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Author SHA1 Message Date
adminandClaude Opus 4.5 8375016877 Ignore native plugin .meta files in gitignore
Unity creates .meta files for the native plugins which should also
be ignored since the plugins are built at CI time.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 13:46:52 -08:00
adminandClaude Opus 4.5 d969d25487 Add app icon for macOS build
Eagle head facing crowned king - represents the strategic conflict
theme of the game.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-19 13:35:59 -08:00
10933d3c8b Add styled DMG with arrow pointing to Applications (#5445)
* Add styled DMG with arrow pointing to Applications

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

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

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

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

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

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

* Switch from create-dmg to dmgbuild for CI compatibility

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

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

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

* Fix DMG styling: lighter background, adjust icon positions

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

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

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

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

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

---------

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

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

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

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

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

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

* Remove proto types from LLM prompt generators

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

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

All non-boundary library code is now protoless.

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

---------

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

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

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

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

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

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

Runs before tests so failures are caught early.

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

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

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

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

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

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

* Fix AvailableCommandConverterTest to use Scala Hostility enum

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

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

---------

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

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

Prevents artifact storage quota from being exceeded.

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

* Delete Mac build artifacts after successful deploy

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

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

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

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

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

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

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

* Increase retention for test/build logs to 7 days

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

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

* Use 5-day retention to match repository maximum

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

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

* Delete old Mac builds from DigitalOcean when pruning appcast

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

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

* Add cleanup job that runs even when build fails

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

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

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

---------

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

Adds tooling to enforce architectural boundaries in the codebase:

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

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

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

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

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

* Update DEPROTO_PLAN.md with accurate proto import inventory

The previous status was inaccurate. This update:

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

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

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

---------

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

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

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

Font SDF asset regenerated.

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

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

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

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

* Fix ChronicleUpdatePromptGeneratorTest to use Scala types

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

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

---------

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

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

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

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

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

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

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

* Fix build: import AppKit for NSAlert

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

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

* Offer to move app to /Applications and relaunch

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

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

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

* Switch Mac distribution from ZIP to DMG

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

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

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

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

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

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

---------

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

Also updates enum handling from proto DiplomacyOfferStatus to Scala Status.

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

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

Also updates enum handling from proto DiplomacyOfferStatus to Scala Status.

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

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

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

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

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

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

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

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

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

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

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

* Improve sworn brotherhood tutorial with candidate detection

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

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

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

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

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

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

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

* Use gender-neutral language: Brotherhood → Kinship

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

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

---------

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

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

This helps debug why Sparkle updates may not be working.

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

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

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

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

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

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

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

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

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

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

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

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

* Fix tests for ClientTextStore Scala types migration

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

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

---------

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

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

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

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

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

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

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

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

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

* Add Steam and Twitch OAuth button assets

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

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

---------

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

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

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

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

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

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

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

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

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

* Fix compilation errors in guidance trigger checks

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

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

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

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

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

* Simplify recruit heroes gold check

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

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

---------

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

* Make DiplomacyResolutionLlmRequestGenerator protoless

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

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

---------

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

Fixes "bundle format unrecognized" error during codesigning.

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

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

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

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

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

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

This makes NewGameCreation fully protoless.

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

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

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

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

* and the github icon

* add the apple button

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

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

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

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

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

---------

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

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

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

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

* empty check

---------

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

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

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

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

* Fix missing proto exports and ServerSetupHelpers warnings

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

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

---------

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

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

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

Error logging is retained for troubleshooting.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

* Delete unused SavedGameUtils

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

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

---------

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

* Fetch GitHub email from /user/emails endpoint

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

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

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

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

---------

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

## New Scala Types

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

## New Converters

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

## Updated Components

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

## Test Updates

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

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

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

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

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

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

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

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

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

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

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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 20:49:35 -08:00
4120196f11 Include state parameter in OAuth callback redirect (#5356)
* Include state parameter in OAuth callback redirect

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

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

* Quote values in .env file to handle special characters

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

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

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

---------

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

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

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

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

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

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

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

* Fix OAuth issues on landing page

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

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

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

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

* Pass GitHub and Apple OAuth credentials to auth container

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

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

* Update OAuth tests to expect error on empty credentials

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

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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 20:10:22 -08:00
c6c7430dce Delete unused RansomOfferHelpers and its tests (#5351)
RansomOfferHelpers had no production callers - it was only tested.
The ransom offer logic in CommandChoiceHelpers already uses
Scala DiplomacyOptionType.Ransom and Scala RansomOfferDetails.

This removes the last 3 proto imports from command_choice_helpers/.

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

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

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

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

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

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

* Add GitHub OAuth button and update login UI layout

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

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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 19:35:53 -08:00
56df06d21b Web-based invitation flow with OAuth on landing page (#5349)
Move account creation from Unity client to the web landing page.
Users now complete OAuth sign-in and display name selection in the
browser before downloading the client.

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

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

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

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

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

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

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

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

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

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

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

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

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

Also made ensureGameLoaded public so EagleServiceImpl can call it.

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

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

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

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

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

* Consolidate DEPROTO_PLAN.md files and update with current stats

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

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

---------

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

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

All command panels now have tutorials that appear after onboarding.

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

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

* Fix tutorial text accuracy and remove duplicates

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

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

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

* Fix Trade, Travel, and Return tutorial descriptions

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

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

---------

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

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

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

* Update DEPROTO_PLAN.md with recent progress

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

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

---------

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

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

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

All command tutorials require onboarding completion before showing.

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

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

* Fix command panel tutorial trigger timing and step count display

Two fixes:

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

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

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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

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

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

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

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

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

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

* Fix command tutorial positioning, initial trigger, and switching

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

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

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

* Register CommandPanel target and add debug logging

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

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

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

* Fix command tutorial timing and switching behavior

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

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

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

* Delay onboarding start until first model update

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

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

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

* Link CommandPanel in TutorialTargetRegistry and enable debug logging

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

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

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

---------

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

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

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

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

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

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

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

* Make AI clients protoless

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

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

* Update CommandChoiceHelpers tests to use Scala types

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

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

* Fix remaining test conversions to Scala types

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

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

* Fix AIClient and GameController to use Scala types consistently

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

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

* Restore 5 missing tests in ExpandCommandSelectorTest

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

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

---------

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

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

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

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

* Clamp tutorial highlights to stay within screen bounds

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

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

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

* Add highlighting for Command Buttons tutorial step

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

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

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

* Fix highlight bounds to stay within screen

Two fixes for tutorial highlighting:

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

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

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

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

* Point CommandButtonsPanel to actual button container

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

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

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

---------

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

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

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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

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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.

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

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

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

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

- Add note in welcome step about restarting from Settings

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

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

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

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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.

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

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

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

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

Also adds clean: true to Windows Unity workflow.

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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.

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

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

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

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

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

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

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

* Remove GoDice Canvas with orphaned script references

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

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

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

* Remove GoDice plugin build steps from CI

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

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

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

---------

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

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

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

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

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

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

* Convert Sparkle plugin build from clang to Bazel

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

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

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

* Fix symbol exports for SparklePlugin native library

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

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

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

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

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

Combined with native SparklePlugin that initializes Sparkle at runtime.

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

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

* Build SparklePlugin.bundle before Unity build

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

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

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

* Convert SparklePlugin Info.plist to XML format

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

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

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

---------

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

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

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

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

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

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

* Use clean checkout to remove stale SparklePlugin.bundle

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

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

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

---------

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

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

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

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

Proto imports in library/ after this change: 143

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

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

Proto imports in library/ after this change: 145

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

Proto imports in library/: 149 → 146

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

Proto imports in library/: 149 → 147

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

This inventory makes it easier to track deproto progress.

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

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

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

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

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

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

Reduces proto imports in library/ from 192 to 168.

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

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

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

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

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

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

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

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

* Remove placeholder TargetGameObjectPath values from tutorials

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

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

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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.

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 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.

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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".

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 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.

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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.

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

* Wire up lastPlayedField in RunningGameItem prefab

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-13 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

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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.

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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.

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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.

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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.

