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Author SHA1 Message Date
adminandClaude Opus 4.5 a56567449a Remove legacy polling wait and add exponential backoff to reconnect
Changes:
- Remove 5-second wait in GetUpdates that was used for long-polling.
  With streaming, WaitForUpdatesAndPush already waits for updates before
  calling GetUpdates, making this redundant. GetGameStatus is deprecated.
- Add exponential backoff to Eagle's stream reconnection logic, starting
  at 1 second and doubling up to 30 seconds max.

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

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 22:54:28 -08:00
927 changed files with 36892 additions and 84815 deletions
+2 -6
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@@ -26,8 +26,8 @@ common --host_cxxopt="--std=c++23"
common --javacopt="-Xlint:-options"
# suppress warnings due to https://developer.apple.com/forums/thread/733317
# Use host_linkopt for macOS-specific flags to avoid passing them to Linux cross-compilation
common:macos --host_linkopt=-Wl,-no_warn_duplicate_libraries
common --linkopt=-Wl
common:macos --linkopt=-Wl,-no_warn_duplicate_libraries
# Fix Xcode version caching issue - avoids need for `bazel clean --expunge` after Xcode updates
common:macos --repo_env=DEVELOPER_DIR=/Applications/Xcode.app/Contents/Developer
@@ -36,7 +36,3 @@ common --java_language_version=17
common --java_runtime_version=remotejdk_17
common --tool_java_language_version=17
common --tool_java_runtime_version=remotejdk_17
# Workspace status for build stamping (git commit, timestamp)
common --workspace_status_command=tools/workspace_status.sh
common --stamp
-3
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@@ -6,7 +6,4 @@
*.bytes filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.ttf filter=lfs diff=lfs merge=lfs -text
# Exclude pre-existing font files that were committed as blobs (not LFS pointers)
src/main/csharp/**/GUI[[:space:]]Pro[[:space:]]Kit*/**/*.ttf !filter !diff !merge
src/main/csharp/**/Modern[[:space:]]UI[[:space:]]Pack/**/*.ttf !filter !diff !merge
*.herodata filter=lfs diff=lfs merge=lfs -text
-209
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@@ -1,209 +0,0 @@
name: Auth Service Build and Deploy
on:
push:
branches: [ "main" ]
paths:
- 'src/main/go/net/eagle0/authservice/**'
- 'src/main/go/net/eagle0/authcli/**'
- 'src/main/protobuf/net/eagle0/eagle/api/auth.proto'
- 'src/main/protobuf/net/eagle0/eagle/api/admin/**'
- 'src/main/protobuf/net/eagle0/eagle/internal/auth_internal.proto'
- 'ci/BUILD.bazel'
- '.github/workflows/auth_build.yml'
workflow_dispatch:
inputs:
push_images:
description: 'Push images to container registry'
required: true
default: 'false'
type: boolean
permissions:
contents: read
jobs:
build-auth:
runs-on: self-hosted
outputs:
image_tag: ${{ steps.push-auth.outputs.image_tag }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Build Auth Server Docker image
id: build-auth
run: |
set -ex
# Build auth server image (Go binary has explicit goos/goarch in BUILD.bazel)
bazel build //ci:auth_server_image
# Save the resolved path before any other bazel command changes bazel-bin symlink
IMAGE_PATH=$(readlink -f bazel-bin/ci/auth_server_image)
echo "Image path: $IMAGE_PATH"
echo "image_path=$IMAGE_PATH" >> $GITHUB_OUTPUT
- name: Login to DigitalOcean Container Registry
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DO_TOKEN: ${{ secrets.DO_REGISTRY_TOKEN }}
run: |
mkdir -p ~/.docker
AUTH=$(echo -n "${DO_TOKEN}:${DO_TOKEN}" | base64)
echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > ~/.docker/config.json
mkdir -p .docker
cp ~/.docker/config.json .docker/
- name: Push Auth image to DO registry
id: push-auth
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DOCKER_CONFIG: ${{ github.workspace }}/.docker
run: |
set -ex
AUTH_IMAGE="${{ steps.build-auth.outputs.image_path }}"
echo "Using Auth image: $AUTH_IMAGE"
if [ -z "$AUTH_IMAGE" ] || [ ! -d "$AUTH_IMAGE" ]; then
echo "ERROR: Auth image not found at: $AUTH_IMAGE"
exit 1
fi
# Build the push target to get crane in runfiles
bazel build //ci:auth_server_push
# Use crane directly for push
CRANE="bazel-bin/ci/push_auth_server_push.sh.runfiles/rules_oci~~oci~oci_crane_darwin_arm64/crane"
echo "Using crane: $CRANE"
# Push with SHA tag
GIT_SHA=$(git rev-parse --short=8 HEAD)
IMAGE_TAG="registry.digitalocean.com/eagle0/auth-server:${GIT_SHA}"
echo "Pushing auth image: $IMAGE_TAG"
$CRANE push "$AUTH_IMAGE" "$IMAGE_TAG"
# Output the full image tag for deploy step
echo "image_tag=$IMAGE_TAG" >> $GITHUB_OUTPUT
# Also update :latest for convenience
echo "Copying to :latest tag"
$CRANE copy "$IMAGE_TAG" "registry.digitalocean.com/eagle0/auth-server:latest"
deploy:
runs-on: ubuntu-latest
needs: [build-auth]
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
environment: production
env:
AUTH_IMAGE: ${{ needs.build-auth.outputs.image_tag }}
DISCORD_CLIENT_ID: ${{ secrets.DISCORD_CLIENT_ID }}
DISCORD_CLIENT_SECRET: ${{ secrets.DISCORD_CLIENT_SECRET }}
GOOGLE_CLIENT_ID: ${{ secrets.GOOGLE_CLIENT_ID }}
GOOGLE_CLIENT_SECRET: ${{ secrets.GOOGLE_CLIENT_SECRET }}
JWT_PRIVATE_KEY: ${{ secrets.JWT_PRIVATE_KEY }}
FASTMAIL_API_TOKEN: ${{ secrets.FASTMAIL_API_TOKEN }}
FASTMAIL_FROM_EMAIL: ${{ secrets.FASTMAIL_FROM_EMAIL }}
FASTMAIL_FROM_NAME: ${{ secrets.FASTMAIL_FROM_NAME }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Deploy auth service to production
uses: appleboy/ssh-action@v1.0.3
with:
host: ${{ secrets.DO_DROPLET_IP }}
username: deploy
key: ${{ secrets.DO_SSH_KEY }}
script_stop: true
envs: AUTH_IMAGE,DISCORD_CLIENT_ID,DISCORD_CLIENT_SECRET,GOOGLE_CLIENT_ID,GOOGLE_CLIENT_SECRET,JWT_PRIVATE_KEY,FASTMAIL_API_TOKEN,FASTMAIL_FROM_EMAIL,FASTMAIL_FROM_NAME
script: |
set -x
cd /opt/eagle0
# Update AUTH_IMAGE in .env file (preserve other vars)
if [ -f .env ]; then
# Remove old AUTH_IMAGE line and add new one
grep -v '^AUTH_IMAGE=' .env > .env.tmp || true
echo "AUTH_IMAGE=${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 (only if set)
# Debug: show whether env vars are set (not their values)
echo "FASTMAIL_API_TOKEN set: $([ -n "${FASTMAIL_API_TOKEN:-}" ] && echo 'yes' || echo 'no')"
echo "FASTMAIL_FROM_EMAIL set: $([ -n "${FASTMAIL_FROM_EMAIL:-}" ] && echo 'yes' || echo 'no')"
echo "FASTMAIL_FROM_NAME set: $([ -n "${FASTMAIL_FROM_NAME:-}" ] && echo 'yes' || echo 'no')"
cp .env.tmp6 .env.tmp7
if [ -n "${FASTMAIL_API_TOKEN:-}" ]; then
grep -v '^FASTMAIL_API_TOKEN=' .env.tmp7 > .env.tmp7a || true
# Use printf with %s to avoid shell interpretation of special chars
printf 'FASTMAIL_API_TOKEN=%s\n' "${FASTMAIL_API_TOKEN}" >> .env.tmp7a
mv .env.tmp7a .env.tmp7
fi
cp .env.tmp7 .env.tmp8
if [ -n "${FASTMAIL_FROM_EMAIL:-}" ]; then
grep -v '^FASTMAIL_FROM_EMAIL=' .env.tmp8 > .env.tmp8a || true
printf 'FASTMAIL_FROM_EMAIL=%s\n' "${FASTMAIL_FROM_EMAIL}" >> .env.tmp8a
mv .env.tmp8a .env.tmp8
fi
cp .env.tmp8 .env
if [ -n "${FASTMAIL_FROM_NAME:-}" ]; then
grep -v '^FASTMAIL_FROM_NAME=' .env > .env.tmp9 || true
printf 'FASTMAIL_FROM_NAME=%s\n' "${FASTMAIL_FROM_NAME}" >> .env.tmp9
mv .env.tmp9 .env
fi
# Show what ended up in .env for these vars (masked)
echo "Resulting .env FASTMAIL entries:"
grep '^FASTMAIL' .env | sed 's/=.*/=***/' || echo "(none)"
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
# Login to registry
echo "${{ secrets.DO_REGISTRY_TOKEN }}" | docker login registry.digitalocean.com -u "${{ secrets.DO_REGISTRY_TOKEN }}" --password-stdin
echo "Deploying auth service: $AUTH_IMAGE"
# Use crane to pull image
echo "Installing crane..."
curl -sL https://github.com/google/go-containerregistry/releases/download/v0.20.2/go-containerregistry_Linux_x86_64.tar.gz | tar xzf - crane
chmod +x crane
echo "Pulling Auth image with crane..."
./crane pull "${AUTH_IMAGE}" auth.tar || { echo "ERROR: Failed to pull auth image"; exit 1; }
echo "Loading Auth image into Docker..."
docker load -i auth.tar
rm auth.tar
rm ./crane
# Only recreate the auth container (not eagle, shardok, etc.)
docker compose -f docker-compose.prod.yml up -d --no-deps --force-recreate auth
# Wait for health check
sleep 5
docker compose -f docker-compose.prod.yml ps auth
# Verify container is using correct image
echo "=== Verifying auth container image ==="
docker compose -f docker-compose.prod.yml images auth
# Cleanup old images
docker image prune -f
-137
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@@ -1,137 +0,0 @@
name: Build Linux Sysroot
on:
workflow_dispatch:
inputs:
version:
description: 'Sysroot version (e.g., v2, v3)'
required: true
default: 'v2'
type: string
architecture:
description: 'Target architecture'
required: true
default: 'amd64'
type: choice
options:
- amd64
- arm64
- both
permissions:
contents: read
jobs:
build-sysroot-amd64:
if: ${{ inputs.architecture == 'amd64' || inputs.architecture == 'both' }}
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Build sysroot
run: ./tools/sysroot/build_sysroot.sh
- name: Upload sysroot artifact
uses: actions/upload-artifact@v4
with:
name: ubuntu-noble-sysroot-amd64
path: tools/sysroot/output/
- name: Install AWS CLI
run: |
if ! command -v aws &> /dev/null; then
curl "https://awscli.amazonaws.com/awscli-exe-linux-x86_64.zip" -o "awscliv2.zip"
unzip -q awscliv2.zip
sudo ./aws/install
fi
- name: Upload to DigitalOcean Spaces
env:
AWS_ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
AWS_SECRET_ACCESS_KEY: ${{ secrets.SECRET_KEY }}
run: |
# Upload sysroot tarball to DO Spaces
aws s3 cp tools/sysroot/output/ubuntu_noble_amd64_sysroot.tar.xz \
s3://eagle0-sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz \
--endpoint-url https://sfo3.digitaloceanspaces.com \
--acl public-read
# Upload sha256 file
aws s3 cp tools/sysroot/output/ubuntu_noble_amd64_sysroot.sha256 \
s3://eagle0-sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.sha256 \
--endpoint-url https://sfo3.digitaloceanspaces.com \
--acl public-read
echo ""
echo "=== AMD64 Sysroot uploaded ==="
echo "URL: https://eagle0-sysroot.sfo3.digitaloceanspaces.com/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz"
echo "SHA256: $(cat tools/sysroot/output/ubuntu_noble_amd64_sysroot.sha256)"
echo ""
echo "Update MODULE.bazel with:"
echo "sysroot("
echo " name = \"linux_sysroot\","
echo " sha256 = \"$(cat tools/sysroot/output/ubuntu_noble_amd64_sysroot.sha256)\","
echo " urls = [\"https://eagle0-sysroot.sfo3.digitaloceanspaces.com/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz\"],"
echo ")"
build-sysroot-arm64:
if: ${{ inputs.architecture == 'arm64' || inputs.architecture == 'both' }}
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Set up QEMU for ARM64 emulation
uses: docker/setup-qemu-action@v3
with:
platforms: arm64
- name: Set up Docker Buildx
uses: docker/setup-buildx-action@v3
- name: Build ARM64 sysroot
run: ./tools/sysroot/build_sysroot_arm64.sh
- name: Upload sysroot artifact
uses: actions/upload-artifact@v4
with:
name: ubuntu-noble-sysroot-arm64
path: tools/sysroot/output/
- name: Install AWS CLI
run: |
if ! command -v aws &> /dev/null; then
curl "https://awscli.amazonaws.com/awscli-exe-linux-x86_64.zip" -o "awscliv2.zip"
unzip -q awscliv2.zip
sudo ./aws/install
fi
- name: Upload to DigitalOcean Spaces
env:
AWS_ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
AWS_SECRET_ACCESS_KEY: ${{ secrets.SECRET_KEY }}
run: |
# Upload sysroot tarball to DO Spaces
aws s3 cp tools/sysroot/output/ubuntu_noble_arm64_sysroot.tar.xz \
s3://eagle0-sysroot/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.tar.xz \
--endpoint-url https://sfo3.digitaloceanspaces.com \
--acl public-read
# Upload sha256 file
aws s3 cp tools/sysroot/output/ubuntu_noble_arm64_sysroot.sha256 \
s3://eagle0-sysroot/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.sha256 \
--endpoint-url https://sfo3.digitaloceanspaces.com \
--acl public-read
echo ""
echo "=== ARM64 Sysroot uploaded ==="
echo "URL: https://eagle0-sysroot.sfo3.digitaloceanspaces.com/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.tar.xz"
echo "SHA256: $(cat tools/sysroot/output/ubuntu_noble_arm64_sysroot.sha256)"
echo ""
echo "Update MODULE.bazel with:"
echo "sysroot("
echo " name = \"linux_sysroot_arm64\","
echo " sha256 = \"$(cat tools/sysroot/output/ubuntu_noble_arm64_sysroot.sha256)\","
echo " urls = [\"https://eagle0-sysroot.sfo3.digitaloceanspaces.com/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.tar.xz\"],"
echo ")"
-623
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@@ -1,623 +0,0 @@
name: Docker Build and Push
on:
push:
branches: [ "main" ]
paths:
- 'src/main/cpp/**'
- 'src/main/go/**'
- 'src/main/scala/**'
- 'src/main/protobuf/**'
- 'src/main/resources/**'
- 'ci/BUILD.bazel'
- 'MODULE.bazel'
- 'docker-compose.prod.yml'
- 'nginx/**'
- '.github/workflows/docker_build.yml'
workflow_dispatch:
inputs:
push_images:
description: 'Push images to container registry'
required: true
default: 'false'
type: boolean
permissions:
contents: read
jobs:
build-eagle:
runs-on: self-hosted
outputs:
image_tag: ${{ steps.push-eagle.outputs.image_tag }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Build Eagle Docker image
id: build-eagle
run: |
set -ex
bazel build --platforms=//:linux_x86_64 //ci:eagle_server_image
# Also build the warmup tool for Linux
bazel build //src/main/go/net/eagle0/warmup:warmup_linux_amd64
# Copy warmup binary to scripts/ so it gets deployed with other scripts
mkdir -p scripts/bin
cp bazel-bin/src/main/go/net/eagle0/warmup/warmup_linux_amd64_/warmup_linux_amd64 scripts/bin/warmup
# Save the resolved path before any other bazel command changes bazel-bin symlink
IMAGE_PATH=$(readlink -f bazel-bin/ci/eagle_server_image)
echo "Image path: $IMAGE_PATH"
echo "image_path=$IMAGE_PATH" >> $GITHUB_OUTPUT
- 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 Eagle image to DO registry
id: push-eagle
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: $EAGLE_IMAGE"
if [ -z "$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
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
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
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" "$IMAGE_TAG"
# Output the full image tag for deploy step
echo "image_tag=$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/shardok-server:latest"
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"
deploy:
runs-on: self-hosted
needs: [build-eagle, build-shardok, build-admin, build-jfr-sidecar]
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
environment: production
env:
EAGLE_IMAGE: ${{ needs.build-eagle.outputs.image_tag }}
SHARDOK_IMAGE: ${{ needs.build-shardok.outputs.image_tag }}
ADMIN_IMAGE: ${{ needs.build-admin.outputs.image_tag }}
JFR_SIDECAR_IMAGE: ${{ needs.build-jfr-sidecar.outputs.image_tag }}
OPENAI_API_KEY: ${{ secrets.OPENAI_API_KEY }}
GPT_MODEL_NAME: ${{ secrets.GPT_MODEL_NAME }}
EAGLE_ENABLE_S3: ${{ secrets.EAGLE_ENABLE_S3 }}
DO_SPACES_ACCESS_KEY: ${{ secrets.DO_SPACES_ACCESS_KEY }}
DO_SPACES_SECRET_KEY: ${{ secrets.DO_SPACES_SECRET_KEY }}
JWT_PRIVATE_KEY: ${{ secrets.JWT_PRIVATE_KEY }}
DISCORD_CLIENT_ID: ${{ secrets.DISCORD_CLIENT_ID }}
DISCORD_CLIENT_SECRET: ${{ secrets.DISCORD_CLIENT_SECRET }}
GOOGLE_CLIENT_ID: ${{ secrets.GOOGLE_CLIENT_ID }}
GOOGLE_CLIENT_SECRET: ${{ secrets.GOOGLE_CLIENT_SECRET }}
SHARDOK_ADDRESS: ${{ secrets.SHARDOK_ADDRESS }}
SHARDOK_AUTH_TOKEN: ${{ secrets.SHARDOK_AUTH_TOKEN }}
SENTRY_DSN: ${{ secrets.SENTRY_DSN }}
DO_DROPLET_IP: ${{ secrets.DO_DROPLET_IP }}
DO_REGISTRY_TOKEN: ${{ secrets.DO_REGISTRY_TOKEN }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Setup SSH key
run: |
mkdir -p ~/.ssh
echo "${{ secrets.DO_SSH_KEY }}" > ~/.ssh/deploy_key
chmod 600 ~/.ssh/deploy_key
ssh-keyscan -H "$DO_DROPLET_IP" >> ~/.ssh/known_hosts 2>/dev/null || true
- name: Copy config files to droplet
run: |
scp -i ~/.ssh/deploy_key \
docker-compose.prod.yml nginx/nginx.conf \
scripts/deploy-blue-green.sh scripts/warmup-eagle.sh scripts/bin/warmup \
deploy@"$DO_DROPLET_IP":/opt/eagle0/
- name: Deploy to production droplet
run: |
ssh -i ~/.ssh/deploy_key deploy@"$DO_DROPLET_IP" bash -s << DEPLOY_SCRIPT
set -ex
cd /opt/eagle0
# Environment variables passed via heredoc
EAGLE_IMAGE="${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}"
# Check Docker has IPv6 support for connecting to Hetzner Shardok
# (One-time setup: sudo tee /etc/docker/daemon.json <<< '{"ipv6": true, "ip6tables": true, "experimental": true, "fixed-cidr-v6": "fd00::/80"}' && sudo systemctl restart docker)
if ! cat /etc/docker/daemon.json 2>/dev/null | grep -q '"ip6tables"'; then
echo "WARNING: Docker IPv6 not configured. Eagle may not reach Hetzner Shardok."
echo "Run: sudo tee /etc/docker/daemon.json <<< '{\"ipv6\": true, \"ip6tables\": true, \"experimental\": true, \"fixed-cidr-v6\": \"fd00::/80\"}' && sudo systemctl restart docker"
fi
# Write env vars to .env file for docker-compose
# Preserve AUTH_IMAGE if it exists (managed by auth_build.yml)
EXISTING_AUTH_IMAGE=""
if [ -f .env ]; then
EXISTING_AUTH_IMAGE=\$(grep '^AUTH_IMAGE=' .env | cut -d= -f2- || true)
fi
rm -f .env 2>/dev/null || true
cat > .env << EOF
EAGLE_IMAGE=\${EAGLE_IMAGE}
SHARDOK_IMAGE=\${SHARDOK_IMAGE}
ADMIN_IMAGE=\${ADMIN_IMAGE}
JFR_SIDECAR_IMAGE=\${JFR_SIDECAR_IMAGE}
AUTH_IMAGE=\${EXISTING_AUTH_IMAGE:-registry.digitalocean.com/eagle0/auth-server:latest}
OPENAI_API_KEY=\${OPENAI_API_KEY:-}
GPT_MODEL_NAME=\${GPT_MODEL_NAME:-gpt-4o}
EAGLE_ENABLE_S3=\${EAGLE_ENABLE_S3:-false}
DO_SPACES_ACCESS_KEY=\${DO_SPACES_ACCESS_KEY:-}
DO_SPACES_SECRET_KEY=\${DO_SPACES_SECRET_KEY:-}
JWT_PRIVATE_KEY=\${JWT_PRIVATE_KEY:-}
DISCORD_CLIENT_ID=\${DISCORD_CLIENT_ID:-}
DISCORD_CLIENT_SECRET=\${DISCORD_CLIENT_SECRET:-}
GOOGLE_CLIENT_ID=\${GOOGLE_CLIENT_ID:-}
GOOGLE_CLIENT_SECRET=\${GOOGLE_CLIENT_SECRET:-}
SHARDOK_ADDRESS=\${SHARDOK_ADDRESS:-shardok:40042}
SHARDOK_AUTH_TOKEN=\${SHARDOK_AUTH_TOKEN:-}
SENTRY_DSN=\${SENTRY_DSN:-}
EOF
chmod 600 .env
# 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"
# 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
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
# 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
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 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 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
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
# 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
}
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
fi
# Ensure auth is running (but don't force-recreate it)
docker compose -f docker-compose.prod.yml up -d auth
# Restart nginx to pick up new container IPs
# (nginx caches DNS at startup, so it needs restart after eagle/shardok)
docker compose -f docker-compose.prod.yml up -d --force-recreate nginx
# Cleanup orphaned containers
docker compose -f docker-compose.prod.yml up -d --remove-orphans
# Wait for health checks
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
docker image prune -f
DEPLOY_SCRIPT
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name: Cleanup Old Container Images
on:
schedule:
# Run daily at 3am UTC
- cron: '0 3 * * *'
workflow_dispatch:
inputs:
dry_run:
description: 'Dry run (show what would be deleted without deleting)'
required: true
default: 'true'
type: boolean
permissions:
contents: read
jobs:
cleanup:
runs-on: ubuntu-latest
steps:
- name: Install doctl
uses: digitalocean/action-doctl@v2
with:
token: ${{ secrets.DO_REGISTRY_TOKEN }}
- name: Cleanup old images
env:
DRY_RUN: ${{ github.event_name == 'workflow_dispatch' && github.event.inputs.dry_run == 'true' }}
run: |
set -e
RETENTION_DAYS=5
CUTOFF_DATE=$(date -d "-${RETENTION_DAYS} days" +%s)
REGISTRY="eagle0"
echo "Cleaning up images older than ${RETENTION_DAYS} days"
echo "Cutoff date: $(date -d "@${CUTOFF_DATE}" -Iseconds)"
echo "Dry run: ${DRY_RUN}"
echo ""
# List of repositories to clean
# Use tail to skip header row in case --no-header doesn't work
REPOS=$(doctl registry repository list-v2 --format Name --no-header | grep -v '^Name$' | grep -v '^$')
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 "")
if [ -z "$MANIFESTS" ]; then
echo " No manifests found"
continue
fi
echo "$MANIFESTS" | 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
MANIFEST_DATE=$(date -d "$UPDATED_AT" +%s 2>/dev/null || echo "0")
# Skip protected tags (latest, arm64-latest)
if echo "$TAGS" | grep -qE '(^|,)(latest|arm64-latest)(,|$)'; then
echo " KEEP: ${DIGEST:0:20}... (protected tag: $TAGS)"
continue
fi
# Check if older than cutoff
if [ "$MANIFEST_DATE" -lt "$CUTOFF_DATE" ]; then
echo " DELETE: ${DIGEST:0:20}... (updated: $UPDATED_AT, tags: $TAGS)"
if [ "$DRY_RUN" != "true" ]; then
doctl registry repository delete-manifest "${REPO}" "$DIGEST" --force
fi
else
echo " KEEP: ${DIGEST:0:20}... (updated: $UPDATED_AT, tags: $TAGS)"
fi
done
echo ""
done
- name: Run garbage collection
if: github.event_name == 'schedule' || (github.event_name == 'workflow_dispatch' && github.event.inputs.dry_run == 'false')
run: |
echo "Starting garbage collection..."
doctl registry garbage-collection start --force
echo "Garbage collection started. It may take a few minutes to complete."
-221
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@@ -1,221 +0,0 @@
name: Shardok ARM64 Build and Push
on:
push:
branches: [ "main" ]
paths:
- 'src/main/cpp/**'
- 'src/main/protobuf/net/eagle0/shardok/**'
- 'src/main/protobuf/net/eagle0/common/**'
- 'src/main/resources/net/eagle0/shardok/**'
- 'ci/BUILD.bazel'
- 'MODULE.bazel'
- '.github/workflows/shardok_arm64_build.yml'
workflow_dispatch:
inputs:
push_images:
description: 'Push images to container registry'
required: true
default: 'true'
type: boolean
permissions:
contents: read
jobs:
build-shardok-arm64:
runs-on: self-hosted
outputs:
image_tag: ${{ steps.push-shardok.outputs.image_tag }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Build Shardok ARM64 binary (cross-compile for Linux ARM64)
run: |
set -ex
echo "=== Building shardok-server binary for linux-aarch64 ==="
bazel build \
--platforms=//:linux_arm64 \
--extra_toolchains=@llvm_toolchain_linux_arm64//:all \
//src/main/cpp/net/eagle0/shardok:shardok-server
LINUX_BIN="bazel-bin/src/main/cpp/net/eagle0/shardok/shardok-server"
echo "=== Checking binary at: $LINUX_BIN ==="
if [ ! -f "$LINUX_BIN" ]; then
echo "ERROR: Binary not found at $LINUX_BIN"
exit 1
fi
# Verify it's ELF (Linux) not Mach-O (macOS)
echo "=== Verifying binary format ==="
MAGIC=$(head -c 4 "$LINUX_BIN" | xxd -p)
echo "Binary magic bytes: $MAGIC"
if [ "$MAGIC" = "7f454c46" ]; then
echo "SUCCESS: Binary is ELF format (Linux)"
# Check if it's ARM64 (e_machine = 0xB7 = 183 for aarch64)
E_MACHINE=$(od -An -j18 -N2 -tx2 "$LINUX_BIN" | tr -d ' ')
echo "ELF e_machine: $E_MACHINE"
if [ "$E_MACHINE" = "b700" ]; then
echo "SUCCESS: Binary is ARM64 (aarch64)"
else
echo "WARNING: Binary e_machine is $E_MACHINE (expected b700 for aarch64)"
fi
elif [ "$MAGIC" = "cfaeedfe" ] || [ "$MAGIC" = "cffaedfe" ]; then
echo "ERROR: Binary is Mach-O format (macOS) - cross-compilation failed!"
exit 1
else
echo "WARNING: Unknown binary format: $MAGIC"
file "$LINUX_BIN" || true
fi
- name: Build Shardok ARM64 Docker image
id: build-shardok
run: |
set -ex
bazel build \
--platforms=//:linux_arm64 \
--extra_toolchains=@llvm_toolchain_linux_arm64//:all \
//ci:shardok_server_image_arm64
IMAGE_PATH=$(readlink -f bazel-bin/ci/shardok_server_image_arm64)
echo "Image path: $IMAGE_PATH"
echo "image_path=$IMAGE_PATH" >> $GITHUB_OUTPUT
# Verify the binary inside the tar layer is ARM64 ELF
echo "=== Verifying binary in image tar ==="
BINARY_TAR="bazel-bin/ci/shardok_binary_layer_arm64.tar"
if [ -f "$BINARY_TAR" ]; then
echo "Checking binary in $BINARY_TAR"
MAGIC=$(tar -xOf "$BINARY_TAR" app/shardok-server 2>/dev/null | head -c 4 | xxd -p)
echo "Binary magic in tar: $MAGIC"
if [ "$MAGIC" = "7f454c46" ]; then
echo "SUCCESS: Binary in tar is ELF format (Linux)"
else
echo "ERROR: Binary in tar is NOT ELF format!"
exit 1
fi
else
echo "WARNING: Could not find $BINARY_TAR"
fi
- name: Login to DigitalOcean Container Registry
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DO_REGISTRY_TOKEN: ${{ secrets.DO_REGISTRY_TOKEN }}
run: |
AUTH=$(echo -n "${DO_REGISTRY_TOKEN}:${DO_REGISTRY_TOKEN}" | base64)
echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > ~/.docker/config.json
- name: Push Shardok ARM64 image to DigitalOcean
id: push-shardok
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
run: |
set -ex
CROSS_IMAGE="${{ steps.build-shardok.outputs.image_path }}"
echo "Using cross-compiled image: $CROSS_IMAGE"
if [ -z "$CROSS_IMAGE" ] || [ ! -d "$CROSS_IMAGE" ]; then
echo "ERROR: Cross-compiled image not found at: $CROSS_IMAGE"
exit 1
fi
# Build a push target to get crane in runfiles
bazel build //ci:eagle_server_push
# Find the Darwin crane binary
RUNFILES="bazel-bin/ci/push_eagle_server_push.sh.runfiles"
CRANE=$(find "$RUNFILES" -path "*darwin*" -name crane 2>/dev/null | head -1)
if [ -z "$CRANE" ]; then
CRANE=$(find "$RUNFILES" -name crane 2>/dev/null | head -1)
fi
if [ -z "$CRANE" ] || [ ! -e "$CRANE" ]; then
echo "ERROR: crane not found"
exit 1
fi
echo "Using crane: $CRANE"
# Push with arm64-prefixed SHA tag (same repo as x86, different tag)
GIT_SHA=$(git rev-parse --short=8 HEAD)
IMAGE_TAG="registry.digitalocean.com/eagle0/shardok-server:arm64-${GIT_SHA}"
echo "Pushing shardok ARM64 image: $IMAGE_TAG"
$CRANE push "$CROSS_IMAGE" "$IMAGE_TAG"
echo "image_tag=$IMAGE_TAG" >> $GITHUB_OUTPUT
# Also update :arm64-latest tag for convenience
echo "Copying to :arm64-latest tag"
$CRANE copy "$IMAGE_TAG" "registry.digitalocean.com/eagle0/shardok-server:arm64-latest"
echo "=== Push complete ==="
echo "Image: $IMAGE_TAG"
echo "Also tagged as: registry.digitalocean.com/eagle0/shardok-server:arm64-latest"
deploy-hetzner:
runs-on: self-hosted
needs: [build-shardok-arm64]
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
environment: production
env:
SHARDOK_IMAGE: ${{ needs.build-shardok-arm64.outputs.image_tag }}
steps:
- name: Setup SSH key
run: |
mkdir -p ~/.ssh
echo "${{ secrets.HETZNER_SSH_KEY }}" > ~/.ssh/hetzner_deploy
chmod 600 ~/.ssh/hetzner_deploy
# Add host key to known_hosts to avoid prompt
ssh-keyscan -H ${{ secrets.HETZNER_IP }} >> ~/.ssh/known_hosts 2>/dev/null || true
- name: Deploy to Hetzner
run: |
ssh -i ~/.ssh/hetzner_deploy -o StrictHostKeyChecking=accept-new deploy@${{ secrets.HETZNER_IP }} << 'ENDSSH'
set -ex
cd /opt/eagle0
# Login to registry
echo "${{ secrets.DO_REGISTRY_TOKEN }}" | docker login registry.digitalocean.com -u "${{ secrets.DO_REGISTRY_TOKEN }}" --password-stdin
echo "Deploying Shardok ARM64: ${{ needs.build-shardok-arm64.outputs.image_tag }}"
# Pull the new image
docker pull "${{ needs.build-shardok-arm64.outputs.image_tag }}"
# Stop and remove any container using port 40042 or named shardok*
docker ps -q --filter "publish=40042" | xargs -r docker stop
docker ps -aq --filter "name=shardok" | xargs -r docker rm -f
docker ps -aq --filter "publish=40042" | xargs -r docker rm -f
# Run new container
docker run -d \
--name shardok-ai \
--restart unless-stopped \
-p 40042:40042 \
-v /opt/eagle0/data:/data \
-v /etc/shardok:/etc/shardok:ro \
-v /etc/letsencrypt:/etc/letsencrypt:ro \
-v /usr/local/share/eagle0:/usr/local/share/eagle0:ro \
-e SHARDOK_RESOURCES_PATH=/app/resources \
-e SHARDOK_MAPS_PATH=/app/resources/maps \
"${{ needs.build-shardok-arm64.outputs.image_tag }}"
# Wait and verify
sleep 5
docker ps | grep shardok-ai
# Cleanup old images
docker image prune -f
echo "=== Hetzner deployment complete ==="
ENDSSH
- name: Cleanup SSH key
if: always()
run: rm -f ~/.ssh/hetzner_deploy
+2 -2
View File
@@ -52,14 +52,14 @@ jobs:
- name: Persist Library/
run: ./ci/github_actions/persist_library.sh
- name: Deploy Windows unity
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
if: success() #&& github.ref == 'refs/heads/main' && github.event_name == 'push'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
run: bazel run //src/main/go/net/eagle0/build/unity3d_windows_build_handler:unity3d_windows_build_handler -- "/tmp/eagle0/eagle0WIN" "/tmp/unity_manifest.txt"
- name: Update unified manifest
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
if: success() #&& github.ref == 'refs/heads/main' && github.event_name == 'push'
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
+7
View File
@@ -35,3 +35,10 @@ repos:
entry: ./scripts/pre-commit-gazelle.sh
files: '(\.go|\.proto|BUILD\.bazel|BUILD|WORKSPACE|WORKSPACE\.bazel|\.bzl)$'
pass_filenames: false
- repo: local
hooks:
- id: update-action-result-types
name: update-action-result-types
language: system
entry: ./scripts/updateActionResultTypes.sh
files: 'src/main/protobuf/net/eagle0/eagle/common/action_result_type.proto'
-18
View File
@@ -3,24 +3,6 @@ load("@io_bazel_rules_go//go:def.bzl", "nogo")
package(default_visibility = ["//visibility:public"])
# Platform for cross-compiling to Linux x86_64
platform(
name = "linux_x86_64",
constraint_values = [
"@platforms//os:linux",
"@platforms//cpu:x86_64",
],
)
# Platform for cross-compiling to Linux ARM64
platform(
name = "linux_arm64",
constraint_values = [
"@platforms//os:linux",
"@platforms//cpu:aarch64",
],
)
gazelle(name = "gazelle")
# gazelle:proto file
-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
+18 -122
View File
@@ -26,98 +26,56 @@ scala_config = use_extension(
"@rules_scala//scala/extensions:config.bzl",
"scala_config",
)
scala_config.settings(scala_version = SCALA_VERSION)
scala_deps = use_extension(
"@rules_scala//scala/extensions:deps.bzl",
"scala_deps",
)
scala_deps.scala()
scala_deps.scalatest()
scala_deps.scala_proto()
#
# Language Support - C++
#
bazel_dep(name = "toolchains_llvm", version = "1.6.0")
bazel_dep(name = "toolchains_llvm", version = "1.4.0")
llvm = use_extension("@toolchains_llvm//toolchain/extensions:llvm.bzl", "llvm")
# Native toolchain (macOS -> macOS, Linux -> Linux)
llvm.toolchain(
name = "llvm_toolchain",
llvm_version = "20.1.2",
)
# Cross-compilation toolchain (macOS -> Linux x86_64)
# Uses the same LLVM distribution but with a Linux sysroot
llvm.toolchain(
name = "llvm_toolchain_linux",
llvm_version = "20.1.2",
)
# Linux x86_64 sysroot for cross-compilation
llvm.sysroot(
name = "llvm_toolchain_linux",
label = "@linux_sysroot//sysroot",
targets = ["linux-x86_64"],
)
# Cross-compilation toolchain (macOS -> Linux ARM64)
llvm.toolchain(
name = "llvm_toolchain_linux_arm64",
llvm_version = "20.1.2",
)
# Linux ARM64 sysroot for cross-compilation
llvm.sysroot(
name = "llvm_toolchain_linux_arm64",
label = "@linux_sysroot_arm64//sysroot",
targets = ["linux-aarch64"],
)
use_repo(llvm, "llvm_toolchain", "llvm_toolchain_linux", "llvm_toolchain_linux_arm64")
# Download the Linux sysroots (Ubuntu 24.04 Noble for C++23 support)
# Built by: .github/workflows/build_sysroot.yml
# To rebuild: Run the "Build Linux Sysroot" workflow with a new version, then update sha256 and URL
sysroot = use_repo_rule("@toolchains_llvm//toolchain:sysroot.bzl", "sysroot")
# x86_64 sysroot
sysroot(
name = "linux_sysroot",
sha256 = "a06475004fe8003ae7ccb4fe1d5511feb9b27cce4a8826eb1dfd686ed83f3dba",
urls = ["https://eagle0-sysroot.sfo3.digitaloceanspaces.com/v3/ubuntu_noble_amd64_sysroot.tar.xz"],
)
# ARM64 sysroot
sysroot(
name = "linux_sysroot_arm64",
sha256 = "87469137737e09bc73855007dab835477eb10a7b3ce3f725f93f64e25747f3f9",
urls = ["https://eagle0-sysroot.sfo3.digitaloceanspaces.com/v4/ubuntu_noble_arm64_sysroot.tar.xz"],
)
use_repo(llvm, "llvm_toolchain")
#
# 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", repo_name = "io_bazel_rules_go", version = "0.56.1")
bazel_dep(name = "gazelle", repo_name = "bazel_gazelle", version = "0.45.0")
go_sdk = use_extension("@io_bazel_rules_go//go:extensions.bzl", "go_sdk")
go_sdk.download(version = "1.23.3")
go_deps = use_extension("@bazel_gazelle//:extensions.bzl", "go_deps")
go_deps.from_file(go_mod = "//:go.mod")
use_repo(
go_deps,
"com_github_aws_aws_sdk_go_v2",
"com_github_aws_aws_sdk_go_v2_config",
"com_github_aws_aws_sdk_go_v2_credentials",
"com_github_aws_aws_sdk_go_v2_service_s3",
"com_github_golang_jwt_jwt_v5",
"com_github_google_uuid",
"org_golang_google_grpc",
"org_golang_google_protobuf",
)
@@ -126,15 +84,15 @@ use_repo(
# Platform Support - Apple/iOS
#
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 = "apple_support", repo_name = "build_bazel_apple_support", version = "1.21.1")
bazel_dep(name = "rules_apple", repo_name = "build_bazel_rules_apple", version = "3.16.1")
bazel_dep(name = "rules_swift", repo_name = "build_bazel_rules_swift", version = "2.3.1")
#
# Protocol Buffers & RPC
#
bazel_dep(name = "protobuf", version = "29.2", repo_name = "com_google_protobuf")
bazel_dep(name = "protobuf", repo_name = "com_google_protobuf", version = "29.2")
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")
@@ -145,43 +103,6 @@ bazel_dep(name = "flatbuffers", version = "25.2.10")
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")
oci = use_extension("@rules_oci//oci:extensions.bzl", "oci")
# Base image for Eagle (Java 17 JDK - includes jcmd for JFR dumps)
oci.pull(
name = "eclipse_temurin_17",
image = "docker.io/library/eclipse-temurin",
platforms = ["linux/amd64"],
tag = "17-jdk",
)
# Base image for Shardok (Ubuntu 24.04 for C++ runtime)
oci.pull(
name = "ubuntu_24_04",
image = "docker.io/library/ubuntu",
platforms = [
"linux/amd64",
"linux/arm64/v8",
],
tag = "24.04",
)
# Base image for Admin Server (Alpine for lightweight Go binary)
oci.pull(
name = "alpine_linux",
image = "docker.io/library/alpine",
platforms = ["linux/amd64"],
tag = "3.21",
)
use_repo(oci, "alpine_linux", "alpine_linux_linux_amd64", "eclipse_temurin_17", "eclipse_temurin_17_linux_amd64", "ubuntu_24_04", "ubuntu_24_04_linux_amd64", "ubuntu_24_04_linux_arm64_v8")
#
# Java/Scala Dependencies
#
@@ -189,6 +110,7 @@ use_repo(oci, "alpine_linux", "alpine_linux_linux_amd64", "eclipse_temurin_17",
bazel_dep(name = "rules_jvm_external", version = "6.3")
maven = use_extension("@rules_jvm_external//:extensions.bzl", "maven")
maven.install(
artifacts = [
# Netty
@@ -240,15 +162,9 @@ maven.install(
"org.reactivestreams:reactive-streams:1.0.4",
"javax.xml.bind:jaxb-api:2.3.1",
# OkHttp (for SSE with read timeout support, OAuth HTTP calls)
# OkHttp (for SSE with read timeout support)
"com.squareup.okhttp3:okhttp:4.12.0",
"com.squareup.okhttp3:okhttp-sse:4.12.0",
# JWT (for OAuth token handling)
"com.nimbusds:nimbus-jose-jwt:9.37.3",
# Error tracking
"io.sentry:sentry:7.19.0",
],
duplicate_version_warning = "error",
fail_if_repin_required = True,
@@ -257,6 +173,7 @@ maven.install(
"https://repo1.maven.org/maven2",
],
)
use_repo(maven, "maven", "unpinned_maven")
#
@@ -264,7 +181,6 @@ use_repo(maven, "maven", "unpinned_maven")
#
http_archive = use_repo_rule("@bazel_tools//tools/build_defs/repo:http.bzl", "http_archive")
http_file = use_repo_rule("@bazel_tools//tools/build_defs/repo:http.bzl", "http_file")
# GTL (for parallel_hashmap)
GTL_VERSION = "1.2.0"
@@ -293,24 +209,6 @@ http_archive(
],
)
