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@@ -36,3 +36,7 @@ common --java_language_version=17
|
||||
common --java_runtime_version=remotejdk_17
|
||||
common --tool_java_language_version=17
|
||||
common --tool_java_runtime_version=remotejdk_17
|
||||
|
||||
# Workspace status for build stamping (git commit, timestamp)
|
||||
common --workspace_status_command=tools/workspace_status.sh
|
||||
common --stamp
|
||||
|
||||
@@ -0,0 +1,177 @@
|
||||
name: Auth Service Build and Deploy
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [ "main" ]
|
||||
paths:
|
||||
- 'src/main/go/net/eagle0/authservice/**'
|
||||
- 'src/main/go/net/eagle0/authcli/**'
|
||||
- 'src/main/protobuf/net/eagle0/eagle/api/auth.proto'
|
||||
- 'src/main/protobuf/net/eagle0/eagle/api/admin/**'
|
||||
- 'src/main/protobuf/net/eagle0/eagle/internal/auth_internal.proto'
|
||||
- 'ci/BUILD.bazel'
|
||||
- '.github/workflows/auth_build.yml'
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
push_images:
|
||||
description: 'Push images to container registry'
|
||||
required: true
|
||||
default: 'false'
|
||||
type: boolean
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
|
||||
build-auth:
|
||||
runs-on: self-hosted
|
||||
outputs:
|
||||
image_tag: ${{ steps.push-auth.outputs.image_tag }}
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
uses: actions/checkout@v4
|
||||
with:
|
||||
lfs: false
|
||||
|
||||
- name: Build Auth Server Docker image
|
||||
id: build-auth
|
||||
run: |
|
||||
set -ex
|
||||
|
||||
# Build auth server image (Go binary has explicit goos/goarch in BUILD.bazel)
|
||||
bazel build //ci:auth_server_image
|
||||
|
||||
# Save the resolved path before any other bazel command changes bazel-bin symlink
|
||||
IMAGE_PATH=$(readlink -f bazel-bin/ci/auth_server_image)
|
||||
echo "Image path: $IMAGE_PATH"
|
||||
echo "image_path=$IMAGE_PATH" >> $GITHUB_OUTPUT
|
||||
|
||||
- name: Login to DigitalOcean Container Registry
|
||||
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
|
||||
env:
|
||||
DO_TOKEN: ${{ secrets.DO_REGISTRY_TOKEN }}
|
||||
run: |
|
||||
mkdir -p ~/.docker
|
||||
AUTH=$(echo -n "${DO_TOKEN}:${DO_TOKEN}" | base64)
|
||||
echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > ~/.docker/config.json
|
||||
mkdir -p .docker
|
||||
cp ~/.docker/config.json .docker/
|
||||
|
||||
- name: Push Auth image to DO registry
|
||||
id: push-auth
|
||||
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
|
||||
env:
|
||||
DOCKER_CONFIG: ${{ github.workspace }}/.docker
|
||||
run: |
|
||||
set -ex
|
||||
|
||||
AUTH_IMAGE="${{ steps.build-auth.outputs.image_path }}"
|
||||
echo "Using Auth image: $AUTH_IMAGE"
|
||||
|
||||
if [ -z "$AUTH_IMAGE" ] || [ ! -d "$AUTH_IMAGE" ]; then
|
||||
echo "ERROR: Auth image not found at: $AUTH_IMAGE"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
# Build the push target to get crane in runfiles
|
||||
bazel build //ci:auth_server_push
|
||||
|
||||
# Use crane directly for push
|
||||
CRANE="bazel-bin/ci/push_auth_server_push.sh.runfiles/rules_oci~~oci~oci_crane_darwin_arm64/crane"
|
||||
echo "Using crane: $CRANE"
|
||||
|
||||
# Push with SHA tag
|
||||
GIT_SHA=$(git rev-parse --short=8 HEAD)
|
||||
IMAGE_TAG="registry.digitalocean.com/eagle0/auth-server:${GIT_SHA}"
