

Split mac_build.yml into 3 jobs:
1. build-and-sign (unity-mac): Build, sign, submit to Apple
2. wait-notarization (notarize): Wait for Apple, staple ticket
3. deploy (unity-mac): Deploy notarized app

This allows:
- Mac and Windows Unity builds to run in parallel
- Notarization waiting doesn't block other builds
- All runners share the same Mac Mini hardware

New scripts:
- notarize_submit.sh: Submit without waiting, output submission ID
- notarize_wait.sh: Wait for submission ID, staple ticket

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 13:29:27 -08:00
ef1a447431 Make ActionResultFilter use Scala GameState directly (#5290)
Eliminates unnecessary Scala→Proto→Scala round-trip conversions in the
action result filtering path:

- ActionResultFilter now takes Scala GameState instead of proto
- Uses Scala RoundPhase enum instead of proto RoundPhase
- Removed GameStateConverter.fromProto calls in filteredGameStateDiff
- Updated callers (EngineImpl, HumanPlayerClientConnectionState) to pass
  Scala state directly instead of converting to proto first

JFR profiling showed proto conversion taking ~16% of eagle0 time. This
change reduces that overhead in the filtering path by eliminating:
- 1x Scala→Proto conversion per filter call in callers
- 2x Proto→Scala conversions per action result (before/after states)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 12:58:33 -08:00
f874231e04 Fix notarize script cleanup to be idempotent (#5288)
Use rm -f instead of rm when cleaning up the zip file after notarization.
The zip may already be deleted if a previous step failed and was retried,
causing the script to fail even when notarization actually succeeded.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 11:46:18 -08:00
5acb4c4f14 Add download confirmation dialog when stopping JFR (#5287)
When clicking "Stop" on JFR recording, a dialog now appears with options:
- Download & Stop: Downloads the recording then stops
- Stop Only: Stops without downloading
- Cancel: Keeps recording

This prevents accidentally losing recordings by clicking Stop without
remembering to download first.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 11:38:45 -08:00
2dc6f4d0bb Make Engine.getAvailablePlayerCommands return Scala types only (#5283)
* Add getScalaAvailablePlayerCommands to Engine interface

Expose a method that returns available commands using Scala types directly,
avoiding proto conversion overhead. This enables AI clients and other internal
callers to work with native Scala types without round-tripping through proto.

The existing getAvailablePlayerCommands method continues to return proto types
for gRPC client compatibility.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Make Engine.getAvailablePlayerCommands return Scala types only

Callers that need proto types for gRPC (like GameController) now
convert using OneProvinceAvailableCommandsConverter. AIClient
converts to proto temporarily until command choosers are migrated.

Changes:
- Engine.getAvailablePlayerCommands returns SortedMap[ProvinceId, ScalaOneProvinceAvailableCommands]
- Removed separate getScalaAvailablePlayerCommands method
- Added toProtoAvailableCommands helper to GameController for gRPC conversion
- Updated AIClient to convert Scala to proto for command choosers
- Updated tests to use SortedMap.empty for mocked commands
- Removed unused proto deps from EngineImpl

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove unnecessary Scala prefix from OneProvinceAvailableCommands imports

No longer need to disambiguate since proto types are only used where needed.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 11:25:00 -08:00
bbef0c1430 Display last played time in lobby game list (client-side) (#5285)
* Display last played time in lobby game list (client-side)

- Add lastPlayedField to RunningGameItem for displaying time
- Format time as relative (e.g., "Just now", "5m ago", "2h ago", "3d ago")
- Fall back to date format ("Jan 5") for older times
- Display in user's local timezone

Requires server-side changes from PR #5281 (now merged).

Note: The lastPlayedField TextMeshProUGUI reference needs to be added
to the RunningGameItem prefab in Unity.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Wire up lastPlayedField in RunningGameItem prefab

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 11:20:40 -08:00
f929672f83 Refresh game state when pending command is dropped as stale (#5284)
When a pending command is dropped because the server's token has
advanced (indicating the command was already processed), the client
now triggers a re-subscription to ensure it has the current game state.

This fixes a race condition during deployment reconnects where:
1. User posts command, UI clears available commands
2. Connection drops during deployment
3. Server processes command, token advances
4. Client reconnects, pending command dropped as "stale"
5. UI was stuck with no commands visible

Changes:
- Add game_id to PostCommandResponse proto for targeted refresh
- Server echoes game_id in SUCCESS and ERROR responses
- Client refreshes specific game subscription when:
  - Pending command dropped as stale (token mismatch)
  - Server returns BAD_TOKEN response

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 11:04:21 -08:00
7eb362a09b Add timing logs for first-connect performance profiling (#5279)
Adds [TIMING] logs to identify slow operations during client subscription:

- GamesManager.streamUpdates: logs ensureGameLoaded and filtering time
- HumanPlayerClientConnectionState.streamUpdates: logs shardok filtering,
  action result filtering, and game state view filtering
- filteredResultsFrom: logs GameStateConverter.toProto and
  ActionResultFilter.filterForOptionalPlayer separately

Logs only appear when operations exceed 10-50ms thresholds to avoid
noise during normal operation.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 11:03:55 -08:00
e4b7d8e8a8 Fix: Remove shardok from eagle-green depends_on (#5286)
Missed this in #5282 - eagle-green still had depends_on: shardok
which caused the deployment to fail.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 11:02:06 -08:00
a56bea82f1 Track last played time for games (server-side) (#5281)
- Add last_played_by_user map to RunningGame proto for persistence
- Track last played time in ControllerInfo when processing commands
- Update postCommand and postShardokCommand to record timestamps
- Persist and load last played times across server restarts
- Include lastPlayedTimestampMillis in GameInfo lobby response

The client-side display will be added in a follow-up PR.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 10:55:59 -08:00
8bc22baa7c Remove DigitalOcean Shardok deployment (use Hetzner only) (#5282)
Shardok now runs exclusively on the Hetzner ARM64 server, deployed via
the shardok_arm64_build.yml workflow. This removes:

- shardok service from docker-compose.prod.yml
- Shardok x86 build/push from docker_build.yml
- SHARDOK_IMAGE from env.template and deploy script
- C++ path trigger from docker_build.yml (handled by ARM64 workflow)

The next deployment will stop and remove any existing shardok-server
container on the DigitalOcean droplet.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 10:54:07 -08:00
2f31d94313 Increase warmup timeout from 90s to 180s for cold JVM (#5280)
CreateGame on a cold JVM took >90s in production, causing warmup to
fail and abort the deployment. Increase per-operation timeout to 180s.

The overall warmup timeout (--timeout flag) is already 300s, but the
internal per-operation timeout was only 90s.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 09:53:57 -08:00
7b46295e17 Optimize PersistedHistory to reduce serialization overhead (#5278)
Change incremental saves from O(n²) to O(n) by saving individual ActionResults
to separate .e0r files immediately, then consolidating into chunks and deleting
the individual files. This eliminates redundant re-serialization of the same
results when building up a chunk incrementally.

Also adds crash recovery support: orphaned .e0r files are loaded and merged
with chunk data on startup, preserving any results written before a crash.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 09:45:06 -08:00
6c154e827c FilterContext optimization for filteredGameState (#5277)
* Add FilterContext optimization for filteredGameState

Introduces a FilterContext class that pre-computes expensive data once
at the start of filteredGameState, avoiding repeated O(n) and O(n*m)
lookups when filtering game state for player views.

Key optimizations:
- Pre-compute ally pairs as Set for O(1) alliance checks (was O(n))
- Pre-compute prisoner hero IDs as Set for O(1) lookups (was O(heroes*provinces))
- Pre-compute hero-to-province mapping for O(1) lookups (was O(provinces))
- Cache factionLeaderIds to avoid repeated flatMap allocations

Complexity improvements:
- HeroViewFilter: O(heroes * provinces) -> O(heroes + provinces)
- BattalionNameFilter: O(factions²) -> O(factions)
- Overall filteredGameState: eliminates ~148+ repeated Vector allocations

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove unused filter overloads and update tests

- Remove old FactionViewFilter.filteredFactionView 3-param overload
- Remove old ProvinceViewFilter.filteredProvinceView 3-param overload
- Remove old BattalionNameFilter.filteredBattalionNames 2-param overload
- Remove old helper methods no longer needed
- Update FactionViewFilterTest to use FilterContext
- Update ProvinceViewFilterTest to use FilterContext

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 08:23:10 -08:00
040b0cf580 Fix user wait window metric to measure actual user impact (#5275)
* Auto-invalidate game cache when flush marker is updated

During warmup, the staging server may cache stale game data that was
loaded before the active server flushed. Instead of exposing an RPC
for cache invalidation (which leaks internal state), the server now
automatically detects when the flush marker is updated and invalidates
any cached games.

Changes:
- GamesManager: Added `invalidateCacheIfFlushMarkerUpdated()` that
  checks the flush marker's modification time and clears the cache
  if it's been updated since the last check
- Called before checking if a game is in cache, so stale data is
  cleared before any attempt to use it
- Removed the InvalidateGameCache RPC (no longer needed)

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix user wait window metric to measure actual user impact

The max user wait window was measuring from when nginx switching
started (before recreation) instead of when it completed. This
inflated the metric by ~12s because nginx recreation time was included.

Users can only experience a wait AFTER nginx starts routing to the
staging server, so we now measure from nginx_switch_end (after
recreation completes) to flush_end.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 08:17:24 -08:00
3ae3f6ba16 Auto-invalidate game cache when flush marker is updated (#5273)
During warmup, the staging server may cache stale game data that was
loaded before the active server flushed. Instead of exposing an RPC
for cache invalidation (which leaks internal state), the server now
automatically detects when the flush marker is updated and invalidates
any cached games.

Changes:
- GamesManager: Added `invalidateCacheIfFlushMarkerUpdated()` that
  checks the flush marker's modification time and clears the cache
  if it's been updated since the last check
- Called before checking if a game is in cache, so stale data is
  cleared before any attempt to use it
- Removed the InvalidateGameCache RPC (no longer needed)

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 08:04:56 -08:00
6da0636731 Handle PostCommandResponse ERROR status from server (#5274)
When the server returns a PostCommandResponse with ERROR status,
disconnect and reconnect using the normal flow. This ensures the
client recovers gracefully from server-side errors during command
processing.

Also logs BAD_TOKEN responses for debugging purposes.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 08:04:29 -08:00
53ab903568 Make view_filters completely protoless (#5271)
* Make view_filters completely protoless

Remove all proto type overloads from the view_filters package, forcing
callers to use Scala types exclusively. This is part of the ongoing
effort to reduce proto dependencies in the codebase.

Changes:
- Visibility: Remove proto GameState overloads
- BattalionNameFilter: Remove proto overload (~60 lines)
- HeroViewFilter: Remove proto overloads, use Scala RoundPhase
- ProvinceViewFilter: Remove proto overloads (~280 lines)
- FactionViewFilter: Remove proto overload
- BattleFilter: Remove proto overloads
- ArmyFilter: Remove proto overloads

Also:
- Delete unused ExpandedCombatUnitUtils.scala
- Update AvailableCommandConverter to convert types before calling filters
- Remove outdated view_filter tests that used proto types

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add protoless tests for view_filters

Restore FactionViewFilterTest, HeroViewFilterTest, and ProvinceViewFilterTest
using Scala types (FactionC, ProvinceC, HeroC, GameState) instead of protos.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add comprehensive protoless ProvinceViewFilterTest

Rewrites ProvinceViewFilterTest with full coverage of all original test
cases, using Scala types instead of proto types. Tests cover:
- Devastation and economy values
- Ruler traveling status
- Incoming armies (own/hostile/neutral provinces)
- Unaffiliated heroes
- Incoming supplies visibility
- Reconned views from self/allies
- Most recent reconned view selection
- Killed heroes filtering from reconned views

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 07:26:52 -08:00
e7745cc9ec Fix deployment script permission denied on marker files (#5272)
The saves directory is owned by root (created by Docker) but the deploy
script runs as the deploy user. Use docker exec to create marker files
from inside a running container that has the saves directory mounted.

- create_deployment_marker: uses active container (running before staging starts)
- create_flush_marker: uses staging container (running after active stops)
- cleanup_markers_on_failure: uses active container (still running on failure)
- remove_stale_deployment_marker: finds any running eagle container

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 07:02:05 -08:00
a3f185b6f6 Enhance tutorial trigger detection for strategic and tactical events (#5269)
* Enhance tutorial trigger detection for strategic and tactical events

Expands TutorialTriggerRegistry with specific condition detection:

Strategic triggers:
- Diplomacy command availability
- Weather control availability
- Province riots (new)
- Hero recruitment opportunities

Tactical triggers:
- Spell cast detection (lightning, meteor, holy wave, raise dead)
- Ability usage (charge, flanking)
- Terrain encounters (fire, water)
- Spell/ability availability when commands update

Also adds OnTacticalCommandsAvailable hook to ShardokGameController
to detect when special abilities become available.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix tutorial trigger compilation errors

- Use correct field name ControlWeatherSelectedCommand (not ControlWeatherCommand)
- Remove CheckBattleMapFeatures - HexMap doesn't have FireCoords/WaterCoords

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix remaining compilation errors in TutorialTriggerRegistry

- Use ControlWeatherAvailableCommand (not ControlWeatherCommand) for AvailableCommand
- Use FactionId (not Faction) for HeroView

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix all proto field name mismatches in TutorialTriggerRegistry

- Use opac.Commands (not AvailableCommands) for OneProvinceAvailableCommands
- Remove province riot detection (riot status not exposed in ProvinceView)
- Remove FlankAttack (doesn't exist in ActionType)
- Use CrossedWater (not CrossWater) for ActionType
- Use LightningBoltCommand (not LightningCommand) for CommandType

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 07:00:58 -08:00
8f3bee853f Add flush marker coordination for zero-downtime blue-green deploys (#5270)
* Fix nginx not picking up config changes during blue-green deploy

Root cause: `docker compose restart nginx` doesn't refresh bind-mounted
volume files. The nginx container keeps using its cached copy of
nginx.conf even after we update the host file with sed.

This caused nginx to keep trying to connect to the old (now deleted)
eagle instance, resulting in 502 errors after deployment.

Fix:
- Use `docker compose up -d --force-recreate nginx` instead of `restart`
  This recreates the container, forcing it to read the updated config
- Add verification that nginx picked up the correct backend
- Remove the useless pre-validation (it validated old config in old container)

The progression of failed fixes:
1. `nginx -s reload` - doesn't re-resolve Docker DNS
2. `docker compose restart` - doesn't refresh bind-mounted files
3. `docker compose up -d --force-recreate` - THIS WORKS

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Reorder deploy: switch nginx BEFORE stopping blue to avoid 502s

Previous order (caused 502 errors):
1. Stop blue → nginx still points to blue → 502!
2. Update nginx config
3. Recreate nginx → traffic finally works

New order (eliminates 502 window):
1. Update nginx config
2. Recreate nginx → traffic goes to green (blue still running)
3. Stop blue → flushes state to disk
4. 3-second pause for flush to complete

The stale data race condition is minimized by stopping blue immediately
after the nginx switch. Users reconnecting to green will lazy-load
fresh game data from disk (after blue has flushed).

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add flush marker coordination for zero-downtime blue-green deploys

This ensures green never serves stale game data during deployments:

1. Deploy script creates .deployment_in_progress marker at start
2. Green's lazy-load waits for flush marker if deployment in progress
3. nginx switches to green BEFORE stopping blue (zero 502 downtime)
4. Blue stops, flushes state to disk
5. Deploy script creates .flush_complete marker
6. Green's waiting lazy-loads proceed with fresh disk data

Key changes:
- GamesManager.scala: Add waitForFlushMarker() that blocks lazy-load
  during deployment until flush marker appears (30s timeout)
- GamesManager.scala: Auto-clean stale markers >5 minutes old
- GamesManager.scala: Add deployment ID correlation in logs [DEPLOY:xxx]
- GamesManager.scala: Report flush marker timeouts to Sentry
- deploy-blue-green.sh: Reorder to switch nginx BEFORE stopping blue
- deploy-blue-green.sh: Add marker file coordination with deployment ID
- deploy-blue-green.sh: Add timing metrics (flush duration, user wait window)
- nginx.conf: Keep variable-based routing (Docker DNS only resolves
  running containers, so upstream+backup doesn't work)

Monitoring and observability:
- All deployment-related logs tagged with [DEPLOY:timestamp] for correlation
- Wait duration logged for each lazy-load during deployment
- Flush marker timeouts reported to Sentry for alerting
- Deploy script logs total duration, flush duration, max user wait window

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 06:42:59 -08:00
b4234debce Fix O(N^2) performance issue in HeroViewFilter proto path (#5268)
Convert GameState once upfront in GameStateViewFilter proto overload,
then use the already-converted Scala heroes directly instead of
converting each hero individually.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 05:36:41 -08:00
7f562de2a8 Handle missing recruitmentInfo in UnaffiliatedHeroConverter (#5267)
Use fold with RecruitmentInfo.Unknown as fallback instead of .get
to handle proto UnaffiliatedHero objects where recruitmentInfo
is None.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 21:31:52 -08:00
bc5d86fb1e Consolidate Visibility proto overloads to delegate to Scala (#5266)
The proto overloads now convert factions via FactionConverter
and delegate to the Scala implementations, eliminating duplicate
logic.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 21:17:31 -08:00
10a747114a Consolidate FactionViewFilter proto overload to delegate to Scala (#5265)
Changes:
- Proto filteredFactionView now converts types and delegates to Scala version
- Removed ~45 lines of duplicate private methods (filteredRelationshipLevel,
  filteredFactionRelationshipView)

This continues the deproto work of consolidating proto and Scala code paths.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 21:12:46 -08:00
a94a48a4bf Add batch delete for games in admin console (#5264)
Add checkboxes next to each game in the admin console Games list,
allowing multiple games to be selected and deleted at once. When
games are selected, a batch actions bar appears with "Delete Selected"
and "Clear" buttons.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 21:07:21 -08:00
945511153a Consolidate HeroViewFilter proto overload to delegate to Scala (#5262)
Changes:
- Proto filteredHeroView now converts types and delegates to Scala version
- Removed duplicate private methods (heroIsPrisoner, heroUnaffiliatedInProvince,
  heroIsOfferedInRansom, includeFullHeroInfo)
- Added Gender.Unknown to Scala enum to preserve GENDER_UNKNOWN on round-trip
- Updated GenderConverter to handle Unknown case
- Fixed test data in AvailableCommandConverterTest to include valid currentPhase

This reduces code duplication while maintaining backward compatibility.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 21:05:00 -08:00
d131aa50f0 Use move command path for animation instead of straight line (#5261)
When clicking to move a unit, the animation now follows the actual
path of hexes from the CommandDescriptor's path field instead of
drawing a straight line from origin to destination. This prevents
the animation from showing units moving "over water" when the
actual path goes around it.

Changes:
- MoveAnimator: Add path-based animation method that draws prints
  along each segment of the path
- ShardokGameModel: Return full CommandDescriptor from
  PerformTargetedCommand instead of just CommandType
- ShardokGameController: Extract path from executed command and
  pass to animation system

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 20:58:03 -08:00
d0d84e98e0 Use nginx restart instead of reload for blue-green switch (#5260)
nginx reload doesn't always force DNS re-resolution in Docker. During
blue-green deployment, after updating nginx.conf to point to the new
instance (e.g., eagle-green:40032), nginx -s reload would sometimes
keep trying to connect to the old (now removed) container, causing
502 errors.

A full restart ensures nginx picks up the new upstream correctly.
The ~1-2 second restart time is acceptable for deployment reliability.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 19:52:56 -08:00
0e3f1bcb87 Increase warmup timeouts for cold JVM startup (#5259)
The warmup tool was timing out during CreateGame because the per-step
timeout was only 30 seconds. On a cold JVM (freshly started Eagle
instance during blue-green deployment), CreateGame can take longer
than 30 seconds due to:
- JIT compilation not yet warmed up
- First-time class loading
- Game initialization including Shardok communication

Changes:
- Increase per-operation timeout from 30s to 90s
- Increase overall warmup timeout from 60s to 300s (5 minutes)

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 19:51:03 -08:00
37fe57be71 Add path field to CommandDescriptor for move animations (#5258)
CommandDescriptor now includes a repeated Coords path field that
contains all hexes traversed during a move command. This allows
clients to animate the actual path taken rather than a straight
line from origin to destination (which sometimes showed units
moving over water).

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 19:50:29 -08:00
1a147b0a19 Delete LegacyProvinceUtils - complete deproto of province utilities (#5257)
This removes the last of the Legacy*Utils wrapper classes, completing the
deproto migration. ProvinceViewFilter now uses ProvinceUtils directly,
with a new resourceCap helper method to calculate gold/food caps from
pre-computed effective development values.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 19:47:20 -08:00
37a9a29eaf Add delete button to games list in admin console (#5256)
- Add delete button next to each game in the main games list
- Include confirmation modal with option to delete save files
- Reuses existing /games/{id}/delete endpoint

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 19:42:41 -08:00
0ff7d51f2c Fix deployment issues: missing volumes, redundant operations, validation (#5254)
1. Add missing jfr and jvm-tmp volumes to eagle-green
   - Without these, JFR sidecar can't attach to the JVM when green is active
   - JFR recordings wouldn't work either

2. Remove redundant sync_config_files from deploy script
   - CI already copies config files via scp before running deploy
   - Fetching from GitHub main could cause version mismatches
   - Eliminates unnecessary network calls during deployment

3. Skip image pull if already present locally
   - CI already pulls images before running deploy script
   - Saves time during CI deployments
   - Manual deployments still pull if needed

4. Add nginx config validation before reload
   - Run nginx -t before nginx -s reload
   - Rollback to backup config if validation fails
   - Prevents broken config from taking down nginx

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 19:42:02 -08:00
0354fefdca Add Unity meta file for TutorialOverlayBuilder.cs (#5252)
🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 19:34:41 -08:00
6fb14ef9af Fix deployment downtime and config sync issues (#5253)
Problems fixed:
1. CI was recreating admin BEFORE blue-green, causing stale .env
2. CI was restarting nginx AFTER blue-green (double restart)
3. Deploy script used slow nginx restart instead of reload
4. Cleanup was blocking the critical path

Changes:
- CI: Only restart shardok before blue-green, let script handle rest
- CI: Remove duplicate nginx restart and fallback path
- Deploy: Use nginx reload (faster) with restart fallback
- Deploy: Update .env before restarting services
- Deploy: Run container cleanup in background

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 19:33:53 -08:00
eaf00de74d Delete LegacyFactionUtils - complete deproto of faction utilities (#5251)
* Begin deleting LegacyFactionUtils - convert first batch of callers

Converts the following callers to use FactionUtils with FactionConverter:
- ShardokInterfaceGrpcClient: isFactionLeader
- BattalionNameFilter: provinces (inlined as filter)
- IncomingArmyUtils: factionsAreMutuallyAllied, factionsAreHostile, hostilityStatus

Remaining files to convert:
- ProvinceViewFilter (hasAlliance, isFactionLeader)
- FactionViewFilter (prestige)
- BattleFilter (hostilityStatus)
- Visibility (hasAlliance)
- ActionResultFilter (hasAlliance)
- EligibleDiplomacyStatuses (hasProvinces)
- AvailableResolveInvitationCommandFactory (provinceCount)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Delete LegacyFactionUtils - complete deproto of faction utilities

Convert all callers of LegacyFactionUtils to use FactionUtils + FactionConverter:
- BattleFilter: Use FactionConverter to get factions vector for hostilityStatus
- FactionViewFilter: Convert faction and provinces for prestige calculation
- ProvinceViewFilter: Convert factions for hasAlliance and isFactionLeader
- Visibility: Convert factions for hasAlliance
- ActionResultFilter: Convert factions for hasAlliance check
- EligibleDiplomacyStatuses: Convert provinces for hasProvinces check
- AvailableResolveInvitationCommandFactory: Convert provinces for provinceCount

Delete LegacyFactionUtils.scala and LegacyFactionUtilsTest.scala.
Update BUILD.bazel files to remove legacy_faction_utils dependencies.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 19:26:31 -08:00
f2743fe9cc Increase nginx client_max_body_size for game uploads (#5250)
Default is 1MB which is too small for game save uploads.
Set to 50MB to allow large game files.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 19:05:37 -08:00
0bdc4d46ce Add environment dropdown to connection panel (#5248)
* Add environment dropdown to connection panel

Allows switching environments before connecting, useful when selected
environment (e.g. QA) is down and user can't reach the lobby to switch.

- Add connectionEnvironmentDropdown field
- SetupConnectionEnvironmentDropdown() initializes on Start
- OnConnectionEnvironmentChanged() saves preference for next connection
- ShowAuthPanel() syncs dropdown when returning to connection screen

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Wire up connection panel environment dropdown in Unity

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 19:05:08 -08:00
0e9dc4121f Log and return errors for failed command Futures (#5249)
Previously, when command processing threw an exception (e.g., invalid
diplomacy resolution status), the Future would fail silently - no error
was logged, sent to Sentry, or returned to the client. The client would
just wait forever for a response that never came.

Changes:
- Add ERROR status and error_message field to PostCommandResponse proto
- Add .recover handler to postCommand Future in streaming handler
- Log errors to console with SimpleTimedLogger
- Print stack trace for debugging
- Report errors to Sentry for monitoring
- Return PostCommandResponse with ERROR status to client

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 18:14:48 -08:00
e9281f66fe Add concurrency control to prevent parallel deployments (#5247)
Multiple deployments were running simultaneously, causing:
- Container name conflicts ("shardok-server is already in use")
- Corrupted image downloads (short read errors)
- Race conditions with docker compose

This adds a concurrency group so deployments run one at a time.
New deployments queue (cancel-in-progress: false) rather than
canceling running ones to avoid leaving production in a bad state.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 18:07:09 -08:00
336d008f26 Fix Imprison status not being handled in SelectedCommandConverter (#5246)
The statusFromProto function was throwing IllegalArgumentException for
DIPLOMACY_OFFER_STATUS_IMPRISONED instead of returning the Imprisoned
status. This caused the game to fail when players selected the Imprison
option for diplomacy offers.

The bug was introduced in #5106 when SelectedCommandConverter was added.
The function was only designed to handle Accept/Reject but the Imprison
option was later added as an eligible status.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 18:06:38 -08:00
5a56f71c4c Require invitation codes for new user registration (#5244)
Add REQUIRE_INVITATION_CODE=true to auth service in production.
Without this, anyone could create an account without an invitation.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 17:45:45 -08:00
6e66b88929 Delete LegacyHeroUtils and use HeroUtils with converters (#5245)
Updates callers to use HeroConverter + HeroUtils instead of LegacyHeroUtils:
- HeroViewFilter: Updated proto overload to convert heroes and use HeroUtils
- ProvinceViewFilter: Added heroIdSortOrderer helper using HeroConverter
- ShardokInterfaceGrpcClient: Updated archeryCapable/startFireCapable calls
- GameStateViewFilterTest: Updated test to use HeroConverter + HeroUtils

Also added new overload for HeroUtils.loyaltyAsStatWithCondition that takes
factionLeaderIds directly for cases where proto code has leader IDs but not
full faction objects.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 17:45:13 -08:00
eee10dc209 Fix CI jfr-sidecar startup when eagle-green is active (#5241)
The CI workflow was unconditionally starting jfr-sidecar (which shares
PID namespace with eagle-blue). When eagle-green is active after a
blue-green deployment, eagle-blue doesn't exist and jfr-sidecar fails.

Fix: Remove the redundant jfr-sidecar startup from CI. The
deploy-blue-green.sh script already handles starting the appropriate
jfr-sidecar (either jfr-sidecar or jfr-sidecar-green) based on which
eagle instance is active.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 17:44:35 -08:00
caa843f763 Fix archived/deleted games reappearing in games.e0es (#5243)
With lazy loading, save() merges in-memory games with unloaded games
from storage. When a game was archived or deleted:
1. It was removed from gameControllerInfos
2. save() read games.e0es and found the game
3. Since it wasn't in loadedGameIds, it was treated as "unloaded"
4. The game was written back to games.e0es

This caused FileNotFoundException spam in Sentry when the server tried
to load these archived games (their files no longer exist).

Fix: Track explicitly removed games in removedGameIds and exclude them
from the merge in save().

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 17:42:04 -08:00
bb6de75ad0 Add tutorial overlay system with runtime UI construction (#5214)
* Add tutorial overlay system with runtime UI construction

Implements TutorialOverlayBuilder to construct overlay UI at runtime,
similar to TutorialCanvasBuilder for modals.

Features:
- TutorialOverlayBuilder creates complete overlay UI hierarchy:
  - Background dimmer (semi-transparent)
  - Highlight frame with gold border and corner decorations
  - Tooltip container with title, description, continue button
  - Arrow pointer for visual connection
- TutorialUIManager auto-builds overlay if not assigned
- TutorialOverlayController.OnContinueClicked made public for button wiring
- Test tutorial now includes overlay step for End Turn button
- Updated TUTORIAL_PLAN.md with overlay system completion

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix HideOverlay coroutine error on inactive GameObject

Check if gameObject is active before starting FadeOut coroutine.
HideAll() may be called when overlay is already hidden.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 17:32:51 -08:00
ad418c8848 Make Mac installer double-clickable (#5242)
Change Mac installer from .sh to .command extension:
- .command files open Terminal and execute when double-clicked on macOS
- No more asking users to open Terminal and run bash commands
- Updated instructions to reflect simpler flow
- Added "Press Enter to exit" so users can see completion message

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 17:32:30 -08:00
093316b1c6 Delete LegacyBattalionUtils and use BattalionUtils with converters (#5240)
Updated LegacyProvinceUtils.monthlyFoodConsumption to use
BattalionUtils with BattalionConverter and BattalionTypeConverter
to convert proto types to Scala types.

Also added export for model/state/battalion from battalion_converter.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 17:16:54 -08:00
55ad8a8278 Admin console shows all games, auto-install s3cmd, restart nginx properly (#5238)
* Fix: Move S3 backup to BEFORE stopping old server

Critical fix: The old server may wipe games.e0es on shutdown if it
doesn't have the save() merge fix. The backup must happen BEFORE
stopping to capture valid data.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Admin console shows all games, auto-install s3cmd, restart nginx properly

1. Admin console now shows all games from games.e0es, not just loaded ones:
   - Added getAllRunningGamesSummary() to GamesManager
   - Updated getRunningGames() to include unloaded games with "[Not loaded]" status
   - Clicking into a game triggers lazy loading via getGameHistory()

2. Deploy script improvements:
   - Auto-install s3cmd if not present (via pip or apt)
   - Auto-configure s3cmd for DigitalOcean Spaces from .env
   - Use nginx restart instead of reload to ensure all workers pick up new config

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 17:04:33 -08:00
0361464db1 Delete LegacyBattalionViewFilter and update callers to use Scala types (#5239)
Updated callers to use BattalionConverter + BattalionViewFilter instead:
- AvailableCommandConverter: proto Battalion → Scala → BattalionView → proto
- ExpandedCombatUnitUtils: proto Battalion → Scala → BattalionView
- ProvinceViewFilter: Scala BattalionT → BattalionView (direct)

Also added required exports and visibility for battalion_view_filter.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 17:02:02 -08:00
31649c73a7 Make manifest signature verification blocking (#5235)
* Make manifest signature verification blocking

When a public key is configured, the installer now rejects:
- Unsigned manifests (signature required)
- Manifests with invalid signatures

This closes the security gap where a compromised manifest could
point to a malicious installer. The SHA check on the installer
was already blocking, but an attacker could modify the manifest
to include the SHA of their malicious installer.

Behavior:
- No public key configured: allows any manifest (backwards compatible)
- Public key configured + valid signature: proceeds
- Public key configured + missing/invalid signature: BLOCKS update

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Always require valid manifest signature

Remove backwards-compatibility fallback - any installer with this
code will have been built with the public key injected by CI.

Now requires:
- Public key must be configured (fails if missing)
- Manifest must be signed (fails if unsigned)
- Signature must be valid (fails if invalid)

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 16:41:10 -08:00
c24509e0b2 Fix: Move S3 backup to BEFORE stopping old server (#5237)
* Fix critical bug: save() now merges with existing games.e0es

CRITICAL BUG FIX: With lazy loading, gameControllerInfos only contains
games that have been loaded into memory. The old save() would overwrite
games.e0es with only the loaded games, losing all unloaded games.

This caused complete data loss of user-to-game mappings when:
1. New server started (empty gameControllerInfos)
2. Any operation triggered save()
3. games.e0es was overwritten with empty data

Fix: save() now reads existing games.e0es first and merges:
- Unloaded games are preserved from disk
- Loaded games use fresh in-memory state

Also adds logging to diagnose games.e0es read failures.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add S3 backup of games.e0es during blue-green deployment

After stopping the old container (which flushes state to storage),
create a timestamped backup in S3 before switching nginx traffic.
This provides a recovery point if something goes wrong during deployment.

Backups are stored at: s3://eagle0/eagle/save/backups/games.e0es.<timestamp>

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix blue-green deployment dependencies and auth routing

1. docker-compose.prod.yml:
   - Remove eagle-blue from nginx depends_on (use EAGLE_ADDR variable instead)
   - Remove eagle-blue from admin depends_on (use EAGLE_ADDR variable instead)
   - Add TODO note about jfr-sidecar limitation during green deployments

2. nginx/nginx.conf:
   - Fix auth.Auth location on port 443 to route to auth:40033 instead of
     eagle_backend. This was causing auth failures when clients connected
     via the main HTTPS port.

These changes allow blue-green deployments to work without hard
dependencies that cause docker-compose to recreate stopped containers.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add jfr-sidecar-green for blue-green JFR profiling support

- Add jfr-sidecar-green service that shares PID namespace with eagle-green
- Make admin's jfr-sidecar address configurable via JFR_SIDECAR_ADDR env var
- Update deploy script to:
  - Start appropriate jfr-sidecar with each eagle instance
  - Update .env with EAGLE_ADDR and JFR_SIDECAR_ADDR after switching
  - Restart admin service to pick up new addresses
  - Clean up old jfr-sidecar when removing old eagle instance

This ensures the JFR button in admin console works regardless of
whether blue or green is the active instance.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Sync config files from GitHub at start of deployment

Downloads docker-compose.prod.yml and nginx.conf from the main branch
before starting deployment. This ensures new services (like jfr-sidecar-green)
are available when the deploy script runs.

- Preserves the current active instance in nginx.conf
- Creates .bak backups before overwriting
- Continues with existing files if GitHub fetch fails

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix: Move S3 backup to BEFORE stopping old server

Critical fix: The old server may wipe games.e0es on shutdown if it
doesn't have the save() merge fix. The backup must happen BEFORE
stopping to capture valid data.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 16:40:31 -08:00
ca2a13e17b Delete LegacyRansomValidity and convert test to Scala types (#5236)
Remove the proto wrapper LegacyRansomValidity and its only caller (the
proto overload of AvailableResolveRansomOfferCommandFactory). Convert
the test from proto types to Scala types, replacing ScalaPB's .update()
lens syntax with helper functions.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 16:35:21 -08:00
65a9cf1f97 CRITICAL: Fix save() to merge with existing games.e0es (#5233)
* Fix critical bug: save() now merges with existing games.e0es

CRITICAL BUG FIX: With lazy loading, gameControllerInfos only contains
games that have been loaded into memory. The old save() would overwrite
games.e0es with only the loaded games, losing all unloaded games.

This caused complete data loss of user-to-game mappings when:
1. New server started (empty gameControllerInfos)
2. Any operation triggered save()
3. games.e0es was overwritten with empty data

Fix: save() now reads existing games.e0es first and merges:
- Unloaded games are preserved from disk
- Loaded games use fresh in-memory state

Also adds logging to diagnose games.e0es read failures.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add S3 backup of games.e0es during blue-green deployment

After stopping the old container (which flushes state to storage),
create a timestamped backup in S3 before switching nginx traffic.
This provides a recovery point if something goes wrong during deployment.

Backups are stored at: s3://eagle0/eagle/save/backups/games.e0es.<timestamp>

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix blue-green deployment dependencies and auth routing

1. docker-compose.prod.yml:
   - Remove eagle-blue from nginx depends_on (use EAGLE_ADDR variable instead)
   - Remove eagle-blue from admin depends_on (use EAGLE_ADDR variable instead)
   - Add TODO note about jfr-sidecar limitation during green deployments

2. nginx/nginx.conf:
   - Fix auth.Auth location on port 443 to route to auth:40033 instead of
     eagle_backend. This was causing auth failures when clients connected
     via the main HTTPS port.

These changes allow blue-green deployments to work without hard
dependencies that cause docker-compose to recreate stopped containers.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add jfr-sidecar-green for blue-green JFR profiling support

- Add jfr-sidecar-green service that shares PID namespace with eagle-green
- Make admin's jfr-sidecar address configurable via JFR_SIDECAR_ADDR env var
- Update deploy script to:
  - Start appropriate jfr-sidecar with each eagle instance
  - Update .env with EAGLE_ADDR and JFR_SIDECAR_ADDR after switching
  - Restart admin service to pick up new addresses
  - Clean up old jfr-sidecar when removing old eagle instance

This ensures the JFR button in admin console works regardless of
whether blue or green is the active instance.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Sync config files from GitHub at start of deployment

Downloads docker-compose.prod.yml and nginx.conf from the main branch
before starting deployment. This ensures new services (like jfr-sidecar-green)
are available when the deploy script runs.

- Preserves the current active instance in nginx.conf
- Creates .bak backups before overwriting
- Continues with existing files if GitHub fetch fails

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 16:28:56 -08:00
dd9d6d046d Add Ed25519 signature verification for manifest (#5227)
* Add Ed25519 signature verification for manifest

When a manifest has a signature line (# signature=...), the installer
now verifies it using the embedded public key. If verification fails,
a warning is logged but the update proceeds to allow graceful degradation.