# Busybox static binary for Docker health checks (provides nc, wget, etc.)
# https://busybox.net/downloads/binaries/
http_file(
name = "busybox_x86_64",
sha256 = "6e123e7f3202a8c1e9b1f94d8941580a25135382b99e8d3e34fb858bba311348",
urls = ["https://busybox.net/downloads/binaries/1.35.0-x86_64-linux-musl/busybox"],
downloaded_file_path = "busybox",
executable = True,
)
http_file(
name = "busybox_aarch64",
sha256 = "141adb1b625a6f44c4b114f76b4387b4ea4f7ab802b88eb40e0d2f6adcccb1c3",
urls = ["https://busybox.net/downloads/binaries/1.35.0-aarch64-linux-musl/busybox"],
downloaded_file_path = "busybox",
executable = True,
)
#
# Toolchain Registration
#
@@ -323,7 +221,5 @@ register_toolchains(
# Set dev_dependency so we can turn this off for swift MacOS builds
register_toolchains(
"@llvm_toolchain//:all",
"@llvm_toolchain_linux//:all",
"@llvm_toolchain_linux_arm64//:all",
dev_dependency = True,
)
+88 -324
View File
@@ -26,11 +26,7 @@
"https://bcr.bazel.build/modules/aspect_bazel_lib/1.38.0/MODULE.bazel": "6307fec451ba9962c1c969eb516ebfe1e46528f7fa92e1c9ac8646bef4cdaa3f",
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@@ -413,7 +388,7 @@
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"general": {
"bzlTransitiveDigest": "8jv3p0xDR/oitFeH8y0+Y5xlyrUbfsTRlc9TSwYkwl8=",
"bzlTransitiveDigest": "8iOqbPY5ve3DvjzaI1mJZ8XTiJypN2PeWvcKOvmZLy8=",
"usagesDigest": "iDVoyPxUeADmfK8ssoyG3Ehq1bj6p7A43LpEiE266os=",
"recordedFileInputs": {},
"recordedDirentsInputs": {},
@@ -1290,296 +1265,6 @@
"recordedRepoMappingEntries": []
}
},
"@@rules_oci~//oci:extensions.bzl%oci": {
"general": {
"bzlTransitiveDigest": "FaY+7xb13bB3hmxqwAWaGp3Tf3Q4Nfdlr+F38CP5mcg=",
"usagesDigest": "39yHQmifPoGf+JSYpnQSnJGugxbrFVge/+ENmUiqZ6M=",
"recordedFileInputs": {},
"recordedDirentsInputs": {},
"envVariables": {},
"generatedRepoSpecs": {
"eclipse_temurin_17_linux_amd64": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_pull",
"attributes": {
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/eclipse-temurin",
"identifier": "17-jdk",
"platform": "linux/amd64",
"target_name": "eclipse_temurin_17_linux_amd64",
"bazel_tags": []
}
},
"eclipse_temurin_17": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_alias",
"attributes": {
"target_name": "eclipse_temurin_17",
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/eclipse-temurin",
"identifier": "17-jdk",
"platforms": {
"@@platforms//cpu:x86_64": "@eclipse_temurin_17_linux_amd64"
},
"bzlmod_repository": "eclipse_temurin_17",
"reproducible": true
}
},
"ubuntu_24_04_linux_amd64": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_pull",
"attributes": {
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/ubuntu",
"identifier": "24.04",
"platform": "linux/amd64",
"target_name": "ubuntu_24_04_linux_amd64",
"bazel_tags": []
}
},
"ubuntu_24_04_linux_arm64_v8": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_pull",
"attributes": {
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/ubuntu",
"identifier": "24.04",
"platform": "linux/arm64/v8",
"target_name": "ubuntu_24_04_linux_arm64_v8",
"bazel_tags": []
}
},
"ubuntu_24_04": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_alias",
"attributes": {
"target_name": "ubuntu_24_04",
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/ubuntu",
"identifier": "24.04",
"platforms": {
"@@platforms//cpu:x86_64": "@ubuntu_24_04_linux_amd64",
"@@platforms//cpu:arm64": "@ubuntu_24_04_linux_arm64_v8"
},
"bzlmod_repository": "ubuntu_24_04",
"reproducible": true
}
},
"alpine_linux_linux_amd64": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_pull",
"attributes": {
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/alpine",
"identifier": "3.21",
"platform": "linux/amd64",
"target_name": "alpine_linux_linux_amd64",
"bazel_tags": []
}
},
"alpine_linux": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_alias",
"attributes": {
"target_name": "alpine_linux",
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/alpine",
"identifier": "3.21",
"platforms": {
"@@platforms//cpu:x86_64": "@alpine_linux_linux_amd64"
},
"bzlmod_repository": "alpine_linux",
"reproducible": true
}
},
"oci_crane_darwin_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "darwin_amd64",
"crane_version": "v0.18.0"
}
},
"oci_crane_darwin_arm64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "darwin_arm64",
"crane_version": "v0.18.0"
}
},
"oci_crane_linux_arm64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "linux_arm64",
"crane_version": "v0.18.0"
}
},
"oci_crane_linux_armv6": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "linux_armv6",
"crane_version": "v0.18.0"
}
},
"oci_crane_linux_i386": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "linux_i386",
"crane_version": "v0.18.0"
}
},
"oci_crane_linux_s390x": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "linux_s390x",
"crane_version": "v0.18.0"
}
},
"oci_crane_linux_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "linux_amd64",
"crane_version": "v0.18.0"
}
},
"oci_crane_windows_armv6": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "windows_armv6",
"crane_version": "v0.18.0"
}
},
"oci_crane_windows_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "windows_amd64",
"crane_version": "v0.18.0"
}
},
"oci_crane_toolchains": {
"bzlFile": "@@rules_oci~//oci/private:toolchains_repo.bzl",
"ruleClassName": "toolchains_repo",
"attributes": {
"toolchain_type": "@rules_oci//oci:crane_toolchain_type",
"toolchain": "@oci_crane_{platform}//:crane_toolchain"
}
},
"oci_regctl_darwin_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "darwin_amd64"
}
},
"oci_regctl_darwin_arm64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "darwin_arm64"
}
},
"oci_regctl_linux_arm64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "linux_arm64"
}
},
"oci_regctl_linux_s390x": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "linux_s390x"
}
},
"oci_regctl_linux_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "linux_amd64"
}
},
"oci_regctl_windows_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "windows_amd64"
}
},
"oci_regctl_toolchains": {
"bzlFile": "@@rules_oci~//oci/private:toolchains_repo.bzl",
"ruleClassName": "toolchains_repo",
"attributes": {
"toolchain_type": "@rules_oci//oci:regctl_toolchain_type",
"toolchain": "@oci_regctl_{platform}//:regctl_toolchain"
}
}
},
"moduleExtensionMetadata": {
"explicitRootModuleDirectDeps": [
"eclipse_temurin_17",
"eclipse_temurin_17_linux_amd64",
"ubuntu_24_04",
"ubuntu_24_04_linux_amd64",
"ubuntu_24_04_linux_arm64_v8",
"alpine_linux",
"alpine_linux_linux_amd64"
],
"explicitRootModuleDirectDevDeps": [],
"useAllRepos": "NO",
"reproducible": false
},
"recordedRepoMappingEntries": [
[
"aspect_bazel_lib~",
"bazel_tools",
"bazel_tools"
],
[
"bazel_features~",
"bazel_tools",
"bazel_tools"
],
[
"rules_oci~",
"aspect_bazel_lib",
"aspect_bazel_lib~"
],
[
"rules_oci~",
"bazel_features",
"bazel_features~"
],
[
"rules_oci~",
"bazel_skylib",
"bazel_skylib~"
]
]
}
},
"@@rules_scala~//scala/extensions:config.bzl%scala_config": {
"general": {
"bzlTransitiveDigest": "TdBxhkZTM7VU6teIFS+KoonKU7wmb5BL7leCWWx7yX8=",
@@ -1608,7 +1293,7 @@
},
"@@rules_scala~//scala/extensions:deps.bzl%scala_deps": {
"general": {
"bzlTransitiveDigest": "5SDZrXQHW6tI/VEw+La2OPOK4ZWm0LGTxnChXOXBCag=",
"bzlTransitiveDigest": "F2PMm61fmZ/IE+VSw1rigJ71hBDD7k3vqyYR1/GgXeA=",
"usagesDigest": "kwo8oolISmSSITnit4b4S0vBiUtHlHK0WLDUwScxmOg=",
"recordedFileInputs": {},
"recordedDirentsInputs": {},
@@ -5219,6 +4904,85 @@
]
]
}
},
"@@toolchains_llvm~//toolchain/extensions:llvm.bzl%llvm": {
"general": {
"bzlTransitiveDigest": "afRF0aFOIUrkYl3o040WQ606ep1qciEXzjnAxT3Kek8=",
"usagesDigest": "sYVuhiCAQehFTnGTv0bNtTBR4WorebpWBNxF0mRusyw=",
"recordedFileInputs": {},
"recordedDirentsInputs": {},
"envVariables": {},
"generatedRepoSpecs": {
"llvm_toolchain_llvm": {
"bzlFile": "@@toolchains_llvm~//toolchain:rules.bzl",
"ruleClassName": "llvm",
"attributes": {
"alternative_llvm_sources": [],
"auth_patterns": {},
"distribution": "auto",
"exec_arch": "",
"exec_os": "",
"libclang_rt": {},
"llvm_mirror": "",
"llvm_version": "20.1.2",
"llvm_versions": {},
"netrc": "",
"sha256": {},
"strip_prefix": {},
"urls": {}
}
},
"llvm_toolchain": {
"bzlFile": "@@toolchains_llvm~//toolchain:rules.bzl",
"ruleClassName": "toolchain",
"attributes": {
"absolute_paths": false,
"archive_flags": {},
"compile_flags": {},
"conly_flags": {},
"coverage_compile_flags": {},
"coverage_link_flags": {},
"cxx_builtin_include_directories": {},
"cxx_flags": {},
"cxx_standard": {},
"dbg_compile_flags": {},
"exec_arch": "",
"exec_os": "",
"extra_exec_compatible_with": {},
"extra_target_compatible_with": {},
"link_flags": {},
"link_libs": {},
"llvm_versions": {
"": "20.1.2"
},
"opt_compile_flags": {},
"opt_link_flags": {},
"stdlib": {},
"target_settings": {},
"unfiltered_compile_flags": {},
"toolchain_roots": {},
"sysroot": {}
}
}
},
"recordedRepoMappingEntries": [
[
"toolchains_llvm~",
"bazel_skylib",
"bazel_skylib~"
],
[
"toolchains_llvm~",
"bazel_tools",
"bazel_tools"
],
[
"toolchains_llvm~",
"toolchains_llvm",
"toolchains_llvm~"
]
]
}
}
}
}
-347
View File
@@ -1,347 +0,0 @@
load("@rules_oci//oci:defs.bzl", "oci_image", "oci_load", "oci_push")
load("@rules_pkg//pkg:tar.bzl", "pkg_tar")
#
# Shared utilities layer (busybox for nc, wget, etc.)
#
pkg_tar(
name = "busybox_layer",
srcs = ["@busybox_x86_64//file"],
package_dir = "/usr/local/bin",
remap_paths = {
"file/busybox": "busybox",
},
symlinks = {
"/usr/local/bin/nc": "busybox",
},
)
pkg_tar(
name = "busybox_layer_arm64",
srcs = ["@busybox_aarch64//file"],
package_dir = "/usr/local/bin",
remap_paths = {
"file/busybox": "busybox",
},
symlinks = {
"/usr/local/bin/nc": "busybox",
},
)
#
# Eagle Server Docker Image
#
# Build: bazel build //ci:eagle_server_image
# Load: bazel run //ci:eagle_server_load
# Push: bazel run //ci:eagle_server_push
#
# Package the deploy JAR
pkg_tar(
name = "eagle_server_jar_layer",
srcs = ["//src/main/scala/net/eagle0/eagle:eagle_server_deploy.jar"],
package_dir = "/app",
)
# Package the game resources needed at runtime
pkg_tar(
name = "eagle_resources_layer",
srcs = [
"//src/main/resources/net/eagle0/eagle:beasts",
"//src/main/resources/net/eagle0/eagle:game_parameters",
"//src/main/resources/net/eagle0/eagle:headshots",
"//src/main/resources/net/eagle0/eagle:heroes",
"//src/main/resources/net/eagle0/eagle:province_map",
"//src/main/resources/net/eagle0/eagle:settings",
],
package_dir = "/app/resources",
)
oci_image(
name = "eagle_server_image",
base = "@eclipse_temurin_17_linux_amd64",
entrypoint = [
"java",
"-Xmx2g",
"-XX:+UseG1GC",
# JFR profiling support
"-XX:+UnlockDiagnosticVMOptions",
"-XX:+DebugNonSafepoints", # Required for JFR to see through inlined methods
"-XX:FlightRecorderOptions=stackdepth=256",
"-jar",
"/app/eagle_server_deploy.jar",
],
env = {
"JAVA_OPTS": "-Xmx2g -XX:+UseG1GC",
},
exposed_ports = ["40032/tcp"],
tars = [
":busybox_layer",
":eagle_server_jar_layer",
":eagle_resources_layer",
],
workdir = "/app",
)
# Load into Docker locally: bazel run //ci:eagle_server_load
oci_load(
name = "eagle_server_load",
image = ":eagle_server_image",
repo_tags = ["eagle0/eagle-server:latest"],
)
# Push to DigitalOcean Container Registry
# Note: No remote_tags here - DigitalOcean converts OCI to Docker format,
# changing the digest and breaking oci_push's tag-by-digest logic.
# Tagging is handled in the CI workflow using crane copy/tag.
oci_push(
name = "eagle_server_push",
image = ":eagle_server_image",
repository = "registry.digitalocean.com/eagle0/eagle-server",
)
#
# Shardok Server Docker Image
#
# Build: bazel build //ci:shardok_server_image
# Load: bazel run //ci:shardok_server_load
# Push: bazel run //ci:shardok_server_push
#
# Package the Shardok binary
pkg_tar(
name = "shardok_binary_layer",
srcs = ["//src/main/cpp/net/eagle0/shardok:shardok-server"],
package_dir = "/app",
)
# Package the Shardok resources (battalion types, settings)
pkg_tar(
name = "shardok_resources_layer",
srcs = [
"//src/main/resources/net/eagle0/shardok:battalion_types",
"//src/main/resources/net/eagle0/shardok:settings",
],
package_dir = "/app/resources",
)
# Package the converted maps
pkg_tar(
name = "shardok_maps_layer",
srcs = ["//src/main/resources/net/eagle0/shardok/maps"],
package_dir = "/app/resources/maps",
)
oci_image(
name = "shardok_server_image",
base = "@ubuntu_24_04_linux_amd64",
entrypoint = ["/app/shardok-server"],
exposed_ports = [
"40042/tcp",
"40052/tcp",
],
tars = [
":busybox_layer",
":shardok_binary_layer",
":shardok_resources_layer",
":shardok_maps_layer",
],
workdir = "/app",
)
# Load into Docker locally: bazel run //ci:shardok_server_load
oci_load(
name = "shardok_server_load",
image = ":shardok_server_image",
repo_tags = ["eagle0/shardok-server:latest"],
)
# Push to DigitalOcean Container Registry
# Note: No remote_tags here - DigitalOcean converts OCI to Docker format,
# changing the digest and breaking oci_push's tag-by-digest logic.
# Tagging is handled in the CI workflow using crane copy/tag.
oci_push(
name = "shardok_server_push",
image = ":shardok_server_image",
repository = "registry.digitalocean.com/eagle0/shardok-server",
)
#
# Shardok Server ARM64 Docker Image (for Hetzner on-demand compute)
#
# Build: bazel build //ci:shardok_server_image_arm64 --platforms=//:linux_arm64 --extra_toolchains=@llvm_toolchain_linux_arm64//:all
# Load: bazel run //ci:shardok_server_load_arm64
# Push: bazel run //ci:shardok_server_push_arm64
#
# Package the Shardok binary (ARM64 version - must be built with --platforms=//:linux_arm64)
pkg_tar(
name = "shardok_binary_layer_arm64",
srcs = ["//src/main/cpp/net/eagle0/shardok:shardok-server"],
package_dir = "/app",
)
oci_image(
name = "shardok_server_image_arm64",
base = "@ubuntu_24_04_linux_arm64_v8",
entrypoint = ["/app/shardok-server"],
exposed_ports = [
"40042/tcp",
"40052/tcp",
],
tars = [
# Note: busybox_layer_arm64 omitted - busybox.net has SSL issues
# Health checks can use the shardok-server binary itself or be added later
":shardok_binary_layer_arm64",
":shardok_resources_layer",
":shardok_maps_layer",
],
workdir = "/app",
)
# Load into Docker locally (ARM64): bazel run //ci:shardok_server_load_arm64
oci_load(
name = "shardok_server_load_arm64",
image = ":shardok_server_image_arm64",
repo_tags = ["eagle0/shardok-server:latest-arm64"],
)
# Push to DigitalOcean Container Registry (for Hetzner deployment)
# Uses same repository as x86 but with arm64- tag prefix
oci_push(
name = "shardok_server_push_arm64",
image = ":shardok_server_image_arm64",
repository = "registry.digitalocean.com/eagle0/shardok-server",
)
#
# Admin Server Docker Image (Go)
#
# Build: bazel build //ci:admin_server_image
# Load: bazel run //ci:admin_server_load
# Push: bazel run //ci:admin_server_push
#
# Package the Go admin binary (explicit Linux x86_64 target)
pkg_tar(
name = "admin_binary_layer",
srcs = ["//src/main/go/net/eagle0/admin_server:admin_server_linux_amd64"],
package_dir = "/app",
)
oci_image(
name = "admin_server_image",
base = "@alpine_linux_linux_amd64",
entrypoint = ["/app/admin_server_linux_amd64"],
exposed_ports = ["8080/tcp"],
tars = [
":busybox_layer",
":admin_binary_layer",
],
workdir = "/app",
)
# Load into Docker locally: bazel run //ci:admin_server_load
oci_load(
name = "admin_server_load",
image = ":admin_server_image",
repo_tags = ["eagle0/admin-server:latest"],
)
# Push to DigitalOcean Container Registry
oci_push(
name = "admin_server_push",
image = ":admin_server_image",
repository = "registry.digitalocean.com/eagle0/admin-server",
)
#
# JFR Sidecar Docker Image (Go + JDK for jcmd)
#
# This sidecar runs with shared PID namespace to access the Eagle JVM.
# Build: bazel build //ci:jfr_sidecar_image
# Load: bazel run //ci:jfr_sidecar_load
# Push: bazel run //ci:jfr_sidecar_push
#
# Package the Go JFR server binary
pkg_tar(
name = "jfr_sidecar_binary_layer",
srcs = ["//src/main/go/net/eagle0/jfr_server:jfr_server_linux_amd64"],
package_dir = "/app",
)
oci_image(
name = "jfr_sidecar_image",
# Use JDK base image - we need jcmd to dump JFR recordings
base = "@eclipse_temurin_17_linux_amd64",
entrypoint = ["/app/jfr_server_linux_amd64"],
exposed_ports = ["8081/tcp"],
tars = [
":jfr_sidecar_binary_layer",
],
workdir = "/app",
)
# Load into Docker locally: bazel run //ci:jfr_sidecar_load
oci_load(
name = "jfr_sidecar_load",
image = ":jfr_sidecar_image",
repo_tags = ["eagle0/jfr-sidecar:latest"],
)
# Push to DigitalOcean Container Registry
oci_push(
name = "jfr_sidecar_push",
image = ":jfr_sidecar_image",
repository = "registry.digitalocean.com/eagle0/jfr-sidecar",
)
#
# Auth Server Docker Image (Go)
#
# This is the external OAuth service that handles OAuth flows and JWT creation.
# Build: bazel build //ci:auth_server_image
# Load: bazel run //ci:auth_server_load
# Push: bazel run //ci:auth_server_push
#
# Package the Go auth binary (explicit Linux x86_64 target)
pkg_tar(
name = "auth_binary_layer",
srcs = [
"//src/main/go/net/eagle0/authcli:authcli_linux_amd64",
"//src/main/go/net/eagle0/authservice:authservice_linux_amd64",
],
package_dir = "/app",
)
oci_image(
name = "auth_server_image",
base = "@alpine_linux_linux_amd64",
entrypoint = ["/app/authservice_linux_amd64"],
exposed_ports = [
"40033/tcp", # gRPC
"8080/tcp", # HTTP OAuth callback
],
tars = [
":busybox_layer",
":auth_binary_layer",
],
workdir = "/app",
)
# Load into Docker locally: bazel run //ci:auth_server_load
oci_load(
name = "auth_server_load",
image = ":auth_server_image",
repo_tags = ["eagle0/auth-server:latest"],
)
# Push to DigitalOcean Container Registry
oci_push(
name = "auth_server_push",
image = ":auth_server_image",
repository = "registry.digitalocean.com/eagle0/auth-server",
)
-281
View File
@@ -1,281 +0,0 @@
# 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
# Run: docker compose -f docker-compose.prod.yml up
#
# Production deployment:
# Run: docker compose -f docker-compose.prod.yml up -d
services:
# Blue-green deployment: eagle-blue is the primary (production) instance
# eagle-green is the staging instance for zero-downtime deployments
# See scripts/deploy-blue-green.sh for deployment workflow
eagle-blue:
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"
- "${SHARDOK_ADDRESS:-shardok:40042}"
- "--auth-service-url"
- "auth:40033"
ports:
- "40032:40032"
environment:
OPENAI_API_KEY: "${OPENAI_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: "${DISCORD_CLIENT_SECRET:-}"
# Auth token for remote Shardok on Hetzner (only used when shardok address contains .eagle0.net)
SHARDOK_AUTH_TOKEN: "${SHARDOK_AUTH_TOKEN:-}"
# Use persistent volume for save data (users, games, etc.)
EAGLE_SAVE_DIR: "/app/saves"
EAGLE_ARCHIVE_DIR: "/app/archived"
SENTRY_DSN: "${SENTRY_DSN:-}"
SENTRY_ENVIRONMENT: "production"
volumes:
- ./saves:/app/saves # Game saves and user database
- ./archived:/app/archived # Archived completed games
- ./jfr:/app/jfr # JFR recordings - dump with: docker exec eagle-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
depends_on:
- shardok
- auth
restart: unless-stopped
logging:
driver: "json-file"
options:
max-size: "100m"
max-file: "5"
healthcheck:
test: ["CMD-SHELL", "nc -z localhost 40032 || exit 1"]
interval: 30s
timeout: 10s
retries: 3
start_period: 30s
eagle-green:
image: ${EAGLE_IMAGE_NEW:-registry.digitalocean.com/eagle0/eagle-server:latest}
container_name: eagle-green
profiles: ["blue-green"] # Only started during blue-green deployment
command:
- "--gpt-model-name"
- "${GPT_MODEL_NAME:-gpt-5.1}"
- "--shardok-interface-remote-address"
- "${SHARDOK_ADDRESS:-shardok:40042}"
- "--auth-service-url"
- "auth:40033"
ports:
- "40034:40032" # Different host port for staging
environment:
OPENAI_API_KEY: "${OPENAI_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: "${DISCORD_CLIENT_SECRET:-}"
SHARDOK_AUTH_TOKEN: "${SHARDOK_AUTH_TOKEN:-}"
EAGLE_SAVE_DIR: "/app/saves"
EAGLE_ARCHIVE_DIR: "/app/archived"
SENTRY_DSN: "${SENTRY_DSN:-}"
SENTRY_ENVIRONMENT: "production"
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
depends_on:
- shardok
- auth
restart: "no" # Don't auto-restart during deployment
logging:
driver: "json-file"
options:
max-size: "100m"
max-file: "5"
healthcheck:
test: ["CMD-SHELL", "nc -z localhost 40032 || exit 1"]
interval: 10s
timeout: 5s
retries: 6
start_period: 60s
# Backward compatibility alias - for scripts that reference 'eagle' service
eagle:
extends:
service: eagle-blue
auth:
image: ${AUTH_IMAGE:-registry.digitalocean.com/eagle0/auth-server:latest}
container_name: auth-server
environment:
# gRPC port for Auth service
AUTH_GRPC_PORT: "40033"
# HTTP port for OAuth callbacks
AUTH_HTTP_PORT: "8080"
# User data persistence directory
AUTH_DATA_DIR: "/app/data"
# Legacy path for migrating users from Eagle (Phase 1 migration)
AUTH_LEGACY_DATA_DIR: "/app/saves/auth"
# OAuth provider credentials
DISCORD_CLIENT_ID: "${DISCORD_CLIENT_ID:-}"
DISCORD_CLIENT_SECRET: "${DISCORD_CLIENT_SECRET:-}"
GOOGLE_CLIENT_ID: "${GOOGLE_CLIENT_ID:-}"
GOOGLE_CLIENT_SECRET: "${GOOGLE_CLIENT_SECRET:-}"
# Server base URL for OAuth callbacks
SERVER_BASE_URL: "${SERVER_BASE_URL:-https://prod.eagle0.net}"
# JWT keys - PEM files in volume, bootstrapped from JWK on first run
JWT_KEYS_PATH: "/etc/eagle0/keys"
JWT_PRIVATE_KEY: "${JWT_PRIVATE_KEY:-}"
# Fastmail JMAP API for sending invitation emails
FASTMAIL_API_TOKEN: "${FASTMAIL_API_TOKEN:-}"
FASTMAIL_FROM_EMAIL: "${FASTMAIL_FROM_EMAIL:-}"
FASTMAIL_FROM_NAME: "${FASTMAIL_FROM_NAME:-}"
# Note: port 40033 is exposed via nginx, not directly
volumes:
- jwt-keys:/etc/eagle0/keys # Shared JWT keys with Eagle
- ./auth-data:/app/data # User database persistence
- ./saves:/app/saves:ro # Read-only access to Eagle's saves for migration
restart: unless-stopped
logging:
driver: "json-file"
options:
max-size: "50m"
max-file: "3"
healthcheck:
test: ["CMD-SHELL", "nc -z localhost 40033 || exit 1"]
interval: 30s
timeout: 10s
retries: 3
start_period: 10s
shardok:
image: ${SHARDOK_IMAGE:-registry.digitalocean.com/eagle0/shardok-server:latest}
container_name: shardok-server
mem_limit: 1g
memswap_limit: 1g # Prevent swap, OOM-kill cleanly instead
ports:
- "40042:40042"
- "40052:40052"
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
nginx:
image: nginx:alpine
container_name: nginx
ports:
- "443:443"
- "80:80"
- "40033:40033" # Go Auth service gRPC (Phase 2 direct client connections)
volumes:
- ./nginx/nginx.conf:/etc/nginx/nginx.conf:ro
- ./certbot/conf:/etc/letsencrypt:ro
- ./certbot/www:/var/www/certbot:ro
- ./auth:/etc/nginx/auth:ro
depends_on:
- eagle-blue
- admin
restart: unless-stopped
logging:
driver: "json-file"
options:
max-size: "50m"
max-file: "3"
admin:
image: ${ADMIN_IMAGE:-registry.digitalocean.com/eagle0/admin-server:latest}
container_name: admin-server
command:
- "--eagle-addr"
- "${EAGLE_ADDR:-eagle-blue:40032}" # Can be switched for blue-green
- "--auth-addr"
- "auth:40033"
- "--jfr-sidecar-addr"
- "jfr-sidecar:8081"
- "--http-port"
- "8080"
# No external port - accessed via nginx at admin.eagle0.net
depends_on:
- eagle-blue
- auth
- jfr-sidecar
restart: unless-stopped
logging:
driver: "json-file"
options:
max-size: "50m"
max-file: "3"
healthcheck:
test: ["CMD-SHELL", "wget -q --spider http://localhost:8080/health || exit 1"]
interval: 30s
timeout: 10s
retries: 3
start_period: 10s
jfr-sidecar:
image: ${JFR_SIDECAR_IMAGE:-registry.digitalocean.com/eagle0/jfr-sidecar:latest}
container_name: jfr-sidecar
# Share PID namespace with Eagle to access its JVM via jcmd
pid: "service:eagle-blue"
volumes:
- jvm-tmp:/tmp # Shared with Eagle for JVM attach socket files
depends_on:
- eagle-blue
restart: unless-stopped
logging:
driver: "json-file"
options:
max-size: "10m"
max-file: "2"
healthcheck:
test: ["CMD-SHELL", "wget -q --spider http://localhost:8081/health || exit 1"]
interval: 30s
timeout: 10s
retries: 3
start_period: 10s
certbot:
image: certbot/certbot
container_name: certbot
volumes:
- ./certbot/conf:/etc/letsencrypt
- ./certbot/www:/var/www/certbot
entrypoint: "/bin/sh -c 'trap exit TERM; while :; do certbot renew; sleep 12h & wait $${!}; done;'"
volumes:
jvm-tmp:
# Shared /tmp for JVM attach socket files between Eagle and jfr-sidecar
jwt-keys:
# Shared JWT RSA keys between Eagle and auth service
networks:
default:
driver: bridge
enable_ipv6: true
ipam:
config:
- subnet: 172.28.0.0/16
- subnet: fd00:dead:beef::/48
-471
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@@ -1,471 +0,0 @@
# Admin Server Enhancement Plan
## Overview
This document outlines enhancements to the Go admin server (`src/main/go/net/eagle0/admin_server/`) to provide a proper web UI for game administration.
### Current State
The admin server provides a full web UI with htmx interactivity:
- `GET /` - Redirect to games list
- `GET /games` - Game list page (HTML)
- `GET /games/{id}` - Game detail with action history
- `GET /games/{id}/history` - History rows (htmx partial, infinite scroll)
- `GET /games/{id}/action/{index}` - Action detail (htmx partial)
- `POST /games/{id}/rewind` - Rewind game to target action
- `GET /settings` - Settings list with live search
- `POST /settings/update` - Update setting value
- `GET /health` - Health check (JSON)
- `GET /api/games` - JSON API for programmatic access
- `GET /api/games/{id}/history` - JSON API for history
### Goals
1. **Web UI**: Replace raw JSON with an interactive HTML interface
2. **Settings Management**: View and modify the 275+ game settings at runtime
3. **Game Rewind**: Restore a game to a previous action count
---
## Architecture
### Technology Choice: Go Templates + htmx
**Rationale:**
- Single binary deployment (no separate frontend build)
- htmx provides interactivity without JavaScript framework complexity
- Familiar HTML/CSS, minimal learning curve
- Excellent for admin tools where SEO and bundle size don't matter
**Alternatives Considered:**
- React/Vue SPA: Adds build complexity, separate deployment artifact
- Server-side only: Less interactive, full page reloads
### Directory Structure
```
src/main/go/net/eagle0/admin_server/
├── admin_server.go # Main entry point, HTTP routes
├── handlers/
│ ├── games.go # Game list and detail handlers
│ ├── settings.go # Settings list and update handlers
│ └── rewind.go # Game rewind handlers
├── templates/
│ ├── layout.html # Base layout with nav, htmx includes
│ ├── games/
│ │ ├── list.html # Game list page
│ │ ├── detail.html # Single game view with history
│ │ └── history.html # Partial for history table (htmx)
│ ├── settings/
│ │ ├── list.html # Settings list with search/filter
│ │ └── edit.html # Inline edit partial (htmx)
│ └── rewind/
│ └── confirm.html # Rewind confirmation modal
├── static/
│ ├── style.css # Minimal CSS (Pico CSS or similar)
│ └── htmx.min.js # htmx library
└── BUILD.bazel
```
---
## Feature 1: Web UI
### Routes
| Route | Method | Description |
|-------|--------|-------------|
| `/` | GET | Redirect to `/games` |
| `/games` | GET | Game list page (HTML) |
| `/games/{id}` | GET | Game detail page with history |
| `/games/{id}/history` | GET | History partial (htmx, for infinite scroll) |
| `/api/games` | GET | JSON API (existing, keep for programmatic access) |
| `/api/games/{id}/history` | GET | JSON API (existing) |
### Game List Page
```
┌─────────────────────────────────────────────────────────────┐
│ Eagle Admin [Settings] [Health] │
├─────────────────────────────────────────────────────────────┤
│ │
│ Running Games (3) │
│ │
│ ┌─────────────────────────────────────────────────────┐ │
│ │ Game abc123f Round 45 │ │
│ │ Players: Liu Bei (Human), Cao Cao (AI), Sun Quan │ │
│ │ Actions: 1,234 [View] [Rewind]│ │
│ └─────────────────────────────────────────────────────┘ │
│ │
│ ┌─────────────────────────────────────────────────────┐ │
│ │ Game def456a Round 12 │ │
│ │ Players: Test Player (Human) │ │
│ │ Actions: 456 [View] [Rewind]│ │
│ └─────────────────────────────────────────────────────┘ │
│ │
└─────────────────────────────────────────────────────────────┘
```
### Game Detail Page
Shows game info and scrollable action history:
- **Reverse chronological order**: Most recent actions displayed first
- Each action shows: index, type, round ID
- **Clickable actions**: Clicking an action row expands to show JSON representation of the full action data
- "Rewind to here" button on each action row
- Infinite scroll loads more history via htmx (loading older actions as user scrolls down)
### Implementation Notes
1. **Embed static files**: Use `//go:embed` to bundle templates and static files
2. **Template functions**: Add helpers for formatting (hex IDs, timestamps, action summaries)
3. **CSS framework**: Use Pico CSS (~10KB) for clean defaults without classes
---
## Feature 2: Settings Management
### New gRPC Endpoints (Eagle Server)
Add to `eagle.proto`:
```protobuf
message Setting {
string name = 1;
string type = 2; // "Int" or "Double"
string value = 3; // Current value as string
string default_value = 4; // Default from BUILD.bazel
string description = 5; // Optional, for UI hints
}
message GetSettingsRequest {
string filter = 1; // Optional name filter (substring match)
}
message GetSettingsResponse {
repeated Setting settings = 1;
}
message UpdateSettingRequest {
string name = 1;
string value = 2;
}
message UpdateSettingResponse {
Setting setting = 1; // Updated setting
string error = 2; // Empty on success
}
service Eagle {
// ... existing methods ...
rpc GetSettings(GetSettingsRequest) returns (GetSettingsResponse);
rpc UpdateSetting(UpdateSettingRequest) returns (UpdateSettingResponse);
}
```
### Eagle Server Implementation
Create a settings registry that:
1. Discovers all `IntSetting` and `DoubleSetting` instances via reflection or explicit registration
2. Provides get/set by name
3. Validates types on update
```scala
// src/main/scala/net/eagle0/eagle/library/settings/SettingsRegistry.scala
object SettingsRegistry {
private val settings: Map[String, Either[IntSetting, DoubleSetting]] = Map(
"ActionVigorCost" -> Left(ActionVigorCost),
"BaseFoodBuyPrice" -> Right(BaseFoodBuyPrice),
// ... register all 275 settings
)
def getAll(filter: Option[String]): Seq[Setting] = ...
def get(name: String): Option[Setting] = ...
def update(name: String, value: String): Either[String, Setting] = ...
}
```
**Alternative: Code generation**
Rather than manually registering 275 settings, modify `setting_rule.bzl` to generate a registry file during build.
### Admin Server Routes
| Route | Method | Description |
|-------|--------|-------------|
| `/settings` | GET | Settings list page with search |
| `/settings/{name}` | GET | Single setting detail (htmx partial) |
| `/settings/{name}` | PUT | Update setting value |
| `/api/settings` | GET | JSON API |
| `/api/settings/{name}` | PUT | JSON API |
### Settings UI
```
┌─────────────────────────────────────────────────────────────┐
│ Eagle Admin [Games] [Health] │
├─────────────────────────────────────────────────────────────┤
│ │
│ Settings [Search: __________ ] │
│ │
│ ┌─────────────────────────────────────────────────────┐ │
│ │ ActionVigorCost (Int) │ │
│ │ Current: [15 ] Default: 15 [Save] │ │
│ └─────────────────────────────────────────────────────┘ │
│ │
│ ┌─────────────────────────────────────────────────────┐ │
│ │ BaseFoodBuyPrice (Double) │ │
│ │ Current: [0.5 ] Default: 0.5 [Save] │ │
│ └─────────────────────────────────────────────────────┘ │
│ │
│ ... (275 settings, virtualized/paginated) ... │
│ │
└─────────────────────────────────────────────────────────────┘
```
### Considerations
1. **Persistence**: Settings changes are in-memory only. Document that restarts reset to defaults.
2. **Validation**: Validate numeric ranges where applicable (e.g., percentages 0-100)
3. **Categories**: Consider grouping settings by prefix (AI*, Combat*, Economy*, etc.)
4. **Audit log**: Log setting changes with timestamp for debugging
---
## Feature 3: Game Rewind
### Concept
Restore a game to a previous point in its action history. This is useful for:
- Debugging issues that occurred at a specific point
- Testing "what if" scenarios
- Recovering from bugs that corrupted state
### New gRPC Endpoint
Add to `eagle.proto`:
```protobuf
message RewindGameRequest {
int64 game_id = 1;
int32 target_action_count = 2; // Rewind to state after this many actions
}
message RewindGameResponse {
bool success = 1;
string error = 2;
int32 new_action_count = 3;
int32 disconnected_clients = 4; // Number of clients that were disconnected
}
service Eagle {
// ... existing methods ...
rpc RewindGame(RewindGameRequest) returns (RewindGameResponse);
}
```
### Eagle Server Implementation
The `GameHistory` already stores `ActionWithResultingState` for each action, which includes the `GameState` after that action. Rewinding means:
1. **Validate**: Check that `target_action_count` is within valid range (0 to current count)
2. **Get target state**: Retrieve `GameState` at target action count from history
3. **Disconnect clients**: Close all human player connections (they'll need to reconnect)
4. **Replace engine**: Create new `EngineImpl` with target state and truncated history
5. **Reset AI state**: Clear any cached AI state that depends on current game state
```scala
// GameController.scala (pseudocode)
def rewindTo(targetActionCount: Int): Either[String, RewindResult] = {
if (targetActionCount < 0 || targetActionCount > engine.history.count)
return Left(s"Invalid action count: $targetActionCount")
// Get state at target point
val targetState = engine.history.stateAt(targetActionCount)
val truncatedHistory = engine.history.truncateTo(targetActionCount)
// Disconnect all human clients
val disconnectedCount = humanClients.length
humanClients.foreach(_.disconnect("Game rewound by admin"))
// Create new engine at target state
val newEngine = EngineImpl(
gameId = engine.gameId,
currentState = targetState,
history = truncatedHistory,
// ... other fields
)
// Replace controller's engine
this.engine = newEngine
Right(RewindResult(targetActionCount, disconnectedCount))
}
```
### GameHistory Enhancement
Add method to get state at a specific action count:
```scala
trait GameHistory {
// ... existing methods ...
def stateAt(actionCount: Int): GameState = {
if (actionCount == 0) initialState
else all(actionCount - 1).resultingState
}
def truncateTo(actionCount: Int): GameHistory = {
GameHistoryImpl(
initialState = initialState,
actions = all.take(actionCount)
)
}
}
```
### Admin Server Route
| Route | Method | Description |
|-------|--------|-------------|
| `/games/{id}/rewind` | POST | Rewind game (form: `target_action_count`) |
| `/games/{id}/rewind/confirm` | GET | Confirmation modal (htmx partial) |
### Rewind UI Flow
1. User views game history
2. User clicks "Rewind to here" on an action row
3. Confirmation modal appears via htmx:
```
┌─────────────────────────────────────────┐
│ Rewind Game abc123f? │
│ │
│ This will: │
│ • Restore to action 456 (Round 23) │
│ • Discard 778 subsequent actions │
│ • Disconnect 2 connected players │
│ │
│ This cannot be undone. │
│ │
│ [Cancel] [Rewind] │
└─────────────────────────────────────────┘
```
4. On confirm, POST to `/games/{id}/rewind`
5. Success: redirect to game detail showing new state
6. Error: show error message
### Safety Considerations
1. **No undo**: Rewinding discards history. Consider optional backup before rewind.
2. **Client disconnect**: All connected clients are forcibly disconnected.
3. **AI state**: Ensure AI clients restart cleanly after rewind.
4. **Concurrent access**: Lock game during rewind to prevent race conditions.
5. **Authorization**: In production, require admin authentication.
---
## Implementation Phases
### Phase 1: Web UI Foundation
**Status: Complete**
1. ✅ Set up Go templates with `embed`
2. ✅ Add Pico CSS and htmx
3. ✅ Create base layout with navigation
4. ✅ Convert `/games` to HTML with styling
5. ✅ Add game detail page with history table
6. ✅ Implement htmx infinite scroll for history
7. ✅ Reverse history order (most recent first)
8. ✅ Clickable action rows that expand to show JSON representation
9. ✅ Add `/games/{id}/action/{index}` endpoint for fetching action details
**Deliverable**: Browsable game list and history in HTML with clickable action details
### Phase 2: Settings Management
**Status: Complete**
1. ✅ Add `GetSettings` to `eagle.proto` (uses existing `AddSettings` for updates)
2. ✅ Add `getAllSettings` method to auto-generated `SettingsLoader`
3. ✅ Implement `getSettings` in `EagleServiceImpl`
4. ✅ Create settings list page with live search
5. ✅ Add inline editing with htmx
6. ✅ Modified settings are highlighted
**Deliverable**: View and edit settings via admin UI
### Phase 3: Game Rewind
**Status: Complete**
1. ✅ Add `RewindGame` to `eagle.proto`
2. ✅ Implement `stateAt` and `truncateTo` in `GameHistory`
3. ✅ Implement rewind logic in `Engine` and `GameController`
4. ✅ Add rewind confirmation (htmx `hx-confirm` dialog)
5. ✅ Handle client disconnection gracefully
6. ✅ Add rewind button to history rows
7. ✅ Implement `rewindGame` in `GamesManager` and `EagleServiceImpl`
8. ✅ Add admin server `/games/{id}/rewind` POST handler
9. ✅ Add success/error feedback UI
**Deliverable**: Rewind games to any previous action
### Phase 4: Polish
**Status: Not Started**
#### High Priority
1. **Add tests for rewind functionality**
- `PersistedHistory.truncateTo` (handles complex persisted vs recent logic)
- `InMemoryHistory.truncateTo`
- `EngineImpl.rewindTo`
- `GameController.rewindTo`
- `GamesManager.rewindGame`
2. **Improve action history display**
- Human-readable action type names (e.g., "New Round" instead of "NewRoundAction")
- Show acting faction/province when available
- Action summaries from the `summary` field in `GameHistoryEntry`
#### Medium Priority
3. **Settings improvements**
- Group settings by category prefix (AI*, Combat*, Economy*, etc.)
- Show setting descriptions where available
- Pagination for large settings lists
4. **Error handling improvements**
- Better error messages on failed operations
- Retry logic for transient gRPC failures
#### Low Priority (Nice to Have)
5. **Basic auth** - HTTP Basic Auth or OAuth for production use
6. **Audit logging** - Log admin actions with timestamps
7. **Documentation** - Usage guide, deployment notes
#### Future Considerations
- Game creation from admin UI
- Player management (view connected players, force disconnect)
- Export game history to file
- Metrics/stats dashboard
---
## Security Notes
The admin server is intended for local/trusted network use only. For production:
1. **Do not expose to public internet** without authentication
2. Consider adding HTTP Basic Auth or OAuth
3. Run on internal network or behind VPN
4. Log all admin actions for audit trail
---
## Open Questions
1. **Settings persistence**: Should we add optional persistence to disk/database?
2. **Game snapshots**: Should rewind create a backup first?
3. **Multi-admin**: Need locking if multiple admins access simultaneously?
4. **Shardok settings**: Are there Shardok (C++) settings to expose too?
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# Eagle0 Media Asset Audit
This document catalogs all media assets in the Unity project for licensing review.
**Total Assets:** ~12,500 files | **Size:** 1.4 GB
---
## Summary by Category
| Category | Count | Notes |
|----------|-------|-------|
| Images | 10,637 | Mostly PNG icons and UI sprites |
| Audio | 1,778 | 26 music tracks + 1,752 sound effects |
| 3D Models | 52 | Bridge pack only |
| Fonts | 16 | TTF files |
---
## 1. Purchased Asset Store Packages
These are commercial Unity Asset Store purchases tied to your account:
### 4000_Fantasy_Icons
- **Location:** `Assets/4000_Fantasy_Icons/`
- **Size:** 495 MB (5,621 PNG files)
- **Contents:** Icons for armor, weapons, skills, resources
- **License:** Unity Asset Store (check invoice/account)
### GUI Pro Kit Fantasy RPG
- **Location:** `Assets/GUI Pro Kit Fantasy RPG/`
- **Size:** 117 MB (3,755 PNG files)
- **Contents:** UI sprites, animations, prefabs
- **Includes fonts:** Alata-Regular.ttf, JosefinSans-Bold.ttf
- **License:** Unity Asset Store
### Modern UI Pack v4.2.0
- **Location:** `Assets/Modern UI Pack/`
- **Size:** 40 MB (191 PNG files)
- **Author:** Michsky (support@michsky.com)
- **Website:** https://www.michsky.com
- **Includes fonts:** Open Sans family (12 variants)
- **License:** Unity Asset Store
### Pixel Fonts Megapack
- **Location:** `Assets/Pixel Fonts Megapack/`
- **Publisher ID:** 17384
- **Author:** @pixelmush_ on Twitter
- **Asset Store Link:** http://u3d.as/w4v
- **License:** Unity Asset Store
### TileableBridgePack
- **Location:** `Assets/TileableBridgePack/`
- **Size:** 3.1 MB (52 FBX models)
- **Contents:** Bridge construction pieces
- **License:** Unity Asset Store
### Fantasy Interface Sounds
- **Location:** `Assets/Fantasy Interface Sounds/`
- **Count:** 320 WAV files
- **Contents:** UI sounds (bag, book, coins, dice, etc.)