|
||||
echo "Pushing auth image: $IMAGE_TAG"
|
||||
$CRANE push "$AUTH_IMAGE" "$IMAGE_TAG"
|
||||
|
||||
# Output the full image tag for deploy step
|
||||
echo "image_tag=$IMAGE_TAG" >> $GITHUB_OUTPUT
|
||||
|
||||
# Also update :latest for convenience
|
||||
echo "Copying to :latest tag"
|
||||
$CRANE copy "$IMAGE_TAG" "registry.digitalocean.com/eagle0/auth-server:latest"
|
||||
|
||||
deploy:
|
||||
runs-on: ubuntu-latest
|
||||
needs: [build-auth]
|
||||
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
|
||||
environment: production
|
||||
env:
|
||||
AUTH_IMAGE: ${{ needs.build-auth.outputs.image_tag }}
|
||||
DISCORD_CLIENT_ID: ${{ secrets.DISCORD_CLIENT_ID }}
|
||||
DISCORD_CLIENT_SECRET: ${{ secrets.DISCORD_CLIENT_SECRET }}
|
||||
GOOGLE_CLIENT_ID: ${{ secrets.GOOGLE_CLIENT_ID }}
|
||||
GOOGLE_CLIENT_SECRET: ${{ secrets.GOOGLE_CLIENT_SECRET }}
|
||||
JWT_PRIVATE_KEY: ${{ secrets.JWT_PRIVATE_KEY }}
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Deploy auth service to production
|
||||
uses: appleboy/ssh-action@v1.0.3
|
||||
with:
|
||||
host: ${{ secrets.DO_DROPLET_IP }}
|
||||
username: deploy
|
||||
key: ${{ secrets.DO_SSH_KEY }}
|
||||
script_stop: true
|
||||
envs: AUTH_IMAGE,DISCORD_CLIENT_ID,DISCORD_CLIENT_SECRET,GOOGLE_CLIENT_ID,GOOGLE_CLIENT_SECRET,JWT_PRIVATE_KEY
|
||||
script: |
|
||||
set -x
|
||||
cd /opt/eagle0
|
||||
|
||||
# Update AUTH_IMAGE in .env file (preserve other vars)
|
||||
if [ -f .env ]; then
|
||||
# Remove old AUTH_IMAGE line and add new one
|
||||
grep -v '^AUTH_IMAGE=' .env > .env.tmp || true
|
||||
echo "AUTH_IMAGE=${AUTH_IMAGE}" >> .env.tmp
|
||||
# Also update OAuth credentials
|
||||
grep -v '^DISCORD_CLIENT_ID=' .env.tmp > .env.tmp2 || true
|
||||
echo "DISCORD_CLIENT_ID=${DISCORD_CLIENT_ID:-}" >> .env.tmp2
|
||||
grep -v '^DISCORD_CLIENT_SECRET=' .env.tmp2 > .env.tmp3 || true
|
||||
echo "DISCORD_CLIENT_SECRET=${DISCORD_CLIENT_SECRET:-}" >> .env.tmp3
|
||||
grep -v '^GOOGLE_CLIENT_ID=' .env.tmp3 > .env.tmp4 || true
|
||||
echo "GOOGLE_CLIENT_ID=${GOOGLE_CLIENT_ID:-}" >> .env.tmp4
|
||||
grep -v '^GOOGLE_CLIENT_SECRET=' .env.tmp4 > .env.tmp5 || true
|
||||
echo "GOOGLE_CLIENT_SECRET=${GOOGLE_CLIENT_SECRET:-}" >> .env.tmp5
|
||||
# Update JWT private key (JWK format for auth service bootstrap)
|
||||
grep -v '^JWT_PRIVATE_KEY=' .env.tmp5 > .env || true
|
||||
echo "JWT_PRIVATE_KEY=${JWT_PRIVATE_KEY:-}" >> .env
|
||||
rm -f .env.tmp .env.tmp2 .env.tmp3 .env.tmp4 .env.tmp5
|
||||
chmod 600 .env
|
||||
else
|
||||
echo "ERROR: .env file not found. Run main deploy first."
|
||||
exit 1
|
||||
fi
|
||||
|
||||
# Login to registry
|
||||
echo "${{ secrets.DO_REGISTRY_TOKEN }}" | docker login registry.digitalocean.com -u "${{ secrets.DO_REGISTRY_TOKEN }}" --password-stdin
|
||||
|
||||
echo "Deploying auth service: $AUTH_IMAGE"
|
||||
|
||||
# Use crane to pull image
|
||||
echo "Installing crane..."
|
||||
curl -sL https://github.com/google/go-containerregistry/releases/download/v0.20.2/go-containerregistry_Linux_x86_64.tar.gz | tar xzf - crane
|
||||
chmod +x crane
|
||||
|
||||
echo "Pulling Auth image with crane..."
|
||||
./crane pull "${AUTH_IMAGE}" auth.tar || { echo "ERROR: Failed to pull auth image"; exit 1; }
|
||||
echo "Loading Auth image into Docker..."
