Compare commits

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Author SHA1 Message Date
adminandClaude Opus 4.5 12b87dabc4 Client: send JoinGameRequest on reconnect to preload game
Send JoinGameRequest before StreamGameRequest in StreamOneGameAsync.
For already-started games, this returns GAME_FULL but triggers game
loading on the server, preventing "key not found" errors on subsequent
commands.

Requires server-side change to call ensureGameLoaded() in joinGame's
case None branch (#5339).

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 18:04:24 -08:00
cb0111a00f Make HeroViewFilter return Scala types instead of proto (#5336)
* Make HeroViewFilter return Scala types instead of proto

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

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

* Consolidate DEPROTO_PLAN.md files and update with current stats

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

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

---------

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

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

All command panels now have tutorials that appear after onboarding.

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

* Fix tutorial text accuracy and remove duplicates

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

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

* Fix Trade, Travel, and Return tutorial descriptions

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

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

---------

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

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

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

* Update DEPROTO_PLAN.md with recent progress

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

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

---------

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

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

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

All command tutorials require onboarding completion before showing.

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

* Fix command panel tutorial trigger timing and step count display

Two fixes:

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

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

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

* Mark onboarding complete after strategic portion, fix highlight

Two fixes:

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

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

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

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

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

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

* Fix command tutorial positioning, initial trigger, and switching

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

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

* Register CommandPanel target and add debug logging

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

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

* Fix command tutorial timing and switching behavior

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

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

* Delay onboarding start until first model update

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

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

* Link CommandPanel in TutorialTargetRegistry and enable debug logging

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

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

---------

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

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

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

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

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

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

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

* Make AI clients protoless

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

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

* Update CommandChoiceHelpers tests to use Scala types

Convert test files to use Scala AvailableCommand and ScalaCommandSelection
types instead of proto types. Also includes additional source updates for
AvailableCommandSelector and CommandChooser.

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

* Fix remaining test conversions to Scala types

- Fix CommandChoiceHelpersTest to use DiplomacyAvailable Scala type
- Convert ExpandCommandSelectorTest fixtures from proto to Scala types
- Remove tests that relied on ScalaPB .update() lens syntax (marked with TODO)

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

* Fix AIClient and GameController to use Scala types consistently

- AIClient now works entirely with Scala command types
- GameController.withPostedCommand accepts Scala SelectedCommand
- postHumanCommand converts proto to Scala at the API boundary
- All 202 tests pass

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

* Restore 5 missing tests in ExpandCommandSelectorTest

Tests were removed during protoless migration because they used ScalaPB
.update() lens syntax. Rewrote them using .copy() syntax:
- "return nothing if not enough heroes can move to keep balance"
- "move some heroes to a friendly province if there's an imbalance"
- "return a march command with one hero if that's close enough"
- "return a march command with hero count rounding up if possible"
- "keep hero count balanced even if lots are available"

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 12:58:47 -08:00
a79209891d Tutorial row highlighting for province info, warlord, and vassals (#5328)
* Add tutorial row highlighting for province info, warlord, and vassals

- Highlight entire Province Info panel for province_stats step
- Register hero table rows dynamically for tutorial targeting
- Add WarlordRow target highlighting for heroes_warlord step
- Add VassalRow1+VassalRow2 combined highlight for heroes_vassals step
- Add AdditionalHighlightTargets field for multi-element highlights
- Add HighlightMultiple method to compute combined bounding boxes
- Add GetRowRectTransform helper to EventBasedTable

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

* Clamp tutorial highlights to stay within screen bounds

Adds screen bounds clamping to both PositionHighlight and
PositionHighlightMultiple methods to prevent highlights from
going off-screen. Uses a 5px margin from canvas edges.

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

* Add highlighting for Command Buttons tutorial step

The command_buttons step had AdjacentTargetPath for panel positioning
but was missing TargetGameObjectPath for highlighting. Added both
TargetGameObjectPath and HighlightPulsing to show the highlight.

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

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

* Fix highlight bounds to stay within screen

Two fixes for tutorial highlighting:

1. Account for HighlightPadding in screen bounds clamping - the padding
   was added to size AFTER clamping, pushing edges off-screen again.
   Now the margin includes HighlightPadding so final bounds stay on screen.

2. Add HighlightBoundsFromChildren option for containers where the
   RectTransform is larger than visible content. When enabled, highlight
   bounds are computed from active child elements instead of the target's
   own RectTransform. Used for CommandButtonsPanel where buttons are
   85x85 with 5px spacing.

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

* Point CommandButtonsPanel to actual button container

Changed the reference to target the button container directly
rather than the larger parent panel.

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 12:25:08 -08:00
cbcad13d23 Tutorial: non-blocking positioned panels with updated content (#5322)
* Tutorial: non-blocking panels with positioning and updated content

- Add TutorialPanelAnchor enum (Center, Left, Right, Top, Bottom)
- Add BlocksInteraction property to TutorialStep for non-modal tutorials
- Update TutorialModalPanel with PositionPanel() method for anchored placement
- Update TutorialUIManager fallback UI to support positioning and non-blocking
- Revise tax/Support content: explain taxes provide both Gold AND Food
- Add vassals tutorial step with loyalty mechanics warning
- Set province-related tutorial steps to non-blocking and right-anchored

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

* Tutorial: smaller panel, adjacent positioning, Support highlight

- Reduce panel size from 800x550 to 500x400
- Reduce font sizes (title 28, desc 18, progress 14, buttons 16)
- Add AdjacentTargetPath property to position panel next to UI elements
- Add PositionAdjacentTo() method for target-relative positioning
- Highlight Support field during Support tutorial step
- Fix "Give Alms" to say "costs Food" not "costs Gold"
- Fix turn cycle text (no End Turn button - turns end automatically)
- Fix vassals text: "feasts" instead of "victories"
- Emphasize that commands are safe to explore until Commit

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

* Tutorial: add TutorialTargetRegistry for Unity-linked targets

- Create TutorialTargetRegistry component with serialized fields for UI targets
- Add TargetRegistry reference to TutorialManager
- Update TutorialUIManager to use registry instead of GameObject.Find
- Update TutorialModalPanel to use registry for adjacent positioning
- Registry provides drag-and-drop configuration in Inspector
- Falls back to GameObject.Find for unregistered targets

Supported targets:
- ProvinceInfoPanel, SupportField, AgricultureField, EconomyField,
  InfrastructureField, HeroesPanel, CommandButtonsPanel, ImproveButton,
  AlmsButton, MarchButton, CommitButton, BattleButton

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

* Tutorial: support dynamic target registration for prefab buttons

- Remove individual command button fields (ImproveButton, AlmsButton, etc.)
- Remove BattleButton (not needed yet)
- Add RegisterTarget/UnregisterTarget methods for runtime registration
- Command buttons can be registered when instantiated from prefabs

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

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

* Add TutorialTargetRegistry.cs.meta

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

* Tutorial: fix Infrastructure description

- Infrastructure improves troop armament and disaster resilience
- Note that all three stats increase storage capacity

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

* Tutorial: increase panel size to 540x500

Panel was too small, causing title to clip at top and buttons below bottom.

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

* Tutorial: soften Warlord warning text

Changed from "game over" to "protect them" - the full mechanic
is more nuanced and doesn't need to be explained in onboarding.

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

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

* Tutorial: add debug logging for highlight targeting

Helps diagnose why Support field highlight may not be appearing.

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

* Add diagnostic logging to debug registry lookup and panel positioning

- Log TutorialManager.Instance and TargetRegistry state
- Log which target is found (static vs dynamic vs not found)
- Log panel positioning anchor and resulting position
- Log step details when Show() is called

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

* Wire TutorialTargetRegistry to TutorialManager in scene

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

* Fix tutorial panel positioning and highlight sizing

- Add screen bounds clamping to prevent panels from going off-screen
- Add Top/Bottom positioning support for adjacent panel placement
- Fix highlight frame using canvas-local coordinates instead of screen coords
- Position Warlord/Vassals panels adjacent to HeroesPanel
- Position Command panel above CommandButtonsPanel with highlight

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

* Clean up debug logging and remove command button highlight

- Remove diagnostic debug logs from TutorialModalPanel and TutorialTargetRegistry
- Remove command buttons highlight (panel keeps oversized element bounds)
- Keep panel positioning adjacent to CommandButtonsPanel

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 11:31:25 -08:00
9e7eaa6367 Fix diplomacy commands not deducting gold costs (#5327)
The diplomacyOptionTypeToOption method was incorrectly setting goldCost=0
for all diplomacy types (Alliance, Truce, Invitation, BreakAlliance).
This meant gold was never deducted when these commands were executed.

Fix uses the proper settings values for each diplomacy type.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 10:37:41 -08:00
3fc8589847 Add GitHub and Apple OAuth provider support (#5323)
Server-side implementation for GitHub and Apple Sign-In OAuth:

- Add OAUTH_PROVIDER_GITHUB and OAUTH_PROVIDER_APPLE to auth.proto enum
- Add GitHub OAuth config (standard OAuth 2.0 flow)
- Add Apple Sign-In config with JWT client_secret generation
- Handle Apple's POST callback and id_token parsing for user info
- Support per-provider callback URLs (Apple requires /oauth/apple/callback)

Environment variables required:
- GitHub: GH_OAUTH_CLIENT_ID, GH_OAUTH_CLIENT_SECRET
- Apple: APPLE_SIGNIN_CLIENT_ID, APPLE_SIGNIN_KEY_ID, APPLE_SIGNIN_PRIVATE_KEY
  (APPLE_TEAM_ID already exists for notarization)

Client UI changes will follow in a separate PR.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 08:16:54 -08:00
abec33585d Improve onboarding tutorial flow and simplify UI buttons (#5321)
* Improve onboarding tutorial flow and simplify UI buttons

- Revise onboarding to focus on the single starting province:
  - Province stats (Agriculture/Economy/Infrastructure)
  - Support importance (40 by January for taxes)
  - Faction Head and hero panel
  - Command buttons (Improve and Give Alms)
  - Turn cycle explanation

- Simplify tutorial modal buttons to just two options:
  - "Continue" - advance to next step
  - "Skip Tutorial" - skip all remaining steps (onboarding only)
  - Remove redundant "Skip" button (was identical to Continue)

- Add note in welcome step about restarting from Settings

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

* Use "Warlord" instead of "Faction Head" in tutorial

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 07:20:36 -08:00
e82c174814 Add diagnostic logging for stalled LLM text generation (#4711)
Add lastUpdateAtMillis field to IncompleteClientText to track when data
was last received from the LLM stream. This enables better diagnosis of
stalled incomplete texts by distinguishing between:
- Streams that stalled immediately (small partialLen, secsSinceLastUpdate ≈ secsSinceRequest)
- Streams that received data then went silent (larger partialLen, secsSinceLastUpdate << secsSinceRequest)

This helps verify the hypothesis that HTTP/2 streams can go into a zombie
state where no data, error, or completion is received.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 07:02:38 -08:00
38732c9255 Improve Unity Library/ cache resilience (#5320)
1. Separate cache paths per platform (/tmp/eagle0/Library-mac vs Library-windows)
   - Prevents cross-platform contamination if runners share /tmp

2. Only persist cache on successful builds
   - Prevents failed builds from poisoning the cache

3. Exclude Library/Bee/ from cache
   - Bee contains DAG files with hardcoded paths that become stale
   - Prevents "Data at the root level is invalid" XML errors
   - ScriptAssemblies and ShaderCache are still cached for speed

Also adds clean: true to Windows Unity workflow.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 06:53:47 -08:00
7cd56e5980 Fix token mismatch causing connection retry loop after deploy (#5308)
Two related fixes for handling stale game state after blue-green deploy:

Server (EagleServiceImpl.scala):
- Catch "Token mismatch" exceptions in postCommand and return BAD_TOKEN
  status instead of throwing an exception
- Previously the exception caused an RPC error, bypassing the client's
  BAD_TOKEN handling which refreshes game state

Client (PersistentClientConnection.cs):
- When WriteAsync times out or fails, dispose the dead connection and
  schedule reconnect
- Previously the connection was left in a zombie state (appeared alive
  but couldn't communicate)
- Add better logging for write errors

Root cause: After a deploy, the client reconnects but may have stale
game state. When posting a command with an old token, the server threw
an exception instead of returning BAD_TOKEN. The client didn't know to
refresh its state, and the stale command stayed in the retry queue.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 06:42:11 -08:00
454d4e2fc7 Remove GoDice Bluetooth dice integration (#5312)
* Remove GoDice Bluetooth dice integration

The GoDice integration for physical Bluetooth dice was incomplete and
causing Mac build failures due to orphaned .meta files for plugin
binaries that weren't tracked in git.

This commit removes all GoDice-related code:
- Deleted Assets/Bluetooth folder with all dice interface code
- Removed DarwinGodiceBundle.bundle.meta and GoDiceDll.dll.meta
- Removed RollFetcher interface and references from game models
- Removed GoDice settings from SettingsPanelController
- Updated ShardokGameModel to always pass null for rolls (server
  generates random rolls when no physical roll is provided)

The feature can be re-added later when there's time to properly
implement and test GoDice integration.

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

* Remove GoDice Canvas with orphaned script references

Removed the GoDice Canvas GameObject from the scene which contained
components referencing the deleted Bluetooth/RollPanelController scripts.

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

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

* Remove GoDice plugin build steps from CI

Since GoDice integration is removed, no need to build the
DarwinGodiceBundle or GoDiceDll plugins in CI.

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 06:30:26 -08:00
7ad5ebdb56 Re-enable Sparkle auto-update integration for Mac builds (#5318)
* Add native Sparkle plugin to enable Mac auto-updates

The Sparkle framework was being injected into the app bundle, but
nothing was initializing it. This adds:

- Native Objective-C plugin (SparklePlugin.m) that initializes
  SPUStandardUpdaterController at runtime
- C# wrapper (SparkleUpdater.cs) for Unity to call the native plugin
- SparkleInitializer.cs uses RuntimeInitializeOnLoadMethod to
  automatically initialize Sparkle at app startup
- Build script to compile the plugin as a universal binary

The plugin is weak-linked against Sparkle.framework, which is injected
separately by inject_sparkle.sh during the build process.

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

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

* Convert Sparkle plugin build from clang to Bazel

- Add Sparkle framework as http_archive dependency in MODULE.bazel
- Add BUILD.sparkle to import the framework
- Add BUILD.bazel for SparklePlugin using macos_bundle rule
- Update build_sparkle_plugin.sh to use Bazel instead of direct clang
- Register Apple CC toolchain extension

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

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

* Fix symbol exports for SparklePlugin native library

The C functions need to be exported with visibility("default") and
explicit linker flags for Unity P/Invoke to find them. Without this,
the bundle binary had no exported symbols.

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

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

* Re-enable Sparkle auto-update integration for Mac builds

Restores Sparkle integration that was temporarily removed in #5317:
- Restore inject_sparkle.sh script
- Add Sparkle injection step to mac_build.yml
- Re-enable Sparkle signing and appcast updates in deploy step

Combined with native SparklePlugin that initializes Sparkle at runtime.

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

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

* Build SparklePlugin.bundle before Unity build

The SparklePlugin.bundle.meta file tells Unity to include the plugin,
but the actual bundle needs to be built by Bazel first.

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

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

* Convert SparklePlugin Info.plist to XML format

Unity's build system requires Info.plist files in XML format,
but Bazel outputs them in binary plist format.

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-14 05:28:58 -08:00
1e3ae0d82c Fix ArmedBattalion field name: battalionTypeId -> newArmament (#5319)
The ArmedBattalion.battalionTypeId field was misnamed - it represents
the armament level to raise troops to, not a battalion type ID.
Renamed to newArmament to match the proto field name and the
semantic meaning.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 22:46:17 -08:00
92efdbae8b Remove Sparkle auto-update integration from Mac builds (#5317)
* Remove Sparkle auto-update integration from Mac builds

Temporarily removing Sparkle integration to get Mac builds working:
- Remove inject_sparkle.sh script and workflow step
- Make mac_build_handler's Sparkle private key optional
- Skip Sparkle signing and appcast updates when no key provided

This allows Mac builds to complete without Sparkle. Auto-updates can
be re-enabled later once the basic build pipeline is stable.

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

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

* Use clean checkout to remove stale SparklePlugin.bundle

The runner had a leftover SparklePlugin.bundle from previous builds
which was causing Unity to fail when trying to process it.

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 22:28:17 -08:00
378d3f6828 Fix crash when LLM responses arrive for deleted games (#5315)
When warmup games (or any games) are deleted while LLM requests are
in flight, the async responses would crash with "key not found" because
GamesManager used direct Map access that throws NoSuchElementException.

This caused two problems:
1. The exception disrupted LLM response processing
2. Other games' text generation could get blocked as a result

Changed three methods to use safe .get() access and gracefully ignore
responses for deleted games:
- receiveStreamingLlmResponses: logs and returns early
- receiveStreamingLlmFailure: logs and returns early
- aiPlayers: returns empty vector

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 22:02:51 -08:00
ca0b3930dc Delete unused DateProtoUtils (#5314)
DateProtoUtils has no production callers - it's dead code that only
has a test file. The Scala Date type at model/state/date/ is the
preferred way to work with dates in the codebase.

Proto imports in library/ after this change: 143

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 18:26:09 -08:00
99fef8312b Move IDable to test code (#5313)
IDable is a test-only utility that provides mapify* helper methods
for converting proto collections to Maps. This moves it from the
main library/ directory to test code.

Changes:
- Inline IDable methods in StartGameActionResultUtils (the only main
  code user)
- Move IDable.scala to src/test/scala/net/eagle0/eagle/library/util/
- Update all test BUILD.bazel files to use the test version

Proto imports in library/ after this change: 145

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 18:25:16 -08:00
cdb8631e91 Make IncomingArmyUtils protoless (#5310)
Delete all proto overloads from IncomingArmyUtils since all callers use
Scala types. This required adding an export to ProvinceOrderTypeConverter
to properly expose the proto type to callers.

Proto imports in library/: 149 → 146

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 17:35:37 -08:00
7c0bbd8b9a Delete unused ArmyUtils (#5311)
ArmyUtils.heroCount and ArmyUtils.troopCount methods are never called.
Delete the file entirely.

Proto imports in library/: 149 → 147

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 17:35:10 -08:00
7c9e434430 Add comprehensive proto import inventory to DEPROTO_PLAN (#5306)
Document all 149 proto imports in library/ with:
- Proto deps by BUILD.bazel file (for build-level tracking)
- Detailed imports by file/line (for code-level tracking)
- Cleanup priority candidates

This inventory makes it easier to track deproto progress.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:57:00 -08:00
239d626ac1 Fix Mac build artifact handling to preserve .app bundle structure (#5305)
The issue was that upload-artifact uploads directory *contents*, not
the directory itself. So uploading eagle0.app resulted in an artifact
containing Contents/... without the eagle0.app wrapper. When downloaded,
this corrupted the .app bundle structure.

Fix by:
- Zip the .app bundle with ditto before uploading (preserves structure
  and macOS extended attributes)
- Unzip after downloading to restore the proper .app bundle
- Clean download directories before extracting to avoid stale state

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:53:18 -08:00
bb1f3929c3 Fix proto workflow triggers and remove redundant workflow (#5303)
- Fix unity_build.yml and mac_build.yml to trigger on actual client
  proto directories instead of non-existent src/main/proto/** path
- Trigger on: common/**, shardok/**, eagle/api/**, eagle/common/**,
  eagle/views/** (excludes eagle/internal/** which is server-only)
- Remove build_protos_test.yml as redundant (unity/mac builds run
  build_protos.sh)

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:47:46 -08:00
8fb218d8ee Remove proto overloads from diplomacy resolution factories (#5302)
Delete proto GameState overloads from AvailableResolve*CommandFactory
classes since they now use only Scala types. Move package.scala with
proto helper functions to test directory. Convert break alliance test
to use Scala types.

Reduces proto imports in library/ from 192 to 168.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:43:09 -08:00
c85973edda Remove unused client presigner service (#5301)
The client presigner was intended for generating presigned S3 URLs,
but assets.eagle0.net now points directly to the DigitalOcean CDN
(eagle0-windows bucket is public). The presigner was never deployed.

Removed:
- .github/workflows/client_presigner.yml
- src/main/go/net/eagle0/client_download/
- Presigning code from util/aws/s3.go (GetPresignedURL, NewPresigner, Presigner)

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:42:38 -08:00
ae970a6693 Remove unused internal proto from client build (#5304)
The internal/unaffiliated_hero.proto was mistakenly included in the
client proto build. Internal protos should only be used server-side.
No C# code references types from Net.Eagle0.Eagle.Internal namespace.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:42:09 -08:00
6df165cc5a Tutorial bug fixes: prevent multiple popups and remove placeholder paths (#5300)
* Prevent multiple tutorials from showing simultaneously

- Don't trigger contextual tutorials while another is already active
- Fix HideOverlay to work even when parent container is inactive
  (was silently returning without hiding, causing UI pile-up)

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

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

* Remove placeholder TargetGameObjectPath values from tutorials

The placeholder values like "ProvinceUI", "BattleButton", "EndTurnButton"
don't match actual GameObjects in the scene, causing warnings.

Overlays now show centered without targets. TODO comments mark where
to add proper targeting once the actual UI hierarchy is known.

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

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

* Add tutorial content documentation for editing

Creates docs/TUTORIAL_CONTENT.md with:
- Full onboarding sequence (13 steps) with titles, descriptions, triggers
- Strategic contextual tutorials (diplomacy, heroes, weather, prisoners)
- Tactical contextual tutorials (spells, terrain, abilities)
- Display mode reference
- Content guidelines

Edit this doc to refine content, then update TutorialContentDefinitions.cs.

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:19:43 -08:00
c26b531792 Fix last played time not persisting across server restarts (#5299)
The lastPlayedByUser timestamp was updated in postCommand and
postShardokCommand but save() was not called, so the data stayed
in memory until something else triggered a save.

Add save() calls after updating lastPlayedByUser to ensure the
timestamp is persisted to disk immediately.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:14:46 -08:00
4682784737 Consolidate validators by removing proto versions (#5298)
Remove redundant proto-based Validator and RuntimeValidator that used
proto types. The Scala versions (ScalaValidator/ScalaRuntimeValidator)
have identical validation logic and are already used by ActionResultApplierImpl.

- Delete proto Validator.scala and RuntimeValidator.scala
- Rename ScalaValidator -> Validator
- Rename ScalaRuntimeValidator -> RuntimeValidator
- Update all imports across library/ and test/ code
- Delete unused TestingNoopValidator

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 16:07:29 -08:00
139eb89edb Fix command loss during blue-green deployment reconnect (#5297)
Bug: When a deploy happened while a user had a command in-flight,
the command could be lost without the user knowing:

1. User posts command with token T
2. PostRequest adds to _pendingCommands, WriteAsync completes locally
3. PostRequest removes from _pendingCommands (TOO EARLY!)
4. Connection dies before server receives command
5. Reconnect - _pendingCommands is empty, command never retried
6. User sees "Processing..." forever

Root cause: WriteAsync completing only means data was written to local
TCP buffers, not that the server received and processed it. The command
was removed from _pendingCommands prematurely.

Fix:
- Don't remove from _pendingCommands after WriteAsync success
- Remove only when server confirms: PostCommandResponse SUCCESS or BAD_TOKEN
- TryPendingCommands already handles stale commands (token advanced)

This ensures commands are retried on reconnect if they weren't confirmed.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 15:51:01 -08:00
c6c31cd28e Remove redundant S3 backup from deploy script (#5296)
Eagle server already persists to S3 on every game save via CompoundPersister
when S3Credentials.isEnabled. The deploy script's s3cmd backup was redundant
and caused warnings when s3cmd wasn't installed.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 15:36:47 -08:00
d5665c9570 Add bazel label to workflows for consistent Bazel cache (#5295)
Docker builds were failing because jobs could run on any self-hosted
runner, but each runner has a different Bazel output base. When a job
ran on a different runner than previous builds, Bazel's remote cache
reported "cached" but local output files didn't exist.

Fix: Add `bazel` label requirement to all generic Bazel-based workflows.
The specialized Unity/notarization runners don't have this label, so
they won't pick up these jobs.

Workflows updated:
- auth_build.yml
- bazel_test.yml
- build_protos_test.yml
- client_presigner.yml
- docker_build.yml
- installer_build.yml
- shardok_arm64_build.yml
- shardok_build.yml

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 14:59:10 -08:00
0719d01819 Tutorial Phase 4: Content definitions (#5289)
* Add tutorial content definitions (Phase 4)

Create TutorialContentDefinitions.cs with all tutorial content:

Onboarding sequence (13 steps):
- Welcome, map overview, province selection
- Command panel, march command, turn cycle
- Battle intro, enter battle, tactical overview
- Move units, attack enemies, end turn, completion

Strategic contextual tutorials:
- Diplomacy introduction
- Hero recruitment
- Weather control
- Prisoner management

Tactical contextual tutorials:
- Spells: Lightning, Meteor, Holy Wave, Raise Dead
- Terrain: Fire hazards, water crossing
- Abilities: Cavalry charge

Content is defined in code for easy version control and review.
TutorialManager now auto-registers all content on initialization.

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

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

* Fix tutorial UI not showing when parent container inactive

Add ActivateParents() to TutorialOverlayController and TutorialModalPanel
to ensure all parent GameObjects are active before showing. This fixes
the error "Coroutine couldn't be started because the game object is inactive".

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 14:53:11 -08:00
a4d7ac4283 Delete unused appliedResults and rename appliedResultsScala (#5294)
The proto-based appliedResults method was never called - all code paths
use the Scala-based appliedResultsScala. This removes the dead code and
renames appliedResultsScala to appliedResults for clarity.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 14:47:59 -08:00
cf16c594a2 Delete unused ActionResultTApplier and ActionResultTApplierImpl (#5293)
These files wrapped proto→Scala→proto conversions but were never used
anywhere in the codebase. Removing them as dead code cleanup.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 14:35:10 -08:00
1073a208de Make AvailableCommandConverter use Scala GameState directly (#5292)
Previously, AvailableCommandConverter.toProto() took a proto GameState and
internally called GameStateConverter.fromProto() to get the Scala GameState
needed for lookups. This caused unnecessary Scala→Proto→Scala round-trips.

This change:
- Updates AvailableCommandConverter.toProto() to take Scala GameState directly
- Updates OneProvinceAvailableCommandsConverter.toProto() similarly
- Updates all callers (GameController, AIClient, action files) to pass
  Scala GameState directly instead of converting to proto first
- Updates tests to use Scala GameState

This eliminates proto conversion overhead in the command availability path.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 13:57:57 -08:00
e96c0704ed Split Unity builds across dedicated runners with async notarization (#5291)
Add dedicated self-hosted runners for parallel Unity builds:
- unity-mac: Mac Unity builds and deployment
- unity-windows: Windows Unity builds (cross-compiled on Mac)
- notarize: Notarization waiting (lightweight, doesn't block builds)

Split mac_build.yml into 3 jobs:
1. build-and-sign (unity-mac): Build, sign, submit to Apple
2. wait-notarization (notarize): Wait for Apple, staple ticket
3. deploy (unity-mac): Deploy notarized app

This allows:
- Mac and Windows Unity builds to run in parallel
- Notarization waiting doesn't block other builds
- All runners share the same Mac Mini hardware

New scripts:
- notarize_submit.sh: Submit without waiting, output submission ID
- notarize_wait.sh: Wait for submission ID, staple ticket

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 13:29:27 -08:00
ef1a447431 Make ActionResultFilter use Scala GameState directly (#5290)
Eliminates unnecessary Scala→Proto→Scala round-trip conversions in the
action result filtering path:

- ActionResultFilter now takes Scala GameState instead of proto
- Uses Scala RoundPhase enum instead of proto RoundPhase
- Removed GameStateConverter.fromProto calls in filteredGameStateDiff
- Updated callers (EngineImpl, HumanPlayerClientConnectionState) to pass
  Scala state directly instead of converting to proto first

JFR profiling showed proto conversion taking ~16% of eagle0 time. This
change reduces that overhead in the filtering path by eliminating:
- 1x Scala→Proto conversion per filter call in callers
- 2x Proto→Scala conversions per action result (before/after states)

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 12:58:33 -08:00
f874231e04 Fix notarize script cleanup to be idempotent (#5288)
Use rm -f instead of rm when cleaning up the zip file after notarization.
The zip may already be deleted if a previous step failed and was retried,
causing the script to fail even when notarization actually succeeded.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 11:46:18 -08:00
5acb4c4f14 Add download confirmation dialog when stopping JFR (#5287)
When clicking "Stop" on JFR recording, a dialog now appears with options:
- Download & Stop: Downloads the recording then stops
- Stop Only: Stops without downloading
- Cancel: Keeps recording

This prevents accidentally losing recordings by clicking Stop without
remembering to download first.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 11:38:45 -08:00
2dc6f4d0bb Make Engine.getAvailablePlayerCommands return Scala types only (#5283)
* Add getScalaAvailablePlayerCommands to Engine interface

Expose a method that returns available commands using Scala types directly,
avoiding proto conversion overhead. This enables AI clients and other internal
callers to work with native Scala types without round-tripping through proto.

The existing getAvailablePlayerCommands method continues to return proto types
for gRPC client compatibility.

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

* Make Engine.getAvailablePlayerCommands return Scala types only

Callers that need proto types for gRPC (like GameController) now
convert using OneProvinceAvailableCommandsConverter. AIClient
converts to proto temporarily until command choosers are migrated.

Changes:
- Engine.getAvailablePlayerCommands returns SortedMap[ProvinceId, ScalaOneProvinceAvailableCommands]
- Removed separate getScalaAvailablePlayerCommands method
- Added toProtoAvailableCommands helper to GameController for gRPC conversion
- Updated AIClient to convert Scala to proto for command choosers
- Updated tests to use SortedMap.empty for mocked commands
- Removed unused proto deps from EngineImpl

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

* Remove unnecessary Scala prefix from OneProvinceAvailableCommands imports

No longer need to disambiguate since proto types are only used where needed.

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 11:25:00 -08:00
bbef0c1430 Display last played time in lobby game list (client-side) (#5285)
* Display last played time in lobby game list (client-side)

- Add lastPlayedField to RunningGameItem for displaying time
- Format time as relative (e.g., "Just now", "5m ago", "2h ago", "3d ago")
- Fall back to date format ("Jan 5") for older times
- Display in user's local timezone

Requires server-side changes from PR #5281 (now merged).

Note: The lastPlayedField TextMeshProUGUI reference needs to be added
to the RunningGameItem prefab in Unity.

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

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

* Wire up lastPlayedField in RunningGameItem prefab

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 11:20:40 -08:00
f929672f83 Refresh game state when pending command is dropped as stale (#5284)
When a pending command is dropped because the server's token has
advanced (indicating the command was already processed), the client
now triggers a re-subscription to ensure it has the current game state.

This fixes a race condition during deployment reconnects where:
1. User posts command, UI clears available commands
2. Connection drops during deployment
3. Server processes command, token advances
4. Client reconnects, pending command dropped as "stale"
5. UI was stuck with no commands visible

Changes:
- Add game_id to PostCommandResponse proto for targeted refresh
- Server echoes game_id in SUCCESS and ERROR responses
- Client refreshes specific game subscription when:
  - Pending command dropped as stale (token mismatch)
  - Server returns BAD_TOKEN response

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 11:04:21 -08:00
7eb362a09b Add timing logs for first-connect performance profiling (#5279)
Adds [TIMING] logs to identify slow operations during client subscription:

- GamesManager.streamUpdates: logs ensureGameLoaded and filtering time
- HumanPlayerClientConnectionState.streamUpdates: logs shardok filtering,
  action result filtering, and game state view filtering
- filteredResultsFrom: logs GameStateConverter.toProto and
  ActionResultFilter.filterForOptionalPlayer separately

Logs only appear when operations exceed 10-50ms thresholds to avoid
noise during normal operation.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 11:03:55 -08:00
e4b7d8e8a8 Fix: Remove shardok from eagle-green depends_on (#5286)
Missed this in #5282 - eagle-green still had depends_on: shardok
which caused the deployment to fail.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 11:02:06 -08:00
a56bea82f1 Track last played time for games (server-side) (#5281)
- Add last_played_by_user map to RunningGame proto for persistence
- Track last played time in ControllerInfo when processing commands
- Update postCommand and postShardokCommand to record timestamps
- Persist and load last played times across server restarts
- Include lastPlayedTimestampMillis in GameInfo lobby response

The client-side display will be added in a follow-up PR.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 10:55:59 -08:00
8bc22baa7c Remove DigitalOcean Shardok deployment (use Hetzner only) (#5282)
Shardok now runs exclusively on the Hetzner ARM64 server, deployed via
the shardok_arm64_build.yml workflow. This removes:

- shardok service from docker-compose.prod.yml
- Shardok x86 build/push from docker_build.yml
- SHARDOK_IMAGE from env.template and deploy script
- C++ path trigger from docker_build.yml (handled by ARM64 workflow)

The next deployment will stop and remove any existing shardok-server
container on the DigitalOcean droplet.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 10:54:07 -08:00
2f31d94313 Increase warmup timeout from 90s to 180s for cold JVM (#5280)
CreateGame on a cold JVM took >90s in production, causing warmup to
fail and abort the deployment. Increase per-operation timeout to 180s.

The overall warmup timeout (--timeout flag) is already 300s, but the
internal per-operation timeout was only 90s.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 09:53:57 -08:00
7b46295e17 Optimize PersistedHistory to reduce serialization overhead (#5278)
Change incremental saves from O(n²) to O(n) by saving individual ActionResults
to separate .e0r files immediately, then consolidating into chunks and deleting
the individual files. This eliminates redundant re-serialization of the same
results when building up a chunk incrementally.

Also adds crash recovery support: orphaned .e0r files are loaded and merged
with chunk data on startup, preserving any results written before a crash.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 09:45:06 -08:00
6c154e827c FilterContext optimization for filteredGameState (#5277)
* Add FilterContext optimization for filteredGameState

Introduces a FilterContext class that pre-computes expensive data once
at the start of filteredGameState, avoiding repeated O(n) and O(n*m)
lookups when filtering game state for player views.

Key optimizations:
- Pre-compute ally pairs as Set for O(1) alliance checks (was O(n))
- Pre-compute prisoner hero IDs as Set for O(1) lookups (was O(heroes*provinces))
- Pre-compute hero-to-province mapping for O(1) lookups (was O(provinces))
- Cache factionLeaderIds to avoid repeated flatMap allocations

Complexity improvements:
- HeroViewFilter: O(heroes * provinces) -> O(heroes + provinces)
- BattalionNameFilter: O(factions²) -> O(factions)
- Overall filteredGameState: eliminates ~148+ repeated Vector allocations

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

* Remove unused filter overloads and update tests

- Remove old FactionViewFilter.filteredFactionView 3-param overload
- Remove old ProvinceViewFilter.filteredProvinceView 3-param overload
- Remove old BattalionNameFilter.filteredBattalionNames 2-param overload
- Remove old helper methods no longer needed
- Update FactionViewFilterTest to use FilterContext
- Update ProvinceViewFilterTest to use FilterContext

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 08:23:10 -08:00
040b0cf580 Fix user wait window metric to measure actual user impact (#5275)
* Auto-invalidate game cache when flush marker is updated

During warmup, the staging server may cache stale game data that was
loaded before the active server flushed. Instead of exposing an RPC
for cache invalidation (which leaks internal state), the server now
automatically detects when the flush marker is updated and invalidates
any cached games.

Changes:
- GamesManager: Added `invalidateCacheIfFlushMarkerUpdated()` that
  checks the flush marker's modification time and clears the cache
  if it's been updated since the last check
- Called before checking if a game is in cache, so stale data is
  cleared before any attempt to use it
- Removed the InvalidateGameCache RPC (no longer needed)

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

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

* Fix user wait window metric to measure actual user impact

The max user wait window was measuring from when nginx switching
started (before recreation) instead of when it completed. This
inflated the metric by ~12s because nginx recreation time was included.

Users can only experience a wait AFTER nginx starts routing to the
staging server, so we now measure from nginx_switch_end (after
recreation completes) to flush_end.

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 08:17:24 -08:00
3ae3f6ba16 Auto-invalidate game cache when flush marker is updated (#5273)
During warmup, the staging server may cache stale game data that was
loaded before the active server flushed. Instead of exposing an RPC
for cache invalidation (which leaks internal state), the server now
automatically detects when the flush marker is updated and invalidates
any cached games.

Changes:
- GamesManager: Added `invalidateCacheIfFlushMarkerUpdated()` that
  checks the flush marker's modification time and clears the cache
  if it's been updated since the last check
- Called before checking if a game is in cache, so stale data is
  cleared before any attempt to use it
- Removed the InvalidateGameCache RPC (no longer needed)

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 08:04:56 -08:00
6da0636731 Handle PostCommandResponse ERROR status from server (#5274)
When the server returns a PostCommandResponse with ERROR status,
disconnect and reconnect using the normal flow. This ensures the
client recovers gracefully from server-side errors during command
processing.

Also logs BAD_TOKEN responses for debugging purposes.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 08:04:29 -08:00
53ab903568 Make view_filters completely protoless (#5271)
* Make view_filters completely protoless

Remove all proto type overloads from the view_filters package, forcing
callers to use Scala types exclusively. This is part of the ongoing
effort to reduce proto dependencies in the codebase.

Changes:
- Visibility: Remove proto GameState overloads
- BattalionNameFilter: Remove proto overload (~60 lines)
- HeroViewFilter: Remove proto overloads, use Scala RoundPhase
- ProvinceViewFilter: Remove proto overloads (~280 lines)
- FactionViewFilter: Remove proto overload
- BattleFilter: Remove proto overloads
- ArmyFilter: Remove proto overloads

Also:
- Delete unused ExpandedCombatUnitUtils.scala
- Update AvailableCommandConverter to convert types before calling filters
- Remove outdated view_filter tests that used proto types

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

* Add protoless tests for view_filters

Restore FactionViewFilterTest, HeroViewFilterTest, and ProvinceViewFilterTest
using Scala types (FactionC, ProvinceC, HeroC, GameState) instead of protos.

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

* Add comprehensive protoless ProvinceViewFilterTest

Rewrites ProvinceViewFilterTest with full coverage of all original test
cases, using Scala types instead of proto types. Tests cover:
- Devastation and economy values
- Ruler traveling status
- Incoming armies (own/hostile/neutral provinces)
- Unaffiliated heroes
- Incoming supplies visibility
- Reconned views from self/allies
- Most recent reconned view selection
- Killed heroes filtering from reconned views

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 07:26:52 -08:00
e7745cc9ec Fix deployment script permission denied on marker files (#5272)
The saves directory is owned by root (created by Docker) but the deploy
script runs as the deploy user. Use docker exec to create marker files
from inside a running container that has the saves directory mounted.

- create_deployment_marker: uses active container (running before staging starts)
- create_flush_marker: uses staging container (running after active stops)
- cleanup_markers_on_failure: uses active container (still running on failure)
- remove_stale_deployment_marker: finds any running eagle container

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 07:02:05 -08:00
a3f185b6f6 Enhance tutorial trigger detection for strategic and tactical events (#5269)
* Enhance tutorial trigger detection for strategic and tactical events

Expands TutorialTriggerRegistry with specific condition detection:

Strategic triggers:
- Diplomacy command availability
- Weather control availability
- Province riots (new)
- Hero recruitment opportunities

Tactical triggers:
- Spell cast detection (lightning, meteor, holy wave, raise dead)
- Ability usage (charge, flanking)
- Terrain encounters (fire, water)
- Spell/ability availability when commands update

Also adds OnTacticalCommandsAvailable hook to ShardokGameController
to detect when special abilities become available.

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

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

* Fix tutorial trigger compilation errors

- Use correct field name ControlWeatherSelectedCommand (not ControlWeatherCommand)
- Remove CheckBattleMapFeatures - HexMap doesn't have FireCoords/WaterCoords

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

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

* Fix remaining compilation errors in TutorialTriggerRegistry

- Use ControlWeatherAvailableCommand (not ControlWeatherCommand) for AvailableCommand
- Use FactionId (not Faction) for HeroView

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

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

* Fix all proto field name mismatches in TutorialTriggerRegistry

- Use opac.Commands (not AvailableCommands) for OneProvinceAvailableCommands
- Remove province riot detection (riot status not exposed in ProvinceView)
- Remove FlankAttack (doesn't exist in ActionType)
- Use CrossedWater (not CrossWater) for ActionType
- Use LightningBoltCommand (not LightningCommand) for CommandType

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 07:00:58 -08:00
8f3bee853f Add flush marker coordination for zero-downtime blue-green deploys (#5270)
* Fix nginx not picking up config changes during blue-green deploy

Root cause: `docker compose restart nginx` doesn't refresh bind-mounted
volume files. The nginx container keeps using its cached copy of
nginx.conf even after we update the host file with sed.

This caused nginx to keep trying to connect to the old (now deleted)
eagle instance, resulting in 502 errors after deployment.