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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
3287 changed files with 19800 additions and 20617 deletions
@@ -0,0 +1,37 @@
name: Artifact Storage Check
on:
schedule:
# Run every 6 hours
- cron: '0 */6 * * *'
workflow_dispatch:
jobs:
check-storage:
runs-on: ubuntu-latest
steps:
- name: Check artifact storage size
env:
GH_TOKEN: ${{ github.token }}
run: |
# Calculate total artifact storage
total_bytes=$(gh api "repos/${{ github.repository }}/actions/artifacts" \
--paginate -q '.artifacts[].size_in_bytes' | awk '{sum+=$1} END {print sum}')
total_mb=$((total_bytes / 1024 / 1024))
echo "Total artifact storage: ${total_mb} MB"
# Fail if over 500MB
if [ "$total_mb" -gt 500 ]; then
echo "::error::Artifact storage is ${total_mb} MB, which exceeds the 500 MB threshold!"
echo ""
echo "Largest artifacts:"
gh api "repos/${{ github.repository }}/actions/artifacts" \
--paginate -q '.artifacts[] | "\(.size_in_bytes)\t\(.name)\t\(.created_at)"' | \
sort -rn | head -20 | \
awk -F'\t' '{printf "%d MB\t%s\t%s\n", $1/1024/1024, $2, $3}'
exit 1
fi
echo "Storage is within acceptable limits."
+61 -39
View File
@@ -24,7 +24,7 @@ permissions:
jobs:
build-auth:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
outputs:
image_tag: ${{ steps.push-auth.outputs.image_tag }}
steps:
@@ -104,6 +104,14 @@ jobs:
DISCORD_CLIENT_SECRET: ${{ secrets.DISCORD_CLIENT_SECRET }}
GOOGLE_CLIENT_ID: ${{ secrets.GOOGLE_CLIENT_ID }}
GOOGLE_CLIENT_SECRET: ${{ secrets.GOOGLE_CLIENT_SECRET }}
GH_OAUTH_CLIENT_ID: ${{ secrets.GH_OAUTH_CLIENT_ID }}
GH_OAUTH_CLIENT_SECRET: ${{ secrets.GH_OAUTH_CLIENT_SECRET }}
APPLE_SIGNIN_CLIENT_ID: ${{ secrets.APPLE_SIGNIN_CLIENT_ID }}
APPLE_TEAM_ID: ${{ secrets.APPLE_TEAM_ID }}
APPLE_SIGNIN_KEY_ID: ${{ secrets.APPLE_SIGNIN_KEY_ID }}
APPLE_SIGNIN_PRIVATE_KEY: ${{ secrets.APPLE_SIGNIN_PRIVATE_KEY }}
TWITCH_CLIENT_ID: ${{ secrets.TWITCH_CLIENT_ID }}
TWITCH_CLIENT_SECRET: ${{ secrets.TWITCH_CLIENT_SECRET }}
JWT_PRIVATE_KEY: ${{ secrets.JWT_PRIVATE_KEY }}
FASTMAIL_API_TOKEN: ${{ secrets.FASTMAIL_API_TOKEN }}
FASTMAIL_FROM_EMAIL: ${{ secrets.FASTMAIL_FROM_EMAIL }}
@@ -112,16 +120,6 @@ jobs:
- name: Checkout repository
uses: actions/checkout@v4
- name: Copy update-env script to server
uses: appleboy/scp-action@v0.1.7
with:
host: ${{ secrets.DO_DROPLET_IP }}
username: deploy
key: ${{ secrets.DO_SSH_KEY }}
source: "deploy/update-env.sh,deploy/env.template"
target: /opt/eagle0/
strip_components: 1
- name: Deploy auth service to production
uses: appleboy/ssh-action@v1.0.3
with:
@@ -129,51 +127,75 @@ jobs:
username: deploy
key: ${{ secrets.DO_SSH_KEY }}
script_stop: true
envs: AUTH_IMAGE,DISCORD_CLIENT_ID,DISCORD_CLIENT_SECRET,GOOGLE_CLIENT_ID,GOOGLE_CLIENT_SECRET,JWT_PRIVATE_KEY,FASTMAIL_API_TOKEN,FASTMAIL_FROM_EMAIL,FASTMAIL_FROM_NAME
envs: AUTH_IMAGE,DISCORD_CLIENT_ID,DISCORD_CLIENT_SECRET,GOOGLE_CLIENT_ID,GOOGLE_CLIENT_SECRET,GH_OAUTH_CLIENT_ID,GH_OAUTH_CLIENT_SECRET,APPLE_SIGNIN_CLIENT_ID,APPLE_TEAM_ID,APPLE_SIGNIN_KEY_ID,APPLE_SIGNIN_PRIVATE_KEY,TWITCH_CLIENT_ID,TWITCH_CLIENT_SECRET,JWT_PRIVATE_KEY,FASTMAIL_API_TOKEN,FASTMAIL_FROM_EMAIL,FASTMAIL_FROM_NAME
script: |
set -x
cd /opt/eagle0
# Update env vars using shared script (preserves vars set by other workflows)
chmod +x update-env.sh
./update-env.sh \
"AUTH_IMAGE=${AUTH_IMAGE}" \
"DISCORD_CLIENT_ID=${DISCORD_CLIENT_ID}" \
"DISCORD_CLIENT_SECRET=${DISCORD_CLIENT_SECRET}" \
"GOOGLE_CLIENT_ID=${GOOGLE_CLIENT_ID}" \
"GOOGLE_CLIENT_SECRET=${GOOGLE_CLIENT_SECRET}" \
"JWT_PRIVATE_KEY=${JWT_PRIVATE_KEY}" \
"FASTMAIL_API_TOKEN=${FASTMAIL_API_TOKEN}" \
"FASTMAIL_FROM_EMAIL=${FASTMAIL_FROM_EMAIL}" \
"FASTMAIL_FROM_NAME=${FASTMAIL_FROM_NAME}"
# Export env vars for docker compose (appleboy/ssh-action sets them but doesn't export)
export AUTH_IMAGE="${AUTH_IMAGE}"
export DISCORD_CLIENT_ID="${DISCORD_CLIENT_ID}"
export DISCORD_CLIENT_SECRET="${DISCORD_CLIENT_SECRET}"
export GOOGLE_CLIENT_ID="${GOOGLE_CLIENT_ID}"
export GOOGLE_CLIENT_SECRET="${GOOGLE_CLIENT_SECRET}"
export GH_OAUTH_CLIENT_ID="${GH_OAUTH_CLIENT_ID}"
export GH_OAUTH_CLIENT_SECRET="${GH_OAUTH_CLIENT_SECRET}"
export APPLE_SIGNIN_CLIENT_ID="${APPLE_SIGNIN_CLIENT_ID}"
export APPLE_TEAM_ID="${APPLE_TEAM_ID}"
export APPLE_SIGNIN_KEY_ID="${APPLE_SIGNIN_KEY_ID}"
export APPLE_SIGNIN_PRIVATE_KEY="${APPLE_SIGNIN_PRIVATE_KEY}"
export TWITCH_CLIENT_ID="${TWITCH_CLIENT_ID}"
export TWITCH_CLIENT_SECRET="${TWITCH_CLIENT_SECRET}"
export JWT_PRIVATE_KEY="${JWT_PRIVATE_KEY}"
export FASTMAIL_API_TOKEN="${FASTMAIL_API_TOKEN}"
export FASTMAIL_FROM_EMAIL="${FASTMAIL_FROM_EMAIL}"
export FASTMAIL_FROM_NAME="${FASTMAIL_FROM_NAME}"
# Login to registry
echo "${{ secrets.DO_REGISTRY_TOKEN }}" | docker login registry.digitalocean.com -u "${{ secrets.DO_REGISTRY_TOKEN }}" --password-stdin
echo "Deploying auth service: $AUTH_IMAGE"
# Use crane to pull image
echo "Installing crane..."
curl -sL https://github.com/google/go-containerregistry/releases/download/v0.20.2/go-containerregistry_Linux_x86_64.tar.gz | tar xzf - crane
chmod +x crane
# Pull the image directly (docker is already logged in)
echo "Pulling Auth image..."
docker pull "${AUTH_IMAGE}" || { echo "ERROR: Failed to pull auth image"; exit 1; }
echo "Pulling Auth image with crane..."
./crane pull "${AUTH_IMAGE}" auth.tar || { echo "ERROR: Failed to pull auth image"; exit 1; }
echo "Loading Auth image into Docker..."
docker load -i auth.tar
rm auth.tar
rm ./crane
# Tag as :latest locally so any fallback uses correct image
docker tag "${AUTH_IMAGE}" registry.digitalocean.com/eagle0/auth-server:latest
# Only recreate the auth container (not eagle, shardok, etc.)
docker compose -f docker-compose.prod.yml up -d --no-deps --force-recreate auth
# Debug: check environment and .env file
echo "DEBUG: AUTH_IMAGE=$AUTH_IMAGE"
env | grep AUTH || echo "AUTH_IMAGE not in env output"
if [ -f .env ]; then
echo "DEBUG: .env file contents related to AUTH:"
grep AUTH .env || echo "No AUTH in .env"
fi
# Recreate auth container - pass AUTH_IMAGE explicitly on command line
AUTH_IMAGE="${AUTH_IMAGE}" docker compose -f docker-compose.prod.yml up -d --no-deps --force-recreate auth
# Wait for health check
sleep 5
docker compose -f docker-compose.prod.yml ps auth
# Verify container is using correct image
# Verify container is using the correct image
# Note: docker-compose may use :latest tag (which we tagged to the correct image)
echo "=== Verifying auth container image ==="
docker compose -f docker-compose.prod.yml images auth
RUNNING_IMAGE=$(docker inspect auth-server --format '{{.Config.Image}}')
RUNNING_DIGEST=$(docker inspect auth-server --format '{{.Image}}')
EXPECTED_DIGEST=$(docker inspect "${AUTH_IMAGE}" --format '{{.Id}}')
echo "Expected image: ${AUTH_IMAGE}"
echo "Running image: ${RUNNING_IMAGE}"
echo "Expected digest: ${EXPECTED_DIGEST}"
echo "Running digest: ${RUNNING_DIGEST}"
if [ "$RUNNING_DIGEST" != "$EXPECTED_DIGEST" ]; then
echo "ERROR: Container is running wrong image!"
exit 1
fi
echo "Image digests match - correct image is running"
# Show container status
docker compose -f docker-compose.prod.yml ps auth
# Cleanup old images
docker image prune -f
+5 -1
View File
@@ -26,13 +26,15 @@ permissions:
jobs:
test:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Check BUILD.bazel dependencies
run: ./scripts/check_build_deps.sh --strict
- name: Run tests
id: test
continue-on-error: true
@@ -75,6 +77,7 @@ jobs:
with:
name: test.json
path: test.json
retention-days: 5
- name: Archive failed test logs
if: always()
uses: actions/upload-artifact@v4
@@ -82,6 +85,7 @@ jobs:
name: failed-test-logs
path: failed_test_logs/
if-no-files-found: ignore
retention-days: 5
- name: Fail if tests failed
if: steps.test.outcome == 'failure'
run: exit 1
-21
View File
@@ -1,21 +0,0 @@
name: Build Protos
on:
pull_request:
paths:
- "src/main/protobuf/**"
permissions:
contents: read
jobs:
build:
runs-on: self-hosted
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Run tests
run: ./scripts/build_protos.sh
+2
View File
@@ -37,6 +37,7 @@ jobs:
with:
name: ubuntu-noble-sysroot-amd64
path: tools/sysroot/output/
retention-days: 1
- name: Install AWS CLI
run: |
@@ -98,6 +99,7 @@ jobs:
with:
name: ubuntu-noble-sysroot-arm64
path: tools/sysroot/output/
retention-days: 1
- name: Install AWS CLI
run: |
-35
View File
@@ -1,35 +0,0 @@
name: Client Presigner
on:
push:
branches: [ "main" ]
paths:
- ".github/workflows/client_presigner.yml"
- "src/main/go/net/eagle0/client_download/**"
- "src/main/go/net/eagle0/util/**"
pull_request:
paths:
- ".github/workflows/client_presigner.yml"
- "src/main/go/net/eagle0/client_download/**"
- "src/main/go/net/eagle0/util/**"
permissions:
contents: read
jobs:
client-presigner:
runs-on: self-hosted
steps:
- uses: actions/checkout@v4
with:
lfs: false
clean: false
- name: Build Client Presigner
run: bazel build --platforms=@io_bazel_rules_go//go/toolchain:linux_amd64 //src/main/go/net/eagle0/client_download
- name: Archive presigner binary
if: success() || failure()
uses: actions/upload-artifact@v4
with:
name: client_download
path: bazel-bin/src/main/go/net/eagle0/client_download/client_download_/client_download
+131 -91
View File
@@ -4,10 +4,16 @@ on:
push:
branches: [ "main" ]
paths:
- 'src/main/cpp/**'
# Note: C++ changes trigger shardok_arm64_build.yml instead
# Note: Auth changes trigger auth_build.yml instead
- 'src/main/go/**'
- '!src/main/go/net/eagle0/authservice/**'
- '!src/main/go/net/eagle0/authcli/**'
- 'src/main/scala/**'
- 'src/main/protobuf/**'
- '!src/main/protobuf/net/eagle0/eagle/api/auth.proto'
- '!src/main/protobuf/net/eagle0/eagle/api/admin/**'
- '!src/main/protobuf/net/eagle0/eagle/internal/auth_internal.proto'
- 'src/main/resources/**'
- 'ci/BUILD.bazel'
- 'MODULE.bazel'
@@ -33,11 +39,11 @@ 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: ${{ steps.push-images.outputs.jfr_sidecar_image_tag }}
steps:
@@ -52,13 +58,12 @@ jobs:
set -ex
# Build ALL images in a single bazel command - Bazel parallelizes internally
# This is much more efficient than 4 separate GitHub Actions jobs
echo "=== Building all Docker images ==="
# Note: Shardok is built separately for ARM64 and deployed to Hetzner
echo "=== Building Docker images ==="
bazel build \
--platforms=//:linux_x86_64 \
--extra_toolchains=@llvm_toolchain_linux//:all \
//ci:eagle_server_image \
//ci:shardok_server_image \
//ci:admin_server_image \
//ci:jfr_sidecar_image \
//src/main/go/net/eagle0/warmup:warmup_linux_amd64
@@ -69,35 +74,18 @@ jobs:
# Save all image paths before any other bazel command changes bazel-bin symlink
EAGLE_PATH=$(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 +131,6 @@ 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 +150,12 @@ 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 }}
@@ -189,6 +168,14 @@ jobs:
DISCORD_CLIENT_SECRET: ${{ secrets.DISCORD_CLIENT_SECRET }}
GOOGLE_CLIENT_ID: ${{ secrets.GOOGLE_CLIENT_ID }}
GOOGLE_CLIENT_SECRET: ${{ secrets.GOOGLE_CLIENT_SECRET }}
GH_OAUTH_CLIENT_ID: ${{ secrets.GH_OAUTH_CLIENT_ID }}
GH_OAUTH_CLIENT_SECRET: ${{ secrets.GH_OAUTH_CLIENT_SECRET }}
APPLE_SIGNIN_CLIENT_ID: ${{ secrets.APPLE_SIGNIN_CLIENT_ID }}
APPLE_TEAM_ID: ${{ secrets.APPLE_TEAM_ID }}
APPLE_SIGNIN_KEY_ID: ${{ secrets.APPLE_SIGNIN_KEY_ID }}
APPLE_SIGNIN_PRIVATE_KEY: ${{ secrets.APPLE_SIGNIN_PRIVATE_KEY }}
TWITCH_CLIENT_ID: ${{ secrets.TWITCH_CLIENT_ID }}
TWITCH_CLIENT_SECRET: ${{ secrets.TWITCH_CLIENT_SECRET }}
SHARDOK_ADDRESS: ${{ secrets.SHARDOK_ADDRESS }}
SHARDOK_AUTH_TOKEN: ${{ secrets.SHARDOK_AUTH_TOKEN }}
SENTRY_DSN: ${{ secrets.SENTRY_DSN }}
@@ -219,7 +206,7 @@ jobs:
# Create directory structure on remote
ssh -i ~/.ssh/deploy_key deploy@"$DO_DROPLET_IP" bash -s << 'SETUP_DIRS'
set -e
mkdir -p /opt/eagle0/scripts/bin /opt/eagle0/nginx /opt/eagle0/deploy
mkdir -p /opt/eagle0/scripts/bin /opt/eagle0/nginx
rm -f /opt/eagle0/scripts/bin/warmup
SETUP_DIRS
@@ -228,7 +215,6 @@ jobs:
scp -i ~/.ssh/deploy_key nginx/nginx.conf deploy@"$DO_DROPLET_IP":/opt/eagle0/nginx/
scp -i ~/.ssh/deploy_key scripts/deploy-blue-green.sh scripts/warmup-eagle.sh deploy@"$DO_DROPLET_IP":/opt/eagle0/scripts/
scp -i ~/.ssh/deploy_key scripts/bin/warmup deploy@"$DO_DROPLET_IP":/opt/eagle0/scripts/bin/
scp -i ~/.ssh/deploy_key deploy/env.template deploy/update-env.sh deploy@"$DO_DROPLET_IP":/opt/eagle0/deploy/
- name: Deploy to production droplet
run: |
@@ -236,63 +222,95 @@ jobs:
set -ex
cd /opt/eagle0
# Environment variables passed via heredoc
EAGLE_IMAGE="${EAGLE_IMAGE}"
SHARDOK_IMAGE="${SHARDOK_IMAGE}"
ADMIN_IMAGE="${ADMIN_IMAGE}"
JFR_SIDECAR_IMAGE="${JFR_SIDECAR_IMAGE}"
OPENAI_API_KEY="${OPENAI_API_KEY}"
GPT_MODEL_NAME="${GPT_MODEL_NAME}"
EAGLE_ENABLE_S3="${EAGLE_ENABLE_S3}"
DO_SPACES_ACCESS_KEY="${DO_SPACES_ACCESS_KEY}"
DO_SPACES_SECRET_KEY="${DO_SPACES_SECRET_KEY}"
JWT_PRIVATE_KEY="${JWT_PRIVATE_KEY}"
DISCORD_CLIENT_ID="${DISCORD_CLIENT_ID}"
DISCORD_CLIENT_SECRET="${DISCORD_CLIENT_SECRET}"
GOOGLE_CLIENT_ID="${GOOGLE_CLIENT_ID}"
GOOGLE_CLIENT_SECRET="${GOOGLE_CLIENT_SECRET}"
SHARDOK_ADDRESS="${SHARDOK_ADDRESS}"
SHARDOK_AUTH_TOKEN="${SHARDOK_AUTH_TOKEN}"
SENTRY_DSN="${SENTRY_DSN}"
FASTMAIL_API_TOKEN="${FASTMAIL_API_TOKEN}"
FASTMAIL_FROM_EMAIL="${FASTMAIL_FROM_EMAIL}"
FASTMAIL_FROM_NAME="${FASTMAIL_FROM_NAME}"
DO_REGISTRY_TOKEN="${DO_REGISTRY_TOKEN}"
# =================================================================
# CRITICAL: Validate environment variables before proceeding
# This catches GitHub Actions secret store hiccups early
# =================================================================
validate_env() {
local var_name="\$1"
local var_value="\$2"
local default_value="\${3:-}"
if [ -z "\${var_value}" ]; then
echo "ERROR: \${var_name} is empty. GitHub Actions secrets may have failed to load."
echo "Please retry the workflow."
return 1
fi
# Check if we got a default value instead of the real secret
if [ -n "\${default_value}" ] && [ "\${var_value}" = "\${default_value}" ]; then
echo "ERROR: \${var_name} has default value '\${default_value}' instead of the actual secret."
echo "This indicates GitHub Actions secrets failed to load. Please retry the workflow."
return 1
fi
return 0
}
echo "Validating critical environment variables..."
# These are the raw values from GitHub Actions (before export)
# We check them before exporting to catch issues early
VALIDATION_FAILED=0
validate_env "SHARDOK_ADDRESS" "${SHARDOK_ADDRESS}" "" || VALIDATION_FAILED=1
validate_env "EAGLE_IMAGE" "${EAGLE_IMAGE}" "" || VALIDATION_FAILED=1
validate_env "JWT_PRIVATE_KEY" "${JWT_PRIVATE_KEY}" "" || VALIDATION_FAILED=1
validate_env "DO_REGISTRY_TOKEN" "${DO_REGISTRY_TOKEN}" "" || VALIDATION_FAILED=1
if [ "\${VALIDATION_FAILED}" -eq 1 ]; then
echo ""
echo "========================================="
echo "DEPLOYMENT ABORTED: Missing critical secrets"
echo "This is likely a transient GitHub Actions issue."
echo "Please retry the workflow."
echo "========================================="
exit 1
fi
echo "All critical environment variables validated successfully."
# =================================================================
# Export environment variables for docker compose
# These are passed via heredoc and exported so child processes (docker compose) can access them
export EAGLE_IMAGE="${EAGLE_IMAGE}"
export ADMIN_IMAGE="${ADMIN_IMAGE}"
export JFR_SIDECAR_IMAGE="${JFR_SIDECAR_IMAGE}"
export OPENAI_API_KEY="${OPENAI_API_KEY}"
export GPT_MODEL_NAME="${GPT_MODEL_NAME:-gpt-4o}"
export EAGLE_ENABLE_S3="${EAGLE_ENABLE_S3:-false}"
export DO_SPACES_ACCESS_KEY="${DO_SPACES_ACCESS_KEY}"
export DO_SPACES_SECRET_KEY="${DO_SPACES_SECRET_KEY}"
export JWT_PRIVATE_KEY="${JWT_PRIVATE_KEY}"
export DISCORD_CLIENT_ID="${DISCORD_CLIENT_ID}"
export DISCORD_CLIENT_SECRET="${DISCORD_CLIENT_SECRET}"
export GOOGLE_CLIENT_ID="${GOOGLE_CLIENT_ID}"
export GOOGLE_CLIENT_SECRET="${GOOGLE_CLIENT_SECRET}"
export GH_OAUTH_CLIENT_ID="${GH_OAUTH_CLIENT_ID}"
export GH_OAUTH_CLIENT_SECRET="${GH_OAUTH_CLIENT_SECRET}"
export APPLE_SIGNIN_CLIENT_ID="${APPLE_SIGNIN_CLIENT_ID}"
export APPLE_TEAM_ID="${APPLE_TEAM_ID}"
export APPLE_SIGNIN_KEY_ID="${APPLE_SIGNIN_KEY_ID}"
export APPLE_SIGNIN_PRIVATE_KEY="${APPLE_SIGNIN_PRIVATE_KEY}"
export TWITCH_CLIENT_ID="${TWITCH_CLIENT_ID}"
export TWITCH_CLIENT_SECRET="${TWITCH_CLIENT_SECRET}"
export SHARDOK_ADDRESS="${SHARDOK_ADDRESS}"
export SHARDOK_AUTH_TOKEN="${SHARDOK_AUTH_TOKEN}"
export SENTRY_DSN="${SENTRY_DSN}"
export FASTMAIL_API_TOKEN="${FASTMAIL_API_TOKEN}"
export FASTMAIL_FROM_EMAIL="${FASTMAIL_FROM_EMAIL}"
export FASTMAIL_FROM_NAME="${FASTMAIL_FROM_NAME}"
export DO_REGISTRY_TOKEN="${DO_REGISTRY_TOKEN}"
# Check Docker has IPv6 support
if ! cat /etc/docker/daemon.json 2>/dev/null | grep -q '"ip6tables"'; then
echo "WARNING: Docker IPv6 not configured. Eagle may not reach Hetzner Shardok."
fi
# Update env vars
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}" \
"GPT_MODEL_NAME=\${GPT_MODEL_NAME:-gpt-4o}" \
"EAGLE_ENABLE_S3=\${EAGLE_ENABLE_S3:-false}" \
"DO_SPACES_ACCESS_KEY=\${DO_SPACES_ACCESS_KEY}" \
"DO_SPACES_SECRET_KEY=\${DO_SPACES_SECRET_KEY}" \
"JWT_PRIVATE_KEY=\${JWT_PRIVATE_KEY}" \
"DISCORD_CLIENT_ID=\${DISCORD_CLIENT_ID}" \
"DISCORD_CLIENT_SECRET=\${DISCORD_CLIENT_SECRET}" \
"GOOGLE_CLIENT_ID=\${GOOGLE_CLIENT_ID}" \
"GOOGLE_CLIENT_SECRET=\${GOOGLE_CLIENT_SECRET}" \
"SHARDOK_ADDRESS=\${SHARDOK_ADDRESS:-shardok:40042}" \
"SHARDOK_AUTH_TOKEN=\${SHARDOK_AUTH_TOKEN}" \
"SENTRY_DSN=\${SENTRY_DSN}" \
"FASTMAIL_API_TOKEN=\${FASTMAIL_API_TOKEN}" \
"FASTMAIL_FROM_EMAIL=\${FASTMAIL_FROM_EMAIL}" \
"FASTMAIL_FROM_NAME=\${FASTMAIL_FROM_NAME}"
cd ..
# 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 +322,6 @@ 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
@@ -319,18 +334,43 @@ 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
# =================================================================
# Verify Shardok connectivity before proceeding with deployment
# This catches network/firewall issues early
# =================================================================
echo "Verifying Shardok connectivity..."
SHARDOK_HOST=\$(echo "\${SHARDOK_ADDRESS}" | cut -d: -f1)
SHARDOK_PORT=\$(echo "\${SHARDOK_ADDRESS}" | cut -d: -f2)
# Try to connect to Shardok (timeout after 10 seconds)
if nc -z -w 10 "\${SHARDOK_HOST}" "\${SHARDOK_PORT}" 2>/dev/null; then
echo "Shardok connectivity verified: \${SHARDOK_ADDRESS} is reachable"
else
echo ""
echo "========================================="
echo "ERROR: Cannot reach Shardok at \${SHARDOK_ADDRESS}"
echo "This may indicate:"
echo " - Shardok server is not running on Hetzner"
echo " - Network/firewall issues between DigitalOcean and Hetzner"
echo " - Incorrect SHARDOK_ADDRESS configuration"
echo ""
echo "DEPLOYMENT ABORTED: Shardok must be reachable for battles to work."
echo "========================================="
exit 1
fi
# 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
# Note: Auth is deployed separately via auth_build.yml - do NOT touch auth here
chmod +x /opt/eagle0/scripts/*.sh
[ -f "/opt/eagle0/scripts/bin/warmup" ] && chmod +x /opt/eagle0/scripts/bin/warmup
GIT_SHA=\$(echo "\${EAGLE_IMAGE}" | sed 's/.*://')
/opt/eagle0/scripts/deploy-blue-green.sh "\${GIT_SHA}"
# Ensure auth is running
docker compose -f docker-compose.prod.yml up -d auth
# Verify
sleep 10
docker compose -f docker-compose.prod.yml ps
+20 -2
View File
@@ -14,10 +14,11 @@ on:
permissions:
contents: read
actions: write # Required to delete artifacts after deploy
jobs:
build-installer:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
steps:
- uses: actions/checkout@v4
@@ -55,6 +56,7 @@ jobs:
with:
name: eagle-installer
path: ./installer-output/EagleInstaller.exe
retention-days: 1
- name: Verify installer exists
if: success()
@@ -108,4 +110,20 @@ jobs:
bazel run //src/main/go/net/eagle0/build/manifest_manager:manifest_manager -- installer /tmp/installer_manifest.txt $SIGNING_ARGS
# Cleanup
rm -f /tmp/manifest_signing_key
rm -f /tmp/manifest_signing_key
- name: Delete all installer artifacts
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
env:
GH_TOKEN: ${{ github.token }}
run: |
# Delete ALL eagle-installer artifacts to free up storage
# The installer is deployed to S3, so artifacts are redundant
echo "Fetching all eagle-installer artifacts..."
artifact_ids=$(gh api "repos/${{ github.repository }}/actions/artifacts" \
--paginate -q '.artifacts[] | select(.name == "eagle-installer") | .id')
for id in $artifact_ids; do
echo "Deleting artifact ID: $id"
gh api -X DELETE "repos/${{ github.repository }}/actions/artifacts/$id" || true
done
echo "Cleanup complete"
+191 -23
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/**"
@@ -38,28 +49,37 @@ on:
permissions:
contents: read
actions: write # Required to delete artifacts after deploy
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: ${{ steps.check-deploy.outputs.should_deploy }}
steps:
- uses: actions/checkout@v4
with:
lfs: true
clean: false
clean: true # Remove untracked files like old SparklePlugin.bundle
fetch-depth: 0 # For version numbering from git history
- name: Pull LFS files
run: git lfs pull
- name: Restore Library/
env:
UNITY_CACHE_PLATFORM: mac
run: ./ci/github_actions/restore_library.sh
- name: Build Mac Unity
run: ./ci/github_actions/build_unity_mac.sh "/tmp/eagle0/eagle0MAC"
- name: Persist Library/
if: success()
env:
UNITY_CACHE_PLATFORM: mac
run: ./ci/github_actions/persist_library.sh
- name: Inject Sparkle Framework
@@ -70,8 +90,21 @@ jobs:
chmod +x ./scripts/inject_sparkle.sh
./scripts/inject_sparkle.sh "/tmp/eagle0/eagle0MAC/eagle0.app"
- name: Check if should deploy
id: check-deploy
run: |
if [[ "${{ 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 +134,125 @@ 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
retention-days: 5
wait-notarization:
needs: build-and-sign
if: needs.build-and-sign.outputs.should_deploy == 'true'
runs-on: [self-hosted, macOS, notarize]
steps:
- uses: actions/checkout@v4
with:
sparse-checkout: scripts
- name: Clean download directory
run: rm -rf /tmp/eagle0/eagle0MAC
- name: Download signed app
uses: actions/download-artifact@v4
with:
name: signed-mac-app
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: ${{ secrets.SECRET_KEY }}
@@ -130,25 +263,60 @@ jobs:
echo "$SPARKLE_EDDSA_PRIVATE_KEY" > "$SPARKLE_PRIVATE_KEY_PATH"
chmod 600 "$SPARKLE_PRIVATE_KEY_PATH"
VERSION=$(git describe --tags --always)
# Install dmgbuild (creates .DS_Store programmatically, no AppleScript needed)
pip3 install dmgbuild
# Background image for styled DMG
BACKGROUND_PATH="$(pwd)/ci/mac/dmg/background.png"
# Use commit count for automatic incrementing versions (e.g., 1.0.9548)
BUILD_NUMBER=$(git rev-list --count HEAD)
VERSION="1.0.${BUILD_NUMBER}"
bazel run //src/main/go/net/eagle0/build/mac_build_handler:mac_build_handler -- \
"/tmp/eagle0/eagle0MAC/eagle0.app" \
"$VERSION" \
"$BUILD_NUMBER" \
"$BACKGROUND_PATH" \
"$SPARKLE_PRIVATE_KEY_PATH"
rm "$SPARKLE_PRIVATE_KEY_PATH"
- name: Cleanup Keychain
if: always()
- name: Delete this run's Mac app artifacts
env:
GH_TOKEN: ${{ github.token }}
run: |
security delete-keychain build.keychain 2>/dev/null || true
# Delete only this run's artifacts to avoid conflicts with concurrent builds
for artifact_name in signed-mac-app notarized-mac-app; do
echo "Fetching $artifact_name artifacts for run ${{ github.run_id }}..."
artifact_ids=$(gh api "repos/${{ github.repository }}/actions/runs/${{ github.run_id }}/artifacts" \
-q ".artifacts[] | select(.name == \"$artifact_name\") | .id")
for id in $artifact_ids; do
echo "Deleting artifact ID: $id"
gh api -X DELETE "repos/${{ github.repository }}/actions/artifacts/$id" || true
done
done
echo "Cleanup complete"
- name: Archive Build Log
if: success() || failure()
uses: actions/upload-artifact@v4
with:
name: editor_mac.log
path: /tmp/eagle0/editor_mac.log
# Cleanup job runs regardless of success/failure to prevent artifact accumulation
cleanup:
needs: [build-and-sign, wait-notarization, deploy]
if: always()
runs-on: ubuntu-latest
steps:
- name: Delete this run's Mac app artifacts
env:
GH_TOKEN: ${{ github.token }}
run: |
# Clean up only this run's artifacts to avoid conflicts with concurrent builds
for artifact_name in signed-mac-app notarized-mac-app; do
echo "Fetching $artifact_name artifacts for run ${{ github.run_id }}..."
artifact_ids=$(gh api "repos/${{ github.repository }}/actions/runs/${{ github.run_id }}/artifacts" \
-q ".artifacts[] | select(.name == \"$artifact_name\") | .id")
for id in $artifact_ids; do
echo "Deleting artifact ID: $id"
gh api -X DELETE "repos/${{ github.repository }}/actions/artifacts/$id" || true
done
done
echo "Cleanup complete"
+7 -7
View File
@@ -46,26 +46,26 @@ jobs:
for REPO in $REPOS; do
echo "=== Processing repository: ${REPO} ==="
# Get all manifests with their tags and dates
# Filter out header row and empty lines
MANIFESTS=$(doctl registry repository list-manifests "${REPO}" --format Digest,UpdatedAt,Tags --no-header 2>/dev/null | grep -v '^Digest' | grep -v '^$' || echo "")
# Get all manifests with their tags and dates using JSON output for reliable parsing
MANIFESTS_JSON=$(doctl registry repository list-manifests "${REPO}" --output json 2>/dev/null || echo "[]")
if [ -z "$MANIFESTS" ]; then
if [ "$MANIFESTS_JSON" = "[]" ] || [ -z "$MANIFESTS_JSON" ]; then
echo " No manifests found"
continue
fi
echo "$MANIFESTS" | while read -r DIGEST UPDATED_AT TAGS; do
# Parse JSON and process each manifest
echo "$MANIFESTS_JSON" | jq -r '.[] | "\(.digest) \(.updated_at) \(.tags // [] | join(","))"' | while read -r DIGEST UPDATED_AT TAGS; do
# Skip if no digest or if it doesn't look like a valid digest (sha256:...)
if [ -z "$DIGEST" ] || ! echo "$DIGEST" | grep -q '^sha256:'; then
continue
fi
# Parse the date
# Parse the date (ISO 8601 format from JSON)
MANIFEST_DATE=$(date -d "$UPDATED_AT" +%s 2>/dev/null || echo "0")
# Skip protected tags (latest, arm64-latest)
if echo "$TAGS" | grep -qE '(^|,)(latest|arm64-latest)(,|$)'; then
if echo ",$TAGS," | grep -qE ',(latest|arm64-latest),'; then
echo " KEEP: ${DIGEST:0:20}... (protected tag: $TAGS)"
continue
fi
+2 -2
View File
@@ -24,7 +24,7 @@ permissions:
jobs:
build-shardok-arm64:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
outputs:
image_tag: ${{ steps.push-shardok.outputs.image_tag }}
steps:
@@ -159,7 +159,7 @@ jobs:
echo "Also tagged as: registry.digitalocean.com/eagle0/shardok-server:arm64-latest"
deploy-hetzner:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
needs: [build-shardok-arm64]
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
environment: production
+1 -1
View File
@@ -28,7 +28,7 @@ permissions:
jobs:
build:
runs-on: self-hosted
runs-on: [self-hosted, bazel]
steps:
- name: Checkout repository
+19 -7
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'
@@ -87,4 +98,5 @@ jobs:
uses: actions/upload-artifact@v4
with:
name: editor_win.log
path: /tmp/eagle0/editor_win.log
path: /tmp/eagle0/editor_win.log
retention-days: 5
+12
View File
@@ -32,3 +32,15 @@ nogo(
vet = True,
visibility = ["//visibility:public"],
)
# Dependency constraint tests
# These verify architectural boundaries are maintained
sh_test(
name = "build_deps_test",
srcs = ["scripts/check_build_deps.sh"],
args = ["--ci"],
tags = [
"local", # Needs bazel query access
"no-sandbox",
],
)
-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 "$CACHE_DIR/" src/main/csharp/net/eagle0/clients/unity/eagle0/Library/
Binary file not shown.
-40
View File
@@ -1,40 +0,0 @@
# Environment template for production deployment
# This file defines all env vars used by docker-compose.prod.yml
# Workflows should update their specific vars without overwriting others
# Container images (managed by respective build workflows)
EAGLE_IMAGE=registry.digitalocean.com/eagle0/eagle-server:latest
SHARDOK_IMAGE=registry.digitalocean.com/eagle0/shardok-server:latest
ADMIN_IMAGE=registry.digitalocean.com/eagle0/admin-server:latest
JFR_SIDECAR_IMAGE=registry.digitalocean.com/eagle0/jfr-sidecar:latest
AUTH_IMAGE=registry.digitalocean.com/eagle0/auth-server:latest
# OpenAI / LLM
OPENAI_API_KEY=
GPT_MODEL_NAME=gpt-4o
# DigitalOcean Spaces (S3-compatible storage)
EAGLE_ENABLE_S3=false
DO_SPACES_ACCESS_KEY=
DO_SPACES_SECRET_KEY=
# JWT authentication
JWT_PRIVATE_KEY=
# OAuth providers
DISCORD_CLIENT_ID=
DISCORD_CLIENT_SECRET=
GOOGLE_CLIENT_ID=
GOOGLE_CLIENT_SECRET=
# Shardok connection
SHARDOK_ADDRESS=shardok:40042
SHARDOK_AUTH_TOKEN=
# Monitoring
SENTRY_DSN=
# Email (Fastmail JMAP)
FASTMAIL_API_TOKEN=
FASTMAIL_FROM_EMAIL=
FASTMAIL_FROM_NAME=
-59
View File
@@ -1,59 +0,0 @@
#!/bin/bash
# Update .env file without losing other variables
# Usage: ./update-env.sh KEY1=value1 KEY2=value2 ...
#
# This script:
# 1. Creates .env from template if it doesn't exist
# 2. Updates only the specified KEY=value pairs
# 3. Preserves all other existing values
set -e
SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
ENV_FILE="${ENV_FILE:-/opt/eagle0/.env}"
TEMPLATE_FILE="${TEMPLATE_FILE:-$SCRIPT_DIR/env.template}"
# Create .env from template if it doesn't exist
if [ ! -f "$ENV_FILE" ]; then
if [ -f "$TEMPLATE_FILE" ]; then
echo "Creating .env from template..."
grep -v '^#' "$TEMPLATE_FILE" | grep -v '^$' > "$ENV_FILE"
else
echo "Creating empty .env..."
touch "$ENV_FILE"
fi
chmod 600 "$ENV_FILE"
fi
# Process each KEY=VALUE argument
for arg in "$@"; do
# Skip empty args
[ -z "$arg" ] && continue
# Parse KEY=VALUE
KEY="${arg%%=*}"
VALUE="${arg#*=}"
# Skip if no key
[ -z "$KEY" ] && continue
# Skip setting empty values (keeps existing value)
if [ -z "$VALUE" ]; then
echo "Skipping $KEY (empty value)"
continue
fi
# Remove existing line for this key and add new one
if grep -q "^${KEY}=" "$ENV_FILE" 2>/dev/null; then
# Key exists, update it
sed -i "s|^${KEY}=.*|${KEY}=${VALUE}|" "$ENV_FILE"
echo "Updated $KEY"
else
# Key doesn't exist, add it
echo "${KEY}=${VALUE}" >> "$ENV_FILE"
echo "Added $KEY"
fi
done
chmod 600 "$ENV_FILE"
echo "Done updating $ENV_FILE"
+24 -38
View File
@@ -1,11 +1,13 @@
# Docker Compose for production deployment
#
# Local testing:
# Build images: bazel run //ci:eagle_server_load && bazel run //ci:shardok_server_load && bazel run //ci:auth_server_load
# Build images: bazel run //ci:eagle_server_load && bazel run //ci:auth_server_load
# Run: docker compose -f docker-compose.prod.yml up
#
# Production deployment:
# Run: docker compose -f docker-compose.prod.yml up -d
#
# Note: Shardok runs on Hetzner ARM64 server, deployed via shardok_arm64_build.yml workflow.
services:
# Blue-green deployment: eagle-blue is the primary (production) instance
@@ -19,7 +21,7 @@ services:
- "--gpt-model-name"
- "${GPT_MODEL_NAME:-gpt-5.1}"
- "--shardok-interface-remote-address"
- "${SHARDOK_ADDRESS:-shardok:40042}"
- "${SHARDOK_ADDRESS}"
- "--auth-service-url"
- "auth:40033"
ports:
@@ -30,10 +32,9 @@ services:
DO_SPACES_ENDPOINT: "${DO_SPACES_ENDPOINT:-https://sfo3.digitaloceanspaces.com}"
DO_SPACES_ACCESS_KEY: "${DO_SPACES_ACCESS_KEY:-}"
DO_SPACES_SECRET_KEY: "${DO_SPACES_SECRET_KEY:-}"
JWT_PRIVATE_KEY: "${JWT_PRIVATE_KEY:-}"
DISCORD_CLIENT_ID: "${DISCORD_CLIENT_ID:-}"
DISCORD_CLIENT_SECRET: "${DISCORD_CLIENT_SECRET:-}"
# Auth token for remote Shardok on Hetzner (only used when shardok address contains .eagle0.net)
# JWT public key for token validation (auth service handles signing)
# Reads from /etc/eagle0/keys/public.pem via shared volume
# Auth token for Shardok on Hetzner (required)
SHARDOK_AUTH_TOKEN: "${SHARDOK_AUTH_TOKEN:-}"
# Use persistent volume for save data (users, games, etc.)
EAGLE_SAVE_DIR: "/app/saves"
@@ -45,9 +46,8 @@ services:
- ./archived:/app/archived # Archived completed games