|
||||
docker load -i auth.tar
|
||||
rm auth.tar
|
||||
rm ./crane
|
||||
|
||||
# Only recreate the auth container (not eagle, shardok, etc.)
|
||||
docker compose -f docker-compose.prod.yml up -d --no-deps --force-recreate auth
|
||||
|
||||
# Wait for health check
|
||||
sleep 5
|
||||
docker compose -f docker-compose.prod.yml ps auth
|
||||
|
||||
# Verify container is using correct image
|
||||
echo "=== Verifying auth container image ==="
|
||||
docker compose -f docker-compose.prod.yml images auth
|
||||
|
||||
# Cleanup old images
|
||||
docker image prune -f
|
||||
@@ -8,12 +8,22 @@ on:
|
||||
required: true
|
||||
default: 'v2'
|
||||
type: string
|
||||
architecture:
|
||||
description: 'Target architecture'
|
||||
required: true
|
||||
default: 'amd64'
|
||||
type: choice
|
||||
options:
|
||||
- amd64
|
||||
- arm64
|
||||
- both
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
|
||||
build-sysroot:
|
||||
build-sysroot-amd64:
|
||||
if: ${{ inputs.architecture == 'amd64' || inputs.architecture == 'both' }}
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
@@ -25,7 +35,7 @@ jobs:
|
||||
- name: Upload sysroot artifact
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ubuntu-noble-sysroot
|
||||
name: ubuntu-noble-sysroot-amd64
|
||||
path: tools/sysroot/output/
|
||||
|
||||
- name: Install AWS CLI
|
||||
@@ -41,7 +51,7 @@ jobs:
|
||||
AWS_ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
|
||||
AWS_SECRET_ACCESS_KEY: ${{ secrets.SECRET_KEY }}
|
||||
run: |
|
||||
# Upload sysroot tarball to DO Spaces (using eagle0-windows bucket, same as other workflows)
|
||||
# Upload sysroot tarball to DO Spaces
|
||||
aws s3 cp tools/sysroot/output/ubuntu_noble_amd64_sysroot.tar.xz \
|
||||
s3://eagle0-windows/sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz \
|
||||
--endpoint-url https://sfo3.digitaloceanspaces.com \
|
||||
@@ -54,7 +64,7 @@ jobs:
|
||||
--acl public-read
|
||||
|
||||
echo ""
|
||||
echo "=== Sysroot uploaded ==="
|
||||
echo "=== AMD64 Sysroot uploaded ==="
|
||||
echo "URL: https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz"
|
||||
echo "SHA256: $(cat tools/sysroot/output/ubuntu_noble_amd64_sysroot.sha256)"
|
||||
echo ""
|
||||
@@ -64,3 +74,64 @@ jobs:
|
||||
echo " sha256 = \"$(cat tools/sysroot/output/ubuntu_noble_amd64_sysroot.sha256)\","
|
||||
echo " urls = [\"https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz\"],"
|
||||
echo ")"
|
||||
|
||||
build-sysroot-arm64:
|
||||
if: ${{ inputs.architecture == 'arm64' || inputs.architecture == 'both' }}
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Set up QEMU for ARM64 emulation
|
||||
uses: docker/setup-qemu-action@v3
|
||||
with:
|
||||
platforms: arm64
|
||||
|
||||
- name: Set up Docker Buildx
|
||||
uses: docker/setup-buildx-action@v3
|
||||
|
||||
- name: Build ARM64 sysroot
|
||||
run: ./tools/sysroot/build_sysroot_arm64.sh
|
||||
|
||||
- name: Upload sysroot artifact
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ubuntu-noble-sysroot-arm64
|
||||
path: tools/sysroot/output/
|
||||
|
||||
- name: Install AWS CLI
|
||||
run: |
|
||||
if ! command -v aws &> /dev/null; then
|
||||
curl "https://awscli.amazonaws.com/awscli-exe-linux-x86_64.zip" -o "awscliv2.zip"
|
||||
unzip -q awscliv2.zip
|
||||
sudo ./aws/install
|
||||
fi
|
||||
|
||||
- name: Upload to DigitalOcean Spaces
|
||||
env:
|
||||
AWS_ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
|
||||
AWS_SECRET_ACCESS_KEY: ${{ secrets.SECRET_KEY }}
|
||||
run: |
|
||||
# Upload sysroot tarball to DO Spaces
|
||||
aws s3 cp tools/sysroot/output/ubuntu_noble_arm64_sysroot.tar.xz \
|
||||
s3://eagle0-windows/sysroot/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.tar.xz \
|
||||
--endpoint-url https://sfo3.digitaloceanspaces.com \
|
||||
--acl public-read
|
||||
|
||||
# Upload sha256 file
|
||||
aws s3 cp tools/sysroot/output/ubuntu_noble_arm64_sysroot.sha256 \
|
||||
s3://eagle0-windows/sysroot/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.sha256 \
|
||||
--endpoint-url https://sfo3.digitaloceanspaces.com \
|
||||
--acl public-read
|
||||
|
||||
echo ""
|
||||
echo "=== ARM64 Sysroot uploaded ==="
|
||||
echo "URL: https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.tar.xz"
|
||||
echo "SHA256: $(cat tools/sysroot/output/ubuntu_noble_arm64_sysroot.sha256)"
|
||||
echo ""
|
||||
echo "Update MODULE.bazel with:"
|
||||
echo "sysroot("
|
||||
echo " name = \"linux_sysroot_arm64\","
|
||||
echo " sha256 = \"$(cat tools/sysroot/output/ubuntu_noble_arm64_sysroot.sha256)\","
|
||||
echo " urls = [\"https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/${{ inputs.version }}/ubuntu_noble_arm64_sysroot.tar.xz\"],"
|
||||
echo ")"
|
||||
|
||||
@@ -11,6 +11,8 @@ on:
|
||||
- 'src/main/resources/**'
|
||||
- 'ci/BUILD.bazel'
|
||||
- 'MODULE.bazel'
|
||||
- 'docker-compose.prod.yml'
|
||||
- 'nginx/**'
|
||||
- '.github/workflows/docker_build.yml'
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
@@ -348,20 +350,99 @@ jobs:
|
||||
echo "Copying to :latest tag"
|
||||
$CRANE copy "$IMAGE_TAG" "registry.digitalocean.com/eagle0/admin-server:latest"
|
||||
|
||||
build-jfr-sidecar:
|
||||
runs-on: self-hosted
|
||||
outputs:
|
||||
image_tag: ${{ steps.push-jfr-sidecar.outputs.image_tag }}
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
uses: actions/checkout@v4
|
||||
with:
|
||||
lfs: false
|
||||
|
||||
- name: Build JFR Sidecar Docker image
|
||||
id: build-jfr-sidecar
|
||||
run: |
|
||||
set -ex
|
||||
|
||||
# Build JFR sidecar image (Go binary has explicit goos/goarch in BUILD.bazel)
|
||||
bazel build //ci:jfr_sidecar_image
|
||||
|
||||
# Save the resolved path before any other bazel command changes bazel-bin symlink
|
||||
IMAGE_PATH=$(readlink -f bazel-bin/ci/jfr_sidecar_image)
|
||||
echo "Image path: $IMAGE_PATH"
|
||||
echo "image_path=$IMAGE_PATH" >> $GITHUB_OUTPUT
|
||||
|
||||
- name: Login to DigitalOcean Container Registry
|
||||
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
|
||||
env:
|
||||
DO_TOKEN: ${{ secrets.DO_REGISTRY_TOKEN }}
|
||||
run: |
|
||||
mkdir -p ~/.docker
|
||||
AUTH=$(echo -n "${DO_TOKEN}:${DO_TOKEN}" | base64)
|
||||
echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > ~/.docker/config.json
|
||||
mkdir -p .docker
|
||||
cp ~/.docker/config.json .docker/
|
||||
|
||||
- name: Push JFR Sidecar image to DO registry
|
||||
id: push-jfr-sidecar
|
||||
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
|
||||
env:
|
||||
DOCKER_CONFIG: ${{ github.workspace }}/.docker
|
||||
run: |
|
||||
set -ex
|
||||
|
||||
JFR_IMAGE="${{ steps.build-jfr-sidecar.outputs.image_path }}"
|
||||
echo "Using JFR Sidecar image: $JFR_IMAGE"
|
||||
|
||||
if [ -z "$JFR_IMAGE" ] || [ ! -d "$JFR_IMAGE" ]; then