Fix:
- Use `docker compose up -d --force-recreate nginx` instead of `restart`
  This recreates the container, forcing it to read the updated config
- Add verification that nginx picked up the correct backend
- Remove the useless pre-validation (it validated old config in old container)

The progression of failed fixes:
1. `nginx -s reload` - doesn't re-resolve Docker DNS
2. `docker compose restart` - doesn't refresh bind-mounted files
3. `docker compose up -d --force-recreate` - THIS WORKS

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

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

* Reorder deploy: switch nginx BEFORE stopping blue to avoid 502s

Previous order (caused 502 errors):
1. Stop blue → nginx still points to blue → 502!
2. Update nginx config
3. Recreate nginx → traffic finally works

New order (eliminates 502 window):
1. Update nginx config
2. Recreate nginx → traffic goes to green (blue still running)
3. Stop blue → flushes state to disk
4. 3-second pause for flush to complete

The stale data race condition is minimized by stopping blue immediately
after the nginx switch. Users reconnecting to green will lazy-load
fresh game data from disk (after blue has flushed).

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

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

* Add flush marker coordination for zero-downtime blue-green deploys

This ensures green never serves stale game data during deployments:

1. Deploy script creates .deployment_in_progress marker at start
2. Green's lazy-load waits for flush marker if deployment in progress
3. nginx switches to green BEFORE stopping blue (zero 502 downtime)
4. Blue stops, flushes state to disk
5. Deploy script creates .flush_complete marker
6. Green's waiting lazy-loads proceed with fresh disk data

Key changes:
- GamesManager.scala: Add waitForFlushMarker() that blocks lazy-load
  during deployment until flush marker appears (30s timeout)
- GamesManager.scala: Auto-clean stale markers >5 minutes old
- GamesManager.scala: Add deployment ID correlation in logs [DEPLOY:xxx]
- GamesManager.scala: Report flush marker timeouts to Sentry
- deploy-blue-green.sh: Reorder to switch nginx BEFORE stopping blue
- deploy-blue-green.sh: Add marker file coordination with deployment ID
- deploy-blue-green.sh: Add timing metrics (flush duration, user wait window)
- nginx.conf: Keep variable-based routing (Docker DNS only resolves
  running containers, so upstream+backup doesn't work)

Monitoring and observability:
- All deployment-related logs tagged with [DEPLOY:timestamp] for correlation
- Wait duration logged for each lazy-load during deployment
- Flush marker timeouts reported to Sentry for alerting
- Deploy script logs total duration, flush duration, max user wait window

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 06:42:59 -08:00
b4234debce Fix O(N^2) performance issue in HeroViewFilter proto path (#5268)
Convert GameState once upfront in GameStateViewFilter proto overload,
then use the already-converted Scala heroes directly instead of
converting each hero individually.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 05:36:41 -08:00
7f562de2a8 Handle missing recruitmentInfo in UnaffiliatedHeroConverter (#5267)
Use fold with RecruitmentInfo.Unknown as fallback instead of .get
to handle proto UnaffiliatedHero objects where recruitmentInfo
is None.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 21:31:52 -08:00
bc5d86fb1e Consolidate Visibility proto overloads to delegate to Scala (#5266)
The proto overloads now convert factions via FactionConverter
and delegate to the Scala implementations, eliminating duplicate
logic.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 21:17:31 -08:00
10a747114a Consolidate FactionViewFilter proto overload to delegate to Scala (#5265)
Changes:
- Proto filteredFactionView now converts types and delegates to Scala version
- Removed ~45 lines of duplicate private methods (filteredRelationshipLevel,
  filteredFactionRelationshipView)

This continues the deproto work of consolidating proto and Scala code paths.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 21:12:46 -08:00
a94a48a4bf Add batch delete for games in admin console (#5264)
Add checkboxes next to each game in the admin console Games list,
allowing multiple games to be selected and deleted at once. When
games are selected, a batch actions bar appears with "Delete Selected"
and "Clear" buttons.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 21:07:21 -08:00
945511153a Consolidate HeroViewFilter proto overload to delegate to Scala (#5262)
Changes:
- Proto filteredHeroView now converts types and delegates to Scala version
- Removed duplicate private methods (heroIsPrisoner, heroUnaffiliatedInProvince,
  heroIsOfferedInRansom, includeFullHeroInfo)
- Added Gender.Unknown to Scala enum to preserve GENDER_UNKNOWN on round-trip
- Updated GenderConverter to handle Unknown case
- Fixed test data in AvailableCommandConverterTest to include valid currentPhase

This reduces code duplication while maintaining backward compatibility.

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 21:05:00 -08:00
d131aa50f0 Use move command path for animation instead of straight line (#5261)
When clicking to move a unit, the animation now follows the actual
path of hexes from the CommandDescriptor's path field instead of
drawing a straight line from origin to destination. This prevents
the animation from showing units moving "over water" when the
actual path goes around it.

Changes:
- MoveAnimator: Add path-based animation method that draws prints
  along each segment of the path
- ShardokGameModel: Return full CommandDescriptor from
  PerformTargetedCommand instead of just CommandType
- ShardokGameController: Extract path from executed command and
  pass to animation system