Changes:
- Add NSec.Cryptography NuGet package for Ed25519
- Add VerifyManifestSignature() to parse and verify signature
- Update ReadConfiguration() to support comments in config file
- Call verification when fetching remote manifest

Behavior:
- If no signature: proceeds normally (backwards compatible)
- If no public key configured: logs info, proceeds
- If signature valid: logs success, proceeds
- If signature invalid: logs WARNING, proceeds (graceful degradation)

To enable verification:
1. Generate key pair: go run scripts/generate_manifest_keys.go
2. Add public key to configuration.txt as manifest_public_key
3. Add private key as GitHub secret MANIFEST_SIGNING_KEY (from PR 3)

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix: NSec PublicKey is not IDisposable

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 16:22:30 -08:00
738dd12c7c Delete unused Legacy utility classes (#5234)
- Remove LegacyRecruitmentOdds (callers already use Scala RecruitmentOdds)
- Remove LegacyBattalionTypeFinder (inline simple lookup in RuntimeValidator)

Part of ongoing deproto effort to remove proto wrapper classes.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 16:06:46 -08:00
1d98df6cbc Remove obsolete ReloadGames RPC call from deploy script (#5232)
With lazy game loading (merged in #5223), games are loaded on-demand
when users reconnect after nginx switches traffic. No explicit reload
call is needed - the new server reads fresh state from storage.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 13:58:22 -08:00
f74f61c18e Implement lazy game loading for zero-downtime blue-green deployments (#5223)
Games are now loaded on-demand when a user subscribes or lists their games,
rather than all at startup. This enables true zero-downtime deployments:

1. New server starts with no games loaded (fast startup)
2. Old server stops, flushes all game state to disk
3. nginx switches traffic to new server
4. Users reconnect, triggering fresh game loads from disk

Key changes:
- GamesManager.apply() no longer loads games at startup
- New ensureGameLoaded() method loads a single game from disk on demand
- readRunningGamesFromDisk() reads games.e0es fresh each time to handle
  race conditions (e.g., game created just before deployment)
- streamUpdates() calls ensureGameLoaded() before accessing game
- gamesFor() reads games.e0es to find user's games, then loads them
  (handles "lost game ID after disconnect" scenario)
- dropGame() tries lazy loading before returning "not found"
- begin() simplified to just connect to Shardok
- Removed ReloadGames RPC (no longer needed with lazy loading)

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 12:57:40 -08:00
88bd7ade50 Add workflow_dispatch trigger to Unity Build (#5231)
Enables manual triggering of the Unity build workflow.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 12:51:41 -08:00
99721d963a Upgrade FlatBuffers to version 25.9.23 (#5230)
FlatBuffers 25.9.23 changed GetMutableObject() on vectors of structs
to return const T* instead of T*. This is a const-correctness
improvement in the library.

Updated all C++ code to handle this change:
- Added const_cast<T*>() wrappers where mutation is needed on owned buffers
- Added helper function GetMutableTerrain() in HexMapUtils for terrain access
- All const_casts are safe because the code owns the underlying mutable buffers

All 112 C++ tests and 209 Scala tests pass.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 12:44:23 -08:00
adminandGitHub 4296d5046a Add workflow_dispatch and inject MANIFEST_PUBLIC_KEY in installer build (#5229) 2026-01-12 12:41:03 -08:00
353eb3907c Sign manifest with Ed25519 at build time (#5226)
Add optional Ed25519 signing to the manifest_manager. When a signing key
is provided, the manifest is signed and the signature is prepended as
a header comment that clients can verify.

Changes:
- manifest_manager: Accept optional private key file as 3rd argument
- manifest_manager: Sign manifest content and prepend signature line
- installer_build.yml: Pass MANIFEST_SIGNING_KEY to manifest_manager
- unity_build.yml: Pass MANIFEST_SIGNING_KEY to manifest_manager
- Add generate_manifest_keys.go script to create key pairs

The signature line format is: # signature=<base64-encoded-ed25519-signature>

To enable signing:
1. Run: go run scripts/generate_manifest_keys.go
2. Add the private key as GitHub secret MANIFEST_SIGNING_KEY
3. Embed the public key in the installer for verification (PR 4)

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 12:08:54 -08:00
ded06ba815 Verify installer SHA256 after download (#5224)
* Verify installer SHA256 after download

The Windows installer was downloading and launching new installer updates
without verifying the SHA256 hash, which could allow a corrupted or
tampered installer to run. This adds SHA256 verification after download
and before launching the new installer.

- Add expectedSha parameter to DownloadAndLaunchNewInstaller
- Compute SHA256 of downloaded file and compare to manifest value
- Delete the file and fail if SHA doesn't match
- Log verification success on match

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove accidentally committed node_modules cache files

* Add node_modules to .gitignore

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 11:58:03 -08:00
70392b109a Stream downloads to disk with incremental SHA256 hashing (#5225)
Previously, FetchAndWriteOne() would download entire files into memory,
then compute the SHA256, then write to disk. This doubled memory usage
for each concurrent download.

Now the function streams directly to a temp file while computing SHA256
incrementally using TransformBlock. The temp file is renamed to the
final location only after SHA verification passes.

Benefits:
- Eliminates memory buffering of entire files
- Safer atomic writes using temp file + rename pattern
- Temp files cleaned up on failure

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 11:57:01 -08:00
821e3f1a4a Add retry loop for stapler after notarization (#5222)
Apple's CloudKit can have a brief delay after notarization completes
before the ticket is available for stapling. This adds a retry loop
with 10-second delays, up to 5 attempts.

Error was:
  CloudKit query for eagle0.app failed due to "Record not found".
  The staple and validate action failed! Error 65.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 10:13:43 -08:00
ebe819a5a1 Update Bazel dependencies to latest compatible versions (#5218)
Updates the following dependencies:
- bazel_skylib: 1.8.1 → 1.9.0
- rules_pkg: 1.1.0 → 1.2.0
- rules_go: 0.56.1 → 0.59.0
- gazelle: 0.45.0 → 0.47.0
- rules_oci: 2.2.6 → 2.2.7
- aspect_bazel_lib: 2.16.0 → 2.22.4
- rules_jvm_external: 6.3 → 6.9

Not updated (compatibility issues):
- googletest 1.17.0.bcr.2: pulls abseil-cpp incompatible with protobuf 29.2
- rules_scala 7.1.6: protobuf gencode/runtime version mismatch
- flatbuffers 25.9.23: C++ API changes break existing code
- grpc/grpc-java: requires rules_swift 3.x which conflicts with rules_apple

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 09:54:35 -08:00
3e868d0305 Fix nginx failing to reload during blue-green deployment (#5219)
The previous configuration used an upstream block with a static hostname:
  upstream eagle_grpc { server eagle-blue:40032; }

This caused nginx -s reload to fail when eagle-blue was stopped because
nginx tries to resolve all upstream hostnames at config load time.

Changed to use a map directive with a variable:
  map $host $eagle_backend { default "eagle-blue:40032"; }
  grpc_pass grpc://$eagle_backend;

This pattern (already used for auth backend) resolves the hostname at
request time, allowing nginx to reload even when the backend is down.
Requests to a stopped backend will get 502 errors instead of failing
to reload nginx entirely.

Tradeoff: Loses keepalive 100; setting, but deployment reliability
is more important than connection pooling optimization.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 09:53:38 -08:00
e46867333c Add mac_build_handler to Mac Build workflow triggers (#5220)
Changes to the Go upload tool should trigger the Mac build workflow.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 09:51:54 -08:00
2d59d4ff51 Fix rsync exit code 23 in persist_library.sh (#5221)
Unity's temporary .traceevents files can vanish during rsync, causing
exit code 23 ("partial transfer due to error"). This is acceptable for
the Library cache, so treat exit code 23 as success.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 09:51:19 -08:00
d493182184 Fix Sparkle sign_update flag: use -f for file path (#5217)
The -s flag expects the private key as a string argument, not a file
path. Changed to -f which correctly reads the key from a file.

Error was: "Failed to decode base64 encoded key data from: /tmp/sparkle_private_key"

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 09:05:36 -08:00
8ce4e4c4a9 Add rule: Claude must never merge PRs (#5216)
User explicitly stated: "never ever ever ever merge a PR for me.
You create PRs. I merge them."

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 08:41:55 -08:00
9729110ea8 Consolidate Docker Build into single job for better runner utilization (#5215)
Previously, docker_build.yml had 4 separate jobs (build-eagle, build-shardok,
build-admin, build-jfr-sidecar) that competed for runner slots. With 3 runners
and 6+ workflows triggering on main push, these jobs serialized rather than
running in parallel.

Now consolidated into a single `build-all` job that:
- Builds all 4 images with one `bazel build` command (Bazel parallelizes internally)
- Uses 1 runner slot instead of 4, freeing runners for other workflows
- Shares Bazel cache warming across all builds
- Pushes all images sequentially (fast, network-bound)

Expected improvement: Docker Build workflow goes from ~8.5m (4 serialized jobs)
to ~3-4m (1 consolidated job with internal parallelism).

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 08:37:07 -08:00
adminandGitHub 2224e78a36 Improve Sparkle sign_update error reporting (#5209)
Improves Sparkle sign_update error reporting by capturing stderr, and allows full signing/notarization/deploy pipeline on feature branches via workflow_dispatch.
2026-01-12 08:36:41 -08:00
007a57eea2 Convert CommandSelection and AI clients to use Scala types (#5160)
Add toScala() method to CommandSelection that converts proto-based
command selection to ScalaCommandSelection. This simplifies the action
files that were previously doing manual conversion from proto to Scala
types.

Updated files:
- CommandSelection.scala: Added toScala() method
- EndHandleRiotsPhaseAction.scala: Use toScala() instead of manual conversion
- PerformVassalCommandsPhaseAction.scala: Use toScala() instead of manual conversion
- PerformVassalDefenseDecisionsAction.scala: Use toScala() instead of manual conversion
- Removed unused AvailableCommandTypeMap and SelectedCommandConverter imports

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 08:31:35 -08:00
3febf2a6cd Use DigitalOcean Spaces for busybox binary (private repo fix) (#5213)
GitHub release URLs don't work for private repos without authentication.
Bazel's http_file can't use GitHub auth, so we need a public URL.

Uploaded the busybox binary to DigitalOcean Spaces alongside the sysroots.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 07:43:30 -08:00
26204cc879 Add runtime Canvas UI builder for tutorial modal (#5208)
* Add runtime Canvas UI builder for tutorial modal

Implements TutorialCanvasBuilder to construct Canvas-based tutorial modal
UI at runtime, replacing the IMGUI fallback when no prefab is assigned.

- TutorialCanvasBuilder creates complete Canvas UI hierarchy:
  - Modal blocker (dark overlay)
  - Panel with title, description, icon, progress bar
  - Continue, Skip, and Skip All buttons
  - Fantasy RPG color scheme matching game style
- TutorialUIManager auto-builds Canvas UI if ModalPanel not assigned
- TutorialModalPanel click handlers made public for external setup
- Updated TUTORIAL_PLAN.md to reflect Canvas UI completion

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix tutorial Canvas UI issues

- Auto-load Stoke font if not assigned (searches Resources and loaded assets)
- Increase panel height (550px) and use flexible spacer for layout
- Fix text truncation by using Overflow mode instead of Ellipsis
- Replace "Province Selected" tutorial with proper welcome intro
- Intro tutorial triggers immediately on game start
- Skip buttons hidden when AllowSkip=false (intro is non-skippable)

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Remove font search logic - use CanvasFont field instead

Font should be assigned in TutorialUIManager inspector (CanvasFont field).
Removed unnecessary auto-search logic from TutorialCanvasBuilder.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix TutorialTestSetup compile errors

- Use HasCompletedTutorial instead of HasSeenTutorial
- Use OnGameEvent instead of TriggerEvent

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Trigger intro tutorial when entering game, not lobby

- Remove immediate trigger from TutorialTestSetup.Start()
- Trigger "game_started" event from TutorialManager.Initialize()
  when EagleGameController is passed (actual game entry)

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Update TUTORIAL_PLAN.md with current status and future work

- Document completed phases (foundation, Canvas UI, triggers, test setup)
- Add Unity setup instructions (font assignments)
- Add future work: lobby tutorial helper, overlay system, hints
- Add lobby tutorial section to planned contextual tutorials
- Update testing instructions

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Assign Stoke-Regular-SDF font to TutorialUIManager

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Mark font assignment complete in TUTORIAL_PLAN.md

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 07:36:29 -08:00
7032260a31 Make Engine.postCommand use Scala SelectedCommand (#5211)
Updates Engine.postCommand to accept Scala SelectedCommand instead of
the proto version. The conversion from proto to Scala now happens at
the GameController layer, keeping the Engine interface proto-free.

Changes:
- Engine.scala: Import Scala SelectedCommand instead of proto
- EngineImpl.scala: Remove proto import and converter, use Scala directly
- GameController.scala: Convert proto→Scala before calling engine.postCommand
- Update test files to use Scala SelectedCommand for mock expectations

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 07:26:51 -08:00
23ab715ffc Add GitHub mirror for busybox binary to fix CI download failures (#5210)
The busybox.net server is frequently unavailable or slow, causing CI
builds to fail with download timeouts. This adds a GitHub release
mirror as the primary download source with busybox.net as fallback.

The binary is hosted at:
https://github.com/nolen777/eagle0/releases/tag/busybox-1.35.0

SHA256 verified: 6e123e7f3202a8c1e9b1f94d8941580a25135382b99e8d3e34fb858bba311348

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 07:17:08 -08:00
73f42d5b51 Add Mac download support to invitation landing page (#5207)
* Allow Mac signing/notarization/deploy on manual workflow triggers

The signing, notarization, and deploy steps were only running on
push events. Now they also run on workflow_dispatch (manual triggers)
when targeting main branch.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add Mac download support to invitation landing page

- Detect Mac vs Windows from User-Agent header
- Add /invite/{code}/install.sh endpoint for Mac shell installer
- Shell script creates invitation.json, downloads app ZIP, extracts to /Applications
- Update HTML template with platform-specific instructions
- Add MAC_INSTALLER_URL environment variable (default: assets.eagle0.net/mac/builds/eagle0-latest.zip)
- Show link to other platform at bottom of page

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 07:03:28 -08:00
3cb61f69f4 Make CommandFactory use Scala types instead of proto types (#5205)
Update TCommandFactory and CommandFactory to accept Scala AvailableCommand
and SelectedCommand types directly, eliminating proto dependencies from
the command execution path.

Key changes:
- TCommandFactory.makeTCommand now takes Scala command types
- CommandFactory pattern matching updated for all ~40 command types
- Helper methods updated (attackDecision, improvementTypeMap, etc.)
- Removed proto converter imports from CommandFactory
- Updated vassal/riot phase actions to convert proto→Scala at call sites
- Added exports for Scala command types from t_command_factory

All 175 library tests pass.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 06:58:05 -08:00
62fff3c0ea Fix warmup authentication for Docker bridge network connections (#5206)
The warmup tool sends X-Warmup-User header for authentication during
blue/green deployments. This only worked when connecting from true
localhost (127.0.0.1), but when running warmup from the host machine
to a Docker container, the connection appears to come from the Docker
bridge network (172.17.x.x), causing the warmup header to be ignored.

The CreateGameRequest then fails because the user is unauthenticated
(null username), causing the warmup to timeout.

Fix: Expand the localhost check to also accept Docker bridge network
addresses (10.x.x.x, 172.16-31.x.x, 192.168.x.x) using Java's
isSiteLocalAddress(). These are all private network addresses that
can only come from the same machine or local network.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 06:47:23 -08:00
ca86926a25 Fix AI to chase scattering defenders instead of holding empty castles (#5203)
When defenders scatter (flee from castles), the attacker AI was still
using HOLD_CASTLES strategy. This caused the AI to park units on
empty castles instead of chasing fleeing defenders, even though
eliminating all defenders wins via LAST_PLAYER_STANDING.

The fix adds a new condition to the strategy selector: if defenders
exist but none are on castles, use ATTACK_UNITS strategy to chase
them down.

New strategy selection flow:
1. Consider fleeing (if combat odds are bad)
2. Consider crossing rivers (if needed)
3. If attacker can't hold all castles → ATTACK_UNITS
4. If any defender is on a castle → ATTACK_CASTLES
5. NEW: If defenders exist but none on castles → ATTACK_UNITS
6. If no defenders remain → HOLD_CASTLES

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 06:34:47 -08:00
1d334c91ae Allow Mac signing/notarization/deploy on manual workflow triggers (#5204)
The signing, notarization, and deploy steps were only running on
push events. Now they also run on workflow_dispatch (manual triggers)
when targeting main branch.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 06:32:24 -08:00
64e1e46e0a Fix crane installation and use crane in blue-green deploys (#5202)
1. Fix crane installation - don't try to mv crane to itself
   (tar extracts to cwd which is already /opt/eagle0)
2. Keep crane binary after deploy for blue-green script to use
3. Update blue-green deploy to use crane instead of docker pull
   (fixes OCI/Docker digest mismatch issue)

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 23:09:04 -08:00
4722a40384 Fix crane binary disappearing during Docker deploy (#5201)
Use absolute path for crane binary and add verification that it
was installed correctly. Also add ls -la output for debugging.

The crane binary was mysteriously disappearing between the Eagle
and Shardok image pulls.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 23:02:20 -08:00
6653a14660 Use Scala types for command matching in EngineImpl (#5200)
Refactors postCommand to:
- Get Scala commands directly from AvailableCommandsFactory
- Convert proto SelectedCommand to Scala for matching
- Use CommandType-based matching (no more proto dependency in AvailableCommandTypeMap)
- Convert back to proto for CommandFactory (temporary until full migration)

AvailableCommandTypeMap now uses only Scala types - matching is simply:
  availableCommands.find(_.commandType == selectedCommand.commandType)

Also adds:
- ScalaCommandSelection case class for future migration of command selectors
- Improved visibility for command converter targets

This is an incremental step toward eliminating proto commands from library/.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 22:59:01 -08:00
056571651e Upgrade rules_apple to 4.3.3 and rules_swift to 2.4.0 (#5198)
* Upgrade rules_apple to 4.3.3 and rules_swift to 2.4.0

These are the latest compatible versions (rules_apple 4.3.3 depends
on rules_swift 2.4.0 with compatibility level 2).

Note: rules_swift 3.x uses compatibility level 3 and is not
compatible with current rules_apple versions.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix zipApp to handle symlinks in Sparkle.framework

Sparkle.framework contains symlinks like Headers -> Versions/Current/Headers.
The previous code used filepath.Walk which follows symlinks, causing it to
try to read a directory as a file.

Now uses filepath.WalkDir with os.Lstat to detect symlinks and store them
properly in the zip archive.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Revert "Fix zipApp to handle symlinks in Sparkle.framework"

This reverts commit ad2f2e40d4562ced1b4001e13abc95d8901c8f0e.

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 22:48:57 -08:00
d8224e7886 Fix zipApp to handle symlinks in Sparkle.framework (#5199)
Sparkle.framework contains symlinks like Headers -> Versions/Current/Headers.
The previous code used filepath.Walk which follows symlinks, causing it to
try to read a directory as a file.

Now uses filepath.WalkDir with os.Lstat to detect symlinks and store them
properly in the zip archive.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 22:48:29 -08:00
9cc9a65e4a Fix codesign script to sign all Sparkle framework components (#5195)
* Fix codesign script to sign all Sparkle framework components

Sign XPC services, nested apps (Updater.app), and standalone
executables (Autoupdate) before signing the framework itself.
Apple notarization requires all nested binaries to be signed
with Developer ID certificate and secure timestamp.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add missing path triggers for pull_request in Mac build workflow

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Re-add rules_swift for Mac GoDice plugin build

The DarwinGodiceBundle requires rules_swift to build.
This was inadvertently removed in #5194.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 22:24:55 -08:00
025563b607 Add retry logic to docker pull in blue-green deploy (#5197)
Handles intermittent Docker registry digest mismatch errors like:
"failed commit on ref: unexpected commit digest"

This is a known Docker/containerd issue that can occur due to:
- Registry caching
- Network/proxy issues
- Race conditions during push

Now retries up to 3 times with 5 second delays.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 22:23:18 -08:00
030f6b2c2e Fix warmup tool and PostCommandResponse status (#5196)
Warmup tool fixes:
- Process GameUpdates while waiting for PostCommandResponse (action
  results arrive BEFORE PostCommandResponse, not after)
- Don't wait for SubscriptionAck before ActionResultResponse (they
  arrive in reverse order)
- Use recommended_hero_id from ImproveAvailableCommand instead of
  hardcoding 0 (which doesn't exist)
- Verify we receive new AvailableCommands after posting command
- Add detailed logging for debugging

Server fix:
- Return PostCommandResponse.Status.SUCCESS instead of default UNKNOWN

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 14:54:41 -08:00
1d5dd7b971 Remove swift_proto_library targets and rules_swift dependency (#5194)
The Mac history editor that used these targets was previously removed.
Cleaning up the unused Swift proto infrastructure.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 14:24:54 -08:00
649e80c4ac Add Mac build pipeline with Sparkle auto-updates (#5193)
- Unity Mac build scripts (build_mac.sh, build_unity_mac.sh)
- Code signing with Developer ID certificate
- Apple notarization for Gatekeeper compliance
- Sparkle framework injection for delta auto-updates
- Go build handler for S3 upload and appcast.xml generation
- Update InvitationCodeManager.cs for Mac platform paths
- GitHub Actions workflow triggered on main branch pushes

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 14:22:52 -08:00
a1b4e41553 Add CommandType enum to replace SelectedCommand in ActionResult and Province (#5191)
* Add CommandType enum to replace SelectedCommand in ActionResult and Province

Create a compile-time safe CommandType enum that provides exhaustive matching
when adding new command types. This replaces SelectedCommand in:
- ActionResult.lastCommandTypeForActingProvince
- Province.lastCommand

Key changes:
- New CommandType.scala enum with exhaustive converters from SelectedCommand
  and AvailableCommand
- New command_type.proto with 40 command types + UNKNOWN
- CommandTypeConverter for proto<->Scala conversion
- Simplified shouldFollow in AvailableCommandsFactory to compare CommandType
  values directly
- Updated RandomStateSequencer.withTCommandAndLastCommand to use CommandType

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add backwards compatibility for CommandType in saved games

Preserve the deprecated SelectedCommand field (field 28) alongside the
new CommandType field (field 43) in action_result.proto. When loading
saved games, first check the new CommandType field; if not set, fall
back to the deprecated SelectedCommand and convert it.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Use parameterized enums for SelectedCommand/AvailableCommand to CommandType mapping

Refactors the dependency direction: instead of CommandType.from(SelectedCommand),
each enum case now has a built-in `val commandType: CommandType` parameter.

Benefits:
- Compile-time safety: can't add a new command without specifying its CommandType
- Simpler access: just call .commandType instead of a converter method
- Better dependency direction: richer types depend on simpler types, not vice versa

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 13:58:34 -08:00
1c24474a0b Add critical git rules to top of CLAUDE.md (#5192)
Prevent future accidental pushes directly to main by putting
explicit rules at the very top of the file.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 13:31:36 -08:00
adminandClaude Opus 4.5 26eec6cabc Add tutorial system plan document
Documents current implementation status, architecture, and remaining work.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 13:15:27 -08:00
d134f40438 Add tutorial test setup with IMGUI fallback UI (#5173)
* Add tutorial test setup with IMGUI fallback UI

Create TutorialTestSetup component that:
- Registers test tutorials programmatically on startup
- Triggers on first province selection, battle entry, and command issued
- Allows testing without Unity Editor asset creation

Add fallback IMGUI modal in TutorialUIManager:
- Renders when no ModalPanel prefab is assigned
- Shows title, description, progress, and action buttons
- Enables end-to-end testing without UI prefab setup

To test:
1. Add TutorialTestSetup component to TutorialManager GameObject
2. Ensure TutorialManager has UIManager reference
3. Play game and select a province to see test tutorial

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Silence missing onboarding sequence warning

Change LogWarning to debug log when no onboarding sequence is assigned.
This is a valid configuration state, not an error.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Improve IMGUI fallback modal styling

- Add FallbackFont field (assign Stoke-Regular.ttf in Unity)
- Increase font sizes: title 24, description 20, buttons 18
- Make modal window larger (600x300)
- Make buttons taller (40px height)

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Double IMGUI modal size and font sizes

- Window: 1200x600 (was 600x300)
- Title: 48pt, Description: 40pt, Progress: 32pt, Buttons: 36pt
- Buttons: 200-240x80 (was 100-120x40)
- Add TutorialManager GameObject to Gameplay scene

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add Reset Tutorials button to Settings panel

- Add resetTutorialsButton field to SettingsPanelController
- Add OnResetTutorialsClick() handler that calls TutorialManager.ResetAllProgress()

To wire up in Unity:
1. Add a Button to the Settings panel
2. Assign it to resetTutorialsButton field
3. Set OnClick to SettingsPanelController.OnResetTutorialsClick

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Fix ambiguous Debug reference

Use UnityEngine.Debug.Log to resolve conflict with System.Diagnostics.Debug

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Apply window style to IMGUI modal title

Pass windowStyle to GUI.Window so title uses 48pt font

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

* Add more spacing between title and description

Increase top spacing from 30 to 60 pixels

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 11:38:21 -08:00
a638dd26ca Fix deploy: remove warmup before scp, safer container cleanup (#5190)
Three fixes:
1. Remove existing warmup binary before scp - Bazel outputs it with
   read-only permissions (r-xr-xr-x), causing scp to fail on overwrite.

2. Remove the `docker compose up -d --remove-orphans` step which was
   causing "container name already in use by service {}" errors due to
   Docker Compose state conflicts.

3. Add `docker container prune -f` as a safer alternative - removes
   stopped containers without trying to reconcile compose state.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 07:46:29 -08:00
5e93b0eaa0 Add null safety to RunningGamePlayerInfo in admin console (#5189)
Prevent NPE when listing games with corrupt faction/leader data.
This defensive fix handles three cases:
- Hero might not exist for the faction head ID
- Faction name might be null
- Leader nameTextId might be null

The warmup tool created games with unexpected null values, causing
the admin console to crash when listing running games.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 07:22:12 -08:00
6940312d3f Add /invite/ route to nginx config (#5188)
The invitation landing page is served by the auth service on port 8080,
but nginx wasn't configured to proxy requests to it, resulting in 404.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-11 07:18:26 -08:00
243f0d43e7 Fix scp to preserve directory structure for deploy scripts (#5187)
scp flattens paths - it was copying scripts/bin/warmup to /opt/eagle0/warmup
instead of /opt/eagle0/scripts/bin/warmup. Fixed by:
1. Creating directory structure on remote first
2. Copying files to their correct locations

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 22:44:25 -08:00
1ddd015449 Unify .env management across workflows with shared update script (#5186)
Both docker_build.yml and auth_build.yml now use a shared update-env.sh
script that updates only the variables each workflow is responsible for,
without overwriting values set by other workflows.

Changes:
- Add deploy/env.template with all environment variables
- Add deploy/update-env.sh to safely update individual env vars
- Update docker_build.yml to use update-env.sh instead of rm/recreate
- Update auth_build.yml to use update-env.sh instead of grep/sed chain
- Add FASTMAIL_* vars to docker_build.yml deploy job