|
||||
echo "ERROR: JFR Sidecar image not found at: $JFR_IMAGE"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
# Build the push target to get crane in runfiles
|
||||
bazel build //ci:jfr_sidecar_push
|
||||
|
||||
# Use crane directly for push
|
||||
CRANE="bazel-bin/ci/push_jfr_sidecar_push.sh.runfiles/rules_oci~~oci~oci_crane_darwin_arm64/crane"
|
||||
echo "Using crane: $CRANE"
|
||||
|
||||
# Push with SHA tag
|
||||
GIT_SHA=$(git rev-parse --short=8 HEAD)
|
||||
IMAGE_TAG="registry.digitalocean.com/eagle0/jfr-sidecar:${GIT_SHA}"
|
||||
echo "Pushing JFR sidecar image: $IMAGE_TAG"
|
||||
$CRANE push "$JFR_IMAGE" "$IMAGE_TAG"
|
||||
|
||||
# Output the full image tag for deploy step
|
||||
echo "image_tag=$IMAGE_TAG" >> $GITHUB_OUTPUT
|
||||
|
||||
# Also update :latest for convenience
|
||||
echo "Copying to :latest tag"
|
||||
$CRANE copy "$IMAGE_TAG" "registry.digitalocean.com/eagle0/jfr-sidecar:latest"
|
||||
|
||||
deploy:
|
||||
runs-on: ubuntu-latest
|
||||
needs: [build-eagle, build-shardok, build-admin]
|
||||
needs: [build-eagle, build-shardok, build-admin, build-jfr-sidecar]
|
||||
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
|
||||
environment: production
|
||||
env:
|
||||
EAGLE_IMAGE: ${{ needs.build-eagle.outputs.image_tag }}
|
||||
SHARDOK_IMAGE: ${{ needs.build-shardok.outputs.image_tag }}
|
||||
ADMIN_IMAGE: ${{ needs.build-admin.outputs.image_tag }}
|
||||
JFR_SIDECAR_IMAGE: ${{ needs.build-jfr-sidecar.outputs.image_tag }}
|
||||
OPENAI_API_KEY: ${{ secrets.OPENAI_API_KEY }}
|
||||
GPT_MODEL_NAME: ${{ secrets.GPT_MODEL_NAME }}
|
||||
EAGLE_ENABLE_S3: ${{ secrets.EAGLE_ENABLE_S3 }}
|
||||
DO_SPACES_ACCESS_KEY: ${{ secrets.DO_SPACES_ACCESS_KEY }}
|
||||
DO_SPACES_SECRET_KEY: ${{ secrets.DO_SPACES_SECRET_KEY }}
|
||||
JWT_PRIVATE_KEY: ${{ secrets.JWT_PRIVATE_KEY }}
|
||||
DISCORD_CLIENT_ID: ${{ secrets.DISCORD_CLIENT_ID }}
|
||||
DISCORD_CLIENT_SECRET: ${{ secrets.DISCORD_CLIENT_SECRET }}
|
||||
GOOGLE_CLIENT_ID: ${{ secrets.GOOGLE_CLIENT_ID }}
|
||||
GOOGLE_CLIENT_SECRET: ${{ secrets.GOOGLE_CLIENT_SECRET }}
|
||||
SHARDOK_ADDRESS: ${{ secrets.SHARDOK_ADDRESS }}
|
||||
SHARDOK_AUTH_TOKEN: ${{ secrets.SHARDOK_AUTH_TOKEN }}
|
||||
SENTRY_DSN: ${{ secrets.SENTRY_DSN }}
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
uses: actions/checkout@v4
|
||||
@@ -382,19 +463,45 @@ jobs:
|
||||
username: deploy
|
||||
key: ${{ secrets.DO_SSH_KEY }}
|
||||
script_stop: true
|
||||
envs: EAGLE_IMAGE,SHARDOK_IMAGE,ADMIN_IMAGE,OPENAI_API_KEY,GPT_MODEL_NAME,EAGLE_ENABLE_S3,DO_SPACES_ACCESS_KEY,DO_SPACES_SECRET_KEY
|
||||
envs: EAGLE_IMAGE,SHARDOK_IMAGE,ADMIN_IMAGE,JFR_SIDECAR_IMAGE,OPENAI_API_KEY,GPT_MODEL_NAME,EAGLE_ENABLE_S3,DO_SPACES_ACCESS_KEY,DO_SPACES_SECRET_KEY,JWT_PRIVATE_KEY,DISCORD_CLIENT_ID,DISCORD_CLIENT_SECRET,GOOGLE_CLIENT_ID,GOOGLE_CLIENT_SECRET,SHARDOK_ADDRESS,SHARDOK_AUTH_TOKEN,SENTRY_DSN
|
||||
script: |
|
||||
set -x
|
||||
cd /opt/eagle0
|
||||
|
||||
# Check Docker has IPv6 support for connecting to Hetzner Shardok
|
||||
# (One-time setup: sudo tee /etc/docker/daemon.json <<< '{"ipv6": true, "ip6tables": true, "experimental": true, "fixed-cidr-v6": "fd00::/80"}' && sudo systemctl restart docker)
|
||||
if ! cat /etc/docker/daemon.json 2>/dev/null | grep -q '"ip6tables"'; then
|
||||
echo "WARNING: Docker IPv6 not configured. Eagle may not reach Hetzner Shardok."