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 20:58:03 -08:00
301 changed files with 11048 additions and 16316 deletions
+1 -1
View File
@@ -24,7 +24,7 @@ permissions:
jobs:
build-auth:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
outputs:
image_tag: ${{ steps.push-auth.outputs.image_tag }}
steps:
+1 -1
View File
@@ -26,7 +26,7 @@ permissions:
jobs:
test:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
steps:
- name: Checkout repository
-21
View File
@@ -1,21 +0,0 @@
name: Build Protos
on:
pull_request:
paths:
- "src/main/protobuf/**"
permissions:
contents: read
jobs:
build:
runs-on: self-hosted
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Run tests
run: ./scripts/build_protos.sh
-35
View File
@@ -1,35 +0,0 @@
name: Client Presigner
on:
push:
branches: [ "main" ]
paths:
- ".github/workflows/client_presigner.yml"
- "src/main/go/net/eagle0/client_download/**"
- "src/main/go/net/eagle0/util/**"
pull_request:
paths:
- ".github/workflows/client_presigner.yml"
- "src/main/go/net/eagle0/client_download/**"
- "src/main/go/net/eagle0/util/**"
permissions:
contents: read
jobs:
client-presigner:
runs-on: self-hosted
steps:
- uses: actions/checkout@v4
with:
lfs: false
clean: false
- name: Build Client Presigner
run: bazel build --platforms=@io_bazel_rules_go//go/toolchain:linux_amd64 //src/main/go/net/eagle0/client_download
- name: Archive presigner binary
if: success() || failure()
uses: actions/upload-artifact@v4
with:
name: client_download
path: bazel-bin/src/main/go/net/eagle0/client_download/client_download_/client_download
+11 -41
View File
@@ -4,7 +4,7 @@ on:
push:
branches: [ "main" ]
paths:
- 'src/main/cpp/**'
# Note: C++ changes trigger shardok_arm64_build.yml instead
- 'src/main/go/**'
- 'src/main/scala/**'
- 'src/main/protobuf/**'
@@ -33,11 +33,11 @@ permissions:
jobs:
# Single consolidated build job - builds all images with one bazel invocation
# This uses 1 runner slot instead of 4, and Bazel parallelizes internally
# NOTE: Must run on a runner with the bazel label to ensure consistent Bazel cache
build-all:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
outputs:
eagle_image_tag: ${{ steps.push-images.outputs.eagle_image_tag }}
shardok_image_tag: ${{ steps.push-images.outputs.shardok_image_tag }}
admin_image_tag: ${{ steps.push-images.outputs.admin_image_tag }}
jfr_sidecar_image_tag: ${{ steps.push-images.outputs.jfr_sidecar_image_tag }}
steps:
@@ -52,13 +52,12 @@ jobs:
set -ex
# Build ALL images in a single bazel command - Bazel parallelizes internally
# This is much more efficient than 4 separate GitHub Actions jobs
echo "=== Building all Docker images ==="
# Note: Shardok is built separately for ARM64 and deployed to Hetzner
echo "=== Building Docker images ==="
bazel build \
--platforms=//:linux_x86_64 \
--extra_toolchains=@llvm_toolchain_linux//:all \
//ci:eagle_server_image \
//ci:shardok_server_image \
//ci:admin_server_image \
//ci:jfr_sidecar_image \
//src/main/go/net/eagle0/warmup:warmup_linux_amd64
@@ -69,35 +68,18 @@ jobs:
# Save all image paths before any other bazel command changes bazel-bin symlink
EAGLE_PATH=$(readlink -f bazel-bin/ci/eagle_server_image)
SHARDOK_PATH=$(readlink -f bazel-bin/ci/shardok_server_image)
ADMIN_PATH=$(readlink -f bazel-bin/ci/admin_server_image)
JFR_PATH=$(readlink -f bazel-bin/ci/jfr_sidecar_image)
echo "eagle_path=$EAGLE_PATH" >> $GITHUB_OUTPUT
echo "shardok_path=$SHARDOK_PATH" >> $GITHUB_OUTPUT
echo "admin_path=$ADMIN_PATH" >> $GITHUB_OUTPUT
echo "jfr_path=$JFR_PATH" >> $GITHUB_OUTPUT
echo "=== Image paths ==="
echo "Eagle: $EAGLE_PATH"
echo "Shardok: $SHARDOK_PATH"
echo "Admin: $ADMIN_PATH"
echo "JFR Sidecar: $JFR_PATH"
# Verify Shardok binary is ELF (Linux) format
echo "=== Verifying Shardok binary format ==="
BINARY_TAR="bazel-bin/ci/shardok_binary_layer.tar"
if [ -f "$BINARY_TAR" ]; then
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 is ELF format (Linux)"
else
echo "ERROR: Binary is NOT ELF format!"
exit 1
fi
fi
- name: Login to DigitalOcean Container Registry
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
@@ -143,14 +125,6 @@ jobs:
$CRANE copy "$EAGLE_TAG" "registry.digitalocean.com/eagle0/eagle-server:latest"
echo "eagle_image_tag=$EAGLE_TAG" >> $GITHUB_OUTPUT
# Push Shardok image
SHARDOK_IMAGE="${{ steps.build-all.outputs.shardok_path }}"
SHARDOK_TAG="registry.digitalocean.com/eagle0/shardok-server:${GIT_SHA}"
echo "Pushing Shardok: $SHARDOK_TAG"
$CRANE push "$SHARDOK_IMAGE" "$SHARDOK_TAG"
$CRANE copy "$SHARDOK_TAG" "registry.digitalocean.com/eagle0/shardok-server:latest"
echo "shardok_image_tag=$SHARDOK_TAG" >> $GITHUB_OUTPUT
# Push Admin image
ADMIN_IMAGE="${{ steps.build-all.outputs.admin_path }}"
ADMIN_TAG="registry.digitalocean.com/eagle0/admin-server:${GIT_SHA}"
@@ -170,13 +144,12 @@ jobs:
echo "=== All images pushed successfully ==="
deploy:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
needs: [build-all]
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
environment: production
env:
EAGLE_IMAGE: ${{ needs.build-all.outputs.eagle_image_tag }}
SHARDOK_IMAGE: ${{ needs.build-all.outputs.shardok_image_tag }}
ADMIN_IMAGE: ${{ needs.build-all.outputs.admin_image_tag }}
JFR_SIDECAR_IMAGE: ${{ needs.build-all.outputs.jfr_sidecar_image_tag }}
OPENAI_API_KEY: ${{ secrets.OPENAI_API_KEY }}
@@ -238,7 +211,6 @@ jobs:
# Environment variables passed via heredoc
EAGLE_IMAGE="${EAGLE_IMAGE}"
SHARDOK_IMAGE="${SHARDOK_IMAGE}"
ADMIN_IMAGE="${ADMIN_IMAGE}"
JFR_SIDECAR_IMAGE="${JFR_SIDECAR_IMAGE}"
OPENAI_API_KEY="${OPENAI_API_KEY}"
@@ -268,7 +240,6 @@ jobs:
chmod +x deploy/update-env.sh
cd deploy && ./update-env.sh \
"EAGLE_IMAGE=\${EAGLE_IMAGE}" \
"SHARDOK_IMAGE=\${SHARDOK_IMAGE}" \
"ADMIN_IMAGE=\${ADMIN_IMAGE}" \
"JFR_SIDECAR_IMAGE=\${JFR_SIDECAR_IMAGE}" \
"OPENAI_API_KEY=\${OPENAI_API_KEY}" \
@@ -292,7 +263,7 @@ jobs:
# Login to registry
echo "\$DO_REGISTRY_TOKEN" | docker login registry.digitalocean.com -u "\$DO_REGISTRY_TOKEN" --password-stdin
echo "Using images: \$EAGLE_IMAGE, \$SHARDOK_IMAGE, \$ADMIN_IMAGE, \$JFR_SIDECAR_IMAGE"
echo "Using images: \$EAGLE_IMAGE, \$ADMIN_IMAGE, \$JFR_SIDECAR_IMAGE"
# Install crane for pulling OCI images
echo "Installing crane..."
@@ -304,9 +275,6 @@ jobs:
echo "Pulling Eagle image..."
./crane pull "\${EAGLE_IMAGE}" eagle.tar && docker load -i eagle.tar && rm eagle.tar
echo "Pulling Shardok image..."
./crane pull "\${SHARDOK_IMAGE}" shardok.tar && docker load -i shardok.tar && rm shardok.tar
echo "Pulling Admin image..."
./crane pull "\${ADMIN_IMAGE}" admin.tar && docker load -i admin.tar && rm admin.tar
@@ -319,10 +287,12 @@ jobs:
echo "All images pulled successfully"
# Recreate shardok (stateless, safe to restart anytime)
docker compose -f docker-compose.prod.yml up -d --no-deps --force-recreate shardok
# Stop local shardok container if running (now runs on Hetzner)
docker stop shardok-server 2>/dev/null || true
docker rm shardok-server 2>/dev/null || true
# Deploy Eagle with blue-green (handles eagle, nginx, admin, jfr-sidecar)
# Note: Shardok runs on Hetzner, deployed separately via shardok_arm64_build.yml
chmod +x /opt/eagle0/scripts/*.sh
[ -f "/opt/eagle0/scripts/bin/warmup" ] && chmod +x /opt/eagle0/scripts/bin/warmup
GIT_SHA=\$(echo "\${EAGLE_IMAGE}" | sed 's/.*://')
+1 -1
View File
@@ -17,7 +17,7 @@ permissions:
jobs:
build-installer:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
steps:
- uses: actions/checkout@v4
+144 -25
View File
@@ -6,13 +6,18 @@ on:
paths:
- ".github/workflows/mac_build.yml"
- "src/main/csharp/net/eagle0/clients/unity/**"
- "src/main/proto/**"
- "src/main/protobuf/net/eagle0/common/**"
- "src/main/protobuf/net/eagle0/shardok/**"
- "src/main/protobuf/net/eagle0/eagle/api/**"
- "src/main/protobuf/net/eagle0/eagle/common/**"
- "src/main/protobuf/net/eagle0/eagle/views/**"
- "src/main/go/net/eagle0/build/mac_build_handler/**"
- "scripts/build_protos.sh"
- "scripts/build_mac_plugin.sh"
- "scripts/inject_sparkle.sh"
- "scripts/codesign_mac_app.sh"
- "scripts/notarize_mac_app.sh"
- "scripts/notarize_submit.sh"
- "scripts/notarize_wait.sh"
- "ci/github_actions/build_mac.sh"
- "ci/github_actions/build_unity_mac.sh"
- "ci/mac/**"
@@ -20,11 +25,17 @@ on:
paths:
- ".github/workflows/mac_build.yml"
- "src/main/csharp/net/eagle0/clients/unity/**"
- "src/main/protobuf/net/eagle0/common/**"
- "src/main/protobuf/net/eagle0/shardok/**"
- "src/main/protobuf/net/eagle0/eagle/api/**"
- "src/main/protobuf/net/eagle0/eagle/common/**"
- "src/main/protobuf/net/eagle0/eagle/views/**"
- "src/main/go/net/eagle0/build/mac_build_handler/**"
- "scripts/build_mac_plugin.sh"
- "scripts/inject_sparkle.sh"
- "scripts/codesign_mac_app.sh"
- "scripts/notarize_mac_app.sh"
- "scripts/notarize_submit.sh"
- "scripts/notarize_wait.sh"
- "ci/github_actions/build_mac.sh"
- "ci/github_actions/build_unity_mac.sh"
- "ci/mac/**"
@@ -40,26 +51,34 @@ permissions:
contents: read
jobs:
mac-unity:
runs-on: self-hosted
build-and-sign:
runs-on: [self-hosted, macOS, unity-mac]
outputs:
submission_id: ${{ steps.notarize-submit.outputs.submission_id }}
should_deploy: ${{ steps.check-deploy.outputs.should_deploy }}
steps:
- uses: actions/checkout@v4
with:
lfs: true
clean: false
clean: true # Remove untracked files like old SparklePlugin.bundle
fetch-depth: 0 # For version numbering from git history
- name: Pull LFS files
run: git lfs pull
- name: Restore Library/
env:
UNITY_CACHE_PLATFORM: mac
run: ./ci/github_actions/restore_library.sh
- name: Build Mac Unity
run: ./ci/github_actions/build_unity_mac.sh "/tmp/eagle0/eagle0MAC"
- name: Persist Library/
if: success()
env:
UNITY_CACHE_PLATFORM: mac
run: ./ci/github_actions/persist_library.sh
- name: Inject Sparkle Framework
@@ -70,8 +89,21 @@ jobs:
chmod +x ./scripts/inject_sparkle.sh
./scripts/inject_sparkle.sh "/tmp/eagle0/eagle0MAC/eagle0.app"
- name: Check if should deploy
id: check-deploy
run: |
if [[ "${{ github.event_name }}" == "workflow_dispatch" && "${{ github.event.inputs.skip_signing }}" == "true" ]]; then
echo "should_deploy=false" >> $GITHUB_OUTPUT
elif [[ "${{ github.event_name }}" == "push" && "${{ github.ref }}" == "refs/heads/main" ]]; then
echo "should_deploy=true" >> $GITHUB_OUTPUT
elif [[ "${{ github.event_name }}" == "workflow_dispatch" ]]; then
echo "should_deploy=true" >> $GITHUB_OUTPUT
else
echo "should_deploy=false" >> $GITHUB_OUTPUT
fi
- name: Import Code Signing Certificate
if: success() && ((github.event_name == 'workflow_dispatch' && github.event.inputs.skip_signing != 'true') || (github.event_name == 'push' && github.ref == 'refs/heads/main'))
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
env:
MACOS_CERTIFICATE: ${{ secrets.MACOS_CERTIFICATE }}
MACOS_CERTIFICATE_PWD: ${{ secrets.MACOS_CERTIFICATE_PWD }}
@@ -101,25 +133,124 @@ jobs:
rm certificate.p12
- name: Code Sign App
if: success() && ((github.event_name == 'workflow_dispatch' && github.event.inputs.skip_signing != 'true') || (github.event_name == 'push' && github.ref == 'refs/heads/main'))
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
env:
SIGNING_IDENTITY: ${{ secrets.SIGNING_IDENTITY }}
run: |
chmod +x ./scripts/codesign_mac_app.sh
./scripts/codesign_mac_app.sh "/tmp/eagle0/eagle0MAC/eagle0.app" "ci/mac/eagle0.entitlements"
- name: Notarize App
if: success() && ((github.event_name == 'workflow_dispatch' && github.event.inputs.skip_signing != 'true') || (github.event_name == 'push' && github.ref == 'refs/heads/main'))
- name: Submit for Notarization
id: notarize-submit
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
env:
APPLE_ID: ${{ secrets.APPLE_ID }}
APP_SPECIFIC_PASSWORD: ${{ secrets.APP_SPECIFIC_PASSWORD }}
TEAM_ID: ${{ secrets.APPLE_TEAM_ID }}
run: |
chmod +x ./scripts/notarize_mac_app.sh
./scripts/notarize_mac_app.sh "/tmp/eagle0/eagle0MAC/eagle0.app"
chmod +x ./scripts/notarize_submit.sh
./scripts/notarize_submit.sh "/tmp/eagle0/eagle0MAC/eagle0.app" >> $GITHUB_OUTPUT
- name: Cleanup Keychain
if: always()
run: |
security delete-keychain build.keychain 2>/dev/null || true
- name: Zip signed app for artifact
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
run: |
cd /tmp/eagle0/eagle0MAC
ditto -c -k --keepParent eagle0.app eagle0.app.zip
- name: Upload signed app
if: success() && steps.check-deploy.outputs.should_deploy == 'true'
uses: actions/upload-artifact@v4
with:
name: signed-mac-app
path: /tmp/eagle0/eagle0MAC/eagle0.app.zip
retention-days: 1
- name: Archive Build Log
if: success() || failure()
uses: actions/upload-artifact@v4
with:
name: editor_mac.log
path: /tmp/eagle0/editor_mac.log
wait-notarization:
needs: build-and-sign
if: needs.build-and-sign.outputs.should_deploy == 'true'
runs-on: [self-hosted, macOS, notarize]
steps:
- uses: actions/checkout@v4
with:
sparse-checkout: scripts
- name: Clean download directory
run: rm -rf /tmp/eagle0/eagle0MAC
- name: Download signed app
uses: actions/download-artifact@v4
with:
name: signed-mac-app
path: /tmp/eagle0/eagle0MAC
- name: Unzip signed app
run: |
cd /tmp/eagle0/eagle0MAC
ditto -x -k eagle0.app.zip .
rm eagle0.app.zip
ls -la /tmp/eagle0/eagle0MAC/eagle0.app/
- name: Wait for Notarization and Staple
env:
APPLE_ID: ${{ secrets.APPLE_ID }}
APP_SPECIFIC_PASSWORD: ${{ secrets.APP_SPECIFIC_PASSWORD }}
TEAM_ID: ${{ secrets.APPLE_TEAM_ID }}
run: |
chmod +x ./scripts/notarize_wait.sh
./scripts/notarize_wait.sh "${{ needs.build-and-sign.outputs.submission_id }}" "/tmp/eagle0/eagle0MAC/eagle0.app"
- name: Zip notarized app for artifact
run: |
cd /tmp/eagle0/eagle0MAC
rm -f eagle0.app.zip
ditto -c -k --keepParent eagle0.app eagle0.app.zip
- name: Upload notarized app
uses: actions/upload-artifact@v4
with:
name: notarized-mac-app
path: /tmp/eagle0/eagle0MAC/eagle0.app.zip
retention-days: 1
deploy:
needs: [build-and-sign, wait-notarization]
if: needs.build-and-sign.outputs.should_deploy == 'true'
runs-on: [self-hosted, macOS, unity-mac]
steps:
- uses: actions/checkout@v4
with:
fetch-depth: 0 # For version numbering
- name: Clean download directory
run: rm -rf /tmp/eagle0/eagle0MAC
- name: Download notarized app
uses: actions/download-artifact@v4
with:
name: notarized-mac-app
path: /tmp/eagle0/eagle0MAC
- name: Unzip notarized app
run: |
cd /tmp/eagle0/eagle0MAC
ditto -x -k eagle0.app.zip .
rm eagle0.app.zip
- name: Deploy Mac Build
if: success() && ((github.event_name == 'workflow_dispatch' && github.event.inputs.skip_signing != 'true') || (github.event_name == 'push' && github.ref == 'refs/heads/main'))
env:
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
SECRET_KEY: ${{ secrets.SECRET_KEY }}
@@ -140,15 +271,3 @@ jobs:
"$SPARKLE_PRIVATE_KEY_PATH"
rm "$SPARKLE_PRIVATE_KEY_PATH"
- name: Cleanup Keychain
if: always()
run: |
security delete-keychain build.keychain 2>/dev/null || true
- name: Archive Build Log
if: success() || failure()
uses: actions/upload-artifact@v4
with:
name: editor_mac.log
path: /tmp/eagle0/editor_mac.log
+2 -2
View File
@@ -24,7 +24,7 @@ permissions:
jobs:
build-shardok-arm64:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
outputs:
image_tag: ${{ steps.push-shardok.outputs.image_tag }}
steps:
@@ -159,7 +159,7 @@ jobs:
echo "Also tagged as: registry.digitalocean.com/eagle0/shardok-server:arm64-latest"
deploy-hetzner:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
needs: [build-shardok-arm64]
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
environment: production
+1 -1
View File
@@ -28,7 +28,7 @@ permissions:
jobs:
build:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
steps:
- name: Checkout repository
+17 -6
View File
@@ -6,7 +6,11 @@ on:
paths:
- ".github/workflows/unity_build.yml"
- "src/main/csharp/net/eagle0/clients/unity/**"
- "src/main/proto/**"
- "src/main/protobuf/net/eagle0/common/**"
- "src/main/protobuf/net/eagle0/shardok/**"
- "src/main/protobuf/net/eagle0/eagle/api/**"
- "src/main/protobuf/net/eagle0/eagle/common/**"
- "src/main/protobuf/net/eagle0/eagle/views/**"
- "scripts/build_protos.sh"
- "scripts/build_plugins.sh"
- "scripts/build_windows_plugin.sh"
@@ -15,13 +19,16 @@ on:
- "ci/github_actions/persist_library.sh"
- "MODULE.bazel"
- "WORKSPACE"
- "src/main/proto/net/eagle0/eagle/**/BUILD.bazel"
workflow_dispatch:
pull_request:
paths:
- ".github/workflows/unity_build.yml"
- "src/main/csharp/net/eagle0/clients/unity/**"
- "src/main/proto/**"
- "src/main/protobuf/net/eagle0/common/**"
- "src/main/protobuf/net/eagle0/shardok/**"
- "src/main/protobuf/net/eagle0/eagle/api/**"
- "src/main/protobuf/net/eagle0/eagle/common/**"
- "src/main/protobuf/net/eagle0/eagle/views/**"
- "scripts/build_protos.sh"
- "scripts/build_plugins.sh"
- "scripts/build_windows_plugin.sh"
@@ -30,27 +37,31 @@ on:
- "ci/github_actions/persist_library.sh"
- "MODULE.bazel"
- "WORKSPACE"
- "src/main/proto/**/BUILD.bazel"
permissions:
contents: read
jobs:
windows-unity:
runs-on: self-hosted
runs-on: [self-hosted, macOS, unity-windows]
steps:
- uses: actions/checkout@v4
with:
lfs: true
clean: false
clean: true # Remove untracked files from previous builds
- name: Pull lfs files
run: git lfs pull
- name: Restore Library/
env:
UNITY_CACHE_PLATFORM: windows
run: ./ci/github_actions/restore_library.sh
- name: Build Windows unity
run: ./ci/github_actions/build_unity.sh "/tmp/eagle0/eagle0WIN"
- name: Persist Library/
if: success()
env:
UNITY_CACHE_PLATFORM: windows
run: ./ci/github_actions/persist_library.sh
- name: Deploy Windows unity
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
-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
View File
@@ -130,6 +130,13 @@ bazel_dep(name = "apple_support", version = "1.21.1", repo_name = "build_bazel_a
bazel_dep(name = "rules_apple", version = "4.3.3", repo_name = "build_bazel_rules_apple")
bazel_dep(name = "rules_swift", version = "2.4.0", repo_name = "build_bazel_rules_swift")
# Register Apple CC toolchain for Objective-C compilation
apple_cc_configure = use_extension(
"@build_bazel_apple_support//crosstool:setup.bzl",
"apple_cc_configure_extension",
)
use_repo(apple_cc_configure, "local_config_apple_cc")
#
# Protocol Buffers & RPC
#
@@ -293,6 +300,17 @@ http_archive(
],
)
# Sparkle framework for macOS auto-updates
SPARKLE_VERSION = "2.6.4"
http_archive(
name = "sparkle",
build_file = "@//external:BUILD.sparkle",
sha256 = "50612a06038abc931f16011d7903b8326a362c1074dabccb718404ce8e585f0b",
strip_prefix = "",
url = "https://github.com/sparkle-project/Sparkle/releases/download/%s/Sparkle-%s.tar.xz" % (SPARKLE_VERSION, SPARKLE_VERSION),
)
# Busybox static binary for Docker health checks (provides nc, wget, etc.)
# Primary: DigitalOcean Spaces (public, reliable)
# Fallback: busybox.net (can be unreliable/slow)
+1 -1
View File
@@ -396,7 +396,7 @@
"@@apple_support~//crosstool:setup.bzl%apple_cc_configure_extension": {
"general": {
"bzlTransitiveDigest": "Z3yAd66IJL0GAZUTSeMOjoHiE1SZPPwiIs/XQui5BvE=",
"usagesDigest": "tl3VVeQX3Hzh7FhM2gjnkCwEJpRMlY5S6a850WY/xvc=",
"usagesDigest": "DqQsfZN5lA8z+nLEEY+EpKGzQ8M73mDm/A8lofDSyus=",
"recordedFileInputs": {},
"recordedDirentsInputs": {},
"envVariables": {},
-3
View File
@@ -9,9 +9,6 @@ COMMIT=$(/usr/bin/git rev-parse --short HEAD)
/bin/echo "build protos"
./scripts/build_protos.sh
/bin/echo "build plugins"
./scripts/build_windows_plugin.sh
git log -3
/bin/echo "build Windows"
+2 -2
View File
@@ -7,8 +7,8 @@ COMMIT=$(/usr/bin/git rev-parse --short HEAD)
/bin/echo "build protos"
./scripts/build_protos.sh
/bin/echo "build Mac plugin"
./scripts/build_mac_plugin.sh
/bin/echo "build Sparkle plugin"
./scripts/build_sparkle_plugin.sh
git log -3
+15 -2
View File
@@ -1,12 +1,25 @@
#!/bin/bash
#
# Persist Unity Library/ cache to persistent storage
#
# Environment variables:
# UNITY_CACHE_PLATFORM - Platform identifier (e.g., "mac", "windows")
# Defaults to "mac" if not set
#
# Note: Library/Bee/ is excluded because it contains DAG files with hardcoded
# file paths that become stale when project files change. This prevents
# "Data at the root level is invalid" XML errors from stale references.
set -uxo pipefail
/bin/echo "persist Library/"
PLATFORM="${UNITY_CACHE_PLATFORM:-mac}"
CACHE_DIR="/tmp/eagle0/Library-${PLATFORM}"
/bin/echo "persist Library/ to $CACHE_DIR (excluding Bee/)"
# rsync may exit with code 23 ("partial transfer due to error") if Unity's
# temporary files vanish during the copy. This is acceptable for a cache.
/usr/bin/rsync -rtlDvq src/main/csharp/net/eagle0/clients/unity/eagle0/Library/ /tmp/eagle0/Library/
/usr/bin/rsync -rtlDvq --exclude='Bee/' src/main/csharp/net/eagle0/clients/unity/eagle0/Library/ "$CACHE_DIR/"
rsync_exit=$?
if [ $rsync_exit -eq 0 ]; then
+12 -3
View File
@@ -1,7 +1,16 @@
#!/bin/bash
#
# Restore Unity Library/ cache from persistent storage
#
# Environment variables:
# UNITY_CACHE_PLATFORM - Platform identifier (e.g., "mac", "windows")
# Defaults to "mac" if not set
set -euxo pipefail
/bin/echo "restore Library/"
/bin/mkdir -p /tmp/eagle0/Library
/usr/bin/rsync -rtlDvq /tmp/eagle0/Library/ src/main/csharp/net/eagle0/clients/unity/eagle0/Library/
PLATFORM="${UNITY_CACHE_PLATFORM:-mac}"
CACHE_DIR="/tmp/eagle0/Library-${PLATFORM}"
/bin/echo "restore Library/ from $CACHE_DIR"
/bin/mkdir -p "$CACHE_DIR"
/usr/bin/rsync -rtlDvq "$CACHE_DIR/" src/main/csharp/net/eagle0/clients/unity/eagle0/Library/
+3 -3
View File
@@ -3,8 +3,8 @@
# Workflows should update their specific vars without overwriting others
# Container images (managed by respective build workflows)
# Note: Shardok runs on Hetzner, deployed via shardok_arm64_build.yml
EAGLE_IMAGE=registry.digitalocean.com/eagle0/eagle-server:latest
SHARDOK_IMAGE=registry.digitalocean.com/eagle0/shardok-server:latest
ADMIN_IMAGE=registry.digitalocean.com/eagle0/admin-server:latest
JFR_SIDECAR_IMAGE=registry.digitalocean.com/eagle0/jfr-sidecar:latest
AUTH_IMAGE=registry.digitalocean.com/eagle0/auth-server:latest
@@ -27,8 +27,8 @@ DISCORD_CLIENT_SECRET=
GOOGLE_CLIENT_ID=
GOOGLE_CLIENT_SECRET=
# Shardok connection
SHARDOK_ADDRESS=shardok:40042
# Shardok connection (Hetzner ARM64 server)
SHARDOK_ADDRESS=
SHARDOK_AUTH_TOKEN=
# Monitoring
+6 -28
View File
@@ -1,11 +1,13 @@
# Docker Compose for production deployment
#
# Local testing:
# Build images: bazel run //ci:eagle_server_load && bazel run //ci:shardok_server_load && bazel run //ci:auth_server_load
# Build images: bazel run //ci:eagle_server_load && bazel run //ci:auth_server_load
# Run: docker compose -f docker-compose.prod.yml up
#
# Production deployment:
# Run: docker compose -f docker-compose.prod.yml up -d
#
# Note: Shardok runs on Hetzner ARM64 server, deployed via shardok_arm64_build.yml workflow.
services:
# Blue-green deployment: eagle-blue is the primary (production) instance
@@ -33,7 +35,7 @@ services:
JWT_PRIVATE_KEY: "${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)
# Auth token for Shardok on Hetzner (required)
SHARDOK_AUTH_TOKEN: "${SHARDOK_AUTH_TOKEN:-}"
# Use persistent volume for save data (users, games, etc.)
EAGLE_SAVE_DIR: "/app/saves"
@@ -47,7 +49,6 @@ services:
- 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:
@@ -96,7 +97,6 @@ services:
- jvm-tmp:/tmp # Shared with jfr-sidecar-green for JVM attach socket files
- jwt-keys:/etc/eagle0/keys # Shared JWT keys with auth service
depends_on:
- shardok
- auth
restart: "no" # Don't auto-restart during deployment
logging:
@@ -162,30 +162,8 @@ services:
retries: 3
start_period: 10s
shardok:
image: ${SHARDOK_IMAGE:-registry.digitalocean.com/eagle0/shardok-server:latest}
container_name: shardok-server
mem_limit: 1g
memswap_limit: 1g # Prevent swap, OOM-kill cleanly instead
ports:
- "40042:40042"
- "40052:40052"
environment:
SHARDOK_RESOURCES_PATH: "/app/resources"
SHARDOK_MAPS_PATH: "/app/resources/maps"
SHARDOK_EAGLE_INTERFACE_ADDRESS: "0.0.0.0:40042"
restart: unless-stopped
logging:
driver: "json-file"
options:
max-size: "100m"
max-file: "5"
healthcheck:
test: ["CMD-SHELL", "nc -z localhost 40042 || exit 1"]
interval: 30s
timeout: 10s
retries: 3
start_period: 10s
# Note: Shardok runs on Hetzner ARM64 server, not in this docker-compose.
# Configure SHARDOK_ADDRESS to point to the Hetzner instance.
nginx:
image: nginx:alpine
+198 -300
View File
@@ -33,7 +33,23 @@
---
## Current State
## Current State (January 2026)
### Summary
| Area | Proto Imports | Status |
|------|---------------|--------|
| AI (`/ai/`) | **0** | ✅ **Complete** |
| Actions (`/library/actions/impl/action/`) | **0** | ✅ **Complete** |
| Commands (`/library/actions/impl/command/`) | **0** | ✅ **Complete** |
| Availability (`/library/actions/availability/`) | **0** | ✅ **Complete** |
| Command Choice Helpers (`/library/util/command_choice_helpers/`) | **3** | ✅ Near Complete (1 file) |
| View Filters (`/library/util/view_filters/`) | **4** | ⏳ In progress (3 files) |
| LLM Prompt Generators (`/library/actions/llm_prompt_generators/`) | **56** | ⏳ Remaining work (34 files) |
| Other Utilities (`/library/util/`) | **13** | ⏳ Remaining work (5 files) |
| Root Library (`/library/`) | **9** | Boundary code (3 files) |
**Total: ~85 proto imports remaining** (down from 149)
### Completed Phases
@@ -43,346 +59,228 @@
| Phase 2: EngineImpl | **Complete** | Holds Scala `GameState` internally |
| Phase 3: GameHistory | **Complete** | `stateAfter` returns Scala GameState |
| Phase 4: ActionResultT | **Complete** | All 59 actions return `ActionResultT` |
| Phase 5: Action Base Classes | **Complete** | All `RandomSequentialResultsAction` and `DeterministicSingleResultAction` converted to T-type base classes |
| Phase 5b: Base Class Cleanup | **Complete** | `RandomSequentialResultsAction` and `DeterministicSingleResultAction` deleted |
| Phase 5c: RoundPhaseAdvancer Actions | **Complete** | All actions called by RoundPhaseAdvancer accept Scala GameState |
| Phase 5d: RoundPhaseAdvancer Itself | **Complete** | RoundPhaseAdvancer.checkForPhaseAdvancement takes Scala GameState |
| Phase 5: Action Base Classes | **Complete** | All actions converted to T-type base classes |
| Phase 5b-d: RoundPhaseAdvancer | **Complete** | Uses Scala GameState throughout |
| Phase 6: Core Engine | **Complete** | ActionResultApplier, RandomStateSequencer protoless |
| Phase 6b: CommandFactory | **Complete** | Uses Scala SelectedCommand and AvailableCommand |
| Phase 6c: AI Clients | **Complete** | AIClient, command choosers all protoless |
| Phase 6d: CommandSelection | **Complete** | Renamed ScalaCommandSelection → CommandSelection |
### Phase 5c/5d Progress (Complete)
### Recent Completions (PRs #5326, #5330, #5332, #5333, #5334, #5336)
`RoundPhaseAdvancer.checkForPhaseAdvancement` now accepts Scala `GameState` and `ActionResultApplier` directly (PR #4677).
| Action | PR | Status |
|--------|-----|--------|
| `PrisonerExchangeAction` | #4670 | ✅ Merged |
| `PerformForcedTurnBackAction` | #4671 | ✅ Merged |
| `PerformHeroDeparturesAction` | #4672 | ✅ Merged |
| `RequestFreeForAllBattlesAction` | #4673 | ✅ Merged |
| `EndPlayerCommandsPhaseAction` | #4674 | ✅ Merged |
| `EndDiplomacyResolutionPhaseAction` | #4675 | ✅ Merged |
| `RoundPhaseAdvancer` itself | #4677 | ✅ Merged |
### EngineImpl Progress
| Change | PR | Status |
|--------|-----|--------|
| `recursiveTransform` deleted | #4677 | ✅ Merged |
| `recursiveTransformT` uses `RandomStateTSequencer` | #4677 | ✅ Merged |
### Current Architecture
**ActionResultT Production (100% Complete):**
- All actions produce `ActionResultT`
- Conversion to `ActionResultProto` happens via `ActionResultProtoConverter.toProto()`
- No direct `ActionResultProto` construction outside the converter
**ActionResultProto Consumption (Next Target):**
- `ActionResultProtoApplierImpl` - applies proto results to proto GameState
- `RoundPhaseAdvancer` - calls converter, passes protos to applier
- `InMemoryHistory` / `PersistedHistory` - stores proto results
- Service layer (`GameController`, `GamesManager`, etc.) - uses proto for client communication
1. **CommandFactory protoless** - Now accepts/returns Scala `SelectedCommand` types
2. **AI clients protoless** - `AIClient`, `MidGameAIClient`, all command choosers use Scala types
3. **CommandSelection cleanup** - Deleted legacy proto-based `CommandSelection`, renamed `ScalaCommandSelection``CommandSelection`
4. **AvailableCommandsFactory protoless** - Returns Scala `OneProvinceAvailableCommands`
5. **All CommandChoiceHelpers protoless** - ~25 selector/chooser files converted (only RansomOfferHelpers remains)
6. **ChronicleEventGenerator protoless** (PR #5332) - Removed last proto enum import from Actions layer
7. **ProvinceUtils protoless** (PR #5333) - Converted to use Scala `BattalionType`
8. **FactionViewFilter protoless** (PR #5334) - Returns Scala `FactionView`, converts to proto at edge
9. **HeroViewFilter protoless** (PR #5336) - Returns Scala `HeroView`, converts to proto at edge
---
## Phase 6: Migrate to ActionResultT Consumers
## Remaining Work
### Objective
### Phase 7: View Filters (~4 proto imports remaining in 3 files)
Eliminate internal consumption of `ActionResultProto`. Everything inside the engine should work with `ActionResultT`.
| File | Status | Migration Path |
|------|--------|----------------|
| `FactionViewFilter.scala` | ✅ **Complete** | Returns Scala `FactionView` (PR #5334) |
| `HeroViewFilter.scala` | ✅ **Complete** | Returns Scala `HeroView` (PR #5336) |
| `GameStateViewFilter.scala` | Partial | Converts views at edge; uses `FactionViewProto`, `GameStateView` |
| `ProvinceViewFilter.scala` | Partial | Uses `ProvinceEvent` proto for `knownEvents` field |
| `BattleFilter.scala` | Keep | Uses `ShardokBattleView` (boundary code for battles) |
### Current Flow (Proto-Heavy)
```
Action.execute()
→ ActionResultT
→ ActionResultProtoConverter.toProto()
→ ActionResultProto
→ ActionResultProtoApplierImpl.applyActionResults()
→ GameStateProto
→ GameStateConverter.fromProto()
→ GameStateC
```
**Pattern established**: Create Scala view type → Create converter → Update filter to return Scala type → Convert at edge in `GameStateViewFilter`.
### Target Flow (T-Types Throughout)
```
Action.execute()
→ ActionResultT
→ ActionResultApplier.applyActionResults()
→ GameStateC
### Phase 8: LLM Prompt Generators (~56 proto imports in 34 files)
(Proto conversion only at boundaries)
```
The LLM prompt generators still use proto types for hero/faction/province data:
### Key Files to Convert
| File Category | Files | Proto Usage |
|---------------|-------|-------------|
| Diplomacy prompts | 12 | `Hero`, `Faction`, `Province` protos |
| Quest prompts | 4 | `Hero`, `Faction` protos |
| Chronicle prompts | 3 | `Hero`, `Faction`, `Province` protos |
| Other prompts | 15 | Various proto types |
**Tier 1 - Core Applier:****Complete**
```
src/main/scala/net/eagle0/eagle/library/actions/applier/ActionResultApplierImpl.scala
```
`ActionResultApplier` applies `ActionResultT` directly to Scala `GameState`. The legacy `ActionResultTApplierImpl` wraps it and converts to/from proto for callers that still need proto types.
**Migration strategy**: These files generate text for LLM prompts. They can be migrated to accept Scala types (`HeroT`, `FactionT`, `ProvinceT`) with converters at the call sites if needed.
**Tier 2 - RoundPhaseAdvancer:****Complete**
```
src/main/scala/net/eagle0/eagle/library/RoundPhaseAdvancer.scala
```
Now accepts Scala `GameState` and `ActionResultApplier`. Only converts to proto lazily for `AvailableCommandsFactory` calls.
**Priority**: Medium - These don't block other migrations and are isolated.
**Tier 3 - Sequencers:**
```
src/main/scala/net/eagle0/eagle/library/actions/impl/common/RandomStateTSequencer.scala
src/main/scala/net/eagle0/eagle/library/actions/impl/common/RandomStateProtoSequencer.scala
```
Modify `RandomStateTSequencer` to thread Scala `GameState` throughout (currently converts to proto internally). Then evaluate whether `RandomStateProtoSequencer` is still needed at all.
### Phase 9: Remaining Utilities (~13 proto imports in 5 files)
**Current State**: `RandomStateTSequencer` accepts Scala `GameState` via its `apply()` method but internally converts to proto. All callback methods (`withRandomActionResult`, `withActionResults`, etc.) pass `GameStateProto` to callers, forcing actions that use the sequencer to work with proto types internally.
| File | Proto Usage | Migration Path |
|------|-------------|----------------|
| `ProvinceEventUtils.scala` | 2 imports | Convert to Scala types |
| `MapGenerator.scala` | 1 import | Convert to Scala types |
| `IncomingArmyUtils.scala` | 1 import | Convert to Scala types |
| `GameStateViewDiffer.scala` | 7 imports | Keep - works with client view protos (boundary) |
| `StatWithConditionUtils.scala` | 2 imports | Convert to Scala types |
**Target State**: Create a fully protoless sequencer where:
1. `lastState` returns Scala `GameState` (not `lastStateProto`)
2. All callback methods pass Scala `GameState` to callers
3. Actions using the sequencer can be fully protoless
### Phase 10: History APIs
**Migration Path**:
1. Add `lastState: GameState` method alongside `lastStateProto` (non-breaking)
2. Add parallel callback methods that pass Scala GameState (e.g., `withScalaActionResult`)
3. Migrate actions one by one to use the new Scala-based callbacks
4. Once all actions migrated, deprecate/remove proto-based callbacks
5. Remove `lastStateProto` once no longer used
**RandomStateSequencer Migration Progress** (PR #4679 introduced protoless `RandomStateSequencer`):
| Action | Status |
|--------|--------|
| `TruceTurnBackPhaseAction` | ✅ Migrated (PR #4680) |
| `EndHandleRiotsPhaseAction` | ✅ Migrated (PR #4684) |
| `PerformVassalCommandsPhaseAction` | ✅ Migrated |
| `PerformVassalDefenseDecisionsAction` | ✅ Migrated |
| `EndVassalCommandsPhaseAction` | ✅ Migrated |
| `PerformReconResolutionAction` | ✅ Migrated |
| `NewRoundAction` | ✅ Migrated (PR #4698) |
| `EndBattleAftermathPhaseAction` | ✅ Migrated (PR #4699) |
| `EndDiplomacyResolutionPhaseAction` | ✅ Migrated |
| `PerformUnaffiliatedHeroesAction` | ✅ Migrated |
| `EngineImpl.recursiveTransformT` | ✅ Migrated (PR #4704) |
| `ProtolessSequentialResultsActionWrapper` | ✅ Migrated (PR #4705) |
| `LegacyRandomStateTSequencer` | ✅ **Deleted** (PR #4705) |
**TCommandFactory Extraction** (PR #4684):
To enable lightweight mocking of command creation in tests, `TCommandFactory` trait was extracted from `CommandFactory`. This allows tests to mock just the `makeTCommand` method without pulling in all 40+ command dependencies that `CommandFactory` requires.
- `TCommandFactory` - lightweight trait with just `makeTCommand`
- `CommandFactory extends TCommandFactory` - maintains backward compatibility
- Actions accepting command factories now use `TCommandFactory` type for better testability
**Tier 4 - History APIs:**
```
src/main/scala/net/eagle0/eagle/service/InMemoryHistory.scala
src/main/scala/net/eagle0/eagle/service/PersistedHistory.scala
```
Change APIs to vend Scala `GameState` and `ActionResultT` instead of proto versions. `PersistedHistory` converts to proto internally for disk persistence; `InMemoryHistory` doesn't need proto at all.
### ActionResultProto Consumer Inventory
| File | Usage | Status |
|------|-------|--------|
| `ActionResultApplierImpl.scala` | Applies ActionResultT to Scala GameState | ✅ **Complete** |
| `ActionResultTApplierImpl.scala` | Legacy wrapper - converts to/from proto | Keep until all callers migrated |
| `RoundPhaseAdvancer.scala` | Uses Scala GameState | ✅ **Complete** |
| `RandomStateSequencer.scala` | Threads Scala GameState | ✅ **Complete** |
| `VigorXPApplier.scala` | Has both proto and Scala methods | Scala method exists, delete proto method when unused |
| `PerformForcedTurnBackAction.scala` | Fully protoless | ✅ **Complete** |
| `ResolveBattleAction.scala` | ✅ Fully protoless | Complete (PR #5048) |
| `InMemoryHistory.scala` | Stores proto results | Pending - vend Scala types |
| `PersistedHistory.scala` | Stores proto results | Pending - vend Scala types, convert for disk |
| `GameController.scala` | Uses proto for client communication | Keep proto (gRPC boundary) |
### Remaining Proto Usage in Actions
**Progress: 52 of 52 action files (100%) are fully protoless.**
All action files have been migrated to use Scala types:
| Action | Status | Notes |
|--------|--------|-------|
| `ResolveBattleAction` | ✅ Complete | PR #5048 - uses Scala GameState and ActionResultApplier |
| `PerformVassalCommandsPhaseAction` | ✅ Complete | Uses Scala types via CommandChoiceHelpers |
| `EndHandleRiotsPhaseAction` | ✅ Complete | Uses Scala types via CommandChoiceHelpers |
| `PerformVassalDefenseDecisionsAction` | ✅ Complete | Uses Scala types via CommandChoiceHelpers |
| `EndVassalCommandsPhaseAction` | ✅ Complete | Uses Scala types via CommandChoiceHelpers |
**Note:** `NewRoundAction` is now fully protoless after converting `ChronicleEventGenerator` to return Scala `ChronicleEvent` types directly.
**Deleted Dead Code:**
- `UnaffiliatedHeroMovedAction` - Was never called; `PerformUnaffiliatedHeroesAction.heroMovedResult` constructs `ActionResultC` directly
- `HeroBackstoryUpdateActionGenerator.fromGameState` - Dead method that converted proto to Scala; only `apply(GameState)` is used
**Note**: `PerformReconResolutionAction` and `EndBattleAftermathPhaseAction` are now fully protoless after:
1. Migrating `FactionT.reconnedProvinces` and `ChangedFactionC.updatedReconnedProvinces` to use Scala `ProvinceView`
2. Adding Scala overload of `ProvinceViewFilter.withdrawnFromProvinceView`
### Estimated Effort (Remaining)
| Component | Lines | Complexity | Blocks |
|-----------|-------|------------|--------|
| History API updates | ~100 | Low | - |
| **Total Remaining** | **~100** | | |
**Completed:**
-`ChronicleEventGenerator` converted to return Scala `ChronicleEvent` types directly
-`CommandChoiceHelpers` migrated to Scala types
-`ResolveBattleAction` refactored to use Scala GameState and ActionResultApplier (PR #5048)
### Enum Type Migrations
Proto enums are being converted to Scala sealed traits with converters at boundaries:
| Enum | Scala Type | Status | Notes |
|------|------------|--------|-------|
| `DiplomacyOfferStatus` | `Status` sealed trait | ✅ **Complete** | PR #5093 - `EligibleDiplomacyStatuses` uses Scala types internally |
| `RoundPhase` | `RoundPhase` sealed trait | Partial | Some usages converted |
| `BattalionType` | `BattalionType` sealed trait | Partial | Some usages converted |
**DiplomacyOfferStatus Migration (PR #5093):**
- `EligibleDiplomacyStatuses.scala` now returns `Vector[Status]` instead of `Vector[DiplomacyOfferStatus]`
- Call sites in `AvailableResolve*CommandFactory` files convert to proto via `StatusConverter.toProto` at the boundary
- This pattern should be applied to other proto enums
### CommandChoiceHelpers Migration Status
Several command selectors have already been converted to use Scala types:
| File | Status | Notes |
|------|--------|-------|
| `AttackCommandChooser.scala` | ✅ **Protoless** | Uses Scala `GameState`, `HeroT`, `ProvinceT` |
| `AlmsCommandSelector.scala` | ✅ **Protoless** | Uses Scala `GameState`, `HeroT`, `ProvinceT` |
| `FoodConsumptionUtils.scala` | ✅ **Protoless** | Uses Scala `GameState`, `ProvinceT`, `RoundPhase` |
| `MarchSuppliesHelpers.scala` | ✅ **Protoless** | Uses `BattalionT` |
| `CombatUnitSelector.scala` | ✅ **Protoless** | Uses `HeroT`, `BattalionT`, `BattalionType` |
| `ExpandCommandSelector.scala` | ✅ **Protoless** | Uses Scala `GameState`, `ProvinceT`, `FactionT` |
| `ImproveCommandSelector.scala` | ✅ **Protoless** | Uses Scala `GameState`, `ProvinceT`, `HeroT` |
| `OrganizeCommandSelector.scala` | ✅ **Protoless** | Uses Scala `GameState`, `BattalionT`, `BattalionType` |
| `RansomOfferHelpers.scala` | ✅ **Protoless** | Uses Scala `GameState`, `FactionT` |
| `CommandChoiceHelpers.scala` | ✅ **Protoless** | Uses Scala `GameState` throughout |
| `ProvinceGoldSurplusCalculator.scala` | ✅ **Protoless** | Uses Scala types |
**All CommandChoiceHelpers selectors have been migrated to Scala types.**
### Progress Summary
| Metric | Value |
|--------|-------|
| Action files fully protoless | 52 / 52 (100%) ✅ |
| Proto usages in remaining actions | 0 |
| Next target | See "Next Candidates" section below |
### Next Candidates
Priority candidates for further deproto work:
1. **More Enum Migrations** - Apply the `DiplomacyOfferStatus` pattern to other proto enums:
- Files importing `net.eagle0.eagle.common.round_phase.RoundPhase` (proto) could use Scala `RoundPhase`
- Files importing `net.eagle0.eagle.common.battalion_type.BattalionType` (proto) could use Scala `BattalionType`
2. **AvailableCommandsFactory Files** - Many still use proto `GameState` internally:
- These files build proto `AvailableCommand` messages but could use Scala types for internal logic
- Convert to accept Scala `GameState`, only convert fields to proto when building the response
3. **History APIs** - `InMemoryHistory` and `PersistedHistory`:
- Change to vend Scala `GameState` and `ActionResultT` instead of proto versions
- `PersistedHistory` converts to proto internally for disk persistence
### Validation
- [x] `ActionResultApplier` created and tested
- [x] `RandomStateSequencer` threads Scala GameState throughout
- [x] `RoundPhaseAdvancer` uses T-types internally
- [x] `ProvinceViewFilter` has Scala overload for server-side use (PR #4752)
- [x] `FactionT.reconnedProvinces` and `ChangedFactionC.updatedReconnedProvinces` use Scala `ProvinceView`
- [x] `ProvinceViewFilter.withdrawnFromProvinceView` has Scala overload
- [x] `CommandChoiceHelpers` uses Scala types ✅
- [x] All action files (52/52) are fully protoless ✅
- [ ] `ProvinceViewFilter` faction-filtered views use Scala types
- [ ] History APIs vend Scala types
- [ ] No `ActionResultProtoConverter.toProto()` calls except at persistence/gRPC boundaries
- [ ] All tests pass
Change APIs to vend Scala `GameState` and `ActionResultT` instead of proto versions.
---
## Phase 7: Clean Up Legacy Utilities
## Architecture Summary
### Objective
Remove remaining direct proto imports from utility classes.
### Fully Protoless Areas ✅
### Files to Modify
- **AI layer** (`/ai/`) - All AI clients and command choosers
- **Actions** (`/library/actions/impl/action/`) - All 52 action files
- **Commands** (`/library/actions/impl/command/`) - CommandFactory and all commands
- **Availability** (`/library/actions/availability/`) - AvailableCommandsFactory and all factories
- **Command helpers** (`/library/util/command_choice_helpers/`) - All selectors and choosers (except RansomOfferHelpers)
- **Core types** - `CommandSelection`, `SelectedCommand`, `AvailableCommand`, `OneProvinceAvailableCommands`