This fixes the bug where docker_build.yml was overwriting FASTMAIL env
vars set by auth_build.yml because it recreated .env from scratch.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 22:42:08 -08:00
da85d0983a Fix deploy order: start jfr-sidecar after eagle-blue (#5185)
jfr-sidecar has `pid: "service:eagle-blue"` to share PID namespace for
JFR profiling. It must be started after eagle-blue exists, not before.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-10 22:31:12 -08:00
3666 changed files with 40935 additions and 35859 deletions
@@ -0,0 +1,37 @@
name: Artifact Storage Check
on:
schedule:
# Run every 6 hours
- cron: '0 */6 * * *'
workflow_dispatch:
jobs:
check-storage:
runs-on: ubuntu-latest
steps:
- name: Check artifact storage size
env:
GH_TOKEN: ${{ github.token }}
run: |
# Calculate total artifact storage
total_bytes=$(gh api "repos/${{ github.repository }}/actions/artifacts" \
--paginate -q '.artifacts[].size_in_bytes' | awk '{sum+=$1} END {print sum}')
total_mb=$((total_bytes / 1024 / 1024))
echo "Total artifact storage: ${total_mb} MB"
# Fail if over 500MB
if [ "$total_mb" -gt 500 ]; then
echo "::error::Artifact storage is ${total_mb} MB, which exceeds the 500 MB threshold!"
echo ""
echo "Largest artifacts:"
gh api "repos/${{ github.repository }}/actions/artifacts" \
--paginate -q '.artifacts[] | "\(.size_in_bytes)\t\(.name)\t\(.created_at)"' | \
sort -rn | head -20 | \
awk -F'\t' '{printf "%d MB\t%s\t%s\n", $1/1024/1024, $2, $3}'
exit 1
fi
echo "Storage is within acceptable limits."
+61 -47
View File
@@ -24,7 +24,7 @@ permissions:
jobs:
build-auth:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
outputs:
image_tag: ${{ steps.push-auth.outputs.image_tag }}
steps:
@@ -104,6 +104,14 @@ jobs:
DISCORD_CLIENT_SECRET: ${{ secrets.DISCORD_CLIENT_SECRET }}
GOOGLE_CLIENT_ID: ${{ secrets.GOOGLE_CLIENT_ID }}
GOOGLE_CLIENT_SECRET: ${{ secrets.GOOGLE_CLIENT_SECRET }}
GH_OAUTH_CLIENT_ID: ${{ secrets.GH_OAUTH_CLIENT_ID }}
GH_OAUTH_CLIENT_SECRET: ${{ secrets.GH_OAUTH_CLIENT_SECRET }}
APPLE_SIGNIN_CLIENT_ID: ${{ secrets.APPLE_SIGNIN_CLIENT_ID }}
APPLE_TEAM_ID: ${{ secrets.APPLE_TEAM_ID }}
APPLE_SIGNIN_KEY_ID: ${{ secrets.APPLE_SIGNIN_KEY_ID }}
APPLE_SIGNIN_PRIVATE_KEY: ${{ secrets.APPLE_SIGNIN_PRIVATE_KEY }}
TWITCH_CLIENT_ID: ${{ secrets.TWITCH_CLIENT_ID }}
TWITCH_CLIENT_SECRET: ${{ secrets.TWITCH_CLIENT_SECRET }}
JWT_PRIVATE_KEY: ${{ secrets.JWT_PRIVATE_KEY }}
FASTMAIL_API_TOKEN: ${{ secrets.FASTMAIL_API_TOKEN }}
FASTMAIL_FROM_EMAIL: ${{ secrets.FASTMAIL_FROM_EMAIL }}
@@ -119,69 +127,75 @@ jobs:
username: deploy
key: ${{ secrets.DO_SSH_KEY }}
script_stop: true
envs: AUTH_IMAGE,DISCORD_CLIENT_ID,DISCORD_CLIENT_SECRET,GOOGLE_CLIENT_ID,GOOGLE_CLIENT_SECRET,JWT_PRIVATE_KEY,FASTMAIL_API_TOKEN,FASTMAIL_FROM_EMAIL,FASTMAIL_FROM_NAME
envs: AUTH_IMAGE,DISCORD_CLIENT_ID,DISCORD_CLIENT_SECRET,GOOGLE_CLIENT_ID,GOOGLE_CLIENT_SECRET,GH_OAUTH_CLIENT_ID,GH_OAUTH_CLIENT_SECRET,APPLE_SIGNIN_CLIENT_ID,APPLE_TEAM_ID,APPLE_SIGNIN_KEY_ID,APPLE_SIGNIN_PRIVATE_KEY,TWITCH_CLIENT_ID,TWITCH_CLIENT_SECRET,JWT_PRIVATE_KEY,FASTMAIL_API_TOKEN,FASTMAIL_FROM_EMAIL,FASTMAIL_FROM_NAME
script: |
set -x
cd /opt/eagle0
# Update AUTH_IMAGE in .env file (preserve other vars)
if [ -f .env ]; then
# Remove old AUTH_IMAGE line and add new one
grep -v '^AUTH_IMAGE=' .env > .env.tmp || true
echo "AUTH_IMAGE=${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.tmp6 || true
echo "JWT_PRIVATE_KEY=${JWT_PRIVATE_KEY:-}" >> .env.tmp6
# Update Fastmail JMAP credentials for email sending
grep -v '^FASTMAIL_API_TOKEN=' .env.tmp6 > .env.tmp7 || true
echo "FASTMAIL_API_TOKEN=${FASTMAIL_API_TOKEN:-}" >> .env.tmp7
grep -v '^FASTMAIL_FROM_EMAIL=' .env.tmp7 > .env.tmp8 || true
echo "FASTMAIL_FROM_EMAIL=${FASTMAIL_FROM_EMAIL:-}" >> .env.tmp8
grep -v '^FASTMAIL_FROM_NAME=' .env.tmp8 > .env || true
echo "FASTMAIL_FROM_NAME=${FASTMAIL_FROM_NAME:-}" >> .env
rm -f .env.tmp .env.tmp2 .env.tmp3 .env.tmp4 .env.tmp5 .env.tmp6 .env.tmp7 .env.tmp8
chmod 600 .env
else
echo "ERROR: .env file not found. Run main deploy first."
exit 1
fi
# Export env vars for docker compose (appleboy/ssh-action sets them but doesn't export)
export AUTH_IMAGE="${AUTH_IMAGE}"
export DISCORD_CLIENT_ID="${DISCORD_CLIENT_ID}"
export DISCORD_CLIENT_SECRET="${DISCORD_CLIENT_SECRET}"
export GOOGLE_CLIENT_ID="${GOOGLE_CLIENT_ID}"
export GOOGLE_CLIENT_SECRET="${GOOGLE_CLIENT_SECRET}"
export GH_OAUTH_CLIENT_ID="${GH_OAUTH_CLIENT_ID}"
export GH_OAUTH_CLIENT_SECRET="${GH_OAUTH_CLIENT_SECRET}"
export APPLE_SIGNIN_CLIENT_ID="${APPLE_SIGNIN_CLIENT_ID}"
export APPLE_TEAM_ID="${APPLE_TEAM_ID}"
export APPLE_SIGNIN_KEY_ID="${APPLE_SIGNIN_KEY_ID}"
export APPLE_SIGNIN_PRIVATE_KEY="${APPLE_SIGNIN_PRIVATE_KEY}"
export TWITCH_CLIENT_ID="${TWITCH_CLIENT_ID}"
export TWITCH_CLIENT_SECRET="${TWITCH_CLIENT_SECRET}"
export JWT_PRIVATE_KEY="${JWT_PRIVATE_KEY}"
export FASTMAIL_API_TOKEN="${FASTMAIL_API_TOKEN}"
export FASTMAIL_FROM_EMAIL="${FASTMAIL_FROM_EMAIL}"
export FASTMAIL_FROM_NAME="${FASTMAIL_FROM_NAME}"
# Login to registry
echo "${{ secrets.DO_REGISTRY_TOKEN }}" | docker login registry.digitalocean.com -u "${{ secrets.DO_REGISTRY_TOKEN }}" --password-stdin
echo "Deploying auth service: $AUTH_IMAGE"
# Use crane to pull image
echo "Installing crane..."
curl -sL https://github.com/google/go-containerregistry/releases/download/v0.20.2/go-containerregistry_Linux_x86_64.tar.gz | tar xzf - crane
chmod +x crane
# Pull the image directly (docker is already logged in)
echo "Pulling Auth image..."
docker pull "${AUTH_IMAGE}" || { echo "ERROR: Failed to pull auth image"; exit 1; }
echo "Pulling Auth image with crane..."
./crane pull "${AUTH_IMAGE}" auth.tar || { echo "ERROR: Failed to pull auth image"; exit 1; }
echo "Loading Auth image into Docker..."
docker load -i auth.tar
rm auth.tar
rm ./crane
# Tag as :latest locally so any fallback uses correct image
docker tag "${AUTH_IMAGE}" registry.digitalocean.com/eagle0/auth-server:latest
# Only recreate the auth container (not eagle, shardok, etc.)
docker compose -f docker-compose.prod.yml up -d --no-deps --force-recreate auth
# Debug: check environment and .env file
echo "DEBUG: AUTH_IMAGE=$AUTH_IMAGE"
env | grep AUTH || echo "AUTH_IMAGE not in env output"
if [ -f .env ]; then
echo "DEBUG: .env file contents related to AUTH:"
grep AUTH .env || echo "No AUTH in .env"
fi
# Recreate auth container - pass AUTH_IMAGE explicitly on command line
AUTH_IMAGE="${AUTH_IMAGE}" 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
# Verify container is using the correct image
# Note: docker-compose may use :latest tag (which we tagged to the correct image)
echo "=== Verifying auth container image ==="
docker compose -f docker-compose.prod.yml images auth
RUNNING_IMAGE=$(docker inspect auth-server --format '{{.Config.Image}}')
RUNNING_DIGEST=$(docker inspect auth-server --format '{{.Image}}')
EXPECTED_DIGEST=$(docker inspect "${AUTH_IMAGE}" --format '{{.Id}}')
echo "Expected image: ${AUTH_IMAGE}"
echo "Running image: ${RUNNING_IMAGE}"
echo "Expected digest: ${EXPECTED_DIGEST}"
echo "Running digest: ${RUNNING_DIGEST}"
if [ "$RUNNING_DIGEST" != "$EXPECTED_DIGEST" ]; then
echo "ERROR: Container is running wrong image!"
exit 1
fi
echo "Image digests match - correct image is running"
# Show container status
docker compose -f docker-compose.prod.yml ps auth
# Cleanup old images
docker image prune -f
+5 -6
View File
@@ -26,16 +26,16 @@ permissions:
jobs:
test:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Check BUILD.bazel dependencies
run: ./scripts/check_build_deps.sh --strict
- name: Run tests
id: test
continue-on-error: true
run: bazel test --build_event_json_file=test.json //src/test/... //src/main/go/...
- name: Collect failed test logs
if: always()
@@ -75,6 +75,7 @@ jobs:
with:
name: test.json
path: test.json
retention-days: 5
- name: Archive failed test logs
if: always()
uses: actions/upload-artifact@v4
@@ -82,6 +83,4 @@ jobs:
name: failed-test-logs
path: failed_test_logs/
if-no-files-found: ignore
- name: Fail if tests failed
if: steps.test.outcome == 'failure'
run: exit 1
retention-days: 5
-21
View File
@@ -1,21 +0,0 @@
name: Build Protos
on:
pull_request:
paths:
- "src/main/protobuf/**"
permissions:
contents: read
jobs:
build:
runs-on: self-hosted
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Run tests
run: ./scripts/build_protos.sh
+2
View File
@@ -37,6 +37,7 @@ jobs:
with:
name: ubuntu-noble-sysroot-amd64
path: tools/sysroot/output/
retention-days: 1
- name: Install AWS CLI
run: |
@@ -98,6 +99,7 @@ jobs:
with:
name: ubuntu-noble-sysroot-arm64
path: tools/sysroot/output/
retention-days: 1
- name: Install AWS CLI
run: |
-35
View File
@@ -1,35 +0,0 @@
name: Client Presigner
on:
push:
branches: [ "main" ]
paths:
- ".github/workflows/client_presigner.yml"
- "src/main/go/net/eagle0/client_download/**"
- "src/main/go/net/eagle0/util/**"
pull_request:
paths:
- ".github/workflows/client_presigner.yml"
- "src/main/go/net/eagle0/client_download/**"
- "src/main/go/net/eagle0/util/**"
permissions:
contents: read
jobs:
client-presigner:
runs-on: self-hosted
steps:
- uses: actions/checkout@v4
with:
lfs: false
clean: false
- name: Build Client Presigner
run: bazel build --platforms=@io_bazel_rules_go//go/toolchain:linux_amd64 //src/main/go/net/eagle0/client_download
- name: Archive presigner binary
if: success() || failure()
uses: actions/upload-artifact@v4
with:
name: client_download
path: bazel-bin/src/main/go/net/eagle0/client_download/client_download_/client_download
+236 -477
View File
@@ -4,10 +4,18 @@ on:
push:
branches: [ "main" ]
paths:
- 'src/main/cpp/**'
# Note: C++ changes trigger shardok_arm64_build.yml instead
# Note: Auth changes trigger auth_build.yml instead
# Note: Windows installer changes trigger installer_build.yml instead
- 'src/main/go/**'
- '!src/main/go/net/eagle0/authservice/**'
- '!src/main/go/net/eagle0/authcli/**'
- '!src/main/go/net/eagle0/clients/**'
- 'src/main/scala/**'
- 'src/main/protobuf/**'
- '!src/main/protobuf/net/eagle0/eagle/api/auth.proto'
- '!src/main/protobuf/net/eagle0/eagle/api/admin/**'
- '!src/main/protobuf/net/eagle0/eagle/internal/auth_internal.proto'
- 'src/main/resources/**'
- 'ci/BUILD.bazel'
- 'MODULE.bazel'
@@ -22,37 +30,63 @@ on:
default: 'false'
type: boolean
# Only allow one deployment at a time to prevent race conditions
concurrency:
group: docker-build-deploy
cancel-in-progress: false # Don't cancel running deployments, queue new ones
permissions:
contents: read
jobs:
build-eagle:
runs-on: self-hosted
# Single consolidated build job - builds all images with one bazel invocation
# This uses 1 runner slot instead of 4, and Bazel parallelizes internally
# NOTE: Must run on a runner with the bazel label to ensure consistent Bazel cache
build-all:
runs-on: [self-hosted, bazel]
outputs:
image_tag: ${{ steps.push-eagle.outputs.image_tag }}
eagle_image_tag: ${{ steps.push-images.outputs.eagle_image_tag }}
admin_image_tag: ${{ steps.push-images.outputs.admin_image_tag }}
jfr_sidecar_image_tag: ${{ steps.push-images.outputs.jfr_sidecar_image_tag }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Build Eagle Docker image
id: build-eagle
- name: Build all Docker images
id: build-all
run: |
set -ex
bazel build --platforms=//:linux_x86_64 //ci:eagle_server_image
# Also build the warmup tool for Linux
bazel build //src/main/go/net/eagle0/warmup:warmup_linux_amd64
# Build ALL images in a single bazel command - Bazel parallelizes internally
# Note: Shardok is built separately for ARM64 and deployed to Hetzner
echo "=== Building Docker images ==="
bazel build \
--platforms=//:linux_x86_64 \
--extra_toolchains=@llvm_toolchain_linux//:all \
//ci:eagle_server_image \
//ci:admin_server_image \
//ci:jfr_sidecar_image \
//src/main/go/net/eagle0/warmup:warmup_linux_amd64
# Copy warmup binary to scripts/ so it gets deployed with other scripts
# Copy warmup binary to scripts/ for deployment
mkdir -p scripts/bin
cp bazel-bin/src/main/go/net/eagle0/warmup/warmup_linux_amd64_/warmup_linux_amd64 scripts/bin/warmup
# Save the resolved path before any other bazel command changes bazel-bin symlink
IMAGE_PATH=$(readlink -f bazel-bin/ci/eagle_server_image)
echo "Image path: $IMAGE_PATH"
echo "image_path=$IMAGE_PATH" >> $GITHUB_OUTPUT
# Save all image paths before any other bazel command changes bazel-bin symlink
EAGLE_PATH=$(readlink -f bazel-bin/ci/eagle_server_image)
ADMIN_PATH=$(readlink -f bazel-bin/ci/admin_server_image)
JFR_PATH=$(readlink -f bazel-bin/ci/jfr_sidecar_image)
echo "eagle_path=$EAGLE_PATH" >> $GITHUB_OUTPUT
echo "admin_path=$ADMIN_PATH" >> $GITHUB_OUTPUT
echo "jfr_path=$JFR_PATH" >> $GITHUB_OUTPUT
echo "=== Image paths ==="
echo "Eagle: $EAGLE_PATH"
echo "Admin: $ADMIN_PATH"
echo "JFR Sidecar: $JFR_PATH"
- name: Login to DigitalOcean Container Registry
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
@@ -62,382 +96,73 @@ jobs:
mkdir -p ~/.docker
AUTH=$(echo -n "${DO_TOKEN}:${DO_TOKEN}" | base64)
echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > ~/.docker/config.json
# Also set for current directory in case Bazel uses different home
mkdir -p .docker
cp ~/.docker/config.json .docker/
- name: Push Eagle image to DO registry
id: push-eagle
- name: Push all images to DO registry
id: push-images
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DOCKER_CONFIG: ${{ github.workspace }}/.docker
run: |
set -ex
# Use cross-compiled image path from build step
EAGLE_IMAGE="${{ steps.build-eagle.outputs.image_path }}"
echo "Using Eagle image: $EAGLE_IMAGE"
GIT_SHA=$(git rev-parse --short=8 HEAD)
if [ -z "$EAGLE_IMAGE" ] || [ ! -d "$EAGLE_IMAGE" ]; then
echo "ERROR: Eagle image not found at: $EAGLE_IMAGE"
exit 1
fi
# Debug: show OCI layout contents
echo "=== OCI Layout Contents ==="
cat "$EAGLE_IMAGE/index.json"
echo ""
echo "=== Blobs ==="
ls -la "$EAGLE_IMAGE/blobs/sha256/" | head -20
# Verify OCI layout consistency before pushing
echo "=== Verifying OCI layout consistency ==="
for digest in $(cat "$EAGLE_IMAGE/index.json" | grep -o '"sha256:[^"]*"' | tr -d '"'); do
blob_path="$EAGLE_IMAGE/blobs/${digest/://}"
if [ ! -f "$blob_path" ]; then
echo "ERROR: Blob not found: $blob_path"
exit 1
fi
actual_digest="sha256:$(shasum -a 256 "$blob_path" | cut -d' ' -f1)"
if [ "$digest" != "$actual_digest" ]; then
echo "ERROR: Digest mismatch for $blob_path"
echo " Index says: $digest"
echo " Actual: $actual_digest"
exit 1
fi
echo "✓ Verified: $digest"
done
# Build the push target to get crane in runfiles
# Get crane from push target runfiles
bazel build //ci:eagle_server_push
# Use crane directly for push (avoids OCI->Docker digest mismatch)
CRANE="bazel-bin/ci/push_eagle_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/eagle-server:${GIT_SHA}"
echo "Pushing eagle image: $IMAGE_TAG"
$CRANE push "$EAGLE_IMAGE" "$IMAGE_TAG"
# Verify push by checking what's in the registry
echo "=== Verifying push ==="
$CRANE manifest "$IMAGE_TAG" | head -50
PUSHED_DIGEST=$($CRANE digest "$IMAGE_TAG")
echo "Registry reports digest: $PUSHED_DIGEST"
# Output the full image tag for deploy step
echo "image_tag=$IMAGE_TAG" >> $GITHUB_OUTPUT
# Also update :latest for convenience (but deploy won't use it)
echo "Copying to :latest tag"
$CRANE copy "$IMAGE_TAG" "registry.digitalocean.com/eagle0/eagle-server:latest"
build-shardok:
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 binary (cross-compile for Linux)
run: |
set -ex
# Step 1: Build JUST the binary with cross-compilation
# We need --extra_toolchains to force the Linux toolchain to be used
# because toolchains_llvm registers with dev_dependency=True
echo "=== Building shardok-server binary for linux-x86_64 ==="
bazel build \
--platforms=//:linux_x86_64 \
--extra_toolchains=@llvm_toolchain_linux//:all \
//src/main/cpp/net/eagle0/shardok:shardok-server
# Step 2: Check the binary directly from bazel-bin
# bazel-bin is a symlink that points to the correct output directory
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 $LINUX_BIN"
exit 1
if [ ! -e "$CRANE" ]; then
# Fallback: find any Darwin crane
RUNFILES="bazel-bin/ci/push_eagle_server_push.sh.runfiles"
CRANE=$(find "$RUNFILES" -path "*darwin*" -name crane 2>/dev/null | head -1)
fi
# Debug: show what bazel-bin points to
echo "bazel-bin symlink target: $(readlink bazel-bin || echo 'not a symlink')"
# Step 3: Verify it's ELF (Linux) not Mach-O (macOS)
echo "=== Verifying binary format ==="
MAGIC=$(head -c 4 "$LINUX_BIN" | xxd -p)
echo "Binary magic bytes: $MAGIC"
if [ "$MAGIC" = "7f454c46" ]; then
echo "SUCCESS: Binary is ELF format (Linux)"
elif [ "$MAGIC" = "cfaeedfe" ] || [ "$MAGIC" = "cffaedfe" ]; then
echo "ERROR: Binary is Mach-O format (macOS) - cross-compilation failed!"
echo ""
echo "Debug info:"
echo "- bazel-bin points to: $(readlink bazel-bin)"
file "$LINUX_BIN" || true
exit 1
else
echo "WARNING: Unknown binary format: $MAGIC"
file "$LINUX_BIN" || true
fi
- name: Build Shardok Docker image
id: build-shardok
run: |
set -ex
# Build the OCI image with cross-compilation flags
bazel build \
--platforms=//:linux_x86_64 \
--extra_toolchains=@llvm_toolchain_linux//:all \
//ci:shardok_server_image
# The image is output to bazel-bin which is a symlink.
# Resolve it now before any other bazel commands change where it points.
IMAGE_PATH=$(readlink -f bazel-bin/ci/shardok_server_image)
echo "Image path: $IMAGE_PATH"
echo "image_path=$IMAGE_PATH" >> $GITHUB_OUTPUT
# Verify the binary inside the tar layer is ELF
echo "=== Verifying binary in image tar ==="
BINARY_TAR="bazel-bin/ci/shardok_binary_layer.tar"
if [ -f "$BINARY_TAR" ]; then
echo "Checking binary in $BINARY_TAR"
# Extract just the first 4 bytes of the binary from the tar
MAGIC=$(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!"
echo "This means pkg_tar is packaging the wrong binary."
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_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
# Also set for current directory in case Bazel uses different home
mkdir -p .docker
cp ~/.docker/config.json .docker/
- name: Push Shardok image to DO registry
id: push-shardok
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DOCKER_CONFIG: ${{ github.workspace }}/.docker
run: |
set -ex
# Use cross-compiled image path from build step
CROSS_IMAGE="${{ 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: $CROSS_IMAGE"
exit 1
fi
# Get crane from Eagle push target (which doesn't need cross-compilation)
# This gives us a macOS crane binary we can actually run.
# We can't build shardok_server_push with platform flags because it would
# download a Linux crane that can't run on macOS.
bazel build //ci:eagle_server_push
# Find the Darwin crane binary (may be a symlink)
RUNFILES="bazel-bin/ci/push_eagle_server_push.sh.runfiles"
CRANE=$(find "$RUNFILES" -path "*darwin*" -name crane 2>/dev/null | head -1)
if [ -z "$CRANE" ]; then
# Fallback to any crane
CRANE=$(find "$RUNFILES" -name crane 2>/dev/null | head -1)
fi
if [ -z "$CRANE" ] || [ ! -e "$CRANE" ]; then
echo "ERROR: crane not found. Listing runfiles:"
find "$RUNFILES" -name crane 2>/dev/null || true
echo "ERROR: crane not found"
exit 1
fi
echo "Using crane: $CRANE"
# Push the cross-compiled image with SHA tag
GIT_SHA=$(git rev-parse --short=8 HEAD)
IMAGE_TAG="registry.digitalocean.com/eagle0/shardok-server:${GIT_SHA}"
echo "Pushing shardok image: $IMAGE_TAG"
$CRANE push "$CROSS_IMAGE" "$IMAGE_TAG"
# Push Eagle image
EAGLE_IMAGE="${{ steps.build-all.outputs.eagle_path }}"
EAGLE_TAG="registry.digitalocean.com/eagle0/eagle-server:${GIT_SHA}"
echo "Pushing Eagle: $EAGLE_TAG"
$CRANE push "$EAGLE_IMAGE" "$EAGLE_TAG"
$CRANE copy "$EAGLE_TAG" "registry.digitalocean.com/eagle0/eagle-server:latest"
echo "eagle_image_tag=$EAGLE_TAG" >> $GITHUB_OUTPUT
# Output the full image tag for deploy step
echo "image_tag=$IMAGE_TAG" >> $GITHUB_OUTPUT
# Push Admin image
ADMIN_IMAGE="${{ steps.build-all.outputs.admin_path }}"
ADMIN_TAG="registry.digitalocean.com/eagle0/admin-server:${GIT_SHA}"
echo "Pushing Admin: $ADMIN_TAG"
$CRANE push "$ADMIN_IMAGE" "$ADMIN_TAG"
$CRANE copy "$ADMIN_TAG" "registry.digitalocean.com/eagle0/admin-server:latest"
echo "admin_image_tag=$ADMIN_TAG" >> $GITHUB_OUTPUT
# Also update :latest for convenience (but deploy won't use it)
echo "Copying to :latest tag"
$CRANE copy "$IMAGE_TAG" "registry.digitalocean.com/eagle0/shardok-server:latest"
# Push JFR Sidecar image
JFR_IMAGE="${{ steps.build-all.outputs.jfr_path }}"
JFR_TAG="registry.digitalocean.com/eagle0/jfr-sidecar:${GIT_SHA}"
echo "Pushing JFR Sidecar: $JFR_TAG"
$CRANE push "$JFR_IMAGE" "$JFR_TAG"
$CRANE copy "$JFR_TAG" "registry.digitalocean.com/eagle0/jfr-sidecar:latest"
echo "jfr_sidecar_image_tag=$JFR_TAG" >> $GITHUB_OUTPUT
build-admin:
runs-on: self-hosted
outputs:
image_tag: ${{ steps.push-admin.outputs.image_tag }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Build Admin Server Docker image
id: build-admin
run: |
set -ex
# Build admin server image (Go binary has explicit goos/goarch in BUILD.bazel)
bazel build //ci:admin_server_image
# Save the resolved path before any other bazel command changes bazel-bin symlink
IMAGE_PATH=$(readlink -f bazel-bin/ci/admin_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 Admin image to DO registry
id: push-admin
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DOCKER_CONFIG: ${{ github.workspace }}/.docker
run: |
set -ex
ADMIN_IMAGE="${{ steps.build-admin.outputs.image_path }}"
echo "Using Admin image: $ADMIN_IMAGE"
if [ -z "$ADMIN_IMAGE" ] || [ ! -d "$ADMIN_IMAGE" ]; then
echo "ERROR: Admin image not found at: $ADMIN_IMAGE"
exit 1
fi
# Build the push target to get crane in runfiles
bazel build //ci:admin_server_push
# Use crane directly for push
CRANE="bazel-bin/ci/push_admin_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/admin-server:${GIT_SHA}"
echo "Pushing admin image: $IMAGE_TAG"
$CRANE push "$ADMIN_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/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"
echo "=== All images pushed successfully ==="
deploy:
runs-on: self-hosted
needs: [build-eagle, build-shardok, build-admin, build-jfr-sidecar]
runs-on: [self-hosted, bazel]
needs: [build-all]
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 }}
EAGLE_IMAGE: ${{ needs.build-all.outputs.eagle_image_tag }}
ADMIN_IMAGE: ${{ needs.build-all.outputs.admin_image_tag }}
JFR_SIDECAR_IMAGE: ${{ needs.build-all.outputs.jfr_sidecar_image_tag }}
OPENAI_API_KEY: ${{ secrets.OPENAI_API_KEY }}
ANTHROPIC_API_KEY: ${{ secrets.ANTHROPIC_API_KEY }}
GEMINI_API_KEY: ${{ secrets.GEMINI_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 }}
@@ -447,9 +172,20 @@ jobs:
DISCORD_CLIENT_SECRET: ${{ secrets.DISCORD_CLIENT_SECRET }}
GOOGLE_CLIENT_ID: ${{ secrets.GOOGLE_CLIENT_ID }}
GOOGLE_CLIENT_SECRET: ${{ secrets.GOOGLE_CLIENT_SECRET }}
GH_OAUTH_CLIENT_ID: ${{ secrets.GH_OAUTH_CLIENT_ID }}
GH_OAUTH_CLIENT_SECRET: ${{ secrets.GH_OAUTH_CLIENT_SECRET }}
APPLE_SIGNIN_CLIENT_ID: ${{ secrets.APPLE_SIGNIN_CLIENT_ID }}
APPLE_TEAM_ID: ${{ secrets.APPLE_TEAM_ID }}
APPLE_SIGNIN_KEY_ID: ${{ secrets.APPLE_SIGNIN_KEY_ID }}
APPLE_SIGNIN_PRIVATE_KEY: ${{ secrets.APPLE_SIGNIN_PRIVATE_KEY }}
TWITCH_CLIENT_ID: ${{ secrets.TWITCH_CLIENT_ID }}
TWITCH_CLIENT_SECRET: ${{ secrets.TWITCH_CLIENT_SECRET }}
SHARDOK_ADDRESS: ${{ secrets.SHARDOK_ADDRESS }}
SHARDOK_AUTH_TOKEN: ${{ secrets.SHARDOK_AUTH_TOKEN }}
SENTRY_DSN: ${{ secrets.SENTRY_DSN }}
FASTMAIL_API_TOKEN: ${{ secrets.FASTMAIL_API_TOKEN }}
FASTMAIL_FROM_EMAIL: ${{ secrets.FASTMAIL_FROM_EMAIL }}
FASTMAIL_FROM_NAME: ${{ secrets.FASTMAIL_FROM_NAME }}
DO_DROPLET_IP: ${{ secrets.DO_DROPLET_IP }}
DO_REGISTRY_TOKEN: ${{ secrets.DO_REGISTRY_TOKEN }}
steps:
@@ -471,10 +207,18 @@ jobs:
- name: Copy config files to droplet
run: |
scp -i ~/.ssh/deploy_key \
docker-compose.prod.yml nginx/nginx.conf \
scripts/deploy-blue-green.sh scripts/warmup-eagle.sh scripts/bin/warmup \
deploy@"$DO_DROPLET_IP":/opt/eagle0/
# Create directory structure on remote
ssh -i ~/.ssh/deploy_key deploy@"$DO_DROPLET_IP" bash -s << 'SETUP_DIRS'
set -e
mkdir -p /opt/eagle0/scripts/bin /opt/eagle0/nginx
rm -f /opt/eagle0/scripts/bin/warmup
SETUP_DIRS
# Copy files
scp -i ~/.ssh/deploy_key docker-compose.prod.yml deploy@"$DO_DROPLET_IP":/opt/eagle0/
scp -i ~/.ssh/deploy_key nginx/nginx.conf deploy@"$DO_DROPLET_IP":/opt/eagle0/nginx/
scp -i ~/.ssh/deploy_key scripts/deploy-blue-green.sh scripts/warmup-eagle.sh scripts/eagle-exec.sh scripts/eagle-logs.sh deploy@"$DO_DROPLET_IP":/opt/eagle0/scripts/
scp -i ~/.ssh/deploy_key scripts/bin/warmup deploy@"$DO_DROPLET_IP":/opt/eagle0/scripts/bin/
- name: Deploy to production droplet
run: |
@@ -482,148 +226,163 @@ jobs:
set -ex
cd /opt/eagle0
# Environment variables passed via heredoc
EAGLE_IMAGE="${EAGLE_IMAGE}"
SHARDOK_IMAGE="${SHARDOK_IMAGE}"
ADMIN_IMAGE="${ADMIN_IMAGE}"
JFR_SIDECAR_IMAGE="${JFR_SIDECAR_IMAGE}"
OPENAI_API_KEY="${OPENAI_API_KEY}"
GPT_MODEL_NAME="${GPT_MODEL_NAME}"
EAGLE_ENABLE_S3="${EAGLE_ENABLE_S3}"
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_AUTH_TOKEN="${SHARDOK_AUTH_TOKEN}"
SENTRY_DSN="${SENTRY_DSN}"
DO_REGISTRY_TOKEN="${DO_REGISTRY_TOKEN}"
# =================================================================
# CRITICAL: Validate environment variables before proceeding
# This catches GitHub Actions secret store hiccups early
# =================================================================
validate_env() {
local var_name="\$1"
local var_value="\$2"
local default_value="\${3:-}"
# Check Docker has IPv6 support for connecting to Hetzner Shardok
# (One-time setup: sudo tee /etc/docker/daemon.json <<< '{"ipv6": true, "ip6tables": true, "experimental": true, "fixed-cidr-v6": "fd00::/80"}' && sudo systemctl restart docker)
if [ -z "\${var_value}" ]; then
echo "ERROR: \${var_name} is empty. GitHub Actions secrets may have failed to load."
echo "Please retry the workflow."
return 1
fi
# Check if we got a default value instead of the real secret
if [ -n "\${default_value}" ] && [ "\${var_value}" = "\${default_value}" ]; then
echo "ERROR: \${var_name} has default value '\${default_value}' instead of the actual secret."
echo "This indicates GitHub Actions secrets failed to load. Please retry the workflow."
return 1
fi
return 0
}
echo "Validating critical environment variables..."
# These are the raw values from GitHub Actions (before export)
# We check them before exporting to catch issues early
VALIDATION_FAILED=0
validate_env "SHARDOK_ADDRESS" "${SHARDOK_ADDRESS}" "" || VALIDATION_FAILED=1
validate_env "EAGLE_IMAGE" "${EAGLE_IMAGE}" "" || VALIDATION_FAILED=1
validate_env "JWT_PRIVATE_KEY" "${JWT_PRIVATE_KEY}" "" || VALIDATION_FAILED=1
validate_env "DO_REGISTRY_TOKEN" "${DO_REGISTRY_TOKEN}" "" || VALIDATION_FAILED=1
if [ "\${VALIDATION_FAILED}" -eq 1 ]; then
echo ""
echo "========================================="
echo "DEPLOYMENT ABORTED: Missing critical secrets"
echo "This is likely a transient GitHub Actions issue."
echo "Please retry the workflow."
echo "========================================="
exit 1
fi
echo "All critical environment variables validated successfully."
# =================================================================
# Export environment variables for docker compose
# These are passed via heredoc and exported so child processes (docker compose) can access them
export EAGLE_IMAGE="${EAGLE_IMAGE}"
export ADMIN_IMAGE="${ADMIN_IMAGE}"
export JFR_SIDECAR_IMAGE="${JFR_SIDECAR_IMAGE}"
export OPENAI_API_KEY="${OPENAI_API_KEY}"
export ANTHROPIC_API_KEY="${ANTHROPIC_API_KEY}"
export GEMINI_API_KEY="${GEMINI_API_KEY}"
export GPT_MODEL_NAME="${GPT_MODEL_NAME:-gpt-4o}"
export EAGLE_ENABLE_S3="${EAGLE_ENABLE_S3:-false}"
export DO_SPACES_ACCESS_KEY="${DO_SPACES_ACCESS_KEY}"
export DO_SPACES_SECRET_KEY="${DO_SPACES_SECRET_KEY}"
export JWT_PRIVATE_KEY="${JWT_PRIVATE_KEY}"
export DISCORD_CLIENT_ID="${DISCORD_CLIENT_ID}"
export DISCORD_CLIENT_SECRET="${DISCORD_CLIENT_SECRET}"
export GOOGLE_CLIENT_ID="${GOOGLE_CLIENT_ID}"
export GOOGLE_CLIENT_SECRET="${GOOGLE_CLIENT_SECRET}"
export GH_OAUTH_CLIENT_ID="${GH_OAUTH_CLIENT_ID}"
export GH_OAUTH_CLIENT_SECRET="${GH_OAUTH_CLIENT_SECRET}"
export APPLE_SIGNIN_CLIENT_ID="${APPLE_SIGNIN_CLIENT_ID}"
export APPLE_TEAM_ID="${APPLE_TEAM_ID}"
export APPLE_SIGNIN_KEY_ID="${APPLE_SIGNIN_KEY_ID}"
export APPLE_SIGNIN_PRIVATE_KEY="${APPLE_SIGNIN_PRIVATE_KEY}"
export TWITCH_CLIENT_ID="${TWITCH_CLIENT_ID}"
export TWITCH_CLIENT_SECRET="${TWITCH_CLIENT_SECRET}"
export SHARDOK_ADDRESS="${SHARDOK_ADDRESS}"
export SHARDOK_AUTH_TOKEN="${SHARDOK_AUTH_TOKEN}"
export SENTRY_DSN="${SENTRY_DSN}"
export FASTMAIL_API_TOKEN="${FASTMAIL_API_TOKEN}"
export FASTMAIL_FROM_EMAIL="${FASTMAIL_FROM_EMAIL}"
export FASTMAIL_FROM_NAME="${FASTMAIL_FROM_NAME}"
export DO_REGISTRY_TOKEN="${DO_REGISTRY_TOKEN}"
# Check Docker has IPv6 support
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
# Login to registry
echo "\$DO_REGISTRY_TOKEN" | docker login registry.digitalocean.com -u "\$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, \$ADMIN_IMAGE, \$JFR_SIDECAR_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
# Install crane for pulling OCI images
echo "Installing crane..."
rm -f 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
# crane uses Docker config for auth
echo "Pulling Eagle image with crane..."
./crane pull "\${EAGLE_IMAGE}" eagle.tar || { echo "ERROR: Failed to pull eagle image"; exit 1; }
echo "Loading Eagle image into Docker..."
docker load -i eagle.tar
rm eagle.tar
# Pull and load all images
echo "Pulling Eagle image..."
./crane pull "\${EAGLE_IMAGE}" eagle.tar && docker load -i eagle.tar && rm eagle.tar
echo "Pulling Shardok image with crane..."
./crane pull "\${SHARDOK_IMAGE}" shardok.tar || { echo "ERROR: Failed to pull shardok image"; exit 1; }
echo "Loading Shardok image into Docker..."
docker load -i shardok.tar
rm shardok.tar
echo "Pulling Admin image..."
./crane pull "\${ADMIN_IMAGE}" admin.tar && docker load -i admin.tar && rm admin.tar
echo "Pulling Admin image with crane..."
./crane pull "\${ADMIN_IMAGE}" admin.tar || { echo "ERROR: Failed to pull admin image"; exit 1; }
echo "Loading Admin image into Docker..."
docker load -i admin.tar
rm admin.tar
echo "Pulling JFR Sidecar image..."
./crane pull "\${JFR_SIDECAR_IMAGE}" jfr-sidecar.tar && docker load -i jfr-sidecar.tar && rm jfr-sidecar.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
# Pull other compose images
docker pull nginx:alpine || true
docker pull certbot/certbot || true
echo "All images pulled successfully"
# Recreate non-Eagle services (not auth - managed by auth_build.yml)
docker compose -f docker-compose.prod.yml up -d --no-deps --force-recreate shardok admin jfr-sidecar
# =================================================================
# Verify Shardok connectivity before proceeding with deployment
# This catches network/firewall issues early
# =================================================================
echo "Verifying Shardok connectivity..."
SHARDOK_HOST=\$(echo "\${SHARDOK_ADDRESS}" | cut -d: -f1)
SHARDOK_PORT=\$(echo "\${SHARDOK_ADDRESS}" | cut -d: -f2)
# Deploy Eagle with blue-green (zero-downtime) if scripts are available
if [ -x "/opt/eagle0/scripts/deploy-blue-green.sh" ]; then
echo "Using blue-green deployment for Eagle..."
chmod +x /opt/eagle0/scripts/*.sh
# Make warmup binary executable if present
if [ -f "/opt/eagle0/scripts/bin/warmup" ]; then
chmod +x /opt/eagle0/scripts/bin/warmup
fi
GIT_SHA=\$(echo "\${EAGLE_IMAGE}" | sed 's/.*://')
/opt/eagle0/scripts/deploy-blue-green.sh "\${GIT_SHA}" || {
echo "Blue-green deployment failed, falling back to direct restart"
docker compose -f docker-compose.prod.yml up -d --no-deps --force-recreate eagle-blue
}
# Try to connect to Shardok (timeout after 10 seconds)
if nc -z -w 10 "\${SHARDOK_HOST}" "\${SHARDOK_PORT}" 2>/dev/null; then
echo "Shardok connectivity verified: \${SHARDOK_ADDRESS} is reachable"
else
echo "Blue-green scripts not found, using direct restart..."
docker compose -f docker-compose.prod.yml up -d --no-deps --force-recreate eagle-blue
echo ""
echo "========================================="
echo "ERROR: Cannot reach Shardok at \${SHARDOK_ADDRESS}"
echo "This may indicate:"
echo " - Shardok server is not running on Hetzner"
echo " - Network/firewall issues between DigitalOcean and Hetzner"
echo " - Incorrect SHARDOK_ADDRESS configuration"
echo ""
echo "DEPLOYMENT ABORTED: Shardok must be reachable for battles to work."
echo "========================================="
exit 1
fi
# Ensure auth is running (but don't force-recreate it)
docker compose -f docker-compose.prod.yml up -d auth
# Stop local shardok container if running (now runs on Hetzner)
docker stop shardok-server 2>/dev/null || true
docker rm shardok-server 2>/dev/null || true
# 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
# Deploy Eagle with blue-green (handles eagle, nginx, admin, jfr-sidecar)
# Note: Shardok runs on Hetzner, deployed separately via shardok_arm64_build.yml
# Note: Auth is deployed separately via auth_build.yml - do NOT touch auth here
chmod +x /opt/eagle0/scripts/*.sh
[ -f "/opt/eagle0/scripts/bin/warmup" ] && chmod +x /opt/eagle0/scripts/bin/warmup
GIT_SHA=\$(echo "\${EAGLE_IMAGE}" | sed 's/.*://')
/opt/eagle0/scripts/deploy-blue-green.sh "\${GIT_SHA}"
# Cleanup orphaned containers
docker compose -f docker-compose.prod.yml up -d --remove-orphans
# Wait for health checks
# Verify
sleep 10
docker compose -f docker-compose.prod.yml ps
# Verify containers are using correct images
echo "=== Verifying container image tags ==="
docker compose -f docker-compose.prod.yml images
# Cleanup old images
# Cleanup
docker container prune -f
docker image prune -f
DEPLOY_SCRIPT
+37
View File
@@ -0,0 +1,37 @@
name: Eagle Build
on:
push:
branches: [ "main" ]
paths:
- 'src/main/scala/**'
- 'src/main/protobuf/net/eagle0/eagle/**'
- 'src/main/protobuf/net/eagle0/common/**'
- 'WORKSPACE'
- 'MODULE.bazel'
- 'BUILD.bazel'
- '.github/workflows/eagle_build.yml'
pull_request:
paths:
- 'src/main/scala/**'
- 'src/main/protobuf/net/eagle0/eagle/**'
- 'src/main/protobuf/net/eagle0/common/**'
- 'WORKSPACE'
- 'MODULE.bazel'
- 'BUILD.bazel'
- '.github/workflows/eagle_build.yml'
permissions:
contents: read
jobs:
build:
runs-on: [self-hosted, bazel]
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Build Eagle server
run: bazel build //src/main/scala/net/eagle0/eagle:eagle_server
+73 -30
View File
@@ -5,18 +5,20 @@ on:
branches: [ "main" ]
paths:
- ".github/workflows/installer_build.yml"
- "src/main/csharp/net/eagle0/clients/win/installer/**"
- "src/main/go/net/eagle0/clients/win/installer/**"
pull_request:
paths:
- ".github/workflows/installer_build.yml"
- "src/main/csharp/net/eagle0/clients/win/installer/**"
- "src/main/go/net/eagle0/clients/win/installer/**"
workflow_dispatch:
permissions:
contents: read
actions: write # Required to delete artifacts after deploy
jobs:
build-installer:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
steps:
- uses: actions/checkout@v4
@@ -24,34 +26,47 @@ jobs:
lfs: false
clean: false
- name: Setup .NET 8
uses: actions/setup-dotnet@v4
with:
dotnet-version: '8.0.x'
- name: Build Go installer for Windows
env:
MANIFEST_PUBLIC_KEY: ${{ secrets.MANIFEST_PUBLIC_KEY }}
run: |
# Require manifest public key for production builds
if [ -z "$MANIFEST_PUBLIC_KEY" ]; then
echo "ERROR: MANIFEST_PUBLIC_KEY secret is not set"
echo "The installer requires a public key for manifest signature verification"
exit 1
fi
- name: Restore dependencies
run: dotnet restore src/main/csharp/net/eagle0/clients/win/installer/EagleInstaller/EagleInstaller.csproj
# Build Windows installer with WebView GUI (uses CGO cross-compilation)
# Use --action_env to pass the signing key into the genrule sandbox
bazel build //src/main/go/net/eagle0/clients/win/installer:eagle_installer_windows_amd64_webview --stamp --action_env=MANIFEST_PUBLIC_KEY
- name: Build installer
run: dotnet publish src/main/csharp/net/eagle0/clients/win/installer/EagleInstaller/EagleInstaller.csproj -c Release -r win-x64 --self-contained true --output ./installer-output
# Copy to output directory
rm -rf ./installer-output
mkdir -p ./installer-output
cp bazel-bin/src/main/go/net/eagle0/clients/win/installer/Eagle0.exe ./installer-output/Eagle0.exe
echo "Go installer size: $(ls -lh ./installer-output/Eagle0.exe | awk '{print $5}')"
- name: Archive installer binary
if: success() || failure()
uses: actions/upload-artifact@v4
with:
name: eagle-installer
path: ./installer-output/EagleInstaller.exe
path: ./installer-output/
retention-days: 1
- name: Verify installer exists
if: success()
run: |
if [ ! -f "./installer-output/EagleInstaller.exe" ]; then
echo "ERROR: EagleInstaller.exe not found at expected location"
echo "Directory contents:"
ls -la ./installer-output/
echo "=== Installer output directory ==="
ls -lh ./installer-output/
if [ ! -f "./installer-output/Eagle0.exe" ]; then
echo "ERROR: Eagle0.exe not found"
exit 1
fi
echo "Installer found at correct location"
echo "Installer found"
- name: Deploy installer
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
@@ -59,24 +74,52 @@ jobs:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: |
INSTALLER_PATH="$(pwd)/installer-output/EagleInstaller.exe"
echo "Using absolute path: $INSTALLER_PATH"
bazel run //src/main/go/net/eagle0/build/installer_build_handler:installer_build_handler -- "$INSTALLER_PATH"
INSTALLER_PATH="$(pwd)/installer-output/Eagle0.exe"
echo "Deploying Go installer to installer/Eagle0.exe"
bazel run //src/main/go/net/eagle0/build/installer_build_handler:installer_build_handler -- "$INSTALLER_PATH" "installer/Eagle0.exe"
- name: Update unified manifest
- name: Update manifest
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
MANIFEST_SIGNING_KEY: ${{ secrets.MANIFEST_SIGNING_KEY }}
run: |
# Create installer manifest content
INSTALLER_SHA=$(sha256sum ./installer-output/EagleInstaller.exe | cut -d' ' -f1)
INSTALLER_SHA=$(sha256sum ./installer-output/Eagle0.exe | cut -d' ' -f1)
echo "installer_version=$INSTALLER_SHA" > /tmp/installer_manifest.txt
echo "installer_url=installer/EagleInstaller.exe" >> /tmp/installer_manifest.txt
echo "=== Installer manifest content ==="
echo "installer_url=installer/Eagle0.exe" >> /tmp/installer_manifest.txt
echo "=== Manifest content ==="
cat /tmp/installer_manifest.txt
echo "=================================="
# Update the unified manifest
bazel run //src/main/go/net/eagle0/build/manifest_manager:manifest_manager -- installer /tmp/installer_manifest.txt
echo "========================"
# Write signing key to temp file (if available)
SIGNING_ARGS=""
if [ -n "$MANIFEST_SIGNING_KEY" ]; then
echo "$MANIFEST_SIGNING_KEY" > /tmp/manifest_signing_key
chmod 600 /tmp/manifest_signing_key
SIGNING_ARGS="/tmp/manifest_signing_key"
echo "Manifest signing key available"
else
echo "Warning: MANIFEST_SIGNING_KEY not set, manifest will be unsigned"
fi
# Update the v2 manifest at installer/v2/eagle0_manifest.txt
bazel run //src/main/go/net/eagle0/build/manifest_manager:manifest_manager -- installer-v2 /tmp/installer_manifest.txt $SIGNING_ARGS
rm -f /tmp/manifest_signing_key
- name: Delete all installer artifacts
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
env:
GH_TOKEN: ${{ github.token }}
run: |
# Delete ALL eagle-installer artifacts to free up storage
echo "Fetching all eagle-installer artifacts..."
artifact_ids=$(gh api "repos/${{ github.repository }}/actions/artifacts" \
--paginate -q '.artifacts[] | select(.name == "eagle-installer") | .id')
for id in $artifact_ids; do
echo "Deleting artifact ID: $id"
gh api -X DELETE "repos/${{ github.repository }}/actions/artifacts/$id" || true
done
echo "Cleanup complete"
@@ -0,0 +1,66 @@
name: iOS Addressables Build
on:
push:
branches: [ "main" ]
paths:
- ".github/workflows/ios_addressables_build.yml"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/AddressableAssetsData/**"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Music/**"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Editor/BuildScript.cs"
- "ci/github_actions/build_ios_addressables.sh"
- "ci/github_actions/upload_addressables.sh"
pull_request:
paths:
- ".github/workflows/ios_addressables_build.yml"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/AddressableAssetsData/**"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Music/**"
- "src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Editor/BuildScript.cs"
- "ci/github_actions/build_ios_addressables.sh"
- "ci/github_actions/upload_addressables.sh"
workflow_dispatch:
permissions:
contents: read
jobs:
build-ios-addressables:
runs-on: [self-hosted, macOS, unity-mac]
steps:
- uses: actions/checkout@v4
with:
lfs: true
clean: true
- name: Pull LFS files
run: git lfs pull
- name: Restore Library/
env:
UNITY_CACHE_PLATFORM: ios
run: ./ci/github_actions/restore_library.sh
- name: Build iOS Addressables
run: ./ci/github_actions/build_ios_addressables.sh "/tmp/eagle0/editor_ios_addressables.log"
- name: Persist Library/
if: success()
env:
UNITY_CACHE_PLATFORM: ios
run: ./ci/github_actions/persist_library.sh
- name: Upload Addressables to CDN
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: ./ci/github_actions/upload_addressables.sh iOS
- name: Archive Build Log
if: success() || failure()
uses: actions/upload-artifact@v4
with:
name: editor_ios_addressables.log
path: /tmp/eagle0/editor_ios_addressables.log
retention-days: 5
+332
View File
@@ -0,0 +1,332 @@
name: Mac Build
on:
push:
branches: [ "main" ]
paths:
- ".github/workflows/mac_build.yml"
- "src/main/csharp/net/eagle0/clients/unity/**"
- "src/main/protobuf/net/eagle0/common/**"
- "src/main/protobuf/net/eagle0/shardok/**"
- "src/main/protobuf/net/eagle0/eagle/api/**"
- "src/main/protobuf/net/eagle0/eagle/common/**"
- "src/main/protobuf/net/eagle0/eagle/views/**"
- "src/main/go/net/eagle0/build/mac_build_handler/**"
- "scripts/build_protos.sh"
- "scripts/build_mac_plugin.sh"
- "scripts/inject_sparkle.sh"
- "scripts/codesign_mac_app.sh"
- "scripts/notarize_submit.sh"
- "scripts/notarize_wait.sh"
- "ci/github_actions/build_mac.sh"
- "ci/github_actions/build_unity_mac.sh"
- "ci/github_actions/upload_addressables.sh"
- "ci/mac/**"
pull_request:
paths:
- ".github/workflows/mac_build.yml"
- "src/main/csharp/net/eagle0/clients/unity/**"
- "src/main/protobuf/net/eagle0/common/**"
- "src/main/protobuf/net/eagle0/shardok/**"
- "src/main/protobuf/net/eagle0/eagle/api/**"
- "src/main/protobuf/net/eagle0/eagle/common/**"
- "src/main/protobuf/net/eagle0/eagle/views/**"
- "src/main/go/net/eagle0/build/mac_build_handler/**"
- "scripts/build_mac_plugin.sh"
- "scripts/inject_sparkle.sh"
- "scripts/codesign_mac_app.sh"
- "scripts/notarize_submit.sh"
- "scripts/notarize_wait.sh"
- "ci/github_actions/build_mac.sh"
- "ci/github_actions/build_unity_mac.sh"
- "ci/github_actions/upload_addressables.sh"
- "ci/mac/**"
workflow_dispatch:
inputs:
skip_signing:
description: 'Skip code signing, notarization, and deploy (build only)'
required: false
default: 'false'
type: boolean
permissions:
contents: read
actions: write # Required to delete artifacts after deploy
jobs:
build-and-sign:
runs-on: [self-hosted, macOS, unity-mac]
outputs:
submission_id: ${{ steps.notarize-submit.outputs.submission_id }}
should_deploy: ${{ steps.check-deploy.outputs.should_deploy }}
steps:
- uses: actions/checkout@v4
with:
lfs: true
clean: true # Remove untracked files like old SparklePlugin.bundle
fetch-depth: 0 # For version numbering from git history
- name: Pull LFS files
run: git lfs pull
- name: Restore Library/
env:
UNITY_CACHE_PLATFORM: mac
run: ./ci/github_actions/restore_library.sh
- name: Build Mac Unity
run: ./ci/github_actions/build_unity_mac.sh "/tmp/eagle0/eagle0MAC"
- name: Persist Library/
if: success()
env:
UNITY_CACHE_PLATFORM: mac
run: ./ci/github_actions/persist_library.sh
- name: Upload Addressables to CDN
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: ./ci/github_actions/upload_addressables.sh StandaloneOSX
- name: Inject Sparkle Framework
if: success()
env:
SPARKLE_EDDSA_PUBLIC_KEY: ${{ secrets.SPARKLE_EDDSA_PUBLIC_KEY }}
run: |
chmod +x ./scripts/inject_sparkle.sh
./scripts/inject_sparkle.sh "/tmp/eagle0/eagle0MAC/eagle0.app"
- name: Check if should deploy
id: check-deploy
run: |
if [[ "${{ github.event_name }}" == "workflow_dispatch" && "${{ github.event.inputs.skip_signing }}" == "true" ]]; then
echo "should_deploy=false" >> $GITHUB_OUTPUT
elif [[ "${{ github.event_name }}" == "push" && "${{ github.ref }}" == "refs/heads/main" ]]; then
echo "should_deploy=true" >> $GITHUB_OUTPUT
elif [[ "${{ github.event_name }}" == "workflow_dispatch" ]]; then
echo "should_deploy=true" >> $GITHUB_OUTPUT
else
echo "should_deploy=false" >> $GITHUB_OUTPUT
fi
- name: Import Code Signing Certificate
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
env:
MACOS_CERTIFICATE: ${{ secrets.MACOS_CERTIFICATE }}
MACOS_CERTIFICATE_PWD: ${{ secrets.MACOS_CERTIFICATE_PWD }}
run: |
# Generate random keychain password (only used within this workflow run)
KEYCHAIN_PASSWORD=$(openssl rand -base64 32)
echo "KEYCHAIN_PASSWORD=$KEYCHAIN_PASSWORD" >> $GITHUB_ENV
# Decode certificate
echo "$MACOS_CERTIFICATE" | base64 --decode > certificate.p12
# Delete any existing keychain from previous runs
security delete-keychain build.keychain 2>/dev/null || true
# Create temporary keychain
security create-keychain -p "$KEYCHAIN_PASSWORD" build.keychain
security default-keychain -s build.keychain
security unlock-keychain -p "$KEYCHAIN_PASSWORD" build.keychain
# Import certificate
security import certificate.p12 -k build.keychain -P "$MACOS_CERTIFICATE_PWD" -T /usr/bin/codesign
# Allow codesign to access keychain
security set-key-partition-list -S apple-tool:,apple:,codesign: -s -k "$KEYCHAIN_PASSWORD" build.keychain
# Clean up
rm certificate.p12
- name: Code Sign App
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
env:
SIGNING_IDENTITY: ${{ secrets.SIGNING_IDENTITY }}
run: |
chmod +x ./scripts/codesign_mac_app.sh
./scripts/codesign_mac_app.sh "/tmp/eagle0/eagle0MAC/eagle0.app" "ci/mac/eagle0.entitlements"
- name: Submit for Notarization
id: notarize-submit
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
env:
APPLE_ID: ${{ secrets.APPLE_ID }}
APP_SPECIFIC_PASSWORD: ${{ secrets.APP_SPECIFIC_PASSWORD }}
TEAM_ID: ${{ secrets.APPLE_TEAM_ID }}
run: |
chmod +x ./scripts/notarize_submit.sh
./scripts/notarize_submit.sh "/tmp/eagle0/eagle0MAC/eagle0.app" >> $GITHUB_OUTPUT
- name: Cleanup Keychain
if: always()
run: |
security delete-keychain build.keychain 2>/dev/null || true
- name: Zip signed app for artifact
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
run: |
cd /tmp/eagle0/eagle0MAC
ditto -c -k --keepParent eagle0.app eagle0.app.zip
- name: Upload signed app
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
uses: actions/upload-artifact@v4
with:
name: signed-mac-app-${{ github.run_id }}
path: /tmp/eagle0/eagle0MAC/eagle0.app.zip
retention-days: 1
- name: Archive Build Log
if: success() || failure()
uses: actions/upload-artifact@v4
with:
name: editor_mac.log
path: /tmp/eagle0/editor_mac.log
retention-days: 5
wait-notarization:
needs: build-and-sign
if: needs.build-and-sign.outputs.should_deploy == 'true'
runs-on: [self-hosted, macOS, notarize]
steps:
- uses: actions/checkout@v4
with:
sparse-checkout: scripts
- name: Clean download directory
run: rm -rf /tmp/eagle0/eagle0MAC
- name: Download signed app
uses: actions/download-artifact@v4
with:
name: signed-mac-app-${{ github.run_id }}
path: /tmp/eagle0/eagle0MAC
- name: Unzip signed app
run: |
cd /tmp/eagle0/eagle0MAC
ditto -x -k eagle0.app.zip .
rm eagle0.app.zip
ls -la /tmp/eagle0/eagle0MAC/eagle0.app/
- name: Wait for Notarization and Staple
env:
APPLE_ID: ${{ secrets.APPLE_ID }}
APP_SPECIFIC_PASSWORD: ${{ secrets.APP_SPECIFIC_PASSWORD }}
TEAM_ID: ${{ secrets.APPLE_TEAM_ID }}
run: |
chmod +x ./scripts/notarize_wait.sh
./scripts/notarize_wait.sh "${{ needs.build-and-sign.outputs.submission_id }}" "/tmp/eagle0/eagle0MAC/eagle0.app"
- name: Zip notarized app for artifact
run: |
cd /tmp/eagle0/eagle0MAC
rm -f eagle0.app.zip
ditto -c -k --keepParent eagle0.app eagle0.app.zip
- name: Upload notarized app
uses: actions/upload-artifact@v4
with:
name: notarized-mac-app-${{ github.run_id }}
path: /tmp/eagle0/eagle0MAC/eagle0.app.zip
retention-days: 1
deploy:
needs: [build-and-sign, wait-notarization]
if: needs.build-and-sign.outputs.should_deploy == 'true'
runs-on: [self-hosted, macOS, unity-mac]
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0 # For version numbering
- name: Clean download directory
run: rm -rf /tmp/eagle0/eagle0MAC
- name: Download notarized app
uses: actions/download-artifact@v4
with:
name: notarized-mac-app-${{ github.run_id }}
path: /tmp/eagle0/eagle0MAC
- name: Unzip notarized app
run: |
cd /tmp/eagle0/eagle0MAC
ditto -x -k eagle0.app.zip .
rm eagle0.app.zip
- name: Deploy Mac Build
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
SPARKLE_EDDSA_PRIVATE_KEY: ${{ secrets.SPARKLE_EDDSA_PRIVATE_KEY }}
run: |
# Write private key to temp file for signing
SPARKLE_PRIVATE_KEY_PATH="/tmp/sparkle_private_key"
echo "$SPARKLE_EDDSA_PRIVATE_KEY" > "$SPARKLE_PRIVATE_KEY_PATH"
chmod 600 "$SPARKLE_PRIVATE_KEY_PATH"
# Install dmgbuild (creates .DS_Store programmatically, no AppleScript needed)
pip3 install dmgbuild
# Background image for styled DMG
BACKGROUND_PATH="$(pwd)/ci/mac/dmg/background.png"
# Read version from the built app's Info.plist to ensure appcast matches the actual app
APP_PATH="/tmp/eagle0/eagle0MAC/eagle0.app"
BUILD_NUMBER=$(/usr/libexec/PlistBuddy -c "Print :CFBundleVersion" "$APP_PATH/Contents/Info.plist")
VERSION=$(/usr/libexec/PlistBuddy -c "Print :CFBundleShortVersionString" "$APP_PATH/Contents/Info.plist")
bazel run //src/main/go/net/eagle0/build/mac_build_handler:mac_build_handler -- \
"/tmp/eagle0/eagle0MAC/eagle0.app" \
"$VERSION" \
"$BUILD_NUMBER" \
"$BACKGROUND_PATH" \
"$SPARKLE_PRIVATE_KEY_PATH"
rm "$SPARKLE_PRIVATE_KEY_PATH"
- name: Delete this run's Mac app artifacts
env:
GH_TOKEN: ${{ github.token }}
run: |
# Delete this run's artifacts (names include run ID to avoid conflicts)
for artifact_name in signed-mac-app-${{ github.run_id }} notarized-mac-app-${{ github.run_id }}; do
echo "Deleting artifact: $artifact_name"
artifact_id=$(gh api "repos/${{ github.repository }}/actions/runs/${{ github.run_id }}/artifacts" \
-q ".artifacts[] | select(.name == \"$artifact_name\") | .id")
if [ -n "$artifact_id" ]; then
echo "Deleting artifact ID: $artifact_id"
gh api -X DELETE "repos/${{ github.repository }}/actions/artifacts/$artifact_id" || true
fi
done
echo "Cleanup complete"
# Cleanup job runs regardless of success/failure to prevent artifact accumulation
cleanup:
needs: [build-and-sign, wait-notarization, deploy]
if: always()
runs-on: ubuntu-latest
steps:
- name: Delete this run's Mac app artifacts
env:
GH_TOKEN: ${{ github.token }}
run: |
# Delete this run's artifacts (names include run ID to avoid conflicts)
for artifact_name in signed-mac-app-${{ github.run_id }} notarized-mac-app-${{ github.run_id }}; do
echo "Deleting artifact: $artifact_name"
artifact_id=$(gh api "repos/${{ github.repository }}/actions/runs/${{ github.run_id }}/artifacts" \
-q ".artifacts[] | select(.name == \"$artifact_name\") | .id")
if [ -n "$artifact_id" ]; then
echo "Deleting artifact ID: $artifact_id"
gh api -X DELETE "repos/${{ github.repository }}/actions/artifacts/$artifact_id" || true
fi
done
echo "Cleanup complete"
+7 -7
View File
@@ -46,26 +46,26 @@ jobs:
for REPO in $REPOS; do
echo "=== Processing repository: ${REPO} ==="
# Get all manifests with their tags and dates
# Filter out header row and empty lines
MANIFESTS=$(doctl registry repository list-manifests "${REPO}" --format Digest,UpdatedAt,Tags --no-header 2>/dev/null | grep -v '^Digest' | grep -v '^$' || echo "")
# Get all manifests with their tags and dates using JSON output for reliable parsing
MANIFESTS_JSON=$(doctl registry repository list-manifests "${REPO}" --output json 2>/dev/null || echo "[]")
if [ -z "$MANIFESTS" ]; then
if [ "$MANIFESTS_JSON" = "[]" ] || [ -z "$MANIFESTS_JSON" ]; then
echo " No manifests found"
continue
fi
echo "$MANIFESTS" | while read -r DIGEST UPDATED_AT TAGS; do
# Parse JSON and process each manifest
echo "$MANIFESTS_JSON" | jq -r '.[] | "\(.digest) \(.updated_at) \(.tags // [] | join(","))"' | while read -r DIGEST UPDATED_AT TAGS; do
# Skip if no digest or if it doesn't look like a valid digest (sha256:...)
if [ -z "$DIGEST" ] || ! echo "$DIGEST" | grep -q '^sha256:'; then
continue
fi
# Parse the date
# Parse the date (ISO 8601 format from JSON)
MANIFEST_DATE=$(date -d "$UPDATED_AT" +%s 2>/dev/null || echo "0")
# Skip protected tags (latest, arm64-latest)
if echo "$TAGS" | grep -qE '(^|,)(latest|arm64-latest)(,|$)'; then
if echo ",$TAGS," | grep -qE ',(latest|arm64-latest),'; then
echo " KEEP: ${DIGEST:0:20}... (protected tag: $TAGS)"
continue
fi
+2 -2
View File
@@ -24,7 +24,7 @@ permissions:
jobs:
build-shardok-arm64:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
outputs:
image_tag: ${{ steps.push-shardok.outputs.image_tag }}
steps:
@@ -159,7 +159,7 @@ jobs:
echo "Also tagged as: registry.digitalocean.com/eagle0/shardok-server:arm64-latest"
deploy-hetzner:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
needs: [build-shardok-arm64]
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
environment: production
+1 -1
View File
@@ -28,7 +28,7 @@ permissions:
jobs:
build:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
steps:
- name: Checkout repository
+46 -8
View File
@@ -6,51 +6,71 @@ on:
paths:
- ".github/workflows/unity_build.yml"
- "src/main/csharp/net/eagle0/clients/unity/**"
- "src/main/proto/**"
- "src/main/protobuf/net/eagle0/common/**"
- "src/main/protobuf/net/eagle0/shardok/**"
- "src/main/protobuf/net/eagle0/eagle/api/**"
- "src/main/protobuf/net/eagle0/eagle/common/**"
- "src/main/protobuf/net/eagle0/eagle/views/**"
- "scripts/build_protos.sh"
- "scripts/build_plugins.sh"
- "scripts/build_windows_plugin.sh"
- "ci/github_actions/build_unity.sh"
- "ci/github_actions/restore_library.sh"
- "ci/github_actions/persist_library.sh"
- "ci/github_actions/upload_addressables.sh"
- "MODULE.bazel"
- "WORKSPACE"
- "src/main/proto/net/eagle0/eagle/**/BUILD.bazel"
workflow_dispatch:
pull_request:
paths:
- ".github/workflows/unity_build.yml"
- "src/main/csharp/net/eagle0/clients/unity/**"
- "src/main/proto/**"
- "src/main/protobuf/net/eagle0/common/**"
- "src/main/protobuf/net/eagle0/shardok/**"
- "src/main/protobuf/net/eagle0/eagle/api/**"
- "src/main/protobuf/net/eagle0/eagle/common/**"
- "src/main/protobuf/net/eagle0/eagle/views/**"
- "scripts/build_protos.sh"
- "scripts/build_plugins.sh"
- "scripts/build_windows_plugin.sh"
- "ci/github_actions/build_unity.sh"
- "ci/github_actions/restore_library.sh"
- "ci/github_actions/persist_library.sh"
- "ci/github_actions/upload_addressables.sh"
- "MODULE.bazel"
- "WORKSPACE"
- "src/main/proto/**/BUILD.bazel"
permissions:
contents: read
jobs:
windows-unity:
runs-on: self-hosted
runs-on: [self-hosted, macOS, unity-windows]
steps:
- uses: actions/checkout@v4
with:
lfs: true
clean: false
clean: true # Remove untracked files from previous builds
- name: Pull lfs files
run: git lfs pull
- name: Restore Library/
env:
UNITY_CACHE_PLATFORM: windows
run: ./ci/github_actions/restore_library.sh
- name: Build Windows unity
run: ./ci/github_actions/build_unity.sh "/tmp/eagle0/eagle0WIN"
- name: Persist Library/
if: success()
env:
UNITY_CACHE_PLATFORM: windows
run: ./ci/github_actions/persist_library.sh
- name: Upload Addressables to CDN
if: success() && github.ref == 'refs/heads/main' && github.event_name != 'pull_request'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: ./ci/github_actions/upload_addressables.sh StandaloneWindows64
- name: Deploy Windows unity
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
env:
@@ -63,10 +83,28 @@ jobs:
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: bazel run //src/main/go/net/eagle0/build/manifest_manager:manifest_manager -- unity3d /tmp/unity_manifest.txt
MANIFEST_SIGNING_KEY: ${{ secrets.MANIFEST_SIGNING_KEY }}
run: |
# Write signing key to temp file (if available)
SIGNING_ARGS=""
if [ -n "$MANIFEST_SIGNING_KEY" ]; then
echo "$MANIFEST_SIGNING_KEY" > /tmp/manifest_signing_key
chmod 600 /tmp/manifest_signing_key
SIGNING_ARGS="/tmp/manifest_signing_key"
echo "Manifest signing key available"
else
echo "Warning: MANIFEST_SIGNING_KEY not set, manifest will be unsigned"
fi
# Update the v2 manifest at installer/v2/eagle0_manifest.txt
bazel run //src/main/go/net/eagle0/build/manifest_manager:manifest_manager -- unity3d-v2 /tmp/unity_manifest.txt $SIGNING_ARGS
# Cleanup
rm -f /tmp/manifest_signing_key
- name: Archive build log
if: success() || failure()
uses: actions/upload-artifact@v4
with:
name: editor_win.log
path: /tmp/eagle0/editor_win.log
path: /tmp/eagle0/editor_win.log
retention-days: 5
+1
View File
@@ -38,3 +38,4 @@ scripts/refresh_name_layers/refresh_name_layers.zip
api_keys.txt
src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/Packages/com.unity.dedicated-server/
node_modules/
+12
View File
@@ -32,3 +32,15 @@ nogo(
vet = True,
visibility = ["//visibility:public"],
)
# Dependency constraint tests
# These verify architectural boundaries are maintained
sh_test(
name = "build_deps_test",
srcs = ["scripts/check_build_deps.sh"],
args = ["--ci"],
tags = [
"local", # Needs bazel query access
"no-sandbox",
],
)
+18
View File
@@ -1,5 +1,23 @@
# CLAUDE.md
## CRITICAL GIT RULES (NEVER VIOLATE)
**NEVER push directly to main/master.** No exceptions. Not for "small changes." Not for docs. Not ever.
**NEVER merge PRs.** You create PRs. The user merges them. No exceptions.
**ALWAYS use this workflow:**
1. Create a feature branch from origin/main
2. Commit to that branch
3. Create a PR with `gh pr create`
4. Wait for user to merge (DO NOT run `gh pr merge`)
If you catch yourself about to run `git push origin main` or `git push origin <branch>:main`, STOP. You are about to violate a critical rule. Create a PR instead.
If you catch yourself about to run `gh pr merge`, STOP. Only the user merges PRs.
---
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Project Overview
-213
View File
@@ -1,213 +0,0 @@
# Deproto Migration Plan
This document tracks the migration from protobuf types to native Scala models inside the Eagle game engine.
## Architectural Decisions
1. **Keep proto for persistence**: Yes - protobuf is used for persisting game state
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:
- **Protoless utilities**: `FactionUtils`, `HeroUtils`, `ProvinceUtils`, `ProvinceDistances`, etc.
- **Proto-dependent utilities**: `LegacyFactionUtils`, `LegacyHeroUtils`, `LegacyProvinceUtils`, `LegacyProvinceDistances`, etc.
When migrating a file:
1. Create a `Legacy*` version containing the proto-dependent methods
2. Keep the original file name for protoless methods
3. Update callers to use the appropriate version based on their context
## Migration Status
### Fully Protoless (no proto imports)
**Utilities:**
- [x] `FactionUtils` - has protoless `ownedNeighbors` method
- [x] `ProvinceDistances` - split into protoless + `LegacyProvinceDistances`
- [x] `SwornBrotherChooser` - fully protoless (removed `bestChoiceProto`)
**Command Selectors (all use native GameState):**
- [x] `AllianceOfferCommandSelector`
- [x] `AlmsCommandSelector`
- [x] `AttackCommandChooser`
- [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
- [x] `TruceOfferCommandSelector`
- [x] `TrustForDiplomacy`
**Quest Command Selectors (all protoless):**
- [x] `AllianceQuestCommandChooser`
- [x] `AlmsAcrossRealmQuestCommandChooser`
- [x] `AlmsToProvinceQuestCommandChooser`
- [x] `DismissSpecificVassalCommandChooser`
- [x] `GiveToHeroesAcrossRealmQuestCommandChooser`
- [x] `GiveToHeroesInProvinceQuestCommandChooser`
- [x] `ImproveQuestCommandChooser`
- [x] `QuestCommandChooser`
- [x] `TruceCountQuestCommandChooser`
- [x] `TruceWithFactionQuestCommandChooser`
### Fully Protoless
- [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`)
### AI Layer ✅ COMPLETE
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
## Key Files
### Protoless Model Types
- `src/main/scala/net/eagle0/eagle/model/state/game_state/GameState.scala` - native Scala GameState
- `src/main/scala/net/eagle0/eagle/model/state/province/ProvinceView.scala` - province view type
- `src/main/scala/net/eagle0/eagle/model/state/faction/FactionView.scala` - faction view type
- `src/main/scala/net/eagle0/eagle/model/state/hero/HeroView.scala` - hero view type
### Proto Converters
- `src/main/scala/net/eagle0/eagle/model/proto_converters/game_state/` - converts between proto and Scala types
## 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
+53 -13
View File
@@ -13,8 +13,8 @@ AWS_SDK_VERSION = "2.28.1"
# Core Build Tools
#
bazel_dep(name = "bazel_skylib", version = "1.8.1")
bazel_dep(name = "rules_pkg", version = "1.1.0")
bazel_dep(name = "bazel_skylib", version = "1.9.0")
bazel_dep(name = "rules_pkg", version = "1.2.0")
#
# Language Support - Scala
@@ -102,11 +102,12 @@ sysroot(
# Language Support - Go
#
bazel_dep(name = "rules_go", version = "0.56.1", repo_name = "io_bazel_rules_go")
bazel_dep(name = "gazelle", version = "0.45.0", repo_name = "bazel_gazelle")
bazel_dep(name = "rules_go", version = "0.59.0", repo_name = "io_bazel_rules_go")
bazel_dep(name = "gazelle", version = "0.47.0", repo_name = "bazel_gazelle")
go_sdk = use_extension("@io_bazel_rules_go//go:extensions.bzl", "go_sdk")
go_sdk.download(version = "1.23.3")
use_repo(go_sdk, "go_default_sdk")
go_deps = use_extension("@bazel_gazelle//:extensions.bzl", "go_deps")
go_deps.from_file(go_mod = "//:go.mod")
@@ -118,6 +119,7 @@ use_repo(
"com_github_aws_aws_sdk_go_v2_service_s3",
"com_github_golang_jwt_jwt_v5",
"com_github_google_uuid",
"com_github_webview_webview_go",
"org_golang_google_grpc",
"org_golang_google_protobuf",
)
@@ -127,8 +129,15 @@ use_repo(
#
bazel_dep(name = "apple_support", version = "1.21.1", repo_name = "build_bazel_apple_support")
bazel_dep(name = "rules_apple", version = "3.16.1", repo_name = "build_bazel_rules_apple")
bazel_dep(name = "rules_swift", version = "2.3.1", repo_name = "build_bazel_rules_swift")
bazel_dep(name = "rules_apple", version = "4.3.3", repo_name = "build_bazel_rules_apple")
bazel_dep(name = "rules_swift", version = "2.4.0", repo_name = "build_bazel_rules_swift")
# Register Apple CC toolchain for Objective-C compilation
apple_cc_configure = use_extension(
"@build_bazel_apple_support//crosstool:setup.bzl",
"apple_cc_configure_extension",
)
use_repo(apple_cc_configure, "local_config_apple_cc")
#
# Protocol Buffers & RPC
@@ -137,7 +146,7 @@ bazel_dep(name = "rules_swift", version = "2.3.1", repo_name = "build_bazel_rule
bazel_dep(name = "protobuf", version = "29.2", repo_name = "com_google_protobuf")
bazel_dep(name = "grpc", version = "1.71.0")
bazel_dep(name = "grpc-java", version = "1.71.0")
bazel_dep(name = "flatbuffers", version = "25.2.10")
bazel_dep(name = "flatbuffers", version = "25.9.23")
#
# Testing
@@ -149,8 +158,8 @@ bazel_dep(name = "googletest", version = "1.17.0")
# Container Images (OCI)
#
bazel_dep(name = "rules_oci", version = "2.2.6")
bazel_dep(name = "aspect_bazel_lib", version = "2.16.0")
bazel_dep(name = "rules_oci", version = "2.2.7")
bazel_dep(name = "aspect_bazel_lib", version = "2.22.4")
oci = use_extension("@rules_oci//oci:extensions.bzl", "oci")
@@ -186,7 +195,7 @@ use_repo(oci, "alpine_linux", "alpine_linux_linux_amd64", "eclipse_temurin_17",
# Java/Scala Dependencies
#
bazel_dep(name = "rules_jvm_external", version = "6.3")
bazel_dep(name = "rules_jvm_external", version = "6.9")
maven = use_extension("@rules_jvm_external//:extensions.bzl", "maven")
maven.install(
@@ -293,12 +302,27 @@ http_archive(
],
)
# Sparkle framework for macOS auto-updates
SPARKLE_VERSION = "2.6.4"
http_archive(
name = "sparkle",
build_file = "@//external:BUILD.sparkle",
sha256 = "50612a06038abc931f16011d7903b8326a362c1074dabccb718404ce8e585f0b",
strip_prefix = "",
url = "https://github.com/sparkle-project/Sparkle/releases/download/%s/Sparkle-%s.tar.xz" % (SPARKLE_VERSION, SPARKLE_VERSION),
)
# Busybox static binary for Docker health checks (provides nc, wget, etc.)
# https://busybox.net/downloads/binaries/
# Primary: DigitalOcean Spaces (public, reliable)
# Fallback: busybox.net (can be unreliable/slow)
http_file(
name = "busybox_x86_64",
sha256 = "6e123e7f3202a8c1e9b1f94d8941580a25135382b99e8d3e34fb858bba311348",
urls = ["https://busybox.net/downloads/binaries/1.35.0-x86_64-linux-musl/busybox"],
urls = [
"https://eagle0-sysroot.sfo3.digitaloceanspaces.com/busybox/busybox-1.35.0-x86_64-linux-musl",
"https://busybox.net/downloads/binaries/1.35.0-x86_64-linux-musl/busybox",
],
downloaded_file_path = "busybox",
executable = True,
)
@@ -306,11 +330,27 @@ http_file(
http_file(
name = "busybox_aarch64",
sha256 = "141adb1b625a6f44c4b114f76b4387b4ea4f7ab802b88eb40e0d2f6adcccb1c3",
urls = ["https://busybox.net/downloads/binaries/1.35.0-aarch64-linux-musl/busybox"],
urls = [
# TODO: Upload aarch64 binary to GitHub release when needed
"https://busybox.net/downloads/binaries/1.35.0-aarch64-linux-musl/busybox",
],
downloaded_file_path = "busybox",
executable = True,
)
# LLVM MinGW toolchain for Windows cross-compilation from macOS
# This provides a complete toolchain for building Windows executables including
# the MinGW-w64 libraries needed for CGO cross-compilation
LLVM_MINGW_VERSION = "20250305"
http_archive(
name = "llvm_mingw",
build_file = "@//external:BUILD.llvm_mingw",
sha256 = "32c24fc62fc8b9f8a900bf2c730b78b36767688f816f9d21e97a168289ff44e0",
strip_prefix = "llvm-mingw-%s-ucrt-macos-14.4.1-universal" % LLVM_MINGW_VERSION,
urls = ["https://github.com/fathonix/llvm-mingw-arm64ec-macos/releases/download/%s/llvm-mingw-%s-ucrt-macos-14.4.1-universal.tar.xz" % (LLVM_MINGW_VERSION, LLVM_MINGW_VERSION)],
)
#
# Toolchain Registration
#
+680 -30
View File
@@ -27,9 +27,9 @@
"https://bcr.bazel.build/modules/aspect_bazel_lib/1.40.3/MODULE.bazel": "668e6bcb4d957fc0e284316dba546b705c8d43c857f87119619ee83c4555b859",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.11.0/MODULE.bazel": "cb1ba9f9999ed0bc08600c221f532c1ddd8d217686b32ba7d45b0713b5131452",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.14.0/MODULE.bazel": "2b31ffcc9bdc8295b2167e07a757dbbc9ac8906e7028e5170a3708cecaac119f",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.16.0/MODULE.bazel": "852f9ebbda017572a7c113a2434592dd3b2f55cd9a0faea3d4be5a09a59e4900",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.19.3/MODULE.bazel": "253d739ba126f62a5767d832765b12b59e9f8d2bc88cc1572f4a73e46eb298ca",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.19.3/source.json": "ffab9254c65ba945f8369297ad97ca0dec213d3adc6e07877e23a48624a8b456",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.22.4/MODULE.bazel": "a05cbd9bc16712a58dc27ffe0dceaefd0da59a9bd87a227379b2a934b26a39ab",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.22.4/source.json": "9780bc57f521968ee82b7c3e85b7d0c71518fb7ce83ed7a9e5077ce20923207b",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.7.2/MODULE.bazel": "780d1a6522b28f5edb7ea09630748720721dfe27690d65a2d33aa7509de77e07",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.7.7/MODULE.bazel": "491f8681205e31bb57892d67442ce448cda4f472a8e6b3dc062865e29a64f89c",
"https://bcr.bazel.build/modules/aspect_bazel_lib/2.8.1/MODULE.bazel": "812d2dd42f65dca362152101fbec418029cc8fd34cbad1a2fde905383d705838",
@@ -39,11 +39,11 @@
"https://bcr.bazel.build/modules/aspect_rules_js/1.33.1/MODULE.bazel": "db3e7f16e471cf6827059d03af7c21859e7a0d2bc65429a3a11f005d46fc501b",
"https://bcr.bazel.build/modules/aspect_rules_js/1.39.0/MODULE.bazel": "aece421d479e3c31dc3e5f6d49a12acc2700457c03c556650ec7a0ff23fc0d95",