|
||||
echo "Run: sudo tee /etc/docker/daemon.json <<< '{\"ipv6\": true, \"ip6tables\": true, \"experimental\": true, \"fixed-cidr-v6\": \"fd00::/80\"}' && sudo systemctl restart docker"
|
||||
fi
|
||||
|
||||
# Write env vars to .env file for docker-compose
|
||||
# Preserve AUTH_IMAGE if it exists (managed by auth_build.yml)
|
||||
EXISTING_AUTH_IMAGE=""
|
||||
if [ -f .env ]; then
|
||||
EXISTING_AUTH_IMAGE=$(grep '^AUTH_IMAGE=' .env | cut -d= -f2- || true)
|
||||
fi
|
||||
|
||||
rm -f .env 2>/dev/null || true
|
||||
cat > .env << EOF
|
||||
EAGLE_IMAGE=${EAGLE_IMAGE}
|
||||
SHARDOK_IMAGE=${SHARDOK_IMAGE}
|
||||
ADMIN_IMAGE=${ADMIN_IMAGE}
|
||||
JFR_SIDECAR_IMAGE=${JFR_SIDECAR_IMAGE}
|
||||
AUTH_IMAGE=${EXISTING_AUTH_IMAGE:-registry.digitalocean.com/eagle0/auth-server:latest}
|
||||
OPENAI_API_KEY=${OPENAI_API_KEY:-}
|
||||
GPT_MODEL_NAME=${GPT_MODEL_NAME:-gpt-4o}
|
||||
EAGLE_ENABLE_S3=${EAGLE_ENABLE_S3:-false}
|
||||
DO_SPACES_ACCESS_KEY=${DO_SPACES_ACCESS_KEY:-}
|
||||
DO_SPACES_SECRET_KEY=${DO_SPACES_SECRET_KEY:-}
|
||||
JWT_PRIVATE_KEY=${JWT_PRIVATE_KEY:-}
|
||||
DISCORD_CLIENT_ID=${DISCORD_CLIENT_ID:-}
|
||||
DISCORD_CLIENT_SECRET=${DISCORD_CLIENT_SECRET:-}
|
||||
GOOGLE_CLIENT_ID=${GOOGLE_CLIENT_ID:-}
|
||||
GOOGLE_CLIENT_SECRET=${GOOGLE_CLIENT_SECRET:-}
|
||||
SHARDOK_ADDRESS=${SHARDOK_ADDRESS:-shardok:40042}
|
||||
SHARDOK_AUTH_TOKEN=${SHARDOK_AUTH_TOKEN:-}
|
||||
SENTRY_DSN=${SENTRY_DSN:-}
|
||||
EOF
|
||||
chmod 600 .env
|
||||
|
||||
@@ -402,7 +509,8 @@ jobs:
|
||||
echo "${{ secrets.DO_REGISTRY_TOKEN }}" | docker login registry.digitalocean.com -u "${{ secrets.DO_REGISTRY_TOKEN }}" --password-stdin
|
||||
|
||||
# Use exact image tags passed from build jobs (no :latest fallback)
|
||||
echo "Using images: $EAGLE_IMAGE, $SHARDOK_IMAGE, $ADMIN_IMAGE"
|
||||
# Note: AUTH_IMAGE is managed separately by auth_build.yml
|
||||
echo "Using images: $EAGLE_IMAGE, $SHARDOK_IMAGE, $ADMIN_IMAGE, $JFR_SIDECAR_IMAGE"
|
||||
|
||||
# Use crane to pull images (handles OCI format correctly) then load into Docker
|
||||
# This avoids digest mismatch from DO registry's OCI->Docker format conversion
|
||||
@@ -429,6 +537,12 @@ jobs:
|
||||
docker load -i admin.tar
|
||||
rm admin.tar
|
||||
|
||||
echo "Pulling JFR Sidecar image with crane..."
|
||||
./crane pull "${JFR_SIDECAR_IMAGE}" jfr-sidecar.tar || { echo "ERROR: Failed to pull jfr-sidecar image"; exit 1; }
|
||||
echo "Loading JFR Sidecar image into Docker..."