- ./jfr:/app/jfr # JFR recordings - dump with: docker exec eagle-blue jcmd 1 JFR.dump filename=/app/jfr/profile.jfr
- jvm-tmp:/tmp # Shared with jfr-sidecar for JVM attach socket files
- jwt-keys:/etc/eagle0/keys # Shared JWT keys with auth service
- jwt-keys:/etc/eagle0/keys:ro # JWT public key from auth service (read-only)
depends_on:
- shardok
- auth
restart: unless-stopped
logging:
@@ -70,7 +70,7 @@ services:
- "--gpt-model-name"
- "${GPT_MODEL_NAME:-gpt-5.1}"
- "--shardok-interface-remote-address"
- "${SHARDOK_ADDRESS:-shardok:40042}"
- "${SHARDOK_ADDRESS}"
- "--auth-service-url"
- "auth:40033"
ports:
@@ -81,9 +81,8 @@ services:
DO_SPACES_ENDPOINT: "${DO_SPACES_ENDPOINT:-https://sfo3.digitaloceanspaces.com}"
DO_SPACES_ACCESS_KEY: "${DO_SPACES_ACCESS_KEY:-}"
DO_SPACES_SECRET_KEY: "${DO_SPACES_SECRET_KEY:-}"
JWT_PRIVATE_KEY: "${JWT_PRIVATE_KEY:-}"
DISCORD_CLIENT_ID: "${DISCORD_CLIENT_ID:-}"
DISCORD_CLIENT_SECRET: "${DISCORD_CLIENT_SECRET:-}"
# JWT public key for token validation (auth service handles signing)
# Reads from /etc/eagle0/keys/public.pem via shared volume
SHARDOK_AUTH_TOKEN: "${SHARDOK_AUTH_TOKEN:-}"
EAGLE_SAVE_DIR: "/app/saves"
EAGLE_ARCHIVE_DIR: "/app/archived"
@@ -94,9 +93,8 @@ services:
- ./archived:/app/archived # Same archive directory as blue
- ./jfr:/app/jfr # JFR recordings (same as blue)
- jvm-tmp:/tmp # Shared with jfr-sidecar-green for JVM attach socket files
- jwt-keys:/etc/eagle0/keys # Shared JWT keys with auth service
- jwt-keys:/etc/eagle0/keys:ro # JWT public key from auth service (read-only)
depends_on:
- shardok
- auth
restart: "no" # Don't auto-restart during deployment
logging:
@@ -133,6 +131,16 @@ services:
DISCORD_CLIENT_SECRET: "${DISCORD_CLIENT_SECRET:-}"
GOOGLE_CLIENT_ID: "${GOOGLE_CLIENT_ID:-}"
GOOGLE_CLIENT_SECRET: "${GOOGLE_CLIENT_SECRET:-}"
GH_OAUTH_CLIENT_ID: "${GH_OAUTH_CLIENT_ID:-}"
GH_OAUTH_CLIENT_SECRET: "${GH_OAUTH_CLIENT_SECRET:-}"
# Apple Sign-In credentials
APPLE_SIGNIN_CLIENT_ID: "${APPLE_SIGNIN_CLIENT_ID:-}"
APPLE_TEAM_ID: "${APPLE_TEAM_ID:-}"
APPLE_SIGNIN_KEY_ID: "${APPLE_SIGNIN_KEY_ID:-}"
APPLE_SIGNIN_PRIVATE_KEY: "${APPLE_SIGNIN_PRIVATE_KEY:-}"
# Twitch OAuth credentials
TWITCH_CLIENT_ID: "${TWITCH_CLIENT_ID:-}"
TWITCH_CLIENT_SECRET: "${TWITCH_CLIENT_SECRET:-}"
# Server base URL for OAuth callbacks
SERVER_BASE_URL: "${SERVER_BASE_URL:-https://prod.eagle0.net}"
# JWT keys - PEM files in volume, bootstrapped from JWK on first run
@@ -162,30 +170,8 @@ services:
retries: 3
start_period: 10s
shardok:
image: ${SHARDOK_IMAGE:-registry.digitalocean.com/eagle0/shardok-server:latest}
container_name: shardok-server
mem_limit: 1g
memswap_limit: 1g # Prevent swap, OOM-kill cleanly instead
ports:
- "40042:40042"
- "40052:40052"
environment:
SHARDOK_RESOURCES_PATH: "/app/resources"
SHARDOK_MAPS_PATH: "/app/resources/maps"
SHARDOK_EAGLE_INTERFACE_ADDRESS: "0.0.0.0:40042"
restart: unless-stopped
logging:
driver: "json-file"
options:
max-size: "100m"
max-file: "5"
healthcheck:
test: ["CMD-SHELL", "nc -z localhost 40042 || exit 1"]
interval: 30s
timeout: 10s
retries: 3
start_period: 10s
# Note: Shardok runs on Hetzner ARM64 server, not in this docker-compose.
# Configure SHARDOK_ADDRESS to point to the Hetzner instance.
nginx:
image: nginx:alpine
+259 -296
View File
@@ -33,7 +33,26 @@
---
## 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** (Hostility migrated) |
| Command Choice Helpers (`/library/util/command_choice_helpers/`) | **0** | ✅ **Complete** (Hostility migrated) |
| View Filters (`/library/util/view_filters/`) | **1** | Keep (boundary code for battles) |
| Other Utilities (`/library/util/`) | **0** | ✅ **Complete** (Hostility migrated) |
| NewGameCreation (`/service/new_game_creation/`) | **0** | ✅ **Complete** (except input GameParameters proto) |
| LLM Prompt Generators (`/library/actions/llm_prompt_generators/`) | **0** | ✅ **Complete** (all 4 files migrated) |
| Root Library (`/library/`) | **1** | ✅ **Mostly Complete** (only GameHistory for Shardok boundary) |
**Total: 2 files with proto imports in library/** - all are boundary code (expected)
**Note:** The `bazel query` for proto dependencies returns many targets because it includes transitive dependencies. All non-boundary library code is now protoless.
### Completed Phases
@@ -43,346 +62,290 @@
| 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-#5390)
`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** - All selector/chooser files converted
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
10. **ProvinceViewFilter protoless** (PR #5341) - `ProvinceView.knownEvents` uses Scala `ProvinceEvent`, converts at edge
11. **StatWithConditionUtils & ProvinceEventUtils protoless** (PR #5342) - Deleted unused proto overloads
12. **IncomingArmyUtils protoless** (PR #5348) - Deleted unused `stats()` method
13. **RansomOfferHelpers deleted** (PR #5351) - Deleted unused dead code file
14. **MapGenerator protoless** (PR #5373) - Returns Scala types instead of proto
15. **Remove proto ActionResult from Engine layer** (PR #5378) - Engine uses Scala `ActionResultT`
16. **NewGameCreation protoless** (PR #5381) - Uses Scala types throughout, no proto conversion
17. **PersistedHistory Scala API** (PR #5390) - New `apply` overload accepts `Vector[ActionResultT]` directly
18. **Remove proto types from LLM prompt generators** (PR #5444) - All 4 prompt generator files use Scala types
19. **Engine API protoless** - `ActionResultFilter`, `Engine`, `EngineImpl` return Scala `ActionResultView`
---
## Phase 6: Migrate to ActionResultT Consumers
## Remaining Work
### Objective
### Phase 7: View Filters ✅ Complete
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) |
| `ProvinceViewFilter.scala` | ✅ **Complete** | Returns Scala `ProvinceView` with Scala events (PR #5341) |
| `GameStateViewFilter.scala` | ✅ **Complete** | Returns Scala `GameStateView`, converted at boundary |
| `GameStateViewDiffer.scala` | ✅ **Complete** | Uses Scala diff types internally, converted at boundary |
| `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.
### Target Flow (T-Types Throughout)
```
Action.execute()
→ ActionResultT
→ ActionResultApplier.applyActionResults()
→ GameStateC
### Phase 8: LLM Prompt Generators ✅ Complete
(Proto conversion only at boundaries)
```
**Status**: All 4 files migrated to use Scala types
### Key Files to Convert
| File | Migration | Notes |
|------|-----------|-------|
| `BattalionDescriptions.scala` | ✅ **Complete** | Removed proto `BattalionTypeId`, `Battalion`, `BattalionView`; now uses Scala `BattalionTypeId`, `BattalionT`, `BattalionView` |
| `ChronicleEventTextGenerator.scala` | ✅ **Complete** | Removed proto `EventForChronicle.*`; now uses Scala `ChronicleEvent` sealed trait |
| `GeneratorUtilities.scala` | ✅ **Complete** | Removed proto `Date`; now uses Scala `Date` |
| `QuestEndedGeneratorUtilities.scala` | ✅ **Complete** | Removed proto `BattalionTypeId`, `UnaffiliatedHeroQuest.*`; now uses Scala `QuestT`/`QuestC` 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.
Also updated:
- `ChronicleUpdatePromptGenerator.scala` - Removed `ChronicleEventConverter` usage
- `HeroBackstoryUpdatePromptGenerator.scala` - Removed `BattalionViewConverter` and `QuestConverter` usage
- `QuestFailedPromptGenerator.scala` - Removed `QuestConverter` usage
- `QuestFulfilledPromptGenerator.scala` - Removed `QuestConverter` usage
**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.
### Phase 8b: Hostility Proto Migration ✅ Complete
**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.
**Status**: All 4 files migrated to use Scala `Hostility` enum
**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 | Migration |
|------|-----------|
| `AvailableAttackDecisionCommandFactory.scala` | ✅ Uses Scala `Hostility` |
| `AvailableFreeForAllDecisionCommandFactory.scala` | ✅ Uses Scala `Hostility` |
| `AttackDecisionCommandChooser.scala` | ✅ Uses Scala `Hostility` |
| `FactionUtils.scala` | ✅ Uses Scala `Hostility` |
**Target State**: Create a fully protoless sequencer where:
1. `lastState` returns Scala `GameState` (not `lastStateProto`)
2. All callback methods pass Scala `GameState` to callers
3. Actions using the sequencer can be fully protoless
**Migration approach**: Created Scala `Hostility` sealed trait with `Allied`, `Neutral`, `Hostile`, `Self` cases.
**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
### Phase 8c: Engine API Protoless ✅ Complete
**RandomStateSequencer Migration Progress** (PR #4679 introduced protoless `RandomStateSequencer`):
**Status**: Engine API now returns Scala types; proto conversion moved to gRPC boundary
| 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) |
| File | Migration |
|------|-----------|
| `ActionResultView.scala` | ✅ NEW - Scala case class for action result views |
| `ActionResultViewConverter.scala` | ✅ NEW - Converts Scala → Proto at boundary |
| `ActionResultFilter.scala` | ✅ Returns Scala `ActionResultView` |
| `Engine.scala` | ✅ Returns Scala `ActionResultView` |
| `EngineImpl.scala` | ✅ Returns Scala `ActionResultView` |
| `HumanPlayerClientConnectionState.scala` | ✅ Converts to proto at gRPC boundary |
**TCommandFactory Extraction** (PR #4684):
**Migration approach**: Created Scala `ActionResultView` case class, updated filter to return Scala type, moved proto conversion to `HumanPlayerClientConnectionState` which is the gRPC boundary.
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.
### Phase 9: Remaining Utilities ✅ Complete
- `TCommandFactory` - lightweight trait with just `makeTCommand`
- `CommandFactory extends TCommandFactory` - maintains backward compatibility
- Actions accepting command factories now use `TCommandFactory` type for better testability
| File | Proto Usage | Migration Path |
|------|-------------|----------------|
| `ProvinceEventUtils.scala` | ✅ **0** | Deleted unused proto overloads (PR #5342) |
| `StatWithConditionUtils.scala` | ✅ **0** | Deleted unused proto overloads (PR #5342) |
| `MapGenerator.scala` | ✅ **0** | Returns Scala types (PR #5373) |
| `IncomingArmyUtils.scala` | ✅ **0** | Deleted unused `stats()` method (PR #5348) |
| `GameStateViewDiffer.scala` | ✅ **0** | Uses Scala diff types, converts at boundary |
**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** | | |
### Phase 10: History APIs ✅ Complete
**Completed:**
- `ChronicleEventGenerator` converted to return Scala `ChronicleEvent` types directly
- `CommandChoiceHelpers` migrated to Scala types
- `ResolveBattleAction` refactored to use Scala GameState and ActionResultApplier (PR #5048)