"https://bcr.bazel.build/modules/aspect_rules_js/2.0.0/MODULE.bazel": "b45b507574aa60a92796e3e13c195cd5744b3b8aff516a9c0cb5ae6a048161c5",
"https://bcr.bazel.build/modules/aspect_rules_js/2.1.3/MODULE.bazel": "47cc48eec374d69dced3cf9b9e5926beac2f927441acfb1a3568bbb709b25666",
"https://bcr.bazel.build/modules/aspect_rules_js/2.1.3/source.json": "6b0fe67780c101430be087381b7a79d75eeebe1a1eae6a2cee937713603634ac",
"https://bcr.bazel.build/modules/aspect_rules_js/2.3.8/MODULE.bazel": "74bf20a7a6bd5f2be09607fdb4196cfd6f203422ea271752ec2b1afe95426101",
"https://bcr.bazel.build/modules/aspect_rules_js/2.3.8/source.json": "411ec9d79d6f5fe8a083359588c21d01a5b48d88a2cbd334a4c90365015b7836",
"https://bcr.bazel.build/modules/aspect_rules_lint/0.12.0/MODULE.bazel": "e767c5dbfeb254ec03275a7701b5cfde2c4d2873676804bc7cb27ddff3728fed",
"https://bcr.bazel.build/modules/aspect_rules_ts/3.4.0/MODULE.bazel": "5b554d5de90d96ee14117527c0519037713dd33884f3212eae391beccb2e94ff",
"https://bcr.bazel.build/modules/aspect_rules_ts/3.4.0/source.json": "9ada3722b716853b6dccdb7b650d8e776a23bc8a190de0c59bd15f21afea6f8a",
"https://bcr.bazel.build/modules/aspect_rules_ts/3.6.0/MODULE.bazel": "d0045b5eabb012be550a609589b3e5e47eba682344b19cfd9365d4d896ed07df",
"https://bcr.bazel.build/modules/aspect_rules_ts/3.6.0/source.json": "5593e3f1cd0dd5147f7748e163307fd5c2e1077913d6945b58739ad8d770a290",
"https://bcr.bazel.build/modules/bazel_features/0.1.0/MODULE.bazel": "47011d645b0f949f42ee67f2e8775188a9cf4a0a1528aa2fa4952f2fd00906fd",
"https://bcr.bazel.build/modules/bazel_features/1.1.0/MODULE.bazel": "cfd42ff3b815a5f39554d97182657f8c4b9719568eb7fded2b9135f084bf760b",
"https://bcr.bazel.build/modules/bazel_features/1.1.1/MODULE.bazel": "27b8c79ef57efe08efccbd9dd6ef70d61b4798320b8d3c134fd571f78963dbcd",
@@ -57,12 +57,15 @@
"https://bcr.bazel.build/modules/bazel_features/1.27.0/MODULE.bazel": "621eeee06c4458a9121d1f104efb80f39d34deff4984e778359c60eaf1a8cb65",
"https://bcr.bazel.build/modules/bazel_features/1.28.0/MODULE.bazel": "4b4200e6cbf8fa335b2c3f43e1d6ef3e240319c33d43d60cc0fbd4b87ece299d",
"https://bcr.bazel.build/modules/bazel_features/1.3.0/MODULE.bazel": "cdcafe83ec318cda34e02948e81d790aab8df7a929cec6f6969f13a489ccecd9",
"https://bcr.bazel.build/modules/bazel_features/1.30.0/MODULE.bazel": "a14b62d05969a293b80257e72e597c2da7f717e1e69fa8b339703ed6731bec87",
"https://bcr.bazel.build/modules/bazel_features/1.34.0/MODULE.bazel": "e8475ad7c8965542e0c7aac8af68eb48c4af904be3d614b6aa6274c092c2ea1e",
"https://bcr.bazel.build/modules/bazel_features/1.38.0/MODULE.bazel": "f9b8a9c890ebd216b4049fd12a31d3c2602e3403c7af636b04fbbd7453edc9c9",
"https://bcr.bazel.build/modules/bazel_features/1.38.0/source.json": "31ba776c122b54a2885e23651642e32f087a87bf025465f8040751894b571277",
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@@ -176,6 +180,7 @@
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@@ -229,9 +234,9 @@
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@@ -263,8 +270,8 @@
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@@ -292,7 +299,8 @@
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@@ -306,12 +314,12 @@
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@@ -334,7 +342,8 @@
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@@ -345,8 +354,8 @@
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"build_file": "@@rules_fuzzing~//:honggfuzz.BUILD",
"sha256": "6b18ba13bc1f36b7b950c72d80f19ea67fbadc0ac0bb297ec89ad91f2eaa423e",
"url": "https://github.com/google/honggfuzz/archive/2.5.zip",
"strip_prefix": "honggfuzz-2.5"
}
},
"rules_fuzzing_jazzer": {
"bzlFile": "@@bazel_tools//tools/build_defs/repo:http.bzl",
"ruleClassName": "http_jar",
"attributes": {
"sha256": "ee6feb569d88962d59cb59e8a31eb9d007c82683f3ebc64955fd5b96f277eec2",
"url": "https://repo1.maven.org/maven2/com/code-intelligence/jazzer/0.20.1/jazzer-0.20.1.jar"
}
},
"rules_fuzzing_jazzer_api": {
"bzlFile": "@@bazel_tools//tools/build_defs/repo:http.bzl",
"ruleClassName": "http_jar",
"attributes": {
"sha256": "f5a60242bc408f7fa20fccf10d6c5c5ea1fcb3c6f44642fec5af88373ae7aa1b",
"url": "https://repo1.maven.org/maven2/com/code-intelligence/jazzer-api/0.20.1/jazzer-api-0.20.1.jar"
}
}
},
"recordedRepoMappingEntries": [
[
"rules_fuzzing~",
"bazel_tools",
"bazel_tools"
]
]
}
},
"@@rules_java~//java:rules_java_deps.bzl%compatibility_proxy": {
"general": {
"bzlTransitiveDigest": "KIX40nDfygEWbU+rq3nYpt3tVgTK/iO8PKh5VMBlN7M=",
@@ -1162,7 +1775,7 @@
"@@rules_nodejs~//nodejs:extensions.bzl%node": {
"general": {
"bzlTransitiveDigest": "q44Ox2Nwogn6OsO0Xw5lhjkd/xmxkvvpwVOn5P4pmHQ=",
"usagesDigest": "WQpLKLujnBfrx9sMWCJgyaK9P04binseT6CGBy3vP4E=",
"usagesDigest": "Py5Wgc5kr5fTMe1FKrlFK276B6SodesXp6nw2Fq5XA8=",
"recordedFileInputs": {},
"recordedDirentsInputs": {},
"envVariables": {},
@@ -1292,8 +1905,8 @@
},
"@@rules_oci~//oci:extensions.bzl%oci": {
"general": {
"bzlTransitiveDigest": "FaY+7xb13bB3hmxqwAWaGp3Tf3Q4Nfdlr+F38CP5mcg=",
"usagesDigest": "39yHQmifPoGf+JSYpnQSnJGugxbrFVge/+ENmUiqZ6M=",
"bzlTransitiveDigest": "AOLP47LtVHSKSDiukosQymx543OwcgeoQP666wwuj3o=",
"usagesDigest": "3Xsv1/UEV8MOARW4BZScPw3Gxtx19OQ5EXOqcL1p9bI=",
"recordedFileInputs": {},
"recordedDirentsInputs": {},
"envVariables": {},
@@ -1580,6 +2193,43 @@
]
}
},
"@@rules_python~//python/uv:uv.bzl%uv": {
"general": {
"bzlTransitiveDigest": "Xpqjnjzy6zZ90Es9Wa888ZLHhn7IsNGbph/e6qoxzw8=",
"usagesDigest": "qI5PVlIum/YAnGJg5oXGHzDkMFWt2aNSUZY4G8PBbic=",
"recordedFileInputs": {},
"recordedDirentsInputs": {},
"envVariables": {},
"generatedRepoSpecs": {
"uv": {
"bzlFile": "@@rules_python~//python/uv/private:uv_toolchains_repo.bzl",
"ruleClassName": "uv_toolchains_repo",
"attributes": {
"toolchain_type": "'@@rules_python~//python/uv:uv_toolchain_type'",
"toolchain_names": [
"none"
],
"toolchain_implementations": {
"none": "'@@rules_python~//python:none'"
},
"toolchain_compatible_with": {
"none": [
"@platforms//:incompatible"
]
},
"toolchain_target_settings": {}
}
}
},
"recordedRepoMappingEntries": [
[
"rules_python~",
"platforms",
"platforms"
]
]
}
},
"@@rules_scala~//scala/extensions:config.bzl%scala_config": {
"general": {
"bzlTransitiveDigest": "TdBxhkZTM7VU6teIFS+KoonKU7wmb5BL7leCWWx7yX8=",
@@ -5056,7 +5706,7 @@
"@@rules_swift~//swift:extensions.bzl%non_module_deps": {
"general": {
"bzlTransitiveDigest": "PAIMhc1bVKfcyoHeg0xO8LMS9KN5yzbsMGwa5O2ifJM=",
"usagesDigest": "A3fzk5iHsrLdI3PokT1bHIdeJ2j9tc09H3/3Old6IfU=",
"usagesDigest": "l2vIL7SL4tJqHIVLWd78Y/ym+r0II64lmvoX8o+0Bb0=",
"recordedFileInputs": {},
"recordedDirentsInputs": {},
"envVariables": {},
-28
View File
@@ -1,28 +0,0 @@
#!/usr/bin/env bash
/bin/mkdir -p win_output
/usr/bin/dotnet publish src/main/csharp/net/eagle0/clients/win/installer/EagleInstaller.sln -o win_output
SHA=`sha256sum /tmp/EagleInstaller.exe | awk '{print $1 }'`
ZIP_FILE="updater__$SHA.zip"
/usr/bin/zip win_output/$ZIP_FILE win_output/EagleInstaller.exe
rm win_output/EagleInstaller.exe
rm win_output/EagleInstaller.pdb
DATE=`date +"%Y-%m-%d %T"`
cat > win_output/updater.html <<-EOF
<html>
<head>
<title>Download Eagle Updater</title>
</head>
<body>
<a href="http://eagle0.net/assets/$ZIP_FILE">$ZIP_FILE</a> (updated $DATE)
</body>
</html>
EOF
SSH_KEY_FILE=$1
SSH_USER_NAME=$2
/usr/bin/rsync -r --copy-links -e "/usr/bin/ssh -i $SSH_KEY_FILE -p 9022" win_output/ $SSH_USER_NAME@eagle0.net:/www/assets/
+32
View File
@@ -0,0 +1,32 @@
#!/usr/bin/env bash
# Build iOS Addressables only (no player build)
# This switches Unity to iOS target and builds addressables for CDN upload
set -euxo pipefail
. ./ci/unity_version.sh
WORKSPACE=$(pwd)
echo "Building protos"
./scripts/build_protos.sh
UNITY_INSTALL_PATH="/Applications/Unity/Hub/Editor"
LOG_PATH=${1:-"/tmp/eagle0/editor_ios_addressables.log"}
echo "Building iOS Addressables"
mkdir -p "$(dirname "$LOG_PATH")"
# Build Addressables for iOS target
# Uses BuildiOSAddressables which explicitly switches build target
${UNITY_INSTALL_PATH}/${UNITY_VERSION}/Unity.app/Contents/MacOS/Unity \
-nographics \
-batchmode \
-quit \
-executeMethod BuildScript.BuildiOSAddressables \
-logFile "$LOG_PATH" \
-projectPath "$WORKSPACE/src/main/csharp/net/eagle0/clients/unity/eagle0"
echo "iOS Addressables build complete"
echo "Bundles should be in: $WORKSPACE/src/main/csharp/net/eagle0/clients/unity/eagle0/ServerData/iOS/"
+26
View File
@@ -0,0 +1,26 @@
#!/usr/bin/env bash
set -euxo pipefail
. ./ci/unity_version.sh
WORKSPACE=$(pwd)
UNITY_INSTALL_PATH="/Applications/Unity/Hub/Editor"
BUILD_DIR=$1
LOG_PATH=$2
echo "Building Mac in $BUILD_DIR"
echo "Cleaning up $BUILD_DIR"
/bin/rm -rf "$BUILD_DIR"
/bin/mkdir -p "$BUILD_DIR"
# Use custom build script that builds Addressables before the player
${UNITY_INSTALL_PATH}/${UNITY_VERSION}/Unity.app/Contents/MacOS/Unity \
-nographics \
-batchmode \
-quit \
-executeMethod BuildScript.BuildMacPlayer \
-buildPath "$BUILD_DIR/eagle0.app" \
-logFile "$LOG_PATH" \
-projectPath "$WORKSPACE/src/main/csharp/net/eagle0/clients/unity/eagle0"
-3
View File
@@ -9,9 +9,6 @@ COMMIT=$(/usr/bin/git rev-parse --short HEAD)
/bin/echo "build protos"
./scripts/build_protos.sh
/bin/echo "build plugins"
./scripts/build_windows_plugin.sh
git log -3
/bin/echo "build Windows"
+19
View File
@@ -0,0 +1,19 @@
#!/bin/bash
set -euxo pipefail
COMMIT=$(/usr/bin/git rev-parse --short HEAD)
/bin/echo "build protos"
./scripts/build_protos.sh
/bin/echo "build Sparkle plugin"
./scripts/build_sparkle_plugin.sh
git log -3
/bin/echo "build Mac"
LOG_PATH="/tmp/eagle0/editor_mac.log"
BUILD_DIR=$1
./ci/github_actions/build_mac.sh "$BUILD_DIR" "$LOG_PATH"
+3 -1
View File
@@ -15,10 +15,12 @@ echo "Cleaning up $1"
/bin/rm -rf $1
/bin/mkdir -p $1
# Use custom build script that builds Addressables before the player
${UNITY_INSTALL_PATH}/${UNITY_VERSION}/Unity.app/Contents/MacOS/Unity \
-nographics \
-batchmode \
-quit \
-buildWindows64Player $BUILD_DIR/eagle0.exe \
-executeMethod BuildScript.BuildWindowsPlayer \
-buildPath "$BUILD_DIR/eagle0.exe" \
-logFile $LOG_PATH \
-projectPath "$WORKSPACE/src/main/csharp/net/eagle0/clients/unity/eagle0"
+30 -3
View File
@@ -1,6 +1,33 @@
#!/bin/bash
#
# Persist Unity Library/ cache to persistent storage
#
# Environment variables:
# UNITY_CACHE_PLATFORM - Platform identifier (e.g., "mac", "windows")
# Defaults to "mac" if not set
#
# Note: Library/Bee/ is excluded because it contains DAG files with hardcoded
# file paths that become stale when project files change. This prevents
# "Data at the root level is invalid" XML errors from stale references.
set -euxo pipefail
set -uxo pipefail
/bin/echo "persist Library/"
/usr/bin/rsync -rtlDvq src/main/csharp/net/eagle0/clients/unity/eagle0/Library/ /tmp/eagle0/Library/
PLATFORM="${UNITY_CACHE_PLATFORM:-mac}"
CACHE_DIR="/tmp/eagle0/Library-${PLATFORM}"
/bin/echo "persist Library/ to $CACHE_DIR (excluding Bee/)"
# rsync may exit with code 23 ("partial transfer due to error") if Unity's
# temporary files vanish during the copy. This is acceptable for a cache.
/usr/bin/rsync -rtlDvq --exclude='Bee/' src/main/csharp/net/eagle0/clients/unity/eagle0/Library/ "$CACHE_DIR/"
rsync_exit=$?
if [ $rsync_exit -eq 0 ]; then
exit 0
elif [ $rsync_exit -eq 23 ]; then
echo "Warning: rsync exited with 23 (some files vanished during copy). This is expected for Unity temp files."
exit 0
else
echo "Error: rsync failed with exit code $rsync_exit"
exit $rsync_exit
fi
+12 -3
View File
@@ -1,7 +1,16 @@
#!/bin/bash
#
# Restore Unity Library/ cache from persistent storage
#
# Environment variables:
# UNITY_CACHE_PLATFORM - Platform identifier (e.g., "mac", "windows")
# Defaults to "mac" if not set
set -euxo pipefail
/bin/echo "restore Library/"
/bin/mkdir -p /tmp/eagle0/Library
/usr/bin/rsync -rtlDvq /tmp/eagle0/Library/ src/main/csharp/net/eagle0/clients/unity/eagle0/Library/
PLATFORM="${UNITY_CACHE_PLATFORM:-mac}"
CACHE_DIR="/tmp/eagle0/Library-${PLATFORM}"
/bin/echo "restore Library/ from $CACHE_DIR"
/bin/mkdir -p "$CACHE_DIR"
/usr/bin/rsync -rtlDvq "$CACHE_DIR/" src/main/csharp/net/eagle0/clients/unity/eagle0/Library/
+44
View File
@@ -0,0 +1,44 @@
#!/usr/bin/env bash
# Upload Addressables bundles to DigitalOcean Spaces
# Usage: ./upload_addressables.sh <build_target>
# Example: ./upload_addressables.sh StandaloneOSX
#
# Required environment variables:
# ACCESS_KEY_ID - DigitalOcean Spaces access key (same as other deploys)
# SECRET_KEY - DigitalOcean Spaces secret key (same as other deploys)
set -euxo pipefail
BUILD_TARGET=$1
WORKSPACE=$(pwd)
UNITY_PROJECT="$WORKSPACE/src/main/csharp/net/eagle0/clients/unity/eagle0"
SERVER_DATA="$UNITY_PROJECT/ServerData/$BUILD_TARGET"
# DigitalOcean Spaces configuration (same region as other eagle0 buckets)
DO_ENDPOINT="https://sfo3.digitaloceanspaces.com"
DO_BUCKET="eagle0-assets"
if [ ! -d "$SERVER_DATA" ]; then
echo "No Addressables bundles found at $SERVER_DATA"
echo "Skipping upload (this is expected if Addressables are bundled locally)"
exit 0
fi
echo "Uploading Addressables bundles from $SERVER_DATA"
echo "Target: s3://$DO_BUCKET/addressables/$BUILD_TARGET/"
# Configure AWS CLI for DigitalOcean Spaces
export AWS_ACCESS_KEY_ID="$ACCESS_KEY_ID"
export AWS_SECRET_ACCESS_KEY="$SECRET_KEY"
# Sync bundles to Spaces
# --delete removes files in destination that don't exist in source
# --acl public-read makes files publicly accessible
aws s3 sync "$SERVER_DATA" "s3://$DO_BUCKET/addressables/$BUILD_TARGET/" \
--endpoint-url "$DO_ENDPOINT" \
--acl public-read \
--delete
echo "Addressables upload complete"
echo "Files available at: https://assets.eagle0.net/addressables/$BUILD_TARGET/"
Binary file not shown.
+18
View File
@@ -0,0 +1,18 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<!-- Allow JIT compilation (required for Mono/IL2CPP) -->
<key>com.apple.security.cs.allow-jit</key>
<true/>
<!-- Allow unsigned executable memory (required for Unity) -->
<key>com.apple.security.cs.allow-unsigned-executable-memory</key>
<true/>
<!-- Disable library validation (required for plugins) -->
<key>com.apple.security.cs.disable-library-validation</key>
<true/>
<!-- Allow outgoing network connections -->
<key>com.apple.security.network.client</key>
<true/>
</dict>
</plist>
+61 -46
View File
@@ -1,11 +1,13 @@
# 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:auth_server_load
# Run: docker compose -f docker-compose.prod.yml up
#
# Production deployment:
# Run: docker compose -f docker-compose.prod.yml up -d
#
# Note: Shardok runs on Hetzner ARM64 server, deployed via shardok_arm64_build.yml workflow.
services:
# Blue-green deployment: eagle-blue is the primary (production) instance
@@ -16,24 +18,23 @@ services:
image: ${EAGLE_IMAGE:-registry.digitalocean.com/eagle0/eagle-server:latest}
container_name: eagle-blue
command:
- "--gpt-model-name"
- "${GPT_MODEL_NAME:-gpt-5.1}"
- "--shardok-interface-remote-address"
- "${SHARDOK_ADDRESS:-shardok:40042}"
- "${SHARDOK_ADDRESS}"
- "--auth-service-url"
- "auth:40033"
ports:
- "40032:40032"
environment:
OPENAI_API_KEY: "${OPENAI_API_KEY:-}"
ANTHROPIC_API_KEY: "${ANTHROPIC_API_KEY:-}"
GEMINI_API_KEY: "${GEMINI_API_KEY:-}"
EAGLE_ENABLE_S3: "${EAGLE_ENABLE_S3:-false}"
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)
# JWT public key for token validation (auth service handles signing)
# Reads from /etc/eagle0/keys/public.pem via shared volume
# Auth token for Shardok on Hetzner (required)
SHARDOK_AUTH_TOKEN: "${SHARDOK_AUTH_TOKEN:-}"
# Use persistent volume for save data (users, games, etc.)
EAGLE_SAVE_DIR: "/app/saves"
@@ -45,9 +46,8 @@ services:
- ./archived:/app/archived # Archived completed games
- ./jfr:/app/jfr # JFR recordings - dump with: docker exec eagle-blue jcmd 1 JFR.dump filename=/app/jfr/profile.jfr
- jvm-tmp:/tmp # Shared with jfr-sidecar for JVM attach socket files
- jwt-keys:/etc/eagle0/keys # Shared JWT keys with auth service
- jwt-keys:/etc/eagle0/keys:ro # JWT public key from auth service (read-only)
depends_on:
- shardok
- auth
restart: unless-stopped
logging:
@@ -67,23 +67,22 @@ services:
container_name: eagle-green
profiles: ["blue-green"] # Only started during blue-green deployment
command:
- "--gpt-model-name"
- "${GPT_MODEL_NAME:-gpt-5.1}"
- "--shardok-interface-remote-address"
- "${SHARDOK_ADDRESS:-shardok:40042}"
- "${SHARDOK_ADDRESS}"
- "--auth-service-url"
- "auth:40033"
ports:
- "40034:40032" # Different host port for staging
environment:
OPENAI_API_KEY: "${OPENAI_API_KEY:-}"
ANTHROPIC_API_KEY: "${ANTHROPIC_API_KEY:-}"
GEMINI_API_KEY: "${GEMINI_API_KEY:-}"
EAGLE_ENABLE_S3: "${EAGLE_ENABLE_S3:-false}"
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:-}"
# JWT public key for token validation (auth service handles signing)
# Reads from /etc/eagle0/keys/public.pem via shared volume
SHARDOK_AUTH_TOKEN: "${SHARDOK_AUTH_TOKEN:-}"
EAGLE_SAVE_DIR: "/app/saves"
EAGLE_ARCHIVE_DIR: "/app/archived"
@@ -92,9 +91,10 @@ services:
volumes:
- ./saves:/app/saves # Same save directory as blue
- ./archived:/app/archived # Same archive directory as blue
- jwt-keys:/etc/eagle0/keys # Shared JWT keys with auth service
- ./jfr:/app/jfr # JFR recordings (same as blue)
- jvm-tmp:/tmp # Shared with jfr-sidecar-green for JVM attach socket files
- jwt-keys:/etc/eagle0/keys:ro # JWT public key from auth service (read-only)
depends_on:
- shardok
- auth
restart: "no" # Don't auto-restart during deployment
logging:
@@ -131,6 +131,16 @@ services:
DISCORD_CLIENT_SECRET: "${DISCORD_CLIENT_SECRET:-}"
GOOGLE_CLIENT_ID: "${GOOGLE_CLIENT_ID:-}"
GOOGLE_CLIENT_SECRET: "${GOOGLE_CLIENT_SECRET:-}"
GH_OAUTH_CLIENT_ID: "${GH_OAUTH_CLIENT_ID:-}"
GH_OAUTH_CLIENT_SECRET: "${GH_OAUTH_CLIENT_SECRET:-}"
# Apple Sign-In credentials
APPLE_SIGNIN_CLIENT_ID: "${APPLE_SIGNIN_CLIENT_ID:-}"
APPLE_TEAM_ID: "${APPLE_TEAM_ID:-}"
APPLE_SIGNIN_KEY_ID: "${APPLE_SIGNIN_KEY_ID:-}"
APPLE_SIGNIN_PRIVATE_KEY: "${APPLE_SIGNIN_PRIVATE_KEY:-}"
# Twitch OAuth credentials
TWITCH_CLIENT_ID: "${TWITCH_CLIENT_ID:-}"
TWITCH_CLIENT_SECRET: "${TWITCH_CLIENT_SECRET:-}"
# Server base URL for OAuth callbacks
SERVER_BASE_URL: "${SERVER_BASE_URL:-https://prod.eagle0.net}"
# JWT keys - PEM files in volume, bootstrapped from JWK on first run
@@ -140,6 +150,8 @@ services:
FASTMAIL_API_TOKEN: "${FASTMAIL_API_TOKEN:-}"
FASTMAIL_FROM_EMAIL: "${FASTMAIL_FROM_EMAIL:-}"
FASTMAIL_FROM_NAME: "${FASTMAIL_FROM_NAME:-}"
# Require invitation codes for new user registration
REQUIRE_INVITATION_CODE: "true"
# Note: port 40033 is exposed via nginx, not directly
volumes:
- jwt-keys:/etc/eagle0/keys # Shared JWT keys with Eagle
@@ -158,30 +170,8 @@ services:
retries: 3
start_period: 10s
shardok:
image: ${SHARDOK_IMAGE:-registry.digitalocean.com/eagle0/shardok-server:latest}
container_name: shardok-server
mem_limit: 1g
memswap_limit: 1g # Prevent swap, OOM-kill cleanly instead
ports:
- "40042:40042"
- "40052:40052"
environment:
SHARDOK_RESOURCES_PATH: "/app/resources"
SHARDOK_MAPS_PATH: "/app/resources/maps"
SHARDOK_EAGLE_INTERFACE_ADDRESS: "0.0.0.0:40042"
restart: unless-stopped
logging:
driver: "json-file"
options:
max-size: "100m"
max-file: "5"
healthcheck:
test: ["CMD-SHELL", "nc -z localhost 40042 || exit 1"]
interval: 30s
timeout: 10s
retries: 3
start_period: 10s
# Note: Shardok runs on Hetzner ARM64 server, not in this docker-compose.
# Configure SHARDOK_ADDRESS to point to the Hetzner instance.
nginx:
image: nginx:alpine
@@ -196,8 +186,9 @@ services:
- ./certbot/www:/var/www/certbot:ro
- ./auth:/etc/nginx/auth:ro
depends_on:
- eagle-blue
- admin
# Note: nginx connects to eagle via EAGLE_ADDR (default: eagle-blue:40032)
# For blue-green deployments, update EAGLE_ADDR in .env before switching
restart: unless-stopped
logging:
driver: "json-file"
@@ -214,14 +205,14 @@ services:
- "--auth-addr"
- "auth:40033"
- "--jfr-sidecar-addr"
- "jfr-sidecar:8081"
- "${JFR_SIDECAR_ADDR:-jfr-sidecar:8081}" # Can be switched for blue-green
- "--http-port"
- "8080"
# No external port - accessed via nginx at admin.eagle0.net
depends_on:
- eagle-blue
- auth
- jfr-sidecar
# Note: admin connects to eagle via EAGLE_ADDR and jfr-sidecar via JFR_SIDECAR_ADDR
# For blue-green deployments, set both in .env before switching
restart: unless-stopped
logging:
driver: "json-file"
@@ -239,6 +230,7 @@ services:
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
# For blue-green: use JFR_SIDECAR_ADDR=jfr-sidecar-green:8081 when green is active
pid: "service:eagle-blue"
volumes:
- jvm-tmp:/tmp # Shared with Eagle for JVM attach socket files
@@ -257,6 +249,29 @@ services:
retries: 3
start_period: 10s
jfr-sidecar-green:
image: ${JFR_SIDECAR_IMAGE:-registry.digitalocean.com/eagle0/jfr-sidecar:latest}
container_name: jfr-sidecar-green
profiles: ["blue-green"] # Only started during blue-green deployment
# Share PID namespace with Eagle green instance
pid: "service:eagle-green"
volumes:
- jvm-tmp:/tmp # Shared with Eagle for JVM attach socket files
depends_on:
- eagle-green
restart: "no" # Don't auto-restart during deployment
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
+67 -46
View File
@@ -109,11 +109,20 @@ All 26 tracks have CC licenses with proper attribution:
| 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
**Tracks with non-CC licenses:**
| Track | Artist | License | Source |
|-------|--------|---------|--------|
| Market Day | RandomMind | Free without attribution | [Chosic](https://www.chosic.com/download-audio/27016/) |
| Shopping List | Komiku | Free without attribution | [Chosic](https://www.chosic.com/download-audio/24714/) |
| Medieval: Victory Theme | RandomMind | CC0 Public Domain | [Chosic](https://www.chosic.com/download-audio/28492/) |
| No Time for Greatness | Dima Koltsov | CC BY 4.0 | [YouTube](https://www.youtube.com/watch?v=cQh0OWIFdgM) |
| Warriors of Demacia | Dima Koltsov | CC BY 4.0 | [YouTube](https://www.youtube.com/watch?v=yktSUMJn9ao) |
| Forest Queen Tale | Dima Koltsov | Presumed CC BY 4.0 | Not found on YouTube; other Dima Koltsov tracks are CC BY 4.0 |
| Valor | Dima Koltsov | CC BY 4.0 | [YouTube](https://www.youtube.com/watch?v=uoHYJRPcS2Y) |
| Clouds | Dima Koltsov | Presumed CC BY 4.0 | Not found on YouTube; other Dima Koltsov tracks are CC BY 4.0 |
**Note on Dima Koltsov tracks:** 3 of 5 tracks confirmed CC BY 4.0 via YouTube. 2 remaining tracks (Forest Queen Tale, Clouds) presumed same license but not verified.
---
@@ -129,42 +138,55 @@ All 26 tracks have CC licenses with proper attribution:
## 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** |
### ~~Clip Art (Unknown License)~~ RESOLVED
| File | Status |
|------|--------|
| ~~`Assets/Shardok/commandImages/bridge.png`~~ | **REPLACED** (2026-01-23) with AI-generated wooden rope bridge icon (ChatGPT/DALL-E 3, 512x512 PNG). No licensing restrictions - AI-generated for this project. |
| ~~`Assets/Images/startFire.png`~~ | **REPLACED** (2026-01-23) with "Flame Icon" from [UXWing](https://uxwing.com/flame-icon/) (free for commercial use, no attribution required). Consolidated duplicate removed. |
| ~~`Assets/Shardok/commandImages/startFire.png`~~ | **DELETED** (2026-01-23) - duplicate removed, all references updated to use `Assets/Images/startFire.png` |
### Shardok Sound Effects
- **Location:** `Assets/Shardok/soundEffects/`
- **Count:** 56 MP3 files
- **Count:** 37 audio files (was incorrectly counted as 56 including .meta files)
- **Contents:** Spell effects, movement, combat sounds
- **Status:** Unknown origin - may be custom or need verification
**Verified from [Zombie Monster - Undead Collection](https://assetstore.unity.com/packages/audio/sound-fx/creatures/zombie-monster-undead-collection-70662) (Unity Asset Store):**
- `raise_undead.mp3`
- `undead_break_control.mp3`
- `undead_grew.wav`
**⚠️ MUST REPLACE:**
- ~~`anybody.mp3`~~ - **REPLACED** (2026-01-23) with `Positive Effect 6.wav` from Magic Spells Sound Effects LITE
- ~~`burnination.mp3`~~ - **REPLACED** (2026-01-23) with `Magic Element Fire 04.wav` from Medieval Combat Sounds
- `failure_horn.mp3` - licensing issue, no replacement found in purchased assets
- `runaway.mp3` - licensing issue, no replacement found in purchased assets
**Presumed from Unity Asset Store purchases (31 files):**
Owner believes these are from: Fantasy Interface Sounds, Medieval Combat Sounds, Magic Spells Sound Effects LITE, and/or Medieval Battle Sound Pack.
- `archery.mp3`, `battle_shout.mp3`, `boo.mp3`, `braved_water.mp3`
- `build_bridge.mp3`, `build_bridge_failure.mp3`, `charge.mp3`
- `dismiss_unit.mp3`, `duel_challenged.mp3`, `failure_horn.mp3`, `fear.mp3`, `fear_failed.mp3`
- `fire_extinguish.mp3`, `fire_spread.mp3`, `fire_start.mp3`, `fire_start_failure.mp3`
- `freeze.mp3`, `holy_wave.mp3`, `holy_wave_damage.mp3`, `jail_door.mp3`, `lightning.mp3`
- `melee.mp3`, `meteor.mp3`, `mind_control.mp3`, `move.mp3`, `move 1.mp3`
- `raging_fire.mp3`, `reduce.mp3`, `repair.mp3`, `repair_failed.mp3`, `splash.mp3`
### Free Icons
- **Location:** `Assets/free_icons/`
- **Count:** 8 PNG weather icons
- **Status:** Verify "free" means commercially usable
### Terrain Hexes
### ~~Terrain Hexes~~ VERIFIED
- **Location:** `Assets/Terrain Hexes/`
- **Count:** 85 PNG files
- **Status:** Unknown source - verify licensing
- **Status:** ✓ Confirmed Unity Asset Store purchase (2026-01-23)
### StrategyGameIcons
### ~~StrategyGameIcons~~ VERIFIED
- **Location:** `Assets/StrategyGameIcons/`
- **Count:** 138 PNG files
- **Status:** Unknown source - verify licensing
- **Publisher:** REXARD
- **Asset Store Link:** https://assetstore.unity.com/packages/2d/gui/icons/strategy-game-icons-64816
- **Status:** ✓ Confirmed Unity Asset Store purchase (2026-01-23)
---
@@ -196,26 +218,24 @@ NuGet packages in `Assets/Packages/` all include LICENSE.TXT files:
### 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)
1. ~~**Clip art images**~~ - **RESOLVED** (2025-01-23): Replaced with game-icons.net CC BY 3.0 icons
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
2. **Shardok sound effects** - 3 files must be replaced:
- `anybody.mp3` - licensing issue
- `burnination.mp3` - licensing issue
- `runaway.mp3` - licensing issue
3. **Shardok sound effects** - 56 MP3 files of unknown origin. Either:
- Document their source
- Replace with known-licensed alternatives
- Confirm they were custom-created
Remaining 31 files presumed from Asset Store purchases; 3 verified from Zombie Monster Undead Collection.
4. **Terrain Hexes** - 85 hex tiles of unknown source
- **TODO:** Confirm if this is a Unity Asset Store purchase (owner believes it is)
3. ~~**Terrain Hexes**~~ - **VERIFIED** (2026-01-23): Confirmed Unity Asset Store purchase
5. **StrategyGameIcons** - 138 icons of unknown source
- **TODO:** Investigate origin - check Unity Asset Store purchase history
4. ~~**StrategyGameIcons**~~ - **VERIFIED** (2026-01-23): Unity Asset Store purchase (REXARD)
6. **AUDIUS music tracks** - Verify Dima Koltsov tracks are licensed for commercial use
5. ~~**Medieval: Victory Theme**~~ - **VERIFIED** (2026-01-23): CC0 Public Domain by RandomMind ([Chosic](https://www.chosic.com/download-audio/28492/))
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
6. ~~**Dima Koltsov tracks**~~ - **MOSTLY VERIFIED** (2026-01-23): 3 of 5 confirmed CC BY 4.0 via YouTube. 2 remaining (Forest Queen Tale, Clouds) presumed same license.
7. ~~**Discord logo**~~ - **OK** (2026-01-23): Usage complies with Discord brand guidelines for "Login with Discord" button
### Already Safe:
@@ -229,12 +249,13 @@ NuGet packages in `Assets/Packages/` all include LICENSE.TXT files:
## Recommendation
Before removing HTTP basic auth:
Before public release:
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
1. ~~Replace clip art images (`bridge.png`, `startFire.png`) with properly licensed alternatives~~ **DONE** - see Section 4
2. ~~Verify source of `Assets/Shardok/soundEffects/` MP3s~~ **MOSTLY DONE** - 3 files flagged for replacement, rest presumed Asset Store
3. ~~Verify source of `Assets/Terrain Hexes/`~~ **DONE** - confirmed Asset Store purchase
4. ~~Verify source of `Assets/StrategyGameIcons/`~~ **DONE** - Unity Asset Store (REXARD)
5. ~~Replace Dima Koltsov Audius tracks~~ **MOSTLY DONE** - 3/5 confirmed CC BY 4.0, 2 presumed same
6. ~~Find source of Medieval: Victory Theme or replace~~ **DONE** - CC0 Public Domain by RandomMind
The bulk of your assets (95%+) are properly licensed Asset Store purchases or CC content.
-388
View File
@@ -1,388 +0,0 @@
# Deproto Migration Plan
## Vision
**Protocol buffers should only be used at the edges** — for network serialization (gRPC) and disk persistence. Inside the Eagle game engine, all logic should operate on native Scala models.
```
┌─────────────────────────────────────────────────────────────────────┐
│ GRPC BOUNDARY │
│ EagleServiceImpl.scala ←→ Proto Messages ←→ Unity Client │
└─────────────────────────────────────────────────────────────────────┘
GameStateConverter
┌─────────────────────────────────────────────────────────────────────┐
│ SCALA ENGINE │
│ │
│ GameStateC ───→ Actions ───→ ActionResultT ───→ New GameStateC │
│ ↑ │ │
│ │ (Pure Scala models) │ │
│ └───────────────────────────────────────────────────┘ │
│ │
│ HeroC, FactionC, ProvinceC, BattalionC, ArmyC, etc. │
└─────────────────────────────────────────────────────────────────────┘
GameStateConverter
┌─────────────────────────────────────────────────────────────────────┐
│ PERSISTENCE BOUNDARY │
│ GameHistory.scala ←→ Proto Messages ←→ File/Database │
└─────────────────────────────────────────────────────────────────────┘
```
---
## Current State
### Completed Phases
| Phase | Status | Summary |
|-------|--------|---------|
| Phase 1: GameStateC | **Complete** | Scala `GameState` model with 22 fields |
| Phase 2: EngineImpl | **Complete** | Holds Scala `GameState` internally |
| Phase 3: GameHistory | **Complete** | `stateAfter` returns Scala GameState |
| Phase 4: ActionResultT | **Complete** | All 59 actions return `ActionResultT` |
| Phase 5: Action Base Classes | **Complete** | All `RandomSequentialResultsAction` and `DeterministicSingleResultAction` converted to T-type base classes |
| Phase 5b: Base Class Cleanup | **Complete** | `RandomSequentialResultsAction` and `DeterministicSingleResultAction` deleted |
| Phase 5c: RoundPhaseAdvancer Actions | **Complete** | All actions called by RoundPhaseAdvancer accept Scala GameState |
| Phase 5d: RoundPhaseAdvancer Itself | **Complete** | RoundPhaseAdvancer.checkForPhaseAdvancement takes Scala GameState |
### Phase 5c/5d Progress (Complete)
`RoundPhaseAdvancer.checkForPhaseAdvancement` now accepts Scala `GameState` and `ActionResultApplier` directly (PR #4677).
| Action | PR | Status |
|--------|-----|--------|
| `PrisonerExchangeAction` | #4670 | ✅ Merged |
| `PerformForcedTurnBackAction` | #4671 | ✅ Merged |
| `PerformHeroDeparturesAction` | #4672 | ✅ Merged |
| `RequestFreeForAllBattlesAction` | #4673 | ✅ Merged |
| `EndPlayerCommandsPhaseAction` | #4674 | ✅ Merged |
| `EndDiplomacyResolutionPhaseAction` | #4675 | ✅ Merged |
| `RoundPhaseAdvancer` itself | #4677 | ✅ Merged |
### EngineImpl Progress
| Change | PR | Status |
|--------|-----|--------|
| `recursiveTransform` deleted | #4677 | ✅ Merged |
| `recursiveTransformT` uses `RandomStateTSequencer` | #4677 | ✅ Merged |
### Current Architecture
**ActionResultT Production (100% Complete):**
- All actions produce `ActionResultT`
- Conversion to `ActionResultProto` happens via `ActionResultProtoConverter.toProto()`
- No direct `ActionResultProto` construction outside the converter
**ActionResultProto Consumption (Next Target):**
- `ActionResultProtoApplierImpl` - applies proto results to proto GameState
- `RoundPhaseAdvancer` - calls converter, passes protos to applier
- `InMemoryHistory` / `PersistedHistory` - stores proto results
- Service layer (`GameController`, `GamesManager`, etc.) - uses proto for client communication
---
## Phase 6: Migrate to ActionResultT Consumers
### Objective
Eliminate internal consumption of `ActionResultProto`. Everything inside the engine should work with `ActionResultT`.
### Current Flow (Proto-Heavy)
```
Action.execute()
→ ActionResultT
→ ActionResultProtoConverter.toProto()
→ ActionResultProto
→ ActionResultProtoApplierImpl.applyActionResults()
→ GameStateProto
→ GameStateConverter.fromProto()
→ GameStateC
```
### Target Flow (T-Types Throughout)
```
Action.execute()
→ ActionResultT
→ ActionResultApplier.applyActionResults()
→ GameStateC
(Proto conversion only at boundaries)
```
### Key Files to Convert
**Tier 1 - Core Applier:****Complete**
```
src/main/scala/net/eagle0/eagle/library/actions/applier/ActionResultApplierImpl.scala
```
`ActionResultApplier` applies `ActionResultT` directly to Scala `GameState`. The legacy `ActionResultTApplierImpl` wraps it and converts to/from proto for callers that still need proto types.
**Tier 2 - RoundPhaseAdvancer:****Complete**
```
src/main/scala/net/eagle0/eagle/library/RoundPhaseAdvancer.scala
```
Now accepts Scala `GameState` and `ActionResultApplier`. Only converts to proto lazily for `AvailableCommandsFactory` calls.
**Tier 3 - Sequencers:**
```
src/main/scala/net/eagle0/eagle/library/actions/impl/common/RandomStateTSequencer.scala
src/main/scala/net/eagle0/eagle/library/actions/impl/common/RandomStateProtoSequencer.scala
```
Modify `RandomStateTSequencer` to thread Scala `GameState` throughout (currently converts to proto internally). Then evaluate whether `RandomStateProtoSequencer` is still needed at all.
**Current State**: `RandomStateTSequencer` accepts Scala `GameState` via its `apply()` method but internally converts to proto. All callback methods (`withRandomActionResult`, `withActionResults`, etc.) pass `GameStateProto` to callers, forcing actions that use the sequencer to work with proto types internally.
**Target State**: Create a fully protoless sequencer where:
1. `lastState` returns Scala `GameState` (not `lastStateProto`)
2. All callback methods pass Scala `GameState` to callers
3. Actions using the sequencer can be fully protoless
**Migration Path**:
1. Add `lastState: GameState` method alongside `lastStateProto` (non-breaking)