- **View types** - `FactionView`, `HeroView` (return Scala, convert at edge)
| File | Status |
|------|--------|
| `CommandChoiceHelpers.scala` | Accepts proto `GameState`; blocks full deproto of `PerformVassalCommandsPhaseAction` and `PerformVassalDefenseDecisionsAction` |
| `LegacyProvinceUtils.scala` | Replace with `ProvinceUtils.scala` - `hasImminentRiot` added (PR #4683) |
| `LegacyFactionUtils.scala` | Replace proto imports with `FactionT` |
| `LegacyUnaffiliatedHeroUtils.scala` | Replace proto imports with Scala models |
| `BattalionTypeLoader.scala` | Keep proto for file loading, convert immediately after |
| `BeastUtils.scala` | **Complete** - now uses Scala `BeastInfo` only |
### Proto at Boundaries (Expected) ✅
### View Filters (Partially Complete)
The view filter utilities now have Scala overloads for server-side use:
| File | Status | Notes |
|------|--------|-------|
| `ProvinceViewFilter.scala` | **Partial** | `filteredProvinceView(ProvinceT, ScalaGameState)` added (PR #4752) |
| `ArmyFilter.scala` | **Partial** | `filterArmy(ScalaArmy, Map[BattalionId, BattalionT], Option[FactionId])` added |
| `BattalionViewFilter.scala` | **Complete** | Uses Scala `BattalionT` throughout |
| `GameStateViewFilter.scala` | Pending | Uses proto types throughout |
| `GameStateViewDiffer.scala` | Pending | Works with view protos |
**Unblocked Actions** (PR #4752):
- `EndBattleAftermathPhaseAction` - can now use `filteredProvinceView(province, scalaGameState)`
- `PerformReconResolutionAction` - can now use Scala overload
- `GameStateFactionExtensions` - can now use `updatedReconnedProvinces` with Scala types
**Remaining Work**:
- Faction-filtered `filteredProvinceView(Province, GameState, FactionId)` still uses proto types
- `withdrawnFromProvinceView` still uses proto types
- These are needed for client-facing views with visibility restrictions
---
## Phase 8: Verify Boundaries
### Objective
Confirm protos are used correctly at boundaries — and ONLY there.
### Expected Proto Usage (Keep)
- `EagleServiceImpl.scala` - gRPC boundary
- `InMemoryHistory.scala` / `PersistedHistory.scala` - Persistence boundary
- `GameController.scala` - Client communication
- `GameStateViewFilter.scala` - Converts Scala views to proto for client
- `*Converter.scala` - Explicit conversion utilities
- `*Loader.scala` - File loading utilities
- `PersistedHistory.scala` - Disk persistence
### Expected No Proto Usage (Verify)
- `/library/actions/impl/` - Pure Scala models
- `/library/util/` - Pure Scala models (except loaders)
- `/model/state/` - Pure Scala models
### Remaining Proto Usage
- View filters (4 imports in 3 files) - In progress
- LLM prompt generators (56 imports in 34 files) - Medium priority
- Some utility files (13 imports in 5 files) - Low priority
- History API internals - Low priority
---
## Open Questions
## Estimated Remaining Effort
1. **Persistence Format**: Currently game state is persisted as proto. Should we keep proto for persistence (good for schema evolution) or switch to a different format?
2. **Shardok Integration**: `ResolveBattleAction` communicates with Shardok. Should the Shardok interface use protos (external service) or Scala models?
3. **View Generation**: `GameStateViewDiffer` works with view protos for client updates. Views need Scala models (`ProvinceViewT`, etc.) to allow actions like `EndBattleAftermathPhaseAction` to be fully protoless. The Scala views would be converted to proto only at the gRPC boundary when sending updates to clients.
| Component | Files | Imports | Priority |
|-----------|-------|---------|----------|
| View Filters | 3 | 4 | High |
| LLM Prompt Generators | 34 | 56 | Medium |
| Utility files | 5 | 13 | Low |
| Root Library (boundary) | 3 | 9 | Keep |
| **Total** | **45** | **~82** | |
---
## Success Criteria
### Code Quality
- [ ] Zero proto imports in `/library/actions/` (except boundaries)
- [ ] Zero proto imports in `/library/` utilities (except loaders)
- [ ] `GameStateT` used throughout engine internals
- [ ] Proto usage limited to: `EagleServiceImpl`, loaders, converters, persistence
- [x] Zero proto imports in `/ai/`
- [x] Zero proto imports in `/library/actions/impl/command/`
- [x] Zero proto imports in `/library/actions/availability/`
- [x] Zero proto imports in `/library/util/command_choice_helpers/` (except RansomOfferHelpers)
- [x] Zero proto imports in `/library/actions/impl/action/`
- [ ] Zero proto imports in `/library/util/view_filters/` (except BattleFilter, GameStateViewDiffer)
- [ ] Zero proto imports in `/library/actions/llm_prompt_generators/`
- [ ] Zero proto imports in `/library/util/` (except view filters)
### Architecture
- [ ] Clear separation: Scala models (internal) vs Proto (boundaries)
- [ ] Converters as the only bridge between domains
- [x] Clear separation: Scala models (internal) vs Proto (boundaries)
- [x] Converters as the only bridge between domains
- [x] CommandFactory accepts/returns Scala types
- [x] AI layer fully protoless
- [x] FactionViewFilter returns Scala types
- [x] HeroViewFilter returns Scala types
- [ ] All view filters return Scala types
- [ ] LLM layer uses Scala types
- [ ] No "proto creep" into business logic
---
## Open Questions
1. **LLM Prompt Generators**: Should these accept Scala types directly, or is it acceptable to have proto usage here since they're generating text (not core game logic)?
2. **GameStateViewDiffer**: This works with view protos for client updates. Should it remain proto-based since it's generating client-facing data?
3. **History Serialization**: Keep proto for persistence (good for schema evolution) or consider alternatives?
---
## Proto Import Inventory (Detailed)
**Current: ~85 proto imports across 45 files** (as of 2026-01-14)
### Summary by Directory
| Directory | Files | Imports | Status |
|-----------|-------|---------|--------|
| `ai/` | 0 | 0 | ✅ Clean |
| `actions/availability/` | 0 | 0 | ✅ Clean |
| `actions/impl/action/` | 0 | 0 | ✅ Clean |
| `actions/impl/command/` | 0 | 0 | ✅ Clean |
| `actions/llm_prompt_generators/` | 34 | 56 | LLM request types |
| `util/command_choice_helpers/` | 1 | 3 | Near complete |
| `util/view_filters/` | 3 | 4 | View boundary |
| `util/` (other) | 5 | 13 | Mixed |
| Root (`library/`) | 3 | 9 | Boundary code |
### util/command_choice_helpers/ (3 imports, 1 file)
| File | Import | Notes |
|------|--------|-------|
| `RansomOfferHelpers.scala` | `common.diplomacy_offer.RansomOfferDetails` | Diplomacy details |
| `RansomOfferHelpers.scala` | `common.diplomacy_offer_status.DiplomacyOfferStatus` | Status enum |
| `RansomOfferHelpers.scala` | `common.diplomacy_offer_status.DiplomacyOfferStatus.{...}` | Status variants |
### util/view_filters/ (4 imports, 3 files)
| File | Import | Notes |
|------|--------|-------|
| `ProvinceViewFilter.scala` | `common.province_event.ProvinceEvent` | For knownEvents field |
| `GameStateViewFilter.scala` | `views.faction_view.FactionView` | Output type |
| `GameStateViewFilter.scala` | `views.game_state_view.GameStateView` | Output type |
| `BattleFilter.scala` | `views.shardok_battle_view.{...}` | Battle view boundary |
### util/ other files (13 imports, 5 files)
| File | Imports | Notes |
|------|---------|-------|
| `GameStateViewDiffer.scala` | 7 | View diff for client (boundary code) |
| `ProvinceEventUtils.scala` | 2 | Province event handling |
| `StatWithConditionUtils.scala` | 2 | Stat condition handling |
| `MapGenerator.scala` | 1 | Map generation |
| `IncomingArmyUtils.scala` | 1 | Army utilities |
### Root library/ (9 imports, 3 files)
| File | Imports | Notes |
|------|---------|-------|
| `ActionResultFilter.scala` | 3 | Action result filtering (boundary) |
| `Engine.scala` | 1 | Trait interface |
| `EngineImpl.scala` | 5 | Returns proto for persistence (boundary) |
### actions/llm_prompt_generators/ (56 imports, 34 files)
These files generate LLM prompts and primarily use `internal.generated_text_request.*` types plus some common enums like `DiplomacyOfferStatus` and `BattalionTypeId`.
**Migration strategy**: Can be migrated to Scala types when convenient, but low priority as they're isolated from core game logic.
---
## 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`, 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
4. Delete `Legacy*` files when no longer needed
### Deleted Legacy Files (no production callers)
- `LegacyProvinceDistances`
- `LegacyBattalionSuitability`
- `LegacyFoodConsumptionUtils`
- `LegacyHandleRiotUtils`
+181
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@@ -0,0 +1,181 @@
# Tutorial Content Guide
This document defines all tutorial content. Edit this to refine the text, then update `TutorialContentDefinitions.cs` to match.
---
## Onboarding Sequence
Shown to first-time players. Guides them through the basics of strategic and tactical gameplay.
| Step | ID | Display | Trigger | Title | Description |
|------|-----|---------|---------|-------|-------------|
| 1 | `welcome` | Modal | Auto (game start) | Welcome to Eagle0 | Command your armies, recruit heroes, and conquer provinces in this turn-based strategy game.<br><br>Let's walk through the basics! |
| 2 | `select_province` | Overlay | Completes on: `province_selected` | The Strategic Map | This is your kingdom. Each colored region is a province.<br><br>Tap a province you control (shown in your color) to see what you can do there. |
| 3 | `province_panel` | Modal | Button click | Province Information | This panel shows province details: its name, terrain, any armies present, and the commands available to you.<br><br>Commands let you move troops, recruit heroes, and more. |
| 4 | `try_march` | Overlay | Completes on: `command_issued` | Issue a Command | Try issuing a March command to move your army to an adjacent province.<br><br>Select a destination and confirm the order. |
| 5 | `turn_cycle` | Modal | Button click | The Turn Cycle | Eagle0 uses simultaneous turns. All players give orders at the same time, then turns resolve together.<br><br>When all players are ready, the server processes everyone's commands and shows the results. |
| 6 | `wait_for_battle` | Hidden | Completes on: `first_battle_available` | *(none)* | *(Invisible step - waits for a battle to become available)* |
| 7 | `battle_intro` | Modal | Button click | Battle Time! | When armies collide, you'll fight tactical battles on a hex grid.<br><br>You command individual units - infantry, cavalry, archers, and heroes with special abilities. |
| 8 | `enter_battle` | Overlay | Completes on: `battle_entered` | Enter the Battle | Tap the Battle button to enter tactical combat. |
| 9 | `tactical_overview` | Modal | Button click | Tactical Combat | Each unit has movement points and attack power. Position your troops wisely!<br><br>Units attack adjacent enemies. Flanking (attacking from multiple sides) deals bonus damage. |
| 10 | `move_unit` | Overlay | Completes on: `battle_action` | Move Your Units | Tap one of your units to select it, then tap a highlighted hex to move there.<br><br>Blue hexes show where you can move. |
| 11 | `attack_enemy` | Overlay | Completes on: `battle_action` | Attack! | Move next to an enemy unit, then tap the enemy to attack.<br><br>Red highlights show valid attack targets. |
| 12 | `end_turn` | Overlay | Completes on: `turn_ended` | End Your Turn | When you've moved all units or want to pass, tap End Turn.<br><br>The enemy will then take their turn. |
| 13 | `complete` | Modal | Button click (no skip) | You're Ready! | You now know the basics of Eagle0!<br><br>Explore diplomacy, recruit powerful heroes, and conquer the realm. Good luck, commander! |
### Notes on Onboarding Flow
- Steps 1-5 cover strategic gameplay
- Step 6 is invisible - just waits for a battle
- Steps 7-12 cover tactical combat
- Step 13 celebrates completion
**Questions to consider:**
- Should we skip tactical tutorial if player skips to first battle themselves?
- Should there be a "skip all" option visible from step 1?
- Is the step order correct for typical first-game flow?
---
## Strategic Contextual Tutorials
Triggered when players encounter features for the first time.
### Diplomacy Introduction
| Field | Value |
|-------|-------|
| ID | `diplomacy_intro` |
| Trigger | `diplomacy_available` (diplomacy commands appear) |
| Display | Modal |
| Title | Diplomacy |
| Description | You can negotiate with other factions!<br><br>Offer alliances, declare war, or propose tribute. Your diplomatic choices shape the realm. |
### Hero Recruitment
| Field | Value |
|-------|-------|
| ID | `hero_recruitment` |
| Trigger | `hero_recruitment_available` (free heroes detected) |
| Display | Modal |
| Title | Heroes Available |
| Description | Free heroes wander the realm seeking a lord to serve.<br><br>Recruit them to lead your armies! Heroes have unique abilities and grow stronger with experience. |
### Weather Control
| Field | Value |
|-------|-------|
| ID | `weather_control` |
| Trigger | `weather_control_available` (weather command appears) |
| Display | Overlay |
| Title | Weather Magic |
| Description | Your mages can influence the weather!<br><br>Rain slows movement, storms disrupt enemies, and clear skies speed your march. |
### Prisoner Management
| Field | Value |
|-------|-------|
| ID | `prisoner_management` |
| Trigger | `prisoner_command_issued` (player uses prisoner command) |
| Display | Modal |
| Title | Prisoners Captured |
| Description | You've captured enemy soldiers!<br><br>You can ransom them for gold, recruit them into your army, or execute them as a warning. |
---
## Tactical Contextual Tutorials
Triggered during battles when players encounter spells, terrain, or abilities.
### Lightning Bolt Spell
| Field | Value |
|-------|-------|
| ID | `spell_lightning` |
| Trigger | `spell_lightning_available` |
| Display | Tooltip |
| Title | Lightning Bolt |
| Description | Your mage can cast Lightning Bolt!<br><br>This spell strikes a single target for heavy damage. Great for eliminating key enemy units. |
### Meteor Strike Spell
| Field | Value |
|-------|-------|
| ID | `spell_meteor` |
| Trigger | `spell_meteor_available` |
| Display | Modal |
| Title | Meteor Strike |
| Description | Meteor is a devastating area spell!<br><br>It takes a turn to cast: first select target, then it lands next turn. Plan ahead! |
### Holy Wave Spell
| Field | Value |
|-------|-------|
| ID | `spell_holywave` |
| Trigger | `spell_holywave_available` |
| Display | Tooltip |
| Title | Holy Wave |
| Description | Holy Wave heals your units and damages undead!<br><br>Position your troops carefully to maximize its effect. |
### Raise Dead Spell
| Field | Value |
|-------|-------|
| ID | `spell_raisedead` |
| Trigger | `spell_raisedead_available` |
| Display | Modal |
| Title | Raise Dead |
| Description | Dark magic can raise fallen soldiers as undead!<br><br>They fight for you, but beware - they may crumble if your necromancer falls. |
### Fire Terrain
| Field | Value |
|-------|-------|
| ID | `terrain_fire` |
| Trigger | `terrain_fire_encountered` (fire damage occurs) |
| Display | Tooltip |
| Title | Fire Hazard |
| Description | Fire spreads across the battlefield!<br><br>Units in burning hexes take damage. Use fire to block enemy routes or avoid it yourself. |
### Water Crossing
| Field | Value |
|-------|-------|
| ID | `terrain_water` |
| Trigger | `terrain_water_encountered` (water crossing attempted) |
| Display | Tooltip |
| Title | Water Crossing |
| Description | Units can cross shallow water, but it's risky.<br><br>Crossing takes extra movement and may fail. Some units swim better than others. |
### Cavalry Charge
| Field | Value |
|-------|-------|
| ID | `ability_charge` |
| Trigger | `ability_charge_available` |
| Display | Overlay |
| Title | Cavalry Charge |
| Description | Your cavalry can Charge!<br><br>Charging deals bonus damage based on distance traveled. Use open terrain for maximum impact. |
---
## Display Modes
| Mode | Description | Use For |
|------|-------------|---------|
| **Modal** | Full popup with dimmed background, blocks interaction | Important concepts, multi-paragraph explanations |
| **Overlay** | Semi-transparent overlay, can highlight UI elements | Guiding player to interact with specific UI |
| **Tooltip** | Small popup near target element | Quick tips, less important info |
| **Hint** | Pulsing dot indicator only | Subtle suggestions |
| **None** | Invisible, just waits for event | Transition steps |
---
## Adding New Tutorials
1. Add entry to this document
2. Update `TutorialContentDefinitions.cs`:
- For onboarding: add to `CreateOnboardingSequence()`
- For contextual: add to `RegisterStrategicTutorials()` or `RegisterTacticalTutorials()`
3. Ensure trigger event exists in `TutorialTriggerRegistry.cs`
4. Test the flow
---
## Content Guidelines
- Keep descriptions to 2-3 short paragraphs max
- Use `<br><br>` for paragraph breaks (renders as newlines in Unity)
- Avoid jargon - explain game terms when first introduced
- Be encouraging, not condescending
- Focus on "what to do" not exhaustive "how it works"
+8
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@@ -0,0 +1,8 @@
load("@build_bazel_rules_apple//apple:apple.bzl", "apple_dynamic_framework_import")
# Import pre-built Sparkle framework
apple_dynamic_framework_import(
name = "Sparkle",
framework_imports = glob(["Sparkle.framework/**"]),
visibility = ["//visibility:public"],
)
+5 -6
View File
@@ -27,11 +27,10 @@ http {
# This prevents stale IP caching when containers restart
resolver 127.0.0.11 valid=10s ipv6=off;
# Eagle backend address - configured via variable for blue-green deployments
# Using a variable makes nginx resolve the hostname at request time, not config load time
# This allows nginx to reload even when the backend is temporarily down
# 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'
# Eagle backend - blue-green deployment with variable-based routing
# Uses a variable so nginx only resolves the configured backend (not all backends).
# This allows nginx to start/reload even when the inactive backend is stopped.
# The deploy script updates this map, then recreates nginx.
map $host $eagle_backend {
default "eagle-blue:40032";
}
@@ -77,7 +76,7 @@ http {
# Rate limiting
limit_req zone=grpc_limit burst=50 nodelay;
# gRPC proxy - uses variable for blue-green deployment support
# gRPC proxy - uses variable for blue-green deployment
grpc_pass grpc://$eagle_backend;
# Timeouts for long-running streams
+3
View File
@@ -8,3 +8,6 @@ ZIP_LOCATION=$(bazel cquery --config=mactools --output=files @net_eagle0_unity_g
/usr/bin/unzip -o $ZIP_LOCATION -d src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/
/usr/bin/plutil -convert xml1 src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/DarwinGodiceBundle.bundle/Contents/Info.plist
/bin/echo "building sparkle plugin"
./scripts/build_sparkle_plugin.sh
+30
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@@ -0,0 +1,30 @@
#!/usr/bin/env bash
#
# Build the SparklePlugin native library for Unity using Bazel
#
# Usage: build_sparkle_plugin.sh [output_dir]
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
PROJECT_ROOT="$(cd "$SCRIPT_DIR/.." && pwd)"
OUTPUT_DIR="${1:-$PROJECT_ROOT/src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/macOS}"
echo "=== Building SparklePlugin with Bazel ==="
bazel build --config=mactools //src/main/objc/net/eagle0/sparkle:SparklePlugin
# Get the zip path from bazel
ZIP_PATH=$(bazel cquery --config=mactools --output=files //src/main/objc/net/eagle0/sparkle:SparklePlugin 2>/dev/null)
echo "=== Extracting SparklePlugin.bundle ==="
mkdir -p "$OUTPUT_DIR"
rm -rf "$OUTPUT_DIR/SparklePlugin.bundle"
unzip -o "$ZIP_PATH" -d "$OUTPUT_DIR/"
# Convert Info.plist from binary to XML format (Unity requires XML)
/usr/bin/plutil -convert xml1 "$OUTPUT_DIR/SparklePlugin.bundle/Contents/Info.plist"
echo "=== SparklePlugin built successfully ==="
ls -la "$OUTPUT_DIR/SparklePlugin.bundle/"
+168 -124
View File
@@ -2,14 +2,21 @@
#
# Blue-Green Deployment Script for Eagle Server
#
# This script performs a zero-downtime deployment by:
# 1. Starting the new version on a staging port (green)
# 2. Waiting for it to become healthy
# 3. Running warmup traffic to pre-heat the JIT
# 4. Stopping the old version (blue) - which flushes state to storage
# 5. Switching nginx to route traffic to green
# 6. Users reconnect, triggering lazy game loading from fresh storage
# 7. Cleaning up
# This script performs a zero-downtime deployment with state consistency:
# 1. Create .deployment_in_progress marker (signals deployment started)
# 2. Start the staging instance (green) with new image
# 3. Run warmup/smoke tests against staging (warms JIT)
# 4. Switch nginx to staging (zero downtime - users immediately route to staging)
# 5. Stop the active instance (blue) - blocks until flush completes
# 6. Create .flush_complete marker (signals disk state is fresh)
#
# The flush marker coordination ensures green never serves stale game data:
# - When users reconnect to green and trigger lazy-load, the code checks for markers
# - If .deployment_in_progress exists, lazy-load WAITS for .flush_complete
# - Once blue's flush completes and marker is created, lazy-load proceeds with fresh data
#
# Key insight: nginx switches to green BEFORE blue stops, achieving zero downtime.
# Users who trigger lazy-load during blue's shutdown will wait for the flush marker.
#
# Usage: ./deploy-blue-green.sh [NEW_IMAGE_TAG]
#
@@ -25,6 +32,9 @@ APP_DIR="${APP_DIR:-/opt/eagle0}"
NGINX_CONF="${APP_DIR}/nginx/nginx.conf"
COMPOSE_FILE="${APP_DIR}/docker-compose.prod.yml"
WARMUP_SCRIPT="${SCRIPT_DIR}/warmup-eagle.sh"
SAVES_DIR="${APP_DIR}/saves"
FLUSH_MARKER="${SAVES_DIR}/.flush_complete"
DEPLOYMENT_IN_PROGRESS="${SAVES_DIR}/.deployment_in_progress"
# Colors for output
RED='\033[0;31m'
@@ -36,15 +46,57 @@ log_info() { echo -e "${GREEN}[INFO]${NC} $1"; }
log_warn() { echo -e "${YELLOW}[WARN]${NC} $1"; }
log_error() { echo -e "${RED}[ERROR]${NC} $1"; }
# Determine which instance is currently active
get_active_instance() {
if grep -q "eagle-blue:40032" "${NGINX_CONF}"; then
# Marker file operations use docker exec because saves directory is owned by root (Docker).
# We run commands inside a container that has the saves directory mounted.
create_deployment_marker() {
local deploy_id=$1
local container=$2 # Container to use for file operations
docker exec "${container}" rm -f /app/saves/.flush_complete
docker exec "${container}" sh -c "echo '${deploy_id}' > /app/saves/.deployment_in_progress"
}
create_flush_marker() {
local deploy_id=$1
local container=$2 # Container to use for file operations
docker exec "${container}" sh -c "echo '${deploy_id}' > /app/saves/.flush_complete"
docker exec "${container}" rm -f /app/saves/.deployment_in_progress
}
cleanup_markers_on_failure() {
local container=$1 # Container to use for file operations
docker exec "${container}" rm -f /app/saves/.deployment_in_progress 2>/dev/null || true
docker exec "${container}" touch /app/saves/.flush_complete 2>/dev/null || true
}
remove_stale_deployment_marker() {
# Try any running eagle container
local container
container=$(docker ps --filter "name=eagle-" --format "{{.Names}}" | head -1)
if [ -n "${container}" ]; then
docker exec "${container}" rm -f /app/saves/.deployment_in_progress 2>/dev/null || true
fi
}
# Determine which instance is currently running (not from nginx config)
get_running_instance() {
local blue_running green_running
blue_running=$(docker inspect --format='{{.State.Running}}' eagle-blue 2>/dev/null || echo "false")
green_running=$(docker inspect --format='{{.State.Running}}' eagle-green 2>/dev/null || echo "false")
if [ "$blue_running" = "true" ] && [ "$green_running" = "true" ]; then
# Both running - use nginx config to determine primary
if grep -q "server eagle-blue:40032;" "${NGINX_CONF}" | head -1 | grep -qv backup; then
echo "blue"
else
echo "green"
fi
elif [ "$blue_running" = "true" ]; then
echo "blue"
elif grep -q "eagle-green:40032" "${NGINX_CONF}"; then
elif [ "$green_running" = "true" ]; then
echo "green"
else
log_error "Cannot determine active instance from nginx config"
exit 1
# Neither running - default to blue (first deploy or recovery)
echo "none"
fi
}
@@ -120,31 +172,48 @@ main() {
local registry="registry.digitalocean.com/eagle0/eagle-server"
local new_image="${registry}:${new_tag}"
# Generate deployment ID for log correlation with server logs
local deploy_id
deploy_id=$(date +%s)
local deploy_start_time=$deploy_id
log_info "========================================="
log_info "Starting blue-green deployment"
log_info "Deployment ID: ${deploy_id}"
log_info "New image: ${new_image}"
log_info "========================================="
cd "${APP_DIR}"
# Determine current active instance
local active=$(get_active_instance)
# Determine current active instance (need this before creating marker)
local active=$(get_running_instance)
local staging
if [ "$active" = "blue" ]; then
if [ "$active" = "blue" ] || [ "$active" = "none" ]; then
staging="green"
active="blue" # Normalize "none" to "blue" for first deploy
else
staging="blue"
fi
log_info "Active instance: eagle-${active}"
log_info "Staging instance: eagle-${staging}"
# Step 1: Signal deployment in progress
log_info "[DEPLOY:${deploy_id}] Step 1: Signaling deployment in progress..."
# Use active container for marker operations (it's the one currently running)
if [ "$active" != "none" ] && docker ps --filter "name=eagle-${active}" --format "{{.Names}}" | grep -q .; then
create_deployment_marker "${deploy_id}" "eagle-${active}"
log_info "[DEPLOY:${deploy_id}] Deployment marker created via eagle-${active}"
else
log_warn "[DEPLOY:${deploy_id}] No running container to create marker (first deploy?)"
fi
# Pull the new image (with retry for intermittent registry issues)
if ! pull_with_retry "${new_image}" 3; then
log_error "Failed to pull new image, aborting deployment"
cleanup_markers_on_failure "eagle-${active}"
exit 1
fi
# Start staging instance with new image (and its jfr-sidecar)
log_info "Starting eagle-${staging} with new image..."
# Step 2: Start staging instance with new image
log_info "Step 2: Starting eagle-${staging} with new image..."
if [ "$staging" = "green" ]; then
EAGLE_IMAGE_NEW="${new_image}" docker compose -f "${COMPOSE_FILE}" --profile blue-green up -d eagle-green jfr-sidecar-green
else
@@ -155,11 +224,11 @@ main() {
if ! wait_for_healthy "eagle-${staging}" 90; then
log_error "Staging instance failed health check, aborting deployment"
docker compose -f "${COMPOSE_FILE}" stop "eagle-${staging}"
docker compose -f "${COMPOSE_FILE}" rm -f "eagle-${staging}"
cleanup_markers_on_failure "eagle-${active}"
exit 1
fi
# Run warmup/smoke test
# Step 3: Run warmup/smoke test
local staging_port
if [ "$staging" = "green" ]; then
staging_port=40034
@@ -167,12 +236,12 @@ main() {
staging_port=40032
fi
log_info "Running warmup against eagle-${staging}..."
log_info "Step 3: Running warmup against eagle-${staging}..."
if [ -x "${WARMUP_SCRIPT}" ]; then
if ! "${WARMUP_SCRIPT}" "localhost:${staging_port}"; then
log_error "Warmup/smoke test failed, aborting deployment"
docker compose -f "${COMPOSE_FILE}" stop "eagle-${staging}"
docker compose -f "${COMPOSE_FILE}" rm -f "eagle-${staging}"
cleanup_markers_on_failure "eagle-${active}"
exit 1
fi
else
@@ -180,34 +249,55 @@ main() {
log_warn "JIT will be cold on first requests"
fi
# Backup games.e0es BEFORE stopping the active instance
# Critical: The old server may wipe games.e0es on shutdown if it doesn't have the merge fix
local backup_timestamp
backup_timestamp=$(date +%Y%m%d_%H%M%S)
log_info "Creating S3 backup of games.e0es (backup_${backup_timestamp})..."
if command -v s3cmd &> /dev/null; then
if s3cmd put "${APP_DIR}/saves/games.e0es" "s3://eagle0/eagle/save/backups/games.e0es.${backup_timestamp}" 2>/dev/null; then
log_info "Backup created: s3://eagle0/eagle/save/backups/games.e0es.${backup_timestamp}"
else
log_warn "S3 backup failed (s3cmd put), continuing deployment"
fi
else
log_warn "s3cmd not found, skipping S3 backup"
fi
# Step 4: Switch nginx to staging BEFORE stopping active
# This achieves zero downtime - users immediately route to staging.
# Any lazy-loads will wait for the flush marker (created in step 6).
local nginx_switch_start
nginx_switch_start=$(date +%s)
log_info "[DEPLOY:${deploy_id}] Step 4: Switching nginx to eagle-${staging}..."
# Stop the active instance (flushes state to storage)
# We must do this BEFORE switching so staging loads fresh data
log_info "Stopping eagle-${active} (flushing state to storage)..."
docker compose -f "${COMPOSE_FILE}" stop "eagle-${active}"
# Prepare nginx config and .env BEFORE restarting anything
log_info "Switching nginx upstream to eagle-${staging}..."
# Update nginx config (variable-based routing)
if [ "$staging" = "green" ]; then
sed -i.bak 's/eagle-blue:40032/eagle-green:40032/g' "${NGINX_CONF}"
else
sed -i.bak 's/eagle-green:40032/eagle-blue:40032/g' "${NGINX_CONF}"
fi
# Recreate nginx to pick up new config
docker compose -f "${COMPOSE_FILE}" up -d --force-recreate nginx
# Verify nginx picked up the correct config
local nginx_backend
nginx_backend=$(docker exec nginx grep -o 'eagle-[a-z]*:40032' /etc/nginx/nginx.conf | head -1 || echo "unknown")
if [ "$nginx_backend" = "eagle-${staging}:40032" ]; then
log_info "[DEPLOY:${deploy_id}] Verified: nginx routing to eagle-${staging}"
else
log_error "[DEPLOY:${deploy_id}] nginx config mismatch! Expected eagle-${staging}:40032, got ${nginx_backend}"
exit 1
fi
log_info "[DEPLOY:${deploy_id}] Traffic switched to eagle-${staging} (lazy-loads will wait for flush marker)"
local nginx_switch_end
nginx_switch_end=$(date +%s)
# Step 5: Stop active instance (blocks until exit, ensuring flush completes)
# Users may be lazy-loading on staging during this time - they'll wait for the marker.
local flush_start
flush_start=$(date +%s)
log_info "[DEPLOY:${deploy_id}] Step 5: Stopping eagle-${active} (waiting for flush)..."
docker compose -f "${COMPOSE_FILE}" stop "eagle-${active}"
local flush_end
flush_end=$(date +%s)
local flush_duration=$((flush_end - flush_start))
log_info "[DEPLOY:${deploy_id}] eagle-${active} stopped, flush completed in ${flush_duration}s"
# Step 6: Create flush marker - signals that disk state is fresh
# Any waiting lazy-loads on staging will now proceed with fresh data.
# The Eagle server automatically detects the flush marker update and invalidates any stale cached games.
log_info "[DEPLOY:${deploy_id}] Step 6: Creating flush marker..."
create_flush_marker "${deploy_id}" "eagle-${staging}"
log_info "[DEPLOY:${deploy_id}] Flush marker created - server will auto-invalidate stale cache"
# Update .env for admin service
local env_file="${APP_DIR}/.env"
if [ "$staging" = "green" ]; then
log_info "Updating .env for green instance..."
@@ -221,91 +311,36 @@ main() {
echo "JFR_SIDECAR_ADDR=jfr-sidecar:8081" >> "${env_file}"
fi
# Validate nginx config before restart
log_info "Validating nginx configuration..."
if ! docker exec nginx nginx -t 2>&1; then
log_error "nginx config validation failed, aborting!"
log_error "Rolling back nginx.conf..."
mv "${NGINX_CONF}.bak" "${NGINX_CONF}"
exit 1
fi
# Restart nginx to pick up new upstream
# Note: We use restart instead of reload because reload doesn't always
# force DNS re-resolution in Docker, causing nginx to keep trying to
# connect to the old (removed) container
log_info "Restarting nginx..."
docker compose -f "${COMPOSE_FILE}" restart nginx
# Restart admin to pick up new .env
log_info "Restarting admin service..."
docker compose -f "${COMPOSE_FILE}" up -d --force-recreate admin
# Clean up old instance and its jfr-sidecar (in background, not critical path)
log_info "Cleaning up old eagle-${active} container..."
docker compose -f "${COMPOSE_FILE}" rm -f "eagle-${active}" &
# Clean up old instance
log_info "Cleaning up old eagle-${active}..."
docker compose -f "${COMPOSE_FILE}" rm -f "eagle-${active}" 2>/dev/null || true
# Stop the old jfr-sidecar (it can't attach to removed container anyway)
if [ "$active" = "green" ]; then
docker compose -f "${COMPOSE_FILE}" rm -f "jfr-sidecar-green" 2>/dev/null &
docker compose -f "${COMPOSE_FILE}" stop "jfr-sidecar-green" 2>/dev/null || true
docker compose -f "${COMPOSE_FILE}" rm -f "jfr-sidecar-green" 2>/dev/null || true
else
docker compose -f "${COMPOSE_FILE}" rm -f "jfr-sidecar" 2>/dev/null &
fi
wait
log_info "Deployment complete!"
log_info "Active instance: eagle-${staging}"
}
# Ensure s3cmd is installed and configured for S3 backups
ensure_s3cmd() {
# Install s3cmd if not present
if ! command -v s3cmd &> /dev/null; then
log_info "Installing s3cmd for S3 backups..."
if command -v pip3 &> /dev/null; then
pip3 install --quiet s3cmd
elif command -v pip &> /dev/null; then
pip install --quiet s3cmd
elif command -v apt-get &> /dev/null; then
sudo apt-get update -qq && sudo apt-get install -y -qq s3cmd
else
log_warn "Cannot install s3cmd (no pip or apt-get), S3 backups will be skipped"
return 1
fi
if ! command -v s3cmd &> /dev/null; then
log_warn "s3cmd installation failed, S3 backups will be skipped"
return 1
fi
log_info "s3cmd installed successfully"
docker compose -f "${COMPOSE_FILE}" stop "jfr-sidecar" 2>/dev/null || true
docker compose -f "${COMPOSE_FILE}" rm -f "jfr-sidecar" 2>/dev/null || true
fi
# Configure s3cmd for DigitalOcean Spaces if not already configured
local s3cfg="${HOME}/.s3cfg"
if [ ! -f "${s3cfg}" ]; then
# Load credentials from .env
local env_file="${APP_DIR}/.env"
if [ -f "${env_file}" ]; then
# shellcheck source=/dev/null
source "${env_file}"
fi
local deploy_end_time
deploy_end_time=$(date +%s)
local total_duration=$((deploy_end_time - deploy_start_time))
local user_wait_window=$((flush_end - nginx_switch_end))
if [ -z "${DO_SPACES_ACCESS_KEY:-}" ] || [ -z "${DO_SPACES_SECRET_KEY:-}" ]; then
log_warn "DO_SPACES_ACCESS_KEY or DO_SPACES_SECRET_KEY not set, S3 backups will be skipped"
return 1
fi
log_info "Configuring s3cmd for DigitalOcean Spaces..."
cat > "${s3cfg}" << EOF
[default]
access_key = ${DO_SPACES_ACCESS_KEY}
secret_key = ${DO_SPACES_SECRET_KEY}
host_base = sfo3.digitaloceanspaces.com
host_bucket = %(bucket)s.sfo3.digitaloceanspaces.com
use_https = True
EOF
log_info "s3cmd configured successfully"
fi
return 0
log_info ""
log_info "========================================="
log_info "[DEPLOY:${deploy_id}] Deployment complete!"
log_info " Active instance: eagle-${staging}"
log_info " Total duration: ${total_duration}s"
log_info " Flush duration: ${flush_duration}s"
log_info " Max user wait window: ${user_wait_window}s"
log_info "========================================="
}
# Check for required tools
@@ -330,8 +365,17 @@ check_requirements() {
exit 1
fi
# Ensure s3cmd is available for backups (non-fatal if it fails)
ensure_s3cmd || true
# Ensure saves directory exists
if [ ! -d "${SAVES_DIR}" ]; then
log_info "Creating saves directory at ${SAVES_DIR}"
mkdir -p "${SAVES_DIR}"
fi
# Clean up any stale deployment-in-progress marker from a previous failed deploy
if [ -f "${DEPLOYMENT_IN_PROGRESS}" ]; then
log_warn "Found stale deployment-in-progress marker, removing it"
remove_stale_deployment_marker
fi
}
# Run
+2 -2
View File
@@ -46,8 +46,8 @@ STATUS=$(echo "$SUBMIT_OUTPUT" | grep "^ status:" | awk '{print $2}')
echo "Submission ID: $SUBMISSION_ID"
echo "Status: $STATUS"
# Clean up the zip
rm "$ZIP_PATH"
# Clean up the zip (use -f to avoid failure if already deleted)
rm -f "$ZIP_PATH"
if [ "$STATUS" != "Accepted" ]; then
echo "=== Notarization failed! Fetching log for details ==="
+56
View File
@@ -0,0 +1,56 @@
#!/usr/bin/env bash
#
# Submit a macOS .app bundle to Apple for notarization (no waiting)
# Usage: notarize_submit.sh <app_path>
# Outputs: submission_id=<id> to stdout (for GitHub Actions)
#
# Environment variables (required):
# APPLE_ID - Apple Developer account email
# APP_SPECIFIC_PASSWORD - App-specific password for notarytool
# TEAM_ID - Apple Developer Team ID
set -euo pipefail
APP_PATH="$1"
if [ ! -d "$APP_PATH" ]; then
echo "ERROR: App not found at $APP_PATH" >&2
exit 1
fi
if [ -z "${APPLE_ID:-}" ] || [ -z "${APP_SPECIFIC_PASSWORD:-}" ] || [ -z "${TEAM_ID:-}" ]; then
echo "ERROR: Required environment variables not set" >&2
echo " APPLE_ID: ${APPLE_ID:-<not set>}" >&2
echo " APP_SPECIFIC_PASSWORD: ${APP_SPECIFIC_PASSWORD:+<set>}" >&2
echo " TEAM_ID: ${TEAM_ID:-<not set>}" >&2
exit 1
fi
# Create ZIP for notarization submission
ZIP_PATH="${APP_PATH%.app}.zip"
echo "=== Creating ZIP for notarization: $ZIP_PATH ===" >&2
ditto -c -k --keepParent "$APP_PATH" "$ZIP_PATH"
echo "=== Submitting to Apple for notarization ===" >&2
SUBMIT_OUTPUT=$(xcrun notarytool submit "$ZIP_PATH" \
--apple-id "$APPLE_ID" \
--password "$APP_SPECIFIC_PASSWORD" \
--team-id "$TEAM_ID" 2>&1)
echo "$SUBMIT_OUTPUT" >&2
# Extract submission ID
SUBMISSION_ID=$(echo "$SUBMIT_OUTPUT" | grep "id:" | head -1 | awk '{print $2}')
if [ -z "$SUBMISSION_ID" ]; then
echo "ERROR: Failed to get submission ID" >&2
exit 1
fi
# Clean up the zip
rm "$ZIP_PATH"
echo "Submission ID: $SUBMISSION_ID" >&2
# Output for GitHub Actions
echo "submission_id=$SUBMISSION_ID"
+76
View File
@@ -0,0 +1,76 @@
#!/usr/bin/env bash
#
# Wait for Apple notarization to complete and staple the ticket
# Usage: notarize_wait.sh <submission_id> <app_path>
#
# Environment variables (required):
# APPLE_ID - Apple Developer account email
# APP_SPECIFIC_PASSWORD - App-specific password for notarytool
# TEAM_ID - Apple Developer Team ID
set -euo pipefail
SUBMISSION_ID="$1"
APP_PATH="$2"
if [ -z "$SUBMISSION_ID" ]; then
echo "ERROR: submission_id is required" >&2
exit 1
fi
if [ ! -d "$APP_PATH" ]; then
echo "ERROR: App not found at $APP_PATH" >&2
exit 1
fi
if [ -z "${APPLE_ID:-}" ] || [ -z "${APP_SPECIFIC_PASSWORD:-}" ] || [ -z "${TEAM_ID:-}" ]; then
echo "ERROR: Required environment variables not set" >&2
exit 1
fi
echo "=== Waiting for notarization of submission $SUBMISSION_ID ==="
WAIT_OUTPUT=$(xcrun notarytool wait "$SUBMISSION_ID" \
--apple-id "$APPLE_ID" \
--password "$APP_SPECIFIC_PASSWORD" \
--team-id "$TEAM_ID" 2>&1) || true
echo "$WAIT_OUTPUT"
# Extract status (look for " status:" to avoid matching "Current status:")
STATUS=$(echo "$WAIT_OUTPUT" | grep "^ status:" | awk '{print $2}')
echo "Status: $STATUS"
if [ "$STATUS" != "Accepted" ]; then
echo "=== Notarization failed! Fetching log for details ==="
xcrun notarytool log "$SUBMISSION_ID" \
--apple-id "$APPLE_ID" \
--password "$APP_SPECIFIC_PASSWORD" \
--team-id "$TEAM_ID"
exit 1
fi
echo "=== Stapling notarization ticket to app ==="
# Retry stapling - Apple's CloudKit can have a brief delay after notarization completes
MAX_STAPLE_ATTEMPTS=5
STAPLE_ATTEMPT=1
while [ $STAPLE_ATTEMPT -le $MAX_STAPLE_ATTEMPTS ]; do
echo "Stapling attempt $STAPLE_ATTEMPT/$MAX_STAPLE_ATTEMPTS..."
if xcrun stapler staple "$APP_PATH"; then
echo "Stapling successful"
break
fi
if [ $STAPLE_ATTEMPT -eq $MAX_STAPLE_ATTEMPTS ]; then
echo "ERROR: Stapling failed after $MAX_STAPLE_ATTEMPTS attempts"
exit 1
fi
echo "Stapling failed, waiting 10 seconds before retry..."
sleep 10
STAPLE_ATTEMPT=$((STAPLE_ATTEMPT + 1))
done
echo "=== Verifying notarization ==="
xcrun stapler validate "$APP_PATH"
spctl --assess --type exec -v "$APP_PATH"
echo "Notarization complete: $APP_PATH"
@@ -167,6 +167,7 @@
<Compile Include="Assets/Eagle/Table Rows/ExtraTroopsRowController.cs" />
<Compile Include="Assets/Auth/JwtAuthInterceptor.cs" />
<Compile Include="Assets/Eagle/CommandPanelController.cs" />
<Compile Include="Assets/Tutorial/Content/TutorialContentDefinitions.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/ShatteredArmyDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/TurnHistoryPanelController.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/HeroDepartureDetailsNotificationGenerator.cs" />
@@ -207,6 +208,7 @@
<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/Tutorial/UI/TutorialOverlayBuilder.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ExileVassalCommandSelector.cs" />
<Compile Include="Assets/Tutorial/TutorialState.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Button/ButtonManagerBasicWithIconEditor.cs" />
@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 6ddb90d3140384d50a98a19e72539b62
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,221 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using common;
using TMPro;
using UnityEngine;
using UnityGoDiceInterface;
public class DiceConfigurationPanelController : MonoBehaviour {
private DiceInterface _diceInterface;
public EventBasedTable diceRollGroup;
public PickerRowController pickerRowPrefab;
public TMP_Text instructionsLabel;
public delegate void ConfigurationCallback(DieInfo? tensDieInfo, DieInfo? onesDieInfo);
private ConfigurationCallback _configurationCallback;
private DieInfo? _tensDieInfo = null;
private DieInfo? _onesDieInfo = null;
private List<DieInfo> _knownDice = new List<DieInfo>();
private HashSet<string> _connectingIdentifiers = new HashSet<string>();
void Awake() {}
public void GetConfiguration(ConfigurationCallback cb) {
if (_diceInterface == null) { _diceInterface = GetComponentInParent<DiceInterface>(); }
_diceInterface.deviceFoundCallback = DeviceFoundCallback;
_diceInterface.connectionCallback = ConnectionCallback;
_diceInterface.connectionFailedCallback = ConnectionFailedCallback;
_diceInterface.disconnectionCallback = DisconnectionCallback;
_diceInterface.listenerStoppedCallback = ListenerStoppedCallback;
_diceInterface.colorCallback = ReceiveColorCallback;
string currentPath = NewLogLocation();
Directory.CreateDirectory(Path.GetDirectoryName(currentPath));
_diceInterface.logger = log => {
MainQueue.Q.Enqueue(() => {
Debug.Log(log);
File.AppendAllText(currentPath, log);
});
};
_diceInterface.StartListening();
_configurationCallback = cb;
_tensDieInfo = null;
_onesDieInfo = null;
instructionsLabel.text = "Looking for dice...";
gameObject.SetActive(true);
}
string NewLogLocation() {
return Path.Combine(
Application.persistentDataPath,
"eagle0",
"Resources",
"DiceConfigurationLogs",
DateTime.Now.ToString("yyyy-MM-dd-HH-mm-ss") + ".log");
}
public void RowClicked(int rowIndex) {
if (_tensDieInfo == null) {
_tensDieInfo = _knownDice[rowIndex];
_knownDice.RemoveAt(rowIndex);
SetUpTable();
} else {
_diceInterface.StopListening();
_onesDieInfo = _knownDice[rowIndex];
_knownDice.RemoveAt(rowIndex);
_knownDice.ForEach(dieInfo => _diceInterface.Disconnect(dieInfo.identifier));