- `ActionWithResultingState` now has `scalaActionResult` property (lazy converted from proto)
- `ActionResultFilter.includeForPlayer` uses Scala types (`ActionResultT`, `NotificationT`, `ActionResultType`)
- `GameHistory.withNewResultsScala` preserves both Scala `GameState` and `ActionResultT` to avoid re-conversion
- `PersistedHistory.apply` now accepts `Vector[ActionResultT]` directly (PR #5390)
- `NewGameCreation` is fully protoless (PR #5381)
### 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
**Note:** History internals still use proto for persistence (expected - proto is good for disk serialization).
---
## 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
- **Core types** - `CommandSelection`, `SelectedCommand`, `AvailableCommand`, `OneProvinceAvailableCommands`
- **View types** - `FactionView`, `HeroView`, `ProvinceView`, `ActionResultView` (return Scala, convert at edge)
- **Engine API** - `Engine`, `EngineImpl`, `ActionResultFilter` return Scala types
| 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
- `HumanPlayerClientConnectionState.scala` - Converts Scala `ActionResultView` to proto for gRPC
- `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
- BattleFilter (1 import) - Keep (Shardok battle view boundary)
- GameHistory (Shardok protos) - Keep (Shardok integration boundary)
---
## 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 | Status |
|-----------|-------|--------|
| View Filters | 0 | ✅ Complete |
| Utility files | 0 | ✅ Complete |
| History APIs | 0 | ✅ Complete |
| LLM Prompt Generators | 0 | ✅ Complete |
| LLM Request Generators | 0 | ✅ Complete |
| Hostility Migration | 0 | ✅ Complete |
| Engine API | 0 | ✅ Complete (Engine returns Scala types) |
| Root Library (boundary) | 2 | Keep (GameHistory + BattleFilter for Shardok boundary) |
| **Total non-boundary** | **0** | ✅ **All library code protoless!** |
---
## 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/` (Hostility migrated)
- [x] Zero proto imports in `/library/util/command_choice_helpers/` (Hostility migrated)
- [x] Zero proto imports in `/library/actions/impl/action/`
- [x] Zero proto imports in `/library/util/view_filters/` (except BattleFilter boundary code)
- [x] Zero proto imports in `/library/util/` (FactionUtils uses Scala Hostility)
- [x] Zero proto imports in `/service/new_game_creation/` (except input GameParameters)
- [x] Zero proto imports in `/library/actions/llm_prompt_generators/`
- [x] Zero proto imports in `/library/actions/llm_request_generators/`
### Architecture
- [ ] Clear separation: Scala models (internal) vs Proto (boundaries)
- [ ] Converters as the only bridge between domains
- [ ] No "proto creep" into business logic
- [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
- [x] ProvinceViewFilter returns Scala types
- [x] All view filters return Scala types
- [x] NewGameCreation uses Scala types
- [x] PersistedHistory accepts Scala types for new games
- [x] LLM layer uses Scala types
- [x] Hostility enum migrated to Scala
- [x] Engine API returns Scala types (ActionResultView)
- [x] 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?~~ **Resolved**: GameStateViewDiffer now uses Scala types internally (`GameStateViewDiff`, `ProvinceViewDiff`, etc.) and converts to proto at the boundary in `ActionResultFilter`.
3. **History Serialization**: Keep proto for persistence (good for schema evolution) or consider alternatives?
---
## Proto Import Inventory (Detailed)
**Current: 2 files with direct proto imports in library/** (as of 2026-01-19)
The `bazel query` command reports 167 proto dependencies, but this includes transitive dependencies. The actual files with direct proto imports are listed below.
### Files with Proto Imports
```bash
# Verified with:
grep -rl "import net.eagle0.eagle\.\(internal\|common\|api\|views\)\.\|import net.eagle0.shardok\.\|import net.eagle0.common.hostility" \
src/main/scala/net/eagle0/eagle/library/ --include="*.scala"
```
### Boundary Code (Keep Proto) - 2 files
| File | Proto Imports | Notes |
|------|---------------|-------|
| `GameHistory.scala` | `ShardokActionResultView`, `ShardokAvailableCommands`, `ShardokActionResult` | Shardok integration boundary |
| `BattleFilter.scala` | `ShardokBattleView` | Battle view boundary |
### Library Files Made Protoless (Phase 8c)
| File | Previous Proto Usage | Now |
|------|---------------------|-----|
| `Engine.scala` | `ActionResultView` proto | ✅ Returns Scala `ActionResultView` |
| `EngineImpl.scala` | `ActionResultView` proto | ✅ Returns Scala `ActionResultView` |
| `ActionResultFilter.scala` | `ActionResultTypeProto`, `ActionResultView`, `GameStateViewDiffProto` | ✅ Returns Scala types, no proto imports |
### Hostility Proto - 4 files (Phase 8b) ✅ Complete
All files now use Scala `Hostility` enum (`net.eagle0.eagle.model.state.Hostility`).
| File | Status |
|------|--------|
| `AvailableAttackDecisionCommandFactory.scala` | ✅ Uses `FactionUtils` (no direct Hostility import) |
| `AvailableFreeForAllDecisionCommandFactory.scala` | ✅ Uses `FactionUtils` (no direct Hostility import) |
| `AttackDecisionCommandChooser.scala` | ✅ Uses Scala `Hostility` |
| `FactionUtils.scala` | ✅ Uses Scala `Hostility` |
### LLM Prompt Generators - 4 files (Phase 8) ✅ Complete
All files now use Scala types instead of proto.
| File | Migration |
|------|-----------|
| `BattalionDescriptions.scala` | ✅ Uses Scala `BattalionTypeId`, `BattalionT`, `BattalionView` |
| `ChronicleEventTextGenerator.scala` | ✅ Uses Scala `ChronicleEvent` sealed trait |
| `GeneratorUtilities.scala` | ✅ Uses Scala `Date` |
| `QuestEndedGeneratorUtilities.scala` | ✅ Uses Scala `QuestT`/`QuestC` types |
### Summary by Directory
| Directory | Files with Proto | Status |
|-----------|------------------|--------|
| `ai/` | 0 | ✅ Clean |
| `actions/availability/` | 0 | ✅ Clean (Hostility migrated) |
| `actions/impl/action/` | 0 | ✅ Clean |
| `actions/impl/command/` | 0 | ✅ Clean |
| `actions/llm_prompt_generators/` | 0 | ✅ Clean (all migrated) |
| `util/command_choice_helpers/` | 0 | ✅ Clean (Hostility migrated) |
| `util/view_filters/` | 1 | Keep (BattleFilter boundary) |
| `util/faction_utils/` | 0 | ✅ Clean (Hostility migrated) |
| Root (`library/`) | 1 | Keep (GameHistory for Shardok boundary) |
| **Total** | **2** | |
---
## 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"],
)
+19 -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
@@ -113,6 +112,20 @@ http {
proxy_set_header X-Real-IP $remote_addr;
}
# Apple OAuth callback (Apple uses POST with form_post response mode)
location /oauth/apple/callback {
proxy_pass http://auth:8080;
proxy_set_header Host $host;
proxy_set_header X-Real-IP $remote_addr;
}
# Steam OAuth callback (Steam uses OpenID 2.0)
location /oauth/steam/callback {
proxy_pass http://auth:8080;
proxy_set_header Host $host;
proxy_set_header X-Real-IP $remote_addr;
}
# Invitation landing page (proxied to Go auth service)
location /invite/ {
proxy_pass http://auth:8080;
+3
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@@ -0,0 +1,3 @@
# BUILD dependency baseline - updated Sun Jan 18 16:17:22 PST 2026
# Do not increase these numbers - only decrease!
library_proto_deps=167
+3
View File
@@ -8,3 +8,6 @@ ZIP_LOCATION=$(bazel cquery --config=mactools --output=files @net_eagle0_unity_g
/usr/bin/unzip -o $ZIP_LOCATION -d src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/
/usr/bin/plutil -convert xml1 src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/DarwinGodiceBundle.bundle/Contents/Info.plist
/bin/echo "building sparkle plugin"
./scripts/build_sparkle_plugin.sh
+30
View File
@@ -0,0 +1,30 @@
#!/usr/bin/env bash
#
# Build the SparklePlugin native library for Unity using Bazel
#
# Usage: build_sparkle_plugin.sh [output_dir]
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
PROJECT_ROOT="$(cd "$SCRIPT_DIR/.." && pwd)"
OUTPUT_DIR="${1:-$PROJECT_ROOT/src/main/csharp/net/eagle0/clients/unity/eagle0/Assets/Plugins/macOS}"
echo "=== Building SparklePlugin with Bazel ==="
bazel build --config=mactools //src/main/objc/net/eagle0/sparkle:SparklePlugin
# Get the zip path from bazel
ZIP_PATH=$(bazel cquery --config=mactools --output=files //src/main/objc/net/eagle0/sparkle:SparklePlugin 2>/dev/null)
echo "=== Extracting SparklePlugin.bundle ==="
mkdir -p "$OUTPUT_DIR"
rm -rf "$OUTPUT_DIR/SparklePlugin.bundle"
unzip -o "$ZIP_PATH" -d "$OUTPUT_DIR/"
# Convert Info.plist from binary to XML format (Unity requires XML)
/usr/bin/plutil -convert xml1 "$OUTPUT_DIR/SparklePlugin.bundle/Contents/Info.plist"
echo "=== SparklePlugin built successfully ==="
ls -la "$OUTPUT_DIR/SparklePlugin.bundle/"
+158
View File
@@ -0,0 +1,158 @@
#!/bin/bash
# Check BUILD.bazel dependency constraints
# This script enforces architectural boundaries in the codebase.
#
# Usage:
# ./scripts/check_build_deps.sh # Check all rules
# ./scripts/check_build_deps.sh --ci # CI mode (fail on any violation)
# ./scripts/check_build_deps.sh --count # Just count current violations (for tracking progress)
# ./scripts/check_build_deps.sh --strict # Fail if proto deps in library/ exceed baseline
#
# The baseline for proto deps is stored in scripts/build_deps_baseline.txt
# Update it with: ./scripts/check_build_deps.sh --update-baseline
set -e
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
REPO_ROOT="$(cd "$SCRIPT_DIR/.." && pwd)"
BASELINE_FILE="$SCRIPT_DIR/build_deps_baseline.txt"
cd "$REPO_ROOT"
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[1;33m'
NC='\033[0m' # No Color
MODE="${1:-check}"
EXIT_CODE=0
# Get baseline proto count (default to a high number if no baseline exists)
get_baseline() {
if [ -f "$BASELINE_FILE" ]; then
grep "^library_proto_deps=" "$BASELINE_FILE" | cut -d= -f2
else
echo "999999" # No baseline = don't fail
fi
}
# Rule 1: src/main should not depend on src/test
check_main_depends_on_test() {
echo -e "${YELLOW}Checking: src/main should not depend on src/test...${NC}"
violations=$(bazel query 'deps(//src/main/...) intersect //src/test/...' 2>/dev/null || true)
if [ -n "$violations" ]; then
echo -e "${RED}VIOLATION: src/main depends on src/test:${NC}"
echo "$violations"
return 1
else
echo -e "${GREEN}✓ No violations${NC}"
return 0
fi
}
# Rule 2: library/ should not depend on src/main/protobuf
# Note: This rule is aspirational - there are currently many violations as part of ongoing deproto effort
check_library_depends_on_proto() {
echo -e "${YELLOW}Checking: library/ should not depend on src/main/protobuf...${NC}"
violations=$(bazel query 'deps(//src/main/scala/net/eagle0/eagle/library/...) intersect //src/main/protobuf/...' 2>/dev/null || true)