- **License:** Unity Asset Store (verify)
### Medieval Combat Sounds
- **Location:** `Assets/Medieval Combat Sounds/`
- **Count:** 1,072 WAV files
- **Contents:** Footsteps, swings, shields, weapons, magic
- **License:** Unity Asset Store (verify)
### Magic Spells Sound Effects LITE
- **Location:** `Assets/Magic Spells Sound Effects LITE/`
- **Count:** 254 WAV files
- **Contents:** Spell casting, element effects
- **Note:** "LITE" version - check if restrictions apply
- **License:** Unity Asset Store (verify)
---
## 2. Creative Commons Music (Properly Licensed)
**Location:** `Assets/Resources/Music/`
**Documentation:** `Music Credits.txt` (attribution file exists)
All 26 tracks have CC licenses with proper attribution:
| Track | Artist | License |
|-------|--------|---------|
| A Robust Crew | Darren Curtis | CC BY 3.0 |
| Asian Graveyard | Darren Curtis | CC BY 3.0 |
| Fall From Grace | Darren Curtis | CC BY 3.0 |
| Samurai Sake Showdown | Darren Curtis | CC BY 3.0 |
| Deflector | Ghostrifter Official | CC BY-SA 3.0 |
| Chase | Alexander Nakarada | CC BY 4.0 |
| Wintersong | Alexander Nakarada | CC BY 4.0 |
| One Bard Band | Alexander Nakarada | CC BY 4.0 |
| Now We Ride | Alexander Nakarada | CC BY 4.0 |
| The Northern Path | Alexander Nakarada | CC BY 4.0 |
| Victory | MaxKoMusic | CC BY-SA 3.0 |
| Sakuya2 | PeriTune | CC BY 3.0 |
| Under The Sun | Keys of Moon | CC BY 4.0 |
| One Piece of Summer | Keys of Moon | CC BY 4.0 |
| Fluffing a Duck | Kevin MacLeod | CC BY 3.0 |
| Space Jazz | Kevin MacLeod | CC BY 3.0 |
| The Ice Giants | Kevin MacLeod | CC BY 4.0 |
| Epic Cinematic Trailer ELITE | Alex-Productions | CC BY 3.0 |
| Push | Alex-Productions | CC BY 3.0 |
| Virus | Alex-Productions | CC BY 3.0 |
| Duel | Makai Symphony | CC BY-SA 3.0 |
| Dragon Castle | Makai Symphony | CC BY-SA 3.0 |
| Durandal | Makai Symphony | CC BY-SA 3.0 |
**Tracks without specific license (verify):**
- Market Day
- Shopping List
- Medieval: Victory Theme
- Tracks by Dima Koltsov (AUDIUS): No Time for Greatness, Warriors of Demacia, Forest Queen Tale, Valor, Clouds
---
## 3. CC0 / Public Domain Assets
### SimpleFileBrowser Icons
- **Location:** `Assets/Plugins/SimpleFileBrowser/Sprites/FileIcons/`
- **License:** CC0 (documented in LICENSE.txt)
- **Source:** pngrepo.com
- **Items:** Archive, Audio, Default, Drive, Folder, Image, PDF, Text, Video icons
---
## 4. Potentially Problematic Assets (Review Needed)
### Stock Images (Possible License Issues)
These appear to be stock images that may have been used as placeholders:
| File | Concern |
|------|---------|
| ~~`Assets/Eagle/79066358-stock-illustration-raster-illustration-medieval-purse-bag...jpg`~~ | **DELETED** (2025-01-04) |
| ~~`Assets/Images/kisspng-hammer-hand-saws-tool-clip-art...jpg`~~ | **DELETED** (2025-01-04) |
| ~~`Assets/Images/lee-ermy-cropped.jpg`~~ | **DELETED** (2025-01-04) |
| ~~`Assets/Eagle/images.jpeg`~~ | **DELETED** (2025-01-04) |
### Clip Art (Unknown License)
| File | Concern |
|------|---------|
| `Assets/Shardok/commandImages/bridge.png` | Clip art style wooden bridge, unknown source - **needs replacement** |
| `Assets/Images/startFire.png` | Icon, unknown source - **needs verification or replacement** |
### Shardok Sound Effects
- **Location:** `Assets/Shardok/soundEffects/`
- **Count:** 56 MP3 files
- **Contents:** Spell effects, movement, combat sounds
- **Status:** Unknown origin - may be custom or need verification
### Free Icons
- **Location:** `Assets/free_icons/`
- **Count:** 8 PNG weather icons
- **Status:** Verify "free" means commercially usable
### Terrain Hexes
- **Location:** `Assets/Terrain Hexes/`
- **Count:** 85 PNG files
- **Status:** Unknown source - verify licensing
### StrategyGameIcons
- **Location:** `Assets/StrategyGameIcons/`
- **Count:** 138 PNG files
- **Status:** Unknown source - verify licensing
---
## 5. Fonts
| Font | Location | License |
|------|----------|---------|
| Open Sans (12 variants) | Modern UI Pack | Apache 2.0 (Google Font) |
| Alata-Regular | GUI Pro Kit | SIL OFL (Google Font) |
| JosefinSans-Bold | GUI Pro Kit | SIL OFL (Google Font) |
| LiberationSans | TextMesh Pro | SIL OFL |
| NotoColorEmoji | Assets root | SIL OFL (Google) |
| Stoke-Light, Stoke-Regular | Assets root | SIL OFL (Google Font) |
All fonts appear to be open-source Google Fonts or Liberation fonts - should be fine.
---
## 6. Third-Party Code Packages
NuGet packages in `Assets/Packages/` all include LICENSE.TXT files:
- Microsoft.Extensions.* - MIT License
- System.* - MIT License
- Grpc.* - Apache 2.0
---
## Action Items
### Must Verify Before Opening Public Access:
1. ~~**Stock images** - The JPG files with stock image filenames need review.~~ **DONE** - Deleted lee-ermy, kisspng, stock-illustration, Yosemite Sam, and images.jpeg (2025-01-04)
2. **Clip art images** - Unknown license, need replacement with properly licensed alternatives:
- `Assets/Shardok/commandImages/bridge.png` - wooden bridge icon
- `Assets/Images/startFire.png` - fire icon
3. **Shardok sound effects** - 56 MP3 files of unknown origin. Either:
- Document their source
- Replace with known-licensed alternatives
- Confirm they were custom-created
4. **Terrain Hexes** - 85 hex tiles of unknown source
- **TODO:** Confirm if this is a Unity Asset Store purchase (owner believes it is)
5. **StrategyGameIcons** - 138 icons of unknown source
- **TODO:** Investigate origin - check Unity Asset Store purchase history
6. **AUDIUS music tracks** - Verify Dima Koltsov tracks are licensed for commercial use
7. **Discord logo** (`Eagle/Discord-Logo-Blurple.png`) - Likely fine for "Login with Discord" button per Discord brand guidelines, but verify usage complies with their terms
### Already Safe:
- All Asset Store purchases (license tied to your account)
- CC-licensed music (attribution in Music Credits.txt)
- CC0 SimpleFileBrowser icons
- Google Fonts / Liberation fonts
- NuGet packages
---
## Recommendation
Before removing HTTP basic auth:
1. ~~Delete or replace the 4 suspicious JPG/JPEG files in `Assets/Eagle/` and `Assets/Images/`~~ **DONE** (2025-01-04)
2. Replace clip art images (`bridge.png`, `startFire.png`) with properly licensed alternatives (e.g., from [game-icons.net](https://game-icons.net) CC BY 3.0)
3. Verify source of `Assets/Shardok/soundEffects/` MP3s
4. Verify source of `Assets/Terrain Hexes/` and `Assets/StrategyGameIcons/`
5. If any are from early development with unclear licensing, replace them
The bulk of your assets (95%+) are properly licensed Asset Store purchases or CC content.
+20 -93
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@@ -190,116 +190,43 @@ Change APIs to vend Scala `GameState` and `ActionResultT` instead of proto versi
| `RandomStateSequencer.scala` | Threads Scala GameState | ✅ **Complete** |
| `VigorXPApplier.scala` | Has both proto and Scala methods | Scala method exists, delete proto method when unused |
| `PerformForcedTurnBackAction.scala` | Fully protoless | ✅ **Complete** |
| `ResolveBattleAction.scala` | ✅ Fully protoless | Complete (PR #5048) |
| `ResolveBattleAction.scala` | Heavy proto usage | Blocked by proto dependencies |
| `InMemoryHistory.scala` | Stores proto results | Pending - vend Scala types |
| `PersistedHistory.scala` | Stores proto results | Pending - vend Scala types, convert for disk |
| `GameController.scala` | Uses proto for client communication | Keep proto (gRPC boundary) |
### Remaining Proto Usage in Actions
**Progress: 52 of 52 action files (100%) are fully protoless.**
The following actions still have proto usage, blocked by utility dependencies:
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`
| Action | Proto Usage | Blocker |
|--------|-------------|---------|
| `EndBattleAftermathPhaseAction` | **Unblocked** | `ProvinceViewFilter` Scala overload added (PR #4752) |
| `NewRoundAction` | 1 `fromProto` call | `ChronicleEventGenerator` returns proto |
| `EndHandleRiotsPhaseAction` | 1 `toProto` call | `CommandChoiceHelpers` takes proto GameState |
| `PerformVassalCommandsPhaseAction` | 1 `toProto` call | `CommandChoiceHelpers` takes proto GameState |
| `PerformVassalDefenseDecisionsAction` | 1 `toProto` call | `CommandChoiceHelpers` takes proto GameState |
| `EndVassalCommandsPhaseAction` | 1 `toProto` call | `CommandChoiceHelpers` takes proto GameState |
| `PerformReconResolutionAction` | **Unblocked** | `ProvinceViewFilter` Scala overload added (PR #4752) |
| `ResolveBattleAction` | Heavy proto usage | Large refactor needed |
### 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
| Component | Lines | Complexity |
|-----------|-------|------------|
| `ProvinceViewFilter` faction-filtered views | ~100 | Medium (PR #4752 completed server-side) |
| `CommandChoiceHelpers` to Scala | ~2000 | High |
| `ChronicleEventGenerator` to Scala | ~400 | Medium |
| History API updates | ~100 | Low |
| **Total Remaining** | **~2600** | |
### 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
- [ ] `CommandChoiceHelpers` uses Scala types
- [ ] History APIs vend Scala types
- [ ] No `ActionResultProtoConverter.toProto()` calls except at persistence/gRPC boundaries
- [ ] All tests pass
-159
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@@ -1,159 +0,0 @@
# Hetzner Setup Guide
This guide walks through setting up Hetzner Cloud infrastructure for running Shardok on-demand compute.
## Prerequisites
- All code PRs merged (#4990, #4996, #4998, #5001, #5009)
- Access to DigitalOcean Container Registry (for pulling Shardok ARM64 image)
---
## Step 1: Create Hetzner Cloud Account
1. Go to https://console.hetzner.cloud/
2. Sign up and add payment method
3. Create a new project (e.g., "eagle0")
---
## Step 2: Generate Hetzner API Token
1. In Hetzner Console → Security → API Tokens
2. Click "Generate API Token"
3. Give it **Read & Write** permissions
4. Copy the token (you'll only see it once)
---
## Step 3: Generate Shardok Auth Token
Generate a 256-bit random token for Eagle-Shardok authentication:
```bash
openssl rand -hex 32
```
Save this output - it's the shared secret between Eagle and Shardok.
---
## Step 4: Store Secrets in GitHub Actions
Add these secrets in GitHub → Settings → Secrets and variables → Actions:
| Secret Name | Description |
|-------------|-------------|
| `HETZNER_API_TOKEN` | From Step 2 - for Hetzner API calls |
| `SHARDOK_AUTH_TOKEN` | From Step 3 - shared secret for gRPC auth |
Note: `DO_REGISTRY_TOKEN` already exists and will be used for Hetzner to pull container images.
These secrets will be passed to Eagle at runtime via `docker_build.yml`, similar to how `OPENAI_API_KEY` and other secrets are handled.
---
## Step 5: DNS Setup (for Let's Encrypt)
You need a domain pointing to the Shardok instance for TLS certificates.
### Option A: Floating IP (Recommended)
1. In Hetzner Console → Networking → Floating IPs
2. Create a **Floating IPv6** in **Hillsboro, Oregon (hil)** region
- IPv6 costs €1/month vs €3/month for IPv4
- Hillsboro has better latency to DigitalOcean SFO than Ashburn
- Server-to-server communication works fine with IPv6-only
3. Point `shardok.prod.eagle0.net` to this IP via AAAA record
4. The ShardokInstanceManager will attach this IP to instances on spin-up
**Location choice**: Hillsboro, OR (`hil`) is recommended for US West Coast. Same pricing as Ashburn (`ash`).
### Option B: Dynamic DNS
Update DNS programmatically when instance spins up. More complex but avoids floating IP cost.
---
## Step 6: Upload SSH Key to Hetzner
For debugging access to instances:
1. In Hetzner Console → Security → SSH Keys
2. Click "Add SSH Key"
3. Paste your public key (e.g., `~/.ssh/id_rsa.pub`)
4. Give it a name (e.g., "eagle-deploy")
---
## Step 7: Wire Security Config into Eagle
Update Eagle's startup code to use the security config when connecting to remote Shardok:
```scala
val securityConfig = ShardokSecurityConfig(
useTls = true,
authToken = Some(sys.env("SHARDOK_AUTH_TOKEN"))
)
val channel = ServerSetupHelpers.newChannel(
"shardok.prod.eagle0.net",
50051,
securityConfig
)
```
---
## Testing
### Manual Instance Spin-up
Test the Hetzner integration by triggering instance creation:
```scala
val manager = new ShardokInstanceManager(
hetznerApiToken = sys.env("HETZNER_API_TOKEN"),
// ... other config
)
manager.ensureInstanceRunning()
```
### Verify TLS and Auth
1. Instance spins up and gets Let's Encrypt certificate
2. Eagle connects via TLS
3. Auth token is validated on each request
---
## Cost Estimate
| Component | Cost |
|-----------|------|
| CAX41 (16 ARM cores) | ~$0.04/hour |
| Floating IP | ~$4/month |
| Typical usage (20 hrs/week) | ~$3.50/month compute |
**Total: ~$7-8/month** for typical usage.
---
## Troubleshooting
### Instance won't start
- Check Hetzner API token has Read & Write permissions
- Verify you're using the correct region (`hil` for Hillsboro OR, or `ash` for Ashburn VA)
### TLS certificate fails
- Ensure DNS points to the instance IP before certbot runs
- Check port 80 is open for Let's Encrypt HTTP-01 challenge
### Auth failures
- Verify `SHARDOK_AUTH_TOKEN` matches on both Eagle and Shardok
- Check the token file is readable by Shardok container
### Can't pull container image
- Ensure `DO_REGISTRY_TOKEN` is passed to cloud-init
- Verify the ARM64 image exists: `registry.digitalocean.com/eagle0/shardok-server:arm64-latest`
-383
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@@ -1,383 +0,0 @@
# Plan: Extract OAuth to Go Service
## Goal
Move OAuth authentication handling from the Eagle Scala server into a separate Go service. This simplifies Eagle (gRPC-only, no HTTP), reduces complexity, and sets up for potentially moving JWT validation outside Eagle too.
## Architecture Decision: Sidecar Service (Not DO Functions)
**Recommendation: Go sidecar service on the same droplet, in a separate container**
**Why not DO Functions:**
- OAuth requires **stateful sessions** (pendingOAuth/completedOAuth maps with 10-min TTL)
- Client polling pattern (every 2 seconds) would incur high function invocation costs
- Cold start latency problematic for auth flows
- State would require external store (Redis), adding complexity
**Why sidecar (separate container):**
- Simple process on same droplet, minimal network latency
- In-memory state management (like current Scala impl)
- Easy to monitor/debug alongside Eagle
- Can share filesystem for key files (RSA keys) via volume mounts
- **Independent deployment**: Deploying Eagle doesn't restart auth service (and vice versa)
- **Independent scaling**: Could move to separate droplet later if needed
## Current Architecture (What Exists)
```
Unity Client
├── GetOAuthUrl RPC → Eagle AuthServiceImpl → OAuthService.getAuthUrl()
├── [User browser auth] → HTTP callback → OAuthHttpHandler → OAuthService.handleCallback()
├── CheckOAuthStatus RPC (polling) → AuthServiceImpl → OAuthService.checkStatus()
└── All other RPCs include JWT → AuthorizationInterceptor validates
```
**Key files:**
- `src/main/scala/net/eagle0/eagle/auth/OAuthService.scala` - OAuth flow, state management
- `src/main/scala/net/eagle0/eagle/auth/JwtService.scala` - JWT creation/validation
- `src/main/scala/net/eagle0/eagle/auth/UserService.scala` - User CRUD (persisted)
- `src/main/scala/net/eagle0/eagle/service/AuthServiceImpl.scala` - gRPC Auth service
- `src/main/scala/net/eagle0/eagle/service/OAuthHttpHandler.scala` - HTTP callback handler
## Target Architecture (Phase 1)
```
Unity Client
├── GetOAuthUrl RPC ──────────────┐
├── CheckOAuthStatus RPC (polling)├──→ Eagle (port 40032) ──proxy──→ Go Auth Container (port 40033)
├── RefreshToken RPC ─────────────┘ │
├── [User browser] → HTTP callback ────────────────────────────────────────┤
│ ↓
│ (Internal gRPC: GetOrCreateUser, GetUser)
│ ↓
└── Game RPCs with JWT ─────────────────────→ Eagle (port 40032) ← JWT validation stays here
[Same Droplet]
┌─────────────────────────────────────────────────────────────────────────────┐
│ │
│ ┌──────────────────────┐ ┌────────────────────────────────────┐ │
│ │ Go Auth Container │◄────────►│ Eagle Container │ │
│ │ (eagle0-auth) │ internal │ (eagle0-server) │ │
│ │ │ gRPC │ │ │
│ │ - OAuth flow │ │ - JWT validation │ │
│ │ - JWT creation │ │ - UserService (persistence) │ │
│ │ - HTTP callback │ │ - Game logic │ │
│ └──────────────────────┘ └────────────────────────────────────┘ │
│ │ │ │
│ └────────────────┬───────────────────────┘ │
│ ▼ │
│ /etc/eagle0/keys/ (shared volume) │
│ - private.pem │
│ - public.pem │
└─────────────────────────────────────────────────────────────────────────────┘
```
## Component Responsibilities
### Go Auth Service (NEW - separate container)
- **OAuth flow**: getAuthUrl, handleCallback (HTTP), checkStatus
- **State management**: pendingOAuth, completedOAuth maps with TTL
- **JWT creation**: Issue access/refresh tokens (shares RSA private key with Eagle)
- **Token refresh**: Validate refresh token, issue new access token
- Calls Eagle's internal UserService gRPC to find/create users
### Eagle Server (SIMPLIFIED)
- **JWT validation**: AuthorizationInterceptor stays (validates tokens on game RPCs)
- **UserService**: Stays in Eagle (user persistence, display name logic)
- **New internal gRPC**: Expose GetOrCreateUser, GetUser for Go service to call
- **Proxy (Phase 1)**: Forward OAuth RPCs to Go service
- **Remove (Phase 2)**: OAuthService, OAuthHttpHandler, HTTP server setup
### Unity Client (NO CHANGES in Phase 1)
- Eagle proxies Auth RPCs to Go service
- Client still connects to Eagle on port 40032
## Implementation Phases
### Phase 1: Go Auth Service with Eagle Proxy (Zero Client Changes)
1. **Create Go service structure**
```
src/main/go/net/eagle0/authservice/
├── main.go # Entry point, starts gRPC + HTTP servers
├── oauth.go # OAuth state management, provider configs
├── jwt.go # JWT creation (copy logic from Scala)
├── handlers.go # gRPC handlers for Auth service
├── http_callback.go # HTTP handler for OAuth callback
└── BUILD.bazel
```
2. **Internal gRPC proto for Eagle UserService**
```protobuf
// src/main/protobuf/net/eagle0/eagle/internal/auth_internal.proto
service InternalUserService {
rpc GetOrCreateUser(GetOrCreateUserRequest) returns (GetOrCreateUserResponse);
rpc GetUser(GetUserRequest) returns (GetUserResponse);
}
message GetOrCreateUserRequest {
string provider = 1; // "discord" or "google"
string provider_user_id = 2;
string email = 3;
string avatar_url = 4;
}
message GetOrCreateUserResponse {
string user_id = 1;
string display_name = 2;
string avatar_url = 3;
bool is_admin = 4;
bool is_new_user = 5;
}
```
3. **Eagle: Expose InternalUserService**
- New `InternalUserServiceImpl.scala` wrapping UserService
- Bind to same port, different service name (internal only)
4. **Eagle: Proxy Auth RPCs to Go**
- AuthServiceImpl delegates GetOAuthUrl, CheckOAuthStatus, RefreshToken to Go service
- SetDisplayName, GetCurrentUser, Logout stay in Eagle
5. **Share RSA keys via volume mount**
- Go service reads same key files as Eagle
- Both can create valid JWTs
- Eagle continues to validate JWTs
6. **Docker/Container setup**
- New Dockerfile for Go auth service
- docker-compose or Kubernetes config for both containers
- Shared volume for /etc/eagle0/keys/
- Internal network for container-to-container gRPC
### Phase 2: Client Direct to Go Service (Future)
1. **Update Unity client**
- Connect to Go Auth service directly for OAuth RPCs
- Keep connecting to Eagle for game RPCs
2. **Remove Eagle proxy code**
- Delete AuthServiceImpl OAuth delegation
- AuthServiceImpl only handles SetDisplayName, GetCurrentUser, Logout
### Phase 3: Move JWT Validation to Go (Optional Future)
1. **Go service validates JWTs**
- Add ValidateToken RPC or use shared middleware pattern
2. **Eagle calls Go for validation**
- AuthorizationInterceptor calls Go to validate tokens
- OR: Use stateless validation (both share public key)
## Files to Create
### Go Service
- `src/main/go/net/eagle0/authservice/main.go`
- `src/main/go/net/eagle0/authservice/oauth.go`
- `src/main/go/net/eagle0/authservice/jwt.go`
- `src/main/go/net/eagle0/authservice/handlers.go`
- `src/main/go/net/eagle0/authservice/http_callback.go`
- `src/main/go/net/eagle0/authservice/BUILD.bazel`
### Protos
- `src/main/protobuf/net/eagle0/eagle/internal/auth_internal.proto`
### Scala
- `src/main/scala/net/eagle0/eagle/service/InternalUserServiceImpl.scala`
### Docker/Deployment
- `ci/auth_service.Dockerfile`
- Update `docker-compose.yml` (or equivalent)
## Files to Modify
### Scala (Phase 1)
- `src/main/scala/net/eagle0/eagle/service/AuthServiceImpl.scala` - Proxy OAuth RPCs to Go
- `src/main/scala/net/eagle0/eagle/Main.scala` - Start internal user service, add auth-service-url flag
### Scala (Phase 2 - Removal)
- Delete `src/main/scala/net/eagle0/eagle/auth/OAuthService.scala`
- Delete `src/main/scala/net/eagle0/eagle/service/OAuthHttpHandler.scala`
- Simplify `src/main/scala/net/eagle0/eagle/Main.scala` - Remove HTTP server
### Unity (Phase 2)
- `Assets/Auth/OAuthManager.cs` - Point OAuth RPCs to Go service port
- `Assets/EagleConnection.cs` - Add second channel for auth service
## Key Implementation Details
### State Management in Go
```go
type OAuthState struct {
Provider string
CreatedAt time.Time
}
type OAuthResult struct {
Success bool
UserInfo *ProviderUserInfo
Provider string
Error string
}
var pendingOAuth = sync.Map{} // state -> OAuthState
var completedOAuth = sync.Map{} // state -> OAuthResult
const stateExpiration = 10 * time.Minute
// Background goroutine cleans expired states every minute
func cleanupExpiredStates() {
ticker := time.NewTicker(1 * time.Minute)
for range ticker.C {
cutoff := time.Now().Add(-stateExpiration)
pendingOAuth.Range(func(key, value any) bool {
if value.(OAuthState).CreatedAt.Before(cutoff) {
pendingOAuth.Delete(key)
}
return true
})
// Similar for completedOAuth
}
}
```
### JWT Creation in Go
```go
import "github.com/golang-jwt/jwt/v5"
type EagleClaims struct {
jwt.RegisteredClaims
UserId string `json:"userId"`
DisplayName string `json:"displayName"`
IsAdmin bool `json:"isAdmin"`
}
func CreateAccessToken(userId, displayName string, isAdmin bool) (string, error) {
claims := EagleClaims{
RegisteredClaims: jwt.RegisteredClaims{
ExpiresAt: jwt.NewNumericDate(time.Now().Add(7 * 24 * time.Hour)),
IssuedAt: jwt.NewNumericDate(time.Now()),
},
UserId: userId,
DisplayName: displayName,
IsAdmin: isAdmin,
}
token := jwt.NewWithClaims(jwt.SigningMethodRS256, claims)
return token.SignedString(privateKey)
}
```
### OAuth Provider Configs
- Read from environment variables (same as current OAuthConfig.scala)
- DISCORD_CLIENT_ID, DISCORD_CLIENT_SECRET
- GOOGLE_CLIENT_ID, GOOGLE_CLIENT_SECRET
- OAUTH_CALLBACK_URL (e.g., https://eagle0.shardok.games/oauth/callback)
### Container Networking
```yaml
# docker-compose.yml example
services:
eagle0-auth:
build:
context: .
dockerfile: ci/auth_service.Dockerfile
ports:
- "40033:40033" # gRPC
- "8080:8080" # HTTP callback
volumes:
- ./keys:/etc/eagle0/keys:ro
environment:
- DISCORD_CLIENT_ID
- DISCORD_CLIENT_SECRET
- GOOGLE_CLIENT_ID
- GOOGLE_CLIENT_SECRET
- EAGLE_INTERNAL_URL=eagle0-server:40034
eagle0-server:
build:
context: .
dockerfile: ci/eagle_run.Dockerfile
ports:
- "40032:40032" # Public gRPC
expose:
- "40034" # Internal gRPC (container-to-container only)
volumes:
- ./keys:/etc/eagle0/keys:ro
- ./data:/var/lib/eagle0
environment:
- AUTH_SERVICE_URL=eagle0-auth:40033
```
## Deployment
### Development
```bash
# Terminal 1: Go Auth Service
bazel run //src/main/go/net/eagle0/authservice:authservice -- \
--grpc-port=40033 \
--http-port=8080 \
--eagle-internal-url=localhost:40034
# Terminal 2: Eagle Server
bazel run //src/main/scala/net/eagle0/eagle:eagle_server -- \
--eagle-grpc-port=40032 \
--internal-grpc-port=40034 \
--auth-service-url=localhost:40033
```
### Production
- Both containers on same droplet via docker-compose
- Shared volume for RSA keys at /etc/eagle0/keys/
- Internal Docker network for container-to-container communication
- External access: 40032 (Eagle gRPC), 8080 (OAuth HTTP callback)
## Testing Strategy
1. **Unit tests for Go service**
- OAuth state management (expiration, cleanup)
- JWT creation matches Scala output (test with same keys)
- HTTP callback parsing
2. **Integration tests**
- Go service ↔ Eagle internal gRPC
- Full OAuth flow with mock provider
3. **Existing tests continue to pass**
- All Scala tests (JWT validation, user service)
4. **End-to-end test**
- Spin up both containers
- Run OAuth flow through proxy
## Risks and Mitigations
| Risk | Mitigation |
|------|------------|
| Key file permissions | Shared volume with read-only mount |
| State loss on Go restart | Document this (same as current Scala behavior); consider Redis later |
| Clock skew affecting JWT | Both on same machine |
| OAuth callback race | HTTP callback completes before gRPC poll |
| Container networking | Use docker-compose for reliable internal DNS |
| Proxy adds latency | Minimal (same machine), remove in Phase 2 |
## Estimated Scope
- **Phase 1**: ~500-700 lines Go, ~100 lines Scala changes, ~50 lines Docker config
- **Phase 2**: ~50 lines Unity, deletion of ~300 lines Scala
- **Phase 3**: Optional, separate decision
## Alternative Considered: Move Everything to Go
Could move UserService to Go as well, but:
- UserService is tightly integrated with game persistence
- Would require duplicating persistence layer
- Not worth the complexity for now
Keep UserService in Eagle, expose via internal gRPC.
## Open Questions
1. **HTTP callback routing**: Does the OAuth callback URL need to change, or can we route traffic from the existing URL to the new Go service?
2. **Health checks**: Should we add health check endpoints for container orchestration?
3. **Logging**: Should Go service log to same format/destination as Eagle?
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# Discord + Google OAuth Implementation Plan
## Overview
Replace HTTP Basic Auth with OAuth 2.0 (Discord + Google) for Eagle0. Users authenticate via system browser, receive JWT tokens, and choose their own display names.
## Architecture
```
Unity Client Eagle Server
| |
| 1. Click "Login with Discord/Google" |
| -------------------------------------------------> |
| GetOAuthUrl(provider) -> auth_url + state |
| |
| 2. Open system browser -> OAuth consent |
| 3. User authenticates with provider |
| 4. Redirect to eagle0://auth/callback?code=xxx |
| |
| 5. ExchangeCode(code, state) |
| -------------------------------------------------> |
| Exchange code with provider |
| Fetch user info (id, email, avatar) |
| Create/update user record |
| Issue JWT + refresh token |
| <------------------------------------------------- |
| (jwt, refresh_token, user_info, is_new_user) |
| |
| 6. [If new user] SetDisplayName(name) |
| -------------------------------------------------> |
| |
| 7. Subsequent gRPC calls |
| Authorization: Bearer <jwt> |
| -------------------------------------------------> |
```
## Key Design Decisions
| Decision | Choice | Rationale |
|----------|--------|-----------|
| OAuth flow | System browser + deep link | Secure, supports password managers |
| Code exchange | Eagle server directly | No separate auth service needed |
| JWT signing | RS256 (asymmetric) | Future flexibility for token verification |
| User storage | Protobuf file via Persister | Consistent with existing patterns |
| Token expiry | 7-day access, 30-day refresh | Balance security and gaming UX |
## Implementation Phases
### Phase 1: Proto Definitions & Infrastructure
**New files:**
- `src/main/protobuf/net/eagle0/eagle/api/auth.proto` - Auth API messages
- `src/main/protobuf/net/eagle0/eagle/internal/user.proto` - User storage schema
**Key proto messages:**
```protobuf
// API
GetOAuthUrlRequest/Response // Get OAuth URL to open in browser
ExchangeCodeRequest/Response // Exchange auth code for JWT
SetDisplayNameRequest/Response // Set user's display name
RefreshTokenRequest/Response // Refresh expired access token
// Internal storage
User // user_id, display_name, oauth_identities
UserDatabase // All users + indexes for lookup
```
### Phase 2: Eagle Server Auth Services
**New Scala files:**
- `src/main/scala/net/eagle0/eagle/auth/OAuthConfig.scala` - Discord/Google config from env vars
- `src/main/scala/net/eagle0/eagle/auth/JwtService.scala` - JWT creation/validation (RS256)
- `src/main/scala/net/eagle0/eagle/auth/UserService.scala` - User CRUD, display name validation
- `src/main/scala/net/eagle0/eagle/auth/OAuthService.scala` - OAuth code exchange
- `src/main/scala/net/eagle0/eagle/service/AuthServiceImpl.scala` - gRPC service implementation
**Modify:**
- `src/main/scala/net/eagle0/eagle/service/AuthorizationInterceptor.scala`
- Replace Basic Auth parsing with JWT validation
- Skip auth for public endpoints (GetOAuthUrl, ExchangeCode, RefreshToken)
- `src/main/scala/net/eagle0/eagle/service/AuthorizationUtils.scala`
- Change context keys from `userName` to `userId` + `displayName`
- `src/main/scala/net/eagle0/eagle/service/Main.scala`
- Wire up new auth services and JWT key loading
### Phase 3: Unity Client OAuth Flow
**New C# files:**
- `Assets/Auth/OAuthManager.cs` - OAuth flow + deep link handling
- `Assets/Auth/TokenStorage.cs` - Secure token persistence
- `Assets/Auth/AuthClient.cs` - gRPC client for auth service
**Modify:**
- `Assets/EagleConnection.cs`
- Replace `AuthInterceptor` (Basic Auth) with `JwtAuthInterceptor` (Bearer token)
- `Assets/ConnectionHandler/ConnectionHandler.cs`
- Replace username/password UI with Discord/Google login buttons
- Add display name setup flow for new users
### Phase 4: Platform Configuration
**Deep link registration:**
- iOS: Add `eagle0://` to CFBundleURLSchemes in Info.plist
- Android: Add intent-filter for `eagle0://auth` in AndroidManifest.xml
- Desktop: Register URL scheme (Windows registry / macOS plist)
**OAuth provider setup:**
1. Discord Developer Portal: Create app, add redirect URI `eagle0://auth/callback`
2. Google Cloud Console: Create OAuth client, add redirect URI
**Environment variables (server):**
```
DISCORD_CLIENT_ID
DISCORD_CLIENT_SECRET
GOOGLE_CLIENT_ID
GOOGLE_CLIENT_SECRET
JWT_PRIVATE_KEY_PATH
JWT_PUBLIC_KEY_PATH
```
### Phase 5: Testing
**Unit tests:**
- `JwtServiceSpec.scala` - Token creation/validation
- `UserServiceSpec.scala` - Display name validation, uniqueness
- `OAuthServiceSpec.scala` - OAuth flow with mocked providers
**Integration tests:**
- Full OAuth flow with mock provider
- JWT validation in AuthorizationInterceptor
- gRPC calls with valid/invalid tokens
**Manual testing:**
- [ ] Discord login (Windows, macOS)
- [ ] Google login (Windows, macOS)
- [ ] Deep link callback works
- [ ] Display name validation
- [ ] Session persistence across restarts
- [ ] Token refresh
## Files Summary
### Create
| File | Purpose |
|------|---------|
| `src/main/protobuf/net/eagle0/eagle/api/auth.proto` | Auth API definitions |
| `src/main/protobuf/net/eagle0/eagle/internal/user.proto` | User storage schema |
| `src/main/scala/net/eagle0/eagle/auth/OAuthConfig.scala` | Provider config |
| `src/main/scala/net/eagle0/eagle/auth/JwtService.scala` | JWT handling |
| `src/main/scala/net/eagle0/eagle/auth/UserService.scala` | User management |
| `src/main/scala/net/eagle0/eagle/auth/OAuthService.scala` | OAuth flow |
| `src/main/scala/net/eagle0/eagle/service/AuthServiceImpl.scala` | gRPC service |
| `Assets/Auth/OAuthManager.cs` | Unity OAuth manager |
| `Assets/Auth/TokenStorage.cs` | Token storage |
| `Assets/Auth/AuthClient.cs` | Auth gRPC client |
### Modify
| File | Changes |
|------|---------|
| `AuthorizationInterceptor.scala` | Basic Auth -> JWT validation |
| `AuthorizationUtils.scala` | userName -> userId + displayName |
| `Main.scala` | Wire auth services |
| `EagleConnection.cs` | AuthInterceptor -> JwtAuthInterceptor |
| `ConnectionHandler.cs` | Login UI -> OAuth buttons + display name |
### Delete
- nginx htpasswd configuration (no longer needed)
## Security Considerations
1. **State parameter** - CSRF protection in OAuth flow
2. **PKCE** - Consider adding for mobile (enhancement)
3. **Secure storage** - Use Keychain (iOS) / Keystore (Android) for tokens
4. **Token refresh** - 7-day access tokens with 30-day refresh
5. **Rate limiting** - Limit login attempts per IP
## Dependencies to Add
**Scala (MODULE.bazel):**
- JWT library (e.g., `jwt-scala` or `nimbus-jose-jwt`)
- HTTP client (e.g., `sttp` for OAuth requests)
**Unity:**
- Deep linking is built-in (Unity 2021+)
- No additional packages required
## Rollback Plan
Keep Basic Auth code in a feature branch. Both auth methods can coexist during transition via feature flag if needed.
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# OAuth Implementation: Next Steps and Design
## Executive Summary
The OAuth implementation is functional but has several gaps that need addressing before it's production-ready. This document outlines the known issues, proposes a comprehensive user identity model, and provides a prioritized implementation plan.
## Current State (Updated January 2026)
### What Works ✅
- Discord OAuth flow (server-mediated polling)
- Google OAuth flow
- JWT token generation and validation
- User creation and display name setting
- Auto-login with stored tokens
- Basic game creation and play with OAuth users
- Headshot fetching via public CDN (no auth required)
- Logout button in lobby (preserves tokens for quick reconnect)
- Environment (prod/qa) and user display in lobby
- Game identity with userName = displayName (PR #4964 merged)
### Known Issues
#### 1. Game Identity Model Fragility (Deferred)
**Status**: Accepted for now. PR #4964 merged with `userName = displayName`.
**Current behavior**:
- Games store `userNameToFactionId: Map[String, Int]`
- For JWT users, this maps displayName → factionId
- displayName is technically mutable (users could change it)
- No migration path when displayName changes
**Why this is acceptable**:
1. We don't currently have a "change display name" feature
2. The alternative (using userId) requires more extensive changes
3. Can migrate to userId-based identity later if needed
#### 2. In-Game Headshot Fetching ✅ FIXED
**Solution**: Made the `eagle0-headshots` S3 bucket public and enabled CDN.
- Client now fetches directly from `https://eagle0-headshots.sfo3.cdn.digitaloceanspaces.com/`
- No authentication required
- Works for both OAuth and Basic Auth users
- Simpler architecture, no dependency on home Mac server
#### 3. Logout from Lobby ✅ FIXED
**Solution**: Added logout button to lobby UI (PR #4967).
- Button disconnects from server and returns to connection screen
- Intentionally does NOT clear OAuth tokens
- Allows quick reconnect with same account without full OAuth flow
#### 4. Display Name Uniqueness Not Enforced (Medium) - OPEN
**Problem**: User was able to set displayName "nolen" when that name was already taken.
**Root cause**: Unknown - needs investigation. Either:
- The uniqueness check is buggy
- The displayNameIndex wasn't populated correctly during user creation
- Race condition during concurrent registrations
#### 5. Admin Server Crashes ✅ FIXED
**Solution**: PR #4964 sets `userName = displayName` for JWT users.
#### 6. Intermittent "Expired" Errors During Login (Medium) - INVESTIGATING
**Problem**: Users occasionally get "OAuth session expired" errors even when server logs show the callback succeeded.
**Status**: Added diagnostic logging in PR #4974 to trace:
- State creation in `getAuthUrl`
- State lookup in `handleCallback`
- Result lookup in `checkStatus`
**Possible causes**:
- State mismatch between client and server
- Race condition in polling
- Cleanup running at wrong time
#### 7. Token Expiry Field Bug ✅ FIXED
**Problem**: `CheckOAuthStatusResponse.expiresAt` was returning refresh token expiry (30 days) instead of access token expiry (7 days).
**Solution**: Fixed in PR #4974 to calculate correct access token expiry.
---
## Proposed User Identity Model
### Design Principles
1. **Stable Internal Identity**: `userId` (UUID) is the only key used for persistent associations
2. **Display Name is Cosmetic**: Can change without breaking game associations
3. **Backwards Compatibility**: Basic Auth continues to work for local development
4. **Multi-Provider Support**: Users can link Discord, Google, and future providers
5. **Avatar Flexibility**: Use OAuth avatar by default, support custom uploads later
### Data Model
```
User {
userId: String (UUID) // Primary key, immutable, used for all internal references
displayName: String // Unique, user-visible, mutable with migration
displayNameLower: String // Case-insensitive uniqueness
email: String // Primary email for account recovery/linking
avatarUrl: String // Current avatar URL
avatarData: bytes // Cached avatar for offline/fast access (future)
oauthIdentities: [OAuthIdentity]
createdAt: Timestamp
lastLoginAt: Timestamp
isAdmin: Boolean
}
OAuthIdentity {
provider: String // "discord", "google", etc.
providerUserId: String // Provider's user ID
providerEmail: String // Email from this provider
avatarUrl: String // Avatar from this provider
linkedAt: Timestamp
}
```
### Identity Resolution Strategy
The key question: **What should `AuthorizationUtils.userName` return?**
#### Option A: userName = displayName (Current PR #4964)
- **Pro**: Human-readable in logs, game saves, debugging
- **Con**: Breaks if displayName changes
- **Migration**: None needed now, complex later
#### Option B: userName = userId (Recommended)
- **Pro**: Stable identity, displayName changes are safe
- **Con**: UUIDs in logs are ugly, need display name lookup for UI
- **Migration**: Cleaner long-term, but breaking change for any existing OAuth games
#### Option C: Hybrid with Migration Support
- **userName** = userId for new games
- **Legacy lookup** for old games by displayName
- **Display layer** resolves userId → displayName for UI
**Recommendation**: Option B with a display name resolution layer. The ugliness in logs is acceptable for the stability it provides. Implement a `UserService.resolveDisplayName(identifier: String): String` that returns displayName for UUIDs or the identifier itself for legacy usernames.
### Account Linking Strategy
#### Automatic Linking (Future)
When a user logs in with a new OAuth provider:
1. Check if the provider email matches an existing user's email
2. If match found, prompt: "An account exists with this email. Link accounts?"
3. If confirmed, add new OAuthIdentity to existing user
4. If declined, create separate account (different email required)
#### Manual Linking (MVP)
1. User logs in with primary account
2. User goes to Settings → Linked Accounts
3. User clicks "Link Discord" or "Link Google"
4. OAuth flow adds new identity to current user
### Avatar/Headshot Strategy
#### Phase 1: OAuth Avatars (MVP)
- Store `avatarUrl` from OAuth provider during login
- Server proxies avatar requests to avoid CORS issues
- Cache avatars locally with TTL
#### Phase 2: Avatar Caching
- Download avatar to local storage on login
- Serve from local storage for reliability
- Refresh periodically or on login
#### Phase 3: Custom Avatars (Future)
- Allow users to upload custom avatar
- Store in S3/DO Spaces
- Custom avatar overrides OAuth avatar
---
## Implementation Plan
### Phase 1: Stabilization ✅ COMPLETE
#### 1.1 Fix Display Name Uniqueness Bug - OPEN
- [ ] Investigate why "nolen" was allowed when it existed
- [ ] Add logging to `setDisplayName` to trace the issue
- [ ] Ensure `displayNameIndex` is correctly maintained
- [ ] Add unit tests for uniqueness enforcement
#### 1.2 Add Logout Button to Lobby ✅ DONE
- [x] Add "Logout" button to lobby UI
- [x] Disconnect from server
- [x] Navigate to connection screen
- [x] Preserve OAuth tokens for quick reconnect (intentional change from original plan)
#### 1.3 Merge PR #4964 (userName = displayName) ✅ DONE
- [x] Merged - games work with OAuth users
- [x] Documented limitation (games break if displayName changes)
#### 1.4 Fix Headshot Fetching ✅ DONE
- [x] Made eagle0-headshots bucket public
- [x] Client fetches directly from CDN
- [x] No authentication required
#### 1.5 Add Lobby Status Display ✅ DONE
- [x] Show environment (prod/qa) in lobby
- [x] Show current user in lobby (OAuth displayName or classic username)
### Phase 2: Remaining Work (Priority Order)
#### 2.1 Diagnose Intermittent "Expired" Errors - IN PROGRESS
- [x] Add diagnostic logging (PR #4974)
- [ ] Deploy and reproduce the issue
- [ ] Analyze logs to identify root cause
- [ ] Implement fix based on findings
#### 2.2 Fix Display Name Uniqueness
- [ ] Investigate UserService.setDisplayName logic
- [ ] Check displayNameIndex population
- [ ] Add logging to trace the issue
- [ ] Fix the bug and add tests
#### 2.3 Wire Up Lobby UI in Unity
- [ ] Connect `lobbyEnvironmentText` to TextMeshProUGUI in scene
- [ ] Connect `lobbyUserText` to TextMeshProUGUI in scene
#### 2.4 Implement Token Refresh During Gameplay
- [ ] Implement `RefreshToken` RPC on server (currently throws UNIMPLEMENTED)
- [ ] Store refresh tokens server-side for validation
- [ ] Add proactive refresh in client before token expires
- [ ] Handle refresh during reconnection attempts
### Phase 3: Nice-to-Haves (Future)
#### 3.1 Proactive Token Refresh
- [ ] Monitor token expiry in client
- [ ] Refresh automatically when < 5 minutes remaining
- [ ] Update TokenStorage with new access token
#### 3.2 Better Error Messages
- [ ] Distinguish between network errors and auth errors
- [ ] Show user-friendly messages for OAuth failures
- [ ] Add retry suggestions
#### 3.3 Session Persistence Across Server Restarts
- [ ] Move pendingOAuth from in-memory TrieMap to Redis/database
- [ ] Move completedOAuth to Redis with TTL
- [ ] Server can restart without breaking in-flight OAuth flows
#### 3.4 Migrate to userId-based Game Identity (Deferred)
- [ ] Change `AuthorizationUtils.userName` to return `userId` for JWT users
- [ ] Add `UserService.resolveDisplayName(id: String): String` for UI display
- [ ] Update game UI to resolve userIds to displayNames
- [ ] Existing Basic Auth games continue to work (userName is literal)
#### 3.5 Display Name Change Support (Requires 3.4)
- [ ] Add `ChangeDisplayName` RPC
- [ ] Validate new name is unique
- [ ] Update user record
- [ ] No game migration needed (games use userId)
### Phase 3: Multi-Provider Support (Future)
#### 3.1 Account Linking UI
- [ ] Add Settings page with "Linked Accounts" section
- [ ] Show currently linked providers
- [ ] "Link Another Account" button triggers OAuth flow
- [ ] `LinkOAuthProvider` RPC adds identity to current user
#### 3.2 Login Provider Selection
- [ ] If user has multiple providers, any can be used to login
- [ ] All resolve to same userId
- [ ] Session shows which provider was used
#### 3.3 Account Merging (Complex)
- [ ] Handle case where user created separate accounts
- [ ] Merge game history, stats, etc.
- [ ] Delete duplicate user record
- [ ] This is complex - may defer or not implement
### Phase 4: Enhanced Avatars (Future)
#### 4.1 Avatar Caching
- [ ] Download avatars to S3/DO Spaces on login
- [ ] Serve from our CDN
- [ ] Refresh on login if changed
#### 4.2 Custom Avatar Upload
- [ ] Upload endpoint with size/format validation
- [ ] Store in S3/DO Spaces
- [ ] Custom avatar overrides OAuth avatar
---
## Technical Debt to Address
1. **Context Propagation in Futures**: PR #4960 fixed `setDisplayName` and `getCurrentUser`, but audit all `Future` blocks that access `AuthorizationUtils`
2. **Dual Auth Support**: The system supports both Basic Auth and JWT. Consider:
- Should Basic Auth be deprecated for production?
- Should it remain for local development only?
- How do Basic Auth users interact with OAuth users in the same game?
3. **Token Refresh**: `RefreshToken` RPC throws UNIMPLEMENTED. Need to:
- Implement refresh token storage and validation
- Handle token refresh in client
- Consider refresh token rotation for security
4. **Session Management**: No server-side session tracking. Consider:
- Track active sessions per user
- Allow "logout all devices"
- Detect concurrent logins
---
## Open Questions
1. **What happens when a Basic Auth user and OAuth user have the same name?**
- Currently possible - Basic Auth doesn't check UserService
- Could cause confusion in games
- Solution: Require OAuth for multiplayer? Or namespace Basic Auth names?