// _diceInterface.deviceFoundCallback = null;
// _diceInterface.connectionCallback = null;
// _diceInterface.disconnectionCallback = null;
// _diceInterface.listenerStoppedCallback = null;
// _diceInterface.rollCallback = null;
// _diceInterface.colorCallback = null;
_configurationCallback(_tensDieInfo, _onesDieInfo);
gameObject.SetActive(false);
}
}
private void OnEnable() {}
private void OnDisable() { diceRollGroup.RowCount = 0; }
void ListenerStoppedCallback() { Debug.Log("Listener stopped!"); }
void SetUpTable() {
diceRollGroup.RowCount = _knownDice.Count;
if (_knownDice.Count == 0) {
instructionsLabel.text = "Looking for dice...";
} else if (_tensDieInfo == null) {
instructionsLabel.text = "Select a TENS die:";
} else {
instructionsLabel.text = "Select an ONES die:";
}
for (int i = 0; i < _knownDice.Count; i++) {
var row = diceRollGroup.ComponentAt<PickerRowController>(i);
row.Text = _knownDice[i].deviceName;
row.TextColor = UnityDieColors.ColorFromDieColor(_knownDice[i].color);
}
}
void ReceiveColorCallback(string identifier, DieColor dieColor) {
MainQueue.Q.Enqueue(() => {
var existingIndex =
_knownDice.FindIndex(dieInfo => dieInfo.identifier.Equals(identifier));
if (existingIndex >= 0) {
var colorName = dieColor.ToString();
_knownDice[existingIndex] = new DieInfo(
identifier: _knownDice[existingIndex].identifier,
deviceName: colorName,
color: dieColor,
connected: true);
} else {
Debug.Log("This shouldn't happen");
}
SetUpTable();
});
}
void DeviceFoundCallback(string identifier) {
MainQueue.Q.Enqueue(() => {
if (_connectingIdentifiers.Contains(identifier)) { return; }
_connectingIdentifiers.Add(identifier);
var existingIndex =
_knownDice.FindIndex(dieInfo => dieInfo.identifier.Equals(identifier));
if (existingIndex >= 0) {
_knownDice[existingIndex] =
new DieInfo(identifier, "Unknown", DieColor.DieColorBlack);
} else {
_knownDice.Add(new DieInfo(identifier, "Unknown", DieColor.DieColorBlack));
}
SetUpTable();
_diceInterface.Connect(identifier);
});
}
void ConnectionCallback(string identifier, string deviceName) {
MainQueue.Q.Enqueue(() => {
_connectingIdentifiers.Remove(identifier);
if (_tensDieInfo != null && _tensDieInfo.Value.identifier.Equals(identifier)) {
return;
}
if (_onesDieInfo != null && _onesDieInfo.Value.identifier.Equals(identifier)) {
return;
}
var shortenedName = deviceName.Split('_')[1];
var existingIndex =
_knownDice.FindIndex(dieInfo => dieInfo.identifier.Equals(identifier));
if (existingIndex >= 0) {
_knownDice[existingIndex] =
new DieInfo(identifier, shortenedName, DieColor.DieColorBlack);
} else {
_knownDice.Add(new DieInfo(identifier, shortenedName, DieColor.DieColorBlack));
}
SetUpTable();
_diceInterface.RequestColor(identifier);
});
}
void ConnectionFailedCallback(string identifier) {
MainQueue.Q.Enqueue(() => {
_connectingIdentifiers.Remove(identifier);
var existingIndex =
_knownDice.FindIndex(dieInfo => dieInfo.identifier.Equals(identifier));
if (existingIndex >= 0) {
_knownDice.RemoveAt(existingIndex);
SetUpTable();
}
});
}
void DisconnectionCallback(string identifier) {
MainQueue.Q.Enqueue(() => {
_connectingIdentifiers.Remove(identifier);
if (_tensDieInfo is {} tensInfo && tensInfo.identifier.Equals(identifier)) {
_tensDieInfo = null;
_onesDieInfo = null;
} else if (_onesDieInfo is {} onesInfo && onesInfo.identifier.Equals(identifier)) {
_onesDieInfo = null;
}
var existingIndex =
_knownDice.FindIndex(dieInfo => dieInfo.identifier.Equals(identifier));
if (existingIndex >= 0) { _knownDice.RemoveAt(existingIndex); }
SetUpTable();
_diceInterface.Connect(identifier);
});
}
public void DismissButtonClicked() {
gameObject.SetActive(false);
_configurationCallback(null, null);
}
// Update is called once per frame
void Update() {}
}
@@ -1,213 +0,0 @@
#if UNITY_IOS || UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
#define USE_SWIFT_INTERFACE
#elif UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN || ENABLE_WINMD_SUPPORT
#define USE_WINDOWS_INTERFACE
#else
#endif
using System.Collections.Generic;
using UnityEngine;
using UnityGoDiceInterface;
public class DiceInterface : MonoBehaviour {
public struct Commands {
public static readonly byte PulseLed = 16;
public static readonly byte GetColor = 23;
}
readonly NativeDiceInterfaceImports _diceInterfaceImports = new();
private static DiceInterface _singleton = null;
private static Dictionary<string, string> _deviceNames = new Dictionary<string, string>();
public delegate void DeviceFoundCallback(string identifier);
public delegate void ConnectionCallback(string identifier, string deviceName);
public delegate void ConnectionFailedCallback(string identifier);
public delegate void DisconnectionCallback(string identifier);
public delegate void ListenerStoppedCallback();
public delegate void RollCallback(string identifier, sbyte x, sbyte y, sbyte z);
public delegate void ColorCallback(string identifier, DieColor color);
public delegate void LoggerCallback(string log);
public DeviceFoundCallback deviceFoundCallback = null;
public ConnectionCallback connectionCallback = null;
public ConnectionFailedCallback connectionFailedCallback = null;
public DisconnectionCallback disconnectionCallback = null;
public ListenerStoppedCallback listenerStoppedCallback = null;
public RollCallback rollCallback = null;
public ColorCallback colorCallback = null;
public LoggerCallback logger = null;
public void StartListening() { _diceInterfaceImports.StartListening(); }
public void StopListening() { _diceInterfaceImports.StopListening(); }
public void Connect(string identifier) { _diceInterfaceImports.Connect(identifier); }
public void Disconnect(string identifier) { _diceInterfaceImports.Disconnect(identifier); }
public void Reset() {
_diceInterfaceImports.Reset();
_deviceNames.Clear();
}
public void RequestColor(string identifier) {
_diceInterfaceImports.Send(identifier, new List<byte> { Commands.GetColor });
}
public void FlashColor(
string identifier,
byte pulseCount,
byte onTime10ms,
byte offTime10ms,
byte red,
byte green,
byte blue) {
_diceInterfaceImports.Send(
identifier,
new List<byte> {
Commands.PulseLed,
pulseCount,
onTime10ms,
offTime10ms,
red,
green,
blue,
0x01,
0x00
});
}
// Start is called before the first frame update
void Start() {
_singleton = this;
_diceInterfaceImports.SetDeviceConnectedCallback(DeviceConnectedDelegateMessageReceived);
_diceInterfaceImports.SetDeviceConnectionFailedCallback(
DeviceConnectionFailedDelegateMessageReceived);
_diceInterfaceImports.SetDeviceDisconnectedCallback(
DeviceDisconnectedDelegateMessageReceived);
_diceInterfaceImports.SetDeviceFoundCallback(DeviceFoundDelegateMessageReceived);
_diceInterfaceImports.SetDataCallback(DataDelegateMessageReceived);
_diceInterfaceImports.SetListenerStoppedCallback(ListenerStoppedDelegateMessageReceived);
_diceInterfaceImports.SetLoggerCallback(LoggerDelegateMessageReceived);
}
// Update is called once per frame
void Update() {}
private static sbyte[] GetRollVector(List<byte> rawData) {
if (rawData.Count < 1) {
Debug.Log("rollVector: no data");
return null;
}
byte firstByte = rawData[0];
if (firstByte != 83) {
Debug.Log("rollVector: first byte is not 83");
return null;
}
if (rawData.Count != 4) {
Debug.Log("rollVector: data length is not 4");
return null;
}
return new[] { (sbyte)rawData[1], (sbyte)rawData[2], (sbyte)rawData[3] };
}
private static void DeviceFoundDelegateMessageReceived(string identifier, string deviceName) {
if (_singleton != null) {
_deviceNames[identifier] = deviceName;
if (_singleton.deviceFoundCallback != null) {
_singleton.deviceFoundCallback(identifier);
}
}
}
private static void DeviceConnectedDelegateMessageReceived(string identifier) {
if (_singleton != null && _singleton.connectionCallback != null) {
_singleton.connectionCallback(identifier, _deviceNames[identifier]);
}
}
private static void DeviceConnectionFailedDelegateMessageReceived(string identifier) {
if (_singleton != null && _singleton.connectionFailedCallback != null) {
_singleton.connectionFailedCallback(identifier);
}
}
private static void DeviceDisconnectedDelegateMessageReceived(string identifier) {
if (_singleton != null && _singleton.disconnectionCallback != null) {
_singleton.disconnectionCallback(identifier);
}
}
private static void DataDelegateMessageReceived(string identifier, List<byte> byteList) {
if (_singleton != null) {
if (byteList.Count == 0) {
if (_singleton.connectionCallback != null) {
// I don't think this one should still happen
return;
}
} else {
byte firstByte = byteList[0];
switch (firstByte) {
case 82:
// Roll started
break;
case 66:
// Battery level
break;
case (byte)'C':
if (byteList[1] == (byte)'o' && byteList[2] == (byte)'l') {
byte colorRawValue = byteList[3];
_singleton.colorCallback(identifier, (DieColor)colorRawValue);
}
// Color (fetched)
break;
case 83: {
var roll = GetRollVector(byteList);
if (roll != null && _singleton.rollCallback != null) {
_singleton.rollCallback(identifier, roll[0], roll[1], roll[2]);
}
break;
}
case 70:
case 84:
case 77: {
byteList.RemoveAt(0);
var roll = GetRollVector(byteList);
if (roll != null && _singleton.rollCallback != null) {
_singleton.rollCallback(identifier, roll[0], roll[1], roll[2]);
}
break;
}
default: Debug.Log("Not yet handled"); break;
}
}
}
}
private static void ListenerStoppedDelegateMessageReceived() {
if (_singleton != null && _singleton.listenerStoppedCallback != null) {
_singleton.listenerStoppedCallback();
}
}
private static void LoggerDelegateMessageReceived(string log) {
if (_singleton != null && _singleton.logger != null) { _singleton.logger(log); }
}
public void OnDestroy() {
_diceInterfaceImports.SetDeviceConnectedCallback(null);
_diceInterfaceImports.SetDeviceConnectionFailedCallback(null);
_diceInterfaceImports.SetDeviceDisconnectedCallback(null);
_diceInterfaceImports.SetDeviceFoundCallback(null);
_diceInterfaceImports.SetDataCallback(null);
_diceInterfaceImports.SetListenerStoppedCallback(null);
_diceInterfaceImports.SetLoggerCallback(null);
#if UNITY_EDITOR
StopListening();
Reset();
#endif
}
}
@@ -1,204 +0,0 @@
using System.Collections.Generic;
namespace UnityGoDiceInterface {
public class DiceVectors {
public struct Vector3 {
public sbyte x;
public sbyte y;
public sbyte z;
public Vector3(sbyte x, sbyte y, sbyte z) {
this.x = x;
this.y = y;
this.z = z;
}
}
public static int D6Value(sbyte x, sbyte y, sbyte z) {
return DieValueForVector(d6, new Vector3(x, y, z));
}
public static int D10Value(sbyte x, sbyte y, sbyte z) {
return d10Transform[DieValueForVector(d20, new Vector3(x, y, z))];
}
private static int sq(int x) { return x * x; }
private static int DieValueForVector(List<Vector3> table, Vector3 vector) {
var closestIndex = -1;
var closestDistance = int.MaxValue;
for (int i = 0; i < table.Count; i++) {
var entry = table[i];
var distance =
sq(entry.x - vector.x) + sq(entry.y - vector.y) + sq(entry.z - vector.z);
if (distance < closestDistance) {
closestDistance = distance;
closestIndex = i;
}
}
return closestIndex + 1;
}
// The private vectors are 0-based, so we need to add 1 to the index
private static List<Vector3> d6 = new List<Vector3> {
new Vector3(-64, 0, 0),
new Vector3(-0, 0, 64),
new Vector3(0, 64, 0),
new Vector3(0, -64, 0),
new Vector3(0, 0, -64),
new Vector3(64, 0, 0)
};
private static List<Vector3> d20 = new List<Vector3> {
new Vector3(-64, 0, -22), new Vector3(42, -42, 40), new Vector3(0, 22, -64),
new Vector3(0, 22, 64), new Vector3(-42, -42, 42), new Vector3(22, 64, 0),
new Vector3(-42, -42, -42), new Vector3(64, 0, -22), new Vector3(-22, 64, 0),
new Vector3(42, -42, -42), new Vector3(-42, 42, 42), new Vector3(22, -64, 0),
new Vector3(-64, 0, 22), new Vector3(42, 42, 42), new Vector3(-22, -64, 0),
new Vector3(42, 42, -42), new Vector3(0, -22, -64), new Vector3(0, -22, 64),
new Vector3(-42, 42, -42), new Vector3(64, 0, 22),
};
// static d24Vectors = {
// new Vector3(20, -60, -20),
// new Vector3(20, 0, 60),
// new Vector3(-40, -40, 40),
// new Vector3(-60, 0, 20),
// new Vector3(40, 20, 40),
// new Vector3(-20, -60, -20),
// new Vector3(20, 60, 20),
// new Vector3(-40, 20, -40),
// new Vector3(-40, 40, 40),
// new Vector3(-20, 0, 60),
// new Vector3(-20, -60, 20),
// new Vector3(60, 0, 20),
// new Vector3(-60, 0, -20),
// new Vector3(20, 60, -20),
// new Vector3(20, 0, -60),
// new Vector3(40, -20, -40),
// new Vector3(-20, 60, -20),
// new Vector3(-40, -40, -40),
// new Vector3(40, -20, 40),
// new Vector3(20, -60, 20),
// new Vector3(60, 0, -20),
// new Vector3(40, 20, -40),
// new Vector3(-20, 0, -60),
// new Vector3(-20, 60, 20),
// }
//
// Transforms from each shell type to according number on shell
// D20 Transforms
private static Dictionary<int, int> d10Transform = new Dictionary<int, int> {
{ 1, 8 }, { 2, 2 }, { 3, 6 }, { 4, 1 }, { 5, 4 }, { 6, 3 }, { 7, 9 },
{ 8, 0 }, { 9, 7 }, { 10, 5 }, { 11, 5 }, { 12, 7 }, { 13, 0 }, { 14, 9 },
{ 15, 3 }, { 16, 4 }, { 17, 1 }, { 18, 6 }, { 19, 2 }, { 20, 8 },
};
//
// static d10XTransform = {
// 1: 80,
// 2: 20,
// 3: 60,
// 4: 10,
// 5: 40,
// 6: 30,
// 7: 90,
// 8: 0,
// 9: 70,
// 10: 50,
// 11: 50,
// 12: 70,
// 13: 0,
// 14: 90,
// 15: 30,
// 16: 40,
// 17: 10,
// 18: 60,
// 19: 20,
// 20: 80,
// }
//
// // D24 Transforms
// static d4Transform = {
// 1: 3,
// 2: 1,
// 3: 4,
// 4: 1,
// 5: 4,
// 6: 4,
// 7: 1,
// 8: 4,
// 9: 2,
// 10: 3,
// 11: 1,
// 12: 1,
// 13: 1,
// 14: 4,
// 15: 2,
// 16: 3,
// 17: 3,
// 18: 2,
// 19: 2,
// 20: 2,
// 21: 4,
// 22: 1,
// 23: 3,
// 24: 2,
// }
//
// static d8Transform = {
// 1: 3,
// 2: 3,
// 3: 6,
// 4: 1,
// 5: 2,
// 6: 8,
// 7: 1,
// 8: 1,
// 9: 4,
// 10: 7,
// 11: 5,
// 12: 5,
// 13: 4,
// 14: 4,
// 15: 2,
// 16: 5,
// 17: 7,
// 18: 7,
// 19: 8,
// 20: 2,
// 21: 8,
// 22: 3,
// 23: 6,
// 24: 6,
// }
//
// static d12Transform = {
// 1: 1,
// 2: 2,
// 3: 3,
// 4: 4,
// 5: 5,
// 6: 6,
// 7: 7,
// 8: 8,
// 9: 9,
// 10: 10,
// 11: 11,
// 12: 12,
// 13: 1,
// 14: 2,
// 15: 3,
// 16: 4,
// 17: 5,
// 18: 6,
// 19: 7,
// 20: 8,
// 21: 9,
// 22: 10,
// 23: 11,
// 24: 12,
// }
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: e9d67d9a2f8145a999d04de91c27073d
timeCreated: 1702612480
@@ -1,28 +0,0 @@
namespace UnityGoDiceInterface {
public enum DieColor : byte {
DieColorBlack = 0,
DieColorRed = 1,
DieColorGreen = 2,
DieColorBlue = 3,
DieColorYellow = 4,
DieColorOrange = 5,
}
public struct DieInfo {
public string identifier;
public string deviceName;
public DieColor color;
public bool connected;
public DieInfo(
string identifier,
string deviceName,
DieColor color,
bool connected = false) {
this.identifier = identifier;
this.deviceName = deviceName;
this.color = color;
this.connected = connected;
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 2e1000782bb845399869ca7910eebcd6
timeCreated: 1703172326
@@ -1,177 +0,0 @@
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using AOT;
namespace UnityGoDiceInterface {
public class NativeDiceInterfaceImports {
public delegate void DeviceFoundDelegateMessage(string identifier, string name);
public delegate void DataDelegateMessage(string identifier, List<byte> bytes);
public delegate void DeviceConnectedDelegateMessage(string identifier);
public delegate void DeviceConnectionFailedDelegateMessage(string identifier);
public delegate void DeviceDisconnectedDelegateMessage(string identifier);
public delegate void ListenerStoppedDelegateMessage();
public delegate void LoggerDelegateMessage(string log);
private static DeviceFoundDelegateMessage deviceFoundDelegate;
private static DataDelegateMessage dataDelegate;
private static DeviceConnectedDelegateMessage deviceConnectedDelegate;
private static DeviceConnectionFailedDelegateMessage deviceConnectionFailedDelegate;
private static DeviceDisconnectedDelegateMessage deviceDisconnectedDelegate;
private static ListenerStoppedDelegateMessage listenerStoppedDelegate;
private static LoggerDelegateMessage loggerDelegateMessage;
#if UNITY_IOS
private const string BundleName = "__Internal";
#elif UNITY_STANDALONE_OSX || UNITY_EDITOR_OSX
private const string BundleName = "DarwinGodiceBundle";
#elif UNITY_STANDALONE_WIN || UNITY_EDITOR_WIN
private const string BundleName = "GoDiceDll.dll";
#endif
private delegate void MonoDeviceFoundDelegateMessage(string identifier, string name);
private delegate void
MonoDataDelegateMessage(string identifier, UInt32 byteCount, IntPtr bytePtr);
private delegate void MonoDeviceConnectedDelegateMessage(string identifier);
private delegate void MonoDeviceConnectionFailedDelegateMessage(string identifier);
private delegate void MonoDeviceDisconnectedDelegateMessage(string identifier);
private delegate void MonoListenerStoppedDelegateMessage();
private delegate void MonoLoggerDelegateMessage(string log);
[DllImport(dllName: BundleName, EntryPoint = "godice_start_listening")]
private static extern void _NativeBridgeStartListening();
[DllImport(dllName: BundleName, EntryPoint = "godice_stop_listening")]
private static extern void _NativeBridgeStopListening();
[DllImport(dllName: BundleName, EntryPoint = "godice_set_callbacks")]
private static extern void _NativeBridgeSetCallbacks(
MonoDeviceFoundDelegateMessage deviceFoundDelegate,
MonoDataDelegateMessage dataDelegate,
MonoDeviceConnectedDelegateMessage deviceConnectedDelegate,
MonoDeviceConnectionFailedDelegateMessage deviceConnectionFailedDelegateMessage,
MonoDeviceDisconnectedDelegateMessage deviceDisconnectedDelegate,
MonoListenerStoppedDelegateMessage listenerStoppedDelegate);
[DllImport(dllName: BundleName, EntryPoint = "godice_connect")]
private static extern void _NativeBridgeConnect(string identifier);
[DllImport(dllName: BundleName, EntryPoint = "godice_disconnect")]
private static extern void _NativeBridgeDisconnect(string identifier);
[DllImport(dllName: BundleName, EntryPoint = "godice_send")]
private static extern void
_NativeBridgeSend(string identifier, UInt32 byteCount, IntPtr bytePtr);
[DllImport(dllName: BundleName, EntryPoint = "godice_set_logger")]
private static extern void _NativeBridgeSetLogger(MonoLoggerDelegateMessage loggerDelegate);
[DllImport(dllName: BundleName, EntryPoint = "godice_reset")]
private static extern void _NativeBridgeReset();
private static List<byte> BytesFromRawPointer(UInt32 byteCount, IntPtr bytes) {
byte[] array = new byte[byteCount];
if (byteCount > 0) { Marshal.Copy(bytes, array, 0, (int)byteCount); }
return new List<byte>(array);
}
/*
* Callback methods
*/
[MonoPInvokeCallback(typeof(MonoDeviceFoundDelegateMessage))]
private static void MonoDeviceFoundMessageReceived(string identifier, string name) {
if (deviceFoundDelegate != null) { deviceFoundDelegate(identifier, name); }
}
[MonoPInvokeCallback(typeof(MonoDataDelegateMessage))]
private static void
MonoDataMessageReceived(string identifier, UInt32 byteCount, IntPtr bytePtr) {
if (dataDelegate != null) {
dataDelegate(identifier, BytesFromRawPointer(byteCount, bytePtr));
}
}
[MonoPInvokeCallback(typeof(MonoDeviceConnectedDelegateMessage))]
private static void MonoDeviceConnected(string identifier) {
if (deviceConnectedDelegate != null) { deviceConnectedDelegate(identifier); }
}
[MonoPInvokeCallback(typeof(MonoDeviceConnectionFailedDelegateMessage))]
private static void MonoDeviceConnectionFailed(string identifier) {
if (deviceConnectionFailedDelegate != null) {
deviceConnectionFailedDelegate(identifier);
}
}
[MonoPInvokeCallback(typeof(MonoDeviceDisconnectedDelegateMessage))]
private static void MonoDeviceDisconnected(string identifier) {
if (deviceDisconnectedDelegate != null) { deviceDisconnectedDelegate(identifier); }
}
[MonoPInvokeCallback(typeof(MonoListenerStoppedDelegateMessage))]
private static void MonoListenerStopped() {
if (listenerStoppedDelegate != null) { listenerStoppedDelegate(); }
}
[MonoPInvokeCallback(typeof(MonoLoggerDelegateMessage))]
private static void MonoLogger(string log) {
if (loggerDelegateMessage != null) { loggerDelegateMessage(log); }
}
public void StartListening() {
_NativeBridgeSetCallbacks(
MonoDeviceFoundMessageReceived,
MonoDataMessageReceived,
MonoDeviceConnected,
MonoDeviceConnectionFailed,
MonoDeviceDisconnected,
MonoListenerStopped);
_NativeBridgeSetLogger(MonoLogger);
_NativeBridgeStartListening();
}
public void StopListening() { _NativeBridgeStopListening(); }
public void Connect(string identifier) { _NativeBridgeConnect(identifier); }
public void Disconnect(string identifier) { _NativeBridgeDisconnect(identifier); }
public void Send(string identifier, List<byte> data) {
byte[] byteArray = data.ToArray();
GCHandle pinnedArray = GCHandle.Alloc(byteArray, GCHandleType.Pinned);
IntPtr pointer = pinnedArray.AddrOfPinnedObject();
_NativeBridgeSend(identifier, (uint)data.Count, pointer);
pinnedArray.Free();
}
public void SetDeviceFoundCallback(DeviceFoundDelegateMessage deviceFound) {
deviceFoundDelegate = deviceFound;
}
public void SetDataCallback(DataDelegateMessage data) { dataDelegate = data; }
public void SetDeviceConnectedCallback(DeviceConnectedDelegateMessage deviceConnected) {
deviceConnectedDelegate = deviceConnected;
}
public void SetDeviceConnectionFailedCallback(
DeviceConnectionFailedDelegateMessage deviceConnectionFailed) {
deviceConnectionFailedDelegate = deviceConnectionFailed;
}
public void SetDeviceDisconnectedCallback(
DeviceDisconnectedDelegateMessage deviceDisconnected) {
deviceDisconnectedDelegate = deviceDisconnected;
}
public void SetListenerStoppedCallback(ListenerStoppedDelegateMessage listenerStopped) {
listenerStoppedDelegate = listenerStopped;
}
public void SetLoggerCallback(LoggerDelegateMessage logger) {
loggerDelegateMessage = logger;
}
public void Reset() { _NativeBridgeReset(); }
}
}
@@ -1,11 +0,0 @@
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using TMPro;
public class OneDiceRollController : TableRowController {
private string _identifier;
public TMP_Text nameLabel;
public TMP_Text d6Label;
public TMP_Text d10Label;
// Start is called before the first frame update
void Start() {}
// Update is called once per frame
void Update() {}
public void SetUp(string identifier, string deviceName) {
_identifier = identifier;
nameLabel.text = deviceName;
d6Label.text = "?";
d10Label.text = "?";
}
public void SetRoll(string identifier, string d6, string d10) {
_identifier = identifier;
d6Label.text = d6;
d10Label.text = d10;
}
public string GetIdentifier() { return _identifier; }
}
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using TMPro;
using UnityEngine.UI;
public class PickerRowController : TableRowController {
public TMP_Text nameLabel;
public string Text {
get => nameLabel.text;
set => nameLabel.text = value;
}
override public void ColorRow() { gameObject.GetComponent<Image>().color = BackgroundColor; }
// Start is called before the first frame update
void Start() {}
// Update is called once per frame
void Update() {}
}
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using Net.Eagle0.Shardok.Api;
namespace UnityGoDiceInterface {
public interface RollFetcher {
public delegate void RollResultCallback(int? result);
public void GetRoll(RollRequest rollType, RollResultCallback cb);
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: aade83941cf241b398049ff3fe0475cb
timeCreated: 1703812608
@@ -1,375 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using Net.Eagle0.Shardok.Api;
using Net.Eagle0.Shardok.Common;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityGoDiceInterface;
public class RollPanelController : MonoBehaviour, RollFetcher {
public DiceConfigurationPanelController diceConfigurationPanelController;
public Button skipContinueButton;
public TMP_Text skipContinueButtonText;
private DiceInterface _diceInterface;
public TMP_Text tensResultLabel;
public TMP_Text onesResultLabel;
public TMP_Text header;
public TMP_Text reconnectionLabel;
public TMP_Text runningTotalLabel;
private RollFetcher.RollResultCallback _rollResultCallback;
private RollRequest _rollRequest;
private string logLocation;
enum OpenEndedState { None, High, Low, RollComplete }
private OpenEndedState _openEndedState = OpenEndedState.None;
private readonly int _d100OpenEndedHighThreshold = 96;
private readonly int _d100OpenEndedLowThreshold = 5;
private DateTime _lastRollTime = DateTime.MinValue;
private readonly TimeSpan _disconnectionDelay = TimeSpan.FromMinutes(5);
private readonly TimeSpan _displayTime = TimeSpan.FromSeconds(3);
private readonly TimeSpan _openEndedResetTime = TimeSpan.FromSeconds(2);
public void GetRoll(RollRequest rollRequest, RollFetcher.RollResultCallback cb) {
// Check for dice enabled
if (PlayerPrefs.GetInt(SettingsPanelController.UseGoDiceKey, 0) == 0) {
cb(null);
return;
}
skipContinueButton.gameObject.SetActive(true);
if (_diceInterface == null) { _diceInterface = GetComponentInParent<DiceInterface>(); }
_onesResult = null;
_tensResult = null;
_runningTotal = 0;
_openEndedState = OpenEndedState.None;
skipContinueButtonText.text = "Skip";
_rollResultCallback = cb;
_rollRequest = rollRequest;
SetResultLabels();
logLocation = NewLogLocation();
Directory.CreateDirectory(Path.GetDirectoryName(logLocation));
if (string.IsNullOrEmpty(_tensDieInfo.identifier) ||
string.IsNullOrEmpty(_onesDieInfo.identifier)) {
GetConfiguration();
} else {
_diceInterface.deviceFoundCallback = DeviceFoundCallback;
_diceInterface.connectionCallback = ConnectionCallback;
_diceInterface.rollCallback = RollCallback;
_diceInterface.logger = LogFromNative;
// _diceInterface.StartListening();
SetAlphas();
if (!_tensDieInfo.connected) { _diceInterface.Connect(_tensDieInfo.identifier); }
if (!_onesDieInfo.connected) { _diceInterface.Connect(_onesDieInfo.identifier); }
}
gameObject.SetActive(true);
}
private DieInfo _tensDieInfo;
private DieInfo _onesDieInfo;
private int? _tensResult = null;
private int? _onesResult = null;
private int _runningTotal = 0;
private void SetAlphas() {
tensResultLabel.alpha = _tensDieInfo.connected ? 1.0f : 0.25f;
onesResultLabel.alpha = _onesDieInfo.connected ? 1.0f : 0.25f;
}
void OnEnable() {}
private void GetConfiguration() {
diceConfigurationPanelController.GetConfiguration(ConfigurationCallback);
}
public void ConfigureClicked() { GetConfiguration(); }
public void SkipClicked() {
gameObject.SetActive(false);
_rollResultCallback(_runningTotal);
_diceInterface.StopListening();
}
void ConfigurationCallback(DieInfo? tensOpt, DieInfo? onesOpt) {
MainQueue.Q.Enqueue(() => {
if (tensOpt is DieInfo tens && onesOpt is DieInfo ones) {
gameObject.SetActive(true);
_diceInterface.connectionCallback = ConnectionCallback;
_diceInterface.connectionFailedCallback = ConnectionFailedCallback;
_diceInterface.disconnectionCallback = DisconnectionCallback;
_diceInterface.listenerStoppedCallback = ListenerStoppedCallback;
_diceInterface.rollCallback = RollCallback;
_tensDieInfo = tens;
_onesDieInfo = ones;
reconnectionLabel.gameObject.SetActive(false);
if (!_tensDieInfo.connected) _diceInterface.Connect(_tensDieInfo.identifier);
if (!_onesDieInfo.connected) _diceInterface.Connect(_onesDieInfo.identifier);
SetAlphas();
SetResultLabels();
tensResultLabel.color = UnityDieColors.ColorFromDieColor(_tensDieInfo.color);
onesResultLabel.color = UnityDieColors.ColorFromDieColor(_onesDieInfo.color);
} else {
gameObject.SetActive(false);
_rollResultCallback(null);
}
});
}
void DeviceFoundCallback(string identifier) {
MainQueue.Q.Enqueue(() => {
if ((_tensDieInfo.identifier == identifier && !_tensDieInfo.connected) ||
(_onesDieInfo.identifier == identifier && !_onesDieInfo.connected)) {
_diceInterface.Connect(identifier);
}
});
}
void ConnectionCallback(string identifier, string deviceName) {
MainQueue.Q.Enqueue(() => {
if (identifier == _tensDieInfo.identifier) {
_tensDieInfo.connected = true;
} else if (identifier == _onesDieInfo.identifier) {
_onesDieInfo.connected = true;
}
SetAlphas();
if (_tensDieInfo.connected && _onesDieInfo.connected) {
reconnectionLabel.gameObject.SetActive(false);
_diceInterface.StopListening();
}
});
}
void ConnectionFailedCallback(string identifier) {
MainQueue.Q.Enqueue(() => {
if (identifier == _onesDieInfo.identifier || identifier == _tensDieInfo.identifier) {
reconnectionLabel.gameObject.SetActive(true);
_diceInterface.StartListening();
} else {
Debug.Log("Got connection failed for unknown identifier");
}
});
}
void DisconnectionCallback(string identifier) {
MainQueue.Q.Enqueue(() => {
if (identifier == _tensDieInfo.identifier) {
_tensDieInfo.connected = false;
SetAlphas();
_diceInterface.Connect(identifier);
} else if (identifier == _onesDieInfo.identifier) {
_onesDieInfo.connected = false;
SetAlphas();
_diceInterface.Connect(identifier);
} else {
Debug.Log("Got disconnection callback for unknown identifier");
}
});
}
void ListenerStoppedCallback() {
MainQueue.Q.Enqueue(() => { reconnectionLabel.text = "Unable to connect."; });
}
private readonly Dictionary<CommandType, string> _baseHeaderText = new() {
{ CommandType.ArcheryCommand, "Archery Attack" },
{ CommandType.BuildBridgeCommand, "Build Bridge" },
{ CommandType.ChargeCommand, "Charge" },
{ CommandType.BraveWaterCommand, "Brave Water" },
{ CommandType.MeleeCommand, "Melee Attack" }
};
private string BaseHeaderText(CommandType commandType) {
if (_baseHeaderText.ContainsKey(commandType)) { return _baseHeaderText[commandType]; }
return "Action";
}
void SetResultLabels() {
var baseText = BaseHeaderText(_rollRequest.CommandType);
string fullText = "";
if (_openEndedState == OpenEndedState.High) {
fullText = $"You rolled OPEN ENDED HIGH! Keep rolling for {baseText}!";
} else if (_openEndedState == OpenEndedState.Low) {
fullText = $"You rolled OPEN ENDED LOW! Keep rolling for {baseText}!";
} else {
switch (_rollRequest.RollType) {
case RollType.D100: fullText = $"Roll D100 for {baseText}"; break;
case RollType.D100OpenEnded:
fullText = $"Roll Open Ended D100 for {baseText}";
break;
case RollType.D100OpenEndedHigh:
fullText = $"Roll Open Ended High D100 for {baseText}";
break;
case RollType.D100OpenEndedLow:
fullText = $"Roll Open Ended Low D100 for {baseText}";
break;
case RollType.Unspecified:
default: throw new ArgumentException("Invalid roll type");
}
}
if (_rollRequest.Odds is OddsView odds) {
int minRoll = 101 - odds.SuccessChance;
fullText += $" ({minRoll}+ to succeed)";
}
header.text = fullText;
if (_tensResult is int tr) {
tensResultLabel.text = tr.ToString();
} else {
tensResultLabel.text = "?";
}
if (_onesResult is int or) {
onesResultLabel.text = or.ToString();
} else {
onesResultLabel.text = "?";
}
runningTotalLabel.text = $"Running total: {_runningTotal}";
runningTotalLabel.gameObject.SetActive(_runningTotal != 0);
}
void RollCallback(string identifier, sbyte x, sbyte y, sbyte z) {
MainQueue.Q.Enqueue(() => {
if (gameObject.activeSelf) {
var d10Roll = DiceVectors.D10Value(x, y, z);
if (identifier == _tensDieInfo.identifier) {
if (_tensResult == null) { _tensResult = d10Roll; }
} else if (identifier == _onesDieInfo.identifier) {
if (_onesResult == null) { _onesResult = d10Roll; }
}
SetResultLabels();
CheckCompletion();
}
});
}
void HandleOneRoll(int newD100Result) {
if (_openEndedState == OpenEndedState.Low) {
_runningTotal -= newD100Result;
} else {
_runningTotal += newD100Result;
}
// Rolls in the middle always end the open ended state.
if (newD100Result > _d100OpenEndedLowThreshold &&
newD100Result < _d100OpenEndedHighThreshold) {
_openEndedState = OpenEndedState.RollComplete;
return;
}
// For a LOW roll, if we are currently in a None state, move to OpenEnded
// Low so we can roll again, but if we were already there, this ends the roll.
if (newD100Result <= _d100OpenEndedLowThreshold) {
if ((_rollRequest.RollType == RollType.D100OpenEnded ||
_rollRequest.RollType == RollType.D100OpenEndedLow) &&
_openEndedState == OpenEndedState.None) {
_openEndedState = OpenEndedState.Low;
} else {
_openEndedState = OpenEndedState.RollComplete;
}
return;
}
// At this point we know the current roll is high. If we were already in OpenEndedLow,
// stay there and keep subtracting, otherwise move into High.
if (_openEndedState == OpenEndedState.Low) {
_openEndedState = OpenEndedState.Low;
} else {
_openEndedState = OpenEndedState.High;
}
}
void CheckCompletion() {
if (_onesResult is int ones && _tensResult is int tens) {
// FIXME: open ended rolls
var currentResult = tens * 10 + ones;
HandleOneRoll(currentResult);
// TODO: flash the dice here for high rolls
if (_openEndedState == OpenEndedState.RollComplete) {
skipContinueButtonText.text = "Dismiss";
SetResultLabels();
StartCoroutine(AfterDelay(_displayTime, () => {
if (gameObject.activeSelf) {
gameObject.SetActive(false);
_rollResultCallback(_runningTotal);
}
}));
// Disconnect only after _disconnectionDelay time
_lastRollTime = DateTime.Now;
StartCoroutine(AfterDelay(_disconnectionDelay, () => {
if (DateTime.Now - _lastRollTime > _disconnectionDelay) {
_diceInterface.StopListening();
_tensDieInfo.connected = false;
_onesDieInfo.connected = false;
_diceInterface.Disconnect(_tensDieInfo.identifier);
_diceInterface.Disconnect(_onesDieInfo.identifier);
}
}));
} else {
// We keep rolling, so reset the dice and keep going.
StartCoroutine(AfterDelay(_openEndedResetTime, () => {
_tensResult = null;
_onesResult = null;
SetResultLabels();
}));
}
}
}
IEnumerator AfterDelay(TimeSpan timeSpan, Action action) {
yield return new WaitForSeconds(timeSpan.Seconds);
action();
}
void LogFromNative(string log) {
MainQueue.Q.Enqueue(() => {
Debug.Log(log);
File.AppendAllText(logLocation, log);
});
}
string NewLogLocation() {
return Path.Combine(
Application.persistentDataPath,
"eagle0",
"Resources",
"RollPanelLogs",
DateTime.Now.ToString("yyyy-MM-dd-HH-mm-ss") + ".log");
}
}
@@ -1,11 +0,0 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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@@ -1,18 +0,0 @@
using System;
using UnityEngine;
namespace UnityGoDiceInterface {
public class UnityDieColors {
public static Color ColorFromDieColor(DieColor dieColor) {
switch (dieColor) {
case DieColor.DieColorBlack: return Color.black;
case DieColor.DieColorRed: return Color.red;
case DieColor.DieColorGreen: return Color.green;
case DieColor.DieColorBlue: return Color.blue;
case DieColor.DieColorYellow: return Color.yellow;
case DieColor.DieColorOrange: return new Color(1.0f, 0.5f, 0.0f);
default: throw new ArgumentOutOfRangeException(nameof(dieColor), dieColor, null);
}
}
}
}
@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: d26c35650c67416e86ab5a26906cfb5a
timeCreated: 1703173073
@@ -714,7 +714,10 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
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.SetRunningGame(
runningGame.GameId,
runningGame.Leader,
runningGame.LastPlayedTimestampMillis);
runningGameItem.GoCallback = this.SelectEagleGame;
runningGameItem.DropCallback = this.DropGame;
}
@@ -20,8 +20,6 @@ using Random = System.Random;
using VictoryCondition = Net.Eagle0.Common.VictoryCondition;
public class CustomBattleHandler : MonoBehaviour, IClientConnectionSubscriber {
public RollPanelController rollPanelController;
public GameObject yourArmiesArea;
public GameObject aiArmiesArea;
public Canvas shardokCanvas;
@@ -103,8 +101,7 @@ public class CustomBattleHandler : MonoBehaviour, IClientConnectionSubscriber {
players: players,
heroNameTextIds: _heroNames,
heroImages: _heroImages,
battalionNames: new Dictionary<int, string> { { 0, "no name" } },
rollFetcher: rollPanelController);
battalionNames: new Dictionary<int, string> { { 0, "no name" } });
shardokCanvas.gameObject.SetActive(true);
shardokCanvas.GetComponent<ShardokGameController>().SetUpGame(_shardokModel);
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@@ -1015,6 +1175,7 @@ MonoBehaviour:
item: {fileID: 5643565463360785033}
gameIdField: {fileID: 8058295588038032232}
leaderField: {fileID: 3311450659768657245}
lastPlayedField: {fileID: 5482253986454480250}
goButton: {fileID: 145214844678457394}
dropButton: {fileID: 4081637582368108930}
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@@ -9,6 +9,7 @@ public class RunningGameItem : MonoBehaviour {
public GameObject item;
public TextMeshProUGUI gameIdField;
public TextMeshProUGUI leaderField;
public TextMeshProUGUI lastPlayedField;
public Button goButton;
public Button dropButton;
@@ -24,7 +25,8 @@ public class RunningGameItem : MonoBehaviour {
public void DropClicked() { DropCallback?.Invoke(gameId); }
public void SetRunningGame(long gameId, AvailableLeader leader) {
public void
SetRunningGame(long gameId, AvailableLeader leader, long lastPlayedTimestampMillis) {
this.gameId = gameId;
gameIdField.text = string.Format("{0:X}", gameId);
@@ -34,5 +36,31 @@ public class RunningGameItem : MonoBehaviour {
"{0} ({1})",
leaderName,
DisplayNames.ProfessionNames[leader.Profession]);
// Display last played time in user's local timezone
if (lastPlayedField != null) {
if (lastPlayedTimestampMillis > 0) {
var lastPlayed = DateTimeOffset.FromUnixTimeMilliseconds(lastPlayedTimestampMillis)
.LocalDateTime;
var now = DateTime.Now;
var diff = now - lastPlayed;
string timeText;
if (diff.TotalMinutes < 1) {
timeText = "Just now";
} else if (diff.TotalHours < 1) {
timeText = $"{(int)diff.TotalMinutes}m ago";
} else if (diff.TotalDays < 1) {
timeText = $"{(int)diff.TotalHours}h ago";
} else if (diff.TotalDays < 7) {
timeText = $"{(int)diff.TotalDays}d ago";
} else {
timeText = lastPlayed.ToString("MMM d");
}
lastPlayedField.text = timeText;
} else {
lastPlayedField.text = "";
}
}
}
}
@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using Eagle0.Tutorial;
using Net.Eagle0.Eagle.Api;
using Net.Eagle0.Eagle.Views;
using UnityEngine;
@@ -88,6 +89,9 @@ namespace eagle {
_model = model;
_availableCommand = ac;
SetUpUI();
// Trigger tutorial for this command type (fires every time command is selected)
TutorialManager.Instance?.TriggerRegistry?.OnCommandPanelShown(CommandType);
}
}
}
@@ -22,8 +22,6 @@ namespace eagle {
public class EagleGameController : MonoBehaviour {
public SoundManager soundManager;
public RollPanelController rollPanelController;
public TextMeshProUGUI roundStatusLabel;
public TextMeshProUGUI connectionStatusLabel;
private bool _connectionStatusUIInitialized = false;
@@ -248,11 +246,7 @@ namespace eagle {
int? playerId,
PersistentClientConnection persistentClientConnection,
string environmentName = null) {
ModelUpdater = new GameModelUpdater(
gameId,
playerId,
persistentClientConnection,
rollPanelController) {
ModelUpdater = new GameModelUpdater(gameId, playerId, persistentClientConnection) {
UpdateAction = ModelUpdated,
NoteRecipient = (title, text, llmId, pids, displayedHeroes) =>
notificationPanel.AddNote(title, text, llmId, pids, displayedHeroes)
@@ -284,11 +278,13 @@ namespace eagle {
MainQueue.Q.EnqueueForNextUpdate(
() => { _ = ModelUpdater.StartListeningForUpdates(); });
// Initialize tutorial system
// Initialize tutorial system (onboarding starts after first model update in SwapModel)
TutorialManager.Instance?.Initialize(this, null);
if (TutorialManager.Instance != null &&
!TutorialManager.Instance.State.OnboardingCompleted) {
TutorialManager.Instance.StartOnboarding();
// Register command panel for tutorial positioning
if (TutorialManager.Instance?.TargetRegistry != null && commandPanel != null) {
TutorialManager.Instance.TargetRegistry.RegisterTarget(
"CommandPanel",
commandPanel.GetComponent<RectTransform>());
}
#if UNITY_EDITOR
@@ -507,6 +503,12 @@ namespace eagle {
if (Model == null) { return; }
// Start onboarding after first model update (UI panels are now populated)
if (oldModel == null && TutorialManager.Instance != null &&
!TutorialManager.Instance.State.OnboardingCompleted) {
TutorialManager.Instance.StartOnboarding();
}
PrefetchHeadshots(Model);
SetMusic();
@@ -13,7 +13,6 @@ using Net.Eagle0.Eagle.Views;
using Net.Eagle0.Shardok.Common;
using TMPro;
using UnityEngine;
using UnityGoDiceInterface;
using Logger = common.Logger;
using Notification = eagle.Notifications.Notification;
@@ -58,8 +57,6 @@ namespace eagle {
public List<ProvinceId> ProvincesForFaction(FactionId factionId);
public List<ChronicleEntry> ChronicleEntries { get; }
RollFetcher RollFetcher { get; }
}
public class GameModelUpdater : IClientConnectionSubscriber, IGameStateProvider {
@@ -150,8 +147,6 @@ namespace eagle {
private readonly ConcurrentDictionary<string, int> _shardokResultCounts =
new ConcurrentDictionary<string, int>();
private readonly RollFetcher _rollFetcher;
// State synced with server
private struct ConcreteGameModel : IGameModel {
public PlayerId? PlayerId { get; set; }
@@ -220,8 +215,6 @@ namespace eagle {
var faction = MaybeDestroyedFaction(factionId);
textUpdater.SetFactionText(textComponent, faction, this, template, fallbackText);
}
public RollFetcher RollFetcher { get; set; }
}
private ConcreteGameModel _currentModel;
@@ -229,11 +222,9 @@ namespace eagle {
public GameModelUpdater(
GameId eagleGameId,
FactionId? factionId,
PersistentClientConnection pers,
RollFetcher rollFetcher) {
PersistentClientConnection pers) {
GameId = eagleGameId;
PersistentConnection = pers;
this._rollFetcher = rollFetcher;
_currentModel.LastPostedToken = -1;
_currentModel.PlayerId = factionId;
@@ -245,8 +236,6 @@ namespace eagle {
new ConcurrentDictionary<ShardokGameId, ShardokGameModel>();
_currentModel.BattalionTypes = new Dictionary<BattalionTypeId, BattalionType>();
_currentModel.RollFetcher = rollFetcher;
}
private ShardokGameModel MakeGameModel(ShardokGameId shardokGameId) {
@@ -294,8 +283,7 @@ namespace eagle {
kv => kv.Value.ImagePath),
battalionNames: _currentModel.BattalionNames.ToDictionary(
kv => kv.Key,
kv => kv.Value),
rollFetcher: _rollFetcher);
kv => kv.Value));
return shardokModel;
}
@@ -1,6 +1,7 @@
using System.Collections.Generic;
using System.Linq;
using common;
using Eagle0.Tutorial;
using Net.Eagle0.Eagle.Views;
using UnityEngine;
@@ -136,6 +137,25 @@ namespace eagle {
row.Hero = hero;
SetHeroRowSelections(row, hero);
});
// Register hero rows with tutorial system for highlighting
RegisterHeroRowsForTutorial();
}
private void RegisterHeroRowsForTutorial() {
var registry = TutorialManager.Instance?.TargetRegistry;
if (registry == null) return;
// Register first row as WarlordRow (index 0)
var warlordRow = heroesTable.GetRowRectTransform(0);
if (warlordRow != null) { registry.RegisterTarget("WarlordRow", warlordRow); }
// Register rows 1 and 2 as VassalRows
var vassalRow1 = heroesTable.GetRowRectTransform(1);
if (vassalRow1 != null) { registry.RegisterTarget("VassalRow1", vassalRow1); }
var vassalRow2 = heroesTable.GetRowRectTransform(2);
if (vassalRow2 != null) { registry.RegisterTarget("VassalRow2", vassalRow2); }
}
private void SetUpBattalionsTable() {
@@ -196,6 +196,20 @@ namespace eagle {