|
||||
docker load -i jfr-sidecar.tar
|
||||
rm jfr-sidecar.tar
|
||||
|
||||
rm ./crane
|
||||
|
||||
# Also pull other compose images
|
||||
@@ -437,12 +551,19 @@ jobs:
|
||||
|
||||
echo "All images pulled successfully"
|
||||
|
||||
# Force recreate containers to ensure new image is used
|
||||
docker compose -f docker-compose.prod.yml up -d --force-recreate --remove-orphans
|
||||
# Recreate only the services we're updating (not auth - managed by auth_build.yml)
|
||||
# This prevents restarting auth service during every Eagle deploy
|
||||
docker compose -f docker-compose.prod.yml up -d --no-deps --force-recreate eagle shardok admin jfr-sidecar
|
||||
|
||||
# Ensure auth is running (but don't force-recreate it)
|
||||
docker compose -f docker-compose.prod.yml up -d auth
|
||||
|
||||
# Restart nginx to pick up new container IPs
|
||||
# (nginx caches DNS at startup, so it needs restart after eagle/shardok)
|
||||
docker compose -f docker-compose.prod.yml restart nginx
|
||||
docker compose -f docker-compose.prod.yml up -d --force-recreate nginx
|
||||
|
||||
# Cleanup orphaned containers
|
||||
docker compose -f docker-compose.prod.yml up -d --remove-orphans
|
||||
|
||||
# Wait for health checks
|
||||
sleep 10
|
||||
|
||||
@@ -0,0 +1,90 @@
|
||||
name: Cleanup Old Container Images
|
||||
|
||||
on:
|
||||
schedule:
|
||||
# Run daily at 3am UTC
|
||||
- cron: '0 3 * * *'
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
dry_run:
|
||||
description: 'Dry run (show what would be deleted without deleting)'
|
||||
required: true
|
||||
default: 'true'
|
||||
type: boolean
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
|
||||
cleanup:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Install doctl
|
||||
uses: digitalocean/action-doctl@v2
|
||||
with:
|
||||
token: ${{ secrets.DO_REGISTRY_TOKEN }}
|
||||
|
||||
- name: Cleanup old images
|
||||
env:
|
||||
DRY_RUN: ${{ github.event_name == 'workflow_dispatch' && github.event.inputs.dry_run == 'true' }}
|
||||
run: |
|
||||
set -e
|
||||
|
||||
RETENTION_DAYS=5
|
||||
CUTOFF_DATE=$(date -d "-${RETENTION_DAYS} days" +%s)
|
||||
REGISTRY="eagle0"
|
||||
|
||||
echo "Cleaning up images older than ${RETENTION_DAYS} days"
|
||||
echo "Cutoff date: $(date -d "@${CUTOFF_DATE}" -Iseconds)"
|
||||
echo "Dry run: ${DRY_RUN}"
|
||||
echo ""
|
||||
|
||||
# List of repositories to clean
|
||||
REPOS=$(doctl registry repository list-v2 --format Name --no-header)
|
||||
|
||||
for REPO in $REPOS; do
|
||||
echo "=== Processing repository: ${REPO} ==="
|
||||
|
||||
# Get all manifests with their tags and dates
|
||||
MANIFESTS=$(doctl registry repository list-manifests "${REPO}" --format Digest,UpdatedAt,Tags --no-header 2>/dev/null || echo "")
|
||||
|
||||
if [ -z "$MANIFESTS" ]; then
|
||||
echo " No manifests found"
|
||||
continue
|
||||
fi
|
||||
|
||||
echo "$MANIFESTS" | while read -r DIGEST UPDATED_AT TAGS; do
|
||||
# Skip if no digest
|
||||
if [ -z "$DIGEST" ]; then
|
||||
continue
|
||||
fi
|
||||
|
||||
# Parse the date
|
||||
MANIFEST_DATE=$(date -d "$UPDATED_AT" +%s 2>/dev/null || echo "0")
|
||||
|
||||
# Skip protected tags (latest, arm64-latest)
|
||||
if echo "$TAGS" | grep -qE '(^|,)(latest|arm64-latest)(,|$)'; then
|
||||
echo " KEEP: ${DIGEST:0:20}... (protected tag: $TAGS)"
|
||||
continue
|
||||
fi
|
||||
|
||||
# Check if older than cutoff
|
||||
if [ "$MANIFEST_DATE" -lt "$CUTOFF_DATE" ]; then
|
||||
echo " DELETE: ${DIGEST:0:20}... (updated: $UPDATED_AT, tags: $TAGS)"
|
||||
if [ "$DRY_RUN" != "true" ]; then
|
||||
doctl registry repository delete-manifest "${REPO}" "$DIGEST" --force
|
||||
fi
|
||||
else
|
||||
echo " KEEP: ${DIGEST:0:20}... (updated: $UPDATED_AT, tags: $TAGS)"
|
||||
fi
|
||||
done
|
||||
|
||||
echo ""
|
||||
done
|
||||
|
||||
- name: Run garbage collection
|
||||
if: github.event_name == 'schedule' || (github.event_name == 'workflow_dispatch' && github.event.inputs.dry_run == 'false')
|
||||
run: |
|
||||
echo "Starting garbage collection..."