2. **Should displayName changes be allowed?**
- With userId-based identity, it's safe
- But could cause confusion ("who is this new player?")
- Consider: rate limit changes, show "formerly known as" temporarily
3. **How to handle OAuth provider account deletion?**
- User deletes their Discord account
- Their Eagle0 account still exists
- They can't login unless they linked another provider
- Solution: Encourage linking multiple providers, or add email/password fallback
4. **Admin impersonation with OAuth**
- Currently works via X-Impersonate-User header
- Should this use userId or displayName?
- Probably userId for stability
---
## Appendix: File Locations
### Server (Scala)
- `src/main/scala/net/eagle0/eagle/auth/UserService.scala` - User CRUD
- `src/main/scala/net/eagle0/eagle/auth/JwtService.scala` - Token generation/validation
- `src/main/scala/net/eagle0/eagle/auth/OAuthService.scala` - OAuth flow
- `src/main/scala/net/eagle0/eagle/service/AuthServiceImpl.scala` - gRPC Auth service
- `src/main/scala/net/eagle0/eagle/service/AuthorizationInterceptor.scala` - Auth middleware
- `src/main/scala/net/eagle0/eagle/service/AuthorizationUtils.scala` - Context accessors
### Client (C#)
- `Assets/Auth/AuthClient.cs` - gRPC client for Auth service
- `Assets/Auth/OAuthManager.cs` - OAuth flow orchestration
- `Assets/Auth/TokenStorage.cs` - Persistent token storage
- `Assets/Auth/JwtAuthInterceptor.cs` - Attaches JWT to requests
### Protos
- `src/main/protobuf/net/eagle0/eagle/api/auth.proto` - Auth service definition
- `src/main/protobuf/net/eagle0/eagle/internal/user/user.proto` - User data model
File diff suppressed because it is too large Load Diff
-216
View File
@@ -1,216 +0,0 @@
# Shardok Latency Hiding Strategies
## Problem Statement
With Shardok running on Hetzner (Helsinki) and Eagle on DigitalOcean (US), the round-trip latency for human commands is ~200-400ms:
```
Human posts command:
Unity → Eagle (DO) → Shardok (Hetzner) → Eagle (DO) → Unity
~10ms ~100ms ~100ms ~10ms
Total: ~220ms round-trip
```
This latency is acceptable for AI turns (users watch animations anyway), but creates noticeable lag when humans post commands.
---
## Strategy 1: Client-Side Animation Masking
### Concept
Start animations immediately when the user clicks, before server confirmation arrives. The animation duration masks the network latency.
### Implementation by Command Type
**Movement Commands** (deterministic):
- Client knows the destination hex and movement path
- Start movement animation immediately on click
- Server confirms the move (should always match)
- If server rejects (invalid state), snap unit back to origin
**Attack Commands** (RNG-dependent):
- Show attack animation immediately (unit swings sword, fires arrow)
- Wait for server to return dice roll result
- Show damage numbers / hit effects when server responds
- Animation typically takes 300-500ms, masking most of the latency
**End Turn**:
- Latency not noticeable (user expects transition delay)
### Unity Implementation Sketch
```csharp
// In CommandHandler.cs
public void OnCommandSelected(Command command) {
// Start animation immediately
if (command.Type == CommandType.Move) {
unitController.StartMoveAnimation(command.TargetHex);
} else if (command.Type == CommandType.Attack) {
unitController.StartAttackAnimation(command.TargetUnit);
}
// Send to server in parallel
connection.SendCommand(command, (response) => {
if (response.Success) {
// Animation continues, apply result
ApplyCommandResult(response);
} else {
// Rollback animation
unitController.CancelAnimation();
ShowError(response.ErrorMessage);
}
});
}
```
### Pros
- Simple implementation
- No server-side changes
- Works with existing architecture
### Cons
- Doesn't eliminate latency for attacks with RNG (must wait for dice roll)
- Rollback needed if server rejects command (rare but possible)
### Estimated Improvement
- Movement: ~200ms latency hidden (feels instant)
- Attacks: ~100-200ms hidden by animation, ~100ms visible wait for dice result
---
## Strategy 2: Split Shardok Architecture
### Concept
Run two Shardok instances:
- **Shardok-Primary (DigitalOcean)**: Handles command processing, source of truth
- **Shardok-AI (Hetzner)**: AI computation only
Human commands go to the nearby Primary for low latency. AI computation uses the powerful Hetzner instance.
### Architecture
```
Human commands (low latency ~20ms)
Unity ←→ Eagle ←→ Shardok-Primary (DigitalOcean)
↓ state sync (when AI turn starts)
Shardok-AI (Hetzner)
↑ AI command response
```
### How It Works
**Human Turn:**
1. Human posts command → Eagle → Shardok-Primary (DO)
2. Primary processes command immediately (~10ms local)
3. Primary streams result to client via Eagle (~10ms)
4. **Total latency: ~20ms** (vs ~220ms current)
**AI Turn:**
1. When AI's turn starts, Primary sends game state snapshot to Hetzner
2. Shardok-AI computes best command using full CPU power
3. Shardok-AI returns command index to Primary
4. Primary executes command locally and streams to client
5. Repeat until AI turn ends
### Protocol Changes
```protobuf
// New service for AI-only computation
service ShardokAIService {
// Send game state, receive AI's chosen command
rpc GetAICommand(AICommandRequest) returns (AICommandResponse);
}
message AICommandRequest {
bytes game_state = 1; // Serialized game state
int32 player_id = 2; // Which AI player
repeated bytes available_commands = 3; // Available command descriptors
}
message AICommandResponse {
int32 command_index = 1; // Index into available_commands
int32 search_depth = 2; // For debugging
double best_score = 3; // For debugging
}
```
### Shardok-Primary Requirements
Shardok-Primary on DigitalOcean needs to:
- Process all commands (human and AI)
- Maintain authoritative game state
- Serialize/deserialize game state for AI requests
- Run on minimal CPU (command processing is fast)
This is essentially the current Shardok, but without running the AI search.
### Shardok-AI Requirements
Shardok-AI on Hetzner needs to:
- Receive game state snapshots
- Run AI evaluation (IterativeDeepeningAI or MCTS)
- Return best command index
- No persistent state (stateless worker)
### AI Turn Latency
Each AI command has ~200ms network latency. This is acceptable because:
1. User is watching animations anyway
2. Natural pacing lets user observe AI decisions
3. AI computation is fast on Hetzner's 16 cores
For a typical AI turn with 5 commands: 5 × 200ms = 1 second network overhead, plus AI thinking time. With animations, this feels natural.
### Implementation Phases
**Phase 1: Add Shardok-Primary (minimal)**
- Deploy existing Shardok container to DigitalOcean
- Configure Eagle to use local Shardok for all commands
- Human latency immediately improves
**Phase 2: Add AI offload**
- Implement `ShardokAIService` RPC
- Shardok-Primary calls Hetzner for AI commands
- Shardok-AI processes requests statelessly
**Phase 3: Optimize**
- Batch multiple AI actions if possible
- Pre-warm Shardok-AI connection
- Add fallback if Hetzner unavailable
### Pros
- Human command latency drops from ~220ms to ~20ms
- AI still gets Hetzner's CPU power
- Clear separation of concerns
- Shardok-Primary can fall back to local AI if Hetzner unavailable
### Cons
- Two Shardok instances to maintain
- State serialization overhead for AI requests
- Each AI action has network round-trip (acceptable with animations)
---
## Comparison
| Approach | Human Latency | AI Throughput | Complexity | Changes Required |
|----------|---------------|---------------|------------|------------------|
| Current | ~220ms | High | - | - |
| Animation masking | ~220ms (perceived ~50ms) | High | Low | Unity only |
| Split architecture | ~20ms | High | Medium | New RPC, two deployments |
---
## Recommendation
**Phase 1 (now)**: Implement animation masking in Unity client
- Quick win, no server changes
- Improves perceived latency significantly for movement
- Attacks still show dice animation while waiting
**Phase 2 (future)**: Split architecture if animation masking insufficient
- Only needed if users complain about attack latency
- More complex but provides true low latency
- Natural evolution of current architecture
-2
View File
@@ -9,8 +9,6 @@ require (
github.com/aws/aws-sdk-go-v2/config v1.28.10
github.com/aws/aws-sdk-go-v2/credentials v1.17.51
github.com/aws/aws-sdk-go-v2/service/s3 v1.72.2
github.com/golang-jwt/jwt/v5 v5.2.1
github.com/google/uuid v1.6.0
google.golang.org/grpc v1.68.0
google.golang.org/protobuf v1.36.3
)
-4
View File
@@ -34,13 +34,9 @@ github.com/aws/aws-sdk-go-v2/service/sts v1.33.6 h1:VwhTrsTuVn52an4mXx29PqRzs2Dv
github.com/aws/aws-sdk-go-v2/service/sts v1.33.6/go.mod h1:+8h7PZb3yY5ftmVLD7ocEoE98hdc8PoKS0H3wfx1dlc=
github.com/aws/smithy-go v1.22.1 h1:/HPHZQ0g7f4eUeK6HKglFz8uwVfZKgoI25rb/J+dnro=
github.com/aws/smithy-go v1.22.1/go.mod h1:irrKGvNn1InZwb2d7fkIRNucdfwR8R+Ts3wxYa/cJHg=
github.com/golang-jwt/jwt/v5 v5.2.1 h1:OuVbFODueb089Lh128TAcimifWaLhJwVflnrgM17wHk=
github.com/golang-jwt/jwt/v5 v5.2.1/go.mod h1:pqrtFR0X4osieyHYxtmOUWsAWrfe1Q5UVIyoH402zdk=
github.com/golang/protobuf v1.5.4 h1:i7eJL8qZTpSEXOPTxNKhASYpMn+8e5Q6AdndVa1dWek=
github.com/golang/protobuf v1.5.4/go.mod h1:lnTiLA8Wa4RWRcIUkrtSVa5nRhsEGBg48fD6rSs7xps=
github.com/google/go-cmp v0.5.5/go.mod h1:v8dTdLbMG2kIc/vJvl+f65V22dbkXbowE6jgT/gNBxE=
github.com/google/uuid v1.6.0 h1:NIvaJDMOsjHA8n1jAhLSgzrAzy1Hgr+hNrb57e+94F0=
github.com/google/uuid v1.6.0/go.mod h1:TIyPZe4MgqvfeYDBFedMoGGpEw/LqOeaOT+nhxU+yHo=
golang.org/x/text v0.25.0 h1:qVyWApTSYLk/drJRO5mDlNYskwQznZmkpV2c8q9zls4=
golang.org/x/text v0.25.0/go.mod h1:WEdwpYrmk1qmdHvhkSTNPm3app7v4rsT8F2UD6+VHIA=
golang.org/x/xerrors v0.0.0-20191204190536-9bdfabe68543/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
+2 -85
View File
@@ -1,7 +1,7 @@
{
"__AUTOGENERATED_FILE_DO_NOT_MODIFY_THIS_FILE_MANUALLY": "THERE_IS_NO_DATA_ONLY_ZUUL",
"__INPUT_ARTIFACTS_HASH": -2049857450,
"__RESOLVED_ARTIFACTS_HASH": -1728186926,
"__INPUT_ARTIFACTS_HASH": 289080209,
"__RESOLVED_ARTIFACTS_HASH": -131178107,
"conflict_resolution": {
"com.google.guava:failureaccess:1.0.1": "com.google.guava:failureaccess:1.0.2",
"com.squareup.okio:okio:2.10.0": "com.squareup.okio:okio:3.6.0",
@@ -48,12 +48,6 @@
},
"version": "2.12.7"
},
"com.github.stephenc.jcip:jcip-annotations": {
"shasums": {
"jar": "4fccff8382aafc589962c4edb262f6aa595e34f1e11e61057d1c6a96e8fc7323"
},
"version": "1.0-1"
},
"com.google.android:annotations": {
"shasums": {
"jar": "ba734e1e84c09d615af6a09d33034b4f0442f8772dec120efb376d86a565ae15"
@@ -162,12 +156,6 @@
},
"version": "1.4.2"
},
"com.nimbusds:nimbus-jose-jwt": {
"shasums": {
"jar": "12ae4a3a260095d7aeba2adea7ae396e8b9570db8b7b409e09a824c219cc0444"
},
"version": "9.37.3"
},
"com.squareup.okhttp3:okhttp": {
"shasums": {
"jar": "b1050081b14bb7a3a7e55a4d3ef01b5dcfabc453b4573a4fc019767191d5f4e0"
@@ -413,12 +401,6 @@
},
"version": "0.27.0"
},
"io.sentry:sentry": {
"shasums": {
"jar": "740a118182fc089d307830f4e508372e01ad94639b00b4e1b1d83762298a5f35"
},
"version": "7.19.0"
},
"javax.activation:javax.activation-api": {
"shasums": {
"jar": "43fdef0b5b6ceb31b0424b208b930c74ab58fac2ceeb7b3f6fd3aeb8b5ca4393"
@@ -828,9 +810,6 @@
"org.checkerframework:checker-qual",
"org.ow2.asm:asm"
],
"com.nimbusds:nimbus-jose-jwt": [
"com.github.stephenc.jcip:jcip-annotations"
],
"com.squareup.okhttp3:okhttp": [
"com.squareup.okio:okio",
"org.jetbrains.kotlin:kotlin-stdlib-jdk8"
@@ -1376,9 +1355,6 @@
"com.fasterxml.jackson.databind.type",
"com.fasterxml.jackson.databind.util"
],
"com.github.stephenc.jcip:jcip-annotations": [
"net.jcip.annotations"
],
"com.google.android:annotations": [
"android.annotation"
],
@@ -1524,38 +1500,6 @@
"com.google.truth:truth": [
"com.google.common.truth"
],
"com.nimbusds:nimbus-jose-jwt": [
"com.nimbusds.jose",
"com.nimbusds.jose.crypto",
"com.nimbusds.jose.crypto.bc",
"com.nimbusds.jose.crypto.factories",
"com.nimbusds.jose.crypto.impl",
"com.nimbusds.jose.crypto.opts",
"com.nimbusds.jose.crypto.utils",
"com.nimbusds.jose.jca",
"com.nimbusds.jose.jwk",
"com.nimbusds.jose.jwk.gen",
"com.nimbusds.jose.jwk.source",
"com.nimbusds.jose.mint",
"com.nimbusds.jose.proc",
"com.nimbusds.jose.produce",
"com.nimbusds.jose.shaded.gson",
"com.nimbusds.jose.shaded.gson.annotations",
"com.nimbusds.jose.shaded.gson.internal",
"com.nimbusds.jose.shaded.gson.internal.bind",
"com.nimbusds.jose.shaded.gson.internal.bind.util",
"com.nimbusds.jose.shaded.gson.internal.reflect",
"com.nimbusds.jose.shaded.gson.internal.sql",
"com.nimbusds.jose.shaded.gson.reflect",
"com.nimbusds.jose.shaded.gson.stream",
"com.nimbusds.jose.util",
"com.nimbusds.jose.util.cache",
"com.nimbusds.jose.util.events",
"com.nimbusds.jose.util.health",
"com.nimbusds.jwt",
"com.nimbusds.jwt.proc",
"com.nimbusds.jwt.util"
],
"com.squareup.okhttp3:okhttp": [
"okhttp3",
"okhttp3.internal",
@@ -1791,30 +1735,6 @@
"io.perfmark:perfmark-api": [
"io.perfmark"
],
"io.sentry:sentry": [
"io.sentry",
"io.sentry.backpressure",
"io.sentry.cache",
"io.sentry.clientreport",
"io.sentry.config",
"io.sentry.exception",
"io.sentry.hints",
"io.sentry.instrumentation.file",
"io.sentry.internal.debugmeta",
"io.sentry.internal.gestures",
"io.sentry.internal.modules",
"io.sentry.internal.viewhierarchy",
"io.sentry.metrics",
"io.sentry.profilemeasurements",
"io.sentry.protocol",
"io.sentry.rrweb",
"io.sentry.transport",
"io.sentry.util",
"io.sentry.util.thread",
"io.sentry.vendor",
"io.sentry.vendor.gson.internal.bind.util",
"io.sentry.vendor.gson.stream"
],
"javax.activation:javax.activation-api": [
"javax.activation"
],
@@ -2417,7 +2337,6 @@
"com.fasterxml.jackson.core:jackson-annotations",
"com.fasterxml.jackson.core:jackson-core",
"com.fasterxml.jackson.core:jackson-databind",
"com.github.stephenc.jcip:jcip-annotations",
"com.google.android:annotations",
"com.google.api.grpc:proto-google-common-protos",
"com.google.auth:google-auth-library-credentials",
@@ -2436,7 +2355,6 @@
"com.google.protobuf:protobuf-java",
"com.google.re2j:re2j",
"com.google.truth:truth",
"com.nimbusds:nimbus-jose-jwt",
"com.squareup.okhttp3:okhttp",
"com.squareup.okhttp3:okhttp-sse",
"com.squareup.okhttp:okhttp",
@@ -2482,7 +2400,6 @@
"io.opencensus:opencensus-contrib-grpc-metrics",
"io.opencensus:opencensus-contrib-http-util",
"io.perfmark:perfmark-api",
"io.sentry:sentry",
"javax.activation:javax.activation-api",
"javax.xml.bind:jaxb-api",
"joda-time:joda-time",
-240
View File
@@ -1,240 +0,0 @@
events {
worker_connections 1024;
}
http {
# Logging
log_format grpc_json escape=json '{'
'"time":"$time_iso8601",'
'"client":"$remote_addr",'
'"uri":"$uri",'
'"status":$status,'
'"grpc_status":"$sent_http_grpc_status",'
'"request_time":$request_time,'
'"upstream_time":"$upstream_response_time"'
'}';
access_log /var/log/nginx/access.log grpc_json;
error_log /var/log/nginx/error.log warn;
# Rate limiting zone
limit_req_zone $binary_remote_addr zone=grpc_limit:10m rate=100r/s;
# Docker DNS resolver - re-resolve hostnames every 10s
# This prevents stale IP caching when containers restart
resolver 127.0.0.11 valid=10s ipv6=off;
# Upstream for Eagle gRPC server
# For blue-green deployments, this is switched between eagle-blue:40032 and eagle-green:40032
# by scripts/deploy-blue-green.sh, then nginx is reloaded with 'nginx -s reload'
upstream eagle_grpc {
server eagle-blue:40032;
keepalive 100;
}
# HTTP server for Let's Encrypt challenge and redirect
server {
listen 80;
listen [::]:80;
server_name prod.eagle0.net;
# Let's Encrypt challenge
location /.well-known/acme-challenge/ {
root /var/www/certbot;
}
# Redirect all other HTTP to HTTPS
location / {
return 301 https://$host$request_uri;
}
}
# HTTPS server for gRPC
server {
listen 443 ssl;
listen [::]:443 ssl;
http2 on;
server_name prod.eagle0.net;
# SSL certificates (managed by certbot)
ssl_certificate /etc/letsencrypt/live/prod.eagle0.net/fullchain.pem;
ssl_certificate_key /etc/letsencrypt/live/prod.eagle0.net/privkey.pem;
# SSL configuration
ssl_protocols TLSv1.2 TLSv1.3;
ssl_ciphers ECDHE-ECDSA-AES128-GCM-SHA256:ECDHE-RSA-AES128-GCM-SHA256:ECDHE-ECDSA-AES256-GCM-SHA384:ECDHE-RSA-AES256-GCM-SHA384;
ssl_prefer_server_ciphers off;
ssl_session_timeout 1d;
ssl_session_cache shared:SSL:10m;
ssl_session_tickets off;
# gRPC proxy for Eagle service
location /net.eagle0.eagle.api.Eagle {
# Rate limiting
limit_req zone=grpc_limit burst=50 nodelay;
# gRPC proxy
grpc_pass grpc://eagle_grpc;
# Timeouts for long-running streams
grpc_read_timeout 1200s;
grpc_send_timeout 1200s;
grpc_socket_keepalive on;
# Error handling
error_page 502 = /error502grpc;
}
# gRPC proxy for Auth service
location /net.eagle0.eagle.api.auth.Auth {
# Rate limiting
limit_req zone=grpc_limit burst=50 nodelay;
# gRPC proxy
grpc_pass grpc://eagle_grpc;
# Timeouts
grpc_read_timeout 30s;
grpc_send_timeout 30s;
# Error handling
error_page 502 = /error502grpc;
}
# OAuth callback endpoint (proxied to Go auth service)
location /oauth/callback {
proxy_pass http://auth:8080;
proxy_set_header Host $host;
proxy_set_header X-Real-IP $remote_addr;
}
# Health check endpoint
location /health {
access_log off;
return 200 "OK\n";
add_header Content-Type text/plain;
}
# gRPC error handling
location = /error502grpc {
internal;
default_type application/grpc;
add_header grpc-status 14;
add_header grpc-message "unavailable";
return 204;
}
}
# HTTPS server for Go Auth service (port 40033)
# Clients connect here directly for OAuth RPCs in Phase 2
server {
listen 40033 ssl;
listen [::]:40033 ssl;
http2 on;
server_name prod.eagle0.net;
# SSL certificates (same as main server)
ssl_certificate /etc/letsencrypt/live/prod.eagle0.net/fullchain.pem;
ssl_certificate_key /etc/letsencrypt/live/prod.eagle0.net/privkey.pem;
# SSL configuration
ssl_protocols TLSv1.2 TLSv1.3;
ssl_ciphers ECDHE-ECDSA-AES128-GCM-SHA256:ECDHE-RSA-AES128-GCM-SHA256:ECDHE-ECDSA-AES256-GCM-SHA384:ECDHE-RSA-AES256-GCM-SHA384;
ssl_prefer_server_ciphers off;
ssl_session_timeout 1d;
ssl_session_cache shared:SSL:10m;
ssl_session_tickets off;
# gRPC proxy for Auth service
# Uses variable-based resolution so nginx can start even if auth isn't ready yet
# DNS is cached by the resolver directive (valid=10s)
location /net.eagle0.eagle.api.auth.Auth {
# Rate limiting
limit_req zone=grpc_limit burst=50 nodelay;
# Dynamic upstream resolution (doesn't block nginx startup)
set $auth_backend "auth:40033";
grpc_pass grpc://$auth_backend;
# Timeouts
grpc_read_timeout 30s;
grpc_send_timeout 30s;
# Error handling
error_page 502 = /error502grpc;
}
# gRPC proxy for Admin service
location /net.eagle0.eagle.api.admin.Admin {
# Rate limiting
limit_req zone=grpc_limit burst=50 nodelay;
# Dynamic upstream resolution (doesn't block nginx startup)
set $auth_backend "auth:40033";
grpc_pass grpc://$auth_backend;
# Timeouts
grpc_read_timeout 30s;
grpc_send_timeout 30s;
# Error handling
error_page 502 = /error502grpc;
}
# Health check endpoint
location /health {
access_log off;
return 200 "OK\n";
add_header Content-Type text/plain;
}
# gRPC error handling
location = /error502grpc {
internal;
default_type application/grpc;
add_header grpc-status 14;
add_header grpc-message "unavailable";
return 204;
}
}
# HTTP server for Admin Console (Let's Encrypt + redirect)
server {
listen 80;
listen [::]:80;
server_name admin.prod.eagle0.net admin.eagle0.net;
location /.well-known/acme-challenge/ {
root /var/www/certbot;
}
location / {
return 301 https://$host$request_uri;
}
}
# HTTPS server for Admin Console
server {
listen 443 ssl;
listen [::]:443 ssl;
server_name admin.prod.eagle0.net admin.eagle0.net;
ssl_certificate /etc/letsencrypt/live/admin.eagle0.net/fullchain.pem;
ssl_certificate_key /etc/letsencrypt/live/admin.eagle0.net/privkey.pem;
ssl_protocols TLSv1.2 TLSv1.3;
ssl_ciphers ECDHE-ECDSA-AES128-GCM-SHA256:ECDHE-RSA-AES128-GCM-SHA256:ECDHE-ECDSA-AES256-GCM-SHA384:ECDHE-RSA-AES256-GCM-SHA384;
ssl_prefer_server_ciphers off;
ssl_session_timeout 1d;
ssl_session_cache shared:SSL:10m;
ssl_session_tickets off;
location / {
proxy_pass http://admin:8080;
proxy_set_header Host $host;
proxy_set_header X-Real-IP $remote_addr;
proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
proxy_set_header X-Forwarded-Proto $scheme;
}
}
}
-207
View File
@@ -1,207 +0,0 @@
#!/bin/bash
#
# Blue-Green Deployment Script for Eagle Server
#
# This script performs a zero-downtime deployment by:
# 1. Starting the new version on a staging port (green)
# 2. Waiting for it to become healthy
# 3. Running warmup traffic to pre-heat the JIT
# 4. Stopping the old version (blue) - which flushes state to disk
# 5. Telling green to reload games from disk
# 6. Switching nginx to route traffic to green
# 7. Cleaning up
#
# Usage: ./deploy-blue-green.sh [NEW_IMAGE_TAG]
#
# Example:
# ./deploy-blue-green.sh latest
# ./deploy-blue-green.sh sha-abc123
#
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
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"
# Colors for output
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
NC='\033[0m' # No Color
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
echo "blue"
elif grep -q "eagle-green:40032" "${NGINX_CONF}"; then
echo "green"
else
log_error "Cannot determine active instance from nginx config"
exit 1
fi
}
# Wait for a container to be healthy
wait_for_healthy() {
local container=$1
local max_attempts=${2:-60}
local attempt=1
log_info "Waiting for ${container} to become healthy..."
while [ $attempt -le $max_attempts ]; do
health=$(docker inspect --format='{{.State.Health.Status}}' "${container}" 2>/dev/null || echo "unknown")
if [ "$health" = "healthy" ]; then
log_info "${container} is healthy"
return 0
fi
echo -n "."
sleep 2
attempt=$((attempt + 1))
done
echo ""
log_error "${container} did not become healthy after $((max_attempts * 2)) seconds"
return 1
}
# Main deployment logic
main() {
local new_tag="${1:-latest}"
local registry="registry.digitalocean.com/eagle0/eagle-server"
local new_image="${registry}:${new_tag}"
log_info "Starting blue-green deployment"
log_info "New image: ${new_image}"
cd "${APP_DIR}"
# Determine current active instance
local active=$(get_active_instance)
local staging
if [ "$active" = "blue" ]; then
staging="green"
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 "${COMPOSE_FILE}" --profile blue-green up -d eagle-green
else
EAGLE_IMAGE="${new_image}" docker compose -f "${COMPOSE_FILE}" up -d eagle-blue
fi
# Wait for staging to be healthy
if ! wait_for_healthy "eagle-${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}"
exit 1
fi
# Run warmup/smoke test
local staging_port
if [ "$staging" = "green" ]; then
staging_port=40034
else
staging_port=40032
fi
log_info "Running warmup against eagle-${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}"
exit 1
fi
else
log_warn "Warmup script not found at ${WARMUP_SCRIPT}, skipping warmup"
log_warn "JIT will be cold on first requests"
fi
# Stop the active instance (this flushes state to disk)
log_info "Stopping eagle-${active} (flushing state to disk)..."
docker compose -f "${COMPOSE_FILE}" stop "eagle-${active}"
# 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-${staging}..."
if [ "$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 "${COMPOSE_FILE}" exec nginx nginx -s reload
# Clean up old instance
log_info "Removing old eagle-${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 ${new_image} for future restarts"
# User should update their .env file
else
log_info "Green is now active. Consider switching to blue on next deployment."
fi
log_info "Deployment complete!"
log_info "Active instance: eagle-${staging}"
log_info ""
log_info "Note: Update your .env file with EAGLE_IMAGE=${new_image}"
log_info " if you want future 'docker compose up' to use this version."
}
# Check for required tools
check_requirements() {
if ! command -v docker &> /dev/null; then
log_error "docker is required but not installed"
exit 1
fi
if ! command -v sed &> /dev/null; then
log_error "sed is required but not installed"
exit 1
fi
if [ ! -f "${NGINX_CONF}" ]; then
log_error "nginx config not found at ${NGINX_CONF}"
exit 1
fi
if [ ! -f "${COMPOSE_FILE}" ]; then
log_error "docker-compose file not found at ${COMPOSE_FILE}"
exit 1
fi
}
# Run
check_requirements
main "$@"
-473
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@@ -1,473 +0,0 @@
#!/bin/bash
#
# generate_changelog.sh
#
# Generates a weekly changelog from merged PRs, uses Claude to create a synopsis,
# and sends an HTML email via Fastmail JMAP API.
#
# Usage: ./scripts/generate_changelog.sh [--dry-run]
#
# Configuration files (in ~/.config/eagle0/):
# fastmail_token - API token (required)
# changelog_recipient - Email addresses, one per line (optional, defaults to sender)
#
# To set up:
# mkdir -p ~/.config/eagle0
# echo 'your-token' > ~/.config/eagle0/fastmail_token
# chmod 600 ~/.config/eagle0/fastmail_token
#
# # Optional: configure recipients (one per line, # for comments)
# cat > ~/.config/eagle0/changelog_recipient << EOF
# alice@example.com
# bob@example.com
# EOF
#
# The script tracks its last run using a git tag 'changelog-last-run'.
# On first run (no tag), it defaults to the previous Friday at 4pm.
set -euo pipefail
# Ensure homebrew binaries are in PATH
export PATH="/opt/homebrew/bin:$PATH"
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
REPO_ROOT="$(cd "$SCRIPT_DIR/.." && pwd)"
TAG_NAME="changelog-last-run"
DRY_RUN=false
FASTMAIL_API="https://api.fastmail.com/jmap/api/"
CONFIG_DIR="$HOME/.config/eagle0"
TOKEN_FILE="$CONFIG_DIR/fastmail_token"
RECIPIENT_FILE="$CONFIG_DIR/changelog_recipient"
# Load API token from file or environment
load_api_token() {
# Environment variable takes precedence
if [[ -n "${FASTMAIL_API_TOKEN:-}" ]]; then
return 0
fi
# Try loading from config file
if [[ -f "$TOKEN_FILE" ]]; then
FASTMAIL_API_TOKEN=$(cat "$TOKEN_FILE" | tr -d '[:space:]')
if [[ -n "$FASTMAIL_API_TOKEN" ]]; then
echo "Loaded API token from $TOKEN_FILE"
export FASTMAIL_API_TOKEN
return 0
fi
fi
return 1
}
# Load recipient emails from config file (one per line)
# Returns JSON array fragment like: {"email": "a@b.com"}, {"email": "c@d.com"}
load_recipients_json() {
local recipients=""
if [[ -f "$RECIPIENT_FILE" ]]; then
while IFS= read -r line || [[ -n "$line" ]]; do
# Skip empty lines and comments
line=$(echo "$line" | tr -d '[:space:]')
[[ -z "$line" || "$line" == \#* ]] && continue
if [[ -n "$recipients" ]]; then
recipients="$recipients, "
fi
recipients="$recipients{\"email\": \"$line\"}"
done < "$RECIPIENT_FILE"
fi
echo "$recipients"
}
# Get human-readable list of recipients
load_recipients_display() {
if [[ -f "$RECIPIENT_FILE" ]]; then
grep -v '^#' "$RECIPIENT_FILE" | grep -v '^[[:space:]]*$' | tr '\n' ', ' | sed 's/, $//'
fi
}
# Parse arguments
while [[ $# -gt 0 ]]; do
case $1 in
--dry-run)
DRY_RUN=true
shift
;;
*)
echo "Unknown option: $1"
echo "Usage: $0 [--dry-run]"
exit 1
;;
esac
done
cd "$REPO_ROOT"
# Get the cutoff date - either from tag or previous Friday 4pm
get_cutoff_date() {
# Try to get the date from the tag
if git rev-parse "$TAG_NAME" >/dev/null 2>&1; then
# Get the commit date of the tagged commit
git log -1 --format="%aI" "$TAG_NAME"
else
# Calculate previous Friday at 4pm
# Get current day of week (1=Monday, 7=Sunday)
local dow=$(date +%u)
local days_since_friday
if [[ $dow -ge 5 ]]; then
# Friday (5), Saturday (6), or Sunday (7)
days_since_friday=$((dow - 5))
else
# Monday (1) through Thursday (4)
days_since_friday=$((dow + 2))
fi
# Get previous Friday at 4pm in ISO format
if [[ "$(uname)" == "Darwin" ]]; then
date -v-"${days_since_friday}d" -v16H -v0M -v0S +"%Y-%m-%dT%H:%M:%S%z"
else
date -d "$days_since_friday days ago 16:00:00" --iso-8601=seconds
fi
fi
}
# Fetch merged PRs since the cutoff date
fetch_merged_prs() {
local since_date="$1"
local output_file="$2"
echo "Fetching PRs merged since: $since_date"
# Use gh to search for merged PRs
gh pr list \
--state merged \
--base main \
--json number,title,body,mergedAt,author \
--jq ".[] | select(.mergedAt >= \"$since_date\")" \
> "$output_file.json"
# Format the output nicely
echo "# Merged PRs since $since_date" > "$output_file"
echo "" >> "$output_file"
# Process each PR
jq -r '
"## PR #\(.number): \(.title)\n" +
"Author: \(.author.login)\n" +
"Merged: \(.mergedAt)\n\n" +
"### Description\n" +
(.body // "(No description)") +
"\n\n---\n"
' "$output_file.json" >> "$output_file"
# Count PRs
local pr_count=$(jq -s 'length' "$output_file.json")
echo "Found $pr_count merged PRs"
rm -f "$output_file.json"
if [[ $pr_count -eq 0 ]]; then
echo "No PRs found since $since_date"
return 1
fi
return 0
}
# Generate synopsis using Claude
generate_synopsis() {
local input_file="$1"
local output_file="$2"
echo "Generating synopsis with Claude..."
# Create a prompt file to avoid shell escaping issues
local prompt_file="/tmp/eagle0_prompt_$$.txt"
# Get repo URL for PR links
local repo_url=$(gh repo view --json url -q '.url')
cat > "$prompt_file" <<PROMPT_HEADER
You are summarizing changes for a weekly engineering update email.
Read the following list of merged PRs and create a concise synopsis grouped by theme/feature/area of the codebase.
Structure:
1. <h1> title (e.g., "Eagle0 Weekly Update")
2. <h2>BLUF</h2> (Bottom Line Up Front) - A short prose paragraph (2-4 sentences) highlighting the 1-3 most important changes this week and what to look for when testing. This should be conversational and help readers quickly understand what matters most.
3. Synopsis sections (<h2> headings with bullet point summaries)
4. <hr> divider
5. <h2>PR Details</h2> with the same groupings, but smaller (<h3> headings) and listing PR links
- Format each PR as: <a href="${repo_url}/pull/NUMBER">#NUMBER</a>: Title
Guidelines for the SYNOPSIS sections:
- Group related changes together under clear headings (use <h2> tags)
- Use bullet points (<ul><li>) for individual changes
- Highlight any significant new features, breaking changes, or important fixes
- Keep the tone professional but accessible
- Don't include PR numbers in the synopsis - focus on what changed and why it matters
IMPORTANT: Output valid HTML that can be used directly in an email body. Do NOT wrap in \`\`\`html code blocks - just output the raw HTML.
Here are the merged PRs:
PROMPT_HEADER
cat "$input_file" >> "$prompt_file"
echo "" >> "$prompt_file"
echo "Generate the synopsis now:" >> "$prompt_file"
# Use Claude CLI to generate the synopsis, wrapped in proper HTML with charset
local raw_output="/tmp/eagle0_raw_$$.html"
cat "$prompt_file" | claude --print > "$raw_output"
# Wrap in HTML document with UTF-8 charset
cat > "$output_file" <<'HTML_HEAD'
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
</head>
<body>
HTML_HEAD
cat "$raw_output" >> "$output_file"
echo "</body></html>" >> "$output_file"
rm -f "$prompt_file" "$raw_output"
echo "Synopsis generated at: $output_file"
}
# Get Fastmail session info (account ID, identity ID, drafts mailbox ID)
get_fastmail_session() {
echo "Fetching Fastmail session info..." >&2
# Get session
local session=$(curl -s \
-H "Authorization: Bearer $FASTMAIL_API_TOKEN" \
"https://api.fastmail.com/jmap/session")
# Extract account ID (first account)
FASTMAIL_ACCOUNT_ID=$(echo "$session" | jq -r '.primaryAccounts["urn:ietf:params:jmap:mail"]')
if [[ -z "$FASTMAIL_ACCOUNT_ID" || "$FASTMAIL_ACCOUNT_ID" == "null" ]]; then
echo "Error: Could not get Fastmail account ID. Check your API token." >&2
return 1
fi
echo "Account ID: $FASTMAIL_ACCOUNT_ID" >&2
# Get identity ID
local identity_response=$(curl -s \
-H "Authorization: Bearer $FASTMAIL_API_TOKEN" \
-H "Content-Type: application/json" \
-X POST \
-d "{
\"using\": [\"urn:ietf:params:jmap:core\", \"urn:ietf:params:jmap:mail\", \"urn:ietf:params:jmap:submission\"],
\"methodCalls\": [
[\"Identity/get\", {\"accountId\": \"$FASTMAIL_ACCOUNT_ID\"}, \"0\"]
]
}" \
"$FASTMAIL_API")
FASTMAIL_IDENTITY_ID=$(echo "$identity_response" | jq -r '.methodResponses[0][1].list[0].id')
FASTMAIL_FROM_EMAIL=$(echo "$identity_response" | jq -r '.methodResponses[0][1].list[0].email')
if [[ -z "$FASTMAIL_IDENTITY_ID" || "$FASTMAIL_IDENTITY_ID" == "null" ]]; then
echo "Error: Could not get Fastmail identity ID." >&2
return 1
fi
echo "Identity ID: $FASTMAIL_IDENTITY_ID (${FASTMAIL_FROM_EMAIL})" >&2
# Get drafts mailbox ID
local mailbox_response=$(curl -s \
-H "Authorization: Bearer $FASTMAIL_API_TOKEN" \
-H "Content-Type: application/json" \
-X POST \
-d "{
\"using\": [\"urn:ietf:params:jmap:core\", \"urn:ietf:params:jmap:mail\"],
\"methodCalls\": [
[\"Mailbox/query\", {\"accountId\": \"$FASTMAIL_ACCOUNT_ID\", \"filter\": {\"role\": \"drafts\"}}, \"0\"]
]
}" \
"$FASTMAIL_API")
FASTMAIL_DRAFTS_ID=$(echo "$mailbox_response" | jq -r '.methodResponses[0][1].ids[0]')
if [[ -z "$FASTMAIL_DRAFTS_ID" || "$FASTMAIL_DRAFTS_ID" == "null" ]]; then
echo "Error: Could not get Fastmail drafts mailbox ID." >&2
return 1
fi
echo "Drafts mailbox ID: $FASTMAIL_DRAFTS_ID" >&2
return 0
}
# Send email via Fastmail JMAP API
send_email_fastmail() {
local synopsis_file="$1"
local recipients_json="$2" # JSON array fragment: {"email": "a@b.com"}, {"email": "c@d.com"}
local subject="Eagle0 Weekly Changelog - $(date +%Y-%m-%d)"
local html_body=$(cat "$synopsis_file" | jq -Rs .)
echo "Sending email via Fastmail JMAP API..."
# Create the email and send it in one request
local response=$(curl -s \
-H "Authorization: Bearer $FASTMAIL_API_TOKEN" \
-H "Content-Type: application/json" \
-X POST \
-d "{
\"using\": [
\"urn:ietf:params:jmap:core\",
\"urn:ietf:params:jmap:mail\",
\"urn:ietf:params:jmap:submission\"
],
\"methodCalls\": [
[\"Email/set\", {
\"accountId\": \"$FASTMAIL_ACCOUNT_ID\",
\"create\": {
\"draft\": {
\"from\": [{\"email\": \"$FASTMAIL_FROM_EMAIL\"}],
\"to\": [$recipients_json],
\"subject\": \"$subject\",
\"mailboxIds\": {\"$FASTMAIL_DRAFTS_ID\": true},
\"keywords\": {\"\$draft\": true},
\"htmlBody\": [{\"partId\": \"body\", \"type\": \"text/html\"}],
\"bodyValues\": {
\"body\": {
\"charset\": \"utf-8\",
\"value\": $html_body
}
}
}
}
}, \"0\"],
[\"EmailSubmission/set\", {
\"accountId\": \"$FASTMAIL_ACCOUNT_ID\",
\"onSuccessDestroyEmail\": [\"#sendIt\"],
\"create\": {
\"sendIt\": {
\"emailId\": \"#draft\",
\"identityId\": \"$FASTMAIL_IDENTITY_ID\"
}
}
}, \"1\"]
]
}" \
"$FASTMAIL_API")
# Check for errors
local error=$(echo "$response" | jq -r '.methodResponses[0][1].notCreated.draft.description // empty')
if [[ -n "$error" ]]; then
echo "Error creating email: $error" >&2
echo "Full response: $response" >&2
return 1
fi
local send_error=$(echo "$response" | jq -r '.methodResponses[1][1].notCreated.sendIt.description // empty')
if [[ -n "$send_error" ]]; then
echo "Error sending email: $send_error" >&2
echo "Full response: $response" >&2
return 1
fi
echo "Email sent successfully"
}
# Update the tag to mark this run
update_tag() {
echo "Updating $TAG_NAME tag..."