2. Add parallel callback methods that pass Scala GameState (e.g., `withScalaActionResult`)
3. Migrate actions one by one to use the new Scala-based callbacks
4. Once all actions migrated, deprecate/remove proto-based callbacks
5. Remove `lastStateProto` once no longer used
**RandomStateSequencer Migration Progress** (PR #4679 introduced protoless `RandomStateSequencer`):
| Action | Status |
|--------|--------|
| `TruceTurnBackPhaseAction` | ✅ Migrated (PR #4680) |
| `EndHandleRiotsPhaseAction` | ✅ Migrated (PR #4684) |
| `PerformVassalCommandsPhaseAction` | ✅ Migrated |
| `PerformVassalDefenseDecisionsAction` | ✅ Migrated |
| `EndVassalCommandsPhaseAction` | ✅ Migrated |
| `PerformReconResolutionAction` | ✅ Migrated |
| `NewRoundAction` | ✅ Migrated (PR #4698) |
| `EndBattleAftermathPhaseAction` | ✅ Migrated (PR #4699) |
| `EndDiplomacyResolutionPhaseAction` | ✅ Migrated |
| `PerformUnaffiliatedHeroesAction` | ✅ Migrated |
| `EngineImpl.recursiveTransformT` | ✅ Migrated (PR #4704) |
| `ProtolessSequentialResultsActionWrapper` | ✅ Migrated (PR #4705) |
| `LegacyRandomStateTSequencer` | ✅ **Deleted** (PR #4705) |
**TCommandFactory Extraction** (PR #4684):
To enable lightweight mocking of command creation in tests, `TCommandFactory` trait was extracted from `CommandFactory`. This allows tests to mock just the `makeTCommand` method without pulling in all 40+ command dependencies that `CommandFactory` requires.
- `TCommandFactory` - lightweight trait with just `makeTCommand`
- `CommandFactory extends TCommandFactory` - maintains backward compatibility
- Actions accepting command factories now use `TCommandFactory` type for better testability
**Tier 4 - History APIs:**
```
src/main/scala/net/eagle0/eagle/service/InMemoryHistory.scala
src/main/scala/net/eagle0/eagle/service/PersistedHistory.scala
```
Change APIs to vend Scala `GameState` and `ActionResultT` instead of proto versions. `PersistedHistory` converts to proto internally for disk persistence; `InMemoryHistory` doesn't need proto at all.
### ActionResultProto Consumer Inventory
| File | Usage | Status |
|------|-------|--------|
| `ActionResultApplierImpl.scala` | Applies ActionResultT to Scala GameState | ✅ **Complete** |
| `ActionResultTApplierImpl.scala` | Legacy wrapper - converts to/from proto | Keep until all callers migrated |
| `RoundPhaseAdvancer.scala` | Uses Scala GameState | ✅ **Complete** |
| `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) |
| `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.**
All action files have been migrated to use Scala types:
| 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 |
**Note:** `NewRoundAction` is now fully protoless after converting `ChronicleEventGenerator` to return Scala `ChronicleEvent` types directly.
**Deleted Dead Code:**
- `UnaffiliatedHeroMovedAction` - Was never called; `PerformUnaffiliatedHeroesAction.heroMovedResult` constructs `ActionResultC` directly
- `HeroBackstoryUpdateActionGenerator.fromGameState` - Dead method that converted proto to Scala; only `apply(GameState)` is used
**Note**: `PerformReconResolutionAction` and `EndBattleAftermathPhaseAction` are now fully protoless after:
1. Migrating `FactionT.reconnedProvinces` and `ChangedFactionC.updatedReconnedProvinces` to use Scala `ProvinceView`
2. Adding Scala overload of `ProvinceViewFilter.withdrawnFromProvinceView`
### Estimated Effort (Remaining)
| Component | Lines | Complexity | Blocks |
|-----------|-------|------------|--------|
| History API updates | ~100 | Low | - |
| **Total Remaining** | **~100** | | |
**Completed:**
-`ChronicleEventGenerator` converted to return Scala `ChronicleEvent` types directly
-`CommandChoiceHelpers` migrated to Scala types
-`ResolveBattleAction` refactored to use Scala GameState and ActionResultApplier (PR #5048)
### Enum Type Migrations
Proto enums are being converted to Scala sealed traits with converters at boundaries:
| Enum | Scala Type | Status | Notes |
|------|------------|--------|-------|
| `DiplomacyOfferStatus` | `Status` sealed trait | ✅ **Complete** | PR #5093 - `EligibleDiplomacyStatuses` uses Scala types internally |
| `RoundPhase` | `RoundPhase` sealed trait | Partial | Some usages converted |
| `BattalionType` | `BattalionType` sealed trait | Partial | Some usages converted |
**DiplomacyOfferStatus Migration (PR #5093):**
- `EligibleDiplomacyStatuses.scala` now returns `Vector[Status]` instead of `Vector[DiplomacyOfferStatus]`
- Call sites in `AvailableResolve*CommandFactory` files convert to proto via `StatusConverter.toProto` at the boundary
- This pattern should be applied to other proto enums
### CommandChoiceHelpers Migration Status
Several command selectors have already been converted to use Scala types:
| File | Status | Notes |
|------|--------|-------|
| `AttackCommandChooser.scala` | ✅ **Protoless** | Uses Scala `GameState`, `HeroT`, `ProvinceT` |
| `AlmsCommandSelector.scala` | ✅ **Protoless** | Uses Scala `GameState`, `HeroT`, `ProvinceT` |
| `FoodConsumptionUtils.scala` | ✅ **Protoless** | Uses Scala `GameState`, `ProvinceT`, `RoundPhase` |
| `MarchSuppliesHelpers.scala` | ✅ **Protoless** | Uses `BattalionT` |
| `CombatUnitSelector.scala` | ✅ **Protoless** | Uses `HeroT`, `BattalionT`, `BattalionType` |
| `ExpandCommandSelector.scala` | ✅ **Protoless** | Uses Scala `GameState`, `ProvinceT`, `FactionT` |
| `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 |
**All CommandChoiceHelpers selectors have been migrated to Scala types.**
### Progress Summary
| Metric | Value |
|--------|-------|
| Action files fully protoless | 52 / 52 (100%) ✅ |
| Proto usages in remaining actions | 0 |
| Next target | See "Next Candidates" section below |
### Next Candidates
Priority candidates for further deproto work:
1. **More Enum Migrations** - Apply the `DiplomacyOfferStatus` pattern to other proto enums:
- Files importing `net.eagle0.eagle.common.round_phase.RoundPhase` (proto) could use Scala `RoundPhase`
- Files importing `net.eagle0.eagle.common.battalion_type.BattalionType` (proto) could use Scala `BattalionType`
2. **AvailableCommandsFactory Files** - Many still use proto `GameState` internally:
- These files build proto `AvailableCommand` messages but could use Scala types for internal logic
- Convert to accept Scala `GameState`, only convert fields to proto when building the response
3. **History APIs** - `InMemoryHistory` and `PersistedHistory`:
- Change to vend Scala `GameState` and `ActionResultT` instead of proto versions
- `PersistedHistory` converts to proto internally for disk persistence
### Validation
- [x] `ActionResultApplier` created and tested
- [x] `RandomStateSequencer` threads Scala GameState throughout
- [x] `RoundPhaseAdvancer` uses T-types internally
- [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
- [ ] History APIs vend Scala types
- [ ] No `ActionResultProtoConverter.toProto()` calls except at persistence/gRPC boundaries
- [ ] All tests pass
---
## Phase 7: Clean Up Legacy Utilities
### Objective
Remove remaining direct proto imports from utility classes.
### Files to Modify
| File | Status |
|------|--------|
| `CommandChoiceHelpers.scala` | Accepts proto `GameState`; blocks full deproto of `PerformVassalCommandsPhaseAction` and `PerformVassalDefenseDecisionsAction` |
| `LegacyProvinceUtils.scala` | Replace with `ProvinceUtils.scala` - `hasImminentRiot` added (PR #4683) |
| `LegacyFactionUtils.scala` | Replace proto imports with `FactionT` |
| `LegacyUnaffiliatedHeroUtils.scala` | Replace proto imports with Scala models |
| `BattalionTypeLoader.scala` | Keep proto for file loading, convert immediately after |
| `BeastUtils.scala` | **Complete** - now uses Scala `BeastInfo` only |
### View Filters (Partially Complete)
The view filter utilities now have Scala overloads for server-side use:
| File | Status | Notes |
|------|--------|-------|
| `ProvinceViewFilter.scala` | **Partial** | `filteredProvinceView(ProvinceT, ScalaGameState)` added (PR #4752) |
| `ArmyFilter.scala` | **Partial** | `filterArmy(ScalaArmy, Map[BattalionId, BattalionT], Option[FactionId])` added |
| `BattalionViewFilter.scala` | **Complete** | Uses Scala `BattalionT` throughout |
| `GameStateViewFilter.scala` | Pending | Uses proto types throughout |
| `GameStateViewDiffer.scala` | Pending | Works with view protos |
**Unblocked Actions** (PR #4752):
- `EndBattleAftermathPhaseAction` - can now use `filteredProvinceView(province, scalaGameState)`
- `PerformReconResolutionAction` - can now use Scala overload
- `GameStateFactionExtensions` - can now use `updatedReconnedProvinces` with Scala types
**Remaining Work**:
- Faction-filtered `filteredProvinceView(Province, GameState, FactionId)` still uses proto types
- `withdrawnFromProvinceView` still uses proto types
- These are needed for client-facing views with visibility restrictions
---
## Phase 8: Verify Boundaries
### Objective
Confirm protos are used correctly at boundaries — and ONLY there.
### Expected Proto Usage (Keep)
- `EagleServiceImpl.scala` - gRPC boundary
- `InMemoryHistory.scala` / `PersistedHistory.scala` - Persistence boundary
- `*Converter.scala` - Explicit conversion utilities
- `*Loader.scala` - File loading utilities
### Expected No Proto Usage (Verify)
- `/library/actions/impl/` - Pure Scala models
- `/library/util/` - Pure Scala models (except loaders)
- `/model/state/` - Pure Scala models
---
## Open Questions
1. **Persistence Format**: Currently game state is persisted as proto. Should we keep proto for persistence (good for schema evolution) or switch to a different format?
2. **Shardok Integration**: `ResolveBattleAction` communicates with Shardok. Should the Shardok interface use protos (external service) or Scala models?
3. **View Generation**: `GameStateViewDiffer` works with view protos for client updates. Views need Scala models (`ProvinceViewT`, etc.) to allow actions like `EndBattleAftermathPhaseAction` to be fully protoless. The Scala views would be converted to proto only at the gRPC boundary when sending updates to clients.
---
## Success Criteria
### Code Quality
- [ ] Zero proto imports in `/library/actions/` (except boundaries)
- [ ] Zero proto imports in `/library/` utilities (except loaders)
- [ ] `GameStateT` used throughout engine internals
- [ ] Proto usage limited to: `EagleServiceImpl`, loaders, converters, persistence
### Architecture
- [ ] Clear separation: Scala models (internal) vs Proto (boundaries)
- [ ] Converters as the only bridge between domains
- [ ] No "proto creep" into business logic
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# LLM Model Comparison
This document compares streaming latency (time-to-first-token) and pricing across OpenAI, Anthropic (Claude), and Google (Gemini) models for use in Eagle's narrative text generation.
## Test Methodology
All tests were performed locally using curl with streaming enabled. Each model was tested 3 times with the same prompt:
> "Write a short paragraph about a brave knight who discovers a hidden cave. Make it vivid and descriptive."
Time-to-first-token (TTFT) was measured from request initiation to the first text content appearing in the stream.
## Streaming Latency Results (January 2026)
| Model | Run 1 | Run 2 | Run 3 | Average TTFT |
|-------|-------|-------|-------|--------------|
| **Gemini 2.5 Flash-Lite** | 0.76s | 0.54s | 0.53s | **~0.6s** |
| **gpt-4.1-mini** | 1.65s | 1.72s | 1.68s | **~1.7s** |
| **claude-3-5-haiku** | 1.85s | 1.92s | 1.88s | **~1.9s** |
| gpt-5.2 | 3.25s | 3.38s | 3.32s | **~3.3s** |
| gpt-5-mini | 2.52s | 5.82s | 3.12s | **~3.8s** (high variance) |
| Gemini 3 Flash Preview | 4.11s | 4.77s | 4.28s | **~4.4s** |
| claude-sonnet-4 | 4.89s | 5.12s | 4.98s | **~5.0s** |
| Gemini 2.5 Flash | 5.60s | 7.00s | 7.79s | **~6.8s** |
## Pricing Comparison (per 1M tokens)
| Model | Input Price | Output Price | Notes |
|-------|-------------|--------------|-------|
| **Gemini 2.5 Flash-Lite** | $0.10 | $0.40 | Cheapest and fastest |
| Gemini 2.5 Flash | $0.15 | $0.60 | |
| gpt-5-mini | $0.25 | $2.00 | |
| **gpt-4.1-mini** | $0.40 | $1.60 | Best OpenAI value |
| Gemini 3 Flash Preview | $0.50 | $3.00 | Includes thinking tokens |
| **claude-3-5-haiku** | $0.80 | $4.00 | Best Anthropic value |
| gpt-5.2 | ~$1.00 | ~$10.00 | Full reasoning model |
| Gemini 2.5 Pro | $1.25 | $10.00 | |
| Gemini 3 Pro Preview | $2.00 | $12.00 | ≤200K context |
| claude-sonnet-4 | $3.00 | $15.00 | |
## Recommendations
### For Narrative Text Generation (Default)
**Gemini 2.5 Flash-Lite** is recommended as the default:
- Fastest TTFT (~0.6s) - nearly 3x faster than alternatives
- Cheapest pricing ($0.10/$0.40 per 1M tokens)
- Quality is acceptable for short narrative snippets
### Alternative Options
| Priority | Model | When to Use |
|----------|-------|-------------|
| Speed + Cost | Gemini 2.5 Flash-Lite | Default for most use cases |
| Speed + Quality | gpt-4.1-mini | When you need OpenAI quality with good speed |
| Instruction Following | claude-3-5-haiku | Complex multi-step prompts, consistent tone |
| Maximum Quality | claude-sonnet-4 or gpt-5.2 | When output quality is paramount |
### Quality Trade-offs
For short narrative snippets (1-3 paragraphs):
- **Flash-Lite vs Haiku/4.1-mini**: Minor quality difference, significant speed gain
- **Haiku vs Sonnet**: Noticeable quality difference in creative writing variety
- **gpt-4.1-mini vs gpt-5.2**: Moderate quality difference, significant cost savings
## Configuration
LLM settings can be changed at runtime via the admin console:
1. Navigate to Admin Console → Settings
2. Change `LlmProvider` to select vendor (gemini, openai, claude)
3. Change the corresponding model name setting:
- `GeminiModelName` (default: gemini-2.5-flash-lite)
- `OpenAiModelName` (default: gpt-4.1-mini)
- `ClaudeModelName` (default: claude-3-5-haiku-20241022)
Changes take effect on the next LLM request.
## Environment Variables
For production deployment, ensure API keys are set:
```bash
OPENAI_API_KEY=sk-...
ANTHROPIC_API_KEY=sk-ant-...
GEMINI_API_KEY=AIza...
```
## Notes
- **gpt-5-mini** showed high latency variance (2.5s - 5.8s) in testing
- **Gemini 2.5 Flash** was surprisingly slower than Flash-Lite, possibly due to internal reasoning overhead
- **Gemini 3 Flash** is a frontier model with better quality but higher latency than 2.5 Flash-Lite
- All Gemini models have a generous free tier (up to 1,000 daily requests)
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# The Small Eagle TODO
## Goals
Be able to support a small (10-50 user) private alpha, including with strangers.
Larger set of goals in [The Big Eagle TODO](https://docs.google.com/document/d/17RTt3-4Wl2AAVMRLodaC3a84E4de6xuQTWBPvCRM484/edit?pli=1&tab=t.0), but most of that is not necessary for MVP.
## Required
### Gameplay Productionization
- [x] ~~All functionality works on production eagle / shardok servers~~
- [x] ~~Acceptable latency in all regions~~
- [x] ~~Shardok performance similar to QA~~
- [x] ~~Error logging & alerting~~
- [x] ~~Fix long disconnects on deployments~~
- [ ] Fix the Mac installer
- [x] ~~Still not reconnecting after deployments~~
- [ ] Notify about client updates, button to come directly back
- [ ] Generatedtext healing
- [ ] Kill outstanding shardok requests when game is deleted
### Other Productionization
- [x] ~~Oauth sign-in~~
- [x] ~~Add Google, others?~~
- [ ] User management
- [x] ~~Invite codes~~
- [ ] Link accounts
- [x] ~~Choose display name~~
- [x] ~~Just do account setup from the landing page?~~
- [x] ~~Download client directly from DO, avoid basic auth/my home network~~
- [ ] "Message of the day"
- [ ] Support plan
### Alpha Tester Support
- [ ] Feedback channel (Discord server? Bug report form?)
- [ ] Crash reporting from Unity client
- [ ] Known issues doc (so testers don't report the same things)
### IP / Legal
- [ ] Document and make available licenses for art & music
- [ ] Required open source disclosures
- [ ] Audit assets for anything we don't have rights to and replace it
- [ ] Replace heroes that are based on real 20th or 21st century people or IP
- [ ] Privacy policy (collecting accounts, OAuth data, gameplay data)
- [ ] Terms of service (basic liability protection)
- [ ] Data deletion capability (user requests account removal)
### Basic Gameplay
- [ ] Tutorial
- [ ] In the Your Warlord panel, say what the profession is
- [x] ~~And separate panels for each profession when you encounter one~~
- [x] ~~Command tutorial for each command the first time it's clicked~~
- [x] ~~Time to recruit / expand~~
- [x] ~~And how expansion works~~
- [ ] Province events
- [ ] Running low on food
- [x] ~~Time to swear brotherhood~~
- [x] ~~When you get large, or~~
- [x] ~~When you get a good candidate~~
- [ ] Shardok tutorial!
- [ ] Basic Shardok AI stuff fixed
- [ ] Lobby fixes
- [ ] Have goals / ending
- [ ] First-session onboarding (beyond mechanics tutorial)
- [ ] Narrative hook in first few minutes - why should I care about my warlord?
- [ ] Clear first-session goal ("try to capture your first province" or similar)
- [ ] Early small victory to build momentum
- [ ] Guided first scenario vs. overwhelming sandbox?
## Nice to have
<!-- Add nice-to-have items here as they come up -->
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# Sparkle Delta Updates Implementation Plan
## Overview
This document outlines the implementation plan for adding delta update support to the Eagle0 macOS auto-update system using Sparkle's BinaryDelta feature.
### Current State
- Full DMG downloads (~200MB) for every update
- `mac_build_handler.go` creates DMG, signs it, uploads to S3, updates appcast.xml
- Keeps last 10 versions in appcast, deletes older DMGs
- Users must download full app even for small changes
### Goals
- Reduce update download size from ~200MB to ~10-30MB (85% reduction)
- Maintain backward compatibility with full DMG downloads
- Automatic fallback for users who are many versions behind
## Sparkle Delta Update Architecture
Sparkle supports binary delta updates through the `<sparkle:deltas>` element in the appcast. When a user updates, Sparkle:
1. Checks if a delta patch exists from their current version to the new version
2. If found, downloads the smaller delta patch instead of the full DMG
3. Applies the patch locally to create the new app version
4. Falls back to full DMG if no matching delta exists
### Appcast XML Structure with Deltas
```xml
<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:sparkle="http://www.andymatuschak.org/xml-namespaces/sparkle">
<channel>
<title>Eagle0</title>
<link>https://assets.eagle0.net/mac/appcast.xml</link>
<description>Eagle0 game updates</description>
<language>en</language>
<item>
<title>Version 1.0.9615</title>
<pubDate>Sun, 19 Jan 2026 12:00:00 -0800</pubDate>
<sparkle:version>9615</sparkle:version>
<sparkle:shortVersionString>1.0.9615</sparkle:shortVersionString>
<enclosure
url="https://assets.eagle0.net/mac/builds/eagle0-1.0.9615.dmg"
length="200000000"
type="application/octet-stream"
sparkle:edSignature="..." />
<sparkle:deltas>
<enclosure
url="https://assets.eagle0.net/mac/deltas/9614-9615.delta"
sparkle:deltaFrom="9614"
length="15000000"
type="application/octet-stream"
sparkle:edSignature="..." />
<enclosure
url="https://assets.eagle0.net/mac/deltas/9613-9615.delta"
sparkle:deltaFrom="9613"
length="18000000"
type="application/octet-stream"
sparkle:edSignature="..." />
<enclosure
url="https://assets.eagle0.net/mac/deltas/9612-9615.delta"
sparkle:deltaFrom="9612"
length="22000000"
type="application/octet-stream"
sparkle:edSignature="..." />
</sparkle:deltas>
</item>
<!-- older versions... -->
</channel>
</rss>
```
## Implementation Plan
### Phase 1: Add S3 Utility Functions
**File:** `src/main/go/net/eagle0/util/aws/bucket_basics.go`
Add two new functions to support delta generation:
```go
// ListObjectsWithPrefix returns all object keys matching the given prefix
func (bb BucketBasics) ListObjectsWithPrefix(bucket, prefix string) ([]string, error) {
var keys []string
paginator := s3.NewListObjectsV2Paginator(bb.S3Client, &s3.ListObjectsV2Input{
Bucket: aws.String(bucket),
Prefix: aws.String(prefix),
})
for paginator.HasMorePages() {
page, err := paginator.NextPage(context.TODO())
if err != nil {
return nil, err
}
for _, obj := range page.Contents {
keys = append(keys, *obj.Key)
}
}
return keys, nil
}
// DownloadFile downloads an object to a local file path
func (bb BucketBasics) DownloadFile(bucket, key, localPath string) error {
result, err := bb.S3Client.GetObject(context.TODO(), &s3.GetObjectInput{
Bucket: aws.String(bucket),
Key: aws.String(key),
})
if err != nil {
return err
}
defer result.Body.Close()
file, err := os.Create(localPath)
if err != nil {
return err
}
defer file.Close()
_, err = io.Copy(file, result.Body)
return err
}
```
### Phase 2: Store App Bundles for Delta Generation
**File:** `src/main/go/net/eagle0/build/mac_build_handler/mac_build_handler.go`
Add storage paths:
```go
var appsRoot = "mac/apps/" // Zipped app bundles for delta generation
var deltasRoot = "mac/deltas/" // Delta patches
```
After DMG creation, upload the zipped app bundle:
```go
func uploadAppBundle(bb aws.BucketBasics, appPath string, buildNumber string) error {
appZipPath := filepath.Join("/tmp", fmt.Sprintf("eagle0-%s.app.zip", buildNumber))
// Create zip of app bundle using ditto (preserves metadata)
cmd := exec.Command("ditto", "-c", "-k", "--keepParent", appPath, appZipPath)
if output, err := cmd.CombinedOutput(); err != nil {
return fmt.Errorf("failed to zip app: %s: %w", string(output), err)
}
defer os.Remove(appZipPath)
// Upload to S3
remotePath := appsRoot + fmt.Sprintf("eagle0-%s.app.zip", buildNumber)
log.Printf("Uploading app bundle to S3: %s", remotePath)
return bb.UploadFilePublic(bucketName, remotePath, appZipPath)
}
```
### Phase 3: Add Delta XML Structures
**File:** `src/main/go/net/eagle0/build/mac_build_handler/mac_build_handler.go`
Add new structs for delta representation:
```go
// Delta represents a delta patch from a previous version
type Delta struct {
XMLName xml.Name `xml:"enclosure"`
URL string `xml:"url,attr"`
DeltaFrom string `xml:"sparkle:deltaFrom,attr"`
Length int64 `xml:"length,attr"`
Type string `xml:"type,attr"`
EdSig string `xml:"sparkle:edSignature,attr"`
}
// Deltas wraps the sparkle:deltas element
type Deltas struct {
XMLName xml.Name `xml:"sparkle:deltas"`
Items []Delta `xml:"enclosure"`
}
// Update Item struct to include Deltas
type Item struct {
Title string `xml:"title"`
PubDate string `xml:"pubDate"`
SparkleVersion string `xml:"sparkle:version"`
SparkleShortVersion string `xml:"sparkle:shortVersionString"`
Description string `xml:"description,omitempty"`
Enclosure Enclosure `xml:"enclosure"`
Deltas *Deltas `xml:"sparkle:deltas,omitempty"`
}
```
### Phase 4: Generate Delta Patches
**File:** `src/main/go/net/eagle0/build/mac_build_handler/mac_build_handler.go`
```go
// Maximum number of versions to generate deltas from
const maxDeltaVersions = 5
// generateDeltas creates delta patches from previous versions to the new version
func generateDeltas(bb aws.BucketBasics, newBuildNumber string, newAppPath string, privateKeyPath string) ([]Delta, error) {
var deltas []Delta
// Ensure BinaryDelta tool is available
binaryDeltaPath, err := ensureBinaryDelta()
if err != nil {
return nil, fmt.Errorf("failed to get BinaryDelta: %w", err)
}
// List available app bundles
appKeys, err := bb.ListObjectsWithPrefix(bucketName, appsRoot+"eagle0-")
if err != nil {
log.Printf("Warning: failed to list app bundles: %v", err)
return deltas, nil // Continue without deltas
}
// Parse build numbers from keys and sort descending
var buildNumbers []string
for _, key := range appKeys {
// Extract build number from "mac/apps/eagle0-9614.app.zip"
base := filepath.Base(key)
if strings.HasPrefix(base, "eagle0-") && strings.HasSuffix(base, ".app.zip") {
bn := strings.TrimSuffix(strings.TrimPrefix(base, "eagle0-"), ".app.zip")
if bn != newBuildNumber {
buildNumbers = append(buildNumbers, bn)
}
}
}
// Sort descending (most recent first) and limit to maxDeltaVersions
sort.Sort(sort.Reverse(sort.StringSlice(buildNumbers)))
if len(buildNumbers) > maxDeltaVersions {
buildNumbers = buildNumbers[:maxDeltaVersions]
}
// Generate delta from each previous version
for _, oldBuild := range buildNumbers {
delta, err := generateSingleDelta(bb, binaryDeltaPath, oldBuild, newBuildNumber, newAppPath, privateKeyPath)
if err != nil {
log.Printf("Warning: failed to generate delta from %s: %v", oldBuild, err)
continue // Skip this delta but continue with others
}
deltas = append(deltas, delta)
}
return deltas, nil
}
func generateSingleDelta(bb aws.BucketBasics, binaryDeltaPath, oldBuild, newBuild, newAppPath, privateKeyPath string) (Delta, error) {
// Download old app bundle
oldAppZipKey := appsRoot + fmt.Sprintf("eagle0-%s.app.zip", oldBuild)
oldAppZipLocal := filepath.Join("/tmp", fmt.Sprintf("eagle0-%s.app.zip", oldBuild))
defer os.Remove(oldAppZipLocal)
if err := bb.DownloadFile(bucketName, oldAppZipKey, oldAppZipLocal); err != nil {
return Delta{}, fmt.Errorf("failed to download old app: %w", err)
}
// Unzip old app
oldAppDir := filepath.Join("/tmp", fmt.Sprintf("old-app-%s", oldBuild))
defer os.RemoveAll(oldAppDir)
cmd := exec.Command("ditto", "-x", "-k", oldAppZipLocal, oldAppDir)
if output, err := cmd.CombinedOutput(); err != nil {
return Delta{}, fmt.Errorf("failed to unzip old app: %s: %w", string(output), err)
}
oldAppPath := filepath.Join(oldAppDir, "eagle0.app")
// Generate delta
deltaPath := filepath.Join("/tmp", fmt.Sprintf("%s-%s.delta", oldBuild, newBuild))
defer os.Remove(deltaPath)
cmd = exec.Command(binaryDeltaPath, "create", oldAppPath, newAppPath, deltaPath)
if output, err := cmd.CombinedOutput(); err != nil {
return Delta{}, fmt.Errorf("failed to create delta: %s: %w", string(output), err)
}
// Get delta size
deltaSize, err := getFileSize(deltaPath)
if err != nil {
return Delta{}, fmt.Errorf("failed to get delta size: %w", err)
}
log.Printf("Delta %s->%s size: %d bytes (%.1f MB)", oldBuild, newBuild, deltaSize, float64(deltaSize)/1024/1024)
// Sign delta
signature, err := signWithSparkle(deltaPath, privateKeyPath)
if err != nil {
return Delta{}, fmt.Errorf("failed to sign delta: %w", err)
}
// Upload delta
deltaKey := deltasRoot + fmt.Sprintf("%s-%s.delta", oldBuild, newBuild)
if err := bb.UploadFilePublic(bucketName, deltaKey, deltaPath); err != nil {
return Delta{}, fmt.Errorf("failed to upload delta: %w", err)
}
deltaURL := fmt.Sprintf("https://assets.eagle0.net/%s", deltaKey)
return Delta{
URL: deltaURL,
DeltaFrom: oldBuild,
Length: deltaSize,
Type: "application/octet-stream",
EdSig: signature,
}, nil
}
func ensureBinaryDelta() (string, error) {
binaryDeltaPath := "/tmp/sparkle-cache/Sparkle-2.6.4/bin/BinaryDelta"
if _, err := os.Stat(binaryDeltaPath); os.IsNotExist(err) {
log.Println("Sparkle BinaryDelta not found, downloading...")
cmd := exec.Command("bash", "-c", `
mkdir -p /tmp/sparkle-cache
curl -sL https://github.com/sparkle-project/Sparkle/releases/download/2.6.4/Sparkle-2.6.4.tar.xz | tar -xJ -C /tmp/sparkle-cache
`)
if output, err := cmd.CombinedOutput(); err != nil {
return "", fmt.Errorf("failed to download Sparkle: %s: %w", string(output), err)
}
}
return binaryDeltaPath, nil
}
```
### Phase 5: Update Main Deploy Flow
**File:** `src/main/go/net/eagle0/build/mac_build_handler/mac_build_handler.go`
Modify `main()` to integrate delta generation:
```go
func main() {
// ... existing argument parsing ...
// Create DMG (existing)
if err := createDMG(appPath, dmgPath, "Eagle0"); err != nil {
log.Fatalf("Failed to create DMG: %v", err)
}
// ... existing DMG upload ...
if privateKeyPath != "" {
// Upload app bundle for future delta generation (NEW)
log.Println("Uploading app bundle for delta generation...")
if err := uploadAppBundle(bb, appPath, buildNumber); err != nil {
log.Printf("Warning: failed to upload app bundle: %v", err)
// Continue - delta generation is optional
}
// Generate deltas from previous versions (NEW)
log.Println("Generating delta patches...")
deltas, err := generateDeltas(bb, buildNumber, appPath, privateKeyPath)
if err != nil {
log.Printf("Warning: failed to generate deltas: %v", err)
} else {
log.Printf("Generated %d delta patches", len(deltas))
}
// Update appcast with deltas
log.Println("Updating appcast.xml...")
appcast, err := fetchAppcast(bb)
if err != nil {
log.Fatalf("Failed to fetch appcast: %v", err)
}
// Create new item with deltas
newItem := Item{
Title: fmt.Sprintf("Version %s", version),
PubDate: time.Now().Format(time.RFC1123Z),
SparkleVersion: buildNumber,
SparkleShortVersion: version,
Description: "",
Enclosure: Enclosure{
URL: downloadURL,
Length: fileSize,
Type: "application/octet-stream",
EdSig: signature,
},
}
// Add deltas if any were generated
if len(deltas) > 0 {
newItem.Deltas = &Deltas{Items: deltas}
}
// ... rest of appcast handling ...
}
}
```
### Phase 6: Cleanup Old Artifacts
**File:** `src/main/go/net/eagle0/build/mac_build_handler/mac_build_handler.go`
When pruning old versions from appcast, also delete associated artifacts:
```go
// In the appcast pruning section, after removing old items:
if len(appcast.Channel.Items) > 10 {
oldItems := appcast.Channel.Items[10:]
for _, item := range oldItems {
oldBuild := item.SparkleVersion
// Delete old DMG (existing)
dmgKey := strings.TrimPrefix(item.Enclosure.URL, "https://assets.eagle0.net/")
log.Printf("Deleting old build: %s", dmgKey)
bb.DeleteObject(bucketName, dmgKey)
// Delete old app bundle (NEW)
appKey := appsRoot + fmt.Sprintf("eagle0-%s.app.zip", oldBuild)
log.Printf("Deleting old app bundle: %s", appKey)
bb.DeleteObject(bucketName, appKey)
// Delete deltas TO this version (NEW)
deltaKeys, _ := bb.ListObjectsWithPrefix(bucketName, deltasRoot)
for _, key := range deltaKeys {
if strings.HasSuffix(key, fmt.Sprintf("-%s.delta", oldBuild)) {
log.Printf("Deleting old delta: %s", key)
bb.DeleteObject(bucketName, key)
}
}
}
appcast.Channel.Items = appcast.Channel.Items[:10]
}
```
## S3 Storage Structure
After implementation, the S3 bucket will have this structure:
```
eagle0-windows/
├── mac/
│ ├── appcast.xml # Update feed with delta info
│ ├── builds/ # Full DMG downloads
│ │ ├── eagle0-1.0.9620.dmg
│ │ ├── eagle0-1.0.9619.dmg
│ │ ├── ...
│ │ └── eagle0-latest.dmg # Symlink to latest
│ ├── apps/ # Zipped app bundles (NEW)
│ │ ├── eagle0-9620.app.zip
│ │ ├── eagle0-9619.app.zip
│ │ ├── eagle0-9618.app.zip
│ │ ├── eagle0-9617.app.zip
│ │ └── eagle0-9616.app.zip # Keep last 5 for delta gen
│ └── deltas/ # Delta patches (NEW)
│ ├── 9619-9620.delta
│ ├── 9618-9620.delta
│ ├── 9617-9620.delta
│ ├── 9616-9620.delta
│ ├── 9615-9620.delta
│ ├── 9618-9619.delta
│ ├── 9617-9619.delta
│ └── ...
```
## Storage Impact Analysis
### Current Storage (without deltas)
- 10 DMGs × 200MB = **~2GB**
### Estimated Storage (with deltas)
- 10 DMGs × 200MB = 2GB
- 5 app bundles × 150MB = 0.75GB (zip compression)
- ~25 delta files × 20MB avg = 0.5GB
- **Total: ~3.25GB**
### Trade-offs
- **+1.25GB storage** (~60% increase)
- **-170MB per user update** (~85% bandwidth savings)
- Break-even: ~8 user updates to recoup storage cost
## Bandwidth Savings
| Scenario | Without Deltas | With Deltas | Savings |
|----------|---------------|-------------|---------|
| 1 version behind | 200MB | ~15MB | 92% |
| 2 versions behind | 200MB | ~20MB | 90% |
| 3 versions behind | 200MB | ~25MB | 87% |
| 5 versions behind | 200MB | ~35MB | 82% |
| 6+ versions behind | 200MB | 200MB (full) | 0% |
## Migration Strategy
The implementation is backward-compatible and requires no changes to existing clients:
1. **First deploy after implementation:**
- Stores app bundle for the first time
- No deltas generated (no previous app bundles exist)
- Appcast has no `<sparkle:deltas>` element
2. **Second deploy:**
- Generates delta from previous version
- Appcast now has `<sparkle:deltas>` with one entry
- Users on previous version get delta update
3. **Subsequent deploys:**
- Generate deltas from last 5 versions
- Users within 5 versions get delta updates
- Users more than 5 versions behind get full DMG
4. **Client behavior:**
- Sparkle automatically checks for matching delta
- Falls back to full DMG if no delta matches
- No client code changes required
## Error Handling
The implementation handles failures gracefully:
1. **S3 list/download fails:** Skip delta generation, use full DMG
2. **BinaryDelta fails for one version:** Log warning, continue with other versions
3. **Signing fails:** Skip that delta, continue with others
4. **Upload fails:** Skip that delta, continue with others
The deploy never fails due to delta issues - deltas are optional enhancements.
## Verification Plan
### Manual Testing
1. **Deploy version N:**
- Verify app bundle uploaded to `mac/apps/eagle0-N.app.zip`
- Verify appcast has no deltas (first deploy)
2. **Deploy version N+1:**
- Verify delta generated at `mac/deltas/N-(N+1).delta`
- Verify appcast contains `<sparkle:deltas>` element
- Verify delta signature is valid
3. **Test update from N to N+1:**
- Install version N manually
- Check for updates
- Monitor download size in Player.log (should be ~15-30MB, not 200MB)
- Verify app updated successfully
4. **Test fresh install:**
- Download latest DMG directly
- Verify installation works normally
5. **Test fallback scenario:**
- Install a version more than 5 versions behind
- Update should download full DMG
### Automated Verification
Add to CI workflow (optional):
```yaml
- name: Verify delta generation
run: |
# Check app bundle exists
aws s3 ls s3://eagle0-windows/mac/apps/ | grep eagle0-${BUILD_NUMBER}.app.zip
# Check deltas exist (after second deploy)
aws s3 ls s3://eagle0-windows/mac/deltas/ | head -5
# Verify appcast has deltas
curl -s https://assets.eagle0.net/mac/appcast.xml | grep "sparkle:deltas"
```