/// </summary>
private async Task<bool> StreamOneGameAsync(IClientConnectionSubscriber subscriber) {
var gameId = subscriber.GameId;
// Send JoinGameRequest first to ensure game is loaded on server.
// For already-started games, this returns GAME_FULL but still triggers
// game loading, which prevents "key not found" errors on subsequent commands.
var joinRequest = new UpdateStreamRequest {
JoinGameRequest = new JoinGameRequest { GameId = gameId }
};
await DoWithStreamingCall(async (sc) => {
await sc.RequestStream.WriteAsync(joinRequest);
_remoteEagleClientLogger.LogLine(
$"[SUBSCRIBE] Sent JoinGameRequest for game {gameId} to ensure game is loaded");
return true;
});
var streamGameRequest = new StreamGameRequest {
GameId = gameId,
UnfilteredResultCount = subscriber.LastUnfilteredResultCount
@@ -299,6 +313,36 @@ namespace eagle {
}
}
/// <summary>
/// Remove all pending commands for a specific game.
/// Called when the server confirms a command was processed (SUCCESS or BAD_TOKEN).
/// </summary>
private void RemovePendingCommandsForGame(long gameId) {
lock (this) {
var toRemove = _pendingCommands.Where(cmd => cmd.GameId == gameId).ToList();
foreach (var cmd in toRemove) { _pendingCommands.Remove(cmd); }
if (toRemove.Count > 0) {
_remoteEagleClientLogger.LogLine(
$"[POST] Removed {toRemove.Count} pending command(s) for game {gameId}");
}
}
}
/// <summary>
/// Refresh the subscription for a specific game to get fresh state from the server.
/// Used when a command is rejected (e.g., BAD_TOKEN) and we need current state.
/// </summary>
private void RefreshGameSubscription(long gameId) {
IClientConnectionSubscriber subscriber;
lock (this) { _subscribers.TryGetValue(gameId, out subscriber); }
if (subscriber != null) {
_ = StreamOneGameAsync(subscriber);
} else {
_remoteEagleClientLogger.LogLine(
$"[REFRESH] No subscriber found for game {gameId}");
}
}
public async Task Connect() {
// Prevent concurrent connection attempts
if (_isConnecting) {
@@ -468,7 +512,13 @@ namespace eagle {
await PostRequest(nextCommand);
} else if (eagleToken > providedToken) {
_remoteEagleClientLogger.LogLine(
$"{providedToken} seems to be stale, dropping");
$"{providedToken} seems to be stale (current token " +
$"{eagleToken}), dropping and refreshing state");
// Server already processed this command and advanced
// the token. Re-subscribe to ensure we have current
// state, especially if turn passed and we need new
// commands.
_ = StreamOneGameAsync(subscriber);
} else {
_remoteEagleClientLogger.LogLine(
$"{providedToken} seems to be from the future, adding back to the queue");
@@ -503,7 +553,10 @@ namespace eagle {
await PostRequest(nextCommand);
} else {
_remoteEagleClientLogger.LogLine(
$"Shardok token mismatch: pending={providedShardokToken} current={currentShardokToken}, dropping");
$"Shardok token mismatch: pending={providedShardokToken} " +
$"current={currentShardokToken}, dropping and refreshing state");
// Server processed command, token advanced. Refresh state.
_ = StreamOneGameAsync(subscriber);
}
break;
@@ -528,7 +581,10 @@ namespace eagle {
await PostRequest(nextCommand);
} else {
_remoteEagleClientLogger.LogLine(
$"Shardok placement token mismatch: pending={providedShardokToken} current={currentShardokToken}, dropping");
$"Shardok placement token mismatch: pending={providedShardokToken} " +
$"current={currentShardokToken}, dropping and refreshing state");
// Server processed command, token advanced. Refresh state.
_ = StreamOneGameAsync(subscriber);
}
break;
@@ -658,11 +714,12 @@ namespace eagle {
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 {
// IMPORTANT: Do NOT remove from pending here even if write succeeded.
// WriteAsync completing only means data was written to local buffers,
// not that the server received and processed it. The command stays in
// _pendingCommands until we receive PostCommandResponse SUCCESS or
// TryPendingCommands sees the token has advanced (command was processed).
if (!success) {
_remoteEagleClientLogger.LogLine(
$"[POST] Command not sent (connection dead), keeping in pending queue for retry");
}
@@ -767,12 +824,19 @@ namespace eagle {
await Task.WhenAny(actionTask, timeoutTask).ConfigureAwait(false);
if (completedTask == timeoutTask) {
// WriteAsync timed out - connection is likely dead
// WriteAsync timed out - connection is dead
LogConnectionEvent(
"write_timeout",
$"WriteAsync timed out after {WriteAsyncTimeoutMs}ms");
_remoteEagleClientLogger.LogLine(
$"[WRITE_TIMEOUT] WriteAsync timed out after {WriteAsyncTimeoutMs}ms, connection may be dead");
$"[WRITE_TIMEOUT] WriteAsync timed out after {WriteAsyncTimeoutMs}ms, triggering reconnect");
// Dispose the dead connection and schedule reconnect
lock (this) {
_streamingCall?.Dispose();
_streamingCall = null;
}
ScheduleReconnect("WriteAsyncTimeout");
return false;
}
@@ -780,15 +844,31 @@ namespace eagle {
timeoutCts.Cancel();
return await actionTask.ConfigureAwait(false);
} catch (RpcException e) {
if (e.StatusCode == StatusCode.Cancelled) {
// This is expected when the connection is closed.
return false;
} else {
throw;
_remoteEagleClientLogger.LogLine(
$"[WRITE_ERROR] RpcException: {e.StatusCode} - {e.Message}");
// Connection is broken - dispose and reconnect
lock (this) {
_streamingCall?.Dispose();
_streamingCall = null;
}
if (e.StatusCode != StatusCode.Cancelled) {
// Cancelled is expected during normal shutdown, don't reconnect
ScheduleReconnect($"RpcException-{e.StatusCode}");
}
return false;
} catch (OperationCanceledException) {
// Timeout was triggered
return false;
} catch (Exception e) {
_remoteEagleClientLogger.LogLine(
$"[WRITE_ERROR] Exception: {e.GetType().Name} - {e.Message}");
// Unknown error - dispose and reconnect
lock (this) {
_streamingCall?.Dispose();
_streamingCall = null;
}
ScheduleReconnect($"WriteException-{e.GetType().Name}");
return false;
}
}
@@ -1073,6 +1153,41 @@ namespace eagle {
}
ackTcs?.TrySetResult(ack);
break;
case UpdateStreamResponse.ResponseDetailsOneofCase.PostCommandResponse:
var postResponse = current.PostCommandResponse;
if (postResponse.Status == PostCommandResponse.Types.Status.Error) {
_remoteEagleClientLogger.LogLine(
$"[POST] Server returned ERROR: {postResponse.ErrorMessage}");
LogConnectionEvent(
"post_command_error",
postResponse.ErrorMessage);
// Disconnect and let normal reconnect flow handle recovery
_streamingCall?.Dispose();
_streamingCall = null;
} else if (
postResponse.Status ==
PostCommandResponse.Types.Status.BadToken) {
_remoteEagleClientLogger.LogLine(
$"[POST] Server returned BAD_TOKEN for game {postResponse.GameId} " +
"- command rejected, refreshing state");
// Server rejected command due to stale token. Remove from
// pending (already processed) and re-subscribe to ensure we
// have current state.
RemovePendingCommandsForGame(postResponse.GameId);
RefreshGameSubscription(postResponse.GameId);
} else if (
postResponse.Status ==
PostCommandResponse.Types.Status.Success) {
_remoteEagleClientLogger.LogLine(
$"[POST] Server confirmed command for game {postResponse.GameId}");
// Command was successfully processed. Remove from pending.
RemovePendingCommandsForGame(postResponse.GameId);
}
// UNKNOWN is benign (old servers that don't set status)
break;
}
@@ -0,0 +1,13 @@
using UnityEngine;
/// <summary>
/// Initializes Sparkle auto-updater at app startup.
/// Uses RuntimeInitializeOnLoadMethod to ensure early initialization.
/// </summary>
public static class SparkleInitializer {
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
private static void Initialize() {
Debug.Log("SparkleInitializer: Initializing Sparkle at startup");
SparkleUpdater.Initialize();
}
}
@@ -1,11 +1,11 @@
fileFormatVersion: 2
guid: 75ea5d911cfab4851831d1de4b61f559
guid: 2b4c6d8e0f1a3b5c7d9e1f3a5b7c9d1e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
executionOrder: -100
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,120 @@
using System.Runtime.InteropServices;
using UnityEngine;
/// <summary>
/// C# wrapper for the native SparklePlugin on macOS.
/// Provides auto-update functionality via the Sparkle framework.
/// On non-macOS platforms, all methods are no-ops.
/// </summary>
public static class SparkleUpdater {
#if UNITY_STANDALONE_OSX && !UNITY_EDITOR
private const string PluginName = "SparklePlugin";
[DllImport(PluginName)]
private static extern void SparklePlugin_Initialize();
[DllImport(PluginName)]
private static extern void SparklePlugin_CheckForUpdates();
[DllImport(PluginName)]
private static extern void SparklePlugin_CheckForUpdatesInBackground();
[DllImport(PluginName)]
private static extern int SparklePlugin_IsCheckingForUpdates();
[DllImport(PluginName)]
private static extern int SparklePlugin_GetAutomaticallyChecksForUpdates();
[DllImport(PluginName)]
private static extern void SparklePlugin_SetAutomaticallyChecksForUpdates(int enabled);
private static bool _initialized = false;
/// <summary>
/// Initialize the Sparkle updater. Should be called once at app startup.
/// This starts automatic background update checks based on Info.plist settings.
/// </summary>
public static void Initialize() {
if (_initialized) {
Debug.Log("SparkleUpdater: Already initialized");
return;
}
Debug.Log("SparkleUpdater: Initializing Sparkle");
try {
SparklePlugin_Initialize();
_initialized = true;
Debug.Log("SparkleUpdater: Initialization complete");
} catch (System.Exception e) {
Debug.LogError($"SparkleUpdater: Failed to initialize: {e.Message}");
}
}
/// <summary>
/// Manually check for updates. Shows the update UI to the user.
/// </summary>
public static void CheckForUpdates() {
if (!_initialized) {
Debug.LogWarning("SparkleUpdater: Not initialized");
return;
}
SparklePlugin_CheckForUpdates();
}
/// <summary>
/// Check for updates silently in the background.
/// Only shows UI if an update is found.
/// </summary>
public static void CheckForUpdatesInBackground() {
if (!_initialized) {
Debug.LogWarning("SparkleUpdater: Not initialized");
return;
}
SparklePlugin_CheckForUpdatesInBackground();
}
/// <summary>
/// Returns true if an update check is currently in progress.
/// </summary>
public static bool IsCheckingForUpdates {
get {
if (!_initialized) return false;
return SparklePlugin_IsCheckingForUpdates() != 0;
}
}
/// <summary>
/// Gets or sets whether automatic update checks are enabled.
/// </summary>
public static bool AutomaticallyChecksForUpdates {
get {
if (!_initialized) return false;
return SparklePlugin_GetAutomaticallyChecksForUpdates() != 0;
}
set {
if (!_initialized) return;
SparklePlugin_SetAutomaticallyChecksForUpdates(value? 1: 0);
}
}
#else
// Stub implementations for non-macOS platforms and Editor
public static void Initialize() { Debug.Log("SparkleUpdater: Not available on this platform"); }
public static void CheckForUpdates() {
Debug.Log("SparkleUpdater: Not available on this platform");
}
public static void CheckForUpdatesInBackground() {
Debug.Log("SparkleUpdater: Not available on this platform");
}
public static bool IsCheckingForUpdates => false;
public static bool AutomaticallyChecksForUpdates {
get => false;
set {}
}
#endif
}
@@ -1,11 +1,11 @@
fileFormatVersion: 2
guid: e694fb18ea1df4034b392352bf3aa04a
guid: 8a3b5c7d9e1f2a3b4c5d6e7f8a9b0c1d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
userData:
assetBundleName:
assetBundleVariant:
File diff suppressed because it is too large Load Diff
@@ -1,3 +1,6 @@
System.Runtime.CompilerServices.Unsafe/**
!**/*.psd
**/*.dll
# Native plugins built at CI time
DarwinGodiceBundle.bundle/
macOS/SparklePlugin.bundle/
@@ -1,27 +0,0 @@
fileFormatVersion: 2
guid: 1fc634da07f5047c99dba5ce558b5886
PluginImporter:
externalObjects: {}
serializedVersion: 2
iconMap: {}
executionOrder: {}
defineConstraints: []
isPreloaded: 0
isOverridable: 0
isExplicitlyReferenced: 0
validateReferences: 1
platformData:
- first:
Any:
second:
enabled: 1
settings: {}
- first:
Editor: Editor
second:
enabled: 0
settings:
DefaultValueInitialized: true
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 3c5d7e9f1a2b4c6d8e0f2a4b6c8d0e2f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: b5b6db3c9b9e34b82ae9163a61276c8a
guid: 4d6e8f0a2b3c5d7e9f1a3b5c7d9e1f3a
PluginImporter:
externalObjects: {}
serializedVersion: 2
@@ -12,22 +12,34 @@ PluginImporter:
validateReferences: 1
platformData:
- first:
Any:
: Any
second:
enabled: 0
settings:
Exclude Editor: 1
Exclude Linux64: 1
Exclude OSXUniversal: 0
Exclude Win: 1
Exclude Win64: 1
- first:
Any:
second:
enabled: 0
settings: {}
- first:
Editor: Editor
second:
enabled: 1
enabled: 0
settings:
CPU: AnyCPU
DefaultValueInitialized: true
OS: AnyOS
- first:
Standalone: OSXUniversal
second:
enabled: 1
settings:
CPU: AnyCPU
userData:
assetBundleName:
assetBundleVariant:
userData:
assetBundleName:
assetBundleVariant:
@@ -23,10 +23,6 @@ public class SettingsPanelController : MonoBehaviour {
public Slider tileBorderWidthSlider;
public TMP_Text tileBorderWidthLabel;
public Toggle useGoDiceToggle;
public Button testGoDice;
public RollPanelController rollPanelController;
public Toggle tooltipHugsCursorToggle;
public HoveringTooltip hoveringTooltip;
@@ -42,7 +38,6 @@ public class SettingsPanelController : MonoBehaviour {
private const string SoundEffectsVolumeKey = "soundEffectsVolume";
private const string MusicVolumeKey = "musicVolume";
public const string UseGoDiceKey = "useGoDice";
private const string TooltipHugsCursorKey = "tooltipHugsCursor";
private const string AnimationToggleKey = "animationToggle";
@@ -62,7 +57,6 @@ public class SettingsPanelController : MonoBehaviour {
soundEffectsSlider.value = soundEffectsSource.volume;
musicSlider.value = musicSource.volume;
useGoDiceToggle.isOn = PlayerPrefs.GetInt(UseGoDiceKey, 0) == 1;
tooltipHugsCursorToggle.isOn = PlayerPrefs.GetInt(TooltipHugsCursorKey, 0) == 1;
hoveringTooltip.HugsCursor = tooltipHugsCursorToggle.isOn;
@@ -111,17 +105,6 @@ public class SettingsPanelController : MonoBehaviour {
PlayerPrefs.SetFloat(MusicVolumeKey, val);
}
public void OnUseGoDiceToggleChange(bool val) {
PlayerPrefs.SetInt(UseGoDiceKey, val ? 1 : 0);
testGoDice.interactable = val;
}
public void OnTestGoDiceClick() {
rollPanelController.GetRoll(
new RollRequest { RollType = RollType.D100OpenEnded },
(result) => { Console.Out.WriteLine($"Got ${result}"); });
}
public void OnCursorHugToggleChange(bool val) {
PlayerPrefs.SetInt(TooltipHugsCursorKey, val ? 1 : 0);
hoveringTooltip.HugsCursor = val;
@@ -55,6 +55,21 @@ namespace Shardok {
/// <param name="unitType">Type of battalion (determines boot vs hoof prints)</param>
public void
AnimateMove(int sourceCellIndex, int targetCellIndex, BattalionTypeId unitType) {
AnimateMove(new List<int> { sourceCellIndex, targetCellIndex }, unitType);
}
/// <summary>
/// Animate movement along a path of hex cells.
/// </summary>
/// <param name="pathCellIndices">List of cell indices forming the path (including
/// start)</param> <param name="unitType">Type of battalion (determines boot vs hoof
/// prints)</param>
public void AnimateMove(List<int> pathCellIndices, BattalionTypeId unitType) {
if (pathCellIndices == null || pathCellIndices.Count < 2) {
Debug.LogWarning("MoveAnimator: Path must have at least 2 points");
return;
}
if (bootPrintSprite == null && hoofPrintSprite == null) {
Debug.LogWarning("MoveAnimator: No print sprites assigned");
return;
@@ -65,19 +80,21 @@ namespace Shardok {
return;
}
Vector2? sourcePos = _hexGrid.GetCellCenterPosition(sourceCellIndex);
Vector2? targetPos = _hexGrid.GetCellCenterPosition(targetCellIndex);
if (sourcePos == null || targetPos == null) {
Debug.LogWarning(
$"MoveAnimator: Invalid cell indices {sourceCellIndex} or {targetCellIndex}");
return;
// Convert cell indices to positions
var pathPositions = new List<Vector2>();
foreach (int cellIndex in pathCellIndices) {
Vector2? pos = _hexGrid.GetCellCenterPosition(cellIndex);
if (pos == null) {
Debug.LogWarning($"MoveAnimator: Invalid cell index {cellIndex}");
return;
}
pathPositions.Add(pos.Value);
}
bool isMounted = unitType == BattalionTypeId.LightCavalry ||
unitType == BattalionTypeId.HeavyCavalry;
StartCoroutine(SpawnPrintTrail(sourcePos.Value, targetPos.Value, isMounted));
StartCoroutine(SpawnPrintTrailAlongPath(pathPositions, isMounted));
}
/// <summary>
@@ -88,39 +105,52 @@ namespace Shardok {
}
private IEnumerator SpawnPrintTrail(Vector2 source, Vector2 target, bool isMounted) {
var prints = new List<GameObject>();
Vector2 direction = (target - source).normalized;
float totalDistance = Vector2.Distance(source, target);
yield return SpawnPrintTrailAlongPath(new List<Vector2> { source, target }, isMounted);
}
// Calculate rotation angle for prints to face direction of travel
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg - 90f;
private IEnumerator SpawnPrintTrailAlongPath(List<Vector2> pathPositions, bool isMounted) {
var prints = new List<GameObject>();
Sprite printSprite = isMounted ? (hoofPrintSprite ?? bootPrintSprite)
: (bootPrintSprite ?? hoofPrintSprite);
Color printColor = isMounted ? hoofPrintColor : bootPrintColor;
// Spawn prints along the path
for (int i = 0; i < printsPerHex; i++) {
float t = (i + 1f) / (printsPerHex + 1f);
Vector2 position = Vector2.Lerp(source, target, t);
int totalPrintIndex = 0;
// Alternate left/right for boot prints (flip horizontally)
bool flipX = !isMounted && (i % 2 == 1);
// Spawn prints along each segment of the path
for (int segmentIdx = 0; segmentIdx < pathPositions.Count - 1; segmentIdx++) {
Vector2 source = pathPositions[segmentIdx];
Vector2 target = pathPositions[segmentIdx + 1];
Vector2 direction = (target - source).normalized;
// Lateral offset for alternating prints (feet or front/rear hooves)
Vector2 perpendicular = new Vector2(-direction.y, direction.x);
float offset = (i % 2 == 0) ? -lateralOffset : lateralOffset;
position += perpendicular * offset;
// Calculate rotation angle for prints to face direction of travel
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg - 90f;
GameObject print = CreatePrint(position, angle, printSprite, printColor, flipX);
prints.Add(print);
// Spawn prints along this segment
for (int i = 0; i < printsPerHex; i++) {
float t = (i + 1f) / (printsPerHex + 1f);
Vector2 position = Vector2.Lerp(source, target, t);
// Start FIFO fade coroutine for this print
var fadeCoroutine =
StartCoroutine(FadePrintFIFO(print, printLingerTime + i * printInterval));
_activeCoroutines.Add(fadeCoroutine);
// Alternate left/right for boot prints (flip horizontally)
bool flipX = !isMounted && (totalPrintIndex % 2 == 1);
yield return new WaitForSeconds(printInterval);
// Lateral offset for alternating prints (feet or front/rear hooves)
Vector2 perpendicular = new Vector2(-direction.y, direction.x);
float offset = (totalPrintIndex % 2 == 0) ? -lateralOffset : lateralOffset;
position += perpendicular * offset;
GameObject print = CreatePrint(position, angle, printSprite, printColor, flipX);
prints.Add(print);
// Start FIFO fade coroutine for this print
var fadeCoroutine = StartCoroutine(FadePrintFIFO(
print,
printLingerTime + totalPrintIndex * printInterval));
_activeCoroutines.Add(fadeCoroutine);
totalPrintIndex++;
yield return new WaitForSeconds(printInterval);
}
}
// Wait for all fades to complete
@@ -480,6 +480,9 @@ namespace Shardok {
SetModifiers();
UpdateReserves();
// Notify tutorial system of available commands (for spell/ability tutorials)
TutorialManager.Instance?.TriggerRegistry?.OnTacticalCommandsAvailable(Model);
HandleEnemyStartingPositionOverlays();
endTurnButton.interactable = false;
@@ -1531,13 +1534,15 @@ namespace Shardok {
/// For two-stage sounds (when isOwnCommand=true), plays attempt sound and tracks pending.
/// For single-stage or other player actions, plays full sound.
/// </summary>
/// <param name="movePath">Optional path for move animations (list of grid indices)</param>
void PlayAnimationAndSound(
AnimationType animationType,
int sourceGridIndex,
int targetGridIndex,
UnitViewWithName attackerUnit,
UnitViewWithName defenderUnit,
bool isOwnCommand = false) {
bool isOwnCommand = false,
List<int> movePath = null) {
if (animationType == AnimationType.None) return;
// Handle sound based on whether this is own command with two-stage sounds
@@ -1576,10 +1581,14 @@ namespace Shardok {
break;
case AnimationType.Move:
if (moveAnimator != null && attackerUnit != null) {
moveAnimator.AnimateMove(
sourceGridIndex,
targetGridIndex,
attackerUnit.Battalion.Type);
if (movePath != null && movePath.Count >= 2) {
moveAnimator.AnimateMove(movePath, attackerUnit.Battalion.Type);
} else {
moveAnimator.AnimateMove(
sourceGridIndex,
targetGridIndex,
attackerUnit.Battalion.Type);
}
}
break;
case AnimationType.LightningBolt:
@@ -1897,13 +1906,22 @@ namespace Shardok {
Coords finishCoords = GridIndexToMapCoords(finishGridIndex);
var commandTypes = commandTypeUIManager.CommandTypesForGroup(_displayedCommandGroup);
CommandType? executedCommand =
var executedCommand =
Model.PerformTargetedCommand(startCoords, finishCoords, commandTypes);
if (executedCommand != null) {
var attackerUnit = Model.UnitAtCoords(startCoords);
var defenderUnit = Model.UnitAtCoords(finishCoords);
var animationType = AnimationTypeForCommand(executedCommand.Value);
var animationType = AnimationTypeForCommand(executedCommand.Type);
// Extract path for move animations (prepend start position)
List<int> movePath = null;
if (executedCommand.Path.Count > 0) {
movePath = new List<int> { startGridIndex };
foreach (var coords in executedCommand.Path) {
movePath.Add(MapCoordsToGridIndex(coords));
}
}
if (animationType != AnimationType.None) {
PlayAnimationAndSound(
@@ -1912,7 +1930,8 @@ namespace Shardok {
finishGridIndex,
attackerUnit,
defenderUnit,
isOwnCommand: true);
isOwnCommand: true,
movePath: movePath);
} else if (Model.InSetUp) {
// For commands without specific animations, play generic click in setup
audioClipSource.PlayOneShot(soundManager.GenericClickSound());
@@ -6,7 +6,6 @@ using eagle0;
using UnityEngine;
using Net.Eagle0.Shardok.Api;
using Net.Eagle0.Shardok.Common;
using UnityGoDiceInterface;
using BattalionId = System.Int32;
using UnitId = System.Int32;
using PlayerId = System.Int32;
@@ -133,8 +132,6 @@ public class ShardokGameModel {
private const int StartingHistoryCapacity = 100;
private readonly RollFetcher _rollFetcher;
public ShardokGameModel(
EagleGameId eagleGameId,
ShardokGameId shardokGameId,
@@ -146,13 +143,11 @@ public class ShardokGameModel {
List<PlayerWithHostility> players,
Dictionary<HeroId, String> heroNameTextIds,
Dictionary<HeroId, String> heroImages,
Dictionary<BattalionId, String> battalionNames,
RollFetcher rollFetcher) {
Dictionary<BattalionId, String> battalionNames) {
EagleGameId = eagleGameId;
ShardokGameId = shardokGameId;
History = new List<ActionResultView>(StartingHistoryCapacity);
_persistentClientConnection = persistentClientConnection;
this._rollFetcher = rollFetcher;
PlayerId = playerId;
this.players = new List<PlayerWithHostility>(players);
@@ -274,16 +269,14 @@ public class ShardokGameModel {
return true;
}
public CommandType? PerformTargetedCommand(
Coords start,
Coords target,
List<CommandType> possibleTypes) {
public CommandDescriptor
PerformTargetedCommand(Coords start, Coords target, List<CommandType> possibleTypes) {
List<CommandDescriptor> heroActions = GetCommandsForCoords(start);
foreach (CommandDescriptor action in heroActions) {
if (target.Equals(action.Target) && possibleTypes.Contains(action.Type)) {
PostAction(action);
return action.Type;
return action;
}
}
return null;
@@ -352,25 +345,14 @@ public class ShardokGameModel {
var index = AvailableCommands.IndexOf(action);
AvailableCommands.Clear();
if (action.RollRequest != null) {
_rollFetcher.GetRoll(action.RollRequest, roll => {
_persistentClientConnection.PostShardokCommand(
EagleGameId,
ShardokGameId,
PlayerId,
History.Count(),
index,
roll);
});
} else {
_persistentClientConnection.PostShardokCommand(
EagleGameId,
ShardokGameId,
PlayerId,
History.Count(),
index,
null);
}
// Physical dice roll support removed - server generates random rolls
_persistentClientConnection.PostShardokCommand(
EagleGameId,
ShardokGameId,
PlayerId,
History.Count(),
index,
null);
}
private void PostGameSetupActions() {
@@ -0,0 +1,709 @@
using System.Collections.Generic;
using UnityEngine;
namespace Eagle0.Tutorial {
/// <summary>
/// Defines all tutorial content programmatically.
/// This keeps content in code for easy version control and review.
/// Call RegisterAll() during TutorialManager initialization.
/// </summary>
public static class TutorialContentDefinitions {
/// <summary>
/// Creates and registers all tutorial sequences with the registry.
/// </summary>
public static void RegisterAll(TutorialManager manager, TutorialTriggerRegistry registry) {
// Create and assign onboarding sequence
var onboarding = CreateOnboardingSequence();
manager.OnboardingSequence = onboarding;
// Register command panel tutorials (shown after onboarding)
RegisterCommandPanelTutorials(registry);
// Register strategic contextual tutorials
RegisterStrategicTutorials(registry);
// Register tactical contextual tutorials
RegisterTacticalTutorials(registry);
}
// ========== ONBOARDING SEQUENCE ==========
private static TutorialSequence CreateOnboardingSequence() {
var sequence = ScriptableObject.CreateInstance<TutorialSequence>();
sequence.SequenceId = "onboarding";
sequence.DisplayName = "Welcome to Eagle0";
sequence.IsOnboarding = true;
sequence.Steps = new List<TutorialStep> {
// Step 1: Welcome
new TutorialStep {
StepId = "welcome",
Title = "Welcome to Eagle0",
Description =
"You are a new ruler in a fractured realm. Build your power, recruit heroes, and expand your domain.\n\n" +
"Let's look at your first province!\n\n" +
"<size=80%><color=#888888>(You can skip this tutorial and restart it later from Settings.)</color></size>",
DisplayMode = TutorialDisplayMode.Modal,
CompletionType = TutorialCompletionType.ButtonClick,
AllowSkip = true
},
// Step 2: Province Info Panel - Stats Overview
new TutorialStep {
StepId = "province_stats",
Title = "Province Statistics",
Description =
"This panel shows your province's vital statistics. <b>Hover over icons and numbers</b> for detailed tooltips.\n\n" +
"• <b>Agriculture</b> produces Food to feed your troops\n" +
"• <b>Economy</b> generates Gold for hiring, gifts, and equipment\n" +
"• <b>Infrastructure</b> improves troop armament and disaster resilience\n\n" +
"All three stats increase your storage capacity.",
DisplayMode = TutorialDisplayMode.Modal,
BlocksInteraction = false,
PanelAnchor = TutorialPanelAnchor.Right,
AdjacentTargetPath = "ProvinceInfoPanel",
TargetGameObjectPath = "ProvinceInfoPanel",
HighlightPulsing = true,
CompletionType = TutorialCompletionType.ButtonClick,
AllowSkip = true
},
// Step 3: Province Info Panel - Support (CRITICAL)
new TutorialStep {
StepId = "province_support",
Title = "Support is Critical!",
Description =
"<b>Support</b> measures how much your people trust you. This is your most important number right now!\n\n" +
"You need <b>40 Support by January</b> to collect taxes. Taxes provide both <b>Gold</b> and <b>Food</b>:\n" +
"• <b>Food</b> feeds your troops and lets you Give Alms\n" +
"• <b>Gold</b> pays for hiring, hero gifts, equipment, and more\n\n" +
"Use <b>Improve</b> and <b>Give Alms</b> to raise Support quickly.",
DisplayMode = TutorialDisplayMode.Modal,
BlocksInteraction = false,
PanelAnchor = TutorialPanelAnchor.Right,
AdjacentTargetPath = "ProvinceInfoPanel",
TargetGameObjectPath = "SupportField",
HighlightPulsing = true,
CompletionType = TutorialCompletionType.ButtonClick,
AllowSkip = true
},
// Step 4: Heroes Panel - Warlord
new TutorialStep {
StepId = "heroes_warlord",
Title = "Your Warlord",
Description =
"The <b>Resident Heroes</b> panel shows heroes in this province. The first hero is your <b>Warlord</b> - this is essentially <i>you</i>.\n\n" +
"<b>Hover over a hero</b> to see their backstory, stats, and abilities. Your Warlord has a special profession that grants unique powers.\n\n" +
"<color=#FF6666>Your Warlord is very important - protect them!</color>",
DisplayMode = TutorialDisplayMode.Modal,
BlocksInteraction = false,
PanelAnchor = TutorialPanelAnchor.Right,
AdjacentTargetPath = "HeroesPanel",
TargetGameObjectPath = "WarlordRow",
HighlightPulsing = true,
CompletionType = TutorialCompletionType.ButtonClick,
AllowSkip = true
},
// Step 5: Heroes Panel - Vassals
new TutorialStep {
StepId = "heroes_vassals",
Title = "Your Vassals",
Description =
"The other heroes in your service are your <b>Vassals</b>. They lead troops, govern provinces, and perform tasks for you.\n\n" +
"<b>Watch their Loyalty!</b> At the end of each year, vassal loyalty may drop. If it falls below <b>50</b>, they might leave your service - or worse.\n\n" +
"Keep vassals happy with gifts and feasts!",
DisplayMode = TutorialDisplayMode.Modal,
BlocksInteraction = false,
PanelAnchor = TutorialPanelAnchor.Right,
AdjacentTargetPath = "HeroesPanel",
TargetGameObjectPath = "VassalRow1",
AdditionalHighlightTargets = new[] { "VassalRow2" },
HighlightPulsing = true,
CompletionType = TutorialCompletionType.ButtonClick,
AllowSkip = true
},
// Step 6: Command Buttons - Focus on Improve/Alms
new TutorialStep {
StepId = "command_buttons",
Title = "Province Commands",
Description =
"The buttons below let you issue commands. <b>Feel free to click them</b> - nothing happens until you click <b>Commit</b>!\n\n" +
"For now, focus on:\n" +
"• <b>Improve</b> - Raises province stats AND Support\n" +
"• <b>Give Alms</b> - Quickly boosts Support (costs Food)\n\n" +
"Get to <b>40 Support before January</b> to collect taxes!",
DisplayMode = TutorialDisplayMode.Modal,
BlocksInteraction = false,
PanelAnchor = TutorialPanelAnchor.Top,
AdjacentTargetPath = "CommandButtonsPanel",
TargetGameObjectPath = "CommandButtonsPanel",
HighlightPulsing = true,
HighlightBoundsFromChildren = true,
CompletionType = TutorialCompletionType.ButtonClick,
AllowSkip = true
},
// Step 7: Turn cycle explanation
new TutorialStep {
StepId = "turn_cycle",
Title = "The Turn Cycle",
Description =
"Eagle0 uses <b>simultaneous turns</b>. All players give orders at the same time, then everything resolves together.\n\n" +
"Your turn ends when you've given an order in each of your provinces. Once all players are ready, the server processes commands and shows results.",
DisplayMode = TutorialDisplayMode.Modal,
CompletionType = TutorialCompletionType.ButtonClick,
AllowSkip = true
},
// Step 8: Completion of strategic intro
new TutorialStep {
StepId = "strategic_complete",
Title = "You're Ready to Begin!",
Description =
"That's the basics of managing your province. Remember:\n\n" +
"• Get <b>Support to 40</b> before January for taxes (Gold + Food)\n" +
"• <b>Hover over everything</b> for tooltips\n" +
"• Protect your <b>Warlord</b> at all costs!\n" +
"• Keep your <b>Vassals</b> loyal with gifts\n\n" +
"When armies clash, you'll learn tactical combat. Good luck, ruler!",
DisplayMode = TutorialDisplayMode.Modal,
CompletionType = TutorialCompletionType.ButtonClick,
AllowSkip = false,
// Mark onboarding complete here so command tutorials can appear
// Tactical tutorial continues in background when battle becomes available
MarksOnboardingComplete = true
},
// === TACTICAL TUTORIAL (triggered later when battle occurs) ===
// Step 9: Hidden wait for battle
new TutorialStep {
StepId = "wait_for_battle",
Title = "",
Description = "",
DisplayMode = TutorialDisplayMode.None,
CompletionType = TutorialCompletionType.GameEvent,
CompletionEventId = "first_battle_available",
AllowSkip = true
},
// Step 10: Battle introduction
new TutorialStep {
StepId = "battle_intro",
Title = "Battle Time!",
Description =
"When armies collide, you fight tactical battles on a hex grid.\n\n" +
"You command individual units - infantry, cavalry, archers, and heroes with special abilities.",
DisplayMode = TutorialDisplayMode.Modal,
CompletionType = TutorialCompletionType.ButtonClick,
AllowSkip = true
},
// Step 11: Battle button highlight
new TutorialStep {
StepId = "enter_battle",
Title = "Enter the Battle",
Description = "Tap the <b>Battle</b> button to enter tactical combat.",
DisplayMode = TutorialDisplayMode.Overlay,
CompletionType = TutorialCompletionType.GameEvent,
CompletionEventId = "battle_entered",
AllowSkip = true
},
// Step 12: Tactical overview
new TutorialStep {
StepId = "tactical_overview",
Title = "Tactical Combat",
Description =
"Each unit has movement points and attack power. Position your troops wisely!\n\n" +
"Units attack adjacent enemies. <b>Flanking</b> (attacking from multiple sides) deals bonus damage.",
DisplayMode = TutorialDisplayMode.Modal,
CompletionType = TutorialCompletionType.ButtonClick,
AllowSkip = true
},
// Step 13: Move a unit
new TutorialStep {
StepId = "move_unit",
Title = "Move Your Units",
Description =
"Tap one of your units to select it, then tap a highlighted hex to move there.\n\n" +
"<b>Blue hexes</b> show where you can move.",
DisplayMode = TutorialDisplayMode.Overlay,
CompletionType = TutorialCompletionType.GameEvent,
CompletionEventId = "battle_action",
AllowSkip = true
},
// Step 14: Attack an enemy
new TutorialStep {
StepId = "attack_enemy",
Title = "Attack!",
Description = "Move next to an enemy unit, then tap the enemy to attack.\n\n" +
"<b>Red highlights</b> show valid attack targets.",
DisplayMode = TutorialDisplayMode.Overlay,
CompletionType = TutorialCompletionType.GameEvent,
CompletionEventId = "battle_action",
AllowSkip = true
},
// Step 15: Final completion
new TutorialStep {
StepId = "complete",
Title = "Tutorial Complete!",
Description =
"You now know the basics of Eagle0!\n\n" +
"Explore diplomacy, recruit powerful heroes, and conquer the realm. May your reign be long and prosperous!",
DisplayMode = TutorialDisplayMode.Modal,
CompletionType = TutorialCompletionType.ButtonClick,
AllowSkip = false
}
};
return sequence;
}
// ========== COMMAND PANEL TUTORIALS ==========
// These appear the first time a command panel is shown, after onboarding completes.
private static void RegisterCommandPanelTutorials(TutorialTriggerRegistry registry) {
// Improve command - most important early game command
var improve = CreateCommandPanelTutorial(
"command_improve",
"Improve Province",
"Use <b>Improve</b> to develop your province and increase Support.\n\n" +
"• <b>Agriculture</b> - Increases food production\n" +
"• <b>Economy</b> - Increases gold income\n" +
"• <b>Infrastructure</b> - Improves armament and resilience\n" +
"• <b>Repair Devastation</b> - Restores damaged stats\n\n" +
"<b>Tip:</b> Select a hero using the dropdown, or click a hero in the <b>Resident Heroes</b> panel to the left!");
registry.RegisterTutorial(improve, "command_panel_ImproveCommand");
// Alms command
var alms = CreateCommandPanelTutorial(
"command_alms",
"Give Alms",
"Give Alms distributes food to the people, quickly raising <b>Support</b>.\n\n" +
"This is the fastest way to boost Support, but costs Food from your stores. Use it when you need Support urgently!");
registry.RegisterTutorial(alms, "command_panel_AlmsCommand");
// March command
var march = CreateCommandPanelTutorial(
"command_march",
"March",
"March moves your army to another province.\n\n" +
"• Select a <b>destination</b> province\n" +
"• Choose which <b>heroes and battalions</b> to take\n" +
"• Optionally bring <b>supplies</b> (food and gold)\n\n" +
"If you march into enemy territory, battle may ensue!");
registry.RegisterTutorial(march, "command_panel_MarchCommand");
// Defend command
var defend = CreateCommandPanelTutorial(
"command_defend",
"Defend",
"Defend prepares your forces to repel attackers.\n\n" +
"Choose a <b>rally point</b> where your troops will gather. Units defending have advantages in tactical combat.");
registry.RegisterTutorial(defend, "command_panel_DefendCommand");
// Rest command
var rest = CreateCommandPanelTutorial(
"command_rest",
"Rest",
"Rest restores your heroes' <b>Vigor</b>.\n\n" +
"Heroes need rest to recover from exertion. Use this when your heroes are tired and you don't need to take other actions.");
registry.RegisterTutorial(rest, "command_panel_RestCommand");
// Trade command
var trade = CreateCommandPanelTutorial(
"command_trade",
"Trade",
"Trade lets you exchange <b>Food</b> for <b>Gold</b> or vice versa.\n\n" +
"The market takes its cut - buy and sell prices differ. Useful when you have surplus of one resource and need the other.");
registry.RegisterTutorial(trade, "command_panel_TradeCommand");
// Feast command
var feast = CreateCommandPanelTutorial(
"command_feast",
"Hold Feast",
"Hold a Feast to boost hero <b>Loyalty</b> and <b>Vigor</b>.\n\n" +
"The cost depends on how many heroes are in the province. A feast keeps your vassals happy and well-rested!");
registry.RegisterTutorial(feast, "command_panel_FeastCommand");
// Hero Gift command
var heroGift = CreateCommandPanelTutorial(
"command_hero_gift",
"Give Gift",
"Give a gift to increase a hero's <b>Loyalty</b>.\n\n" +
"Select a hero and choose how much gold to spend. More expensive gifts have greater effect.");
registry.RegisterTutorial(heroGift, "command_panel_HeroGiftCommand");
// Train command
var train = CreateCommandPanelTutorial(
"command_train",
"Train",
"Train improves your troops' <b>combat effectiveness</b>.\n\n" +
"Select a hero to lead training. Better trainers produce better results!");
registry.RegisterTutorial(train, "command_panel_TrainCommand");
// Arm Troops command
var armTroops = CreateCommandPanelTutorial(
"command_arm_troops",
"Arm Troops",
"Arm Troops equips your battalions with better weapons and armor.\n\n" +
"Higher <b>Infrastructure</b> allows better equipment. Well-armed troops are more effective in battle.");
registry.RegisterTutorial(armTroops, "command_panel_ArmTroopsCommand");
// Organize Troops command
var organizeTroops = CreateCommandPanelTutorial(
"command_organize_troops",
"Organize Troops",
"Organize Troops lets you <b>hire new battalions</b> and restructure existing ones.\n\n" +
"Light Infantry and Longbowmen are always available. Other battalion types require minimum <b>Economy</b> or <b>Agriculture</b> levels. You can also combine, split, or reassign troops between battalions.");
registry.RegisterTutorial(organizeTroops, "command_panel_OrganizeTroopsCommand");
// Recruit Heroes command
var recruitHeroes = CreateCommandPanelTutorial(
"command_recruit_heroes",
"Recruit Heroes",
"Recruit a free hero to join your faction!\n\n" +
"Heroes lead armies, govern provinces, and have special abilities. Choose wisely - their stats and professions vary.");
registry.RegisterTutorial(recruitHeroes, "command_panel_RecruitHeroesCommand");
// Travel command
var travel = CreateCommandPanelTutorial(
"command_travel",
"Travel",
"Travel sends your hero to <b>town</b> within the province.\n\n" +
"While traveling, you can do as many actions as you want in a turn: trade, arm troops, divine or recruit heroes, and manage prisoners. Use <b>Return</b> when done.");
registry.RegisterTutorial(travel, "command_panel_TravelCommand");
// Return command
var returnCmd = CreateCommandPanelTutorial(
"command_return",
"Return to Camp",
"Return your province leader from town back to camp.\n\n" +
"This ends <b>Travel</b> mode and completes your turn. Use it when you're done with town activities.");
registry.RegisterTutorial(returnCmd, "command_panel_ReturnCommand");
// Diplomacy command
var diplomacy = CreateCommandPanelTutorial(
"command_diplomacy",
"Diplomacy",
"Send a diplomatic envoy to another faction.\n\n" +
"Propose truces to pause hostilities, form alliances for mutual defense, or invite factions to join your cause. Select an ambassador - sending your leader is risky!");
registry.RegisterTutorial(diplomacy, "command_panel_DiplomacyCommand");
// Ransom command (uses DiplomacyCommand type but separate selector)
// Note: RansomCommandSelector also uses DiplomacyCommand, triggered by same event
// Send Supplies command
var sendSupplies = CreateCommandPanelTutorial(
"command_send_supplies",
"Send Supplies",
"Send gold and food to another province.\n\n" +
"Useful for resupplying distant armies or supporting provinces under siege. Select a hero to escort the supplies.");
registry.RegisterTutorial(sendSupplies, "command_panel_SendSuppliesCommand");
// Recon command
var recon = CreateCommandPanelTutorial(
"command_recon",
"Recon",
"Send a hero to scout an enemy province.\n\n" +
"Gather intelligence on enemy forces, resources, and defenses. Your scout may encounter danger!");
registry.RegisterTutorial(recon, "command_panel_ReconCommand");
// Divine command
var divine = CreateCommandPanelTutorial(
"command_divine",
"Divine Heroes",
"Use divination to learn a hero's hidden potential.\n\n" +
"Costs gold but reveals the hero's true abilities and stats. Divine all available heroes at once for efficiency.");
registry.RegisterTutorial(divine, "command_panel_DivineCommand");
// Issue Orders command
var issueOrders = CreateCommandPanelTutorial(
"command_issue_orders",
"Issue Orders",
"Set standing orders for your provinces.\n\n" +
"Orders determine how provinces behave each turn - prioritize military, economy, or defense. You can also designate a Focus Province for special attention.");
registry.RegisterTutorial(issueOrders, "command_panel_IssueOrdersCommand");
// Control Weather command
var controlWeather = CreateCommandPanelTutorial(
"command_control_weather",
"Control Weather",
"Use magical power to control the weather.\n\n" +
"Create favorable conditions for your forces or harsh weather to hinder enemies. Requires a hero with weather magic.");
registry.RegisterTutorial(
controlWeather,
"command_panel_ControlWeatherAvailableCommand");
// Swear Brotherhood command
var swearBrotherhood = CreateCommandPanelTutorial(
"command_swear_brotherhood",
"Swear Brotherhood",
"Swear an oath of brotherhood with a hero.\n\n" +
"Creates a powerful bond that boosts loyalty and grants special bonuses. Choose your sworn brothers wisely - this bond is sacred!");
registry.RegisterTutorial(swearBrotherhood, "command_panel_SwearBrotherhoodCommand");
// Apprehend Outlaw command
var apprehendOutlaw = CreateCommandPanelTutorial(
"command_apprehend_outlaw",
"Apprehend Outlaw",
"Capture an outlaw hiding in your province.\n\n" +
"Send a hero and optionally a battalion to apprehend the fugitive. Outlaws may be former heroes from defeated factions.");
registry.RegisterTutorial(apprehendOutlaw, "command_panel_ApprehendOutlawCommand");
// Suppress Beasts command
var suppressBeasts = CreateCommandPanelTutorial(
"command_suppress_beasts",