# Delete existing tag if present
git tag -d "$TAG_NAME" 2>/dev/null || true
git push origin --delete "$TAG_NAME" 2>/dev/null || true
# Create new tag at HEAD
git tag "$TAG_NAME"
git push origin "$TAG_NAME"
echo "Tag updated to current HEAD"
}
# Main
main() {
echo "=== Eagle0 Weekly Changelog Generator ==="
echo ""
# Load API token (only required for actual send)
if [[ "$DRY_RUN" != "true" ]]; then
if ! load_api_token; then
echo "Error: No Fastmail API token found."
echo ""
echo "To create a token:"
echo "1. Go to Fastmail Settings -> Password & Security -> API tokens"
echo "2. Create a new token with 'Email submission' scope"
echo "3. Save it using one of these methods:"
echo ""
echo " Option A (recommended): Store in config file"
echo " mkdir -p ~/.config/eagle0"
echo " echo 'your-token' > ~/.config/eagle0/fastmail_token"
echo " chmod 600 ~/.config/eagle0/fastmail_token"
echo ""
echo " Option B: Set environment variable"
echo " export FASTMAIL_API_TOKEN='your-token'"
exit 1
fi
fi
# Get cutoff date
local cutoff_date=$(get_cutoff_date)
echo "Cutoff date: $cutoff_date"
# Create temp files
local pr_file="/tmp/eagle0_prs_$(date +%s).md"
local synopsis_file="/tmp/eagle0_synopsis_$(date +%s).html"
# Fetch PRs
if ! fetch_merged_prs "$cutoff_date" "$pr_file"; then
echo "No changes to report. Exiting."
exit 0
fi
echo ""
echo "PR details saved to: $pr_file"
# Generate synopsis
generate_synopsis "$pr_file" "$synopsis_file"
if [[ "$DRY_RUN" == "true" ]]; then
echo ""
echo "=== DRY RUN - Synopsis content ==="
cat "$synopsis_file"
echo ""
echo "=== DRY RUN - Skipping email send and tag update ==="
else
# Get Fastmail session info
if ! get_fastmail_session; then
echo "Failed to get Fastmail session info. Exiting."
exit 1
fi
# Determine recipients (from config file, or default to sender)
local recipients_json=$(load_recipients_json)
if [[ -z "$recipients_json" ]]; then
recipients_json="{\"email\": \"$FASTMAIL_FROM_EMAIL\"}"
echo "No recipients configured, sending to self ($FASTMAIL_FROM_EMAIL)"
else
local recipients_display=$(load_recipients_display)
echo "Sending to: $recipients_display"
fi
# Send email
send_email_fastmail "$synopsis_file" "$recipients_json"
# Update tag for next run
update_tag
fi
echo ""
echo "Done!"
echo "PR details: $pr_file"
echo "Synopsis: $synopsis_file"
}
main
-149
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@@ -1,149 +0,0 @@
#!/bin/bash
#
# Setup script for Eagle0 production droplet
# Run this on a fresh DigitalOcean droplet (Ubuntu 24.04)
#
# Usage: curl -sSL https://raw.githubusercontent.com/nolen777/eagle0/main/scripts/setup_droplet.sh | sudo bash
#
set -euo pipefail
DOMAIN="${DOMAIN:-eagle0.net}"
DEPLOY_USER="${DEPLOY_USER:-deploy}"
APP_DIR="/opt/eagle0"
echo "=== Eagle0 Production Server Setup ==="
echo "Domain: ${DOMAIN}"
echo "Deploy user: ${DEPLOY_USER}"
echo ""
# Check if running as root
if [[ $EUID -ne 0 ]]; then
echo "This script must be run as root (use sudo)"
exit 1
fi
echo "=== Updating system ==="
apt-get update
apt-get upgrade -y
echo "=== Installing Docker ==="
if ! command -v docker &> /dev/null; then
curl -fsSL https://get.docker.com | sh
systemctl enable docker
systemctl start docker
else
echo "Docker already installed"
fi
echo "=== Installing Docker Compose plugin ==="
apt-get install -y docker-compose-plugin
echo "=== Installing additional utilities ==="
apt-get install -y \
curl \
wget \
git \
netcat-openbsd \
jq \
htop \
unattended-upgrades
echo "=== Configuring automatic security updates ==="
cat > /etc/apt/apt.conf.d/20auto-upgrades << 'EOF'
APT::Periodic::Update-Package-Lists "1";
APT::Periodic::Unattended-Upgrade "1";
APT::Periodic::AutocleanInterval "7";
EOF
echo "=== Creating deploy user ==="
if ! id "${DEPLOY_USER}" &>/dev/null; then
useradd -m -s /bin/bash -G docker "${DEPLOY_USER}"
mkdir -p "/home/${DEPLOY_USER}/.ssh"
chmod 700 "/home/${DEPLOY_USER}/.ssh"
chown -R "${DEPLOY_USER}:${DEPLOY_USER}" "/home/${DEPLOY_USER}/.ssh"
echo ""
echo "*** IMPORTANT: Add your SSH public key to /home/${DEPLOY_USER}/.ssh/authorized_keys ***"
echo ""
else
echo "User ${DEPLOY_USER} already exists"
# Ensure user is in docker group
usermod -aG docker "${DEPLOY_USER}"
fi
echo "=== Creating application directory ==="
mkdir -p "${APP_DIR}"/{nginx,certbot/conf,certbot/www,saves}
chown -R "${DEPLOY_USER}:${DEPLOY_USER}" "${APP_DIR}"
echo "=== Configuring Docker registry authentication ==="
echo ""
echo "*** IMPORTANT: Run the following command to authenticate with DigitalOcean Container Registry: ***"
echo " docker login registry.digitalocean.com"
echo ""
echo "=== Creating systemd service ==="
cat > /etc/systemd/system/eagle0.service << EOF
[Unit]
Description=Eagle0 Game Servers
Requires=docker.service
After=docker.service
[Service]
Type=oneshot
RemainAfterExit=yes
WorkingDirectory=${APP_DIR}
ExecStart=/usr/bin/docker compose -f docker-compose.prod.yml up -d
ExecStop=/usr/bin/docker compose -f docker-compose.prod.yml down
User=${DEPLOY_USER}
Group=${DEPLOY_USER}
[Install]
WantedBy=multi-user.target
EOF
systemctl daemon-reload
systemctl enable eagle0
echo "=== Configuring firewall (UFW) ==="
if ! command -v ufw &> /dev/null; then
apt-get install -y ufw
fi
ufw default deny incoming
ufw default allow outgoing
ufw allow ssh
ufw allow 80/tcp
ufw allow 443/tcp
ufw --force enable
echo "=== Setting up log rotation ==="
cat > /etc/logrotate.d/eagle0 << EOF
/var/log/eagle0/*.log {
daily
missingok
rotate 14
compress
delaycompress
notifempty
create 0640 ${DEPLOY_USER} ${DEPLOY_USER}
sharedscripts
}
EOF
mkdir -p /var/log/eagle0
chown "${DEPLOY_USER}:${DEPLOY_USER}" /var/log/eagle0
echo ""
echo "=== Setup Complete ==="
echo ""
echo "Next steps:"
echo "1. Add SSH public key to /home/${DEPLOY_USER}/.ssh/authorized_keys"
echo "2. Copy docker-compose.prod.yml to ${APP_DIR}/"
echo "3. Copy nginx/nginx.conf to ${APP_DIR}/nginx/"
echo "4. Create .env file in ${APP_DIR}/ with OPENAI_API_KEY"
echo "5. Run: docker login registry.digitalocean.com"
echo "6. Get SSL certificate: (see init_ssl.sh)"
echo "7. Start services: systemctl start eagle0"
echo ""
echo "Server IP: $(curl -s ifconfig.me)"
echo ""
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@@ -0,0 +1,4 @@
#!/usr/bin/env bash
bazel run //src/main/go/net/eagle0/build/action_result_type_build_file_generator \
${PWD}/src/main/scala/net/eagle0/eagle/model/action_result/types/
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@@ -1,142 +0,0 @@
#!/bin/bash
#
# Warmup Script for Eagle Server
#
# This script warms up the JIT compiler before switching traffic to a new instance.
# It uses the Go warmup tool which:
# 1. Creates a test game via bidirectional streaming
# 2. Posts an Improve command
# 3. Verifies action results and new commands
# 4. Cleans up the test game
#
# Usage: ./warmup-eagle.sh HOST:PORT
#
# Example:
# ./warmup-eagle.sh localhost:40032
# ./warmup-eagle.sh localhost:40034
#
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
PROJECT_ROOT="$(cd "${SCRIPT_DIR}/.." && pwd)"
# Colors for output
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
NC='\033[0m'
log_info() { echo -e "${GREEN}[INFO]${NC} $1"; }
log_warn() { echo -e "${YELLOW}[WARN]${NC} $1"; }
log_error() { echo -e "${RED}[ERROR]${NC} $1"; }
HOST="${1:-localhost:40032}"
log_info "Warming up Eagle server at ${HOST}..."
# Try to find the Go warmup tool
WARMUP_TOOL=""
# Check if we're in the project directory with bazel
if [ -f "${PROJECT_ROOT}/WORKSPACE" ] || [ -f "${PROJECT_ROOT}/WORKSPACE.bazel" ]; then
# Try to find the pre-built binary
BAZEL_BIN="${PROJECT_ROOT}/bazel-bin/src/main/go/net/eagle0/warmup/warmup_/warmup"
if [ -x "${BAZEL_BIN}" ]; then
WARMUP_TOOL="${BAZEL_BIN}"
fi
fi
# Check for the warmup tool in common locations (for deployed environments)
if [ -z "${WARMUP_TOOL}" ]; then
for path in \
"${SCRIPT_DIR}/bin/warmup" \
"/opt/eagle0/scripts/bin/warmup" \
"/opt/eagle0/bin/warmup" \
"/usr/local/bin/eagle-warmup" \
"${SCRIPT_DIR}/warmup"; do
if [ -x "${path}" ]; then
WARMUP_TOOL="${path}"
break
fi
done
fi
# If we found the Go tool, use it
if [ -n "${WARMUP_TOOL}" ]; then
log_info "Using Go warmup tool: ${WARMUP_TOOL}"
if "${WARMUP_TOOL}" --address="${HOST}" --timeout=60s; then
log_info "Warmup complete!"
exit 0
else
log_error "Go warmup tool failed"
exit 1
fi
fi
# Fallback to grpcurl-based warmup
log_warn "Go warmup tool not found, falling back to grpcurl"
# Check for grpcurl
if ! command -v grpcurl &> /dev/null; then
log_error "Neither Go warmup tool nor grpcurl is available"
log_error "Build the warmup tool with: bazel build //src/main/go/net/eagle0/warmup"
log_error "Or install grpcurl: brew install grpcurl (macOS)"
exit 1
fi
# Warmup iterations
WARMUP_ITERATIONS=3
# 1. Call GetRunningGames multiple times - this exercises the gRPC layer and basic game access
log_info "Warming up GetRunningGames..."
for i in $(seq 1 ${WARMUP_ITERATIONS}); do
RESULT=$(grpcurl -plaintext -d '{}' "${HOST}" net.eagle0.eagle.api.Eagle/GetRunningGames 2>&1) || true
if echo "$RESULT" | grep -q "games\|{}"; then
echo -n "."
else
log_error "GetRunningGames failed on iteration $i"
exit 1
fi
done
echo " done"
# 2. Call GetSettings - exercises settings loading
log_info "Warming up GetSettings..."
for i in $(seq 1 ${WARMUP_ITERATIONS}); do
if grpcurl -plaintext -d '{}' "${HOST}" net.eagle0.eagle.api.Eagle/GetSettings > /dev/null 2>&1; then
echo -n "."
else
log_warn "GetSettings failed on iteration $i (non-fatal)"
fi
done
echo " done"
# 3. Call AddSettings with empty list - exercises settings path
log_info "Warming up AddSettings..."
for i in $(seq 1 ${WARMUP_ITERATIONS}); do
if grpcurl -plaintext -d '{"settings": []}' "${HOST}" net.eagle0.eagle.api.Eagle/AddSettings > /dev/null 2>&1; then
echo -n "."
else
log_warn "AddSettings failed on iteration $i (non-fatal)"
fi
done
echo " done"
# Final health check
log_info "Verifying server health..."
if grpcurl -plaintext -d '{}' "${HOST}" net.eagle0.eagle.api.Eagle/GetRunningGames > /dev/null 2>&1; then
log_info "Health check passed"
else
log_error "Health check failed"
exit 1
fi
log_info ""
log_info "Warmup complete (basic mode - bidirectional streaming warmup not available)!"
log_info "The JIT should be warmed for:"
log_info " - gRPC layer and protobuf parsing"
log_info " - Settings loading and management"
log_info ""
log_warn "Note: For full warmup including game creation and command processing,"
log_warn " build and use the Go warmup tool: bazel build //src/main/go/net/eagle0/warmup"
@@ -26,13 +26,6 @@ namespace fs = std::filesystem;
static string rLocation;
auto rloc(const string& execPath) -> string {
// First check for environment variable override for Docker deployment
const char* resourcesPath = getenv("SHARDOK_RESOURCES_PATH");
if (resourcesPath != nullptr) {
return ""; // Return empty so StaticShardokFilesDirectory uses env var directly
}
// Fall back to Bazel runfiles for development
string error;
const std::unique_ptr<Runfiles> runfiles(Runfiles::Create(execPath, &error));
@@ -65,14 +58,10 @@ auto FilesystemUtils::FileExistsAtPath(const string& path) -> bool { return fs::
auto FilesystemUtils::StaticEagle0FilesDirectory() -> string { return "/usr/local/share/eagle0/"; }
auto FilesystemUtils::StaticShardokFilesDirectory() -> string {
const char* resourcesPath = getenv("SHARDOK_RESOURCES_PATH");
if (resourcesPath != nullptr) { return string(resourcesPath) + "/"; }
return rLocation + "/src/main/resources/net/eagle0/shardok/";
}
auto FilesystemUtils::MapFilesDirectory() -> string {
const char* mapsPath = getenv("SHARDOK_MAPS_PATH");
if (mapsPath != nullptr) { return string(mapsPath) + "/"; }
return StaticShardokFilesDirectory() + "maps/";
}
@@ -7,7 +7,6 @@
#include <algorithm>
#include <bit>
#include <cstdint>
#include <cstdlib>
#define ITERABLE_BITSET_INDEX_CHECKS false
@@ -9,7 +9,6 @@
#include "MapUtils.hpp"
#include <algorithm>
#include <stdexcept>
static inline std::string StringForKey(
const std::unordered_map<std::string, std::string>& map,
@@ -9,7 +9,6 @@
#ifndef byte_vector_h
#define byte_vector_h
#include <cstdint>
#include <cstring>
#include <fstream>
#include <sstream>
@@ -14,7 +14,6 @@ cc_library(
"//src/main/cpp/net/eagle0/shardok/library:engine",
"//src/main/cpp/net/eagle0/shardok/server:eagle_interface_grpc_server",
"//src/main/cpp/net/eagle0/shardok/server:server_configuration",
"//src/main/cpp/net/eagle0/shardok/server:token_auth",
"//src/main/protobuf/net/eagle0/common:common_unit_cc_proto",
"@grpc//:grpc++",
],
@@ -222,6 +222,7 @@ double AIHeuristicWeighting::GetCommandWeight(
case CommandType::RELEASE_UNIT_COMMAND: return 0.0;
case CommandType::REINFORCE_COMMAND: return 10.0;
case CommandType::MANAGE_PRISONER: return 1.0;
// === ZERO WEIGHT - NEVER SELECT (0.0) ===
// Explicitly bad actions
@@ -25,8 +25,7 @@ auto CalculateTimeBudget(
const PlayerId playerId,
const GameSettingsSPtr &settings,
const GameStateW &state,
const size_t numCommands,
const bool isAllAiBattle) -> AITimeBudget {
const size_t numCommands) -> AITimeBudget {
const auto settingsGetter = settings->GetGetter();
const auto castleCoords = AllCastleCoords(state->hex_map());
@@ -35,10 +34,8 @@ auto CalculateTimeBudget(
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP;
// Get maximum budget cap from settings (in seconds)
// For all-AI battles, use the faster budget limit
const double maxBudgetSeconds =
isAllAiBattle ? settingsGetter.Backing().all_ai_battle_time_budget_maximum()
: settingsGetter.Backing().lookahead_time_budget_maximum_seconds();
settingsGetter.Backing().lookahead_time_budget_maximum_seconds();
const double maxBudgetMs = maxBudgetSeconds * 1000.0;
// During setup, use the setup-specific time budget
@@ -38,13 +38,11 @@ struct AITimeBudget {
// Calculate time budget based on proximity to enemies and castles
// Time budget is calculated dynamically based on number of available commands:
// budget = msPerCommand × numCommands (clamped to 200-5000ms)
// If isAllAiBattle is true, uses allAiBattleTimeBudgetMaximum instead of the normal maximum.
auto CalculateTimeBudget(
PlayerId playerId,
const GameSettingsSPtr &settings,
const GameStateW &state,
size_t numCommands,
bool isAllAiBattle) -> AITimeBudget;
size_t numCommands) -> AITimeBudget;
} // namespace shardok
@@ -53,7 +53,6 @@ auto RoundsRemaining(const GameSettingsSPtr &settings, const GameStateView &gsv)
ShardokAIClient::ShardokAIClient(
const PlayerId playerId,
const bool isDefender,
const bool isAllAiBattle,
const HexMap *hexMap,
const SettingsGetter &settings,
const AIAlgorithmType aiAlgorithmType,
@@ -61,7 +60,6 @@ ShardokAIClient::ShardokAIClient(
const mcts::MCTSConfig &mctsConfig)
: playerId(playerId),
isDefender(isDefender),
isAllAiBattle(isAllAiBattle),
aiAlgorithmType(aiAlgorithmType),
scoringCalculatorType(scoringCalculatorType),
alCache(std::make_unique<AttackLocationsCache>(hexMap, settings)),
@@ -137,8 +135,7 @@ auto ShardokAIClient::StandardChooseCommandIndex(
const auto commandCount = guessedCommands->size();
// Calculate time budget based on game situation using new dynamic per-command settings
const auto timeBudget =
CalculateTimeBudget(playerId, settings, guessedState, commandCount, isAllAiBattle);
const auto timeBudget = CalculateTimeBudget(playerId, settings, guessedState, commandCount);
// Configure MCTS based on proximity to enemy
// When far from enemy: use AVERAGING with maxPlayerFlips=0 (single-player lookahead)
@@ -41,7 +41,6 @@ class ShardokAIClient {
private:
const PlayerId playerId;
const bool isDefender;
const bool isAllAiBattle; // Whether this battle has only AI players (for faster time budgets)
const AIAlgorithmType aiAlgorithmType;
const ScoringCalculatorType scoringCalculatorType;
@@ -70,7 +69,6 @@ public:
explicit ShardokAIClient(
PlayerId playerId,
bool isDefender,
bool isAllAiBattle,
const HexMap* hexMap,
const SettingsGetter& settings,
AIAlgorithmType aiAlgorithmType,
@@ -4,7 +4,6 @@
#include "TranspositionTable.hpp"
#include <cinttypes>
#include <cstdio>
#include <cstring>
@@ -102,10 +101,10 @@ void TranspositionTable::clear() {
void TranspositionTable::printStats() const {
printf("TranspositionTable Stats:\n");
printf(" Probes: %" PRIu64 "\n", stats.probes.load());
printf(" Hits: %" PRIu64 " (%.1f%%)\n", stats.hits.load(), stats.hitRate());
printf(" Stores: %" PRIu64 "\n", stats.stores.load());
printf(" Collisions: %" PRIu64 "\n", stats.collisions.load());
printf(" Probes: %llu\n", stats.probes.load());
printf(" Hits: %llu (%.1f%%)\n", stats.hits.load(), stats.hitRate());
printf(" Stores: %llu\n", stats.stores.load());
printf(" Collisions: %llu\n", stats.collisions.load());
printf(" Table size: %zu entries (%.1f MB)\n",
TABLE_SIZE,
(TABLE_SIZE * sizeof(TTEntry)) / (1024.0 * 1024.0));
@@ -10,6 +10,7 @@
#include "AiBattleConfig.hpp"
#include "AiBattleSimulator.hpp"
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
using shardok::ai_battle_simulator::AiBattleConfigLoader;
using shardok::ai_battle_simulator::AiBattleSimulator;
@@ -108,6 +109,10 @@ int main(int argc, char* argv[]) {
// Set exec path for FilesystemUtils
FilesystemUtils::SetExecPath(argv[0]);
// Set cache directory for ActionPointDistances
shardok::FixedActionPointDistances::SetCacheDirectory(
FilesystemUtils::CacheFilesDirectory() + "apdCache/");
try {
if (argc < 2) {
PrintUsage(argv[0]);
@@ -16,6 +16,7 @@
#include "src/main/cpp/net/eagle0/shardok/ai_testing_common/AIClientFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai_testing_common/GamePhaseRunner.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
#include "src/main/protobuf/net/eagle0/shardok/common/command_type.pb.h"
using namespace shardok;
@@ -83,6 +84,10 @@ int main(int argc, char* argv[]) {
// Set exec path so FilesystemUtils can find resource files
FilesystemUtils::SetExecPath(argv[0]);
// Set cache directory for ActionPointDistances
FixedActionPointDistances::SetCacheDirectory(
FilesystemUtils::CacheFilesDirectory() + "apdCache/");
try {
std::cout << "Shardok AI Performance Runner\n";
std::cout << "==============================\n";
@@ -71,21 +71,15 @@ vector<shared_ptr<ShardokAIClient>> ShardokGameController::MakeAIClients(
mctsConfig.maxSimulationFlips = 1;
mctsConfig.simulationPolicy = mcts::MCTSSimulationPolicy::WEIGHTED_HEURISTIC;
// Check if all players are AI - if so, use faster time budgets
const auto &playerInfos = e->GetPlayerInfos();
const bool isAllAiBattle =
std::ranges::all_of(playerInfos, [](const auto &pi) { return pi.is_ai(); });
for (const auto &pi : playerInfos) {
for (const auto &pi : e->GetPlayerInfos()) {
if (pi.is_ai()) {
auto newClient = std::make_shared<ShardokAIClient>(
pi.player_id(),
pi.is_defender(),
isAllAiBattle,
e->GetCurrentGameState()->hex_map(),
e->GetGameSettings()->GetGetter(),
AIAlgorithmType::ITERATIVE_DEEPENING,
ScoringCalculatorType::STANDARD,
ScoringCalculatorType::MCTS_OPTIMIZED,
mctsConfig);
// MCTS config is dynamically adjusted in ShardokAIClient based on proximity:
@@ -403,10 +397,12 @@ auto ShardokGameController::WaitForUpdatesAndPush(
}
// Lock released - GetUpdates will acquire its own lock
// IMPORTANT: Send any pending updates FIRST, including the final actions
// that caused the game to end. Previously, we returned early on gameOver
// without sending these final updates, causing the client to never see
// the last few battle actions.
if (gameOver) {
subscriber->OnGameOver(gameOverInfo);
return true;
}
// Get updates outside the lock (GetUpdates acquires masterLock internally)
AllUpdates updates = GetUpdates(lastPushedActionId);
lastPushedActionId = updates.newUnfilteredCount;
@@ -417,12 +413,6 @@ auto ShardokGameController::WaitForUpdatesAndPush(
updates.newUnfilteredCount,
updates.currentGameState);
}
// Now send gameOver notification after all updates have been sent
if (gameOver) {
subscriber->OnGameOver(gameOverInfo);
return true;
}
}
return false; // Subscriber disconnected
@@ -29,6 +29,8 @@ thread_local struct {
int localMisses = 0;
int sharedAccesses = 0;
int evictionEvents = 0;
int apdLoadedFromFile = 0;
int apdGeneratedFresh = 0;
std::chrono::steady_clock::time_point lastReportTime = std::chrono::steady_clock::now();
} cacheStats;
@@ -38,13 +40,16 @@ static void MaybePrintCacheStats() {
if (std::chrono::duration_cast<std::chrono::seconds>(now - cacheStats.lastReportTime).count() >=
CACHE_STATS_FREQUENCY_SECONDS_) {
printf("Thread cache stats: %d persistent hits, %d persistent misses, %d local hits, "
"%d local misses, %d shared accesses, %d eviction events\n",
"%d local misses, %d shared accesses, %d eviction events, "
"%d APD loaded from file, %d APD generated fresh\n",
cacheStats.persistentHits,
cacheStats.persistentMisses,
cacheStats.localHits,
cacheStats.localMisses,
cacheStats.sharedAccesses,
cacheStats.evictionEvents);
cacheStats.evictionEvents,
cacheStats.apdLoadedFromFile,
cacheStats.apdGeneratedFresh);
cacheStats.lastReportTime = now;
}
}
@@ -190,12 +195,25 @@ auto ActionPointDistancesCache::GetRaw(
}
// Create new pathfinding result using factory method
auto result = FixedActionPointDistances::Create(
auto creationResult = FixedActionPointDistances::Create(
mapToUse,
mapId.terrainTypesId,
mapId.modifierId,
battalionType,
includeBravingWater,
braveWaterActionPointCost);
#if CACHE_STATS_LOGGING_
// Track whether this was loaded from file or generated fresh
if (creationResult.loadedFromFile) {
cacheStats.apdLoadedFromFile++;
} else {
cacheStats.apdGeneratedFresh++;
}
#endif
auto result = creationResult.apd;
// Store in shared cache
sharedDistances.lazy_emplace_l(
cacheKey,
@@ -22,56 +22,110 @@ static const int ASYNC_COUNT = []() {
namespace shardok {
void FixedActionPointDistances::SetCacheDirectory(const string& newDir) {
cacheDirectory = newDir;
FilesystemUtils::MakeDirectoryIfNecessary(cacheDirectory);
}
static thread_local byte_vector _scratch;
FixedActionPointDistances::FixedActionPointDistances(const HexMap* /*map*/, int columnCount)
: ActionPointDistances(columnCount) {}
auto FixedActionPointDistances::Create(
const HexMap* map,
int64_t terrainTypesHash,
int64_t modifierHash,
const BattalionTypeSPtr& battalionType,
bool includeBravingWater,
int braveWaterActionPointCost) -> std::shared_ptr<FixedActionPointDistances> {
int braveWaterActionPointCost) -> CreationResult {
// Create the object using private constructor
auto apd = std::shared_ptr<FixedActionPointDistances>(
new FixedActionPointDistances(map, map->column_count()));
CreationResult result;
result.apd = apd;
result.loadedFromFile = false;
string path = "";
if (!cacheDirectory.empty()) {
std::stringstream stream;
stream << cacheDirectory;
stream << std::hex << terrainTypesHash << '/';
if (auto directoryPath = stream.str(); !FilesystemUtils::FileExistsAtPath(directoryPath)) {
FilesystemUtils::MakeDirectoryIfNecessary(stream.str());
}
stream << std::hex << modifierHash;
stream << " " << battalionType->typeId;
if (includeBravingWater) { stream << " " << braveWaterActionPointCost; }
stream << ".apd";
path = stream.str();
}
const int indexCount = map->row_count() * map->column_count();
vector<std::future<vector<vector<DIST_T>>>> futures(indexCount);
if (!path.empty() && FilesystemUtils::FileExistsAtPath(path)) {
apd->distances.resize(indexCount);
// load from file
const auto& bytes = _scratch.ReplaceWithPath(path);
const auto* ptr = reinterpret_cast<const DIST_T*>(bytes.data());
auto braveWaterPossibleCoords =
includeBravingWater ? apd->BraveWaterPossibleCoords(map) : nullptr;
for (int fromIndex = 0; fromIndex < indexCount; fromIndex++) {
apd->distances[fromIndex].insert(
apd->distances[fromIndex].end(),
&(ptr[0]),
&(ptr[indexCount]));
ptr += indexCount;
}
result.loadedFromFile = true;
} else {
_scratch.reserve(indexCount * indexCount * sizeof(DIST_T));
int chunkSize = (indexCount + ASYNC_COUNT - 1) / ASYNC_COUNT;
// Break into chunks for async
for (int chunkIdx = 0; chunkIdx < ASYNC_COUNT; chunkIdx++) {
futures[chunkIdx] = std::async(std::launch::async, [=]() -> vector<vector<DIST_T>> {
vector<vector<DIST_T>> chunkVec;
chunkVec.reserve(chunkSize);
const int chunkStartIndex = chunkIdx * chunkSize;
vector<std::future<vector<vector<DIST_T>>>> futures(indexCount);
for (int i = 0; i < chunkSize; i++) {
const auto fromIndex = chunkStartIndex + i;
if (fromIndex >= indexCount) { continue; }
chunkVec.push_back(ActionPointDistances::GenerateDistances(
fromIndex,
map,
includeBravingWater,
braveWaterActionPointCost,
battalionType,
braveWaterPossibleCoords));
}
return chunkVec;
});
auto braveWaterPossibleCoords =
includeBravingWater ? apd->BraveWaterPossibleCoords(map) : nullptr;
int chunkSize = (indexCount + ASYNC_COUNT - 1) / ASYNC_COUNT;
// Break into chunks for async
for (int chunkIdx = 0; chunkIdx < ASYNC_COUNT; chunkIdx++) {
futures[chunkIdx] = std::async(std::launch::async, [=]() -> vector<vector<DIST_T>> {
vector<vector<DIST_T>> chunkVec;
chunkVec.reserve(chunkSize);
const int chunkStartIndex = chunkIdx * chunkSize;
for (int i = 0; i < chunkSize; i++) {
const auto fromIndex = chunkStartIndex + i;
if (fromIndex >= indexCount) { continue; }
chunkVec.push_back(ActionPointDistances::GenerateDistances(
fromIndex,
map,
includeBravingWater,
braveWaterActionPointCost,
battalionType,
braveWaterPossibleCoords));
}
return chunkVec;
});
}
apd->distances.reserve(indexCount);
_scratch.clear();
_scratch.reserve(indexCount * indexCount * sizeof(DIST_T));
for (int chunkIdx = 0; chunkIdx < ASYNC_COUNT; chunkIdx++) {
auto resultsVec = futures[chunkIdx].get();
apd->distances.insert(apd->distances.end(), resultsVec.begin(), resultsVec.end());
for (const auto& r : resultsVec) { _scratch.append(r); }
}
if (!path.empty()) { FilesystemUtils::AtomicallySaveToPath(path, _scratch); }
}
apd->distances.reserve(indexCount);
for (int chunkIdx = 0; chunkIdx < ASYNC_COUNT; chunkIdx++) {
auto resultsVec = futures[chunkIdx].get();
apd->distances.insert(apd->distances.end(), resultsVec.begin(), resultsVec.end());
}
return apd;
return result;
}
} // namespace shardok
@@ -17,19 +17,31 @@ using std::vector;
using BattalionTypeSPtr = std::shared_ptr<const BattalionType>;
class FixedActionPointDistances final : public ActionPointDistances {
public:
struct CreationResult {
std::shared_ptr<FixedActionPointDistances> apd;
bool loadedFromFile;
};
private:
vector<vector<DIST_T>> distances;
inline static string cacheDirectory = "";
// Private constructor - use Create factory method instead
explicit FixedActionPointDistances(const HexMap *map, int columnCount);
public:
// Factory method to create FixedActionPointDistances
static void SetCacheDirectory(const string &newDir);
// Factory method to create FixedActionPointDistances with metadata
static auto Create(
const HexMap *map,
int64_t terrainTypesHash,
int64_t modifierHash,
const BattalionTypeSPtr &battalionType,
bool includeBravingWater,
int braveWaterActionPointCost = -1) -> std::shared_ptr<FixedActionPointDistances>;
int braveWaterActionPointCost = -1) -> CreationResult;
~FixedActionPointDistances() override = default;
@@ -40,6 +52,8 @@ public:
[[nodiscard]] auto Distance(const Coords &from, const Coords &to) const -> DIST_T override {
return Distance(ToIndex(from), ToIndex(to));
}
friend struct CreationResult;
};
} // namespace shardok
@@ -34,17 +34,6 @@ cc_library(
],
)
cc_library(
name = "token_auth",
hdrs = ["TokenAuthInterceptor.hpp"],
copts = COPTS,
visibility = ["//src/main/cpp/net/eagle0/shardok:__subpackages__"],
deps = [
"//src/main/cpp/net/eagle0/common:protobuf_warning_suppression",
"@grpc//:grpc++",
],
)
cc_library(
name = "eagle_interface_grpc_server",
srcs = ["EagleInterfaceGrpcServer.cpp"],
@@ -53,7 +42,6 @@ cc_library(
visibility = ["//src/main/cpp/net/eagle0/shardok:__subpackages__"],
deps = [
":games_manager",
":token_auth",
"//src/main/cpp/net/eagle0/common:unit_conversions",
"//src/main/protobuf/net/eagle0/common:shardok_internal_interface_cc_grpc",
"//src/main/protobuf/net/eagle0/common:victory_condition_cc_proto",
@@ -81,17 +81,8 @@ static auto FromInternalStatus(
const std::string &kShardokGameRequestExtension = *(new string(".e0gr"));
EagleInterfaceImpl::EagleInterfaceImpl(
shared_ptr<ShardokGamesManager> manager,
std::string authToken)
: gamesManager(std::move(manager)),
tokenValidator_(std::move(authToken)) {
if (tokenValidator_.IsEnabled()) {
std::cout << "Token authentication enabled" << std::endl;
} else {
std::cout << "Token authentication disabled (no token configured)" << std::endl;
}
}
EagleInterfaceImpl::EagleInterfaceImpl(shared_ptr<ShardokGamesManager> manager)
: gamesManager(std::move(manager)) {}
auto ConvertPlayerInfo(
const google::protobuf::RepeatedPtrField<net::eagle0::common::PlayerSetupInfo> &allPis,
@@ -197,12 +188,9 @@ void EagleInterfaceImpl::StartGame(const NewGameRequest &request) {
}
auto EagleInterfaceImpl::PostCommand(
ServerContext *context,
ServerContext * /*context*/,
const PostCommandRequest *request,
GameStatusResponse *response) -> Status {
// Validate auth token
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
shared_ptr<ShardokGameController> controller;
try {
controller = ControllerForGame(request->game_id(), request->game_setup_info());
@@ -241,12 +229,9 @@ auto EagleInterfaceImpl::PostCommand(
}
auto EagleInterfaceImpl::PostPlacementCommands(
ServerContext *context,
ServerContext * /*context*/,
const PlacementCommandsRequest *request,
GameStatusResponse *response) -> Status {
// Validate auth token
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
shared_ptr<ShardokGameController> controller;
try {
controller = ControllerForGame(request->game_id(), request->game_setup_info());
@@ -337,13 +322,27 @@ void EagleInterfaceImpl::PopulateGameStatusResponse(
}
}
auto EagleInterfaceImpl::GetGameStatus(
ServerContext * /*context*/,
const GameStatusRequest *request,
GameStatusResponse *response) -> Status {
shared_ptr<ShardokGameController> controller;
try {
controller = ControllerForGame(request->game_id(), request->game_setup_info());
} catch (NewGameException &e) { return e.GetStatus(); }
PopulateGameStatusResponse(
controller,
request->game_setup_info().known_result_count(),
response);
return Status::OK;
}
auto EagleInterfaceImpl::GetHexMap(
ServerContext *context,
ServerContext * /*context*/,
const HexMapRequest *request,
HexMapResponse *response) -> Status {
// Validate auth token
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
// TODO: return appropriate status code if a bad map name is sent
*response->mutable_map() = LoadMap(request->map_name());
@@ -351,12 +350,9 @@ auto EagleInterfaceImpl::GetHexMap(
}
auto EagleInterfaceImpl::GetHexMapNames(
ServerContext *context,
ServerContext * /*context*/,
const HexMapNamesRequest * /*request*/,
HexMapNamesResponse *response) -> Status {
// Validate auth token
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
for (const string &mapName : GetMapNames()) { response->add_map_names(mapName); }
return Status::OK;
@@ -537,9 +533,6 @@ auto EagleInterfaceImpl::SubscribeToGame(
ServerContext *context,
const GameSubscriptionRequest *request,
grpc::ServerWriter<GameStatusResponse> *writer) -> Status {
// Validate auth token
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
shared_ptr<ShardokGameController> controller;
try {
controller = ControllerForGame(request->game_id(), request->game_setup_info());
@@ -560,12 +553,6 @@ auto EagleInterfaceImpl::SubscribeToGame(
// If game was already over, we're done
if (initialResponse.has_game_over_response()) { return Status::OK; }
// Track the actual count after initial response to avoid duplicate sends
const int64_t countAfterInitialResponse =
initialResponse.has_game_update_response()
? initialResponse.game_update_response().total_action_result_count()
: request->game_setup_info().known_result_count();
// Create a subscriber that writes to the gRPC stream
class GrpcStreamSubscriber : public StreamSubscriber {
private:
@@ -646,8 +633,9 @@ auto EagleInterfaceImpl::SubscribeToGame(
controller->RegisterSubscriber(subscriber);
// Wait for updates and push them until game ends or subscriber disconnects
// Use countAfterInitialResponse to avoid re-sending results already in initial response
bool gameEnded = controller->WaitForUpdatesAndPush(subscriber, countAfterInitialResponse);
bool gameEnded = controller->WaitForUpdatesAndPush(
subscriber,
request->game_setup_info().known_result_count());
controller->UnregisterSubscriber(subscriber.get());
@@ -13,9 +13,8 @@
#include <string>
#include <thread>
#include "ShardokGamesManager.hpp"
#include "src/main/cpp/net/eagle0/common/ProtobufWarningSuppression.hpp"
#include "src/main/cpp/net/eagle0/shardok/server/ShardokGamesManager.hpp"
#include "src/main/cpp/net/eagle0/shardok/server/TokenAuthInterceptor.hpp"
#pragma GCC diagnostic push
SUPPRESS_PROTOBUF_WARNINGS
#include <grpc/grpc.h>
@@ -32,6 +31,7 @@ namespace shardok {
using grpc::ServerContext;
using grpc::Status;
using net::eagle0::common::GameSetupInfo;
using net::eagle0::common::GameStatusRequest;
using net::eagle0::common::GameStatusResponse;
using net::eagle0::common::GameSubscriptionRequest;
using net::eagle0::common::HexMapNamesRequest;
@@ -47,7 +47,6 @@ using std::shared_ptr;
class EagleInterfaceImpl final : public ShardokInternalInterface::Service {
private:
std::shared_ptr<ShardokGamesManager> gamesManager;
TokenValidator tokenValidator_;
auto ControllerForGame(const GameId& gameId, const GameSetupInfo& setupInfo)
-> std::shared_ptr<ShardokGameController>;
@@ -59,14 +58,7 @@ private:
GameStatusResponse* response);
public:
/**
* Create the service.
*
* @param manager Games manager
* @param authToken Optional auth token. If non-empty, all requests must include
* "authorization: Bearer <token>" metadata.
*/
EagleInterfaceImpl(std::shared_ptr<ShardokGamesManager> manager, std::string authToken = "");
explicit EagleInterfaceImpl(std::shared_ptr<ShardokGamesManager> manager);
auto PostCommand(
ServerContext* context,
@@ -76,6 +68,10 @@ public:
ServerContext* context,
const PlacementCommandsRequest* request,
GameStatusResponse* response) -> Status override;
auto GetGameStatus(
ServerContext* context,
const GameStatusRequest* request,
GameStatusResponse* response) -> Status override;
auto GetHexMap(ServerContext* context, const HexMapRequest* request, HexMapResponse* response)
-> Status override;
@@ -8,7 +8,6 @@
#include "ServerConfiguration.hpp"
#include <cstdlib>
#include <cstring>
#include <fstream>
#include <iostream>
@@ -24,7 +23,6 @@ const string ServerConfiguration::kEagleInterfaceGrpcAddress = "eagleInterfaceGr
const string ServerConfiguration::kEagleGrpcAddress = "eagleGrpcAddress";
const string ServerConfiguration::kSslCertPath = "sslCertPath";
const string ServerConfiguration::kSslPrivateKeyPath = "sslPrivateKeyPath";
const string ServerConfiguration::kAuthTokenPath = "authTokenPath";
#pragma GCC diagnostic pop
using std::unordered_map;
@@ -32,16 +30,9 @@ using std::unordered_map;
unordered_map<string, string> DefaultValues();
unordered_map<string, string> DefaultValues() {
// Check environment variables for Docker deployment
// Docker containers should set SHARDOK_EAGLE_INTERFACE_ADDRESS=0.0.0.0:40042
// to listen on all interfaces for container networking
const char* eagleInterfaceAddr = getenv("SHARDOK_EAGLE_INTERFACE_ADDRESS");
const char* shardokAddr = getenv("SHARDOK_GRPC_ADDRESS");
return unordered_map<string, string>{
{ServerConfiguration::kShardokGrpcAddress, shardokAddr ? shardokAddr : "localhost"},
{ServerConfiguration::kEagleInterfaceGrpcAddress,
eagleInterfaceAddr ? eagleInterfaceAddr : "localhost:40042"}};
{ServerConfiguration::kShardokGrpcAddress, "localhost"},
{ServerConfiguration::kEagleInterfaceGrpcAddress, "localhost"}};
}
ServerConfiguration::ServerConfiguration(const string& filePath) {
@@ -29,7 +29,6 @@ public:
const static string kEagleGrpcAddress;
const static string kSslCertPath;
const static string kSslPrivateKeyPath;
const static string kAuthTokenPath;
};
#endif /* ServerConfiguration_hpp */
@@ -15,6 +15,7 @@
#include "ServerConfiguration.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/ShardokAIClient.hpp"
#include "src/main/cpp/net/eagle0/shardok/controller/ShardokGameController.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings_loader/SettingsLoader.hpp"
#include "src/main/cpp/net/eagle0/shardok/util/MapLoader.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
@@ -44,6 +45,9 @@ ShardokGamesManager::ShardokGamesManager(const std::vector<std::string> &extraSe
std::cerr << "NOT SETTING" << std::endl;
// setter.SetRaw(key, value);
}
FixedActionPointDistances::SetCacheDirectory(
FilesystemUtils::CacheFilesDirectory() + "apdCache/");
}
auto ShardokGamesManager::GetController(const GameId &gameId)
@@ -1,119 +0,0 @@
//
// TokenAuthInterceptor.hpp
// eagle0
//
// Token-based authentication for gRPC.
// Validates Bearer tokens in the 'authorization' metadata header.
//
#ifndef TokenAuthInterceptor_hpp
#define TokenAuthInterceptor_hpp
#include <fstream>
#include <iostream>
#include <optional>
#include <sstream>
#include <string>
#include "src/main/cpp/net/eagle0/common/ProtobufWarningSuppression.hpp"
#pragma GCC diagnostic push
SUPPRESS_PROTOBUF_WARNINGS
#include <grpcpp/server_context.h>
#include <grpcpp/support/status.h>
#pragma GCC diagnostic pop
namespace shardok {
/**
* Validates Bearer tokens in gRPC request metadata.
*
* Usage:
* TokenValidator validator(expectedToken);
* if (!validator.Validate(context)) {
* return grpc::Status(grpc::UNAUTHENTICATED, "Invalid token");
* }
*/
class TokenValidator {
public:
/**
* Create a validator with the expected token.
* If expectedToken is empty, all requests are allowed (no auth required).
*/
explicit TokenValidator(std::string expectedToken) : expectedToken_(std::move(expectedToken)) {}
/**
* Validate the authorization header in the server context.
*
* Expects: "authorization" metadata with value "Bearer <token>"
*
* @return true if valid (or no auth configured), false otherwise
*/
[[nodiscard]] auto Validate(grpc::ServerContext* context) const -> bool {
// If no auth token is configured, allow all requests
if (expectedToken_.empty()) { return true; }
const auto& metadata = context->client_metadata();
auto it = metadata.find("authorization");
if (it == metadata.end()) {
std::cerr << "Auth failed: no authorization header" << std::endl;
return false;
}
std::string authHeader(it->second.begin(), it->second.end());
std::string expectedHeader = "Bearer " + expectedToken_;
if (authHeader != expectedHeader) {
std::cerr << "Auth failed: invalid token" << std::endl;
return false;
}
return true;
}
/**
* Validate and return appropriate Status.
*
* @return std::nullopt if valid, Status(UNAUTHENTICATED) if invalid
*/
[[nodiscard]] auto ValidateOrStatus(grpc::ServerContext* context) const
-> std::optional<grpc::Status> {
if (Validate(context)) { return std::nullopt; }
return grpc::Status(grpc::UNAUTHENTICATED, "Invalid or missing authentication token");
}
/**
* Check if authentication is enabled.
*/
[[nodiscard]] auto IsEnabled() const -> bool { return !expectedToken_.empty(); }
private:
std::string expectedToken_;
};
/**
* Read auth token from a file, stripping whitespace.
* Returns empty string if file doesn't exist or is empty.