## Security Considerations
1. **All deltas are EdDSA signed:** Same signature verification as full DMG
2. **BinaryDelta is Sparkle's official tool:** Well-audited, production-ready
3. **App bundles in S3 are public:** Same as DMGs, no additional exposure
4. **Cleanup removes old artifacts:** No indefinite storage of old versions
## Future Enhancements
1. **Parallel delta generation:** Generate multiple deltas concurrently
2. **Delta size threshold:** Skip uploading deltas larger than X% of full DMG
3. **Delta metrics:** Track delta download rates vs full DMG
4. **Configurable delta count:** Allow adjusting how many versions to keep
+181
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@@ -0,0 +1,181 @@
# Tutorial Content Guide
This document defines all tutorial content. Edit this to refine the text, then update `TutorialContentDefinitions.cs` to match.
---
## Onboarding Sequence
Shown to first-time players. Guides them through the basics of strategic and tactical gameplay.
| Step | ID | Display | Trigger | Title | Description |
|------|-----|---------|---------|-------|-------------|
| 1 | `welcome` | Modal | Auto (game start) | Welcome to Eagle0 | Command your armies, recruit heroes, and conquer provinces in this turn-based strategy game.<br><br>Let's walk through the basics! |
| 2 | `select_province` | Overlay | Completes on: `province_selected` | The Strategic Map | This is your kingdom. Each colored region is a province.<br><br>Tap a province you control (shown in your color) to see what you can do there. |
| 3 | `province_panel` | Modal | Button click | Province Information | This panel shows province details: its name, terrain, any armies present, and the commands available to you.<br><br>Commands let you move troops, recruit heroes, and more. |
| 4 | `try_march` | Overlay | Completes on: `command_issued` | Issue a Command | Try issuing a March command to move your army to an adjacent province.<br><br>Select a destination and confirm the order. |
| 5 | `turn_cycle` | Modal | Button click | The Turn Cycle | Eagle0 uses simultaneous turns. All players give orders at the same time, then turns resolve together.<br><br>When all players are ready, the server processes everyone's commands and shows the results. |
| 6 | `wait_for_battle` | Hidden | Completes on: `first_battle_available` | *(none)* | *(Invisible step - waits for a battle to become available)* |
| 7 | `battle_intro` | Modal | Button click | Battle Time! | When armies collide, you'll fight tactical battles on a hex grid.<br><br>You command individual units - infantry, cavalry, archers, and heroes with special abilities. |
| 8 | `enter_battle` | Overlay | Completes on: `battle_entered` | Enter the Battle | Tap the Battle button to enter tactical combat. |
| 9 | `tactical_overview` | Modal | Button click | Tactical Combat | Each unit has movement points and attack power. Position your troops wisely!<br><br>Units attack adjacent enemies. Flanking (attacking from multiple sides) deals bonus damage. |
| 10 | `move_unit` | Overlay | Completes on: `battle_action` | Move Your Units | Tap one of your units to select it, then tap a highlighted hex to move there.<br><br>Blue hexes show where you can move. |
| 11 | `attack_enemy` | Overlay | Completes on: `battle_action` | Attack! | Move next to an enemy unit, then tap the enemy to attack.<br><br>Red highlights show valid attack targets. |
| 12 | `end_turn` | Overlay | Completes on: `turn_ended` | End Your Turn | When you've moved all units or want to pass, tap End Turn.<br><br>The enemy will then take their turn. |
| 13 | `complete` | Modal | Button click (no skip) | You're Ready! | You now know the basics of Eagle0!<br><br>Explore diplomacy, recruit powerful heroes, and conquer the realm. Good luck, commander! |
### Notes on Onboarding Flow
- Steps 1-5 cover strategic gameplay
- Step 6 is invisible - just waits for a battle
- Steps 7-12 cover tactical combat
- Step 13 celebrates completion
**Questions to consider:**
- Should we skip tactical tutorial if player skips to first battle themselves?
- Should there be a "skip all" option visible from step 1?
- Is the step order correct for typical first-game flow?
---
## Strategic Contextual Tutorials
Triggered when players encounter features for the first time.
### Diplomacy Introduction
| Field | Value |
|-------|-------|
| ID | `diplomacy_intro` |
| Trigger | `diplomacy_available` (diplomacy commands appear) |
| Display | Modal |
| Title | Diplomacy |
| Description | You can negotiate with other factions!<br><br>Offer alliances, declare war, or propose tribute. Your diplomatic choices shape the realm. |
### Hero Recruitment
| Field | Value |
|-------|-------|
| ID | `hero_recruitment` |
| Trigger | `hero_recruitment_available` (free heroes detected) |
| Display | Modal |
| Title | Heroes Available |
| Description | Free heroes wander the realm seeking a lord to serve.<br><br>Recruit them to lead your armies! Heroes have unique abilities and grow stronger with experience. |
### Weather Control
| Field | Value |
|-------|-------|
| ID | `weather_control` |
| Trigger | `weather_control_available` (weather command appears) |
| Display | Overlay |
| Title | Weather Magic |
| Description | Your mages can influence the weather!<br><br>Rain slows movement, storms disrupt enemies, and clear skies speed your march. |
### Prisoner Management
| Field | Value |
|-------|-------|
| ID | `prisoner_management` |
| Trigger | `prisoner_command_issued` (player uses prisoner command) |
| Display | Modal |
| Title | Prisoners Captured |
| Description | You've captured enemy soldiers!<br><br>You can ransom them for gold, recruit them into your army, or execute them as a warning. |
---
## Tactical Contextual Tutorials
Triggered during battles when players encounter spells, terrain, or abilities.
### Lightning Bolt Spell
| Field | Value |
|-------|-------|
| ID | `spell_lightning` |
| Trigger | `spell_lightning_available` |
| Display | Tooltip |
| Title | Lightning Bolt |
| Description | Your mage can cast Lightning Bolt!<br><br>This spell strikes a single target for heavy damage. Great for eliminating key enemy units. |
### Meteor Strike Spell
| Field | Value |
|-------|-------|
| ID | `spell_meteor` |
| Trigger | `spell_meteor_available` |
| Display | Modal |
| Title | Meteor Strike |
| Description | Meteor is a devastating area spell!<br><br>It takes a turn to cast: first select target, then it lands next turn. Plan ahead! |
### Holy Wave Spell
| Field | Value |
|-------|-------|
| ID | `spell_holywave` |
| Trigger | `spell_holywave_available` |
| Display | Tooltip |
| Title | Holy Wave |
| Description | Holy Wave heals your units and damages undead!<br><br>Position your troops carefully to maximize its effect. |
### Raise Dead Spell
| Field | Value |
|-------|-------|
| ID | `spell_raisedead` |
| Trigger | `spell_raisedead_available` |
| Display | Modal |
| Title | Raise Dead |
| Description | Dark magic can raise fallen soldiers as undead!<br><br>They fight for you, but beware - they may crumble if your necromancer falls. |
### Fire Terrain
| Field | Value |
|-------|-------|
| ID | `terrain_fire` |
| Trigger | `terrain_fire_encountered` (fire damage occurs) |
| Display | Tooltip |
| Title | Fire Hazard |
| Description | Fire spreads across the battlefield!<br><br>Units in burning hexes take damage. Use fire to block enemy routes or avoid it yourself. |
### Water Crossing
| Field | Value |
|-------|-------|
| ID | `terrain_water` |
| Trigger | `terrain_water_encountered` (water crossing attempted) |
| Display | Tooltip |
| Title | Water Crossing |
| Description | Units can cross shallow water, but it's risky.<br><br>Crossing takes extra movement and may fail. Some units swim better than others. |
### Cavalry Charge
| Field | Value |
|-------|-------|
| ID | `ability_charge` |
| Trigger | `ability_charge_available` |
| Display | Overlay |
| Title | Cavalry Charge |
| Description | Your cavalry can Charge!<br><br>Charging deals bonus damage based on distance traveled. Use open terrain for maximum impact. |
---
## Display Modes
| Mode | Description | Use For |
|------|-------------|---------|
| **Modal** | Full popup with dimmed background, blocks interaction | Important concepts, multi-paragraph explanations |
| **Overlay** | Semi-transparent overlay, can highlight UI elements | Guiding player to interact with specific UI |
| **Tooltip** | Small popup near target element | Quick tips, less important info |
| **Hint** | Pulsing dot indicator only | Subtle suggestions |
| **None** | Invisible, just waits for event | Transition steps |
---
## Adding New Tutorials
1. Add entry to this document
2. Update `TutorialContentDefinitions.cs`:
- For onboarding: add to `CreateOnboardingSequence()`
- For contextual: add to `RegisterStrategicTutorials()` or `RegisterTacticalTutorials()`
3. Ensure trigger event exists in `TutorialTriggerRegistry.cs`
4. Test the flow
---
## Content Guidelines
- Keep descriptions to 2-3 short paragraphs max
- Use `<br><br>` for paragraph breaks (renders as newlines in Unity)
- Avoid jargon - explain game terms when first introduced
- Be encouraging, not condescending
- Focus on "what to do" not exhaustive "how it works"
+48
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@@ -0,0 +1,48 @@
# LLVM MinGW toolchain for Windows cross-compilation
# Provides x86_64-w64-mingw32 target compiler and libraries
package(default_visibility = ["//visibility:public"])
filegroup(
name = "all_files",
srcs = glob(["**/*"]),
)
# Compiler binaries
filegroup(
name = "compiler_files",
srcs = glob([
"bin/x86_64-w64-mingw32-*",
"bin/clang*",
"bin/llvm-*",
"bin/lld*",
]),
)
# Windows x86_64 sysroot (headers and libraries)
filegroup(
name = "windows_x86_64_sysroot",
srcs = glob([
"x86_64-w64-mingw32/**/*",
"generic-w64-mingw32/include/**/*",
]),
)
# All library files needed for linking
filegroup(
name = "linker_files",
srcs = glob([
"bin/x86_64-w64-mingw32-*",
"bin/lld*",
"bin/ld.lld*",
"lib/**/*",
"x86_64-w64-mingw32/lib/**/*",
]),
)
# The main C compiler wrapper script path for CGO
# CGO needs CC to point to the cross-compiler
exports_files([
"bin/x86_64-w64-mingw32-clang",
"bin/x86_64-w64-mingw32-clang++",
])
+8
View File
@@ -0,0 +1,8 @@
load("@build_bazel_rules_apple//apple:apple.bzl", "apple_dynamic_framework_import")
# Import pre-built Sparkle framework
apple_dynamic_framework_import(
name = "Sparkle",
framework_imports = glob(["Sparkle.framework/**"]),
visibility = ["//visibility:public"],
)
+1
View File
@@ -11,6 +11,7 @@ require (
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
github.com/webview/webview_go v0.0.0-20240831120633-6173450d4dd6
google.golang.org/grpc v1.68.0
google.golang.org/protobuf v1.36.3
)
+2
View File
@@ -41,6 +41,8 @@ github.com/golang/protobuf v1.5.4/go.mod h1:lnTiLA8Wa4RWRcIUkrtSVa5nRhsEGBg48fD6
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=
github.com/webview/webview_go v0.0.0-20240831120633-6173450d4dd6 h1:VQpB2SpK88C6B5lPHTuSZKb2Qee1QWwiFlC5CKY4AW0=
github.com/webview/webview_go v0.0.0-20240831120633-6173450d4dd6/go.mod h1:yE65LFCeWf4kyWD5re+h4XNvOHJEXOCOuJZ4v8l5sgk=
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=
+36 -11
View File
@@ -3,6 +3,9 @@ events {
}
http {
# Allow large request bodies for game uploads (default is 1MB)
client_max_body_size 50M;
# Logging
log_format grpc_json escape=json '{'
'"time":"$time_iso8601",'
@@ -24,12 +27,12 @@ http {
# This prevents stale IP caching when containers restart
resolver 127.0.0.11 valid=10s ipv6=off;
# Upstream for Eagle gRPC server
# For blue-green deployments, this is switched between eagle-blue:40032 and eagle-green:40032
# by scripts/deploy-blue-green.sh, then nginx is reloaded with 'nginx -s reload'
upstream eagle_grpc {
server eagle-blue:40032;
keepalive 100;
# Eagle backend - blue-green deployment with variable-based routing
# Uses a variable so nginx only resolves the configured backend (not all backends).
# This allows nginx to start/reload even when the inactive backend is stopped.
# The deploy script updates this map, then recreates nginx.
map $host $eagle_backend {
default "eagle-blue:40032";
}
# HTTP server for Let's Encrypt challenge and redirect
@@ -73,8 +76,8 @@ http {
# Rate limiting
limit_req zone=grpc_limit burst=50 nodelay;
# gRPC proxy
grpc_pass grpc://eagle_grpc;
# gRPC proxy - uses variable for blue-green deployment
grpc_pass grpc://$eagle_backend;
# Timeouts for long-running streams
grpc_read_timeout 1200s;
@@ -85,13 +88,14 @@ http {
error_page 502 = /error502grpc;
}
# gRPC proxy for Auth service
# gRPC proxy for Auth service (routes to Go auth service, not Eagle)
location /net.eagle0.eagle.api.auth.Auth {
# Rate limiting
limit_req zone=grpc_limit burst=50 nodelay;
# gRPC proxy
grpc_pass grpc://eagle_grpc;
# Route to auth service directly (not through Eagle)
set $auth_backend "auth:40033";
grpc_pass grpc://$auth_backend;
# Timeouts
grpc_read_timeout 30s;
@@ -108,6 +112,27 @@ http {
proxy_set_header X-Real-IP $remote_addr;
}
# Apple OAuth callback (Apple uses POST with form_post response mode)
location /oauth/apple/callback {
proxy_pass http://auth:8080;
proxy_set_header Host $host;
proxy_set_header X-Real-IP $remote_addr;
}
# Steam OAuth callback (Steam uses OpenID 2.0)
location /oauth/steam/callback {
proxy_pass http://auth:8080;
proxy_set_header Host $host;
proxy_set_header X-Real-IP $remote_addr;
}
# Invitation landing page (proxied to Go auth service)
location /invite/ {
proxy_pass http://auth:8080;
proxy_set_header Host $host;
proxy_set_header X-Real-IP $remote_addr;
}
# Health check endpoint
location /health {
access_log off;
+3
View File
@@ -8,3 +8,6 @@ ZIP_LOCATION=$(bazel cquery --config=mactools --output=files @net_eagle0_unity_g
/usr/bin/unzip -o $ZIP_LOCATION -d src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/
/usr/bin/plutil -convert xml1 src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/DarwinGodiceBundle.bundle/Contents/Info.plist
/bin/echo "building sparkle plugin"
./scripts/build_sparkle_plugin.sh
+30
View File
@@ -0,0 +1,30 @@
#!/usr/bin/env bash
#
# Build the SparklePlugin native library for Unity using Bazel
#
# Usage: build_sparkle_plugin.sh [output_dir]
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
PROJECT_ROOT="$(cd "$SCRIPT_DIR/.." && pwd)"
OUTPUT_DIR="${1:-$PROJECT_ROOT/src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/macOS}"
echo "=== Building SparklePlugin with Bazel ==="
bazel build --config=mactools //src/main/objc/net/eagle0/sparkle:SparklePlugin
# Get the zip path from bazel
ZIP_PATH=$(bazel cquery --config=mactools --output=files //src/main/objc/net/eagle0/sparkle:SparklePlugin 2>/dev/null)
echo "=== Extracting SparklePlugin.bundle ==="
mkdir -p "$OUTPUT_DIR"
rm -rf "$OUTPUT_DIR/SparklePlugin.bundle"
unzip -o "$ZIP_PATH" -d "$OUTPUT_DIR/"
# Convert Info.plist from binary to XML format (Unity requires XML)
/usr/bin/plutil -convert xml1 "$OUTPUT_DIR/SparklePlugin.bundle/Contents/Info.plist"
echo "=== SparklePlugin built successfully ==="
ls -la "$OUTPUT_DIR/SparklePlugin.bundle/"
+129
View File
@@ -0,0 +1,129 @@
#!/bin/bash
# Check BUILD.bazel dependency constraints
# This script enforces architectural boundaries in the codebase.
#
# Usage:
# ./scripts/check_build_deps.sh # Check all rules
# ./scripts/check_build_deps.sh --ci # CI mode (fail on any violation)
# ./scripts/check_build_deps.sh --count # Just count current violations (for tracking progress)
# ./scripts/check_build_deps.sh --strict # Same as --ci (strict enforcement)
set -e
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
REPO_ROOT="$(cd "$SCRIPT_DIR/.." && pwd)"
cd "$REPO_ROOT"
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
NC='\033[0m' # No Color
MODE="${1:-check}"
EXIT_CODE=0
# Rule 1: src/main should not depend on src/test
check_main_depends_on_test() {
echo -e "${YELLOW}Checking: src/main should not depend on src/test...${NC}"
violations=$(bazel query 'deps(//src/main/...) intersect //src/test/...' 2>/dev/null || true)
if [ -n "$violations" ]; then
echo -e "${RED}VIOLATION: src/main depends on src/test:${NC}"
echo "$violations"
return 1
else
echo -e "${GREEN}✓ No violations${NC}"
return 0
fi
}
# Rule 2: library/ should not depend on Scala proto types
# C++/Go proto deps are allowed (they're build-time deps for map generation tools)
check_library_depends_on_scala_proto() {
echo -e "${YELLOW}Checking: library/ should not depend on Scala proto types...${NC}"
violations=$(bazel query 'deps(//src/main/scala/net/eagle0/eagle/library/...) intersect //src/main/protobuf/...' 2>/dev/null | grep "_scala_proto" || true)
if [ -z "$violations" ]; then
count=0
else
count=$(echo "$violations" | grep -c "^//" || true)
fi
if [ "$count" -gt 0 ]; then
echo -e "${RED}VIOLATION: Found $count Scala proto dependencies in library/:${NC}"
echo "$violations"
return 1
else
echo -e "${GREEN}✓ No Scala proto dependencies in library/${NC}"
return 0
fi
}
# Rule 3: library/ should not depend on proto_converters
# Proto conversions should happen at service boundaries, not in library code
check_library_depends_on_proto_converters() {
echo -e "${YELLOW}Checking: library/ should not depend on proto_converters...${NC}"
violations=$(bazel query 'deps(//src/main/scala/net/eagle0/eagle/library/...) intersect //src/main/scala/net/eagle0/eagle/model/proto_converters/...' 2>/dev/null | grep "^//" || true)
if [ -n "$violations" ]; then
count=$(echo "$violations" | wc -l | tr -d ' ')
echo -e "${RED}VIOLATION: library/ depends on $count proto_converters targets:${NC}"
echo "$violations"
echo ""
echo "Proto conversions should happen at service boundaries (ShardokInterfaceGrpcClient,"
echo "EagleServiceImpl, etc.), not in library code."
return 1
else
echo -e "${GREEN}✓ No proto_converters dependencies in library/${NC}"
return 0
fi
}
# Count proto deps for informational purposes
count_proto_deps() {
echo -e "${YELLOW}=== Proto dependency counts ===${NC}"
scala_proto_results=$(bazel query 'deps(//src/main/scala/net/eagle0/eagle/library/...) intersect //src/main/protobuf/...' 2>/dev/null | grep "_scala_proto" || true)
if [ -z "$scala_proto_results" ]; then
scala_proto_count=0
else
scala_proto_count=$(echo "$scala_proto_results" | wc -l | tr -d ' ')
fi
echo "library/ Scala proto deps: $scala_proto_count"
# C++/Go proto deps are expected (map generation tools)
all_proto_count=$(bazel query 'deps(//src/main/scala/net/eagle0/eagle/library/...) intersect //src/main/protobuf/...' 2>/dev/null | wc -l | tr -d ' ')
echo "library/ all proto deps (includes C++/Go build tools): $all_proto_count"
}
echo "=== BUILD.bazel Dependency Check ==="
echo ""
case "$MODE" in
--count)
count_proto_deps
;;
--ci|--strict)
check_main_depends_on_test || EXIT_CODE=1
check_library_depends_on_scala_proto || EXIT_CODE=1
check_library_depends_on_proto_converters || EXIT_CODE=1
;;
*)
check_main_depends_on_test || EXIT_CODE=1
check_library_depends_on_scala_proto || EXIT_CODE=1
check_library_depends_on_proto_converters || EXIT_CODE=1
echo ""
count_proto_deps
;;
esac
echo ""
if [ $EXIT_CODE -eq 0 ]; then
echo -e "${GREEN}=== All checks passed ===${NC}"
else
echo -e "${RED}=== Some checks failed ===${NC}"
fi
exit $EXIT_CODE
+107
View File
@@ -0,0 +1,107 @@
#!/usr/bin/env bash
#
# Code sign a macOS .app bundle for distribution
# Usage: codesign_mac_app.sh <app_path> [entitlements_path]
#
# Environment variables:
# SIGNING_IDENTITY - The signing identity (default: "Developer ID Application")
# KEYCHAIN_PASSWORD - Password to unlock the build keychain (optional)
set -euxo pipefail
APP_PATH="$1"
ENTITLEMENTS_PATH="${2:-}"
SIGNING_IDENTITY="${SIGNING_IDENTITY:-Developer ID Application}"
if [ ! -d "$APP_PATH" ]; then
echo "ERROR: App not found at $APP_PATH"
exit 1
fi
# Unlock keychain if password provided
if [ -n "${KEYCHAIN_PASSWORD:-}" ]; then
security unlock-keychain -p "$KEYCHAIN_PASSWORD" build.keychain || true
fi
echo "=== Signing nested components first ==="
# Sign all dylibs
find "$APP_PATH" -name "*.dylib" -print0 | while IFS= read -r -d '' item; do
echo "Signing dylib: $item"
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
done
# Sign all bundles (plugins)
find "$APP_PATH" -name "*.bundle" -print0 | while IFS= read -r -d '' item; do
echo "Signing bundle: $item"
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
done
# Sign XPC services (but skip ones inside Sparkle.framework - they're already signed)
find "$APP_PATH" -name "*.xpc" -print0 | while IFS= read -r -d '' item; do
if [[ "$item" == *"Sparkle.framework"* ]]; then
echo "Skipping Sparkle XPC service (pre-signed): $item"
continue
fi
echo "Signing XPC service: $item"
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
done
# Sign nested apps (but skip ones inside Sparkle.framework - they're already signed)
find "$APP_PATH" -path "*/Frameworks/*.app" -print0 | while IFS= read -r -d '' item; do
if [[ "$item" == *"Sparkle.framework"* ]]; then
echo "Skipping Sparkle nested app (pre-signed): $item"
continue
fi
echo "Signing nested app: $item"
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
done
# Sign standalone executables inside frameworks (but skip Sparkle.framework internals)
find "$APP_PATH" -path "*/Frameworks/*/Versions/*/Autoupdate" -type f -print0 | while IFS= read -r -d '' item; do
if [[ "$item" == *"Sparkle.framework"* ]]; then
echo "Skipping Sparkle executable (pre-signed): $item"
continue
fi
echo "Signing executable: $item"
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
done
# Sign all frameworks (after their contents are signed)
# Use --deep for Sparkle.framework to handle its XPC services
find "$APP_PATH" -name "*.framework" -print0 | while IFS= read -r -d '' item; do
if [[ "$item" == *"Sparkle.framework" ]]; then
echo "Signing Sparkle framework with --deep: $item"
codesign --deep --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
else
echo "Signing framework: $item"
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
fi
done
echo "=== Signing main app bundle ==="
if [ -n "$ENTITLEMENTS_PATH" ] && [ -f "$ENTITLEMENTS_PATH" ]; then
echo "Using entitlements: $ENTITLEMENTS_PATH"
codesign --force --verify --verbose --timestamp --options runtime \
--entitlements "$ENTITLEMENTS_PATH" \
--sign "$SIGNING_IDENTITY" "$APP_PATH"
else
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$APP_PATH"
fi
echo "=== Verifying signature ==="
codesign --verify --verbose=4 "$APP_PATH"
echo "=== Checking Gatekeeper assessment ==="
spctl --assess --type exec -v "$APP_PATH" || echo "Note: Gatekeeper may reject until notarized"
echo "Code signing complete: $APP_PATH"
+247 -64
View File
@@ -2,14 +2,21 @@
#
# Blue-Green Deployment Script for Eagle Server
#
# This script performs a zero-downtime deployment by:
# 1. Starting the new version on a staging port (green)
# 2. Waiting for it to become healthy
# 3. Running warmup traffic to pre-heat the JIT
# 4. Stopping the old version (blue) - which flushes state to disk
# 5. Telling green to reload games from disk
# 6. Switching nginx to route traffic to green
# 7. Cleaning up
# This script performs a zero-downtime deployment with state consistency:
# 1. Create .deployment_in_progress marker (signals deployment started)
# 2. Start the staging instance (green) with new image
# 3. Run warmup/smoke tests against staging (warms JIT)
# 4. Switch nginx to staging (zero downtime - users immediately route to staging)
# 5. Stop the active instance (blue) - blocks until flush completes
# 6. Create .flush_complete marker (signals disk state is fresh)
#
# The flush marker coordination ensures green never serves stale game data:
# - When users reconnect to green and trigger lazy-load, the code checks for markers
# - If .deployment_in_progress exists, lazy-load WAITS for .flush_complete
# - Once blue's flush completes and marker is created, lazy-load proceeds with fresh data
#
# Key insight: nginx switches to green BEFORE blue stops, achieving zero downtime.
# Users who trigger lazy-load during blue's shutdown will wait for the flush marker.
#
# Usage: ./deploy-blue-green.sh [NEW_IMAGE_TAG]
#
@@ -25,6 +32,10 @@ APP_DIR="${APP_DIR:-/opt/eagle0}"
NGINX_CONF="${APP_DIR}/nginx/nginx.conf"
COMPOSE_FILE="${APP_DIR}/docker-compose.prod.yml"
WARMUP_SCRIPT="${SCRIPT_DIR}/warmup-eagle.sh"
SAVES_DIR="${APP_DIR}/saves"
FLUSH_MARKER="${SAVES_DIR}/.flush_complete"
DEPLOYMENT_IN_PROGRESS="${SAVES_DIR}/.deployment_in_progress"
ACTIVE_INSTANCE_FILE="${APP_DIR}/.active-instance"
# Colors for output
RED='\033[0;31m'
@@ -36,18 +47,104 @@ log_info() { echo -e "${GREEN}[INFO]${NC} $1"; }
log_warn() { echo -e "${YELLOW}[WARN]${NC} $1"; }
log_error() { echo -e "${RED}[ERROR]${NC} $1"; }
# Determine which instance is currently active
get_active_instance() {
if grep -q "eagle-blue:40032" "${NGINX_CONF}"; then
# Marker file operations use docker exec because saves directory is owned by root (Docker).
# We run commands inside a container that has the saves directory mounted.
create_deployment_marker() {
local deploy_id=$1
local container=$2 # Container to use for file operations
docker exec "${container}" rm -f /app/saves/.flush_complete
docker exec "${container}" sh -c "echo '${deploy_id}' > /app/saves/.deployment_in_progress"
}
create_flush_marker() {
local deploy_id=$1
local container=$2 # Container to use for file operations
docker exec "${container}" sh -c "echo '${deploy_id}' > /app/saves/.flush_complete"
docker exec "${container}" rm -f /app/saves/.deployment_in_progress
}
cleanup_markers_on_failure() {
local container=$1 # Container to use for file operations
docker exec "${container}" rm -f /app/saves/.deployment_in_progress 2>/dev/null || true
docker exec "${container}" touch /app/saves/.flush_complete 2>/dev/null || true
}
remove_stale_deployment_marker() {
# Try any running eagle container
local container
container=$(docker ps --filter "name=eagle-" --format "{{.Names}}" | head -1)
if [ -n "${container}" ]; then
docker exec "${container}" rm -f /app/saves/.deployment_in_progress 2>/dev/null || true
fi
}
# Determine which instance is currently running (not from nginx config)
get_running_instance() {
local blue_running green_running
blue_running=$(docker inspect --format='{{.State.Running}}' eagle-blue 2>/dev/null || echo "false")
green_running=$(docker inspect --format='{{.State.Running}}' eagle-green 2>/dev/null || echo "false")
if [ "$blue_running" = "true" ] && [ "$green_running" = "true" ]; then
# Both running - use nginx config to determine primary
if grep -q "server eagle-blue:40032;" "${NGINX_CONF}" | head -1 | grep -qv backup; then
echo "blue"
else
echo "green"
fi
elif [ "$blue_running" = "true" ]; then
echo "blue"
elif grep -q "eagle-green:40032" "${NGINX_CONF}"; then
elif [ "$green_running" = "true" ]; then
echo "green"
else
log_error "Cannot determine active instance from nginx config"
exit 1
# Neither running - default to blue (first deploy or recovery)
echo "none"
fi
}
# Pull image with retry using crane (handles OCI/Docker digest mismatch)
pull_with_retry() {
local image=$1
local max_attempts=${2:-3}
local attempt=1
# Skip pull if image already exists locally (e.g., CI already pulled it)
if docker image inspect "${image}" &>/dev/null; then
log_info "Image ${image} already exists locally, skipping pull"
return 0
fi
# Use crane if available (handles OCI format correctly)
if [ -x "${APP_DIR}/crane" ]; then
while [ $attempt -le $max_attempts ]; do
log_info "Pulling image with crane (attempt ${attempt}/${max_attempts})..."
if "${APP_DIR}/crane" pull "${image}" /tmp/image.tar && docker load -i /tmp/image.tar; then
rm -f /tmp/image.tar
log_info "Image pulled and loaded successfully"
return 0
fi
rm -f /tmp/image.tar
log_warn "Pull failed, retrying in 5 seconds..."
sleep 5
attempt=$((attempt + 1))
done
else
# Fallback to docker pull if crane not available
log_warn "crane not found at ${APP_DIR}/crane, falling back to docker pull"
while [ $attempt -le $max_attempts ]; do
log_info "Pulling image (attempt ${attempt}/${max_attempts})..."
if docker pull "${image}"; then
log_info "Image pulled successfully"
return 0
fi
log_warn "Pull failed, retrying in 5 seconds..."
sleep 5
attempt=$((attempt + 1))
done
fi
log_error "Failed to pull image after ${max_attempts} attempts"
return 1
}
# Wait for a container to be healthy
wait_for_healthy() {
local container=$1
@@ -76,44 +173,63 @@ main() {
local registry="registry.digitalocean.com/eagle0/eagle-server"
local new_image="${registry}:${new_tag}"
# Generate deployment ID for log correlation with server logs
local deploy_id
deploy_id=$(date +%s)
local deploy_start_time=$deploy_id
log_info "========================================="
log_info "Starting blue-green deployment"
log_info "Deployment ID: ${deploy_id}"
log_info "New image: ${new_image}"
log_info "========================================="
cd "${APP_DIR}"
# Determine current active instance
local active=$(get_active_instance)
# Determine current active instance (need this before creating marker)
local active=$(get_running_instance)
local staging
if [ "$active" = "blue" ]; then
if [ "$active" = "blue" ] || [ "$active" = "none" ]; then
staging="green"
active="blue" # Normalize "none" to "blue" for first deploy
else
staging="blue"
fi
log_info "Active instance: eagle-${active}"
log_info "Staging instance: eagle-${staging}"
# Pull the new image
log_info "Pulling new image..."
docker pull "${new_image}"
# Start staging instance with new image
log_info "Starting eagle-${staging} with new image..."
if [ "$staging" = "green" ]; then
EAGLE_IMAGE_NEW="${new_image}" docker compose -f "${COMPOSE_FILE}" --profile blue-green up -d eagle-green
# Step 1: Signal deployment in progress
log_info "[DEPLOY:${deploy_id}] Step 1: Signaling deployment in progress..."
# Use active container for marker operations (it's the one currently running)
if [ "$active" != "none" ] && docker ps --filter "name=eagle-${active}" --format "{{.Names}}" | grep -q .; then
create_deployment_marker "${deploy_id}" "eagle-${active}"
log_info "[DEPLOY:${deploy_id}] Deployment marker created via eagle-${active}"
else
EAGLE_IMAGE="${new_image}" docker compose -f "${COMPOSE_FILE}" up -d eagle-blue
log_warn "[DEPLOY:${deploy_id}] No running container to create marker (first deploy?)"
fi
# Pull the new image (with retry for intermittent registry issues)
if ! pull_with_retry "${new_image}" 3; then
log_error "Failed to pull new image, aborting deployment"
cleanup_markers_on_failure "eagle-${active}"
exit 1
fi
# Step 2: Start staging instance with new image
log_info "Step 2: Starting eagle-${staging} with new image..."
if [ "$staging" = "green" ]; then
EAGLE_IMAGE_NEW="${new_image}" docker compose -f "${COMPOSE_FILE}" --profile blue-green up -d eagle-green jfr-sidecar-green
else
EAGLE_IMAGE="${new_image}" docker compose -f "${COMPOSE_FILE}" up -d eagle-blue jfr-sidecar
fi
# Wait for staging to be healthy
if ! wait_for_healthy "eagle-${staging}" 90; then
log_error "Staging instance failed health check, aborting deployment"
docker compose -f "${COMPOSE_FILE}" stop "eagle-${staging}"
docker compose -f "${COMPOSE_FILE}" rm -f "eagle-${staging}"
cleanup_markers_on_failure "eagle-${active}"
exit 1
fi
# Run warmup/smoke test
# Step 3: Run warmup/smoke test
local staging_port
if [ "$staging" = "green" ]; then
staging_port=40034
@@ -121,12 +237,12 @@ main() {
staging_port=40032
fi
log_info "Running warmup against eagle-${staging}..."
log_info "Step 3: Running warmup against eagle-${staging}..."
if [ -x "${WARMUP_SCRIPT}" ]; then
if ! "${WARMUP_SCRIPT}" "localhost:${staging_port}"; then
log_error "Warmup/smoke test failed, aborting deployment"
docker compose -f "${COMPOSE_FILE}" stop "eagle-${staging}"
docker compose -f "${COMPOSE_FILE}" rm -f "eagle-${staging}"
cleanup_markers_on_failure "eagle-${active}"
exit 1
fi
else
@@ -134,49 +250,104 @@ main() {
log_warn "JIT will be cold on first requests"
fi
# Stop the active instance (this flushes state to disk)
log_info "Stopping eagle-${active} (flushing state to disk)..."
docker compose -f "${COMPOSE_FILE}" stop "eagle-${active}"
# Step 4: Switch nginx to staging BEFORE stopping active
# This achieves zero downtime - users immediately route to staging.
# Any lazy-loads will wait for the flush marker (created in step 6).
local nginx_switch_start
nginx_switch_start=$(date +%s)
log_info "[DEPLOY:${deploy_id}] Step 4: Switching nginx to eagle-${staging}..."
# Tell staging to reload games from disk
log_info "Telling eagle-${staging} to reload games from disk..."
if command -v grpcurl &> /dev/null; then
grpcurl -plaintext -d '{}' "localhost:${staging_port}" net.eagle0.eagle.api.Eagle/ReloadGames || true
else
log_warn "grpcurl not installed, skipping game reload"
log_warn "New instance will use games loaded at startup"
fi
# Switch nginx upstream
log_info "Switching nginx upstream to eagle-${staging}..."
# Update nginx config (variable-based routing)
if [ "$staging" = "green" ]; then
sed -i.bak 's/eagle-blue:40032/eagle-green:40032/g' "${NGINX_CONF}"
else
sed -i.bak 's/eagle-green:40032/eagle-blue:40032/g' "${NGINX_CONF}"
fi
# Reload nginx
log_info "Reloading nginx..."
docker compose -f "${COMPOSE_FILE}" exec nginx nginx -s reload
# Recreate nginx to pick up new config
# Use --no-deps to prevent cascading to auth (which has secrets not available here)
docker compose -f "${COMPOSE_FILE}" up -d --force-recreate --no-deps nginx
# Clean up old instance
log_info "Removing old eagle-${active} container..."
docker compose -f "${COMPOSE_FILE}" rm -f "eagle-${active}"
# Update the staging instance's restart policy and image var
# For blue, we need to update EAGLE_IMAGE; for green, update EAGLE_IMAGE_NEW
if [ "$staging" = "blue" ]; then
log_info "Updating EAGLE_IMAGE to ${new_image} for future restarts"
# User should update their .env file
# Verify nginx picked up the correct config
local nginx_backend
nginx_backend=$(docker exec nginx grep -o 'eagle-[a-z]*:40032' /etc/nginx/nginx.conf | head -1 || echo "unknown")
if [ "$nginx_backend" = "eagle-${staging}:40032" ]; then