"Suppress Beasts",
"Deal with dangerous creatures threatening your province.\n\n" +
"Send a hero with a battalion to suppress the beasts. Going without troops is risky - your hero could be killed!");
registry.RegisterTutorial(suppressBeasts, "command_panel_SuppressBeastsCommand");
// Exile Vassal command
var exileVassal = CreateCommandPanelTutorial(
"command_exile_vassal",
"Exile Vassal",
"Exile a hero from your faction.\n\n" +
"Sometimes a disloyal or troublesome vassal must be removed. The exiled hero becomes an outlaw and may seek revenge!");
registry.RegisterTutorial(exileVassal, "command_panel_ExileVassalCommand");
// Handle Captured Hero command
var handleCapturedHero = CreateCommandPanelTutorial(
"command_handle_captured_hero",
"Handle Captured Hero",
"Decide the fate of a captured enemy hero.\n\n" +
"You can recruit them to your cause, imprison them for ransom, exile them, execute them, or return them for diplomatic favor.");
registry.RegisterTutorial(
handleCapturedHero,
"command_panel_HandleCapturedHeroCommand");
// Manage Prisoners command
var managePrisoners = CreateCommandPanelTutorial(
"command_manage_prisoners",
"Manage Prisoners",
"Manage heroes you've imprisoned.\n\n" +
"Release them, move them between provinces, exile them, execute them, or return them to their faction for diplomatic benefit.");
registry.RegisterTutorial(managePrisoners, "command_panel_ManagePrisonerCommand");
// Decline Quest command
var declineQuest = CreateCommandPanelTutorial(
"command_decline_quest",
"Decline Quest",
"Decline a quest offered by a hero.\n\n" +
"Some heroes seek specific quests before joining. If you can't fulfill their request, you may decline - but they may leave.");
registry.RegisterTutorial(declineQuest, "command_panel_DeclineQuestCommand");
// Start Epidemic command
var startEpidemic = CreateCommandPanelTutorial(
"command_start_epidemic",
"Start Plague",
"Unleash a deadly plague upon an enemy province.\n\n" +
"A devastating but dishonorable tactic. Requires a hero with plague magic. The disease will spread and cause great suffering.");
registry.RegisterTutorial(startEpidemic, "command_panel_StartEpidemicCommand");
// Handle Riot - Crack Down command
var handleRiotCrackDown = CreateCommandPanelTutorial(
"command_handle_riot_crack_down",
"Crack Down",
"Use force to suppress the rioting populace.\n\n" +
"Send a hero with troops to restore order. Effective but may damage your reputation and reduce support.");
registry.RegisterTutorial(
handleRiotCrackDown,
"command_panel_HandleRiotCrackDownAvailableCommand");
// Handle Riot - Do Nothing command
var handleRiotDoNothing = CreateCommandPanelTutorial(
"command_handle_riot_do_nothing",
"Ignore Riot",
"Choose to ignore the riot and let it run its course.\n\n" +
"The unrest may subside on its own, or it may worsen. A risky choice that avoids immediate costs.");
registry.RegisterTutorial(
handleRiotDoNothing,
"command_panel_HandleRiotDoNothingAvailableCommand");
// Handle Riot - Give command
var handleRiotGive = CreateCommandPanelTutorial(
"command_handle_riot_give",
"Give to Populace",
"Appease the rioters with gifts of food or gold.\n\n" +
"A peaceful solution that costs resources but preserves your reputation. Choose how much to give.");
registry.RegisterTutorial(
handleRiotGive,
"command_panel_HandleRiotGiveAvailableCommand");
// Attack Decision command
var attackDecision = CreateCommandPanelTutorial(
"command_attack_decision",
"Attack Decision",
"Your army has encountered enemy forces! Choose your action.\n\n" +
"Advance to attack, demand tribute, request safe passage, or withdraw. Consider your strength before engaging.");
registry.RegisterTutorial(attackDecision, "command_panel_AttackDecisionCommand");
// Free For All Decision command
var freeForAllDecision = CreateCommandPanelTutorial(
"command_free_for_all_decision",
"Free-For-All Battle",
"Multiple armies have converged! A chaotic battle is imminent.\n\n" +
"You must decide whether to join the fray or attempt to withdraw from this dangerous situation.");
registry.RegisterTutorial(
freeForAllDecision,
"command_panel_FreeForAllDecisionCommand");
// Resolve Tribute command
var resolveTribute = CreateCommandPanelTutorial(
"command_resolve_tribute",
"Tribute Demanded",
"Another faction is demanding tribute from you.\n\n" +
"You can pay to avoid conflict, refuse and risk war, or imprison the messenger (a hostile act).");
registry.RegisterTutorial(resolveTribute, "command_panel_ResolveTributeCommand");
}
/// <summary>
/// Creates a command panel tutorial with onboarding as a prerequisite.
/// </summary>
private static TutorialSequence
CreateCommandPanelTutorial(string id, string title, string description) {
var sequence = ScriptableObject.CreateInstance<TutorialSequence>();
sequence.SequenceId = id;
sequence.DisplayName = title;
sequence.IsOnboarding = false;
// Require onboarding completion before showing command tutorials
sequence.RequiredCompletedTutorials = new List<string> { "onboarding" };
sequence.Steps = new List<TutorialStep> { new TutorialStep {
StepId = id + "_step",
Title = title,
Description = description,
DisplayMode = TutorialDisplayMode.Modal,
BlocksInteraction = false,
// Position above the command selector panel
PanelAnchor = TutorialPanelAnchor.Top,
AdjacentTargetPath = "CommandPanel",
CompletionType = TutorialCompletionType.ButtonClick,
AllowSkip = true
} };
return sequence;
}
// ========== STRATEGIC CONTEXTUAL TUTORIALS ==========
private static void RegisterStrategicTutorials(TutorialTriggerRegistry registry) {
// Hero recruitment
var heroRecruitment = CreateSingleStepTutorial(
"hero_recruitment",
"Heroes Available",
"Free heroes wander the realm seeking a lord to serve.\n\nRecruit them to lead your armies! Heroes have unique abilities and grow stronger with experience.",
TutorialDisplayMode.Modal);
registry.RegisterTutorial(heroRecruitment, "hero_recruitment_available");
// Weather control
var weatherControl = CreateSingleStepTutorial(
"weather_control",
"Weather Magic",
"Your mages can influence the weather!\n\nRain slows movement, storms disrupt enemies, and clear skies speed your march.",
TutorialDisplayMode.Overlay);
registry.RegisterTutorial(weatherControl, "weather_control_available");
// Prisoner management
var prisoners = CreateSingleStepTutorial(
"prisoner_management",
"Prisoners Captured",
"You've captured enemy soldiers!\n\nYou can ransom them for gold, recruit them into your army, or execute them as a warning.",
TutorialDisplayMode.Modal);
registry.RegisterTutorial(prisoners, "prisoner_command_issued");
}
// ========== TACTICAL CONTEXTUAL TUTORIALS ==========
private static void RegisterTacticalTutorials(TutorialTriggerRegistry registry) {
// Lightning spell
var lightning = CreateSingleStepTutorial(
"spell_lightning",
"Lightning Bolt",
"Your mage can cast Lightning Bolt!\n\nThis spell strikes a single target for heavy damage. Great for eliminating key enemy units.",
TutorialDisplayMode.Tooltip);
registry.RegisterTutorial(lightning, "spell_lightning_available");
// Meteor spell
var meteor = CreateSingleStepTutorial(
"spell_meteor",
"Meteor Strike",
"Meteor is a devastating area spell!\n\nIt takes a turn to cast: first select target, then it lands next turn. Plan ahead!",
TutorialDisplayMode.Modal);
registry.RegisterTutorial(meteor, "spell_meteor_available");
// Holy Wave spell
var holyWave = CreateSingleStepTutorial(
"spell_holywave",
"Holy Wave",
"Holy Wave heals your units and damages undead!\n\nPosition your troops carefully to maximize its effect.",
TutorialDisplayMode.Tooltip);
registry.RegisterTutorial(holyWave, "spell_holywave_available");
// Raise Dead spell
var raiseDead = CreateSingleStepTutorial(
"spell_raisedead",
"Raise Dead",
"Dark magic can raise fallen soldiers as undead!\n\nThey fight for you, but beware - they may crumble if your necromancer falls.",
TutorialDisplayMode.Modal);
registry.RegisterTutorial(raiseDead, "spell_raisedead_available");
// Fire terrain
var fireTerrain = CreateSingleStepTutorial(
"terrain_fire",
"Fire Hazard",
"Fire spreads across the battlefield!\n\nUnits in burning hexes take damage. Use fire to block enemy routes or avoid it yourself.",
TutorialDisplayMode.Tooltip);
registry.RegisterTutorial(fireTerrain, "terrain_fire_encountered");
// Water terrain
var waterTerrain = CreateSingleStepTutorial(
"terrain_water",
"Water Crossing",
"Units can cross shallow water, but it's risky.\n\nCrossing takes extra movement and may fail. Some units swim better than others.",
TutorialDisplayMode.Tooltip);
registry.RegisterTutorial(waterTerrain, "terrain_water_encountered");
// Charge ability
var charge = CreateSingleStepTutorial(
"ability_charge",
"Cavalry Charge",
"Your cavalry can Charge!\n\nCharging deals bonus damage based on distance traveled. Use open terrain for maximum impact.",
TutorialDisplayMode.Overlay);
registry.RegisterTutorial(charge, "ability_charge_available");
}
// ========== HELPER METHODS ==========
private static TutorialSequence CreateSingleStepTutorial(
string id,
string title,
string description,
TutorialDisplayMode displayMode) {
var sequence = ScriptableObject.CreateInstance<TutorialSequence>();
sequence.SequenceId = id;
sequence.DisplayName = title;
sequence.IsOnboarding = false;
sequence.Steps = new List<TutorialStep> { new TutorialStep {
StepId = id + "_step",
Title = title,
Description = description,
DisplayMode = displayMode,
CompletionType = TutorialCompletionType.ButtonClick,
AllowSkip = true
} };
return sequence;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3a768fdf067694657a5d24b935064f88
@@ -64,6 +64,37 @@ namespace Eagle0.Tutorial {
/// </summary>
public int StepCount => Steps?.Count ?? 0;
/// <summary>
/// Number of visible steps up to and including the first MarksOnboardingComplete step.
/// This gives an accurate count for the current "phase" of onboarding.
/// </summary>
public int VisibleStepCount {
get {
if (Steps == null) return 0;
int count = 0;
foreach (var step in Steps) {
if (step.DisplayMode != TutorialDisplayMode.None) count++;
// Stop counting after the step that marks onboarding complete
if (step.MarksOnboardingComplete) break;
}
return count;
}
}
/// <summary>
/// Gets the visible step index for a given actual step index.
/// Returns 0-based index among visible steps only.
/// </summary>
public int GetVisibleStepIndex(int actualIndex) {
if (Steps == null || actualIndex < 0) return 0;
int visibleIndex = 0;
for (int i = 0; i < actualIndex && i < Steps.Count; i++) {
if (Steps[i].DisplayMode != TutorialDisplayMode.None) visibleIndex++;
}
return visibleIndex;
}
/// <summary>
/// Checks if all prerequisites are met.
/// </summary>
@@ -22,6 +22,26 @@ namespace Eagle0.Tutorial {
None
}
/// <summary>
/// Where to position the tutorial panel on screen.
/// </summary>
public enum TutorialPanelAnchor {
/// <summary>Centered on screen (default modal behavior).</summary>
Center,
/// <summary>Panel anchored to left side of screen.</summary>
Left,
/// <summary>Panel anchored to right side of screen.</summary>
Right,
/// <summary>Panel anchored to top of screen.</summary>
Top,
/// <summary>Panel anchored to bottom of screen.</summary>
Bottom
}
/// <summary>
/// How the tutorial step is completed/advanced.
/// </summary>
@@ -66,16 +86,31 @@ namespace Eagle0.Tutorial {
[Tooltip("How this step should be displayed")]
public TutorialDisplayMode DisplayMode = TutorialDisplayMode.Modal;
[Tooltip("Whether this step blocks game interaction (false = user can interact with game)")]
public bool BlocksInteraction = true;
[Tooltip("Where to position the tutorial panel on screen")]
public TutorialPanelAnchor PanelAnchor = TutorialPanelAnchor.Center;
[Header("UI Targeting")]
[Tooltip("Path to GameObject to highlight (e.g., 'Canvas/CommandPanel/MarchButton')")]
public string TargetGameObjectPath;
[Tooltip("Additional targets to highlight together (combined bounding box)")]
public string[] AdditionalHighlightTargets;
[Tooltip("Path to GameObject to position the panel adjacent to (for non-blocking modals)")]
public string AdjacentTargetPath;
[Tooltip("Offset from target element for tooltip/arrow positioning")]
public Vector2 HighlightOffset;
[Tooltip("Whether the highlight should pulse")]
public bool HighlightPulsing = true;
[Tooltip("Compute highlight bounds from active children instead of target's RectTransform")]
public bool HighlightBoundsFromChildren;
[Header("Completion")]
[Tooltip("How this step is completed")]
public TutorialCompletionType CompletionType = TutorialCompletionType.ButtonClick;
@@ -93,6 +128,10 @@ namespace Eagle0.Tutorial {
[Tooltip("Jump to specific step ID instead of sequential (empty = next step)")]
public string NextStepOverride;
[Tooltip(
"Marks onboarding as complete when this step finishes (for mid-sequence completion)")]
public bool MarksOnboardingComplete;
[Header("Audio")]
[Tooltip("Optional narration audio")]
public AudioClip NarrationClip;
@@ -1,5 +1,9 @@
using System.Collections.Generic;
using System.Linq;
using eagle;
using Net.Eagle0.Eagle.Api;
using Net.Eagle0.Shardok.Api;
using Net.Eagle0.Shardok.Common;
using Shardok;
using UnityEngine;
@@ -76,6 +80,36 @@ namespace Eagle0.Tutorial {
}
}
// ========== Command Panel Events ==========
// Track the last command type shown so we can re-trigger after onboarding
private AvailableCommand.SealedValueOneofCase? _lastCommandTypeShown;
/// <summary>
/// Called when a command panel is shown in the strategic view.
/// Triggers contextual tutorials for each command type.
/// </summary>
public void OnCommandPanelShown(AvailableCommand.SealedValueOneofCase commandType) {
_lastCommandTypeShown = commandType;
string eventId = $"command_panel_{commandType}";
OnGameEvent(eventId);
}
/// <summary>
/// Re-triggers the last command panel tutorial.
/// Called after onboarding completes to show tutorial for already-selected command.
/// </summary>
public void RetriggerLastCommandTutorial() {
if (_lastCommandTypeShown.HasValue) {
Debug.Log(
$"[Tutorial] RetriggerLastCommandTutorial: Triggering for {_lastCommandTypeShown.Value}");
string eventId = $"command_panel_{_lastCommandTypeShown.Value}";
OnGameEvent(eventId);
} else {
Debug.Log("[Tutorial] RetriggerLastCommandTutorial: No last command type recorded");
}
}
// ========== Strategic Layer Events ==========
/// <summary>
@@ -92,10 +126,51 @@ namespace Eagle0.Tutorial {
}
}
// Check for diplomacy offers
// Check for riots
// Check for hero recruitment opportunities
// etc. - These would check model state changes
// Check available commands for strategic tutorials
CheckStrategicCommandsAvailable(model, previousModel);
// Check for province state changes
CheckProvinceStateChanges(model, previousModel);
// Check for free heroes (recruitment opportunity)
CheckHeroRecruitmentAvailable(model, previousModel);
}
private void CheckStrategicCommandsAvailable(IGameModel model, IGameModel previousModel) {
if (model.AvailableCommandsByProvince == null) return;
var allCommands =
model.AvailableCommandsByProvince.Values.SelectMany(opac => opac.Commands)
.ToList();
// Check for diplomacy commands
bool hasDiplomacy = allCommands.Any(cmd => cmd.DiplomacyCommand != null);
if (hasDiplomacy && !_manager.State.HasCompletedTutorial("diplomacy_intro")) {
OnGameEvent("diplomacy_available");
}
// Check for weather control
bool hasWeatherControl =
allCommands.Any(cmd => cmd.ControlWeatherAvailableCommand != null);
if (hasWeatherControl && !_manager.State.HasCompletedTutorial("weather_control")) {
OnGameEvent("weather_control_available");
}
}
private void CheckProvinceStateChanges(IGameModel model, IGameModel previousModel) {
// Note: Riot status is not exposed in ProvinceView, so we can't detect riots here.
// Province state change detection can be added when the view exposes relevant fields.
}
private void CheckHeroRecruitmentAvailable(IGameModel model, IGameModel previousModel) {
if (model.Heroes == null) return;
// Check for free heroes (heroes with no faction)
var freeHeroes =
model.Heroes.Values.Where(h => h.FactionId == null || h.FactionId == 0);
if (freeHeroes.Any() && !_manager.State.HasCompletedTutorial("hero_recruitment")) {
OnGameEvent("hero_recruitment_available");
}
}
/// <summary>
@@ -113,8 +188,18 @@ namespace Eagle0.Tutorial {
// Track first command for onboarding
OnGameEvent("command_issued", command);
// Could also check command type for specific tutorials
// e.g., first diplomacy command, first weather control, etc.
// Check specific command types
if (command is SelectedCommand selectedCommand) {
if (selectedCommand.DiplomacyCommand != null) {
OnGameEvent("diplomacy_command_issued", selectedCommand);
}
if (selectedCommand.ControlWeatherSelectedCommand != null) {
OnGameEvent("weather_command_issued", selectedCommand);
}
if (selectedCommand.ManagePrisonersCommand != null) {
OnGameEvent("prisoner_command_issued", selectedCommand);
}
}
}
// ========== Tactical Layer Events ==========
@@ -132,8 +217,62 @@ namespace Eagle0.Tutorial {
public void OnBattleAction(object actionResult) {
OnGameEvent("battle_action", actionResult);
// Check for specific action types that need tutorials
// e.g., first spell cast, first charge, etc.
// Check for specific action types
if (actionResult is ActionResultView result) { CheckTacticalActionType(result); }
}
private void CheckTacticalActionType(ActionResultView result) {
switch (result.Type) {
// Spell tutorials
case ActionType.LightningBolt: OnGameEvent("spell_lightning_cast", result); break;
case ActionType.MeteorStart:
case ActionType.MeteorTarget:
case ActionType.MeteorCast: OnGameEvent("spell_meteor_cast", result); break;
case ActionType.HolyWave:
case ActionType.HolyWaveDamage: OnGameEvent("spell_holywave_cast", result); break;
case ActionType.RaisedUndead:
case ActionType.FailedRaiseUndead:
OnGameEvent("spell_raisedead_cast", result);
break;
// Combat tutorials
case ActionType.ChargeAttack: OnGameEvent("ability_charge_used", result); break;
// Terrain tutorials
case ActionType.FireDamage:
case ActionType.FireSpread: OnGameEvent("terrain_fire_encountered", result); break;
case ActionType.CrossedWater:
case ActionType.CrossWaterFailed:
OnGameEvent("terrain_water_encountered", result);
break;
}
}
/// <summary>
/// Called when available commands change in tactical view.
/// Used to detect when special abilities become available.
/// </summary>
public void OnTacticalCommandsAvailable(ShardokGameModel model) {
if (model?.AvailableCommands == null) return;
// Check for spell availability
foreach (var cmd in model.AvailableCommands) {
switch (cmd.Type) {
case CommandType.LightningBoltCommand:
OnGameEvent("spell_lightning_available");
break;
case CommandType.MeteorStartCommand:
OnGameEvent("spell_meteor_available");
break;
case CommandType.HolyWaveCommand:
OnGameEvent("spell_holywave_available");
break;
case CommandType.RaiseDeadCommand:
OnGameEvent("spell_raisedead_available");
break;
case CommandType.ChargeCommand: OnGameEvent("ability_charge_available"); break;
}
}
}
/// <summary>
@@ -23,6 +23,9 @@ namespace Eagle0.Tutorial {
[Tooltip("Reference to the tutorial UI manager")]
public TutorialUIManager UIManager;
[Tooltip("Registry of UI targets for tutorials")]
public TutorialTargetRegistry TargetRegistry;
[Header("Debug")]
[Tooltip("Enable verbose logging")]
public bool DebugLogging;
@@ -69,6 +72,9 @@ namespace Eagle0.Tutorial {
_state = TutorialState.Load();
_triggerRegistry = new TutorialTriggerRegistry(this);
// Register all tutorial content
TutorialContentDefinitions.RegisterAll(this, _triggerRegistry);
Log("TutorialManager initialized");
}
@@ -144,7 +150,47 @@ namespace Eagle0.Tutorial {
/// </summary>
public void TriggerContextualTutorial(string tutorialId) {
if (!TutorialsEnabled || _state.AllTutorialsDisabled) return;
if (_state.HasCompletedTutorial(tutorialId)) return;
bool isAlreadyCompleted = _state.HasCompletedTutorial(tutorialId);
bool isCommandTutorial = tutorialId.StartsWith("command_");
bool activeIsCommandTutorial =
_activeSequence?.SequenceId.StartsWith("command_") ?? false;
// If switching to a completed command tutorial while another command tutorial
// is showing, just hide the current one (don't mark it complete)
if (isAlreadyCompleted && isCommandTutorial && activeIsCommandTutorial) {
Log($"TriggerContextualTutorial: '{tutorialId}' already completed, " +
$"hiding active command tutorial '{_activeSequence.SequenceId}'");
StopCurrentSequence(skipped: true);
return;
}
if (isAlreadyCompleted) return;
// Check if we should allow interruption
if (_activeSequence != null) {
var currentStep = CurrentStep;
bool isHiddenStep = currentStep?.DisplayMode == TutorialDisplayMode.None;
// Allow interruption if:
// 1. Current step is hidden (DisplayMode.None) - waiting for async events
// 2. Both tutorials are command tutorials - allow switching between commands
bool bothAreCommandTutorials = isCommandTutorial && activeIsCommandTutorial;
if (!isHiddenStep && !bothAreCommandTutorials) {
Log($"TriggerContextualTutorial: Skipping '{tutorialId}' - another tutorial is active");
return;
}
if (bothAreCommandTutorials && _activeSequence.SequenceId == tutorialId) {
// Same command tutorial already showing, don't restart
return;
}
Log($"TriggerContextualTutorial: Allowing '{tutorialId}' to interrupt " +
(isHiddenStep ? "hidden step"
: $"command tutorial '{_activeSequence.SequenceId}'"));
}
// Look up the tutorial sequence by ID
var sequence = _triggerRegistry?.GetSequenceById(tutorialId);
@@ -158,6 +204,18 @@ namespace Eagle0.Tutorial {
if (_activeSequence == null) return;
var currentStep = CurrentStep;
// Check if this step marks onboarding as complete (mid-sequence)
bool shouldRetriggerCommandTutorial = false;
if (currentStep != null && currentStep.MarksOnboardingComplete &&
_activeSequence.IsOnboarding) {
Log("Marking onboarding complete (mid-sequence)");
_state.CompleteOnboarding();
_state.MarkTutorialCompleted(_activeSequence.SequenceId);
// Defer re-triggering until after we advance to the hidden step
shouldRetriggerCommandTutorial = true;
}
string nextStepId = currentStep?.NextStepOverride;
// Determine next step index
@@ -182,6 +240,11 @@ namespace Eagle0.Tutorial {
Log($"Advanced to step {_currentStepIndex}: '{CurrentStep?.StepId}'");
ShowCurrentStep();
// Now that we've advanced to the hidden step, re-trigger command tutorial
if (shouldRetriggerCommandTutorial) {
_triggerRegistry?.RetriggerLastCommandTutorial();
}
}
/// <summary>
@@ -287,12 +350,14 @@ namespace Eagle0.Tutorial {
// Handle different display modes
switch (step.DisplayMode) {
case TutorialDisplayMode.Modal:
// Use visible step index/count for better UX (excludes hidden steps)
int visibleIndex = _activeSequence.GetVisibleStepIndex(_currentStepIndex);
int visibleCount = _activeSequence.VisibleStepCount;
UIManager?.ShowModal(
step,
_currentStepIndex,
_activeSequence.StepCount,
visibleIndex,
visibleCount,
OnStepComplete,
OnStepSkip,
_activeSequence.IsOnboarding);
break;
@@ -333,8 +398,6 @@ namespace Eagle0.Tutorial {
private void OnStepComplete() { AdvanceStep(); }
private void OnStepSkip() { SkipCurrentStep(); }
private void CompleteCurrentSequence() {
if (_activeSequence == null) return;
@@ -0,0 +1,107 @@
using System.Collections.Generic;
using UnityEngine;
namespace Eagle0.Tutorial {
/// <summary>
/// Registry of UI elements that tutorials can reference.
/// Assign static targets via Inspector, register dynamic targets via code.
/// </summary>
public class TutorialTargetRegistry : MonoBehaviour {
[Header("Province Info Panel")]
[Tooltip("The main Province Info panel")]
public RectTransform ProvinceInfoPanel;
[Tooltip("The Support value display")]
public RectTransform SupportField;
[Tooltip("The Agriculture value display")]
public RectTransform AgricultureField;
[Tooltip("The Economy value display")]
public RectTransform EconomyField;
[Tooltip("The Infrastructure value display")]
public RectTransform InfrastructureField;
[Header("Heroes Panel")]
[Tooltip("The Resident Heroes panel")]
public RectTransform HeroesPanel;
[Header("Command Panel")]
[Tooltip("The command selector panel (parent of individual command selectors)")]
public RectTransform CommandPanel;
[Header("Command Buttons")]
[Tooltip("Container for command buttons")]
public RectTransform CommandButtonsPanel;
[Tooltip("The Commit button")]
public RectTransform CommitButton;
// Dynamic targets registered at runtime (e.g., command buttons from prefabs)
private Dictionary<string, RectTransform> _dynamicTargets =
new Dictionary<string, RectTransform>();
/// <summary>
/// Registers a target at runtime. Use for prefab-instantiated UI elements.
/// </summary>
public void RegisterTarget(string targetId, RectTransform target) {
if (string.IsNullOrEmpty(targetId) || target == null) return;
_dynamicTargets[targetId] = target;
}
/// <summary>
/// Unregisters a dynamically registered target.
/// </summary>
public void UnregisterTarget(string targetId) {
if (!string.IsNullOrEmpty(targetId)) { _dynamicTargets.Remove(targetId); }
}
/// <summary>
/// Gets a target by its string ID.
/// Checks static Inspector fields first, then dynamic registrations.
/// </summary>
public RectTransform GetTarget(string targetId) {
if (string.IsNullOrEmpty(targetId)) return null;
// Check static targets first
var staticTarget = targetId switch { "ProvinceInfoPanel" => ProvinceInfoPanel,
"SupportField" => SupportField,
"AgricultureField" => AgricultureField,
"EconomyField" => EconomyField,
"InfrastructureField" => InfrastructureField,
"HeroesPanel" => HeroesPanel,
"CommandPanel" => CommandPanel,
"CommandButtonsPanel" => CommandButtonsPanel,
"CommitButton" => CommitButton,
_ => null };
if (staticTarget != null) return staticTarget;
// Check dynamic targets
if (_dynamicTargets.TryGetValue(targetId, out var dynamicTarget)) {
return dynamicTarget;
}
return null;
}
/// <summary>
/// Gets a target, with fallback to GameObject.Find for unregistered paths.
/// </summary>
public Transform GetTargetOrFind(string targetId) {
var registered = GetTarget(targetId);
if (registered != null) return registered;
// Fallback to path-based lookup for unregistered targets
var found = GameObject.Find(targetId);
if (found != null) {
Debug.LogWarning(
$"TutorialTargetRegistry: '{targetId}' not registered, using GameObject.Find fallback");
return found.transform;
}
return null;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: be44269baefd349e99d5ed5f6004234b
@@ -85,7 +85,7 @@ namespace Eagle0.Tutorial {
RectTransform panelRect = panel.AddComponent<RectTransform>();
panelRect.anchorMin = new Vector2(0.5f, 0.5f);
panelRect.anchorMax = new Vector2(0.5f, 0.5f);
panelRect.sizeDelta = new Vector2(800, 550);
panelRect.sizeDelta = new Vector2(540, 500);
panelRect.anchoredPosition = Vector2.zero;
// Panel Background
@@ -100,8 +100,8 @@ namespace Eagle0.Tutorial {
// Add vertical layout group
VerticalLayoutGroup layout = panel.AddComponent<VerticalLayoutGroup>();
layout.padding = new RectOffset(40, 40, 30, 30);
layout.spacing = 20;
layout.padding = new RectOffset(20, 20, 15, 15);
layout.spacing = 10;
layout.childAlignment = TextAnchor.UpperCenter;
layout.childControlHeight = false;
layout.childControlWidth = true;
@@ -134,18 +134,18 @@ namespace Eagle0.Tutorial {
titleObj.transform.SetParent(parent, false);
RectTransform rect = titleObj.AddComponent<RectTransform>();
rect.sizeDelta = new Vector2(720, 60);
rect.sizeDelta = new Vector2(460, 36);
TextMeshProUGUI text = titleObj.AddComponent<TextMeshProUGUI>();
text.text = "Tutorial";
text.fontSize = 42;
text.fontSize = 28;
text.fontStyle = FontStyles.Bold;
text.color = TitleColor;
text.alignment = TextAlignmentOptions.Center;
if (font != null) text.font = font;
LayoutElement layoutElement = titleObj.AddComponent<LayoutElement>();
layoutElement.preferredHeight = 60;
layoutElement.preferredHeight = 36;
}
private static void CreateIcon(Transform parent) {
@@ -172,11 +172,11 @@ namespace Eagle0.Tutorial {
descObj.transform.SetParent(parent, false);
RectTransform rect = descObj.AddComponent<RectTransform>();
rect.sizeDelta = new Vector2(720, 200);
rect.sizeDelta = new Vector2(460, 180);
TextMeshProUGUI text = descObj.AddComponent<TextMeshProUGUI>();
text.text = "";
text.fontSize = 26;
text.fontSize = 18;
text.color = TextColor;
text.alignment = TextAlignmentOptions.TopLeft;
text.enableWordWrapping = true;
@@ -184,8 +184,8 @@ namespace Eagle0.Tutorial {
if (font != null) text.font = font;
LayoutElement layoutElement = descObj.AddComponent<LayoutElement>();
layoutElement.preferredHeight = 200;
layoutElement.minHeight = 100;
layoutElement.preferredHeight = 180;
layoutElement.minHeight = 80;
}
private static void CreateSpacer(Transform parent, float height) {
@@ -233,7 +233,7 @@ namespace Eagle0.Tutorial {
TextMeshProUGUI progressText = progressTextObj.AddComponent<TextMeshProUGUI>();
progressText.text = "Step 1 of 1";
progressText.fontSize = 20;
progressText.fontSize = 14;
progressText.color = TextColor;
progressText.alignment = TextAlignmentOptions.Center;
if (font != null) progressText.font = font;
@@ -308,10 +308,6 @@ namespace Eagle0.Tutorial {
panel.ContinueButton.onClick.RemoveAllListeners();
panel.ContinueButton.onClick.AddListener(panel.OnContinueClicked);
}
if (panel.SkipButton != null) {
panel.SkipButton.onClick.RemoveAllListeners();
panel.SkipButton.onClick.AddListener(panel.OnSkipClicked);
}
if (panel.SkipAllButton != null) {
panel.SkipAllButton.onClick.RemoveAllListeners();
panel.SkipAllButton.onClick.AddListener(panel.OnSkipAllClicked);
@@ -334,13 +330,10 @@ namespace Eagle0.Tutorial {
layout.childForceExpandWidth = false;
LayoutElement layoutElement = buttonRow.AddComponent<LayoutElement>();
layoutElement.preferredHeight = 60;
layoutElement.preferredHeight = 44;
// Skip Button (left)
CreateButton(buttonRow.transform, "SkipButton", "Skip", 150, 50, font);
// Skip All Button
CreateButton(buttonRow.transform, "SkipAllButton", "Skip All", 150, 50, font);
// Skip Tutorial Button (left) - only shown during onboarding
CreateButton(buttonRow.transform, "SkipAllButton", "Skip Tutorial", 140, 36, font);
// Spacer
GameObject spacer = new GameObject("ButtonSpacer");
@@ -350,7 +343,7 @@ namespace Eagle0.Tutorial {
spacerLayout.flexibleWidth = 1;
// Continue Button (right)
CreateButton(buttonRow.transform, "ContinueButton", "Continue", 180, 50, font);
CreateButton(buttonRow.transform, "ContinueButton", "Continue", 120, 36, font);
}
private static GameObject CreateButton(
@@ -398,7 +391,7 @@ namespace Eagle0.Tutorial {
TextMeshProUGUI buttonText = textObj.AddComponent<TextMeshProUGUI>();
buttonText.text = text;
buttonText.fontSize = 24;
buttonText.fontSize = 16;
buttonText.color = ButtonTextColor;
buttonText.alignment = TextAlignmentOptions.Center;
if (font != null) buttonText.font = font;
@@ -450,11 +443,6 @@ namespace Eagle0.Tutorial {
// Button Row
Transform buttonRow = containerTransform.Find("ButtonRow");
if (buttonRow != null) {
Transform skipTransform = buttonRow.Find("SkipButton");
if (skipTransform != null) {
panel.SkipButton = skipTransform.GetComponent<Button>();
}
Transform skipAllTransform = buttonRow.Find("SkipAllButton");
if (skipAllTransform != null) {
panel.SkipAllButton = skipAllTransform.GetComponent<Button>();
@@ -26,10 +26,7 @@ namespace Eagle0.Tutorial {
[Tooltip("Text on continue button")]
public TextMeshProUGUI ContinueButtonText;
[Tooltip("Skip this step button")]
public Button SkipButton;
[Tooltip("Skip all tutorials button (onboarding only)")]
[Tooltip("Skip tutorial button (onboarding only)")]
public Button SkipAllButton;
[Header("Progress")]
@@ -52,12 +49,10 @@ namespace Eagle0.Tutorial {
// Callbacks
private Action _onContinue;
private Action _onSkip;
private void Awake() {
// Set up button listeners
if (ContinueButton != null) { ContinueButton.onClick.AddListener(OnContinueClicked); }
if (SkipButton != null) { SkipButton.onClick.AddListener(OnSkipClicked); }
if (SkipAllButton != null) { SkipAllButton.onClick.AddListener(OnSkipAllClicked); }
// Start hidden
@@ -72,10 +67,8 @@ namespace Eagle0.Tutorial {
int currentIndex,
int totalSteps,
Action onContinue,
Action onSkip,
bool isOnboarding) {
_onContinue = onContinue;
_onSkip = onSkip;
// Set content
if (TitleText != null) { TitleText.text = step.Title ?? ""; }
@@ -96,8 +89,7 @@ namespace Eagle0.Tutorial {
ContinueButtonText.text = currentIndex >= totalSteps - 1 ? "Got it!" : "Continue";
}
// Show/hide skip buttons
if (SkipButton != null) { SkipButton.gameObject.SetActive(step.AllowSkip); }
// Show Skip Tutorial button only during onboarding (and when skipping is allowed)
if (SkipAllButton != null) {
SkipAllButton.gameObject.SetActive(isOnboarding && step.AllowSkip);
}
@@ -112,8 +104,19 @@ namespace Eagle0.Tutorial {
ProgressSlider.gameObject.SetActive(totalSteps > 1);
}
// Show panel
if (ModalBlocker != null) { ModalBlocker.SetActive(true); }
// Position panel - either adjacent to target or based on anchor setting
if (!string.IsNullOrEmpty(step.AdjacentTargetPath)) {
PositionAdjacentTo(step.AdjacentTargetPath, step.PanelAnchor);
} else {
PositionPanel(step.PanelAnchor);
}
// Show panel - ensure all parent containers are active first
ActivateParents();
// Only show modal blocker if step blocks interaction
if (ModalBlocker != null) { ModalBlocker.SetActive(step.BlocksInteraction); }
if (PanelContainer != null) { PanelContainer.SetActive(true); }
gameObject.SetActive(true);
@@ -121,6 +124,181 @@ namespace Eagle0.Tutorial {
if (PanelAnimator != null) { PanelAnimator.SetTrigger("Show"); }
}
/// <summary>
/// Positions the panel based on the anchor setting.
/// </summary>
private void PositionPanel(TutorialPanelAnchor anchor) {
if (PanelContainer == null) return;
RectTransform rect = PanelContainer.GetComponent<RectTransform>();
if (rect == null) return;
// Store original size
Vector2 size = rect.sizeDelta;
switch (anchor) {
case TutorialPanelAnchor.Center:
rect.anchorMin = new Vector2(0.5f, 0.5f);
rect.anchorMax = new Vector2(0.5f, 0.5f);
rect.pivot = new Vector2(0.5f, 0.5f);
rect.anchoredPosition = Vector2.zero;
break;
case TutorialPanelAnchor.Left:
rect.anchorMin = new Vector2(0f, 0.5f);
rect.anchorMax = new Vector2(0f, 0.5f);
rect.pivot = new Vector2(0f, 0.5f);
rect.anchoredPosition = new Vector2(20f, 0f); // 20px padding from edge
break;
case TutorialPanelAnchor.Right:
rect.anchorMin = new Vector2(1f, 0.5f);
rect.anchorMax = new Vector2(1f, 0.5f);
rect.pivot = new Vector2(1f, 0.5f);
rect.anchoredPosition = new Vector2(-20f, 0f); // 20px padding from edge
break;
case TutorialPanelAnchor.Top:
rect.anchorMin = new Vector2(0.5f, 1f);
rect.anchorMax = new Vector2(0.5f, 1f);
rect.pivot = new Vector2(0.5f, 1f);
rect.anchoredPosition = new Vector2(0f, -20f); // 20px padding from edge
break;
case TutorialPanelAnchor.Bottom:
rect.anchorMin = new Vector2(0.5f, 0f);
rect.anchorMax = new Vector2(0.5f, 0f);
rect.pivot = new Vector2(0.5f, 0f);
rect.anchoredPosition = new Vector2(0f, 20f); // 20px padding from edge
break;
}
// Restore size after changing anchors
rect.sizeDelta = size;
}
/// <summary>
/// Positions the panel adjacent to a target GameObject.
/// </summary>
private void PositionAdjacentTo(string targetId, TutorialPanelAnchor side) {
if (PanelContainer == null) return;
// Use registry to find target
Transform target = GetTarget(targetId);
if (target == null) {
Debug.LogWarning($"TutorialModalPanel: Could not find target '{targetId}'");
PositionPanel(side);
return;
}
RectTransform targetRect = target.GetComponent<RectTransform>();
if (targetRect == null) {
PositionPanel(side);
return;
}
RectTransform panelRect = PanelContainer.GetComponent<RectTransform>();
if (panelRect == null) return;
Vector2 size = panelRect.sizeDelta;
// Get target bounds in screen space
Vector3[] targetCorners = new Vector3[4];
targetRect.GetWorldCorners(targetCorners);
// Get canvas for coordinate conversion
Canvas canvas = GetComponentInParent<Canvas>();
RectTransform canvasRect = canvas?.GetComponent<RectTransform>();
if (canvasRect == null) {
PositionPanel(side);
return;
}
// Convert target corners to canvas space
for (int i = 0; i < 4; i++) {
RectTransformUtility.ScreenPointToLocalPointInRectangle(
canvasRect,
RectTransformUtility.WorldToScreenPoint(
canvas.worldCamera,
targetCorners[i]),
canvas.worldCamera,
out Vector2 localPoint);
targetCorners[i] = localPoint;
}
// Calculate target bounds
float targetLeft = Mathf.Min(targetCorners[0].x, targetCorners[1].x);
float targetRight = Mathf.Max(targetCorners[2].x, targetCorners[3].x);
float targetBottom = Mathf.Min(targetCorners[0].y, targetCorners[3].y);
float targetTop = Mathf.Max(targetCorners[1].y, targetCorners[2].y);
float targetCenterX = (targetLeft + targetRight) / 2f;
float targetCenterY = (targetTop + targetBottom) / 2f;
// Use center anchor for the panel
panelRect.anchorMin = new Vector2(0.5f, 0.5f);
panelRect.anchorMax = new Vector2(0.5f, 0.5f);
panelRect.pivot = new Vector2(0.5f, 0.5f);
float padding = 20f;
Vector2 position;
// Position based on which side
switch (side) {
case TutorialPanelAnchor.Right:
// Position panel to the right of target
position = new Vector2(targetRight + size.x / 2f + padding, targetCenterY);
break;
case TutorialPanelAnchor.Left:
// Position panel to the left of target
position = new Vector2(targetLeft - size.x / 2f - padding, targetCenterY);
break;
case TutorialPanelAnchor.Top:
// Position panel above target
position = new Vector2(targetCenterX, targetTop + size.y / 2f + padding);
break;
case TutorialPanelAnchor.Bottom:
// Position panel below target
position = new Vector2(targetCenterX, targetBottom - size.y / 2f - padding);
break;
default:
// For Center, fall back to standard positioning
PositionPanel(side);
return;
}
// Clamp to screen bounds (with padding)
float canvasHalfWidth = canvasRect.rect.width / 2f;
float canvasHalfHeight = canvasRect.rect.height / 2f;
float screenPadding = 10f;
float minX = -canvasHalfWidth + size.x / 2f + screenPadding;
float maxX = canvasHalfWidth - size.x / 2f - screenPadding;
float minY = -canvasHalfHeight + size.y / 2f + screenPadding;
float maxY = canvasHalfHeight - size.y / 2f - screenPadding;
position.x = Mathf.Clamp(position.x, minX, maxX);
position.y = Mathf.Clamp(position.y, minY, maxY);
panelRect.anchoredPosition = position;
panelRect.sizeDelta = size;
}
/// <summary>
/// Activates all parent GameObjects to ensure this object can be active in hierarchy.
/// </summary>
private void ActivateParents() {
Transform parent = transform.parent;
while (parent != null) {
if (!parent.gameObject.activeSelf) { parent.gameObject.SetActive(true); }
parent = parent.parent;
}
}
/// <summary>
/// Hides the modal panel.
/// </summary>
@@ -132,7 +310,6 @@ namespace Eagle0.Tutorial {
gameObject.SetActive(false);
_onContinue = null;
_onSkip = null;
}
/// <summary>
@@ -146,22 +323,28 @@ namespace Eagle0.Tutorial {
}
/// <summary>
/// Called when Skip button is clicked.
/// Public to allow external setup of button listeners.
/// </summary>
public void OnSkipClicked() {
var callback = _onSkip;
Hide();
callback?.Invoke();
}
/// <summary>
/// Called when Skip All button is clicked.
/// Public to allow external setup of button listeners.
/// Called when Skip Tutorial button is clicked.
/// Skips all remaining tutorial steps. User can restart from Settings.
/// </summary>
public void OnSkipAllClicked() {
Hide();
TutorialManager.Instance?.SkipAllOnboarding();
}
/// <summary>
/// Gets a target Transform by ID, using the registry if available.
/// Falls back to GameObject.Find for unregistered targets.
/// </summary>
private Transform GetTarget(string targetId) {
if (string.IsNullOrEmpty(targetId)) return null;
// Try registry first
var registry = TutorialManager.Instance?.TargetRegistry;
if (registry != null) { return registry.GetTargetOrFind(targetId); }
// Fallback to GameObject.Find
var targetObj = GameObject.Find(targetId);
return targetObj?.transform;
}
}
}
@@ -100,7 +100,8 @@ namespace Eagle0.Tutorial {
CenterTooltip();
}
// Show
// Show - ensure all parent containers are active first
ActivateParents();
gameObject.SetActive(true);
StartCoroutine(FadeIn());
@@ -111,11 +112,15 @@ namespace Eagle0.Tutorial {
/// <summary>
/// Shows only the highlight without tooltip (for emphasis).
/// </summary>
public void HighlightOnly(Transform target) {
public void HighlightOnly(Transform target, bool boundsFromChildren = false) {
_currentTarget = target;
if (target != null) {
PositionHighlight(target);
if (boundsFromChildren) {
PositionHighlightFromChildren(target);
} else {
PositionHighlight(target);
}
if (HighlightFrame != null) { HighlightFrame.gameObject.SetActive(true); }
}
@@ -123,10 +128,109 @@ namespace Eagle0.Tutorial {
if (TooltipContainer != null) { TooltipContainer.gameObject.SetActive(false); }
if (BackgroundDimmer != null) { BackgroundDimmer.gameObject.SetActive(false); }
// Ensure all parent containers are active first
ActivateParents();
gameObject.SetActive(true);
_pulseCoroutine = StartCoroutine(PulseHighlight());
}
/// <summary>
/// Shows highlight around multiple targets with a combined bounding box.
/// </summary>
public void HighlightMultiple(Transform[] targets) {
if (targets == null || targets.Length == 0) {
ClearHighlight();
return;
}
// Use first target as "current" for tracking
_currentTarget = targets[0];
PositionHighlightMultiple(targets);
if (HighlightFrame != null) { HighlightFrame.gameObject.SetActive(true); }
// Hide tooltip elements
if (TooltipContainer != null) { TooltipContainer.gameObject.SetActive(false); }
if (BackgroundDimmer != null) { BackgroundDimmer.gameObject.SetActive(false); }
// Ensure all parent containers are active first
ActivateParents();
gameObject.SetActive(true);
_pulseCoroutine = StartCoroutine(PulseHighlight());
}
private void PositionHighlightMultiple(Transform[] targets) {
if (HighlightFrame == null || targets == null || targets.Length == 0) return;
Canvas canvas = GetComponentInParent<Canvas>();
RectTransform canvasRect = canvas?.GetComponent<RectTransform>();
if (canvasRect == null) {
HighlightFrame.gameObject.SetActive(false);
return;
}
Camera cam = canvas.worldCamera;
// Initialize bounds with extreme values
float minX = float.MaxValue, maxX = float.MinValue;
float minY = float.MaxValue, maxY = float.MinValue;
foreach (var target in targets) {
if (target == null) continue;
RectTransform targetRect = target as RectTransform;
if (targetRect == null) { targetRect = target.GetComponent<RectTransform>(); }
if (targetRect == null) continue;
// Get target bounds in world space
Vector3[] corners = new Vector3[4];
targetRect.GetWorldCorners(corners);