*/
inline auto ReadAuthTokenFromFile(const std::string& filePath) -> std::string {
if (filePath.empty()) { return ""; }
std::ifstream file(filePath);
if (!file.is_open()) {
std::cerr << "Warning: Could not open auth token file: " << filePath << std::endl;
return "";
}
std::stringstream buffer;
buffer << file.rdbuf();
std::string token = buffer.str();
// Trim whitespace
auto start = token.find_first_not_of(" \t\n\r");
if (start == std::string::npos) { return ""; }
auto end = token.find_last_not_of(" \t\n\r");
return token.substr(start, end - start + 1);
}
} // namespace shardok
#endif /* TokenAuthInterceptor_hpp */
@@ -7,9 +7,7 @@
//
#include <cstddef>
#include <fstream>
#include <memory>
#include <sstream>
#include <thread>
#include "src/main/cpp/net/eagle0/common/ProtobufWarningSuppression.hpp"
@@ -19,16 +17,14 @@ SUPPRESS_PROTOBUF_WARNINGS
#include <execinfo.h>
#include <grpcpp/channel.h>
#include <grpcpp/security/server_credentials.h>
#include <signal.h>
#include <unistd.h>
#pragma GCC diagnostic pop
#include "src/main/cpp/net/eagle0/shardok/server/EagleInterfaceGrpcServer.hpp"
#include "src/main/cpp/net/eagle0/shardok/server/ServerConfiguration.hpp"
#include "src/main/cpp/net/eagle0/shardok/server/ShardokGamesManager.hpp"
#include "src/main/cpp/net/eagle0/shardok/server/TokenAuthInterceptor.hpp"
#include "server/EagleInterfaceGrpcServer.hpp"
#include "server/ServerConfiguration.hpp"
#include "server/ShardokGamesManager.hpp"
using ::GameStatePersister;
using shardok::EagleInterfaceImpl;
@@ -45,15 +41,12 @@ struct ServerThreadInfo {
auto StartInThread(grpc::ServerBuilder *serverBuilder) -> ServerThreadInfo;
auto CreateServerBuilder(const string &serverAddress, const string &certPath, const string &keyPath)
-> grpc::ServerBuilder *;
auto CreateServerBuilder(const string &serverAddress) -> grpc::ServerBuilder *;
auto CreateEagleInterfaceService(
const std::shared_ptr<ServerConfiguration> &config,
std::shared_ptr<ShardokGamesManager> shardokGamesManager) -> ServerThreadInfo;
auto ReadFileContents(const string &path) -> string;
void handler(const int sig) {
void *array[10];
size_t size;
@@ -89,46 +82,11 @@ auto main(const int argc, char **argv) -> int {
eagleInterfaceInfo.thread.join();
}
auto ReadFileContents(const string &path) -> string {
std::ifstream file(path);
if (!file.is_open()) { return ""; }
std::stringstream buffer;
buffer << file.rdbuf();
return buffer.str();
}
auto CreateServerBuilder(const string &serverAddress, const string &certPath, const string &keyPath)
-> grpc::ServerBuilder * {
auto CreateServerBuilder(const string &serverAddress) -> grpc::ServerBuilder * {
auto *serverBuilder = new grpc::ServerBuilder;
std::shared_ptr<grpc::ServerCredentials> credentials;
// Check if TLS is configured
if (!certPath.empty() && !keyPath.empty()) {
const string certContents = ReadFileContents(certPath);
const string keyContents = ReadFileContents(keyPath);
if (certContents.empty() || keyContents.empty()) {
std::cerr << "Error: Could not read TLS certificate or key file" << std::endl;
std::cerr << " cert path: " << certPath << std::endl;
std::cerr << " key path: " << keyPath << std::endl;
std::cerr << "Falling back to insecure connection" << std::endl;
credentials = grpc::InsecureServerCredentials();
} else {
grpc::SslServerCredentialsOptions::PemKeyCertPair keyCert;
keyCert.private_key = keyContents;
keyCert.cert_chain = certContents;
grpc::SslServerCredentialsOptions sslOpts;
sslOpts.pem_key_cert_pairs.push_back(keyCert);
credentials = grpc::SslServerCredentials(sslOpts);
std::cout << "TLS enabled with certificate from: " << certPath << std::endl;
}
} else {
credentials = grpc::InsecureServerCredentials();
std::cout << "Creating insecure connection (no TLS configured)" << std::endl;
}
const auto credentials = grpc::InsecureServerCredentials();
std::cout << "Creating insecure connection" << std::endl;
serverBuilder->AddListeningPort(serverAddress, credentials);
return serverBuilder;
@@ -140,19 +98,9 @@ auto CreateEagleInterfaceService(
const string eagleInterfaceServerAddress =
config->stringForKey(ServerConfiguration::kEagleInterfaceGrpcAddress);
// TLS configuration
const string certPath = config->stringForKey(ServerConfiguration::kSslCertPath);
const string keyPath = config->stringForKey(ServerConfiguration::kSslPrivateKeyPath);
auto *eagleInterfaceServerBuilder = CreateServerBuilder(eagleInterfaceServerAddress);
auto *eagleInterfaceServerBuilder =
CreateServerBuilder(eagleInterfaceServerAddress, certPath, keyPath);
// Auth token configuration
const string authTokenPath = config->stringForKey(ServerConfiguration::kAuthTokenPath);
const string authToken = shardok::ReadAuthTokenFromFile(authTokenPath);
const auto eagleInterfaceService =
std::make_shared<EagleInterfaceImpl>(shardokGamesManager, authToken);
const auto eagleInterfaceService = std::make_shared<EagleInterfaceImpl>(shardokGamesManager);
eagleInterfaceServerBuilder->RegisterService(eagleInterfaceService.get());
ServerThreadInfo eagleInterfaceThreadInfo = StartInThread(eagleInterfaceServerBuilder);
@@ -64,12 +64,10 @@
<Compile Include="Assets/common/CommonExtensions.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Modal Window/ModalWindowTabs.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/CapturedHeroImprisonedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/MoveAnimator.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/SuppressBeastsCommandSelector.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ResolveInvitationCommandSelector.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Slider/SliderManager.cs" />
<Compile Include="Assets/common/GUIUtils/TableRowHoverDetector.cs" />
<Compile Include="Assets/ConnectionHandler/DropGameConfirmationPanel.cs" />
<Compile Include="Assets/Eagle/Table Rows/DynamicHeroTextUpdater.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/util/HeroDropdownController.cs" />
<Compile Include="Assets/Eagle/Notifications/PrisonerReturnedNotificationGenerator.cs" />
@@ -93,7 +91,6 @@
<Compile Include="Assets/Eagle/ConnectionStatusUI.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Button/ButtonManagerIconEditor.cs" />
<Compile Include="Assets/Eagle/NotificationPanel.cs" />
<Compile Include="Assets/Shardok/FreezeAnimator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Demo/DemoListShadow.cs" />
<Compile Include="Assets/HoveringTooltipTextProvider.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/util/KeyModifiedAmount.cs" />
@@ -108,18 +105,15 @@
<Compile Include="Assets/Eagle/CommandSelectors/FreeForAllDecisionCommandSelector.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerButtonEditor.cs" />
<Compile Include="Assets/Eagle/CommandWarningPanelController.cs" />
<Compile Include="Assets/Tutorial/UI/TutorialModalPanel.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Context Menu/ContextMenuManager.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerProgressBarLoopEditor.cs" />
<Compile Include="Assets/Eagle/BattalionUtils.cs" />
<Compile Include="Assets/Shardok/ArrowVolleyAnimator.cs" />
<Compile Include="Assets/Eagle/Table Rows/UnaffiliatedHeroRowController.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Tooltip/TooltipContent.cs" />
<Compile Include="Assets/Eagle/ConnectionCircuitBreaker.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerHSelector.cs" />
<Compile Include="Assets/Shardok/Grid.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ArmTroopsCommandSelector.cs" />
<Compile Include="Assets/Shardok/RaiseDeadAnimator.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/PrisonerExiledDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerProgressBar.cs" />
<Compile Include="Assets/Eagle/Table Rows/OrganizeTroopsComponentRow.cs" />
@@ -131,14 +125,11 @@
<Compile Include="Assets/Eagle/Notifications/Notification.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/QuestFailedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/QuestFulfilledDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Auth/OAuthManager.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/ProfessionGainedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/TextureList.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Modal Window/ModalWindowManager.cs" />
<Compile Include="Assets/Eagle/Table Rows/BattalionRowController.cs" />
<Compile Include="Assets/Shardok/DismissAnimator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Toggle/ToggleAnim.cs" />
<Compile Include="Assets/Shardok/HolyWaveAnimator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerInputField.cs" />
<Compile Include="Assets/Shardok/ActionResultTypeManager.cs" />
<Compile Include="Assets/MainQueue.cs" />
@@ -155,8 +146,6 @@
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/ProvinceHeldDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Bluetooth/DieInfo.cs" />
<Compile Include="Assets/common/ResourceFetcher.cs" />
<Compile Include="Assets/Tutorial/Content/TutorialStep.cs" />
<Compile Include="Assets/Auth/AuthClient.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/TruceRejectedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Notifications/RiotSuppressedNotificationGenerator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Modal Window/ModalWindowManagerEditor.cs" />
@@ -164,7 +153,6 @@
<Compile Include="Assets/Bluetooth/NativeDiceInterfaceImports.cs" />
<Compile Include="Assets/Eagle/Notifications/ProvinceConqueredNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Table Rows/ExtraTroopsRowController.cs" />
<Compile Include="Assets/Auth/JwtAuthInterceptor.cs" />
<Compile Include="Assets/Eagle/CommandPanelController.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/ShatteredArmyDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/TurnHistoryPanelController.cs" />
@@ -188,7 +176,6 @@
<Compile Include="Assets/Shardok/Table Rows/ReserveRowController.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/OutlawSpottedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Fixes/UIElementInFront.cs" />
<Compile Include="Assets/Shardok/MeleeAnimator.cs" />
<Compile Include="Assets/ConnectionHandler/WaitingGameItem.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Button/ButtonManagerBasicIcon.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerSlider.cs" />
@@ -202,12 +189,10 @@
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/TruceAcceptedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Progress Bar/ProgressBarEditor.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Dropdown/CustomDropdownEditor.cs" />
<Compile Include="Assets/Shardok/WaterEffectAnimator.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/RansomRejectedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/FactionsTableController.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Slider/RangeSlider.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ExileVassalCommandSelector.cs" />
<Compile Include="Assets/Tutorial/TutorialState.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Button/ButtonManagerBasicWithIconEditor.cs" />
<Compile Include="Assets/Bluetooth/DiceVectors.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerProgressBarLoop.cs" />
@@ -225,10 +210,8 @@
<Compile Include="Assets/GUI Pro Kit Fantasy RPG/Extensions/UIParticle/UIParticleSystem.cs" />
<Compile Include="Assets/Shardok/SoundManager.cs" />
<Compile Include="Assets/Shardok/HexMesh.cs" />
<Compile Include="Assets/Tutorial/Content/TutorialSequence.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/InvitationRejectedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/DiplomacyCommandSelector.cs" />
<Compile Include="Assets/Tutorial/Triggers/TutorialTriggerRegistry.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ResolveBreakAllianceCommandSelector.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ResolveAllianceCommandSelector.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/WithdrewForTruceDetailsNotificationGenerator.cs" />
@@ -237,7 +220,6 @@
<Compile Include="Assets/Eagle/CustomFileLogger.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/InvitationAcceptedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Notifications/ProvinceEventsNotificationGenerator.cs" />
<Compile Include="Assets/Tutorial/TutorialManager.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/FeastCommandSelector.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Animated Icon/AnimatedIconHandler.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/GenericNotificationGenerator.cs" />
@@ -246,7 +228,6 @@
<Compile Include="Assets/ConnectionKiller.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Slider/RadialSliderEditor.cs" />
<Compile Include="Assets/Eagle/Table Rows/MovingArmyPopupRowController.cs" />
<Compile Include="Assets/Shardok/DuelAnimator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Dropdown/CustomDropdown.cs" />
<Compile Include="Assets/Eagle/Notifications/NotificationDispatcher.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Demo/DemoTopButton.cs" />
@@ -263,11 +244,9 @@
<Compile Include="Assets/Eagle/CommandButtonPanelController.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Slider/RangeMinSlider.cs" />
<Compile Include="Assets/Eagle/Notifications/WeatherForcedSuppliesBackNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/AnimationTestController.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/TradeCommandSelector.cs" />
<Compile Include="Assets/Eagle/Table Rows/DominionTableRowController.cs" />
<Compile Include="Assets/Bluetooth/RollPanelController.cs" />
<Compile Include="Assets/Shardok/ChargeAnimator.cs" />
<Compile Include="Assets/Eagle/ClientTextProvider.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManager.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Progress Bar/ProgressBar.cs" />
@@ -275,12 +254,10 @@
<Compile Include="Assets/UI/Scripts/GameSceneManager.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/RansomCommandSelector.cs" />
<Compile Include="Assets/Eagle/Notifications/WeatherForcedSuppliesLostNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/MeteorAnimator.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ReturnCommandSelector.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ResolveTruceCommandSelector.cs" />
<Compile Include="Assets/Eagle/ClientPregeneratedText.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/SwearBrotherhoodCommandSelector.cs" />
<Compile Include="Assets/Auth/TokenStorage.cs" />
<Compile Include="Assets/Eagle/Table Rows/TableRowController.cs" />
<Compile Include="Assets/Eagle/DisplayNames.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerSliderEditor.cs" />
@@ -289,8 +266,6 @@
<Compile Include="Assets/Modern UI Pack/Scripts/Fixes/LayoutGroupPositionFix.cs" />
<Compile Include="Assets/common/Logger.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/AllianceAcceptedNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/ToolAnimator.cs" />
<Compile Include="Assets/Shardok/ScoutAnimator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerModalWindow.cs" />
<Compile Include="Assets/Eagle/HeroDetailsController.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Button/ButtonManagerEditor.cs" />
@@ -298,7 +273,6 @@
<Compile Include="Assets/Eagle/Table Rows/UnitSelectorHeroRowController.cs" />
<Compile Include="Assets/ConnectionHandler/CustomBattleHandler.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/RansomPaidDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/ControlAnimator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Horizontal Selector/HorizontalSelector.cs" />
<Compile Include="Assets/Eagle/Table Rows/OrganizeTroopsResultRow.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Slider/SliderManagerEditor.cs" />
@@ -314,17 +288,14 @@
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/CapturedHeroReturnedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/DivineCommandSelector.cs" />
<Compile Include="Assets/Shardok/Unit.cs" />
<Compile Include="Assets/Shardok/FearAnimator.cs" />
<Compile Include="Assets/Eagle/ProvinceInfoPanelController.cs" />
<Compile Include="Assets/Shardok/ShardokGameModel.cs" />
<Compile Include="Assets/common/GUIUtils/GeneralClickDetector.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerContextMenu.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/TruceAmbassadorImprisonedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Button/ButtonManagerBasicWithIcon.cs" />
<Compile Include="Assets/Tutorial/UI/TutorialHintIndicator.cs" />
<Compile Include="Assets/Bluetooth/UnityDieColors.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/OrganizeTroopsCommandSelector.cs" />
<Compile Include="Assets/Shardok/ExtinguishAnimator.cs" />
<Compile Include="Assets/Eagle/PanelPositions.cs" />
<Compile Include="Assets/Eagle/Notifications/NotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Notifications/DynamicTextNotification.cs" />
@@ -351,7 +322,6 @@
<Compile Include="Assets/Eagle/CommandSelectors/ControlWeatherCommandSelector.cs" />
<Compile Include="Assets/Shardok/ShardokGameController.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Rendering/UIGradientEditor.cs" />
<Compile Include="Assets/Shardok/LightningAnimator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Progress Bar/PBFilled.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Rendering/UIGradient.cs" />
<Compile Include="Assets/Eagle/DominionPanelController.cs" />
@@ -360,7 +330,6 @@
<Compile Include="Assets/Eagle/IClientConnectionSubscriber.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/AlmsCommandSelector.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ResolveDiplomacyCommandSelector.cs" />
<Compile Include="Assets/Shardok/FleeAnimator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Button/ButtonManagerWithIcon.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Horizontal Selector/HorizontalSelectorEditor.cs" />
<Compile Include="Assets/Eagle/PopupPanelController.cs" />
@@ -370,9 +339,7 @@
<Compile Include="Assets/Terrain Hexes/Example Scene/BasicHexArranger.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ManagePrisonersCommandSelector.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/SendSuppliesCommandSelector.cs" />
<Compile Include="Assets/Tutorial/UI/TutorialUIManager.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Window/WindowManager.cs" />
<Compile Include="Assets/Auth/InvitationCodeManager.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/CapturedHeroExiledDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/SuppressBeastsSucceededNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/ReservesTableController.cs" />
@@ -386,22 +353,18 @@
<Compile Include="Assets/ConnectionHandler/CreateGameItem.cs" />
<Compile Include="Assets/Eagle/EagleGameController.cs" />
<Compile Include="Assets/Eagle/Notifications/FailedSwearBrotherhoodNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/FireEffectAnimator.cs" />
<Compile Include="Assets/common/GUIUtils/EventBasedTable.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Window/WindowManagerEditor.cs" />
<Compile Include="Assets/Eagle/Notifications/FactionDestroyedNotificationGenerator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerNotification.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/HandleCapturedHeroesCommandSelector.cs" />
<Compile Include="Assets/Tutorial/UI/TutorialOverlayController.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/ARNNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/AttackDecisionCommandSelector.cs" />
<Compile Include="Assets/Eagle/Table Rows/AvailableHeroTableRow.cs" />
<Compile Include="Assets/Eagle/Table Rows/HeroRowController.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerTooltip.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/NewFactionHeadDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/HexGrid.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Tooltip/TooltipManager.cs" />
<Compile Include="Assets/Shardok/CatapultAnimator.cs" />
<None Include="Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc" />
<None Include="Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader" />
<None Include="Assets/Packages/System.IO.Pipelines.8.0.0/lib/netstandard2.0/System.IO.Pipelines.xml" />
@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 683e069fbc3074e35ac6fc3881a03f4a
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,203 +0,0 @@
using System;
using System.Threading.Tasks;
using Cysharp.Net.Http;
using Grpc.Core;
using Grpc.Core.Interceptors;
using Grpc.Net.Client;
using Net.Eagle0.Eagle.Api.Auth;
using UnityEngine;
using GrpcAuthClient = Net.Eagle0.Eagle.Api.Auth.Auth.AuthClient;
namespace Auth {
/// <summary>
/// gRPC client for the Auth service.
/// Routes OAuth requests (GetOAuthUrl, CheckOAuthStatus, RefreshToken) to the Go auth service.
/// Routes user requests (SetDisplayName, GetCurrentUser, Logout) to Eagle.
/// </summary>
public class AuthClient : IDisposable {
private const int PollIntervalMs = 2000; // Poll every 2 seconds
private const int PollTimeoutMs = 300000; // 5 minute timeout
private readonly GrpcAuthClient _authServiceClient; // Go auth service
private readonly GrpcAuthClient _eagleClient; // Eagle server
private readonly GrpcChannel _authServiceChannel;
private readonly GrpcChannel _eagleChannel;
/// <summary>
/// Create auth client with separate channels for auth service and Eagle.
/// </summary>
/// <param name="authServiceUrl">Go auth service URL, e.g.
/// "https://prod.eagle0.net:40033"</param> <param name="eagleUrl">Eagle server URL, e.g.
/// "https://prod.eagle0.net:40032"</param>
public AuthClient(string authServiceUrl, string eagleUrl) {
// Auth service channel (no JWT needed for OAuth flow)
_authServiceChannel = GrpcChannel.ForAddress(
authServiceUrl,
new GrpcChannelOptions {
HttpHandler = new YetAnotherHttpHandler { Http2Only = true },
DisposeHttpClient = true
});
_authServiceClient = new GrpcAuthClient(_authServiceChannel);
// Eagle channel with JWT interceptor for authenticated requests
_eagleChannel = GrpcChannel.ForAddress(
eagleUrl,
new GrpcChannelOptions {
HttpHandler = new YetAnotherHttpHandler { Http2Only = true },
DisposeHttpClient = true
});
CallInvoker eagleInvoker = _eagleChannel.Intercept(new JwtAuthInterceptor());
_eagleClient = new GrpcAuthClient(eagleInvoker);
Debug.Log($"[AuthClient] Configured: authService={authServiceUrl}, eagle={eagleUrl}");
}
/// <summary>
/// Get OAuth URL to open in system browser.
/// Returns both the URL and the state token for polling.
/// Routed to Go auth service.
/// </summary>
/// <param name="provider">Discord or Google</param>
/// <param name="invitationCode">Optional invitation code for new account
/// registration</param> <returns>Tuple of (URL to open in browser, state token for
/// polling)</returns>
public async Task<(string authUrl, string state)> GetOAuthUrlAsync(
OAuthProvider provider,
string invitationCode = null) {
var request = new GetOAuthUrlRequest { Provider = provider };
if (!string.IsNullOrEmpty(invitationCode)) {
request.InvitationCode = invitationCode;
Debug.Log("[AuthClient] Including invitation code in OAuth request");
}
var response = await _authServiceClient.GetOAuthUrlAsync(request);
Debug.Log($"[AuthClient] Got OAuth URL for {provider}, state={response.State}");
return (response.AuthUrl, response.State);
}
/// <summary>
/// Poll for OAuth completion. Blocks until success, failure, or timeout.
/// The server handles the OAuth callback and token exchange.
/// Routed to Go auth service.
/// </summary>
/// <param name="state">State token from GetOAuthUrlAsync</param>
/// <returns>Response with tokens and user info on success</returns>
public async Task<CheckOAuthStatusResponse> PollForOAuthCompletionAsync(string state) {
var startTime = DateTime.UtcNow;
while (true) {
var request = new CheckOAuthStatusRequest { State = state };
var response = await _authServiceClient.CheckOAuthStatusAsync(request);
switch (response.Status) {
case OAuthStatus.Success:
Debug.Log(
$"[AuthClient] OAuth successful, user={response.User?.DisplayName}, isNew={response.IsNewUser}");
return response;
case OAuthStatus.Failed:
throw new Exception($"OAuth failed: {response.ErrorMessage}");
case OAuthStatus.Expired:
throw new Exception("OAuth session expired. Please try again.");
case OAuthStatus.InvitationRequired:
Debug.Log("[AuthClient] Server requires invitation code for new account");
return response; // Return so OAuthManager can handle this
case OAuthStatus.Pending:
// Check timeout
if ((DateTime.UtcNow - startTime).TotalMilliseconds > PollTimeoutMs) {
throw new TimeoutException("OAuth login timed out. Please try again.");
}
// Wait before polling again
await Task.Delay(PollIntervalMs);
break;
default: throw new Exception($"Unknown OAuth status: {response.Status}");
}
}
}
/// <summary>
/// Refresh access token using stored refresh token.
/// Routed to Go auth service.
/// </summary>
/// <returns>New access token and expiry, or null if refresh failed</returns>
public async Task<RefreshTokenResponse> RefreshTokenAsync() {
var refreshToken = TokenStorage.RefreshToken;
if (string.IsNullOrEmpty(refreshToken)) {
throw new InvalidOperationException("No refresh token available");
}
var request = new RefreshTokenRequest { RefreshToken = refreshToken };
var response = await _authServiceClient.RefreshTokenAsync(request);
// Update stored access token
TokenStorage.UpdateAccessToken(response.AccessToken, response.ExpiresAt);
Debug.Log($"[AuthClient] Token refreshed, expires at {response.ExpiresAt}");
return response;
}
/// <summary>
/// Set display name for new users.
/// Requires valid JWT in interceptor.
/// Routed to Eagle.
/// </summary>
public async Task<SetDisplayNameResponse> SetDisplayNameAsync(string displayName) {
var request = new SetDisplayNameRequest { DisplayName = displayName };
var response = await _eagleClient.SetDisplayNameAsync(request);
if (response.Success) {
TokenStorage.UpdateDisplayName(displayName);
// Update the access token with the new one that has updated displayName claim
if (!string.IsNullOrEmpty(response.AccessToken)) {
// Token expires in 7 days from now
var expiresAt = DateTimeOffset.UtcNow.AddDays(7).ToUnixTimeSeconds();
TokenStorage.UpdateAccessToken(response.AccessToken, expiresAt);
Debug.Log($"[AuthClient] Display name set to: {displayName}, token updated");
} else {
Debug.Log($"[AuthClient] Display name set to: {displayName}");
}
} else {
Debug.LogWarning(
$"[AuthClient] Failed to set display name: {response.ErrorMessage}");
}
return response;
}
/// <summary>
/// Get current user info. Validates the stored JWT.
/// Routed to Eagle.
/// </summary>
public async Task<GetCurrentUserResponse> GetCurrentUserAsync() {
var response = await _eagleClient.GetCurrentUserAsync(new GetCurrentUserRequest());
Debug.Log($"[AuthClient] Current user: {response.User?.DisplayName}");
return response;
}
/// <summary>
/// Logout - invalidates refresh token on server.
/// Does NOT clear local tokens (OAuthManager handles that decision).
/// Routed to Eagle.
/// </summary>
public async Task LogoutAsync() {
try {
await _eagleClient.LogoutAsync(new LogoutRequest());
Debug.Log("[AuthClient] Server logout successful");
} catch (Exception ex) {
Debug.LogWarning($"[AuthClient] Logout RPC failed (may be expected): {ex.Message}");
}
}
public void Dispose() {
_authServiceChannel?.Dispose();
_eagleChannel?.Dispose();
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 4ba94126c2d2145b8875612eaf5bc371
@@ -1,136 +0,0 @@
using System;
using System.IO;
using UnityEngine;
namespace Auth {
/// <summary>
/// Manages invitation codes for new account registration.
/// Reads codes from installer-provided file or allows manual entry.
/// </summary>
public static class InvitationCodeManager {
private const string InvitationFileName = "invitation.json";
private const string PlayerPrefsKey = "InvitationCode";
// Cache the code to avoid repeated file reads
private static string _cachedCode;
private static bool _cacheInitialized;
/// <summary>
/// Get the invitation code, if available.
/// Checks: 1) Cached value, 2) PlayerPrefs, 3) File from installer
/// </summary>
public static string GetInvitationCode() {
if (_cacheInitialized) { return _cachedCode; }
// Check PlayerPrefs first (manual entry takes priority)
string prefsCode = PlayerPrefs.GetString(PlayerPrefsKey, null);
if (!string.IsNullOrEmpty(prefsCode)) {
_cachedCode = prefsCode;
_cacheInitialized = true;
Debug.Log("[InvitationCodeManager] Using invitation code from PlayerPrefs");
return _cachedCode;
}
// Try to read from installer file
string fileCode = ReadFromFile();
if (!string.IsNullOrEmpty(fileCode)) {
_cachedCode = fileCode;
_cacheInitialized = true;
Debug.Log("[InvitationCodeManager] Using invitation code from installer file");
return _cachedCode;
}
_cacheInitialized = true;
return null;
}
/// <summary>
/// Set invitation code manually (e.g., from UI input).
/// </summary>
public static void SetInvitationCode(string code) {
if (string.IsNullOrEmpty(code)) {
PlayerPrefs.DeleteKey(PlayerPrefsKey);
_cachedCode = null;
} else {
PlayerPrefs.SetString(PlayerPrefsKey, code);
_cachedCode = code;
}
_cacheInitialized = true;
PlayerPrefs.Save();
Debug.Log(
$"[InvitationCodeManager] Invitation code {(string.IsNullOrEmpty(code) ? "cleared" : "set")}");
}
/// <summary>
/// Clear the invitation code after successful account creation.
/// </summary>
public static void ClearInvitationCode() {
PlayerPrefs.DeleteKey(PlayerPrefsKey);
_cachedCode = null;
_cacheInitialized = true;
PlayerPrefs.Save();
// Also delete the installer file if it exists
DeleteInstallerFile();
Debug.Log("[InvitationCodeManager] Invitation code cleared");
}
/// <summary>
/// Check if an invitation code is available.
/// </summary>
public static bool HasInvitationCode => !string.IsNullOrEmpty(GetInvitationCode());
private static string ReadFromFile() {
try {
string installDir = GetInstallDirectory();
if (string.IsNullOrEmpty(installDir)) { return null; }
string filePath = Path.Combine(installDir, InvitationFileName);
if (!File.Exists(filePath)) { return null; }
string json = File.ReadAllText(filePath);
// Simple JSON parsing for {"invitation_code":"XXXX"}
var parsed = JsonUtility.FromJson<InvitationFile>(json);
return parsed?.invitation_code;
} catch (Exception ex) {
Debug.LogWarning(
$"[InvitationCodeManager] Failed to read invitation file: {ex.Message}");
return null;
}
}
private static void DeleteInstallerFile() {
try {
string installDir = GetInstallDirectory();
if (string.IsNullOrEmpty(installDir)) { return; }
string filePath = Path.Combine(installDir, InvitationFileName);
if (File.Exists(filePath)) {
File.Delete(filePath);
Debug.Log("[InvitationCodeManager] Deleted installer invitation file");
}
} catch (Exception ex) {
Debug.LogWarning(
$"[InvitationCodeManager] Failed to delete invitation file: {ex.Message}");
}
}
private static string GetInstallDirectory() {
#if UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
// Windows: %LOCALAPPDATA%\eagle0
string localAppData =
Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData);
return Path.Combine(localAppData, "eagle0");
#else
// Other platforms don't use the Windows installer
return null;
#endif
}
[Serializable]
private class InvitationFile {
public string invitation_code;
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: a2a19f11d1f82412e8e2811b366113ac
@@ -1,75 +0,0 @@
using System;
using Grpc.Core;
using Grpc.Core.Interceptors;
namespace Auth {
/// <summary>
/// gRPC interceptor that attaches JWT Bearer token to requests.
/// Reads token from TokenStorage on each request.
/// </summary>
public class JwtAuthInterceptor : Interceptor {
private const string HeaderName = "Authorization";
private string GetBearerHeader() {
var token = TokenStorage.AccessToken;
return string.IsNullOrEmpty(token) ? null : $"Bearer {token}";
}
public override TResponse BlockingUnaryCall<TRequest, TResponse>(
TRequest request,
ClientInterceptorContext<TRequest, TResponse> context,
BlockingUnaryCallContinuation<TRequest, TResponse> continuation) {
return continuation(request, ContextWithHeaders(context));
}
public override AsyncUnaryCall<TResponse> AsyncUnaryCall<TRequest, TResponse>(
TRequest request,
ClientInterceptorContext<TRequest, TResponse> context,
AsyncUnaryCallContinuation<TRequest, TResponse> continuation) {
return continuation(request, ContextWithHeaders(context));
}
public override AsyncServerStreamingCall<TResponse>
AsyncServerStreamingCall<TRequest, TResponse>(
TRequest request,
ClientInterceptorContext<TRequest, TResponse> context,
AsyncServerStreamingCallContinuation<TRequest, TResponse> continuation) {
return continuation(request, ContextWithHeaders(context));
}
public override AsyncClientStreamingCall<TRequest, TResponse>
AsyncClientStreamingCall<TRequest, TResponse>(
ClientInterceptorContext<TRequest, TResponse> context,
AsyncClientStreamingCallContinuation<TRequest, TResponse> continuation) {
return continuation(ContextWithHeaders(context));
}
public override AsyncDuplexStreamingCall<TRequest, TResponse>
AsyncDuplexStreamingCall<TRequest, TResponse>(
ClientInterceptorContext<TRequest, TResponse> context,
AsyncDuplexStreamingCallContinuation<TRequest, TResponse> continuation) {
return continuation(ContextWithHeaders(context));
}
private ClientInterceptorContext<TRequest, TResponse>
ContextWithHeaders<TRequest, TResponse>(
ClientInterceptorContext<TRequest, TResponse> original)
where TRequest : class
where TResponse : class {
var bearerHeader = GetBearerHeader();
if (string.IsNullOrEmpty(bearerHeader)) {
// No token available - return original context
// Auth service endpoints don't require token
return original;
}
var headers = new Metadata();
headers.Add(HeaderName, bearerHeader);
return new ClientInterceptorContext<TRequest, TResponse>(
original.Method,
original.Host,
original.Options.WithHeaders(headers));
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 8528d8ee967e042ecb2a5e8285c425e0
@@ -1,294 +0,0 @@
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Net.Eagle0.Eagle.Api.Auth;
using UnityEngine;
namespace Auth {
/// <summary>
/// Manages OAuth authentication flow using server-mediated polling:
/// - Opens system browser for OAuth consent
/// - Polls server for OAuth completion (no deep links needed)
/// - Token storage and refresh
/// - Multi-account support
/// </summary>
public class OAuthManager : MonoBehaviour {
public static OAuthManager Instance { get; private set; }
private AuthClient _authClient;
private string _currentAuthServiceUrl;
private string _currentEagleUrl;
private OAuthProvider _currentLoginProvider; // Track provider during login
// Events for UI updates
public event Action<UserInfo> OnLoginSuccess;
public event Action<string> OnLoginFailed;
public event Action OnLogout;
public event Action<bool> OnNewUserNeedsDisplayName; // true if new user
public event Action OnInvitationRequired; // new user needs invitation code
public bool IsAuthenticated => TokenStorage.HasValidToken;
public string DisplayName => TokenStorage.DisplayName;
public string UserId => TokenStorage.UserId;
private void Awake() {
if (Instance != null && Instance != this) {
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
// Initialize TokenStorage cache from PlayerPrefs on main thread
// This allows background threads to access tokens safely
TokenStorage.InitializeCache();
// AuthClient is created lazily when SetServerUrls is called
}
/// <summary>
/// Set the server URLs for OAuth and game requests. Call this before any OAuth operations.
/// </summary>
/// <param name="authServiceUrl">Go auth service URL, e.g.
/// "https://prod.eagle0.net:40033"</param> <param name="eagleUrl">Eagle server URL, e.g.
/// "https://prod.eagle0.net:40032"</param>
public void SetServerUrls(string authServiceUrl, string eagleUrl) {
if (_currentAuthServiceUrl == authServiceUrl && _currentEagleUrl == eagleUrl &&
_authClient != null) {
return; // Already configured for these URLs
}
_authClient?.Dispose();
_currentAuthServiceUrl = authServiceUrl;
_currentEagleUrl = eagleUrl;
_authClient = new AuthClient(authServiceUrl, eagleUrl);
Debug.Log($"[OAuthManager] Configured: authService={authServiceUrl}, eagle={eagleUrl}");
}
private void OnDestroy() {
_authClient?.Dispose();
if (Instance == this) { Instance = null; }
}
private void EnsureConfigured() {
if (_authClient == null) {
throw new InvalidOperationException(
"OAuthManager not configured. Call SetServerUrls() first.");
}
}
/// <summary>
/// Start OAuth login with specified provider.
/// Opens system browser for user consent, then polls for completion.
/// </summary>
public async Task<CheckOAuthStatusResponse> LoginAsync(OAuthProvider provider) {
EnsureConfigured();
_currentLoginProvider = provider; // Track for later storage
try {
// Get invitation code if available (for new account registration)
string invitationCode = InvitationCodeManager.GetInvitationCode();
// Get OAuth URL and state from server
var (authUrl, state) = await _authClient.GetOAuthUrlAsync(provider, invitationCode);
// Open system browser
Debug.Log($"[OAuthManager] Opening browser: {authUrl}");
Application.OpenURL(authUrl);
// Poll for OAuth completion (server handles the callback)
var response = await _authClient.PollForOAuthCompletionAsync(state);
// Handle invitation required status
if (response.Status == OAuthStatus.InvitationRequired) {
Debug.Log("[OAuthManager] Server requires invitation code for new account");
OnInvitationRequired?.Invoke();
throw new Exception("An invitation code is required to create a new account");
}
// Store tokens with provider info
var providerName = provider.ToString().ToLowerInvariant();
TokenStorage.StoreTokens(
response.AccessToken,
response.RefreshToken,
response.ExpiresAt,
response.User.UserId,
response.User.DisplayName ?? "",
providerName);
// Clear invitation code after successful new account creation
if (response.IsNewUser) {
InvitationCodeManager.ClearInvitationCode();
OnNewUserNeedsDisplayName?.Invoke(true);
} else {
OnLoginSuccess?.Invoke(response.User);
}
return response;
} catch (Exception ex) {
Debug.LogError($"[OAuthManager] Login failed: {ex.Message}");
OnLoginFailed?.Invoke(ex.Message);
throw;
}
}
/// <summary>
/// Set display name for new user after OAuth.
/// </summary>
public async Task<bool> SetDisplayNameAsync(string displayName) {
EnsureConfigured();
var response = await _authClient.SetDisplayNameAsync(displayName);
if (response.Success) { OnLoginSuccess?.Invoke(response.User); }
return response.Success;
}
/// <summary>
/// Try to restore session from stored tokens.
/// Returns true if valid session exists.
/// Must call SetServerUrls() before this method.
/// </summary>
public async Task<bool> TryRestoreSessionAsync() {
if (_authClient == null) {
Debug.Log("[OAuthManager] Not configured yet, skipping session restore");
return false;
}
if (!TokenStorage.HasValidToken && !TokenStorage.HasRefreshToken) {
Debug.Log("[OAuthManager] No stored session");
return false;
}
// If token is expired but we have refresh token, try to refresh
if (!TokenStorage.HasValidToken && TokenStorage.HasRefreshToken) {
try {
await _authClient.RefreshTokenAsync();
} catch (Exception ex) {
Debug.LogWarning($"[OAuthManager] Token refresh failed: {ex.Message}");
TokenStorage.Clear();
return false;
}
}
// Validate session with server
try {
var response = await _authClient.GetCurrentUserAsync();
// Check if user still needs to set display name (e.g., closed app before setting
// it)
if (string.IsNullOrEmpty(response.User.DisplayName)) {
Debug.Log("[OAuthManager] Session restored but user needs display name");
OnNewUserNeedsDisplayName?.Invoke(false); // false = not a brand new user
return true;
}
Debug.Log($"[OAuthManager] Session restored for {response.User.DisplayName}");
OnLoginSuccess?.Invoke(response.User);
return true;
} catch (Exception ex) {
Debug.LogWarning($"[OAuthManager] Session validation failed: {ex.Message}");
TokenStorage.Clear();
return false;
}
}
/// <summary>
/// Refresh access token if needed.
/// Call this before making API requests.
/// </summary>
public async Task EnsureValidTokenAsync() {
EnsureConfigured();
if (TokenStorage.NeedsRefresh && TokenStorage.HasRefreshToken) {
await _authClient.RefreshTokenAsync();
}
}
/// <summary>
/// Logout - clears current session but preserves stored tokens for quick re-login.
/// </summary>
public async Task LogoutAsync() {
// Notify server of logout if connected
if (_authClient != null) {
try {
await _authClient.LogoutAsync();
} catch (Exception ex) {
Debug.LogWarning($"[OAuthManager] Server logout failed: {ex.Message}");
}
}
// Clear current account selection but keep tokens stored
TokenStorage.ClearCurrentAccount();
OnLogout?.Invoke();
}
/// <summary>
/// Get all stored accounts for display in UI.
/// </summary>
public IReadOnlyList<StoredAccount> GetStoredAccounts() {
return TokenStorage.GetAllAccounts();
}
/// <summary>
/// Select and connect with a stored account.
/// If token is expired or about to expire, refreshes it first.
/// </summary>
public async Task<bool> ConnectWithStoredAccountAsync(StoredAccount account) {
EnsureConfigured();
// Select this account as current
TokenStorage.SelectAccount(account.AccountKey);
// Check if token needs refresh
if (!account.HasValidToken || account.NeedsRefresh) {
if (account.HasRefreshToken) {
try {
await _authClient.RefreshTokenAsync();
Debug.Log($"[OAuthManager] Refreshed token for {account.DisplayName}");
} catch (Exception ex) {
Debug.LogWarning($"[OAuthManager] Token refresh failed: {ex.Message}");
// Token refresh failed - need to re-authenticate
// Parse provider from account key
var provider = account.Provider.ToLowerInvariant() == "google"
? OAuthProvider.Google
: OAuthProvider.Discord;
OnLoginFailed?.Invoke("Session expired. Please sign in again.");
return false;
}
} else {
OnLoginFailed?.Invoke("Session expired. Please sign in again.");
return false;
}
}
// Validate session with server
try {
var response = await _authClient.GetCurrentUserAsync();
// Check if user still needs to set display name
if (string.IsNullOrEmpty(response.User.DisplayName)) {
Debug.Log("[OAuthManager] Stored account needs display name");
OnNewUserNeedsDisplayName?.Invoke(false);
return true;
}
Debug.Log(
$"[OAuthManager] Connected with stored account: {response.User.DisplayName}");
OnLoginSuccess?.Invoke(response.User);
return true;
} catch (Exception ex) {
Debug.LogWarning($"[OAuthManager] Session validation failed: {ex.Message}");
OnLoginFailed?.Invoke("Session invalid. Please sign in again.");
return false;
}
}
/// <summary>
/// Remove a stored account permanently.
/// </summary>
public void RemoveStoredAccount(StoredAccount account) {
TokenStorage.RemoveAccount(account.AccountKey);
}
}
}
@@ -1,2 +0,0 @@
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@@ -1,310 +0,0 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Auth {
/// <summary>
/// Represents a stored OAuth account with tokens.
/// </summary>
[Serializable]
public class StoredAccount {
public string Provider; // "discord" or "google"
public string UserId; // OAuth provider user ID
public string DisplayName; // User's display name
public string AccessToken;
public string RefreshToken;
public long ExpiresAt; // Unix timestamp
public string AccountKey => $"{Provider}:{UserId}";
public bool HasValidToken => !string.IsNullOrEmpty(AccessToken) &&
ExpiresAt > DateTimeOffset.UtcNow.ToUnixTimeSeconds();
public bool HasRefreshToken => !string.IsNullOrEmpty(RefreshToken);
public bool NeedsRefresh {
get {
var now = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
return ExpiresAt > 0 && ExpiresAt - now < 300; // 5 minutes
}
}
}
/// <summary>
/// Container for all stored accounts, serialized to JSON.
/// </summary>
[Serializable]
public class StoredAccountsData {
public List<StoredAccount> Accounts = new();
public string CurrentAccountKey; // Provider:UserId of active account
}
/// <summary>
/// Secure storage for OAuth tokens using Unity's PlayerPrefs.
/// Supports multiple accounts - tokens are preserved on logout.
/// Values are cached in memory to allow access from background threads.
/// In production, consider using platform-specific secure storage
/// (Keychain on iOS, Keystore on Android).
/// </summary>
public static class TokenStorage {
private const string AccountsDataKey = "eagle0_accounts_data";
// Legacy keys for migration
private const string LegacyAccessTokenKey = "eagle0_access_token";
private const string LegacyRefreshTokenKey = "eagle0_refresh_token";
private const string LegacyExpiresAtKey = "eagle0_expires_at";
private const string LegacyUserIdKey = "eagle0_user_id";
private const string LegacyDisplayNameKey = "eagle0_display_name";
// In-memory cache
private static StoredAccountsData _accountsData;
private static bool _cacheInitialized = false;
/// <summary>
/// Initialize cache from PlayerPrefs. Must be called from main thread.
/// Call this early in app startup (e.g., in Awake or Start).
/// </summary>
public static void InitializeCache() {
var json = PlayerPrefs.GetString(AccountsDataKey, "");
if (!string.IsNullOrEmpty(json)) {
try {
_accountsData = JsonUtility.FromJson<StoredAccountsData>(json);
} catch (Exception ex) {
Debug.LogWarning($"[TokenStorage] Failed to parse accounts data: {ex.Message}");
_accountsData = new StoredAccountsData();
}
} else {
_accountsData = new StoredAccountsData();
// Try to migrate legacy single-account data
MigrateLegacyData();
}
_cacheInitialized = true;
Debug.Log(
$"[TokenStorage] Cache initialized, {_accountsData.Accounts.Count} accounts stored");
}
private static void MigrateLegacyData() {
var legacyAccessToken = PlayerPrefs.GetString(LegacyAccessTokenKey, "");
if (string.IsNullOrEmpty(legacyAccessToken)) return;
var legacyRefreshToken = PlayerPrefs.GetString(LegacyRefreshTokenKey, "");
var legacyExpiresAt =
long.TryParse(PlayerPrefs.GetString(LegacyExpiresAtKey, "0"), out var val) ? val
: 0;
var legacyUserId = PlayerPrefs.GetString(LegacyUserIdKey, "");
var legacyDisplayName = PlayerPrefs.GetString(LegacyDisplayNameKey, "");
if (!string.IsNullOrEmpty(legacyUserId)) {
// Assume discord for legacy data (most common)
var account = new StoredAccount {
Provider = "discord",
UserId = legacyUserId,
DisplayName = legacyDisplayName,
AccessToken = legacyAccessToken,
RefreshToken = legacyRefreshToken,
ExpiresAt = legacyExpiresAt
};
_accountsData.Accounts.Add(account);
_accountsData.CurrentAccountKey = account.AccountKey;
SaveAccountsData();
// Clear legacy keys
PlayerPrefs.DeleteKey(LegacyAccessTokenKey);
PlayerPrefs.DeleteKey(LegacyRefreshTokenKey);
PlayerPrefs.DeleteKey(LegacyExpiresAtKey);
PlayerPrefs.DeleteKey(LegacyUserIdKey);
PlayerPrefs.DeleteKey(LegacyDisplayNameKey);
PlayerPrefs.Save();
Debug.Log($"[TokenStorage] Migrated legacy account: {account.DisplayName}");
}
}
private static void SaveAccountsData() {
var json = JsonUtility.ToJson(_accountsData);
PlayerPrefs.SetString(AccountsDataKey, json);
PlayerPrefs.Save();
}
/// <summary>
/// Get all stored accounts.
/// </summary>
public static IReadOnlyList<StoredAccount> GetAllAccounts() {
EnsureInitialized();
return _accountsData.Accounts.AsReadOnly();
}
/// <summary>
/// Get the currently active account, or null if none selected.
/// </summary>
public static StoredAccount CurrentAccount {
get {
EnsureInitialized();
if (string.IsNullOrEmpty(_accountsData.CurrentAccountKey)) return null;
return _accountsData.Accounts.Find(
a => a.AccountKey == _accountsData.CurrentAccountKey);
}
}
/// <summary>
/// Select an account as the current active account.
/// </summary>
public static void SelectAccount(string accountKey) {
EnsureInitialized();
var account = _accountsData.Accounts.Find(a => a.AccountKey == accountKey);
if (account != null) {
_accountsData.CurrentAccountKey = accountKey;
SaveAccountsData();
Debug.Log($"[TokenStorage] Selected account: {account.DisplayName}");
}
}
/// <summary>
/// Clear the current account selection (logout without deleting tokens).
/// </summary>
public static void ClearCurrentAccount() {
EnsureInitialized();
_accountsData.CurrentAccountKey = null;
SaveAccountsData();
Debug.Log("[TokenStorage] Cleared current account selection");
}
/// <summary>
/// Remove a specific account and its tokens.
/// </summary>
public static void RemoveAccount(string accountKey) {
EnsureInitialized();
var removed = _accountsData.Accounts.RemoveAll(a => a.AccountKey == accountKey);
if (_accountsData.CurrentAccountKey == accountKey) {
_accountsData.CurrentAccountKey = null;
}
if (removed > 0) {
SaveAccountsData();
Debug.Log($"[TokenStorage] Removed account: {accountKey}");
}
}
// Compatibility properties that reference the current account
public static bool HasValidToken => CurrentAccount?.HasValidToken ?? false;
public static bool HasRefreshToken => CurrentAccount?.HasRefreshToken ?? false;
public static string AccessToken => CurrentAccount?.AccessToken;
public static string RefreshToken => CurrentAccount?.RefreshToken;
public static long ExpiresAt => CurrentAccount?.ExpiresAt ?? 0;
public static string UserId => CurrentAccount?.UserId;
public static string DisplayName => CurrentAccount?.DisplayName;
public static bool NeedsRefresh => CurrentAccount?.NeedsRefresh ?? false;
/// <summary>
/// Store tokens for an account. Creates new or updates existing.
/// </summary>
public static void StoreTokens(
string accessToken,
string refreshToken,
long expiresAt,
string userId,
string displayName,
string provider = "discord") {
EnsureInitialized();
var accountKey = $"{provider}:{userId}";
var existingAccount = _accountsData.Accounts.Find(a => a.AccountKey == accountKey);
if (existingAccount != null) {
existingAccount.AccessToken = accessToken;
existingAccount.RefreshToken = refreshToken;
existingAccount.ExpiresAt = expiresAt;
existingAccount.DisplayName = displayName;
} else {
var newAccount = new StoredAccount {
Provider = provider,
UserId = userId,
DisplayName = displayName,
AccessToken = accessToken,
RefreshToken = refreshToken,
ExpiresAt = expiresAt
};
_accountsData.Accounts.Add(newAccount);
}
// Set as current account
_accountsData.CurrentAccountKey = accountKey;
SaveAccountsData();
Debug.Log($"[TokenStorage] Stored tokens for {displayName} ({provider})");
}
/// <summary>
/// Update access token after refresh for the current account.
/// </summary>
public static void UpdateAccessToken(string accessToken, long expiresAt) {
EnsureInitialized();
var account = CurrentAccount;
if (account != null) {
account.AccessToken = accessToken;
account.ExpiresAt = expiresAt;
SaveAccountsData();
Debug.Log($"[TokenStorage] Updated access token (expires at {expiresAt})");
}
}
/// <summary>
/// Update access token for a specific account (by key).