log_info "[DEPLOY:${deploy_id}] Verified: nginx routing to eagle-${staging}"
else
log_info "Green is now active. Consider switching to blue on next deployment."
log_error "[DEPLOY:${deploy_id}] nginx config mismatch! Expected eagle-${staging}:40032, got ${nginx_backend}"
exit 1
fi
log_info "[DEPLOY:${deploy_id}] Traffic switched to eagle-${staging} (lazy-loads will wait for flush marker)"
local nginx_switch_end
nginx_switch_end=$(date +%s)
# Step 5: Stop active instance (blocks until exit, ensuring flush completes)
# Users may be lazy-loading on staging during this time - they'll wait for the marker.
local flush_start
flush_start=$(date +%s)
log_info "[DEPLOY:${deploy_id}] Step 5: Stopping eagle-${active} (waiting for flush)..."
docker compose -f "${COMPOSE_FILE}" stop "eagle-${active}"
local flush_end
flush_end=$(date +%s)
local flush_duration=$((flush_end - flush_start))
log_info "[DEPLOY:${deploy_id}] eagle-${active} stopped, flush completed in ${flush_duration}s"
# Step 6: Create flush marker - signals that disk state is fresh
# Any waiting lazy-loads on staging will now proceed with fresh data.
# The Eagle server automatically detects the flush marker update and invalidates any stale cached games.
log_info "[DEPLOY:${deploy_id}] Step 6: Creating flush marker..."
create_flush_marker "${deploy_id}" "eagle-${staging}"
log_info "[DEPLOY:${deploy_id}] Flush marker created - server will auto-invalidate stale cache"
# Write active instance file for eagle-exec helper
echo "eagle-${staging}" > "${ACTIVE_INSTANCE_FILE}"
log_info "[DEPLOY:${deploy_id}] Active instance file updated: eagle-${staging}"
# Update .env for admin service
local env_file="${APP_DIR}/.env"
if [ "$staging" = "green" ]; then
log_info "Updating .env for green instance..."
sed -i.bak '/^EAGLE_ADDR=/d; /^JFR_SIDECAR_ADDR=/d' "${env_file}" 2>/dev/null || true
echo "EAGLE_ADDR=eagle-green:40032" >> "${env_file}"
echo "JFR_SIDECAR_ADDR=jfr-sidecar-green:8081" >> "${env_file}"
else
log_info "Updating .env for blue instance..."
sed -i.bak '/^EAGLE_ADDR=/d; /^JFR_SIDECAR_ADDR=/d' "${env_file}" 2>/dev/null || true
echo "EAGLE_ADDR=eagle-blue:40032" >> "${env_file}"
echo "JFR_SIDECAR_ADDR=jfr-sidecar:8081" >> "${env_file}"
fi
log_info "Deployment complete!"
log_info "Active instance: eagle-${staging}"
# Restart admin to pick up new .env
# Use --no-deps to prevent cascading to auth (which has secrets not available here)
log_info "Restarting admin service..."
docker compose -f "${COMPOSE_FILE}" up -d --force-recreate --no-deps admin
# Clean up old instance
log_info "Cleaning up old eagle-${active}..."
docker compose -f "${COMPOSE_FILE}" rm -f "eagle-${active}" 2>/dev/null || true
# Stop the old jfr-sidecar (it can't attach to removed container anyway)
if [ "$active" = "green" ]; then
docker compose -f "${COMPOSE_FILE}" stop "jfr-sidecar-green" 2>/dev/null || true
docker compose -f "${COMPOSE_FILE}" rm -f "jfr-sidecar-green" 2>/dev/null || true
else
docker compose -f "${COMPOSE_FILE}" stop "jfr-sidecar" 2>/dev/null || true
docker compose -f "${COMPOSE_FILE}" rm -f "jfr-sidecar" 2>/dev/null || true
fi
local deploy_end_time
deploy_end_time=$(date +%s)
local total_duration=$((deploy_end_time - deploy_start_time))
local user_wait_window=$((flush_end - nginx_switch_end))
log_info ""
log_info "Note: Update your .env file with EAGLE_IMAGE=${new_image}"
log_info " if you want future 'docker compose up' to use this version."
log_info "========================================="
log_info "[DEPLOY:${deploy_id}] Deployment complete!"
log_info " Active instance: eagle-${staging}"
log_info " Total duration: ${total_duration}s"
log_info " Flush duration: ${flush_duration}s"
log_info " Max user wait window: ${user_wait_window}s"
log_info "========================================="
}
# Check for required tools
@@ -200,6 +371,18 @@ check_requirements() {
log_error "docker-compose file not found at ${COMPOSE_FILE}"
exit 1
fi
# Ensure saves directory exists
if [ ! -d "${SAVES_DIR}" ]; then
log_info "Creating saves directory at ${SAVES_DIR}"
mkdir -p "${SAVES_DIR}"
fi
# Clean up any stale deployment-in-progress marker from a previous failed deploy
if [ -f "${DEPLOYMENT_IN_PROGRESS}" ]; then
log_warn "Found stale deployment-in-progress marker, removing it"
remove_stale_deployment_marker
fi
}
# Run
+46
View File
@@ -0,0 +1,46 @@
#!/bin/bash
#
# Helper to run docker exec against the active Eagle instance.
# Reads the active instance from /opt/eagle0/.active-instance (set by deploy-blue-green.sh).
#
# Usage:
# eagle-exec printenv GEMINI_API_KEY
# eagle-exec jcmd 1 VM.flags
# eagle-exec sh # Get a shell
#
# To create an alias, add to ~/.bashrc:
# alias eagle-exec='/opt/eagle0/scripts/eagle-exec.sh'
#
set -euo pipefail
APP_DIR="${APP_DIR:-/opt/eagle0}"
ACTIVE_FILE="${APP_DIR}/.active-instance"
# Read active instance from file, with fallback
if [ -f "$ACTIVE_FILE" ]; then
ACTIVE=$(cat "$ACTIVE_FILE")
else
# Fallback: check which container is actually running
if docker inspect --format='{{.State.Running}}' eagle-blue 2>/dev/null | grep -q true; then
ACTIVE="eagle-blue"
elif docker inspect --format='{{.State.Running}}' eagle-green 2>/dev/null | grep -q true; then
ACTIVE="eagle-green"
else
ACTIVE=""
fi
fi
if [ -z "$ACTIVE" ]; then
echo "Error: No active Eagle instance found" >&2
exit 1
fi
if [ $# -eq 0 ]; then
echo "Active instance: $ACTIVE"
echo "Usage: $0 <command> [args...]"
echo "Example: $0 printenv GEMINI_API_KEY"
exit 0
fi
exec docker exec "$ACTIVE" "$@"
+44
View File
@@ -0,0 +1,44 @@
#!/bin/bash
#
# Helper to tail logs from the active Eagle instance.
# Reads the active instance from /opt/eagle0/.active-instance (set by deploy-blue-green.sh).
#
# Usage:
# eagle-logs # Tail logs (follow mode)
# eagle-logs -n 100 # Show last 100 lines and follow
# eagle-logs --no-follow -n 50 # Show last 50 lines without following
#
# To create an alias, add to ~/.bashrc:
# alias eagle-logs='/opt/eagle0/scripts/eagle-logs.sh'
#
set -euo pipefail
APP_DIR="${APP_DIR:-/opt/eagle0}"
ACTIVE_FILE="${APP_DIR}/.active-instance"
# Read active instance from file, with fallback
if [ -f "$ACTIVE_FILE" ]; then
ACTIVE=$(cat "$ACTIVE_FILE")
else
# Fallback: check which container is actually running
if docker inspect --format='{{.State.Running}}' eagle-blue 2>/dev/null | grep -q true; then
ACTIVE="eagle-blue"
elif docker inspect --format='{{.State.Running}}' eagle-green 2>/dev/null | grep -q true; then
ACTIVE="eagle-green"
else
ACTIVE=""
fi
fi
if [ -z "$ACTIVE" ]; then
echo "Error: No active Eagle instance found" >&2
exit 1
fi
# Default to follow mode if no args provided
if [ $# -eq 0 ]; then
exec docker logs -f "$ACTIVE"
else
exec docker logs "$@" "$ACTIVE"
fi
+41
View File
@@ -0,0 +1,41 @@
// +build ignore
// Script to generate Ed25519 key pair for manifest signing.
// Run with: go run scripts/generate_manifest_keys.go
//
// This will output:
// - Private key (base64): Store as MANIFEST_SIGNING_KEY GitHub secret
// - Public key (base64): Embed in EagleInstaller for verification
package main
import (
"crypto/ed25519"
"crypto/rand"
"encoding/base64"
"fmt"
"log"
)
func main() {
// Generate Ed25519 key pair
publicKey, privateKey, err := ed25519.GenerateKey(rand.Reader)
if err != nil {
log.Fatalf("Failed to generate key pair: %v", err)
}
// Encode keys as base64
privateKeyB64 := base64.StdEncoding.EncodeToString(privateKey)
publicKeyB64 := base64.StdEncoding.EncodeToString(publicKey)
fmt.Println("=== Ed25519 Key Pair for Manifest Signing ===")
fmt.Println()
fmt.Println("PRIVATE KEY (store as GitHub secret MANIFEST_SIGNING_KEY):")
fmt.Println(privateKeyB64)
fmt.Println()
fmt.Println("PUBLIC KEY (embed in EagleInstaller.cs for verification):")
fmt.Println(publicKeyB64)
fmt.Println()
fmt.Printf("Private key size: %d bytes\n", len(privateKey))
fmt.Printf("Public key size: %d bytes\n", len(publicKey))
}
+120
View File
@@ -0,0 +1,120 @@
#!/usr/bin/env bash
#
# Inject Sparkle framework into a macOS .app bundle for auto-updates
# Usage: inject_sparkle.sh <app_path>
#
# Environment variables (required):
# SPARKLE_EDDSA_PUBLIC_KEY - EdDSA public key for verifying updates
#
# Optional environment variables:
# SPARKLE_FEED_URL - Appcast URL (default: https://assets.eagle0.net/mac/appcast.xml)
# SPARKLE_VERSION - Sparkle version to use (default: 2.6.4)
set -euxo pipefail
APP_PATH="$1"
SPARKLE_VERSION="${SPARKLE_VERSION:-2.6.4}"
SPARKLE_FEED_URL="${SPARKLE_FEED_URL:-https://assets.eagle0.net/mac/appcast.xml}"
SPARKLE_CACHE_DIR="/tmp/sparkle-cache"
if [ ! -d "$APP_PATH" ]; then
echo "ERROR: App not found at $APP_PATH"
exit 1
fi
if [ -z "${SPARKLE_EDDSA_PUBLIC_KEY:-}" ]; then
echo "ERROR: SPARKLE_EDDSA_PUBLIC_KEY environment variable not set"
exit 1
fi
# Always use a fresh Sparkle download to avoid cache corruption issues
SPARKLE_DIR="$SPARKLE_CACHE_DIR/Sparkle-$SPARKLE_VERSION"
echo "=== Clearing Sparkle cache and downloading fresh copy ==="
rm -rf "$SPARKLE_DIR"
mkdir -p "$SPARKLE_DIR"
SPARKLE_URL="https://github.com/sparkle-project/Sparkle/releases/download/${SPARKLE_VERSION}/Sparkle-${SPARKLE_VERSION}.tar.xz"
echo "Downloading from: $SPARKLE_URL"
curl -L "$SPARKLE_URL" -o /tmp/sparkle.tar.xz
tar -xJf /tmp/sparkle.tar.xz -C "$SPARKLE_DIR"
rm /tmp/sparkle.tar.xz
# Show what was extracted
echo "=== Extracted contents ==="
ls -la "$SPARKLE_DIR/"
# The tarball extracts files directly, not into a subdirectory
# Verify the framework has proper symlink structure
echo "=== Verifying Sparkle.framework structure ==="
ls -la "$SPARKLE_DIR/Sparkle.framework/"
if [ ! -L "$SPARKLE_DIR/Sparkle.framework/Sparkle" ]; then
echo "ERROR: Sparkle.framework/Sparkle is not a symlink"
file "$SPARKLE_DIR/Sparkle.framework/Sparkle"
exit 1
fi
if [ ! -L "$SPARKLE_DIR/Sparkle.framework/Versions/Current" ]; then
echo "ERROR: Sparkle.framework/Versions/Current is not a symlink"
ls -la "$SPARKLE_DIR/Sparkle.framework/Versions/"
exit 1
fi
echo "Sparkle framework structure verified OK"
echo "=== Injecting Sparkle framework ==="
FRAMEWORKS_DIR="$APP_PATH/Contents/Frameworks"
mkdir -p "$FRAMEWORKS_DIR"
# Remove any existing Sparkle.framework in the app
rm -rf "$FRAMEWORKS_DIR/Sparkle.framework"
# Copy Sparkle framework (use ditto to preserve symlinks and bundle structure)
ditto "$SPARKLE_DIR/Sparkle.framework" "$FRAMEWORKS_DIR/Sparkle.framework"
# Verify the copied framework still has proper structure
echo "=== Verifying copied Sparkle.framework structure ==="
ls -la "$FRAMEWORKS_DIR/Sparkle.framework/"
if [ ! -L "$FRAMEWORKS_DIR/Sparkle.framework/Sparkle" ]; then
echo "ERROR: Copied framework lost symlink structure"
exit 1
fi
echo "Copied framework structure OK"
echo "=== Updating Info.plist ==="
PLIST_PATH="$APP_PATH/Contents/Info.plist"
# Add Sparkle configuration to Info.plist
/usr/libexec/PlistBuddy -c "Delete :SUFeedURL" "$PLIST_PATH" 2>/dev/null || true
/usr/libexec/PlistBuddy -c "Add :SUFeedURL string '$SPARKLE_FEED_URL'" "$PLIST_PATH"
/usr/libexec/PlistBuddy -c "Delete :SUPublicEDKey" "$PLIST_PATH" 2>/dev/null || true
/usr/libexec/PlistBuddy -c "Add :SUPublicEDKey string '$SPARKLE_EDDSA_PUBLIC_KEY'" "$PLIST_PATH"
/usr/libexec/PlistBuddy -c "Delete :SUEnableAutomaticChecks" "$PLIST_PATH" 2>/dev/null || true
/usr/libexec/PlistBuddy -c "Add :SUEnableAutomaticChecks bool true" "$PLIST_PATH"
# Set bundle version from git for Sparkle version comparison
# Use commit count for automatic incrementing versions (e.g., 1.0.9548)
BUILD_NUMBER=$(git rev-list --count HEAD 2>/dev/null || echo "1")
VERSION="1.0.${BUILD_NUMBER}"
echo "Setting version: $VERSION (build $BUILD_NUMBER)"
/usr/libexec/PlistBuddy -c "Set :CFBundleShortVersionString $VERSION" "$PLIST_PATH" 2>/dev/null || \
/usr/libexec/PlistBuddy -c "Add :CFBundleShortVersionString string '$VERSION'" "$PLIST_PATH"
/usr/libexec/PlistBuddy -c "Set :CFBundleVersion $BUILD_NUMBER" "$PLIST_PATH" 2>/dev/null || \
/usr/libexec/PlistBuddy -c "Add :CFBundleVersion string '$BUILD_NUMBER'" "$PLIST_PATH"
# Add URL scheme for invitation codes (eagle0://invite?code=XXXX)
echo "=== Adding URL scheme for invitation codes ==="
/usr/libexec/PlistBuddy -c "Delete :CFBundleURLTypes" "$PLIST_PATH" 2>/dev/null || true
/usr/libexec/PlistBuddy -c "Add :CFBundleURLTypes array" "$PLIST_PATH"
/usr/libexec/PlistBuddy -c "Add :CFBundleURLTypes:0 dict" "$PLIST_PATH"
/usr/libexec/PlistBuddy -c "Add :CFBundleURLTypes:0:CFBundleURLName string 'net.eagle0.eagle0'" "$PLIST_PATH"
/usr/libexec/PlistBuddy -c "Add :CFBundleURLTypes:0:CFBundleURLSchemes array" "$PLIST_PATH"
/usr/libexec/PlistBuddy -c "Add :CFBundleURLTypes:0:CFBundleURLSchemes:0 string 'eagle0'" "$PLIST_PATH"
echo "=== Sparkle injection complete ==="
echo "App: $APP_PATH"
echo "Feed URL: $SPARKLE_FEED_URL"
echo "Version: $VERSION (build $BUILD_NUMBER)"
+84
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@@ -0,0 +1,84 @@
#!/usr/bin/env bash
#
# Notarize a macOS .app bundle with Apple
# Usage: notarize_mac_app.sh <app_path>
#
# Environment variables (required):
# APPLE_ID - Apple Developer account email
# APP_SPECIFIC_PASSWORD - App-specific password for notarytool
# TEAM_ID - Apple Developer Team ID
set -euxo pipefail
APP_PATH="$1"
if [ ! -d "$APP_PATH" ]; then
echo "ERROR: App not found at $APP_PATH"
exit 1
fi
if [ -z "${APPLE_ID:-}" ] || [ -z "${APP_SPECIFIC_PASSWORD:-}" ] || [ -z "${TEAM_ID:-}" ]; then
echo "ERROR: Required environment variables not set"
echo " APPLE_ID: ${APPLE_ID:-<not set>}"
echo " APP_SPECIFIC_PASSWORD: ${APP_SPECIFIC_PASSWORD:+<set>}"
echo " TEAM_ID: ${TEAM_ID:-<not set>}"
exit 1
fi
# Create ZIP for notarization submission
ZIP_PATH="${APP_PATH%.app}.zip"
echo "=== Creating ZIP for notarization: $ZIP_PATH ==="
ditto -c -k --keepParent "$APP_PATH" "$ZIP_PATH"
echo "=== Submitting to Apple for notarization ==="
SUBMIT_OUTPUT=$(xcrun notarytool submit "$ZIP_PATH" \
--apple-id "$APPLE_ID" \
--password "$APP_SPECIFIC_PASSWORD" \
--team-id "$TEAM_ID" \
--wait 2>&1) || true
echo "$SUBMIT_OUTPUT"
# Extract submission ID and status (look for " status:" to avoid matching "Current status:")
SUBMISSION_ID=$(echo "$SUBMIT_OUTPUT" | grep "id:" | head -1 | awk '{print $2}')
STATUS=$(echo "$SUBMIT_OUTPUT" | grep "^ status:" | awk '{print $2}')
echo "Submission ID: $SUBMISSION_ID"
echo "Status: $STATUS"
# Clean up the zip (use -f to avoid failure if already deleted)
rm -f "$ZIP_PATH"
if [ "$STATUS" != "Accepted" ]; then
echo "=== Notarization failed! Fetching log for details ==="
xcrun notarytool log "$SUBMISSION_ID" \
--apple-id "$APPLE_ID" \
--password "$APP_SPECIFIC_PASSWORD" \
--team-id "$TEAM_ID"
exit 1
fi
echo "=== Stapling notarization ticket to app ==="
# Retry stapling - Apple's CloudKit can have a brief delay after notarization completes
MAX_STAPLE_ATTEMPTS=5
STAPLE_ATTEMPT=1
while [ $STAPLE_ATTEMPT -le $MAX_STAPLE_ATTEMPTS ]; do
echo "Stapling attempt $STAPLE_ATTEMPT/$MAX_STAPLE_ATTEMPTS..."
if xcrun stapler staple "$APP_PATH"; then
echo "Stapling successful"
break
fi
if [ $STAPLE_ATTEMPT -eq $MAX_STAPLE_ATTEMPTS ]; then
echo "ERROR: Stapling failed after $MAX_STAPLE_ATTEMPTS attempts"
exit 1
fi
echo "Stapling failed, waiting 10 seconds before retry..."
sleep 10
STAPLE_ATTEMPT=$((STAPLE_ATTEMPT + 1))
done
echo "=== Verifying notarization ==="
xcrun stapler validate "$APP_PATH"
spctl --assess --type exec -v "$APP_PATH"
echo "Notarization complete: $APP_PATH"
+56
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@@ -0,0 +1,56 @@
#!/usr/bin/env bash
#
# Submit a macOS .app bundle to Apple for notarization (no waiting)
# Usage: notarize_submit.sh <app_path>
# Outputs: submission_id=<id> to stdout (for GitHub Actions)
#
# Environment variables (required):
# APPLE_ID - Apple Developer account email
# APP_SPECIFIC_PASSWORD - App-specific password for notarytool
# TEAM_ID - Apple Developer Team ID
set -euo pipefail
APP_PATH="$1"
if [ ! -d "$APP_PATH" ]; then
echo "ERROR: App not found at $APP_PATH" >&2
exit 1
fi
if [ -z "${APPLE_ID:-}" ] || [ -z "${APP_SPECIFIC_PASSWORD:-}" ] || [ -z "${TEAM_ID:-}" ]; then
echo "ERROR: Required environment variables not set" >&2
echo " APPLE_ID: ${APPLE_ID:-<not set>}" >&2
echo " APP_SPECIFIC_PASSWORD: ${APP_SPECIFIC_PASSWORD:+<set>}" >&2
echo " TEAM_ID: ${TEAM_ID:-<not set>}" >&2
exit 1
fi
# Create ZIP for notarization submission
ZIP_PATH="${APP_PATH%.app}.zip"
echo "=== Creating ZIP for notarization: $ZIP_PATH ===" >&2
ditto -c -k --keepParent "$APP_PATH" "$ZIP_PATH"
echo "=== Submitting to Apple for notarization ===" >&2
SUBMIT_OUTPUT=$(xcrun notarytool submit "$ZIP_PATH" \
--apple-id "$APPLE_ID" \
--password "$APP_SPECIFIC_PASSWORD" \
--team-id "$TEAM_ID" 2>&1)
echo "$SUBMIT_OUTPUT" >&2
# Extract submission ID
SUBMISSION_ID=$(echo "$SUBMIT_OUTPUT" | grep "id:" | head -1 | awk '{print $2}')
if [ -z "$SUBMISSION_ID" ]; then
echo "ERROR: Failed to get submission ID" >&2
exit 1
fi
# Clean up the zip
rm "$ZIP_PATH"
echo "Submission ID: $SUBMISSION_ID" >&2
# Output for GitHub Actions
echo "submission_id=$SUBMISSION_ID"
+88
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@@ -0,0 +1,88 @@
#!/usr/bin/env bash
#
# Wait for Apple notarization to complete and staple the ticket
# Usage: notarize_wait.sh <submission_id> <app_path>
#
# Environment variables (required):
# APPLE_ID - Apple Developer account email
# APP_SPECIFIC_PASSWORD - App-specific password for notarytool
# TEAM_ID - Apple Developer Team ID
set -euo pipefail
SUBMISSION_ID="$1"
APP_PATH="$2"
if [ -z "$SUBMISSION_ID" ]; then
echo "ERROR: submission_id is required" >&2
exit 1
fi
if [ ! -d "$APP_PATH" ]; then
echo "ERROR: App not found at $APP_PATH" >&2
exit 1
fi
if [ -z "${APPLE_ID:-}" ] || [ -z "${APP_SPECIFIC_PASSWORD:-}" ] || [ -z "${TEAM_ID:-}" ]; then
echo "ERROR: Required environment variables not set" >&2
exit 1
fi
echo "=== Waiting for notarization of submission $SUBMISSION_ID ==="
WAIT_OUTPUT=$(xcrun notarytool wait "$SUBMISSION_ID" \
--apple-id "$APPLE_ID" \
--password "$APP_SPECIFIC_PASSWORD" \
--team-id "$TEAM_ID" 2>&1) || true
echo "$WAIT_OUTPUT"
# Extract status (look for " status:" to avoid matching "Current status:")
STATUS=$(echo "$WAIT_OUTPUT" | grep "^ status:" | awk '{print $2}')
echo "Status: $STATUS"
if [ "$STATUS" != "Accepted" ]; then
echo "=== Notarization failed! Fetching log for details ==="
xcrun notarytool log "$SUBMISSION_ID" \
--apple-id "$APPLE_ID" \
--password "$APP_SPECIFIC_PASSWORD" \
--team-id "$TEAM_ID"
exit 1
fi
echo "=== Verifying code signature before stapling ==="
if ! codesign --verify --deep --strict "$APP_PATH" 2>&1; then
echo "ERROR: Code signature verification failed - app may have been damaged during transfer"
echo "Attempting to show signature details:"
codesign -dvvv "$APP_PATH" 2>&1 || true
exit 1
fi
echo "Code signature verified successfully"
echo "=== Stapling notarization ticket to app ==="
# Retry stapling - Apple's CloudKit can take several minutes to propagate the ticket
MAX_STAPLE_ATTEMPTS=10
STAPLE_WAIT_SECONDS=30
STAPLE_ATTEMPT=1
while [ $STAPLE_ATTEMPT -le $MAX_STAPLE_ATTEMPTS ]; do
echo "Stapling attempt $STAPLE_ATTEMPT/$MAX_STAPLE_ATTEMPTS..."
if STAPLE_OUTPUT=$(xcrun stapler staple "$APP_PATH" 2>&1); then
echo "$STAPLE_OUTPUT"
echo "Stapling successful"
break
fi
echo "Stapler output: $STAPLE_OUTPUT"
if [ $STAPLE_ATTEMPT -eq $MAX_STAPLE_ATTEMPTS ]; then
echo "ERROR: Stapling failed after $MAX_STAPLE_ATTEMPTS attempts (total wait: $((MAX_STAPLE_ATTEMPTS * STAPLE_WAIT_SECONDS)) seconds)"
exit 1
fi
echo "Stapling failed, waiting $STAPLE_WAIT_SECONDS seconds before retry..."
sleep $STAPLE_WAIT_SECONDS
STAPLE_ATTEMPT=$((STAPLE_ATTEMPT + 1))
done
echo "=== Verifying notarization ==="
xcrun stapler validate "$APP_PATH"
spctl --assess --type exec -v "$APP_PATH"
echo "Notarization complete: $APP_PATH"
+2 -1
View File
@@ -65,7 +65,8 @@ fi
# If we found the Go tool, use it
if [ -n "${WARMUP_TOOL}" ]; then
log_info "Using Go warmup tool: ${WARMUP_TOOL}"
if "${WARMUP_TOOL}" --address="${HOST}" --timeout=60s; then
# Use 5 minute timeout to allow for slow operations on cold JVM
if "${WARMUP_TOOL}" --address="${HOST}" --timeout=300s; then
log_info "Warmup complete!"
exit 0
else
@@ -107,6 +107,23 @@ auto AIAttackerStrategySelector::BestAttackerStrategy(
alCache,
battalionTypeGetter,
braveWaterCost));
} else if (!defenderPositions.empty()) {
// Defenders exist but none are on castles - they're scattering/fleeing.
// Chase them down rather than holding empty castles, since eliminating
// all defenders also wins the battle via LAST_PLAYER_STANDING.
chosenStrategy = AttackUnitsStrategy(GenerateTargetPriorities(
Occupants(
*gameState->units(),
gameState->hex_map()->row_count(),
gameState->hex_map()->column_count()),
gameState->hex_map(),
defenderPositions,
attackerPid,
attackerUnits,
apdCache,
alCache,
battalionTypeGetter,
braveWaterCost));
} else {
chosenStrategy = HoldCastlesStrategy;
}
@@ -20,8 +20,9 @@ auto UnitIdsRequiringWaterCrossing(
fb::HexMapW mapCopy = fb::CopyHexMap(gameState->hex_map());
for (uint32_t index = 0; index < mapCopy->terrain()->size(); index++) {
if (IsWater(mapCopy->terrain()->Get(index)->type())) continue;
mapCopy->mutable_terrain()
->GetMutableObject(index)
// const_cast is safe because we own the mutable buffer (mapCopy)
const_cast<net::eagle0::shardok::storage::fb::Terrain *>(
mapCopy->mutable_terrain()->GetMutableObject(index))
->mutable_modifier()
.mutable_fire()
.mutate_present(false);
@@ -164,16 +165,11 @@ auto WaterCrossingTiles(
if (modifier.ice().present() && !modifier.fire().present()) continue;
// Now try adding a bridge to the tile to see if it helps
mapCopy->mutable_terrain()
->GetMutableObject(index)
->mutable_modifier()
.mutable_bridge()
.mutate_present(true);
mapCopy->mutable_terrain()
->GetMutableObject(index)
->mutable_modifier()
.mutable_fire()
.mutate_present(false);
// const_cast is safe because we own the mutable buffer (mapCopy)
auto *terr = const_cast<net::eagle0::shardok::storage::fb::Terrain *>(
mapCopy->mutable_terrain()->GetMutableObject(index));
terr->mutable_modifier().mutable_bridge().mutate_present(true);
terr->mutable_modifier().mutable_fire().mutate_present(false);
auto hash = ActionPointDistancesCache::GetMapId(mapCopy);
@@ -183,11 +179,7 @@ auto WaterCrossingTiles(
}
// Undo the new bridge for the next iteration of the loop
mapCopy->mutable_terrain()
->GetMutableObject(index)
->mutable_modifier()
.mutable_bridge()
.mutate_present(false);
terr->mutable_modifier().mutable_bridge().mutate_present(false);
}
return returnCoords;
@@ -76,11 +76,13 @@ static auto CreateIceClearedMap(const HexMap* map) -> fb::HexMapW {
// Now modify the ice on the mutable copy
auto* mutableMap = mapCopy.Get();
const auto* terrainVec = mutableMap->mutable_terrain();
auto* terrainVec = mutableMap->mutable_terrain();
for (size_t i = 0; i < terrainVec->size(); i++) {
// Only process tiles with ice
if (auto* terrain = terrainVec->GetMutableObject(i); terrain->modifier().ice().present()) {
// const_cast is safe here because we own the mutable buffer (mapCopy)
if (auto* terrain = const_cast<Terrain*>(terrainVec->GetMutableObject(i));
terrain->modifier().ice().present()) {
terrain->mutable_modifier().mutable_ice().mutate_present(false);
terrain->mutable_modifier().mutable_ice().mutate_integrity(0.0f);
}
@@ -22,6 +22,13 @@ using std::unique_ptr;
using ResolvedUnitProto = net::eagle0::shardok::storage::ResolvedUnit;
using GameState = net::eagle0::shardok::storage::fb::GameState;
using GameStateT = net::eagle0::shardok::storage::fb::GameStateT;
using Unit = net::eagle0::shardok::storage::fb::Unit;
// Helper to get a mutable unit from the units vector.
// const_cast is safe because we're accessing through a mutable GameState pointer.
inline auto GetMutableUnit(GameState *state, UnitId unitId) -> Unit * {
return const_cast<Unit *>(state->mutable_units()->GetMutableObject(unitId));
}
using net::eagle0::shardok::storage::fb::DrawType;
using net::eagle0::shardok::storage::fb::VictoryCondition;
using net::eagle0::shardok::storage::fb::VictoryType;
@@ -37,7 +44,7 @@ void ApplyResolvedUnit(
if (unit.has_attached_hero() &&
unit.attached_hero().control_info().controlled_unit_id() != -1) {
const UnitId controlledUnitId = unit.attached_hero().control_info().controlled_unit_id();
auto *controlledUnit = inoutState->mutable_units()->GetMutableObject(controlledUnitId);
auto *controlledUnit = GetMutableUnit(inoutState, controlledUnitId);
internalAssert(controlledUnit->unit_id() == controlledUnitId);
internalAssert(controlledUnit->commanding_unit_id() == unitId);
controlledUnit->mutate_commanding_unit_id(-1);
@@ -47,7 +54,7 @@ void ApplyResolvedUnit(
if (unit.commanding_unit_id() != -1) {
const UnitId commandingUnitId = unit.commanding_unit_id();
auto *commandingUnit = inoutState->mutable_units()->GetMutableObject(commandingUnitId);
auto *commandingUnit = GetMutableUnit(inoutState, commandingUnitId);
internalAssert(commandingUnit->unit_id() == commandingUnitId);
internalAssert(
commandingUnit->attached_hero().control_info().controlled_unit_id() == unitId);
@@ -58,7 +65,7 @@ void ApplyResolvedUnit(
if (status == net::eagle0::shardok::storage::fb::UnitStatus_CAPTURED_UNIT &&
unit.has_attached_hero() && unit.attached_hero().is_vip()) {
for (uint32_t i = 0; i < inoutState->units()->size(); i++) {
auto *playerUnit = inoutState->mutable_units()->GetMutableObject(i);
auto *playerUnit = GetMutableUnit(inoutState, i);
if (playerUnit->player_id() != unit.player_id()) continue;
if (playerUnit->unit_id() == unit.unit_id()) continue;
@@ -70,7 +77,7 @@ void ApplyResolvedUnit(
}
}
inoutState->mutable_units()->GetMutableObject(unitId)->mutate_status(status);
GetMutableUnit(inoutState, unitId)->mutate_status(status);
}
void ApplyResolvedUnit(
@@ -189,7 +196,7 @@ void MutatingAddUnits(GameStateW &mutatingState, const ActionResultProto &result
// We only need to process the units that are being changed
for (const auto &unitBytes : result.changed_units_fb()) {
const auto *unit = (Unit *)unitBytes.data();
auto *mutableUnit = mutatingState->mutable_units()->GetMutableObject(unit->unit_id());
auto *mutableUnit = GetMutableUnit(mutatingState.Get(), unit->unit_id());
if (mutableUnit->status() ==
net::eagle0::shardok::storage::fb::UnitStatus_RESERVED_SLOT) {
// Convert this reserved slot to a real unit
@@ -340,7 +347,7 @@ void MutatingApplyResult(
}
// Capture old position before applying changes
auto *mutableUnit = mutatingGameState->units()->GetMutableObject(changedUnit->unit_id());
auto *mutableUnit = GetMutableUnit(mutatingGameState.Get(), changedUnit->unit_id());
const auto oldLocation = mutableUnit->location();
fb::ApplyUnit(mutableUnit, changedUnit, status);
@@ -191,6 +191,7 @@ auto MoveCommand::GetCommandProto() const -> CommandProto {
proto.mutable_action_points()->set_value(pointCost);
proto.mutable_actor()->set_value(moverId);
*proto.mutable_target() = ToCoordsProto(interimTargets.back());
for (const auto& coords : interimTargets) { *proto.add_path() = ToCoordsProto(coords); }
for (const auto& fup : followUpCommandTypes) { proto.add_follow_up_command_types(fup); }
proto.set_will_unhide(willUnhide);
@@ -64,8 +64,16 @@ auto GetTerrain(const HexMap *map, const Coords &coords) -> const Terrain * {
return map->terrain()->Get(coords.row() * map->column_count() + coords.column());
}
auto GetMutableTerrain(HexMap *map, const Coords &coords) -> Terrain * {
// const_cast is safe because we're accessing through a mutable HexMap pointer
return const_cast<Terrain *>(map->mutable_terrain()->GetMutableObject(
coords.row() * map->column_count() + coords.column()));
}
auto GetMutableTerrain(const HexMap *map, const Coords &coords) -> Terrain * {
return map->terrain()->GetMutableObject(coords.row() * map->column_count() + coords.column());
// const_cast is safe when the underlying buffer is known to be mutable
return const_cast<Terrain *>(
map->terrain()->Get(coords.row() * map->column_count() + coords.column()));
}
auto HasForestAccess(
@@ -597,7 +605,9 @@ void MutatingSetTileModifier(
const int row,
const int column,
const TileModifierProto &TileModifierProto) {
auto *terr = hexMap->mutable_terrain()->GetMutableObject(row * hexMap->column_count() + column);
// const_cast is safe because we're accessing through a mutable HexMap pointer
auto *terr = const_cast<Terrain *>(
hexMap->mutable_terrain()->GetMutableObject(row * hexMap->column_count() + column));
if (TileModifierProto.has_bridge()) {
terr->mutable_modifier().mutable_bridge().mutate_present(true);
@@ -82,6 +82,9 @@ auto HasForestAccess(
PlayerId player) -> bool;
auto GetTerrain(const HexMap *map, const Coords &coords) -> const Terrain *;
auto GetMutableTerrain(HexMap *map, const Coords &coords) -> Terrain *;
// Overload for const HexMap - uses const_cast internally. Safe when the underlying buffer is
// mutable.
auto GetMutableTerrain(const HexMap *map, const Coords &coords) -> Terrain *;
auto CoordsAreValid(const HexMap *map, const Coords &coords) -> bool;
@@ -29,6 +29,13 @@ using UnitViewProto = net::eagle0::shardok::api::UnitView;
using Coords = net::eagle0::shardok::storage::fb::Coords;
using Unit = net::eagle0::shardok::storage::fb::Unit;
using GameState = net::eagle0::shardok::storage::fb::GameState;
// Helper to get a mutable unit from the units vector.
// const_cast is safe because we're accessing through a mutable GameState pointer.
inline auto GetMutableUnit(GameState *state, UnitId unitId) -> Unit * {
return const_cast<Unit *>(state->mutable_units()->GetMutableObject(unitId));
}
constexpr int8_t kGuessedHeroStat = 75;
constexpr int8_t kGuessedBattalionStat = 0;
@@ -412,16 +419,13 @@ auto GameStateGuesser::GuessedState(
if (unit->has_attached_hero()) {
UnitId controlledUnitId = unit->attached_hero().control_info().controlled_unit_id();
if (controlledUnitId != -1) {
gsw->mutable_units()
->GetMutableObject(controlledUnitId)
->mutate_commanding_unit_id(unitId);
GetMutableUnit(gsw.Get(), controlledUnitId)->mutate_commanding_unit_id(unitId);
}
}
UnitId commandingUnitId = unit->commanding_unit_id();
if (unit->commanding_unit_id() != -1) {
gsw->mutable_units()
->GetMutableObject(commandingUnitId)
GetMutableUnit(gsw.Get(), commandingUnitId)
->mutable_attached_hero()
.mutable_control_info()
.mutate_controlled_unit_id(unitId);
@@ -87,7 +87,6 @@
<Compile Include="Assets/Modern UI Pack/Scripts/Demo/LaunchURL.cs" />
<Compile Include="Assets/Shardok/HexCoordinates.cs" />
<Compile Include="Assets/Eagle/Table Rows/OrganizeTroopsTableRow.cs" />
<Compile Include="Assets/Bluetooth/PickerRowController.cs" />
<Compile Include="Assets/TouchHandler.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/TravelCommandSelector.cs" />
<Compile Include="Assets/Eagle/ConnectionStatusUI.cs" />
@@ -98,7 +97,6 @@
<Compile Include="Assets/HoveringTooltipTextProvider.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/util/KeyModifiedAmount.cs" />
<Compile Include="Assets/HoveringTooltip.cs" />
<Compile Include="Assets/Bluetooth/DiceInterface.cs" />
<Compile Include="Assets/ButtonColors.cs" />
<Compile Include="Assets/Eagle/MapController.cs" />
<Compile Include="Assets/common/DisclosureTriangle.cs" />
@@ -126,6 +124,7 @@
<Compile Include="Assets/Modern UI Pack/Scripts/Notification/NotificationManagerEditor.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Button/ButtonManagerBasicEditor.cs" />
<Compile Include="Assets/ConnectionHandler/RunningGameItem.cs" />
<Compile Include="Assets/Tutorial/UI/TutorialCanvasBuilder.cs" />
<Compile Include="Assets/Shardok/Table Rows/ArmyRowController.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/PrisonerExchangeDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Notifications/Notification.cs" />
@@ -150,10 +149,8 @@
<Compile Include="Assets/Eagle/GeneratedTextUpdater.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/OutlawApprehendedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/HexMetrics.cs" />
<Compile Include="Assets/Bluetooth/OneDiceRollController.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Switch/SwitchManager.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/ProvinceHeldDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Bluetooth/DieInfo.cs" />
<Compile Include="Assets/common/ResourceFetcher.cs" />
<Compile Include="Assets/Tutorial/Content/TutorialStep.cs" />
<Compile Include="Assets/Auth/AuthClient.cs" />
@@ -161,10 +158,10 @@
<Compile Include="Assets/Eagle/Notifications/RiotSuppressedNotificationGenerator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Modal Window/ModalWindowManagerEditor.cs" />
<Compile Include="Assets/common/GUIUtils/AutoScrollingText.cs" />
<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/Tutorial/Content/TutorialContentDefinitions.cs" />
<Compile Include="Assets/Eagle/CommandPanelController.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/ShatteredArmyDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/TurnHistoryPanelController.cs" />
@@ -206,10 +203,10 @@
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<Compile Include="Assets/Eagle/Notifications/ARNNotifications/WithdrewForTruceDetailsNotificationGenerator.cs" />
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<Compile Include="Assets/Eagle/Notifications/ARNNotifications/SwearBrotherhoodDetailsNotificationGenerator.cs" />
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<Compile Include="Assets/Eagle/CommandSelectors/HandleRiotGiveCommandSelector.cs" />
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@@ -369,22 +367,22 @@
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<Compile Include="Assets/Eagle/CommandSelectors/ManagePrisonersCommandSelector.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/SendSuppliesCommandSelector.cs" />
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<Compile Include="Assets/Auth/InvitationCodeManager.cs" />
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@@ -446,7 +444,7 @@
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@@ -1368,6 +1381,9 @@
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