// Convert to canvas-local and expand bounds
for (int i = 0; i < 4; i++) {
Vector2 screenPoint = RectTransformUtility.WorldToScreenPoint(cam, corners[i]);
RectTransformUtility.ScreenPointToLocalPointInRectangle(
canvasRect,
screenPoint,
cam,
out Vector2 localPoint);
minX = Mathf.Min(minX, localPoint.x);
maxX = Mathf.Max(maxX, localPoint.x);
minY = Mathf.Min(minY, localPoint.y);
maxY = Mathf.Max(maxY, localPoint.y);
}
}
if (minX == float.MaxValue) {
HighlightFrame.gameObject.SetActive(false);
return;
}
// Clamp bounds to stay within canvas (accounting for padding that will be added)
float canvasHalfWidth = canvasRect.rect.width / 2f;
float canvasHalfHeight = canvasRect.rect.height / 2f;
float margin = 5f + HighlightPadding;
minX = Mathf.Max(minX, -canvasHalfWidth + margin);
maxX = Mathf.Min(maxX, canvasHalfWidth - margin);
minY = Mathf.Max(minY, -canvasHalfHeight + margin);
maxY = Mathf.Min(maxY, canvasHalfHeight - margin);
// Position and size highlight to encompass all targets
Vector2 center = new Vector2((minX + maxX) / 2, (minY + maxY) / 2);
Vector2 size = new Vector2(
maxX - minX + HighlightPadding * 2,
maxY - minY + HighlightPadding * 2);
HighlightFrame.anchorMin = new Vector2(0.5f, 0.5f);
HighlightFrame.anchorMax = new Vector2(0.5f, 0.5f);
HighlightFrame.pivot = new Vector2(0.5f, 0.5f);
HighlightFrame.anchoredPosition = center;
HighlightFrame.sizeDelta = size;
HighlightFrame.gameObject.SetActive(true);
}
/// <summary>
/// Clears highlight without hiding overlay.
/// </summary>
@@ -145,15 +249,20 @@ namespace Eagle0.Tutorial {
/// Hides the overlay completely.
/// </summary>
public void HideOverlay() {
// Can't start coroutine on inactive GameObject
if (!gameObject.activeInHierarchy) return;
if (_pulseCoroutine != null) {
StopCoroutine(_pulseCoroutine);
_pulseCoroutine = null;
}
StartCoroutine(FadeOut());
// If we can start coroutines, fade out nicely
if (gameObject.activeInHierarchy) {
StartCoroutine(FadeOut());
} else {
// Otherwise just deactivate immediately
gameObject.SetActive(false);
_currentTarget = null;
_onComplete = null;
}
}
private void PositionHighlight(Transform target) {
@@ -163,35 +272,155 @@ namespace Eagle0.Tutorial {
if (targetRect == null) { targetRect = target.GetComponent<RectTransform>(); }
if (targetRect != null) {
// Get target bounds in screen space
// Get target bounds in world space
Vector3[] corners = new Vector3[4];
targetRect.GetWorldCorners(corners);
// Convert to canvas space
// Get canvas for coordinate conversion
Canvas canvas = GetComponentInParent<Canvas>();
if (canvas != null && canvas.renderMode != RenderMode.ScreenSpaceOverlay) {
Camera cam = canvas.worldCamera ?? Camera.main;
for (int i = 0; i < 4; i++) { corners[i] = cam.WorldToScreenPoint(corners[i]); }
RectTransform canvasRect = canvas?.GetComponent<RectTransform>();
if (canvasRect == null) {
HighlightFrame.gameObject.SetActive(false);
return;
}
// Calculate bounds
float minX = Mathf.Min(corners[0].x, corners[1].x, corners[2].x, corners[3].x);
float maxX = Mathf.Max(corners[0].x, corners[1].x, corners[2].x, corners[3].x);
float minY = Mathf.Min(corners[0].y, corners[1].y, corners[2].y, corners[3].y);
float maxY = Mathf.Max(corners[0].y, corners[1].y, corners[2].y, corners[3].y);
// Convert world corners to screen space, then to canvas-local space
Vector2[] localCorners = new Vector2[4];
Camera cam = canvas.worldCamera;
// Position and size highlight
for (int i = 0; i < 4; i++) {
Vector2 screenPoint = RectTransformUtility.WorldToScreenPoint(cam, corners[i]);
RectTransformUtility.ScreenPointToLocalPointInRectangle(
canvasRect,
screenPoint,
cam,
out localCorners[i]);
}
// Calculate bounds in canvas-local space
float minX = Mathf.Min(
localCorners[0].x,
localCorners[1].x,
localCorners[2].x,
localCorners[3].x);
float maxX = Mathf.Max(
localCorners[0].x,
localCorners[1].x,
localCorners[2].x,
localCorners[3].x);
float minY = Mathf.Min(
localCorners[0].y,
localCorners[1].y,
localCorners[2].y,
localCorners[3].y);
float maxY = Mathf.Max(
localCorners[0].y,
localCorners[1].y,
localCorners[2].y,
localCorners[3].y);
// Clamp bounds to stay within canvas (accounting for padding that will be added)
float canvasHalfWidth = canvasRect.rect.width / 2f;
float canvasHalfHeight = canvasRect.rect.height / 2f;
float margin = 5f + HighlightPadding;
minX = Mathf.Max(minX, -canvasHalfWidth + margin);
maxX = Mathf.Min(maxX, canvasHalfWidth - margin);
minY = Mathf.Max(minY, -canvasHalfHeight + margin);
maxY = Mathf.Min(maxY, canvasHalfHeight - margin);
// Position and size highlight in canvas-local coordinates
Vector2 center = new Vector2((minX + maxX) / 2, (minY + maxY) / 2);
Vector2 size = new Vector2(
maxX - minX + HighlightPadding * 2,
maxY - minY + HighlightPadding * 2);
HighlightFrame.position = center;
// Set highlight position and size using anchored position (canvas-local)
HighlightFrame.anchorMin = new Vector2(0.5f, 0.5f);
HighlightFrame.anchorMax = new Vector2(0.5f, 0.5f);
HighlightFrame.pivot = new Vector2(0.5f, 0.5f);
HighlightFrame.anchoredPosition = center;
HighlightFrame.sizeDelta = size;
HighlightFrame.gameObject.SetActive(true);
}
}
/// <summary>
/// Positions highlight based on active children of the target rather than target's own
/// bounds. Useful for containers where the RectTransform is larger than the visible
/// content.
/// </summary>
private void PositionHighlightFromChildren(Transform target) {
if (HighlightFrame == null || target == null) return;
Canvas canvas = GetComponentInParent<Canvas>();
RectTransform canvasRect = canvas?.GetComponent<RectTransform>();
if (canvasRect == null) {
HighlightFrame.gameObject.SetActive(false);
return;
}
Camera cam = canvas.worldCamera;
// Collect bounds from all active children with RectTransforms
float minX = float.MaxValue, maxX = float.MinValue;
float minY = float.MaxValue, maxY = float.MinValue;
foreach (Transform child in target) {
if (!child.gameObject.activeInHierarchy) continue;
RectTransform childRect = child.GetComponent<RectTransform>();
if (childRect == null) continue;
Vector3[] corners = new Vector3[4];
childRect.GetWorldCorners(corners);
for (int i = 0; i < 4; i++) {
Vector2 screenPoint = RectTransformUtility.WorldToScreenPoint(cam, corners[i]);
RectTransformUtility.ScreenPointToLocalPointInRectangle(
canvasRect,
screenPoint,
cam,
out Vector2 localPoint);
minX = Mathf.Min(minX, localPoint.x);
maxX = Mathf.Max(maxX, localPoint.x);
minY = Mathf.Min(minY, localPoint.y);
maxY = Mathf.Max(maxY, localPoint.y);
}
}
if (minX == float.MaxValue) {
// No active children found, fall back to target bounds
PositionHighlight(target);
return;
}
// Clamp bounds to stay within canvas (accounting for padding)
float canvasHalfWidth = canvasRect.rect.width / 2f;
float canvasHalfHeight = canvasRect.rect.height / 2f;
float margin = 5f + HighlightPadding;
minX = Mathf.Max(minX, -canvasHalfWidth + margin);
maxX = Mathf.Min(maxX, canvasHalfWidth - margin);
minY = Mathf.Max(minY, -canvasHalfHeight + margin);
maxY = Mathf.Min(maxY, canvasHalfHeight - margin);
// Position and size highlight
Vector2 center = new Vector2((minX + maxX) / 2, (minY + maxY) / 2);
Vector2 size = new Vector2(
maxX - minX + HighlightPadding * 2,
maxY - minY + HighlightPadding * 2);
HighlightFrame.anchorMin = new Vector2(0.5f, 0.5f);
HighlightFrame.anchorMax = new Vector2(0.5f, 0.5f);
HighlightFrame.pivot = new Vector2(0.5f, 0.5f);
HighlightFrame.anchoredPosition = center;
HighlightFrame.sizeDelta = size;
HighlightFrame.gameObject.SetActive(true);
}
private void PositionTooltip(Transform target, Vector2 offset) {
if (TooltipContainer == null) return;
@@ -281,5 +510,16 @@ namespace Eagle0.Tutorial {
PositionHighlight(_currentTarget);
}
}
/// <summary>
/// Activates all parent GameObjects to ensure this object can be active in hierarchy.
/// </summary>
private void ActivateParents() {
Transform parent = transform.parent;
while (parent != null) {
if (!parent.gameObject.activeSelf) { parent.gameObject.SetActive(true); }
parent = parent.parent;
}
}
}
}
@@ -46,7 +46,6 @@ namespace Eagle0.Tutorial {
private bool _fallbackModalVisible;
private TutorialStep _fallbackStep;
private Action _fallbackOnContinue;
private Action _fallbackOnSkip;
private int _fallbackCurrentIndex;
private int _fallbackTotalSteps;
private bool _fallbackIsOnboarding;
@@ -106,16 +105,43 @@ namespace Eagle0.Tutorial {
private void OnGUI() {
if (!_fallbackModalVisible || _fallbackStep == null) return;
// Semi-transparent background
GUI.color = new Color(0, 0, 0, 0.7f);
GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), Texture2D.whiteTexture);
GUI.color = Color.white;
// Only draw background blocker if step blocks interaction
if (_fallbackStep.BlocksInteraction) {
GUI.color = new Color(0, 0, 0, 0.7f);
GUI.DrawTexture(
new Rect(0, 0, Screen.width, Screen.height),
Texture2D.whiteTexture);
GUI.color = Color.white;
}
// Modal window
float windowWidth = Mathf.Min(1200, Screen.width - 40);
float windowHeight = 600;
float windowX = (Screen.width - windowWidth) / 2;
float windowY = (Screen.height - windowHeight) / 2;
// Calculate window position based on anchor
float windowWidth = Mathf.Min(800, Screen.width - 40);
float windowHeight = 500;
float windowX, windowY;
switch (_fallbackStep.PanelAnchor) {
case TutorialPanelAnchor.Left:
windowX = 20;
windowY = (Screen.height - windowHeight) / 2;
break;
case TutorialPanelAnchor.Right:
windowX = Screen.width - windowWidth - 20;
windowY = (Screen.height - windowHeight) / 2;
break;
case TutorialPanelAnchor.Top:
windowX = (Screen.width - windowWidth) / 2;
windowY = 20;
break;
case TutorialPanelAnchor.Bottom:
windowX = (Screen.width - windowWidth) / 2;
windowY = Screen.height - windowHeight - 20;
break;
case TutorialPanelAnchor.Center:
default:
windowX = (Screen.width - windowWidth) / 2;
windowY = (Screen.height - windowHeight) / 2;
break;
}
GUIStyle windowStyle = new GUIStyle(GUI.skin.window);
windowStyle.fontSize = 48;
@@ -165,26 +191,15 @@ namespace Eagle0.Tutorial {
// Buttons
GUILayout.BeginHorizontal();
if (_fallbackStep.AllowSkip) {
// Skip Tutorial button (only for onboarding, when step allows skipping)
if (_fallbackIsOnboarding && _fallbackStep.AllowSkip) {
if (GUILayout.Button(
"Skip",
"Skip Tutorial",
buttonStyle,
GUILayout.Width(200),
GUILayout.Width(280),
GUILayout.Height(80))) {
var callback = _fallbackOnSkip;
HideFallbackModal();
callback?.Invoke();
}
if (_fallbackIsOnboarding) {
if (GUILayout.Button(
"Skip All",
buttonStyle,
GUILayout.Width(200),
GUILayout.Height(80))) {
HideFallbackModal();
TutorialManager.Instance?.SkipAllOnboarding();
}
TutorialManager.Instance?.SkipAllOnboarding();
}
}
@@ -211,13 +226,11 @@ namespace Eagle0.Tutorial {
int currentIndex,
int totalSteps,
Action onContinue,
Action onSkip,
bool isOnboarding) {
_fallbackStep = step;
_fallbackCurrentIndex = currentIndex;
_fallbackTotalSteps = totalSteps;
_fallbackOnContinue = onContinue;
_fallbackOnSkip = onSkip;
_fallbackIsOnboarding = isOnboarding;
_fallbackModalVisible = true;
}
@@ -226,7 +239,6 @@ namespace Eagle0.Tutorial {
_fallbackModalVisible = false;
_fallbackStep = null;
_fallbackOnContinue = null;
_fallbackOnSkip = null;
}
/// <summary>
@@ -237,16 +249,56 @@ namespace Eagle0.Tutorial {
int currentIndex,
int totalSteps,
Action onComplete,
Action onSkip,
bool isOnboarding) {
// Clear any existing highlight before showing new one
OverlayController?.ClearHighlight();
// Show highlight on target element(s) if specified (works alongside modal)
if (!string.IsNullOrEmpty(step.TargetGameObjectPath)) {
if (OverlayController == null) {
Debug.LogWarning(
"TutorialUIManager: OverlayController is null, cannot highlight");
} else {
// Collect all targets (primary + additional)
var targets = new List<Transform>();
var primaryTarget = GetTarget(step.TargetGameObjectPath);
if (primaryTarget != null) { targets.Add(primaryTarget); }
if (step.AdditionalHighlightTargets != null) {
foreach (var additionalId in step.AdditionalHighlightTargets) {
var additionalTarget = GetTarget(additionalId);
if (additionalTarget != null) { targets.Add(additionalTarget); }
}
}
if (targets.Count > 1) {
OverlayController.HighlightMultiple(targets.ToArray());
} else if (targets.Count == 1) {
OverlayController.HighlightOnly(
targets[0],
step.HighlightBoundsFromChildren);
} else {
Debug.LogWarning(
$"TutorialUIManager: Target '{step.TargetGameObjectPath}' not found");
}
}
}
if (ModalPanel != null) {
// Ensure canvas is active
if (TutorialCanvas != null && !TutorialCanvas.gameObject.activeSelf) {
TutorialCanvas.gameObject.SetActive(true);
}
ModalPanel.Show(step, currentIndex, totalSteps, onComplete, onSkip, isOnboarding);
// Wrap callback to clear highlight when modal is dismissed
Action wrappedCallback = () => {
OverlayController?.ClearHighlight();
onComplete?.Invoke();
};
ModalPanel.Show(step, currentIndex, totalSteps, wrappedCallback, isOnboarding);
} else if (UseFallbackUI) {
ShowFallbackModal(step, currentIndex, totalSteps, onComplete, onSkip, isOnboarding);
ShowFallbackModal(step, currentIndex, totalSteps, onComplete, isOnboarding);
} else {
Debug.LogWarning("TutorialUIManager: No ModalPanel assigned and fallback disabled");
onComplete?.Invoke();
@@ -263,16 +315,11 @@ namespace Eagle0.Tutorial {
return;
}
// Find target element
Transform target = null;
if (!string.IsNullOrEmpty(step.TargetGameObjectPath)) {
var targetObj = GameObject.Find(step.TargetGameObjectPath);
if (targetObj != null) {
target = targetObj.transform;
} else {
Debug.LogWarning(
$"TutorialUIManager: Could not find target '{step.TargetGameObjectPath}'");
}
// Find target element using registry
Transform target = GetTarget(step.TargetGameObjectPath);
if (!string.IsNullOrEmpty(step.TargetGameObjectPath) && target == null) {
Debug.LogWarning(
$"TutorialUIManager: Could not find target '{step.TargetGameObjectPath}'");
}
OverlayController.ShowOverlay(
@@ -305,13 +352,8 @@ namespace Eagle0.Tutorial {
// Don't show duplicate hints
if (_activeHints.ContainsKey(hintId)) return;
// Find target
Transform target = null;
if (!string.IsNullOrEmpty(targetPath)) {
var targetObj = GameObject.Find(targetPath);
if (targetObj != null) { target = targetObj.transform; }
}
// Find target using registry
Transform target = GetTarget(targetPath);
if (target == null) {
Debug.LogWarning($"TutorialUIManager: Could not find hint target '{targetPath}'");
return;
@@ -356,15 +398,10 @@ namespace Eagle0.Tutorial {
/// <summary>
/// Highlights a specific UI element (without showing tutorial content).
/// </summary>
public void HighlightElement(string gameObjectPath) {
public void HighlightElement(string targetId) {
if (OverlayController == null) return;
Transform target = null;
if (!string.IsNullOrEmpty(gameObjectPath)) {
var targetObj = GameObject.Find(gameObjectPath);
if (targetObj != null) { target = targetObj.transform; }
}
Transform target = GetTarget(targetId);
if (target != null) { OverlayController.HighlightOnly(target); }
}
@@ -372,5 +409,21 @@ namespace Eagle0.Tutorial {
/// Clears any active highlight.
/// </summary>
public void ClearHighlight() { OverlayController?.ClearHighlight(); }
/// <summary>
/// Gets a target Transform by ID, using the registry if available.
/// Falls back to GameObject.Find for unregistered targets.
/// </summary>
private Transform GetTarget(string targetId) {
if (string.IsNullOrEmpty(targetId)) return null;
// Try registry first
var registry = TutorialManager.Instance?.TargetRegistry;
if (registry != null) { return registry.GetTargetOrFind(targetId); }
// Fallback to GameObject.Find
var targetObj = GameObject.Find(targetId);
return targetObj?.transform;
}
}
}
@@ -223,6 +223,15 @@ namespace common {
return RowAt(index).GetComponent<T>();
}
/// <summary>
/// Gets the RectTransform of the row at the specified index.
/// Returns null if index is out of bounds.
/// </summary>
public RectTransform GetRowRectTransform(int index) {
if (index < 0 || index >= _rows.Count) return null;
return _rows[index].GetComponent<RectTransform>();
}
private void Awake() {
if (ShadeAlternateRows) {
_evenColor = rowPrefab.GetComponent<Image>().color;
@@ -136,9 +136,6 @@
<Protobuf Include="..\..\..\..\..\..\..\..\..\src\main\protobuf\net\eagle0\eagle\common\unaffiliated_hero_type.proto" ProtoRoot="..\..\..\..\..\..\..\..\..\">
<Link>src\main\protobuf\net\eagle0\eagle\common\unaffiliated_hero_type.proto</Link>
</Protobuf>
<Protobuf Include="..\..\..\..\..\..\..\..\..\src\main\protobuf\net\eagle0\eagle\internal\unaffiliated_hero.proto" ProtoRoot="..\..\..\..\..\..\..\..\..\">
<Link>src\main\protobuf\net\eagle0\eagle\internal\unaffiliated_hero.proto</Link>
</Protobuf>
<Protobuf Include="..\..\..\..\..\..\..\..\..\src\main\protobuf\net\eagle0\eagle\common\chronicle_entry.proto" ProtoRoot="..\..\..\..\..\..\..\..\..\">
<Link>src\main\protobuf\net\eagle0\eagle\common\chronicle_entry.proto</Link>
</Protobuf>
@@ -109,27 +109,38 @@ function cancelUpload() {
</script>
{{if .Games}}
<div id="batch-actions" class="batch-actions" style="display: none; margin-bottom: 1rem; padding: 0.75rem; background: #f8f9fa; border-radius: 4px;">
<span id="selected-count">0</span> game(s) selected
<button class="btn-small btn-danger" onclick="showBatchDeleteModal()" style="margin-left: 1rem;">Delete Selected</button>
<button class="btn-small btn-secondary" onclick="clearSelection()" style="margin-left: 0.5rem;">Clear</button>
</div>
{{range .Games}}
<article class="game-card">
<h3>
<a href="/games/{{.GameID}}">Game {{.GameID}}</a>
<span class="status-badge {{if eq .RunStatus "Running"}}running{{else}}finished{{end}}">
{{.RunStatus}}
</span>
</h3>
<div class="meta">
Round {{.CurrentRound}} &bull; {{.ActionCount}} actions
</div>
<div class="players">
{{range .Players}}
<span class="player-badge {{if .IsHuman}}human{{else}}ai{{end}}">
{{.FactionName}}{{if .IsHuman}} ({{.UserName}}){{end}}
</span>
{{end}}
</div>
<div class="actions">
<a href="/games/{{.GameID}}" role="button" class="outline">View History</a>
<button class="btn-small btn-danger" onclick="showDeleteModal('{{.GameID}}')">Delete</button>
<div style="display: flex; align-items: flex-start; gap: 0.75rem;">
<input type="checkbox" class="game-checkbox" data-game-id="{{.GameID}}" onchange="updateSelection()" style="margin-top: 0.3rem; width: 18px; height: 18px;">
<div style="flex: 1;">
<h3>
<a href="/games/{{.GameID}}">Game {{.GameID}}</a>
<span class="status-badge {{if eq .RunStatus "Running"}}running{{else}}finished{{end}}">
{{.RunStatus}}
</span>
</h3>
<div class="meta">
Round {{.CurrentRound}} &bull; {{.ActionCount}} actions
</div>
<div class="players">
{{range .Players}}
<span class="player-badge {{if .IsHuman}}human{{else}}ai{{end}}">
{{.FactionName}}{{if .IsHuman}} ({{.UserName}}){{end}}
</span>
{{end}}
</div>
<div class="actions">
<a href="/games/{{.GameID}}" role="button" class="outline">View History</a>
<button class="btn-small btn-danger" onclick="showDeleteModal('{{.GameID}}')">Delete</button>
</div>
</div>
</div>
</article>
{{end}}
@@ -158,7 +169,98 @@ function cancelUpload() {
<div id="delete-result"></div>
<!-- Batch Delete Modal -->
<dialog id="batch-delete-modal">
<form method="dialog">
<h3>Delete Multiple Games</h3>
<p>Are you sure you want to delete <strong id="batch-delete-count"></strong> game(s)?</p>
<div class="form-group">
<label>
<input type="checkbox" id="batch-delete-save-files" name="delete_save_files">
Also delete save files from disk
</label>
</div>
<p class="warning" style="color: #e74c3c; font-size: 0.9em;">
<strong>Warning:</strong> This action cannot be undone.
</p>
<div class="modal-actions">
<button type="button" class="btn-secondary" onclick="document.getElementById('batch-delete-modal').close()">Cancel</button>
<button type="button" class="btn-danger" onclick="submitBatchDelete()">Delete All</button>
</div>
</form>
</dialog>
<script>
function getSelectedGameIds() {
var checkboxes = document.querySelectorAll('.game-checkbox:checked');
var ids = [];
checkboxes.forEach(function(cb) {
ids.push(cb.getAttribute('data-game-id'));
});
return ids;
}
function updateSelection() {
var selectedIds = getSelectedGameIds();
var batchActions = document.getElementById('batch-actions');
var selectedCount = document.getElementById('selected-count');
if (selectedIds.length > 0) {
batchActions.style.display = 'block';
selectedCount.textContent = selectedIds.length;
} else {
batchActions.style.display = 'none';
}
}
function clearSelection() {
var checkboxes = document.querySelectorAll('.game-checkbox');
checkboxes.forEach(function(cb) {
cb.checked = false;
});
updateSelection();
}
function showBatchDeleteModal() {
var selectedIds = getSelectedGameIds();
if (selectedIds.length === 0) {
alert('No games selected');
return;
}
document.getElementById('batch-delete-count').textContent = selectedIds.length;
document.getElementById('batch-delete-save-files').checked = false;
document.getElementById('batch-delete-modal').showModal();
}
function submitBatchDelete() {
var selectedIds = getSelectedGameIds();
var deleteSaveFiles = document.getElementById('batch-delete-save-files').checked;
document.getElementById('batch-delete-modal').close();
document.getElementById('delete-result').innerHTML = '<div class="alert">Deleting ' + selectedIds.length + ' game(s)...</div>';
var promises = selectedIds.map(function(gameId) {
return fetch('/games/' + gameId + '/delete', {
method: 'POST',
headers: {'Content-Type': 'application/x-www-form-urlencoded'},
body: 'delete_save_files=' + (deleteSaveFiles ? 'true' : 'false')
});
});
Promise.all(promises).then(function(responses) {
var failed = responses.filter(function(r) { return !r.ok; });
if (failed.length === 0) {
window.location.reload();
} else {
document.getElementById('delete-result').innerHTML =
'<div class="alert alert-error">' + failed.length + ' of ' + selectedIds.length + ' deletions failed. Refresh to see current state.</div>';
}
}).catch(function(error) {
document.getElementById('delete-result').innerHTML =
'<div class="alert alert-error">Batch delete failed: ' + error + '</div>';
});
}
function showDeleteModal(gameId) {
document.getElementById('delete-game-id').value = gameId;
document.getElementById('delete-game-id-display').textContent = gameId;
@@ -26,6 +26,20 @@
<main class="container">
{{template "content" .}}
</main>
<!-- JFR Stop Dialog -->
<dialog id="jfr-stop-dialog">
<article style="max-width: 400px;">
<h3>Stop JFR Recording</h3>
<p>Download the recording before stopping?</p>
<footer style="display: flex; gap: 0.5rem; justify-content: flex-end;">
<button class="secondary outline" onclick="jfrStopCancel()">Cancel</button>
<button class="secondary" onclick="jfrStopOnly()">Stop Only</button>
<button onclick="jfrStopWithDownload()">Download & Stop</button>
</footer>
</article>
</dialog>
<script>
// Handle JFR status response and update controls
document.body.addEventListener('htmx:afterRequest', function(evt) {
@@ -54,7 +68,7 @@
if (isRecording) {
container.innerHTML = `
<span class="jfr-status jfr-on">JFR: ON</span>
<button hx-post="/jfr/stop" hx-swap="none" class="btn-small secondary">Stop</button>
<button onclick="stopJfr()" class="btn-small secondary">Stop</button>
<a href="/jfr/download" class="btn-small">Download</a>
`;
} else {
@@ -65,6 +79,31 @@
}
htmx.process(container);
}
function stopJfr() {
// Show dialog to offer download before stopping
const dialog = document.getElementById('jfr-stop-dialog');
dialog.showModal();
}
function jfrStopWithDownload() {
document.getElementById('jfr-stop-dialog').close();
// Trigger download in new tab, then stop
window.open('/jfr/download', '_blank');
// Small delay to ensure download starts before stopping
setTimeout(function() {
htmx.ajax('POST', '/jfr/stop', {target: '#jfr-controls', swap: 'none'});
}, 500);
}
function jfrStopOnly() {
document.getElementById('jfr-stop-dialog').close();
htmx.ajax('POST', '/jfr/stop', {target: '#jfr-controls', swap: 'none'});
}
function jfrStopCancel() {
document.getElementById('jfr-stop-dialog').close();
}
</script>
</body>
</html>
@@ -4,6 +4,7 @@ go_library(
name = "authservice_lib",
srcs = [
"admin_handlers.go",
"apple_auth.go",
"handlers.go",
"invitation_handlers.go",
"invitations.go",
@@ -0,0 +1,284 @@
package main
import (
"crypto/ecdsa"
"crypto/x509"
"encoding/base64"
"encoding/json"
"encoding/pem"
"fmt"
"io"
"net/http"
"net/url"
"os"
"strings"
"time"
"github.com/golang-jwt/jwt/v5"
)
// AppleTokenResponse represents the response from Apple's token endpoint
type AppleTokenResponse struct {
AccessToken string `json:"access_token"`
TokenType string `json:"token_type"`
ExpiresIn int `json:"expires_in"`
RefreshToken string `json:"refresh_token"`
IDToken string `json:"id_token"`
}
// AppleIDTokenClaims represents the claims in Apple's id_token
type AppleIDTokenClaims struct {
jwt.RegisteredClaims
Email string `json:"email,omitempty"`
EmailVerified string `json:"email_verified,omitempty"`
IsPrivateEmail string `json:"is_private_email,omitempty"`
RealUserStatus int `json:"real_user_status,omitempty"`
}
// GenerateAppleClientSecret generates a JWT client_secret for Apple Sign-In
func GenerateAppleClientSecret() (string, error) {
teamID := os.Getenv("APPLE_TEAM_ID")
clientID := os.Getenv("APPLE_SIGNIN_CLIENT_ID")
keyID := os.Getenv("APPLE_SIGNIN_KEY_ID")
privateKeyPEM := os.Getenv("APPLE_SIGNIN_PRIVATE_KEY")
if teamID == "" || clientID == "" || keyID == "" || privateKeyPEM == "" {
return "", fmt.Errorf("Apple Sign-In not fully configured")
}
// Parse the private key
block, _ := pem.Decode([]byte(privateKeyPEM))
if block == nil {
// Try base64 decoding if not PEM format
keyBytes, err := base64.StdEncoding.DecodeString(privateKeyPEM)
if err != nil {
return "", fmt.Errorf("failed to decode private key: %v", err)
}
block = &pem.Block{Type: "PRIVATE KEY", Bytes: keyBytes}
}
privateKey, err := x509.ParsePKCS8PrivateKey(block.Bytes)
if err != nil {
return "", fmt.Errorf("failed to parse private key: %v", err)
}
ecdsaKey, ok := privateKey.(*ecdsa.PrivateKey)
if !ok {
return "", fmt.Errorf("private key is not ECDSA")
}
now := time.Now()
claims := jwt.RegisteredClaims{
Issuer: teamID,
Subject: clientID,
Audience: jwt.ClaimStrings{"https://appleid.apple.com"},
IssuedAt: jwt.NewNumericDate(now),
ExpiresAt: jwt.NewNumericDate(now.Add(6 * 30 * 24 * time.Hour)), // ~6 months
}
token := jwt.NewWithClaims(jwt.SigningMethodES256, claims)
token.Header["kid"] = keyID
signedToken, err := token.SignedString(ecdsaKey)
if err != nil {
return "", fmt.Errorf("failed to sign token: %v", err)
}
return signedToken, nil
}
// ExchangeAppleCode exchanges an authorization code for tokens from Apple
func (s *OAuthService) ExchangeAppleCode(config OAuthProviderConfig, code string) (*AppleTokenResponse, error) {
clientSecret, err := GenerateAppleClientSecret()
if err != nil {
return nil, err
}
data := url.Values{}
data.Set("client_id", config.ClientID)
data.Set("client_secret", clientSecret)
data.Set("grant_type", "authorization_code")
data.Set("code", code)
data.Set("redirect_uri", s.callbackURL)
req, err := http.NewRequest("POST", config.TokenEndpoint, strings.NewReader(data.Encode()))
if err != nil {
return nil, err
}
req.Header.Set("Content-Type", "application/x-www-form-urlencoded")
req.Header.Set("Accept", "application/json")
resp, err := s.httpClient.Do(req)
if err != nil {
return nil, err
}
defer resp.Body.Close()
body, err := io.ReadAll(resp.Body)
if err != nil {
return nil, err
}
if resp.StatusCode < 200 || resp.StatusCode >= 300 {
return nil, fmt.Errorf("Apple token exchange failed: %d - %s", resp.StatusCode, string(body))
}
var tokenResp AppleTokenResponse
if err := json.Unmarshal(body, &tokenResp); err != nil {
return nil, err
}
return &tokenResp, nil
}
// ParseAppleIDToken extracts user info from Apple's id_token JWT
func ParseAppleIDToken(idToken string) (*ProviderUserInfo, error) {
// Split the JWT into parts
parts := strings.Split(idToken, ".")
if len(parts) != 3 {
return nil, fmt.Errorf("invalid id_token format")
}
// Decode the payload (middle part)
payload, err := base64.RawURLEncoding.DecodeString(parts[1])
if err != nil {
return nil, fmt.Errorf("failed to decode id_token payload: %v", err)
}
var claims AppleIDTokenClaims
if err := json.Unmarshal(payload, &claims); err != nil {
return nil, fmt.Errorf("failed to parse id_token claims: %v", err)
}
// Apple user ID is in the 'sub' claim
sub := claims.Subject
// Use email prefix as username fallback since Apple doesn't provide username
username := claims.Email
if idx := strings.Index(username, "@"); idx > 0 {
username = username[:idx]
}
return &ProviderUserInfo{
ID: sub,
Email: claims.Email,
Username: username,
AvatarURL: "", // Apple doesn't provide avatar
}, nil
}
// HandleAppleCallback handles the Apple OAuth callback
// Note: Apple sends a POST request to the callback URL, not GET
func (s *OAuthService) HandleAppleCallback(w http.ResponseWriter, r *http.Request) {
// Apple POSTs the callback data
if r.Method != "POST" {
// Fallback to GET for the state parameter only
state := r.URL.Query().Get("state")
if state != "" {
// This might be an error redirect
errorParam := r.URL.Query().Get("error")
if errorParam != "" {
s.completeWithError(state, fmt.Sprintf("Apple OAuth error: %s", errorParam))
http.Error(w, "OAuth failed: "+errorParam, http.StatusBadRequest)
return
}
}
http.Error(w, "Apple Sign-In requires POST callback", http.StatusMethodNotAllowed)
return
}
// Parse form data
if err := r.ParseForm(); err != nil {
http.Error(w, "Failed to parse form data", http.StatusBadRequest)
return
}
code := r.FormValue("code")
state := r.FormValue("state")
errorParam := r.FormValue("error")
if errorParam != "" {
s.completeWithError(state, fmt.Sprintf("Apple OAuth error: %s", errorParam))
http.Error(w, "OAuth failed: "+errorParam, http.StatusBadRequest)
return
}
if code == "" || state == "" {
http.Error(w, "Missing code or state", http.StatusBadRequest)
return
}
// Get pending OAuth info
stateData, ok := s.pendingOAuth.Load(state)
if !ok {
http.Error(w, "Invalid or expired state", http.StatusBadRequest)
return
}
oauthState := stateData.(OAuthState)
if time.Since(oauthState.CreatedAt) >= stateExpiration {
s.pendingOAuth.Delete(state)
s.completeWithError(state, "OAuth session expired")
http.Error(w, "OAuth session expired", http.StatusBadRequest)
return
}
// Exchange code for tokens (Apple requires JWT client_secret)
config := s.configs[oauthState.Provider]
tokenResp, err := s.ExchangeAppleCode(config, code)
if err != nil {
s.completeWithError(state, err.Error())
http.Error(w, "Token exchange failed", http.StatusInternalServerError)
return
}
// Parse user info from id_token
userInfo, err := ParseAppleIDToken(tokenResp.IDToken)
if err != nil {
s.completeWithError(state, err.Error())
http.Error(w, "Failed to parse user info", http.StatusInternalServerError)
return
}
// Apple may provide user info in the POST body on first auth
// This includes the user's name which isn't in the id_token
if userName := r.FormValue("user"); userName != "" {
var user struct {
Name struct {
FirstName string `json:"firstName"`
LastName string `json:"lastName"`
} `json:"name"`
}
if err := json.Unmarshal([]byte(userName), &user); err == nil {
if user.Name.FirstName != "" || user.Name.LastName != "" {
userInfo.Username = strings.TrimSpace(user.Name.FirstName + " " + user.Name.LastName)
}
}
}
// Mark as completed
s.pendingOAuth.Delete(state)
s.completedOAuth.Store(state, OAuthResult{
Success: true,
UserInfo: userInfo,
Provider: oauthState.Provider,
InvitationCode: oauthState.InvitationCode,
})
// Redirect or show close message
if oauthState.ReturnURL != "" {
http.Redirect(w, r, oauthState.ReturnURL, http.StatusFound)
return
}
w.Header().Set("Content-Type", "text/html")
fmt.Fprintf(w, `<!DOCTYPE html>
<html>
<head><title>Login Successful</title></head>
<body>
<h1>Login Successful!</h1>
<p>You can close this window and return to the game.</p>
<script>window.close();</script>
</body>
</html>`)
}
@@ -146,6 +146,7 @@ func main() {
// Start HTTP server for OAuth callbacks and invitation pages
http.HandleFunc("/oauth/callback", oauthSvc.HandleCallback)
http.HandleFunc("/oauth/apple/callback", oauthSvc.HandleAppleCallback) // Apple uses POST
http.HandleFunc("/health", func(w http.ResponseWriter, r *http.Request) {
w.WriteHeader(http.StatusOK)
fmt.Fprintf(w, "OK")
@@ -180,5 +181,22 @@ func getOAuthConfigs() map[string]OAuthProviderConfig {
UserInfoEndpoint: "https://www.googleapis.com/oauth2/v2/userinfo",
Scopes: []string{"openid", "email", "profile"},
},
"github": {
ClientID: os.Getenv("GH_OAUTH_CLIENT_ID"),
ClientSecret: os.Getenv("GH_OAUTH_CLIENT_SECRET"),
AuthorizationEndpoint: "https://github.com/login/oauth/authorize",
TokenEndpoint: "https://github.com/login/oauth/access_token",
UserInfoEndpoint: "https://api.github.com/user",
Scopes: []string{"read:user", "user:email"},
},
"apple": {
ClientID: os.Getenv("APPLE_SIGNIN_CLIENT_ID"),
ClientSecret: "", // Generated dynamically from private key
AuthorizationEndpoint: "https://appleid.apple.com/auth/authorize",
TokenEndpoint: "https://appleid.apple.com/auth/token",
UserInfoEndpoint: "", // Not used - info comes from id_token
Scopes: []string{"name", "email"},
CallbackPath: "/oauth/apple/callback", // Apple uses POST callback
},
}
}
+35 -1
View File
@@ -23,6 +23,7 @@ type OAuthProviderConfig struct {
TokenEndpoint string
UserInfoEndpoint string
Scopes []string
CallbackPath string // Optional: custom callback path (e.g., "/oauth/apple/callback")
}
// OAuthState represents a pending OAuth session
@@ -111,13 +112,29 @@ func (s *OAuthService) GetAuthURL(provider string, returnURL string, invitationC
log.Printf("OAuth: created state=%s for provider=%s returnURL=%s hasInvitationCode=%v", state, provider, returnURL, invitationCode != "")
// Use custom callback path if configured, otherwise use default
callbackURL := s.callbackURL
if config.CallbackPath != "" {
// Extract base URL and append custom path
baseURL := s.callbackURL
if idx := strings.LastIndex(baseURL, "/oauth/callback"); idx > 0 {
baseURL = baseURL[:idx]
}
callbackURL = baseURL + config.CallbackPath
}
params := url.Values{}
params.Set("client_id", config.ClientID)
params.Set("redirect_uri", s.callbackURL)
params.Set("redirect_uri", callbackURL)
params.Set("response_type", "code")
params.Set("scope", strings.Join(config.Scopes, " "))
params.Set("state", state)
// Apple-specific parameters
if provider == "apple" {
params.Set("response_mode", "form_post") // Apple posts the callback
}
authURL = config.AuthorizationEndpoint + "?" + params.Encode()
return authURL, state, nil
}
@@ -349,6 +366,23 @@ func (s *OAuthService) parseUserInfo(provider string, data []byte) (*ProviderUse
AvatarURL: picture,
}, nil
case "github":
// GitHub returns id as a number
var id string
if idNum, ok := result["id"].(float64); ok {
id = fmt.Sprintf("%.0f", idNum)
}
login, _ := result["login"].(string)
email, _ := result["email"].(string)
avatarURL, _ := result["avatar_url"].(string)
return &ProviderUserInfo{
ID: id,
Username: login,
Email: email,
AvatarURL: avatarURL,
}, nil
default:
return nil, fmt.Errorf("unsupported provider: %s", provider)
}
@@ -249,15 +249,18 @@ func uploadAppcast(bb aws.BucketBasics, appcast *Appcast) error {
}
func main() {
if len(os.Args) < 5 {
fmt.Println("Usage: mac_build_handler <app_path> <version> <build_number> <sparkle_private_key_path>")
if len(os.Args) < 4 {
fmt.Println("Usage: mac_build_handler <app_path> <version> <build_number> [sparkle_private_key_path]")
os.Exit(1)
}
appPath := os.Args[1]
version := os.Args[2]
buildNumber := os.Args[3]
privateKeyPath := os.Args[4]
privateKeyPath := ""
if len(os.Args) >= 5 {
privateKeyPath = os.Args[4]
}
if _, err := os.Stat(appPath); os.IsNotExist(err) {
log.Fatalf("App not found: %s", appPath)
@@ -284,13 +287,18 @@ func main() {
}
log.Printf("ZIP size: %d bytes", fileSize)
// Sign the ZIP with Sparkle EdDSA
log.Println("Signing ZIP with Sparkle...")
signature, err := signWithSparkle(zipPath, privateKeyPath)
if err != nil {
log.Fatalf("Failed to sign: %v", err)
// Sign the ZIP with Sparkle EdDSA (optional)
var signature string
if privateKeyPath != "" {
log.Println("Signing ZIP with Sparkle...")
signature, err = signWithSparkle(zipPath, privateKeyPath)
if err != nil {
log.Fatalf("Failed to sign: %v", err)
}
log.Printf("Signature: %s", signature)
} else {
log.Println("Skipping Sparkle signing (no private key provided)")
}
log.Printf("Signature: %s", signature)
// Upload ZIP to S3
remotePath := buildsRoot + zipFileName
@@ -306,39 +314,43 @@ func main() {
log.Fatalf("Failed to upload latest: %v", err)
}
// Update appcast.xml
log.Println("Updating appcast.xml...")
appcast, err := fetchAppcast(bb)
if err != nil {
log.Fatalf("Failed to fetch appcast: %v", err)
}
// Create new item
// Update appcast.xml (only if Sparkle signing was done)
downloadURL := fmt.Sprintf("https://assets.eagle0.net/%s%s", buildsRoot, zipFileName)
newItem := Item{
Title: fmt.Sprintf("Version %s", version),
PubDate: time.Now().Format(time.RFC1123Z),
SparkleVersion: buildNumber,
SparkleShortVersion: version,
Description: "",
Enclosure: Enclosure{
URL: downloadURL,
Length: fileSize,
Type: "application/octet-stream",
EdSig: signature,
},
}
if privateKeyPath != "" {
log.Println("Updating appcast.xml...")
appcast, err := fetchAppcast(bb)
if err != nil {
log.Fatalf("Failed to fetch appcast: %v", err)
}
// Prepend new item (most recent first)
appcast.Channel.Items = append([]Item{newItem}, appcast.Channel.Items...)
// Create new item
newItem := Item{
Title: fmt.Sprintf("Version %s", version),
PubDate: time.Now().Format(time.RFC1123Z),
SparkleVersion: buildNumber,
SparkleShortVersion: version,
Description: "",
Enclosure: Enclosure{
URL: downloadURL,
Length: fileSize,
Type: "application/octet-stream",
EdSig: signature,
},
}
// Keep only last 10 versions
if len(appcast.Channel.Items) > 10 {
appcast.Channel.Items = appcast.Channel.Items[:10]
}
// Prepend new item (most recent first)
appcast.Channel.Items = append([]Item{newItem}, appcast.Channel.Items...)
if err := uploadAppcast(bb, appcast); err != nil {
log.Fatalf("Failed to upload appcast: %v", err)
// Keep only last 10 versions
if len(appcast.Channel.Items) > 10 {
appcast.Channel.Items = appcast.Channel.Items[:10]
}
if err := uploadAppcast(bb, appcast); err != nil {
log.Fatalf("Failed to upload appcast: %v", err)
}
} else {
log.Println("Skipping appcast.xml update (no Sparkle signing)")
}
// Clean up local ZIP
@@ -1,15 +0,0 @@
load("@io_bazel_rules_go//go:def.bzl", "go_binary", "go_library")
go_library(
name = "client_download_lib",
srcs = ["client_download.go"],
importpath = "github.com/nolen777/eagle0/src/main/go/net/eagle0/client_download",
visibility = ["//visibility:private"],
deps = ["//src/main/go/net/eagle0/util/aws"],
)
go_binary(
name = "client_download",
embed = [":client_download_lib"],
visibility = ["//visibility:public"],
)
@@ -1,58 +0,0 @@
package main
import (
"github.com/nolen777/eagle0/src/main/go/net/eagle0/util/aws"
"net/http"
"strings"
"time"
)
func getAsset(w http.ResponseWriter, r *http.Request) {
urlPath := r.URL.Path
var bucketName string
var destinationRoot string
var fileName string
components := strings.SplitN(urlPath, "/", 3)
if len(components) < 3 {
http.Error(w, "Invalid URL path", http.StatusBadRequest)
return
}
baseComponent := components[1] // Get the first component of the path
fileName = components[2] // Get the path after the first "/"
// Check if the URL path starts with "/unity3d/"
switch baseComponent {
case "unity3d":
bucketName = "eagle0-windows"
destinationRoot = "unity3d/"
case "installer":
bucketName = "eagle0-windows"
destinationRoot = "installer/"
case "headshots":
bucketName = "eagle0-headshots"
destinationRoot = ""
default:
// If the URL path does not start with either, return an error
http.Error(w, "Invalid URL path", http.StatusBadRequest)
}
// Create a presigned URL for the file
url, err := aws.GetPresignedURL(bucketName, destinationRoot+fileName, 10*time.Minute)
if err != nil {
http.Error(w, "Error generating presigned URL", http.StatusInternalServerError)
return
}
// Redirect the client to the presigned URL
http.Redirect(w, r, url, http.StatusTemporaryRedirect)
}
func main() {
http.HandleFunc("GET /", getAsset)
err := http.ListenAndServe(":3333", nil)
if err != nil {
panic(err)
}
}
+1 -32
View File
@@ -21,10 +21,6 @@ type BucketBasics struct {
S3Client *s3.Client
}
type Presigner struct {
PresignClient *s3.PresignClient
}
func readConfig() (map[string]string, error) {
homeDir, err := os.UserHomeDir()
if err != nil {
@@ -90,16 +86,7 @@ func NewBucketBasics() (BucketBasics, error) {
}, nil
}
func NewPresigner() (Presigner, error) {
bucketBasics, err := NewBucketBasics()
if err != nil {
return Presigner{}, err
}
presignClient := s3.NewPresignClient(bucketBasics.S3Client)
return Presigner{PresignClient: presignClient}, nil
}
// DownloadFile gets an object from a bucket and stores it in a local file.
// FetchBytes gets an object from a bucket and returns it as bytes.
func (basics BucketBasics) FetchBytes(bucketName string, objectKey string) ([]byte, error) {
result, err := basics.S3Client.GetObject(basics.ctx, &s3.GetObjectInput{
Bucket: aws.String(bucketName),
@@ -196,21 +183,3 @@ func (basics BucketBasics) UploadBytesWithACL(bucketName string, objectKey strin
return nil
}
func GetPresignedURL(bucketName string, objectKey string, duration time.Duration) (string, error) {
basics, err := NewBucketBasics()
if err != nil {
return "", err
}
presigner, err := NewPresigner()
if err != nil {
return "", err
}
req, _ := presigner.PresignClient.PresignGetObject(basics.ctx, &s3.GetObjectInput{
Bucket: aws.String(bucketName),
Key: aws.String(objectKey),
}, s3.WithPresignExpires(duration))
return req.URL, nil
}
+3 -2
View File
@@ -396,9 +396,10 @@ done:
}
// waitForResponse waits for a response matching the predicate
// Use 90s timeout because CreateGame can be slow on cold JVM (JIT not warmed up)
// Use 180s timeout because CreateGame can be very slow on cold JVM (JIT not warmed up)
// In production we've seen CreateGame take >90s on first boot
func waitForResponse(stream eagle.Eagle_StreamUpdatesClient, matches func(*eagle.UpdateStreamResponse) bool) (*eagle.UpdateStreamResponse, error) {
return waitForResponseWithTimeout(stream, matches, 90*time.Second)
return waitForResponseWithTimeout(stream, matches, 180*time.Second)
}
func waitForResponseWithTimeout(stream eagle.Eagle_StreamUpdatesClient, matches func(*eagle.UpdateStreamResponse) bool, timeout time.Duration) (*eagle.UpdateStreamResponse, error) {

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