/// </summary>
public static void
UpdateAccessTokenForAccount(string accountKey, string accessToken, long expiresAt) {
EnsureInitialized();
var account = _accountsData.Accounts.Find(a => a.AccountKey == accountKey);
if (account != null) {
account.AccessToken = accessToken;
account.ExpiresAt = expiresAt;
SaveAccountsData();
Debug.Log(
$"[TokenStorage] Updated access token for {account.DisplayName} (expires at {expiresAt})");
}
}
/// <summary>
/// Update display name for the current account.
/// </summary>
public static void UpdateDisplayName(string displayName) {
EnsureInitialized();
var account = CurrentAccount;
if (account != null) {
account.DisplayName = displayName;
SaveAccountsData();
}
}
/// <summary>
/// Clear all stored accounts (full reset).
/// </summary>
public static void ClearAll() {
_accountsData = new StoredAccountsData();
PlayerPrefs.DeleteKey(AccountsDataKey);
PlayerPrefs.Save();
Debug.Log("[TokenStorage] Cleared all accounts");
}
/// <summary>
/// Legacy Clear method - now just clears current selection, not tokens.
/// </summary>
public static void Clear() { ClearCurrentAccount(); }
private static void EnsureInitialized() {
if (!_cacheInitialized) {
Debug.LogWarning("[TokenStorage] Cache not initialized, initializing now");
InitializeCache();
}
}
}
}
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@@ -16,10 +16,8 @@ public class AvailableGameItem : MonoBehaviour {
public TextMeshProUGUI playerCountField;
public Button joinButton;
public TextMeshProUGUI buttonText;
public Button dropButton;
public Action<long, string> JoinCallback;
public Action<long> DropCallback;
private List<AvailableLeader> availableLeaders;
private long gameId;
@@ -40,8 +38,6 @@ public class AvailableGameItem : MonoBehaviour {
public void JoinClicked() { JoinCallback(gameId, SelectedLeaderTextId); }
public void DropClicked() { DropCallback?.Invoke(gameId); }
public void
SetAvailableNewGame(long gameId, string playersString, List<AvailableLeader> leaders) {
availableLeaders = leaders;
@@ -7,18 +7,15 @@ using System.Net.Http.Headers;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Auth;
using common;
using common.GUIUtils;
using eagle;
using Grpc.Core;
using Grpc.Core.Interceptors;
using Net.Eagle0.Eagle.Api;
using Net.Eagle0.Eagle.Api.Auth;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using Object = System.Object;
public class AuthInterceptor : Interceptor {
@@ -80,47 +77,16 @@ public class AuthInterceptor : Interceptor {
};
public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
public TMP_InputField urlField;
public TMP_InputField nameField;
public TMP_InputField passwordField;
public TMP_Dropdown resolutionDropdown;
[Header("OAuth UI")]
public GameObject oauthPanel;
public Button discordLoginButton;
public Button googleLoginButton;
public TextMeshProUGUI oauthStatusText;
[Header("Stored Accounts")]
public GameObject storedAccountsContainer;
public GameObject storedAccountButtonPrefab;
public Sprite discordProviderIcon;
public Sprite googleProviderIcon;
[Header("Display Name Setup")]
public GameObject displayNamePanel;
public TMP_InputField displayNameField;
public Button setDisplayNameButton;
public TextMeshProUGUI displayNameErrorText;
[Header("Invitation Code Entry")]
public GameObject invitationCodePanel;
public TMP_InputField invitationCodeField;
public Button submitInvitationCodeButton;
public TextMeshProUGUI invitationCodeErrorText;
[Header("Status Display")]
public TextMeshProUGUI connectionStatusText;
public GameObject connectionPanel;
public GameObject gameSelectionPanel;
public GameObject customBattlePanel;
public ErrorHandler errorHandler;
[Header("Lobby Controls")]
public Button logoutButton;
public Button customBattleButton;
public Button cancelCustomBattleButton;
public TMP_Dropdown lobbyEnvironmentDropdown;
public TextMeshProUGUI lobbyUserText;
public GameObject runningGamesListArea;
public GameObject runningGamesListItemPrefab;
@@ -129,8 +95,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
public GameObject waitingGamesListItemPrefab;
public GameObject createGameListItemPrefab;
public DropGameConfirmationPanel dropGameConfirmationPanel;
public Canvas connectionCanvas;
public Canvas eagleCanvas;
public Canvas shardokCanvas;
@@ -145,48 +109,14 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
private bool listen = false;
private CancellationTokenSource _cancellationTokenSource;
private readonly Object pendingReplyLock = new Object();
private int _connectedEnvironmentIndex = -1; // -1 means not connected
private List<GameObject> _storedAccountButtons = new List<GameObject>();
public ClientPregeneratedText clientPregeneratedText;
const String BaseDomain = "eagle0.net";
const String EnvironmentKey = "environmentKey";
const String DefaultUrl = "eagle0.net";
const String URLKey = "urlKey";
const String NameKey = "nameKey";
const String PasswordKey = "passwordKey";
// Environment options: index 0 = prod., index 1 = qa., index 2 = (none)
private static readonly List<string> EnvironmentOptions = new() { "prod.", "qa.", "" };
private static readonly List<string> EnvironmentDisplayNames =
new() { "prod.", "qa.", "(none)" };
/// <summary>
/// Returns the connected environment name ("prod." or "qa.") or null if not connected.
/// </summary>
public string ConnectedEnvironmentName =>
_connectedEnvironmentIndex >= 0 &&
_connectedEnvironmentIndex < EnvironmentDisplayNames.Count
? EnvironmentDisplayNames[_connectedEnvironmentIndex]
: null;
private string GetUrlFromEnvironment() {
int envIndex = PlayerPrefs.GetInt(EnvironmentKey, 0);
string prefix = EnvironmentOptions[envIndex];
return prefix + BaseDomain;
}
/// <summary>
/// Get full URL with scheme for the selected environment (Eagle server).
/// Remote servers use HTTPS, could be extended for local HTTP.
/// </summary>
private string GetEagleUrl() { return "https://" + GetUrlFromEnvironment(); }
/// <summary>
/// Get full URL with scheme for the Go auth service.
/// Always uses prod auth service - OAuth tokens work across all environments.
/// </summary>
private string GetAuthServiceUrl() { return "https://prod.eagle0.net:40033"; }
public void ReceiveLobbyUpdate(LobbyResponse lobbyResponse) {
_handleLobbyResponse(lobbyResponse);
}
@@ -203,6 +133,10 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
resolutionDropdown.AddOptions(resolutions.Select(r => $"{r.width} x {r.height}").ToList());
resolutionDropdown.value = resolutions.ToList().IndexOf(currentResolution);
urlField.text = PlayerPrefs.GetString(URLKey, DefaultUrl);
nameField.text = PlayerPrefs.GetString(NameKey, "sample_name");
passwordField.text = PlayerPrefs.GetString(PasswordKey, "sample_password");
connectionCanvas.gameObject.SetActive(true);
eagleCanvas.gameObject.SetActive(false);
shardokCanvas.gameObject.SetActive(false);
@@ -213,401 +147,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
customBattlePanel.gameObject.SetActive(false);
errorHandler.gameObject.SetActive(true);
// Initialize OAuth UI
SetupOAuthUI();
// Initialize Lobby UI (logout button, etc.)
SetupLobbyUI();
// Initialize status text
UpdateConnectionStatus();
// Try to restore existing OAuth session
TryRestoreSession();
}
private void SetupOAuthUI() {
// Set up OAuth button click handlers for new sign-ins
if (discordLoginButton != null) {
discordLoginButton.onClick.AddListener(
() => OnOAuthLoginClicked(OAuthProvider.Discord));
}
if (googleLoginButton != null) {
googleLoginButton.onClick.AddListener(() => OnOAuthLoginClicked(OAuthProvider.Google));
}
if (setDisplayNameButton != null) {
setDisplayNameButton.onClick.AddListener(OnSetDisplayNameClicked);
}
if (submitInvitationCodeButton != null) {
submitInvitationCodeButton.onClick.AddListener(OnSubmitInvitationCodeClicked);
}
// Subscribe to OAuthManager events
if (OAuthManager.Instance != null) {
OAuthManager.Instance.OnLoginSuccess += OnOAuthLoginSuccess;
OAuthManager.Instance.OnLoginFailed += OnOAuthLoginFailed;
OAuthManager.Instance.OnNewUserNeedsDisplayName += OnNewUserNeedsDisplayName;
OAuthManager.Instance.OnLogout += OnOAuthLogout;
OAuthManager.Instance.OnInvitationRequired += OnInvitationRequired;
}
// Show auth panel with stored accounts
ShowAuthPanel();
}
private void ShowAuthPanel() {
// Hide other panels
if (displayNamePanel != null) displayNamePanel.SetActive(false);
if (invitationCodePanel != null) invitationCodePanel.SetActive(false);
// Show OAuth panel
if (oauthPanel != null) oauthPanel.SetActive(true);
// Refresh stored account buttons
RefreshStoredAccountButtons();
}
private void RefreshStoredAccountButtons() {
// Clear existing buttons
foreach (var btn in _storedAccountButtons) {
if (btn != null) Destroy(btn);
}
_storedAccountButtons.Clear();
if (storedAccountsContainer == null || storedAccountButtonPrefab == null) return;
// Get stored accounts
var accounts = OAuthManager.Instance?.GetStoredAccounts();
if (accounts == null || accounts.Count == 0) return;
// Create button for each stored account
foreach (var account in accounts) {
var buttonObj =
Instantiate(storedAccountButtonPrefab, storedAccountsContainer.transform);
buttonObj.transform.localScale = Vector3.one;
// Set button text (just display name, icon shows provider)
var buttonText = buttonObj.GetComponentInChildren<TextMeshProUGUI>();
if (buttonText != null) { buttonText.text = account.DisplayName; }
// Set provider icon (look for child named "ProviderIcon")
var providerIconTransform = buttonObj.transform.Find("ProviderIcon");
if (providerIconTransform != null) {
var providerImage = providerIconTransform.GetComponent<Image>();
if (providerImage != null) {
var isGoogle = account.Provider.ToLowerInvariant() == "google";
providerImage.sprite = isGoogle ? googleProviderIcon : discordProviderIcon;
}
}
// Set click handler
var button = buttonObj.GetComponent<Button>();
if (button != null) {
var accountCopy = account; // Capture for lambda
button.onClick.AddListener(() => OnStoredAccountClicked(accountCopy));
}
_storedAccountButtons.Add(buttonObj);
}
}
private async void OnStoredAccountClicked(StoredAccount account) {
// Configure OAuthManager with URLs
OAuthManager.Instance.SetServerUrls(GetAuthServiceUrl(), GetEagleUrl());
if (oauthStatusText != null) {
oauthStatusText.text = $"Connecting as {account.DisplayName}...";
}
var success = await OAuthManager.Instance.ConnectWithStoredAccountAsync(account);
if (success) {
// OnLoginSuccess will handle connection to lobby
} else {
// Failed - might need re-auth, refresh the buttons
RefreshStoredAccountButtons();
}
}
private void SetupLobbyUI() {
if (logoutButton != null) { logoutButton.onClick.AddListener(OnLogoutClicked); }
if (customBattleButton != null) { customBattleButton.onClick.AddListener(CustomBattle); }
if (cancelCustomBattleButton != null) {
cancelCustomBattleButton.onClick.AddListener(CancelCustomBattle);
}
// Set up environment dropdown
if (lobbyEnvironmentDropdown != null) {
lobbyEnvironmentDropdown.ClearOptions();
lobbyEnvironmentDropdown.AddOptions(EnvironmentDisplayNames);
lobbyEnvironmentDropdown.value = PlayerPrefs.GetInt(EnvironmentKey, 0);
lobbyEnvironmentDropdown.onValueChanged.AddListener(OnLobbyEnvironmentChanged);
}
}
private void UpdateLobbyStatusDisplays() {
// Update environment dropdown selection
if (lobbyEnvironmentDropdown != null && _connectedEnvironmentIndex >= 0) {
// Temporarily remove listener to avoid triggering reconnect
lobbyEnvironmentDropdown.onValueChanged.RemoveListener(OnLobbyEnvironmentChanged);
lobbyEnvironmentDropdown.value = _connectedEnvironmentIndex;
lobbyEnvironmentDropdown.onValueChanged.AddListener(OnLobbyEnvironmentChanged);
}
// Show current user from OAuth
if (lobbyUserText != null) { lobbyUserText.text = TokenStorage.DisplayName ?? ""; }
}
private void OnLobbyEnvironmentChanged(int newEnvironmentIndex) {
if (newEnvironmentIndex == _connectedEnvironmentIndex) return;
Debug.Log(
$"[ConnectionHandler] Switching environment from {ConnectedEnvironmentName} to {EnvironmentDisplayNames[newEnvironmentIndex]}");
// Disconnect from current environment
_persistentClientConnection?.Dispose();
eagleConnection?.Dispose();
_httpClient?.Dispose();
_persistentClientConnection = null;
eagleConnection = null;
_httpClient = null;
// Update environment index and reconnect
_connectedEnvironmentIndex = newEnvironmentIndex;
PlayerPrefs.SetInt(EnvironmentKey, newEnvironmentIndex);
// Clear current game lists while reconnecting
foreach (Transform row in runningGamesListArea.transform) { Destroy(row.gameObject); }
foreach (Transform row in availableGamesListArea.transform) { Destroy(row.gameObject); }
// Reconnect to new environment
_createConnection();
RequestMaps();
StartListeningForLobbyUpdates();
}
private async void OnLogoutClicked() {
Debug.Log("[ConnectionHandler] Logout button clicked");
// Clear OAuth tokens
if (OAuthManager.Instance != null) { await OAuthManager.Instance.LogoutAsync(); }
// Disconnect from server
_persistentClientConnection?.Dispose();
eagleConnection?.Dispose();
_httpClient?.Dispose();
_cancellationTokenSource?.Dispose();
_persistentClientConnection = null;
eagleConnection = null;
_httpClient = null;
_cancellationTokenSource = null;
_connectedEnvironmentIndex = -1;
// Return to connection screen
gameSelectionPanel.SetActive(false);
connectionPanel.SetActive(true);
// Re-initialize the auth UI
ShowAuthPanel();
UpdateConnectionStatus();
}
private async void TryRestoreSession() {
if (OAuthManager.Instance == null) return;
// Configure OAuthManager with auth service and Eagle URLs
OAuthManager.Instance.SetServerUrls(GetAuthServiceUrl(), GetEagleUrl());
if (oauthStatusText != null) { oauthStatusText.text = "Checking for existing session..."; }
var restored = await OAuthManager.Instance.TryRestoreSessionAsync();
if (restored) {
// Session restored, connect to lobby
ConnectWithOAuth();
} else if (oauthStatusText != null) {
oauthStatusText.text = "";
}
}
private async void OnOAuthLoginClicked(OAuthProvider provider) {
// Configure OAuthManager with auth service and Eagle URLs (user may have changed dropdown)
OAuthManager.Instance.SetServerUrls(GetAuthServiceUrl(), GetEagleUrl());
if (oauthStatusText != null) {
oauthStatusText.text = $"Opening browser for {provider} login...";
}
try {
await OAuthManager.Instance.LoginAsync(provider);
// OnLoginSuccess or OnNewUserNeedsDisplayName will be called
} catch (Exception ex) {
Debug.LogError($"OAuth login failed: {ex.Message}");
if (oauthStatusText != null) { oauthStatusText.text = $"Login failed: {ex.Message}"; }
}
}
private void OnOAuthLoginSuccess(UserInfo user) {
MainQueue.Q.Enqueue(() => {
if (oauthStatusText != null) { oauthStatusText.text = $"Welcome, {user.DisplayName}!"; }
ConnectWithOAuth();
});
}
private void OnOAuthLoginFailed(string error) {
MainQueue.Q.Enqueue(() => {
if (oauthStatusText != null) { oauthStatusText.text = $"Login failed: {error}"; }
});
}
private void OnNewUserNeedsDisplayName(bool isNewUser) {
MainQueue.Q.Enqueue(() => {
// Show display name panel
if (oauthPanel != null) oauthPanel.SetActive(false);
if (invitationCodePanel != null) invitationCodePanel.SetActive(false);
if (displayNamePanel != null) displayNamePanel.SetActive(true);
if (displayNameErrorText != null) displayNameErrorText.text = "";
});
}
private void OnInvitationRequired() {
MainQueue.Q.Enqueue(() => {
// Show invitation code entry panel
if (oauthPanel != null) oauthPanel.SetActive(false);
if (displayNamePanel != null) displayNamePanel.SetActive(false);
if (invitationCodePanel != null) invitationCodePanel.SetActive(true);
if (invitationCodeErrorText != null) {
invitationCodeErrorText.text =
"An invitation code is required to create a new account.";
}
if (invitationCodeField != null) invitationCodeField.text = "";
});
}
private void OnSubmitInvitationCodeClicked() {
if (invitationCodeField == null) return;
var code = invitationCodeField.text.Trim();
if (string.IsNullOrEmpty(code)) {
if (invitationCodeErrorText != null) {
invitationCodeErrorText.text = "Please enter an invitation code";
}
return;
}
// Save the code and return to login screen to retry
InvitationCodeManager.SetInvitationCode(code);
if (invitationCodeErrorText != null) {
invitationCodeErrorText.text = "Code saved. Please sign in again.";
}
// Return to auth panel after a short delay
MainQueue.Q.Enqueue(() => {
if (oauthStatusText != null) {
oauthStatusText.text = "Invitation code saved. Please sign in to continue.";
}
ShowAuthPanel();
});
}
private async void OnSetDisplayNameClicked() {
if (displayNameField == null || OAuthManager.Instance == null) return;
var displayName = displayNameField.text.Trim();
if (string.IsNullOrEmpty(displayName)) {
if (displayNameErrorText != null) {
displayNameErrorText.text = "Please enter a display name";
}
return;
}
if (displayNameErrorText != null) { displayNameErrorText.text = "Setting display name..."; }
var success = await OAuthManager.Instance.SetDisplayNameAsync(displayName);
if (!success && displayNameErrorText != null) {
displayNameErrorText.text = "Name already taken or invalid. Try another.";
}
// OnLoginSuccess will be called if successful
}
private void OnOAuthLogout() {
MainQueue.Q.Enqueue(() => {
ShowAuthPanel();
if (oauthStatusText != null) { oauthStatusText.text = ""; }
});
}
private void ConnectWithOAuth() { _internalConnectEagle(); }
private float _statusUpdateTimer = 0f;
private const float StatusUpdateInterval = 0.5f;
void Update() {
// Only update status periodically and when connection panel is visible
if (!connectionPanel.activeInHierarchy) return;
_statusUpdateTimer += Time.deltaTime;
if (_statusUpdateTimer >= StatusUpdateInterval) {
_statusUpdateTimer = 0f;
UpdateConnectionStatus();
}
}
private void UpdateConnectionStatus() {
if (connectionStatusText == null) return;
// No connection yet - show nothing
if (_persistentClientConnection == null) {
connectionStatusText.text = "";
return;
}
var circuitState = _persistentClientConnection.CircuitBreaker.CurrentState;
var connState = _persistentClientConnection.CurrentState;
// Circuit breaker takes precedence
if (circuitState == eagle.ConnectionCircuitBreaker.State.Open) {
var nextTest = _persistentClientConnection.CircuitBreaker.NextTestAttempt;
if (nextTest.HasValue) {
var timeUntilTest = nextTest.Value - DateTime.UtcNow;
if (timeUntilTest.TotalSeconds > 0) {
int seconds = Math.Min(10, (int)Math.Ceiling(timeUntilTest.TotalSeconds));
connectionStatusText.text =
$"<color=red>●</color> Server unavailable. Retry in {seconds}s";
return;
}
}
connectionStatusText.text = "<color=red>●</color> Server unavailable";
return;
}
if (circuitState == eagle.ConnectionCircuitBreaker.State.HalfOpen) {
connectionStatusText.text = "<color=yellow>●</color> Testing connection...";
return;
}
// Normal connection states
connectionStatusText.text = connState switch {
eagle.ConnectionState.Connected => "<color=green>●</color> Connected",
eagle.ConnectionState.Connecting => "<color=yellow>●</color> Connecting...",
eagle.ConnectionState.Disconnected => "<color=red>●</color> Disconnected",
eagle.ConnectionState.Reconnecting => GetReconnectingText(),
eagle.ConnectionState.SubscriptionPending => "<color=yellow>●</color> Subscribing...",
_ => ""
};
}
private string GetReconnectingText() {
var nextAttempt = _persistentClientConnection?.NextReconnectAttempt;
if (!nextAttempt.HasValue) return "<color=yellow>●</color> Reconnecting...";
var timeUntilRetry = nextAttempt.Value - DateTime.UtcNow;
if (timeUntilRetry.TotalSeconds <= 0) { return "<color=yellow>●</color> Reconnecting..."; }
int seconds = Math.Min(10, (int)Math.Ceiling(timeUntilRetry.TotalSeconds));
return $"<color=orange>●</color> Retry in {seconds}s";
}
public void EditorButtonClicked() { SceneManager.LoadScene("Map Editor"); }
@@ -616,14 +155,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
public void CustomBattle() { _internalCustomBattle(); }
public void CancelCustomBattle() {
customBattlePanel.SetActive(false);
shardokCanvas.gameObject.SetActive(false);
connectionCanvas.gameObject.SetActive(true);
gameSelectionPanel.SetActive(true);
StartListeningForLobbyUpdates();
}
public void OnApplicationQuit() { Dispose(); }
public void Dispose() {
@@ -641,8 +172,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
_persistentClientConnection = null;
eagleConnection?.Dispose();
eagleConnection = null;
_connectedEnvironmentIndex = -1;
}
public void OnResolutionChanged(int dropdownIndex) {
@@ -670,9 +199,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
connectionPanel.gameObject.SetActive(false);
gameSelectionPanel.gameObject.SetActive(true);
// Update lobby status displays
UpdateLobbyStatusDisplays();
// Set up running games table
foreach (Transform row in runningGamesListArea.transform) { Destroy(row.gameObject); }
foreach (var runningGame in lobbyResponse.RunningGames) {
@@ -681,10 +207,10 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
runningGamesListArea.transform,
true);
listItem.transform.localScale = new Vector3 { x = 1.0f, y = 1.0f, z = 1.0f };
var runningGameItem = listItem.GetComponent<RunningGameItem>();
runningGameItem.SetRunningGame(runningGame.GameId, runningGame.Leader);
runningGameItem.GoCallback = this.SelectEagleGame;
runningGameItem.DropCallback = this.DropGame;
listItem.GetComponent<RunningGameItem>().SetRunningGame(
runningGame.GameId,
runningGame.Leader);
listItem.GetComponent<RunningGameItem>().GoCallback = this.SelectEagleGame;
}
// Set up available/waiting games table
@@ -720,16 +246,14 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
availableGamesListArea.transform,
true);
listItem.transform.localScale = new Vector3 { x = 1.0f, y = 1.0f, z = 1.0f };
var availableGameItem = listItem.GetComponent<AvailableGameItem>();
availableGameItem.SetAvailableNewGame(
listItem.GetComponent<AvailableGameItem>().SetAvailableNewGame(
availableGame.GameId,
string.Format(
"{0} / {1}",
availableGame.CurrentHumanPlayerCount,
availableGame.MaxHumanPlayerCount),
availableGame.AvailableLeaders.ToList());
availableGameItem.JoinCallback = this.JoinGame;
availableGameItem.DropCallback = this.DropGame;
listItem.GetComponent<AvailableGameItem>().JoinCallback = this.JoinGame;
}
});
}
@@ -743,7 +267,9 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
}
private void _createConnection() {
_connectedEnvironmentIndex = PlayerPrefs.GetInt(EnvironmentKey, 0);
PlayerPrefs.SetString(URLKey, urlField.text);
PlayerPrefs.SetString(NameKey, nameField.text);
PlayerPrefs.SetString(PasswordKey, passwordField.text);
// Dispose existing connections before creating new ones
_httpClient?.Dispose();
@@ -754,20 +280,7 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
// Initialize cancellation token for thread management
_cancellationTokenSource = new CancellationTokenSource();
string url = GetUrlFromEnvironment();
// OAuth JWT-based connection
if (!TokenStorage.HasValidToken) {
Debug.LogError("[ConnectionHandler] No valid token available for connection");
return;
}
eagleConnection = EagleConnection.CreateWithJwt(url);
_httpClient = new HttpClient();
_httpClient.DefaultRequestHeaders.Authorization =
new AuthenticationHeaderValue("Bearer", TokenStorage.AccessToken);
eagleConnection = new EagleConnection(nameField.text, passwordField.text, urlField.text);
_persistentClientConnection = new PersistentClientConnection(
eagleConnection.EagleGrpcClient,
eagleConnection.credentials,
@@ -775,16 +288,20 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
_persistentClientConnection.Connect();
errorHandler.PersistentClientConnection = _persistentClientConnection;
_httpClient = new HttpClient();
_httpClient.DefaultRequestHeaders.Authorization =
new AuthenticationHeaderValue("Basic", eagleConnection.authHeader);
ResourceFetcher.SetUpConnection(_httpClient);
}
private void _internalCustomBattle() {
// Connection already exists when called from lobby
_createConnection();
_persistentClientConnection.SetLobbySubscriber(this);
SetCustomBattleActive(true);
gameSelectionPanel.SetActive(false);
connectionPanel.SetActive(false);
customBattlePanel.SetActive(true);
}
@@ -832,18 +349,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
var game = _internalJoinEagleGame(gameId, leaderName);
}
private void DropGame(long gameId) {
if (dropGameConfirmationPanel != null) {
dropGameConfirmationPanel.OnConfirm = ConfirmDropGame;
dropGameConfirmationPanel.Show(gameId, "Are you sure you want to leave this game?");
} else {
// Fallback if no confirmation panel is configured
ConfirmDropGame(gameId);
}
}
private void ConfirmDropGame(long gameId) { _internalDropGame(gameId); }
private void CreateGame(string leaderNameTextId, int humanPlayerCount, int totalPlayerCount) {
var game = _internalCreateGame(leaderNameTextId, humanPlayerCount, totalPlayerCount);
}
@@ -920,18 +425,6 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
}
}
private async Task<bool> _internalDropGame(long gameId) {
try {
return await _persistentClientConnection.SendUpdateStreamRequestAsync(
new UpdateStreamRequest {
DropGameRequest = new DropGameRequest { GameId = gameId }
});
} catch (WebException e) {
Debug.Log(String.Format("Caught exception in DropGame {0}", e.Message));
return false;
}
}
private void SetLobbyActive(bool active) {
runningGamesListArea.SetActive(active);
availableGamesListArea.SetActive(active);
@@ -949,8 +442,7 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
eagleCanvas.GetComponent<EagleGameController>().SetUpGame(
gameInfo.GameId,
gameInfo.FactionId,
_persistentClientConnection,
ConnectedEnvironmentName);
_persistentClientConnection);
connectionCanvas.enabled = false;
connectionCanvas.gameObject.SetActive(false);
eagleCanvas.gameObject.SetActive(true);
@@ -1,24 +0,0 @@
using System;
using TMPro;
using UnityEngine;
public class DropGameConfirmationPanel : MonoBehaviour {
public TextMeshProUGUI messageText;
public Action<long> OnConfirm;
private long _pendingGameId;
public void Show(long gameId, string message) {
_pendingGameId = gameId;
if (messageText != null) { messageText.text = message; }
gameObject.SetActive(true);
}
public void ConfirmClicked() {
gameObject.SetActive(false);
OnConfirm?.Invoke(_pendingGameId);
}
public void CancelClicked() { gameObject.SetActive(false); }
}
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public TextMeshProUGUI gameIdField;
public TextMeshProUGUI leaderField;
public Button goButton;
public Button dropButton;
public Action<long> GoCallback;
public Action<long> DropCallback;
private long gameId;
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public void GoClicked() { GoCallback(gameId); }
public void DropClicked() { DropCallback?.Invoke(gameId); }
public void SetRunningGame(long gameId, AvailableLeader leader) {
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@@ -1,8 +1,6 @@
using System;
using System.Threading;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
public class ConnectionKiller : MonoBehaviour {
@@ -12,10 +10,6 @@ public class ConnectionKiller : MonoBehaviour {
public void OnApplicationQuit() { ShutdownAll(); }
#if UNITY_EDITOR
void OnEnable() { EditorApplication.playModeStateChanged += OnPlayModeStateChanged; }
void OnDisable() { EditorApplication.playModeStateChanged -= OnPlayModeStateChanged; }
void OnPlayModeStateChanged(PlayModeStateChange state) {
if (state == PlayModeStateChange.ExitingPlayMode) { ShutdownAll(); }
}
@@ -0,0 +1,88 @@
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@@ -1,4 +1,4 @@
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using EagleGUIUtils;
@@ -6,7 +6,6 @@ using Net.Eagle0.Eagle.Api;
using Net.Eagle0.Eagle.Common;
using Net.Eagle0.Eagle.Views;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace eagle {
@@ -15,44 +14,16 @@ namespace eagle {
public class ImproveCommandSelector : CommandSelector {
public HeroDropdownController heroDropdownController;
public TMP_Dropdown typeDropdown;
public Toggle lockToggle;
// Toggle buttons for each improvement type (assign to same ToggleGroup in Unity)
public Toggle economyToggle;
public Toggle agricultureToggle;
public Toggle infrastructureToggle;
public Toggle devastationToggle;
public ToggleGroup improvementToggleGroup;
// Labels showing type name and value
public TMP_Text economyLabel;
public TMP_Text agricultureLabel;
public TMP_Text infrastructureLabel;
public TMP_Text devastationLabel;
List<HeroView> orderedHeroes;
private int SelectedTypeIndex => typeDropdown.value;
private ImproveAvailableCommand ImproveAvailableCommand => _availableCommand.ImproveCommand;
private ProvinceId ActingProvinceId => ImproveAvailableCommand.ActingProvinceId;
private ImprovementType SelectedType {
get {
if (economyToggle != null && economyToggle.isOn && economyToggle.interactable)
return ImprovementType.Economy;
if (agricultureToggle != null && agricultureToggle.isOn &&
agricultureToggle.interactable)
return ImprovementType.Agriculture;
if (infrastructureToggle != null && infrastructureToggle.isOn &&
infrastructureToggle.interactable)
return ImprovementType.Infrastructure;
if (devastationToggle != null && devastationToggle.isOn &&
devastationToggle.interactable)
return ImprovementType.Devastation;
// Fallback: return first available type
return ImproveAvailableCommand.AvailableTypes.FirstOrDefault();
}
}
private ImprovementType SelectedType =>
ImproveAvailableCommand.AvailableTypes[SelectedTypeIndex];
private float OriginalImprovementValueForType(ImprovementType type) {
var province = _model.Provinces[ActingProvinceId];
@@ -86,142 +57,60 @@ namespace eagle {
}
}
private ImprovementType GetMinimumImprovementType() {
ImprovementType minType = ImproveAvailableCommand.AvailableTypes[0];
float minValue = OriginalImprovementValueForType(minType);
private int MinimumImprovementIndex(ProvinceView province) {
var minIndex = 0;
float minValue =
OriginalImprovementValueForType(ImproveAvailableCommand.AvailableTypes[0]);
for (int i = 1; i < ImproveAvailableCommand.AvailableTypes.Count; i++) {
var thisType = ImproveAvailableCommand.AvailableTypes[i];
float thisVal = OriginalImprovementValueForType(thisType);
float thisVal =
OriginalImprovementValueForType(ImproveAvailableCommand.AvailableTypes[i]);
if (thisVal < minValue) {
minType = thisType;
minIndex = i;
minValue = thisVal;
}
}
return minType;
return minIndex;
}
private ImprovementType GetDefaultImprovementType() {
// Prefer devastation if available
if (ImproveAvailableCommand.AvailableTypes.Contains(ImprovementType.Devastation)) {
return ImprovementType.Devastation;
}
// Otherwise pick the lowest stat
return GetMinimumImprovementType();
}
private Toggle GetToggleForType(ImprovementType type) {
switch (type) {
case ImprovementType.Economy: return economyToggle;
case ImprovementType.Agriculture: return agricultureToggle;
case ImprovementType.Infrastructure: return infrastructureToggle;
case ImprovementType.Devastation: return devastationToggle;
default: return null;
}
}
private TMP_Text GetLabelForType(ImprovementType type) {
switch (type) {
case ImprovementType.Economy: return economyLabel;
case ImprovementType.Agriculture: return agricultureLabel;
case ImprovementType.Infrastructure: return infrastructureLabel;
case ImprovementType.Devastation: return devastationLabel;
default: return null;
}
}
private void SelectType(ImprovementType type) {
// Turn on the selected toggle - ToggleGroup handles turning off others
var toggle = GetToggleForType(type);
if (toggle != null && toggle.interactable) { toggle.isOn = true; }
}
private const float DisabledAlpha = 0.35f;
private void ConfigureToggle(ImprovementType type, bool available) {
var toggle = GetToggleForType(type);
var label = GetLabelForType(type);
if (toggle == null) return;
// Always show the toggle, but disable if not available
toggle.gameObject.SetActive(true);
toggle.interactable = available;
// Turn off unavailable toggles so they don't appear selected
if (!available) { toggle.isOn = false; }
// Only add to toggle group if available
toggle.group = available ? improvementToggleGroup : null;
// Gray out unavailable toggles using CanvasGroup
var canvasGroup = toggle.GetComponent<CanvasGroup>();
if (canvasGroup == null) {
canvasGroup = toggle.gameObject.AddComponent<CanvasGroup>();
}
canvasGroup.alpha = available ? 1f : DisabledAlpha;
// Always show label with current value
if (label != null) { label.text = LabelStringForType(type); }
}
private string LabelStringForType(ImprovementType type) {
var originalStat =
type == ImprovementType.Devastation
? ProvinceStatUtils.RoundedDevastation(
OriginalImprovementValueForType(type))
: ProvinceStatUtils.RoundedStat(OriginalImprovementValueForType(type));
if (type == ImprovementType.Devastation) {
return GUIUtils.ColoredString(Color.red, originalStat.ToString());
}
var devastatedStat =
ProvinceStatUtils.RoundedStat(EffectiveImprovementValueForType(type));
if (devastatedStat == originalStat) {
return $"{devastatedStat}";
private void ChooseDefaultImprovement(ProvinceView province) {
var devastationIndex =
ImproveAvailableCommand.AvailableTypes.IndexOf(ImprovementType.Devastation);
if (devastationIndex == -1) {
typeDropdown.value = MinimumImprovementIndex(province);
} else {
return $"{GUIUtils.ColoredString(Color.red, devastatedStat.ToString())} / {originalStat}";
typeDropdown.value = devastationIndex;
}
}
protected override void SetUpUI() {
var province = _model.Provinces[ImproveAvailableCommand.ActingProvinceId];
var improveCommand = ImproveAvailableCommand;
typeDropdown.ClearOptions();
orderedHeroes = ImproveAvailableCommand.AvailableHeroIds.Select(id => _model.Heroes[id])
.ToList();
heroDropdownController.AvailableHeroes = orderedHeroes;
heroDropdownController.SelectedHeroId = improveCommand.RecommendedHeroId;
// Configure each toggle based on available types
ConfigureToggle(
ImprovementType.Economy,
improveCommand.AvailableTypes.Contains(ImprovementType.Economy));
ConfigureToggle(
ImprovementType.Agriculture,
improveCommand.AvailableTypes.Contains(ImprovementType.Agriculture));
ConfigureToggle(
ImprovementType.Infrastructure,
improveCommand.AvailableTypes.Contains(ImprovementType.Infrastructure));
ConfigureToggle(
ImprovementType.Devastation,
improveCommand.AvailableTypes.Contains(ImprovementType.Devastation));
typeDropdown.AddOptions(
improveCommand.AvailableTypes.Select(DropdownStringForType).ToList());
// Determine which type to select
ImprovementType selectedType;
if (improveCommand.LockedType != ImprovementType.None) {
var lockedType = improveCommand.LockedType;
if (improveCommand.AvailableTypes.Contains(lockedType)) {
selectedType = lockedType;
var lockedTypeIndex = improveCommand.AvailableTypes.IndexOf(lockedType);
if (lockedTypeIndex > -1) {
typeDropdown.value = lockedTypeIndex;
lockToggle.isOn = true;
} else {
selectedType = GetDefaultImprovementType();
ChooseDefaultImprovement(province);
lockToggle.isOn = false;
}
} else {
selectedType = GetDefaultImprovementType();
ChooseDefaultImprovement(province);
lockToggle.isOn = false;
}
SelectType(selectedType);
}
public override AvailableCommand.SealedValueOneofCase CommandType =>
@@ -248,5 +137,23 @@ namespace eagle {
LockType = lockToggle.isOn
}
};
private string DropdownStringForType(ImprovementType type) {
var originalStat =
type == ImprovementType.Devastation
? ProvinceStatUtils.RoundedDevastation(
OriginalImprovementValueForType(type))
: ProvinceStatUtils.RoundedStat(OriginalImprovementValueForType(type));
if (type == ImprovementType.Devastation) {
return $"{type} ({GUIUtils.ColoredString(UnityEngine.Color.red, originalStat.ToString())})";
}
var devastatedStat =
ProvinceStatUtils.RoundedStat(EffectiveImprovementValueForType(type));
if (devastatedStat == originalStat) {
return $"{type} ({devastatedStat})";
} else {
return $"{type} ({GUIUtils.ColoredString(UnityEngine.Color.red, devastatedStat.ToString())} / {originalStat})";
}
}
}
}
}
@@ -26,10 +26,6 @@ namespace eagle {
private TextMeshProUGUI _textComponent;
private PersistentClientConnection _connection;
private IGameStateProvider _gameStateProvider;
private string _environmentName;
[Tooltip("Optional text component to display connected environment (prod/qa)")]
public TextMeshProUGUI environmentIndicatorText;
[Tooltip("Optional button to force immediate reconnection when server is down")]
public Button retryButton;
@@ -68,15 +64,6 @@ namespace eagle {
_gameStateProvider = provider;
}
/// <summary>
/// Set the environment name to display (e.g., "prod." or "qa.").
/// Pass null to clear the indicator.
/// </summary>
public void SetEnvironment(string environmentName) {
_environmentName = environmentName;
UpdateEnvironmentIndicator();
}
void Update() {
if (_connection == null || _textComponent == null) { return; }
@@ -178,20 +165,5 @@ namespace eagle {
private void OnRetryClicked() {
if (_connection != null) { _connection.ForceReconnect(); }
}
private void UpdateEnvironmentIndicator() {
if (environmentIndicatorText == null) return;
if (string.IsNullOrEmpty(_environmentName)) {
environmentIndicatorText.text = "";
return;
}
// Color prod green, qa yellow
environmentIndicatorText.text =
_environmentName switch { "prod." => $"<color=green>{_environmentName}</color>",
"qa." => $"<color=yellow>{_environmentName}</color>",
_ => _environmentName };
}
}
}
@@ -3,7 +3,6 @@ using System.Collections.Generic;
using System.Linq;
using common;
using common.GUIUtils;
using Eagle0.Tutorial;
using Net.Eagle0.Eagle.Api;
using Net.Eagle0.Eagle.Common;
using Net.Eagle0.Eagle.Views;
@@ -159,11 +158,9 @@ namespace eagle {
public void StopAll() {
_newModel = null;
if (ModelUpdater != null) {
ModelUpdater.StopListeningForUpdates();
ModelUpdater.UpdateAction = null;
ModelUpdater = null;
}
ModelUpdater.StopListeningForUpdates();
ModelUpdater.UpdateAction = null;
ModelUpdater = null;
SwapModel();
Model = null;
chronicleCanvasController.Entries = new List<ChronicleEntry>();
@@ -246,8 +243,7 @@ namespace eagle {
public void SetUpGame(
long gameId,
int? playerId,
PersistentClientConnection persistentClientConnection,
string environmentName = null) {
PersistentClientConnection persistentClientConnection) {
ModelUpdater = new GameModelUpdater(
gameId,
playerId,
@@ -273,24 +269,14 @@ namespace eagle {
ModelUpdater.ErrorHandler = errorHandler;
// Set up game state provider and environment for connection status UI
// Set up game state provider for connection status UI
var statusUI = connectionStatusLabel.GetComponent<ConnectionStatusUI>();
if (statusUI != null) {
statusUI.SetGameStateProvider(ModelUpdater);
statusUI.SetEnvironment(environmentName);
}
if (statusUI != null) { statusUI.SetGameStateProvider(ModelUpdater); }
// Fire-and-forget - subscription is awaited internally and failures are logged
MainQueue.Q.EnqueueForNextUpdate(
() => { _ = ModelUpdater.StartListeningForUpdates(); });
// Initialize tutorial system
TutorialManager.Instance?.Initialize(this, null);
if (TutorialManager.Instance != null &&
!TutorialManager.Instance.State.OnboardingCompleted) {
TutorialManager.Instance.StartOnboarding();
}
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += (state) => OnPlayModeStateChanged(state);
#endif
@@ -372,12 +358,6 @@ namespace eagle {
SetNextActiveProvinceButton();
_dominionPanelController.ForceUpdate();
SetMusic();
// Notify tutorial system of province selection
if (pid.HasValue) {
TutorialManager.Instance?.TriggerRegistry?.OnProvinceSelected(
Model.Provinces[pid.Value]);
}
}
private void PrefetchHeadshotForHeroes(List<HeroView> heroViews) {
@@ -493,9 +473,6 @@ namespace eagle {
var oldModel = Model;
Model = _newModel;
// Notify tutorial system of model change
TutorialManager.Instance?.TriggerRegistry?.OnModelUpdated(Model, oldModel);
provinceInfoPanelController.Model = _newModel;
freeHeroesTableController.Model = _newModel;
movingArmiesTableController.Model = _newModel;
@@ -644,9 +621,6 @@ namespace eagle {
}
private void PostCommittedCommand(ProvinceId provinceId, SelectedCommand selectedCommand) {
// Notify tutorial system of command
TutorialManager.Instance?.TriggerRegistry?.OnCommandIssued(selectedCommand);
ModelUpdater.PostCommand(provinceId: provinceId, command: selectedCommand)
.ContinueWith(response => {
if (response.IsFaulted) { errorHandler.Add(response.Exception); }
@@ -311,36 +311,20 @@ namespace eagle {
// Store server-reported game status for UI
if (updateItem.ActionResultResponse.ServerGameStatus != null) {
ServerStatus = updateItem.ActionResultResponse.ServerGameStatus;
_connectionLogger.LogLine(
$"[UPDATE] ServerGameStatus updated: {ServerStatus.Status}");
}
// Note: _lastUnfilteredResultCount is updated on the gRPC thread in
// UpdateResultCounts() before enqueueing. We don't update it here to avoid
// race conditions where a backlogged MainQueue update overwrites a newer count.
var hasResults = updateItem.ActionResultResponse.ActionResultViews.Any();
var hasCommands = updateItem.ActionResultResponse.AvailableCommands != null;
var incomingToken =
hasCommands ? updateItem.ActionResultResponse.AvailableCommands.Token
: -1;
var tokenMatches = hasCommands && incomingToken == _currentModel.CommandToken;
_connectionLogger.LogLine(
$"[UPDATE] hasResults={hasResults}, hasCommands={hasCommands}, " +
$"incomingToken={incomingToken}, currentToken={_currentModel.CommandTokenString}, " +
$"tokenMatches={tokenMatches}");
if (hasResults || !hasCommands || !tokenMatches) {
if (updateItem.ActionResultResponse.ActionResultViews.Any() ||
updateItem.ActionResultResponse.AvailableCommands == null ||
updateItem.ActionResultResponse.AvailableCommands.Token !=
_currentModel.CommandToken) {
HandleUpdates(updateItem.ActionResultResponse.ActionResultViews.ToList());
HandleAvailableCommands(updateItem.ActionResultResponse.AvailableCommands);
if (UpdateAction != null) UpdateAction.Invoke(_currentModel);
_connectionLogger.LogLine(
"[UPDATE] Processed update and invoked UpdateAction");
} else {
_connectionLogger.LogLine(
"[UPDATE] SKIPPED - no results, has commands, token matches");
}
break;
@@ -348,10 +332,6 @@ namespace eagle {
case GameUpdate.GameUpdateDetailsOneofCase.ShardokActionResultResponse:
var specResponse = updateItem.ShardokActionResultResponse.ShardokGameResponses;
// Collect ended games to remove AFTER the UI callback, so the UI
// can see the final battle results before the models are removed.
var endedGames = new List<ShardokGameId>();
foreach (var oneResponse in specResponse) {
if (!_currentModel.ShardokGameModels.TryGetValue(
oneResponse.ShardokGameId,
@@ -392,22 +372,14 @@ namespace eagle {
_currentModel.ShardokGameModels[oneResponse.ShardokGameId] =
shardokGameModel;
} else {
// Game ended - keep model for UI callback, mark for removal after
_currentModel.ShardokGameModels[oneResponse.ShardokGameId] =
shardokGameModel;
endedGames.Add(oneResponse.ShardokGameId);
// Game ended - remove from active models so UI knows battle is over
_currentModel.ShardokGameModels.TryRemove(
oneResponse.ShardokGameId,
out _);
_shardokResultCounts.TryRemove(oneResponse.ShardokGameId, out _);
}
}
// Invoke UI callback BEFORE removing ended games, so the UI can
// see the final battle results (with GameStatus = Victory/Defeat)
if (UpdateAction != null) UpdateAction.Invoke(_currentModel);
// Now remove ended games from active models
foreach (var endedGameId in endedGames) {
_currentModel.ShardokGameModels.TryRemove(endedGameId, out _);
_shardokResultCounts.TryRemove(endedGameId, out _);
}
break;
case GameUpdate.GameUpdateDetailsOneofCase.StreamingTextResponse:
@@ -433,14 +405,9 @@ namespace eagle {
public void UpdateResultCounts(GameUpdate update) {
switch (update.GameUpdateDetailsCase) {
case GameUpdate.GameUpdateDetailsOneofCase.ActionResultResponse:
var newCount = update.ActionResultResponse.UnfilteredResultCountAfter;
lock (_resultCountLock) {
var oldCount = _lastUnfilteredResultCount;
_lastUnfilteredResultCount = newCount;
if (newCount != oldCount) {
_connectionLogger.LogLine(
$"[RESULT_COUNT] Updated count {oldCount} -> {newCount}");
}
_lastUnfilteredResultCount =
update.ActionResultResponse.UnfilteredResultCountAfter;
}
break;
@@ -514,22 +481,13 @@ namespace eagle {
_connectionLogger.LogLine(
$"[STATE_RESYNC] timestamp={timestamp} round={startingState.CurrentRoundId} factions={startingState.Factions.Count} heroes={startingState.Heroes.Count}");
// Clear all stale state before applying new starting state.