count=$(echo "$violations" | grep -c "^//" || echo "0")
if [ "$count" -gt 0 ]; then
echo -e "${YELLOW}Found $count proto dependencies in library/ (deproto in progress)${NC}"
if [ "$MODE" == "--count" ]; then
echo "$violations" | head -20
if [ "$count" -gt 20 ]; then
echo "... and $((count - 20)) more"
fi
fi
# Don't fail on this rule yet - it's aspirational
return 0
else
echo -e "${GREEN}✓ No proto dependencies in library/${NC}"
return 0
fi
}
# Count proto deps for tracking deproto progress
count_proto_deps() {
echo -e "${YELLOW}=== Proto dependency counts ===${NC}"
library_count=$(bazel query 'deps(//src/main/scala/net/eagle0/eagle/library/...) intersect //src/main/protobuf/...' 2>/dev/null | grep -c "^//" || echo "0")
echo "library/: $library_count proto dependencies"
baseline=$(get_baseline)
if [ "$baseline" != "999999" ]; then
echo "baseline: $baseline"
if [ "$library_count" -lt "$baseline" ]; then
echo -e "${GREEN}↓ Reduced by $((baseline - library_count)) from baseline${NC}"
elif [ "$library_count" -gt "$baseline" ]; then
echo -e "${RED}↑ Increased by $((library_count - baseline)) from baseline${NC}"
fi
fi
}
# Check if proto deps exceed baseline (for strict mode)
check_proto_baseline() {
library_count=$(bazel query 'deps(//src/main/scala/net/eagle0/eagle/library/...) intersect //src/main/protobuf/...' 2>/dev/null | grep -c "^//" || echo "0")
baseline=$(get_baseline)
echo -e "${YELLOW}Checking: proto deps in library/ should not exceed baseline...${NC}"
echo "Current: $library_count, Baseline: $baseline"
if [ "$library_count" -gt "$baseline" ]; then
echo -e "${RED}VIOLATION: Proto dependencies increased from $baseline to $library_count${NC}"
echo "Run './scripts/check_build_deps.sh --count' to see which protos are used"
return 1
else
echo -e "${GREEN}✓ Proto deps at or below baseline${NC}"
return 0
fi
}
# Update baseline file
update_baseline() {
library_count=$(bazel query 'deps(//src/main/scala/net/eagle0/eagle/library/...) intersect //src/main/protobuf/...' 2>/dev/null | grep -c "^//" || echo "0")
echo "# BUILD dependency baseline - updated $(date)" > "$BASELINE_FILE"
echo "# Do not increase these numbers - only decrease!" >> "$BASELINE_FILE"
echo "library_proto_deps=$library_count" >> "$BASELINE_FILE"
echo -e "${GREEN}Updated baseline: library_proto_deps=$library_count${NC}"
}
echo "=== BUILD.bazel Dependency Check ==="
echo ""
case "$MODE" in
--count)
count_proto_deps
;;
--ci)
check_main_depends_on_test || EXIT_CODE=1
check_library_depends_on_proto || EXIT_CODE=1
;;
--strict)
check_main_depends_on_test || EXIT_CODE=1
check_proto_baseline || EXIT_CODE=1
;;
--update-baseline)
update_baseline
;;
*)
check_main_depends_on_test || EXIT_CODE=1
check_library_depends_on_proto
echo ""
count_proto_deps
;;
esac
echo ""
if [ $EXIT_CODE -eq 0 ]; then
echo -e "${GREEN}=== All checks passed ===${NC}"
else
echo -e "${RED}=== Some checks failed ===${NC}"
fi
exit $EXIT_CODE
+25 -6
View File
@@ -39,32 +39,51 @@ find "$APP_PATH" -name "*.bundle" -print0 | while IFS= read -r -d '' item; do
--sign "$SIGNING_IDENTITY" "$item"
done
# Sign XPC services (inside Sparkle framework)
# Sign XPC services (but skip ones inside Sparkle.framework - they're already signed)
find "$APP_PATH" -name "*.xpc" -print0 | while IFS= read -r -d '' item; do
if [[ "$item" == *"Sparkle.framework"* ]]; then
echo "Skipping Sparkle XPC service (pre-signed): $item"
continue
fi
echo "Signing XPC service: $item"
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
done
# Sign nested apps (like Sparkle's Updater.app)
# Sign nested apps (but skip ones inside Sparkle.framework - they're already signed)
find "$APP_PATH" -path "*/Frameworks/*.app" -print0 | while IFS= read -r -d '' item; do
if [[ "$item" == *"Sparkle.framework"* ]]; then
echo "Skipping Sparkle nested app (pre-signed): $item"
continue
fi
echo "Signing nested app: $item"
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
done
# Sign standalone executables inside frameworks (like Autoupdate)
# Sign standalone executables inside frameworks (but skip Sparkle.framework internals)
find "$APP_PATH" -path "*/Frameworks/*/Versions/*/Autoupdate" -type f -print0 | while IFS= read -r -d '' item; do
if [[ "$item" == *"Sparkle.framework"* ]]; then
echo "Skipping Sparkle executable (pre-signed): $item"
continue
fi
echo "Signing executable: $item"
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
done
# Sign all frameworks (after their contents are signed)
# Use --deep for Sparkle.framework to handle its XPC services
find "$APP_PATH" -name "*.framework" -print0 | while IFS= read -r -d '' item; do
echo "Signing framework: $item"
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
if [[ "$item" == *"Sparkle.framework" ]]; then
echo "Signing Sparkle framework with --deep: $item"
codesign --deep --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
else
echo "Signing framework: $item"
codesign --force --verify --verbose --timestamp --options runtime \
--sign "$SIGNING_IDENTITY" "$item"
fi
done
echo "=== Signing main app bundle ==="
+171 -139
View File
@@ -2,14 +2,21 @@
#
# Blue-Green Deployment Script for Eagle Server
#
# This script performs a zero-downtime deployment by:
# 1. Starting the new version on a staging port (green)
# 2. Waiting for it to become healthy
# 3. Running warmup traffic to pre-heat the JIT
# 4. Stopping the old version (blue) - which flushes state to storage
# 5. Switching nginx to route traffic to green
# 6. Users reconnect, triggering lazy game loading from fresh storage
# 7. Cleaning up
# This script performs a zero-downtime deployment with state consistency:
# 1. Create .deployment_in_progress marker (signals deployment started)
# 2. Start the staging instance (green) with new image
# 3. Run warmup/smoke tests against staging (warms JIT)
# 4. Switch nginx to staging (zero downtime - users immediately route to staging)
# 5. Stop the active instance (blue) - blocks until flush completes
# 6. Create .flush_complete marker (signals disk state is fresh)
#
# The flush marker coordination ensures green never serves stale game data:
# - When users reconnect to green and trigger lazy-load, the code checks for markers
# - If .deployment_in_progress exists, lazy-load WAITS for .flush_complete
# - Once blue's flush completes and marker is created, lazy-load proceeds with fresh data
#
# Key insight: nginx switches to green BEFORE blue stops, achieving zero downtime.
# Users who trigger lazy-load during blue's shutdown will wait for the flush marker.
#
# Usage: ./deploy-blue-green.sh [NEW_IMAGE_TAG]
#
@@ -25,6 +32,9 @@ APP_DIR="${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-${active}"
exit 1
fi
else
@@ -180,29 +249,56 @@ main() {
log_warn "JIT will be cold on first requests"
fi
# Backup games.e0es BEFORE stopping the active instance
# Critical: The old server may wipe games.e0es on shutdown if it doesn't have the merge fix
local backup_timestamp
backup_timestamp=$(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-${staging}..."
# Prepare nginx config and .env files
log_info "Updating nginx config to point to eagle-${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' "${NGINX_CONF}"
fi
# Recreate nginx to pick up new config
# Use --no-deps to prevent cascading to auth (which has secrets not available here)
docker compose -f "${COMPOSE_FILE}" up -d --force-recreate --no-deps nginx
# 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 [ "$staging" = "green" ]; then
log_info "Updating .env for green instance..."
@@ -216,110 +312,37 @@ main() {
echo "JFR_SIDECAR_ADDR=jfr-sidecar:8081" >> "${env_file}"
fi
# === CRITICAL SECTION: Minimize time between nginx switch and blue stop ===
# This reduces the window where users might get stale game data.
# Order matters:
# 1. Switch nginx to green (blue still running as fallback)
# 2. Immediately stop blue (flushes state to disk)
# 3. Users reconnecting to green will lazy-load fresh data from disk
# Recreate nginx to pick up new config from bind-mounted volume
# IMPORTANT: We must use --force-recreate, not restart, because:
# - 'restart' doesn't refresh bind-mounted files (keeps cached config)
# - 'reload' doesn't force DNS re-resolution in Docker
log_info "Switching traffic to eagle-${staging}..."
docker compose -f "${COMPOSE_FILE}" up -d --force-recreate nginx
# Verify nginx picked up the correct config
local nginx_backend
nginx_backend=$(docker exec nginx grep -o 'eagle-[a-z]*:40032' /etc/nginx/nginx.conf | head -1)
if [ "$nginx_backend" != "eagle-${staging}:40032" ]; then
log_error "nginx config mismatch! Expected eagle-${staging}:40032, got ${nginx_backend}"
log_error "This should not happen - investigate bind mount issues"
exit 1
fi
log_info "Traffic now routing to eagle-${staging}"
# Immediately stop the old instance to flush state to disk
# This minimizes the window where green might lazy-load stale data
log_info "Stopping eagle-${active} (flushing state to storage)..."
docker compose -f "${COMPOSE_FILE}" stop "eagle-${active}"
# Brief pause to ensure disk flush completes before any lazy loads
log_info "Waiting for state flush to complete..."
sleep 3
# === END CRITICAL SECTION ===
# Restart admin to pick up new .env
# Use --no-deps to prevent cascading to auth (which has secrets not available here)
log_info "Restarting admin service..."
docker compose -f "${COMPOSE_FILE}" up -d --force-recreate admin
docker compose -f "${COMPOSE_FILE}" up -d --force-recreate --no-deps admin
# Clean up old instance and its jfr-sidecar (in background, not critical path)
log_info "Cleaning up old eagle-${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: ${user_wait_window}s"
log_info "========================================="
}
# Check for required tools
@@ -344,8 +367,17 @@ check_requirements() {
exit 1
fi
# Ensure s3cmd is available for backups (non-fatal if it fails)
ensure_s3cmd || true
# Ensure saves directory exists
if [ ! -d "${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 "${DEPLOYMENT_IN_PROGRESS}" ]; then
log_warn "Found stale deployment-in-progress marker, removing it"
remove_stale_deployment_marker
fi
}
# Run
+46 -19
View File
@@ -27,33 +27,59 @@ if [ -z "${SPARKLE_EDDSA_PUBLIC_KEY:-}" ]; then
exit 1
fi
# Download Sparkle if not cached
# Always use a fresh Sparkle download to avoid cache corruption issues
SPARKLE_DIR="$SPARKLE_CACHE_DIR/Sparkle-$SPARKLE_VERSION"
if [ ! -d "$SPARKLE_DIR/Sparkle.framework" ]; then
echo "=== Downloading Sparkle $SPARKLE_VERSION ==="
mkdir -p "$SPARKLE_CACHE_DIR"
SPARKLE_URL="https://github.com/sparkle-project/Sparkle/releases/download/${SPARKLE_VERSION}/Sparkle-${SPARKLE_VERSION}.tar.xz"
curl -L "$SPARKLE_URL" | tar -xJ -C "$SPARKLE_CACHE_DIR"
mv "$SPARKLE_CACHE_DIR/Sparkle-$SPARKLE_VERSION" "$SPARKLE_DIR" 2>/dev/null || true
# If the extracted directory doesn't match version pattern, it may just be "Sparkle"
if [ ! -d "$SPARKLE_DIR" ]; then
mkdir -p "$SPARKLE_DIR"
mv "$SPARKLE_CACHE_DIR/Sparkle.framework" "$SPARKLE_DIR/" 2>/dev/null || true
mv "$SPARKLE_CACHE_DIR/bin" "$SPARKLE_DIR/" 2>/dev/null || true
fi
echo "=== Clearing Sparkle cache and downloading fresh copy ==="
rm -rf "$SPARKLE_DIR"
mkdir -p "$SPARKLE_DIR"
SPARKLE_URL="https://github.com/sparkle-project/Sparkle/releases/download/${SPARKLE_VERSION}/Sparkle-${SPARKLE_VERSION}.tar.xz"
echo "Downloading from: $SPARKLE_URL"
curl -L "$SPARKLE_URL" -o /tmp/sparkle.tar.xz
tar -xJf /tmp/sparkle.tar.xz -C "$SPARKLE_DIR"
rm /tmp/sparkle.tar.xz
# Show what was extracted
echo "=== Extracted contents ==="
ls -la "$SPARKLE_DIR/"
# The tarball extracts files directly, not into a subdirectory
# Verify the framework has proper symlink structure
echo "=== Verifying Sparkle.framework structure ==="
ls -la "$SPARKLE_DIR/Sparkle.framework/"
if [ ! -L "$SPARKLE_DIR/Sparkle.framework/Sparkle" ]; then
echo "ERROR: Sparkle.framework/Sparkle is not a symlink"
file "$SPARKLE_DIR/Sparkle.framework/Sparkle"
exit 1
fi
if [ ! -L "$SPARKLE_DIR/Sparkle.framework/Versions/Current" ]; then
echo "ERROR: Sparkle.framework/Versions/Current is not a symlink"
ls -la "$SPARKLE_DIR/Sparkle.framework/Versions/"
exit 1
fi
echo "Sparkle framework structure verified OK"
echo "=== Injecting Sparkle framework ==="
FRAMEWORKS_DIR="$APP_PATH/Contents/Frameworks"
mkdir -p "$FRAMEWORKS_DIR"
# Copy Sparkle framework
cp -R "$SPARKLE_DIR/Sparkle.framework" "$FRAMEWORKS_DIR/"
# Remove any existing Sparkle.framework in the app
rm -rf "$FRAMEWORKS_DIR/Sparkle.framework"
# Also copy the XPC services if present
if [ -d "$SPARKLE_DIR/Sparkle.framework/Versions/B/XPCServices" ]; then
echo "Sparkle XPC services present"
# Copy Sparkle framework (use ditto to preserve symlinks and bundle structure)
ditto "$SPARKLE_DIR/Sparkle.framework" "$FRAMEWORKS_DIR/Sparkle.framework"
# Verify the copied framework still has proper structure
echo "=== Verifying copied Sparkle.framework structure ==="
ls -la "$FRAMEWORKS_DIR/Sparkle.framework/"
if [ ! -L "$FRAMEWORKS_DIR/Sparkle.framework/Sparkle" ]; then
echo "ERROR: Copied framework lost symlink structure"
exit 1
fi
echo "Copied framework structure OK"
echo "=== Updating Info.plist ==="
PLIST_PATH="$APP_PATH/Contents/Info.plist"
@@ -69,8 +95,9 @@ PLIST_PATH="$APP_PATH/Contents/Info.plist"
/usr/libexec/PlistBuddy -c "Add :SUEnableAutomaticChecks bool true" "$PLIST_PATH"
# Set bundle version from git for Sparkle version comparison
VERSION=$(git describe --tags --always 2>/dev/null || echo "1.0.0")
# Use commit count for automatic incrementing versions (e.g., 1.0.9548)
BUILD_NUMBER=$(git rev-list --count HEAD 2>/dev/null || echo "1")
VERSION="1.0.${BUILD_NUMBER}"
echo "Setting version: $VERSION (build $BUILD_NUMBER)"
/usr/libexec/PlistBuddy -c "Set :CFBundleShortVersionString $VERSION" "$PLIST_PATH" 2>/dev/null || \
+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"
@@ -87,7 +87,6 @@
<Compile Include="Assets/Modern UI Pack/Scripts/Demo/LaunchURL.cs" />
<Compile Include="Assets/Shardok/HexCoordinates.cs" />
<Compile Include="Assets/Eagle/Table Rows/OrganizeTroopsTableRow.cs" />
<Compile Include="Assets/Bluetooth/PickerRowController.cs" />
<Compile Include="Assets/TouchHandler.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/TravelCommandSelector.cs" />
<Compile Include="Assets/Eagle/ConnectionStatusUI.cs" />
@@ -98,7 +97,6 @@
<Compile Include="Assets/HoveringTooltipTextProvider.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/util/KeyModifiedAmount.cs" />
<Compile Include="Assets/HoveringTooltip.cs" />
<Compile Include="Assets/Bluetooth/DiceInterface.cs" />
<Compile Include="Assets/ButtonColors.cs" />
<Compile Include="Assets/Eagle/MapController.cs" />
<Compile Include="Assets/common/DisclosureTriangle.cs" />
@@ -151,10 +149,8 @@
<Compile Include="Assets/Eagle/GeneratedTextUpdater.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/OutlawApprehendedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/HexMetrics.cs" />
<Compile Include="Assets/Bluetooth/OneDiceRollController.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Switch/SwitchManager.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/ProvinceHeldDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Bluetooth/DieInfo.cs" />
<Compile Include="Assets/common/ResourceFetcher.cs" />
<Compile Include="Assets/Tutorial/Content/TutorialStep.cs" />
<Compile Include="Assets/Auth/AuthClient.cs" />
@@ -162,10 +158,10 @@
<Compile Include="Assets/Eagle/Notifications/RiotSuppressedNotificationGenerator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Modal Window/ModalWindowManagerEditor.cs" />
<Compile Include="Assets/common/GUIUtils/AutoScrollingText.cs" />
<Compile Include="Assets/Bluetooth/NativeDiceInterfaceImports.cs" />
<Compile Include="Assets/Eagle/Notifications/ProvinceConqueredNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Table Rows/ExtraTroopsRowController.cs" />
<Compile Include="Assets/Auth/JwtAuthInterceptor.cs" />
<Compile Include="Assets/Tutorial/Content/TutorialContentDefinitions.cs" />
<Compile Include="Assets/Eagle/CommandPanelController.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/ShatteredArmyDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/TurnHistoryPanelController.cs" />
@@ -207,10 +203,10 @@
<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" />
<Compile Include="Assets/Bluetooth/DiceVectors.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerProgressBarLoop.cs" />
<Compile Include="Assets/Eagle/MovingArmiesTableController.cs" />
<Compile Include="Assets/ConnectionHandler/ConnectionHandler.cs" />
@@ -231,9 +227,11 @@
<Compile Include="Assets/Eagle/CommandSelectors/DiplomacyCommandSelector.cs" />
<Compile Include="Assets/Tutorial/Triggers/TutorialTriggerRegistry.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ResolveBreakAllianceCommandSelector.cs" />
<Compile Include="Assets/common/WindowFocusManager.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ResolveAllianceCommandSelector.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/WithdrewForTruceDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/MarchCommandSelector.cs" />
<Compile Include="Assets/Tutorial/TutorialTargetRegistry.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/TrainCommandSelector.cs" />
<Compile Include="Assets/Eagle/CustomFileLogger.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/InvitationAcceptedDetailsNotificationGenerator.cs" />
@@ -267,7 +265,6 @@
<Compile Include="Assets/Shardok/AnimationTestController.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/TradeCommandSelector.cs" />
<Compile Include="Assets/Eagle/Table Rows/DominionTableRowController.cs" />
<Compile Include="Assets/Bluetooth/RollPanelController.cs" />
<Compile Include="Assets/Shardok/ChargeAnimator.cs" />
<Compile Include="Assets/Eagle/ClientTextProvider.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManager.cs" />
@@ -302,6 +299,7 @@
<Compile Include="Assets/Shardok/ControlAnimator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Horizontal Selector/HorizontalSelector.cs" />
<Compile Include="Assets/Eagle/Table Rows/OrganizeTroopsResultRow.cs" />
<Compile Include="Assets/Eagle/SparkleUpdater.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Slider/SliderManagerEditor.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/SwearBrotherhoodDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/PersistentClientConnection.cs" />
@@ -320,10 +318,10 @@
<Compile Include="Assets/Shardok/ShardokGameModel.cs" />
<Compile Include="Assets/common/GUIUtils/GeneralClickDetector.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerContextMenu.cs" />
<Compile Include="Assets/Eagle/SparkleInitializer.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/TruceAmbassadorImprisonedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Button/ButtonManagerBasicWithIcon.cs" />
<Compile Include="Assets/Tutorial/UI/TutorialHintIndicator.cs" />
<Compile Include="Assets/Bluetooth/UnityDieColors.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/OrganizeTroopsCommandSelector.cs" />
<Compile Include="Assets/Shardok/ExtinguishAnimator.cs" />
<Compile Include="Assets/Eagle/PanelPositions.cs" />
@@ -336,7 +334,6 @@
<Compile Include="Assets/EagleConnection.cs" />
<Compile Include="Assets/GUI Pro Kit Fantasy RPG/Scripts/CtrPanel.cs" />
<Compile Include="Assets/UI/Scripts/SceneLoadTester.cs" />
<Compile Include="Assets/Bluetooth/RollFetcher.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/HandleRiotGiveCommandSelector.cs" />
<Compile Include="Assets/Eagle/ProvinceUtils.cs" />
<Compile Include="Assets/common/GUIUtils/ProvinceStatUtils.cs" />
@@ -370,16 +367,15 @@
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/SuppressBeastsFailedDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Terrain Hexes/Example Scene/BasicHexArranger.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/ManagePrisonersCommandSelector.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/SendSuppliesCommandSelector.cs" />
<Compile Include="Assets/ConnectionHandler/StoredAccountButton.cs" />
<Compile Include="Assets/Tutorial/UI/TutorialUIManager.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/SendSuppliesCommandSelector.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/Window/WindowManager.cs" />
<Compile Include="Assets/Auth/InvitationCodeManager.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/CapturedHeroExiledDetailsNotificationGenerator.cs" />
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/SuppressBeastsSucceededNotificationGenerator.cs" />
<Compile Include="Assets/Shardok/ReservesTableController.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/CommandSelector.cs" />
<Compile Include="Assets/Eagle/CommandSelectors/RestCommandSelector.cs" />
<Compile Include="Assets/Bluetooth/DiceConfigurationPanelController.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerDropdown.cs" />
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerButton.cs" />
<Compile Include="Assets/common/GUIUtils/GUIUtils.cs" />

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