// This handles rewind/reset scenarios where the server sends an earlier state.
_currentModel.ShardokGameModels.Clear();
_shardokResultCounts.Clear();
_shardokNeedsResync.Clear();
_currentModel.CommandToken = null;
_currentModel.LastPostedToken = -1;
_currentModel.AvailableCommandsByProvince.Clear();
_commandSubmittedTime = null;
_currentModel.GsView = startingState;
_currentModel.BattalionTypes =
startingState.BattalionTypes.ToDictionary(bt => bt.TypeId, bt => bt);
_currentModel.ChronicleEntries = startingState.ChronicleEntries.ToList();
// For any outstanding battles in the new state, create models and mark for resync.
// For any outstanding battles not in ShardokGameModels, create models and mark for
// resync. This ensures fresh clients get Shardok state for ongoing battles.
bool needsResubscribe = false;
foreach (var battle in _currentModel.ShardokBattles) {
if (!_currentModel.ShardokGameModels.ContainsKey(battle.ShardokGameId)) {
@@ -57,8 +57,7 @@ namespace eagle.Notifications {
{ BreakAllianceAcceptedDetails, BreakAllianceAcceptedNotificationGenerator.Generator },
{ VassalExiledDetails, VassalExiledDetailsNotificationGenerator.Generator },
{ WithdrewForTruce, WithdrewForTruceDetailsNotificationGenerator.Generator },
{ ProfessionGainedDetails, ProfessionGainedDetailsNotificationGenerator.Generator },
{ NewFactionHeadDetails, NewFactionHeadDetailsNotificationGenerator.Generator }
{ ProfessionGainedDetails, ProfessionGainedDetailsNotificationGenerator.Generator }
};
public static IEnumerable<Notification> GenerateNotifications(
@@ -1,98 +0,0 @@
using System;
using System.Collections.Generic;
using Net.Eagle0.Eagle.Common;
using Net.Eagle0.Eagle.Views;
namespace eagle.Notifications.ARNNotifications {
using ProvinceId = Int32;
using HeroId = Int32;
public static class NewFactionHeadDetailsNotificationGenerator {
public static readonly ARNNotificationGenerator Generator = GenerateNotifications;
private static readonly Random Random = new();
private static readonly List<string> NotificationTitles = new() {
"New Leadership",
"Succession",
"A New Era",
"Rise to Power",
"The Mantle Passes",
"Heir Ascendant",
"Crown of Command",
"Leadership Transferred",
"The Torch Passes",
"New Commander"
};
private static string GetNotificationTitle() {
return NotificationTitles[Random.Next(NotificationTitles.Count)];
}
private static ProvinceId? FindProvinceForHero(HeroId heroId, IGameModel model) {
foreach (var province in model.Provinces.Values) {
if (province.FullInfo?.RulingFactionHeroIds.Contains(heroId) == true) {
return province.Id;
}
}
return null;
}
private static IEnumerable<Notification> GenerateNotifications(
Net.Eagle0.Eagle.Common.Notification notification,
IGameModel currentModel) {
var details = notification.Details.NewFactionHeadDetails;
var newHeadHero = currentModel.Heroes[details.NewHeadHeroId];
var previousHeadHero =
currentModel.Heroes.TryGetValue(details.PreviousHeadHeroId, out var prev)
? prev
: null;
string textTemplate;
List<ProvinceId> affectedProvinces;
if (details.FactionId == currentModel.PlayerId) {
// Player's own faction - their new faction head
string previousHeadDescription =
previousHeadHero != null ? $"Following the death of {{PreviousHead}}, your"
: "Your";
textTemplate =
$"{previousHeadDescription} sworn {DisplayNames.SiblingDescription(newHeadHero.PronounGender)} {{NewHead}} now leads your faction.\n\n";
var heroProvinceId = FindProvinceForHero(details.NewHeadHeroId, currentModel);
affectedProvinces = heroProvinceId.HasValue
? new List<ProvinceId> { heroProvinceId.Value }
: currentModel.ProvincesForFaction(details.FactionId);
} else {
// Another faction
var factionName = currentModel.FactionName(details.FactionId);
if (previousHeadHero != null) {
textTemplate =
$"Following the death of {{PreviousHead}}, {{NewHead}} now leads {factionName}.\n\n";
} else {
textTemplate = $"{{NewHead}} now leads {factionName}.\n\n";
}
affectedProvinces = currentModel.ProvincesForFaction(details.FactionId);
}
var heroPlaceholders = new Dictionary<string, (string nameTextId, string fallback)> {
{ "NewHead", (newHeadHero.NameTextId, "A hero") }
};
if (previousHeadHero != null) {
heroPlaceholders["PreviousHead"] =
(previousHeadHero.NameTextId, "the previous leader");
}
var displayedHeroes = new List<HeroView> { newHeadHero };
if (previousHeadHero != null) { displayedHeroes.Add(previousHeadHero); }
yield return DynamicTextNotification.StreamingDynamicNotification(
title: GetNotificationTitle(),
textTemplate: textTemplate,
heroPlaceholders: heroPlaceholders,
llmId: notification.LlmId,
provinceIds: affectedProvinces,
displayedHeroes: displayedHeroes);
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: e9afdd2068b294a29993f07b379eb9c3
@@ -36,10 +36,10 @@ namespace eagle.Notifications.ARNNotifications {
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s hero {{HeroName}}";
}
textTemplate = $"{executingFactionName} has executed {victimDescription}!\n\n";
textTemplate = $"{executingFactionName} has executed {victimDescription}!";
heroPlaceholders["HeroName"] = (hero.NameTextId, "the hero");
} else {
textTemplate = $"{executingFactionName} has executed {{ExecutedHero}}!\n\n";
textTemplate = $"{executingFactionName} has executed {{ExecutedHero}}!";
heroPlaceholders["ExecutedHero"] = (hero.NameTextId, "the prisoner");
}
@@ -1,106 +1,34 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Net.Eagle0.Eagle.Common;
using Net.Eagle0.Eagle.Views;
namespace eagle.Notifications.ARNNotifications {
using ProvinceId = Int32;
using HeroId = Int32;
using ProvinceId = System.Int32;
using HeroId = System.Int32;
public static class ProfessionGainedDetailsNotificationGenerator {
public static readonly ARNNotificationGenerator Generator = GenerateNotifications;
private static readonly Random Random = new();
private static readonly Dictionary<Profession, string> ProfessionNames =
new Dictionary<Profession, string> {
{ Profession.Mage, "Mage" },
{ Profession.Necromancer, "Necromancer" },
{ Profession.Engineer, "Engineer" },
{ Profession.Paladin, "Paladin" },
{ Profession.Ranger, "Ranger" },
{ Profession.Champion, "Champion" }
};
private static readonly Dictionary<Profession, string> ProfessionNames = new() {
{ Profession.Mage, "Mage" },
{ Profession.Necromancer, "Necromancer" },
{ Profession.Engineer, "Engineer" },
{ Profession.Paladin, "Paladin" },
{ Profession.Ranger, "Ranger" },
{ Profession.Champion, "Champion" }
};
private static readonly Dictionary<Profession, List<string>> ProfessionTitles = new() {
{ Profession.Mage,
new List<string> {
"Arcane Awakening",
"The Gift Revealed",
"Touched by Magic",
"Mystical Ascension",
"Power Unbound",
"The Arcane Path",
"Secrets of the Weave",
"Spellborn",
"Wielder of the Unseen",
"Flames of Knowledge"
} },
{ Profession.Necromancer,
new List<string> {
"Dark Pact Sealed",
"Beyond the Veil",
"Death's Apprentice",
"Whispers from Beyond",
"The Forbidden Art",
"Shadow Covenant",
"Secrets of the Grave",
"Communion with Darkness",
"The Deathless Path",
"Embrace of Shadow"
} },
{ Profession.Engineer,
new List<string> {
"Genius Unleashed",
"Master of Mechanisms",
"The Inventor's Spark",
"Gears of Progress",
"Mind of Innovation",
"Builder of Wonders",
"The Tinkerer's Art",
"Siege Mastery",
"Architect of War",
"Mechanical Brilliance"
} },
{ Profession.Paladin,
new List<string> {
"Divine Calling",
"Holy Vows Taken",
"Blessed Champion",
"The Righteous Path",
"Shield of the Faith",
"Anointed Warrior",
"Oath of Light",
"Heaven's Chosen",
"Sacred Duty",
"Defender of the Realm"
} },
{ Profession.Ranger,
new List<string> {
"One with the Wild",
"Voice of the Forest",
"The Untamed Path",
"Nature's Guardian",
"Shadow of the Woods",
"Hunter's Instinct",
"Wild Heart",
"The Wanderer's Way",
"Beast Companion",
"Eyes of the Hawk"
} },
{ Profession.Champion,
new List<string> {
"Born for Battle",
"Blade Mastery",
"The Warrior's Edge",
"Forged in Combat",
"Unmatched Prowess",
"Heart of Steel",
"The Victor's Path",
"Legend in the Making",
"Master of Arms",
"Glory Awaits"
} }
};
private static readonly Dictionary<Profession, string> ProfessionTitles =
new Dictionary<Profession, string> {
{ Profession.Mage, "Arcane Awakening" },
{ Profession.Necromancer, "Dark Pact Sealed" },
{ Profession.Engineer, "Genius Unleashed" },
{ Profession.Paladin, "Divine Calling" },
{ Profession.Ranger, "One with the Wild" },
{ Profession.Champion, "Born for Battle" }
};
private static string GetProfessionName(Profession profession) {
return ProfessionNames.TryGetValue(profession, out var name) ? name : "Unknown";
@@ -116,10 +44,8 @@ namespace eagle.Notifications.ARNNotifications {
}
private static string GetProfessionTitle(Profession profession) {
if (ProfessionTitles.TryGetValue(profession, out var titles) && titles.Count > 0) {
return titles[Random.Next(titles.Count)];
}
return "Profession Gained";
return ProfessionTitles.TryGetValue(profession, out var title) ? title
: "Profession Gained";
}
private static ProvinceId? FindProvinceForHero(HeroId heroId, IGameModel model) {
@@ -151,17 +77,11 @@ namespace eagle.Notifications.ARNNotifications {
} else {
heroDescription = "Your vassal";
}
var heroProvinceId = FindProvinceForHero(details.HeroId, currentModel);
if (heroProvinceId.HasValue) {
var provinceName = currentModel.Provinces[heroProvinceId.Value].Name;
textTemplate =
$"{heroDescription} {{Hero}} in {provinceName} became {article} {professionName}.\n\n";
affectedProvinces = new List<ProvinceId> { heroProvinceId.Value };
} else {
textTemplate =
$"{heroDescription} {{Hero}} became {article} {professionName}.\n\n";
affectedProvinces = currentModel.ProvincesForFaction(details.FactionId);
}
textTemplate = $"{heroDescription} {{Hero}} became {article} {professionName}.\n\n";
var heroProvince = FindProvinceForHero(details.HeroId, currentModel);
affectedProvinces = heroProvince.HasValue
? new List<ProvinceId> { heroProvince.Value }
: currentModel.ProvincesForFaction(details.FactionId);
} else {
// Another faction's hero
var factionName = currentModel.FactionName(details.FactionId);
@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: e661753a1e43a4f2da81b76457cf55c8
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -44,18 +44,6 @@ namespace eagle {
private readonly Logger _remoteEagleClientLogger = Logger.GetLogger("ConnectionLogger");
private readonly Logger _timingsLogger = Logger.GetLogger("ConnectionLogger");
// Counter to diagnose duplicate logging - if logs show same seq# twice, two threads
// are processing same message. If seq# increments but lines doubled, Logger issue.
private int _logFlowSeq = 0;
/// <summary>Timestamped log for connection flow tracing.</summary>
private void LogFlow(string message) {
var seq = Interlocked.Increment(ref _logFlowSeq);
var ts = DateTime.UtcNow.ToString("HH:mm:ss.fff");
_remoteEagleClientLogger.LogLine($"[FLOW {ts}] #{seq} {message}");
}
private volatile bool _isConnecting = false;
private Timer _idleCheckTimer = null;
private Timer _heartbeatTimer = null;
@@ -89,23 +77,7 @@ namespace eagle {
_retryTimer?.Dispose();
NextReconnectAttempt = null;
LogConnectionEvent("force_reconnect", "User requested immediate reconnect");
RunConnectAsync();
}
/// <summary>
/// Fire-and-forget wrapper for Connect() that ensures exceptions are logged
/// rather than silently swallowed by Task.Run().
/// </summary>
private void RunConnectAsync() {
Task.Run(async () => {
try {
await Connect();
} catch (Exception e) {
// Log but don't rethrow - this is fire-and-forget
Console.WriteLine($"[CONNECT] Exception in Connect: {e}");
_remoteEagleClientLogger.LogLine($"Exception in Connect: {e}");
}
});
Task.Run(() => Connect());
}
private DateTime? GetDeadlineFromNow() {
@@ -150,7 +122,6 @@ namespace eagle {
_currentState = ConnectionState.Reconnecting;
NextReconnectAttempt = DateTime.UtcNow.AddSeconds(backoffSeconds);
LogFlow($"SCHEDULE_RECONNECT reason={reason} backoff={backoffSeconds:F1}s attempt={_consecutiveFailures}");
LogConnectionEvent(
"schedule_reconnect",
$"{reason}, backoff={backoffSeconds:F1}s, attempt={_consecutiveFailures}");
@@ -159,7 +130,7 @@ namespace eagle {
_retryTimer = new Timer();
_retryTimer.AutoReset = false;
_retryTimer.Interval = backoffSeconds * 1000;
_retryTimer.Elapsed += (sender, args) => RunConnectAsync();
_retryTimer.Elapsed += (sender, args) => Task.Run(() => Connect());
_retryTimer.Enabled = true;
}
@@ -178,7 +149,6 @@ namespace eagle {
private readonly Dictionary<EagleGameId, TaskCompletionSource<SubscriptionAck>>
_pendingSubscriptionAcks = new();
private const int SubscriptionAckTimeoutMs = 10000; // 10 seconds
private const int WriteAsyncTimeoutMs = 10000; // 10 seconds for WriteAsync operations
public PersistentClientConnection(
Eagle.EagleClient grpcClient,
@@ -224,8 +194,6 @@ namespace eagle {
var ackTcs = new TaskCompletionSource<SubscriptionAck>();
lock (_pendingSubscriptionAcks) { _pendingSubscriptionAcks[gameId] = ackTcs; }
var shardokCount = shardokStatuses.Count();
LogFlow($"SUBSCRIBE game={gameId} unfilteredCount={subscriber.LastUnfilteredResultCount} shardokGames={shardokCount}");
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Sending StreamGameRequest for game {gameId}, " +
$"unfilteredCount={subscriber.LastUnfilteredResultCount}");
@@ -265,7 +233,6 @@ namespace eagle {
var ack = await ackTask;
if (ack.Success) {
LogFlow($"SUBSCRIBE_ACK game={gameId} success=true confirmedCount={ack.ConfirmedResultCount}");
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Subscription confirmed for game {gameId}, " +
$"confirmedResultCount={ack.ConfirmedResultCount}");
@@ -277,7 +244,6 @@ namespace eagle {
return true;
} else {
LogFlow($"SUBSCRIBE_ACK game={gameId} success=false error={ack.ErrorMessage}");
LogConnectionEvent(
"subscribe_ack_failed",
$"game={gameId}, error={ack.ErrorMessage}");
@@ -302,24 +268,23 @@ namespace eagle {
public async Task Connect() {
// Prevent concurrent connection attempts
if (_isConnecting) {
LogFlow($"Connect() SKIPPED already_connecting=true");
_remoteEagleClientLogger.LogLine($"Connect() skipped - already connecting");
return;
}
// Check circuit breaker
if (!_circuitBreaker.ShouldAttemptConnection()) {
LogFlow($"Connect() BLOCKED circuit={_circuitBreaker.CurrentState}");
_remoteEagleClientLogger.LogLine(
$"[CIRCUIT] Connection attempt blocked - circuit {_circuitBreaker.CurrentState}");
LogConnectionEvent("connect_blocked", $"circuit={_circuitBreaker.CurrentState}");
return;
}
_isConnecting = true;
try {
LogFlow($"Connect() START failures={_consecutiveFailures}");
_lastConnectAttempt = DateTime.UtcNow;
_currentState = _consecutiveFailures > 0 ? ConnectionState.Reconnecting
: ConnectionState.Connecting;
LogFlow($"State -> {_currentState}");
NextReconnectAttempt = null;
LogConnectionEvent("connect_attempt");
@@ -353,10 +318,8 @@ namespace eagle {
// Stream subscriptions OUTSIDE lock (can await)
// Set state to SubscriptionPending while waiting for acks
LogFlow($"Streaming {subscribersToStream.Count} subscriptions");
if (subscribersToStream.Any()) {
_currentState = ConnectionState.SubscriptionPending;
LogFlow($"State -> {_currentState}");
}
bool allSucceeded = true;
@@ -367,7 +330,6 @@ namespace eagle {
if (!allSucceeded) {
// Subscription failed - this is critical because the game won't receive
// updates. Trigger reconnect rather than proceeding to Connected state.
LogFlow("SUBSCRIBE_FAILED triggering reconnect");
LogConnectionEvent(
"subscribe_failed",
"Subscription failed - triggering reconnect");
@@ -391,7 +353,6 @@ namespace eagle {
_lastSuccessfulConnect = DateTime.UtcNow;
_consecutiveFailures = 0; // Reset backoff on successful connection
_currentState = ConnectionState.Connected;
LogFlow($"State -> {_currentState}");
_circuitBreaker.RecordSuccess();
LogConnectionEvent("connect_success");
@@ -426,18 +387,6 @@ namespace eagle {
_pendingCommands.Add(pendingCommands.Dequeue());
}
}
// Clean up resources before reconnecting
lock (this) {
_streamingCall?.Dispose();
_streamingCall = null;
_threadCancellationTokenSource?.Cancel();
}
MarkAllShardokGamesForResync();
CancelAllPendingSubscriptionAcks();
// Schedule reconnect - without this, the connection dies silently
ScheduleReconnect($"ConnectFailed-{e.GetType().Name}");
}
} finally { _isConnecting = false; }
}
@@ -475,35 +424,26 @@ namespace eagle {
lock (this) { _pendingCommands.Add(nextCommand); }
}
} else {
// CurrentEagleToken is null - server hasn't sent us
// commands yet, or we skipped them. Retry the pending
// command anyway; if the server already processed it, it
// will be ignored as duplicate.
_remoteEagleClientLogger.LogLine(
$"No current token, retrying pending command with token {providedToken}");
await PostRequest(nextCommand);
"No matching command for token " + providedToken);
}
break;
case UniversalCommand.SealedValueOneofCase.ShardokCommand: {
Int64 providedShardokToken =
nextCommand.Command.ShardokCommand.ShardokToken;
var currentShardokToken = subscriber.CurrentShardokToken(
nextCommand.Command.ShardokCommand.GameId);
if (currentShardokToken is Int64 shardokToken &&
if (subscriber.CurrentShardokToken(
nextCommand.Command.ShardokCommand.GameId)
is Int64 shardokToken &&
shardokToken == providedShardokToken) {
_remoteEagleClientLogger.LogLine(
"Found a matching pending command with token " +
shardokToken);
await PostRequest(nextCommand);
} else if (currentShardokToken == null) {
// No current token - retry anyway
_remoteEagleClientLogger.LogLine(
$"No current Shardok token, retrying pending command with token {providedShardokToken}");
await PostRequest(nextCommand);
} else {
_remoteEagleClientLogger.LogLine(
$"Shardok token mismatch: pending={providedShardokToken} current={currentShardokToken}, dropping");
"No matching command for token " +
providedShardokToken);
}
break;
@@ -513,27 +453,25 @@ namespace eagle {
Int64 providedShardokToken =
nextCommand.Command.ShardokPlacementCommands
.ShardokToken;
var currentShardokToken = subscriber.CurrentShardokToken(
nextCommand.Command.ShardokPlacementCommands.GameId);
if (currentShardokToken is Int64 shardokToken &&
if (subscriber.CurrentShardokToken(
nextCommand.Command.ShardokCommand.GameId)
is Int64 shardokToken &&
shardokToken == providedShardokToken) {
_remoteEagleClientLogger.LogLine(
"Found a matching pending placement command with token " +
"Found a matching pending command with token " +
shardokToken);
await PostRequest(nextCommand);
} else if (currentShardokToken == null) {
// No current token - retry anyway
_remoteEagleClientLogger.LogLine(
$"No current Shardok token, retrying pending placement command with token {providedShardokToken}");
await PostRequest(nextCommand);
} else {
_remoteEagleClientLogger.LogLine(
$"Shardok placement token mismatch: pending={providedShardokToken} current={currentShardokToken}, dropping");
"No matching command for token " +
providedShardokToken);
}
break;
}
}
await PostRequest(nextCommand);
}
}
@@ -565,9 +503,6 @@ namespace eagle {
}
public void Dispose() {
Thread threadToJoin = null;
CancellationTokenSource tokenSourceToDispose = null;
lock (this) {
// Dispose timers first to stop any pending callbacks
StopIdleCheckTimer();
@@ -590,25 +525,20 @@ namespace eagle {
// Clear pending commands
_pendingCommands.Clear();
// Cancel thread cancellation token (but don't dispose yet)
// Cancel and dispose thread cancellation token
_threadCancellationTokenSource?.Cancel();
// Capture thread and token source references for cleanup outside lock
threadToJoin = _streamingCallThread;
_streamingCallThread = null;
tokenSourceToDispose = _threadCancellationTokenSource;
// Give thread a chance to exit gracefully
if (_streamingCallThread != null) {
if (!_streamingCallThread.Join(TimeSpan.FromSeconds(2))) {
Console.WriteLine("Warning: Streaming call thread did not exit gracefully");
}
_streamingCallThread = null;
}
_threadCancellationTokenSource?.Dispose();
_threadCancellationTokenSource = null;
}
// Join thread OUTSIDE lock to avoid deadlock - the streaming thread
// may be trying to acquire lock(this) when we're waiting for it
if (threadToJoin != null) {
if (!threadToJoin.Join(TimeSpan.FromSeconds(2))) {
Console.WriteLine("Warning: Streaming call thread did not exit gracefully");
}
}
tokenSourceToDispose?.Dispose();
}
public void SetLobbySubscriber(ILobbySubscriber subscriber) {
@@ -652,25 +582,13 @@ namespace eagle {
try {
lock (this) { _pendingCommands.Add(request); }
var success = await DoWithStreamingCall(async (streamingCall) => {
await DoWithStreamingCall(async (streamingCall) => {
await streamingCall.RequestStream.WriteAsync(
new UpdateStreamRequest { PostCommandRequest = request });
return true;
});
// Only remove from pending if successfully sent.
// If connection was dead, leave in queue for retry after reconnect.
if (success) {
lock (this) { _pendingCommands.Remove(request); }
} else {
_remoteEagleClientLogger.LogLine(
$"[POST] Command not sent (connection dead), keeping in pending queue for retry");
}
} catch (Exception e) {
Console.WriteLine("Failed to post command: " + e);
_remoteEagleClientLogger.LogLine($"[POST] Exception posting command: {e.Message}");
// Leave in _pendingCommands for retry after reconnect
}
lock (this) { _pendingCommands.Remove(request); }
} catch (Exception e) { Console.WriteLine("Failed to post command: " + e); }
}
private async Task
@@ -747,38 +665,9 @@ namespace eagle {
private delegate Task<bool> WithStreamingCallDelegate(
AsyncDuplexStreamingCall<UpdateStreamRequest, UpdateStreamResponse> call);
/// <summary>
/// Execute an action with the streaming call, with a timeout to prevent indefinite
/// blocking. If the action takes longer than WriteAsyncTimeoutMs, we consider the
/// connection dead and return false. This prevents thread pool exhaustion on dead
/// connections.
/// </summary>
private async Task<bool> DoWithStreamingCall(WithStreamingCallDelegate action) {
var sc = _streamingCall;
if (sc == null) return false;
try {
using var timeoutCts = new CancellationTokenSource(WriteAsyncTimeoutMs);
var actionTask = action(sc);
var timeoutTask = Task.Delay(WriteAsyncTimeoutMs, timeoutCts.Token);
var completedTask =
await Task.WhenAny(actionTask, timeoutTask).ConfigureAwait(false);
if (completedTask == timeoutTask) {
// WriteAsync timed out - connection is likely dead
LogConnectionEvent(
"write_timeout",
$"WriteAsync timed out after {WriteAsyncTimeoutMs}ms");
_remoteEagleClientLogger.LogLine(
$"[WRITE_TIMEOUT] WriteAsync timed out after {WriteAsyncTimeoutMs}ms, connection may be dead");
return false;
}
// Cancel the timeout task since action completed
timeoutCts.Cancel();
return await actionTask.ConfigureAwait(false);
return await action(_streamingCall);
} catch (RpcException e) {
if (e.StatusCode == StatusCode.Cancelled) {
// This is expected when the connection is closed.
@@ -786,15 +675,9 @@ namespace eagle {
} else {
throw;
}
} catch (OperationCanceledException) {
// Timeout was triggered
return false;
}
}
/// <summary>
/// Send a request on the streaming call with a timeout to prevent indefinite blocking.
/// </summary>
public async Task<bool> SendUpdateStreamRequestAsync(UpdateStreamRequest request) {
AsyncDuplexStreamingCall<UpdateStreamRequest, UpdateStreamResponse> sc = null;
lock (this) {
@@ -803,30 +686,7 @@ namespace eagle {
}
try {
using var timeoutCts = new CancellationTokenSource(WriteAsyncTimeoutMs);
using var linkedCts = CancellationTokenSource.CreateLinkedTokenSource(
_cancellationToken,
timeoutCts.Token);
var writeTask = sc.RequestStream.WriteAsync(request, linkedCts.Token);
var timeoutTask = Task.Delay(WriteAsyncTimeoutMs, timeoutCts.Token);
var completedTask =
await Task.WhenAny(writeTask, timeoutTask).ConfigureAwait(false);
if (completedTask == timeoutTask) {
// WriteAsync timed out - connection is likely dead
LogConnectionEvent(
"write_timeout",
$"SendUpdateStreamRequestAsync timed out after {WriteAsyncTimeoutMs}ms");
_remoteEagleClientLogger.LogLine(
$"[WRITE_TIMEOUT] SendUpdateStreamRequestAsync timed out after {WriteAsyncTimeoutMs}ms");
return false;
}
// Cancel the timeout task since write completed
timeoutCts.Cancel();
await writeTask.ConfigureAwait(false); // Observe any exception
await sc.RequestStream.WriteAsync(request, _cancellationToken);
return true;
} catch (RpcException e) {
if (e.StatusCode == StatusCode.Cancelled) {
@@ -835,9 +695,6 @@ namespace eagle {
} else {
throw;
}
} catch (OperationCanceledException) {
// Timeout was triggered
return false;
}
}
@@ -849,7 +706,6 @@ namespace eagle {
private void HandleGameUpdate(GameUpdate gameUpdate, DateTime receivedTime) {
switch (gameUpdate.GameUpdateDetailsCase) {
case GameUpdate.GameUpdateDetailsOneofCase.ErrorResponse:
LogFlow($"UPDATE ErrorResponse game={gameUpdate.GameId}");
_remoteEagleClientLogger.LogLine("Got an error response!");
MainQueue.Q.Enqueue(() => {
lock (this) { _subscribers.Remove(gameUpdate.GameId); }
@@ -872,63 +728,16 @@ namespace eagle {
break;
case GameUpdate.GameUpdateDetailsOneofCase.ActionResultResponse:
var arResp = gameUpdate.ActionResultResponse;
var arCount = arResp.ActionResultViews?.Count ?? 0;
var hasStartingState = gameUpdate.StartingState != null;
var hasCommands = arResp.AvailableCommands != null;
var cmdToken = hasCommands ? arResp.AvailableCommands.Token : -1;
var cmdCount = hasCommands
? arResp.AvailableCommands.CommandsByProvince?.Count ?? 0
: 0;
var status = arResp.ServerGameStatus?.Status.ToString() ?? "null";
LogFlow($"UPDATE ActionResult game={gameUpdate.GameId} countAfter={arResp.UnfilteredResultCountAfter} " +
$"actionResults={arCount} startingState={hasStartingState} hasCommands={hasCommands} " +
$"token={cmdToken} cmdProvinces={cmdCount} status={status}");
case GameUpdate.GameUpdateDetailsOneofCase.ShardokActionResultResponse:
// Update result counts IMMEDIATELY on the gRPC thread, before enqueueing.
// This ensures reconnects use accurate counts even when MainQueue is blocked
// (e.g., when Unity is backgrounded).
lock (this) {
if (_subscribers.TryGetValue(gameUpdate.GameId, out var sub)) {
sub.UpdateResultCounts(gameUpdate);
}
}
MainQueue.Q.Enqueue(async () => {
IClientConnectionSubscriber subscriber;
lock (this) {
if (_subscribers.TryGetValue(gameUpdate.GameId, out subscriber)) {
subscriber.ReceiveGameUpdate(gameUpdate);
} else {
_subscribers.Remove(gameUpdate.GameId);
}
}
await TryPendingCommands();
var processTime = (DateTime.UtcNow - receivedTime).TotalMilliseconds;
if (processTime > 100.0) {
_timingsLogger.LogLine($"PROCESS {processTime} ms");
}
});
break;
case GameUpdate.GameUpdateDetailsOneofCase.ShardokActionResultResponse:
var shardokResp = gameUpdate.ShardokActionResultResponse;
var shardokGameCount = shardokResp.ShardokGameResponses?.Count ?? 0;
// Log each Shardok game's sequence to detect missing results
foreach (var sgr in shardokResp.ShardokGameResponses) {
var resultCount = sgr.ActionResultViews?.Count ?? 0;
LogFlow($"UPDATE ShardokResult game={gameUpdate.GameId} " +
$"shardok={sgr.ShardokGameId} countAfter={sgr.NewResultViewCount} " +
$"results={resultCount}");
}
// Update result counts IMMEDIATELY on the gRPC thread, before enqueueing.
lock (this) {
if (_subscribers.TryGetValue(gameUpdate.GameId, out var sub2)) {
sub2.UpdateResultCounts(gameUpdate);
}
}
MainQueue.Q.Enqueue(async () => {
IClientConnectionSubscriber subscriber;
lock (this) {
@@ -951,7 +760,6 @@ namespace eagle {
}
private async void HandleStreamingCall() {
LogFlow("HandleStreamingCall STARTED");
try {
AsyncDuplexStreamingCall<UpdateStreamRequest, UpdateStreamResponse> sc;
CancellationToken threadToken;
@@ -981,69 +789,54 @@ namespace eagle {
HandleGameUpdate(current.GameUpdate, receivedTime);
break;
case UpdateStreamResponse.ResponseDetailsOneofCase.LobbyResponse: {
// Capture subscriber reference to avoid race condition - if
// subscriber changes or is cleared during dispose, we deliver to
// whoever was subscribed when the message arrived
var lobbySubscriber = _lobbySubscriber;
if (lobbySubscriber != null) {
case UpdateStreamResponse.ResponseDetailsOneofCase.LobbyResponse:
if (_lobbySubscriber != null) {
MainQueue.Q.Enqueue(() => {
lobbySubscriber.ReceiveLobbyUpdate(current.LobbyResponse);
_lobbySubscriber.ReceiveLobbyUpdate(current.LobbyResponse);
});
}
break;
}
case UpdateStreamResponse.ResponseDetailsOneofCase
.PregeneratedTextResponse: {
var lobbySubscriber = _lobbySubscriber;
if (lobbySubscriber != null) {
.PregeneratedTextResponse:
if (_lobbySubscriber != null) {
MainQueue.Q.Enqueue(() => {
lobbySubscriber.ReceivePregeneratedTextUpdate(
_lobbySubscriber.ReceivePregeneratedTextUpdate(
current.PregeneratedTextResponse);
});
}
break;
}
case UpdateStreamResponse.ResponseDetailsOneofCase.JoinGameResponse: {
var lobbySubscriber = _lobbySubscriber;
if (lobbySubscriber != null) {
case UpdateStreamResponse.ResponseDetailsOneofCase.JoinGameResponse:
if (_lobbySubscriber != null) {
MainQueue.Q.Enqueue(() => {
lobbySubscriber.HandleJoinGameResponse(
_lobbySubscriber.HandleJoinGameResponse(
current.JoinGameResponse);
});
}
break;
}
case UpdateStreamResponse.ResponseDetailsOneofCase.CreateGameResponse: {
var lobbySubscriber = _lobbySubscriber;
if (lobbySubscriber != null) {
case UpdateStreamResponse.ResponseDetailsOneofCase.CreateGameResponse:
if (_lobbySubscriber != null) {
MainQueue.Q.Enqueue(() => {
lobbySubscriber.HandleCreateGameResponse(
_lobbySubscriber.HandleCreateGameResponse(
current.CreateGameResponse);
});
}
break;
}
case UpdateStreamResponse.ResponseDetailsOneofCase
.CustomBattleResponse: {
var lobbySubscriber = _lobbySubscriber;
if (lobbySubscriber != null) {
case UpdateStreamResponse.ResponseDetailsOneofCase.CustomBattleResponse:
if (_lobbySubscriber != null) {
MainQueue.Q.Enqueue(() => {
lobbySubscriber.HandleCustomBattleResponse(
_lobbySubscriber.HandleCustomBattleResponse(
current.CustomBattleResponse);
});
}
break;
}
case UpdateStreamResponse.ResponseDetailsOneofCase.HexMapResponse:
var hexMapResponse = current.HexMapResponse;
@@ -1082,26 +875,8 @@ namespace eagle {
waitStartTime = DateTime.UtcNow;
}
// While loop exited normally (not via exception)
var scNull = sc == null;
var tokenCancelled = _currentThreadToken.IsCancellationRequested;
LogFlow($"HandleStreamingCall ENDED normally: sc_null={scNull} token_cancelled={tokenCancelled}");
_remoteEagleClientLogger.LogLine(
$"Stream ended normally: sc_null={scNull} token_cancelled={tokenCancelled}");
// Only schedule reconnect if:
// 1. App is not shutting down (main token not cancelled)
// 2. Thread token was NOT cancelled (if it was, something else like
// SyncMismatch already disposed the call and scheduled reconnect)
if (!_cancellationToken.IsCancellationRequested && !tokenCancelled) {
lock (this) {
_lastDisconnect = DateTime.UtcNow;
MarkAllShardokGamesForResync();
CancelAllPendingSubscriptionAcks();
}
LogConnectionEvent("disconnect", "StreamEndedNormally");
ScheduleReconnect("StreamEndedNormally");
}
"How did we get here? This is not my beautiful wife!");
} catch (RpcException e) {
lock (this) {
_lastDisconnect = DateTime.UtcNow;
@@ -1166,19 +941,6 @@ namespace eagle {
CancelAllPendingSubscriptionAcks();
ScheduleReconnect("ObjectDisposed");
} catch (Exception e) {
// Catch-all for any unexpected exceptions. Without this, exceptions in an
// async void method can crash the process or be silently lost, leaving the
// connection dead with no recovery.
_lastDisconnect = DateTime.UtcNow;
LogConnectionEvent("disconnect", $"UnexpectedException: {e.GetType().Name}");
_remoteEagleClientLogger.LogLine(
$"UNEXPECTED exception in HandleStreamingCall: {e}");
MarkAllShardokGamesForResync();
CancelAllPendingSubscriptionAcks();
ScheduleReconnect($"UnexpectedException-{e.GetType().Name}");
}
return;
@@ -1212,17 +974,7 @@ namespace eagle {
AutoReset = true,
Interval = 5000 // Check every 5 seconds
};
_idleCheckTimer.Elapsed += (sender, args) => {
try {
// Log BEFORE callback to confirm timer is firing
Console.WriteLine($"[IDLE_TIMER] Elapsed at {DateTime.UtcNow:HH:mm:ss.fff}");
CheckForIdleTimeout();
} catch (Exception e) {
// Timer callbacks must not throw - it can stop the timer from firing again
Console.WriteLine($"[IDLE_TIMER] Exception in callback: {e}");
_remoteEagleClientLogger.LogLine($"Exception in idle check timer: {e}");
}
};
_idleCheckTimer.Elapsed += (sender, args) => CheckForIdleTimeout();
_idleCheckTimer.Enabled = true;
}
@@ -1235,16 +987,10 @@ namespace eagle {
}
private void CheckForIdleTimeout() {
var idleTime = (DateTime.UtcNow - _lastResponseReceived).TotalSeconds;
// Log every check when idle > 5s to diagnose timer issues
if (idleTime > 5.0) {
_remoteEagleClientLogger.LogLine(
$"[IDLE_CHECK] idle_time={idleTime:F1}s, cancelled={_cancellationToken.IsCancellationRequested}");
}
if (_cancellationToken.IsCancellationRequested) { return; }
var idleTime = (DateTime.UtcNow - _lastResponseReceived).TotalSeconds;
// Early warnings at 10s and 20s to help diagnose slow connections
if (idleTime > 20.0 && _lastIdleWarningLevel < 2) {
_lastIdleWarningLevel = 2;
@@ -1267,7 +1013,7 @@ namespace eagle {
if (toCancel != null) {
toCancel.Dispose();
lock (this) { _streamingCall = null; }
RunConnectAsync();
Task.Run(() => Connect());
}
}
}
@@ -1276,26 +1022,7 @@ namespace eagle {
StopHeartbeatTimer();
_heartbeatTimer =
new Timer { AutoReset = true, Interval = HeartbeatIntervalSeconds * 1000 };
_heartbeatTimer.Elapsed += (sender, args) => {
try {
// Log BEFORE Task.Run to confirm timer is firing
Console.WriteLine(
$"[HEARTBEAT_TIMER] Elapsed at {DateTime.UtcNow:HH:mm:ss.fff}");
Task.Run(async () => {
try {
await SendHeartbeat();
} catch (Exception e) {
// Log but don't rethrow - exceptions in Task.Run are silently lost
Console.WriteLine($"[HEARTBEAT] Exception in SendHeartbeat: {e}");
_remoteEagleClientLogger.LogLine($"Exception in SendHeartbeat: {e}");
}
});
} catch (Exception e) {
// Timer callbacks must not throw
Console.WriteLine($"[HEARTBEAT_TIMER] Exception in callback: {e}");
_remoteEagleClientLogger.LogLine($"Exception in heartbeat timer: {e}");
}
};
_heartbeatTimer.Elapsed += (sender, args) => Task.Run(() => SendHeartbeat());
_heartbeatTimer.Enabled = true;
}
@@ -1308,16 +1035,8 @@ namespace eagle {
}
private async Task SendHeartbeat() {
LogFlow($"HEARTBEAT_START state={_currentState}");
if (_cancellationToken.IsCancellationRequested) {
LogFlow("HEARTBEAT_SKIP reason=cancellation_requested");
return;
}
if (_currentState != ConnectionState.Connected) {
LogFlow($"HEARTBEAT_SKIP reason=not_connected state={_currentState}");
return;
}
if (_cancellationToken.IsCancellationRequested) { return; }
if (_currentState != ConnectionState.Connected) { return; }
// Build sync status for all subscribed games
var heartbeatRequest = new HeartbeatRequest {
@@ -1347,13 +1066,8 @@ namespace eagle {
var sent = await SendUpdateStreamRequestAsync(request);
if (sent) {
var gameInfo = string.Join(
", ",
heartbeatRequest.GameSyncStatuses.Select(
g => $"{g.GameId}:{g.UnfilteredResultCount}"));
LogFlow($"HEARTBEAT_SENT games={heartbeatRequest.GameSyncStatuses.Count} ({gameInfo})");
} else {
LogFlow("HEARTBEAT_FAILED stream_unavailable");
_remoteEagleClientLogger.LogLine(
$"[HEARTBEAT] Sent heartbeat with {heartbeatRequest.GameSyncStatuses.Count} games");
}
}
@@ -1362,7 +1076,6 @@ namespace eagle {
private const double SyncMismatchGracePeriodSeconds = 60.0;
private void HandleHeartbeatResponse(HeartbeatResponse response) {
LogFlow($"HEARTBEAT_RESPONSE server_ts={response.ServerTimestamp}");
_remoteEagleClientLogger.LogLine(
$"[HEARTBEAT] Got response, server_timestamp={response.ServerTimestamp}");
@@ -1370,7 +1083,6 @@ namespace eagle {
bool hasMismatch = false;
foreach (var syncResult in response.GameSyncResults) {
if (!syncResult.EagleInSync) {
LogFlow($"SYNC_MISMATCH game={syncResult.GameId} server_count={syncResult.ServerUnfilteredResultCount}");
_remoteEagleClientLogger.LogLine(
$"[SYNC_MISMATCH] Game {syncResult.GameId}: Eagle out of sync, " +
$"server has {syncResult.ServerUnfilteredResultCount} results");
@@ -1414,9 +1126,6 @@ namespace eagle {
LogConnectionEvent("sync_mismatch_reconnect", "Triggering reconnect to resync");
// Schedule reconnect to resync
// Stop timers FIRST to prevent them firing during reconnection
StopHeartbeatTimer();
StopIdleCheckTimer();
lock (this) {
_streamingCall?.Dispose();
_streamingCall = null;
Binary file not shown.

After

Width:  |  Height:  |  Size: 10 KiB

@@ -1,9 +1,9 @@
fileFormatVersion: 2
guid: 1850a7332b6e84e1a9b69f5f5b4cf482
guid: aa2fcd8d8f12d4218aa9ee793adfe434
TextureImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 13
serializedVersion: 12
mipmaps:
mipMapMode: 0
enableMipMap: 1
@@ -20,12 +20,11 @@ TextureImporter:
externalNormalMap: 0
heightScale: 0.25
normalMapFilter: 0
flipGreenChannel: 0
isReadable: 0
streamingMipmaps: 0
streamingMipmapsPriority: 0
vTOnly: 0
ignoreMipmapLimit: 0
ignoreMasterTextureLimit: 0
grayScaleToAlpha: 0
generateCubemap: 6
cubemapConvolution: 0
@@ -63,11 +62,10 @@ TextureImporter:
compressionQualitySet: 0
textureFormatSet: 0
ignorePngGamma: 0
applyGammaDecoding: 0
swizzle: 50462976
cookieLightType: 0
applyGammaDecoding: 1
cookieLightType: 1
platformSettings:
- serializedVersion: 4
- serializedVersion: 3
buildTarget: DefaultTexturePlatform
maxTextureSize: 2048
resizeAlgorithm: 0
@@ -77,10 +75,9 @@ TextureImporter:
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 4
- serializedVersion: 3
buildTarget: Standalone
maxTextureSize: 2048
resizeAlgorithm: 0
@@ -90,14 +87,24 @@ TextureImporter:
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
ignorePlatformSupport: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
- serializedVersion: 3
buildTarget: Server
maxTextureSize: 2048
resizeAlgorithm: 0
textureFormat: -1
textureCompression: 1
compressionQuality: 50
crunchedCompression: 0
allowsAlphaSplitting: 0
overridden: 0
androidETC2FallbackOverride: 0
forceMaximumCompressionQuality_BC6H_BC7: 0
spriteSheet:
serializedVersion: 2
sprites: []
outline: []
customData:
physicsShape: []
bones: []
spriteID:
@@ -107,11 +114,10 @@ TextureImporter:
edges: []
weights: []
secondaryTextures: []
spriteCustomMetadata:
entries: []
nameFileIdTable: {}
mipmapLimitGroupName:
spritePackingTag:
pSDRemoveMatte: 0
pSDShowRemoveMatteOption: 0
userData:
assetBundleName:
assetBundleVariant:

Some files were not shown because too many files have changed in this diff Show More