|
||||
doctl registry garbage-collection start --force
|
||||
echo "Garbage collection started. It may take a few minutes to complete."
|
||||
@@ -0,0 +1,159 @@
|
||||
name: Shardok ARM64 Build and Push
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: [ "main" ]
|
||||
paths:
|
||||
- 'src/main/cpp/**'
|
||||
- 'src/main/protobuf/net/eagle0/shardok/**'
|
||||
- 'src/main/protobuf/net/eagle0/common/**'
|
||||
- 'src/main/resources/net/eagle0/shardok/**'
|
||||
- 'ci/BUILD.bazel'
|
||||
- 'MODULE.bazel'
|
||||
- '.github/workflows/shardok_arm64_build.yml'
|
||||
workflow_dispatch:
|
||||
inputs:
|
||||
push_images:
|
||||
description: 'Push images to container registry'
|
||||
required: true
|
||||
default: 'true'
|
||||
type: boolean
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
|
||||
build-shardok-arm64:
|
||||
runs-on: self-hosted
|
||||
outputs:
|
||||
image_tag: ${{ steps.push-shardok.outputs.image_tag }}
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
uses: actions/checkout@v4
|
||||
with:
|
||||
lfs: false
|
||||
|
||||
- name: Build Shardok ARM64 binary (cross-compile for Linux ARM64)
|
||||
run: |
|
||||
set -ex
|
||||
|
||||
echo "=== Building shardok-server binary for linux-aarch64 ==="
|
||||
bazel build \
|
||||
--platforms=//:linux_arm64 \
|
||||
--extra_toolchains=@llvm_toolchain_linux_arm64//:all \
|
||||
//src/main/cpp/net/eagle0/shardok:shardok-server
|
||||
|
||||
LINUX_BIN="bazel-bin/src/main/cpp/net/eagle0/shardok/shardok-server"
|
||||
echo "=== Checking binary at: $LINUX_BIN ==="
|
||||
|
||||
if [ ! -f "$LINUX_BIN" ]; then
|
||||
echo "ERROR: Binary not found at $LINUX_BIN"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
# Verify it's ELF (Linux) not Mach-O (macOS)
|
||||
echo "=== Verifying binary format ==="
|
||||
MAGIC=$(head -c 4 "$LINUX_BIN" | xxd -p)
|
||||
echo "Binary magic bytes: $MAGIC"
|
||||
|
||||
if [ "$MAGIC" = "7f454c46" ]; then
|
||||
echo "SUCCESS: Binary is ELF format (Linux)"
|
||||
# Check if it's ARM64 (e_machine = 0xB7 = 183 for aarch64)
|
||||
E_MACHINE=$(od -An -j18 -N2 -tx2 "$LINUX_BIN" | tr -d ' ')
|
||||
echo "ELF e_machine: $E_MACHINE"
|
||||
if [ "$E_MACHINE" = "b700" ]; then
|
||||
echo "SUCCESS: Binary is ARM64 (aarch64)"
|
||||
else
|
||||
echo "WARNING: Binary e_machine is $E_MACHINE (expected b700 for aarch64)"
|
||||
fi
|
||||
elif [ "$MAGIC" = "cfaeedfe" ] || [ "$MAGIC" = "cffaedfe" ]; then
|
||||
echo "ERROR: Binary is Mach-O format (macOS) - cross-compilation failed!"
|
||||
exit 1
|
||||
else
|
||||
echo "WARNING: Unknown binary format: $MAGIC"
|
||||
file "$LINUX_BIN" || true
|
||||
fi
|
||||
|
||||
- name: Build Shardok ARM64 Docker image
|
||||
id: build-shardok
|
||||
run: |
|
||||
set -ex
|
||||
|
||||
bazel build \
|
||||
--platforms=//:linux_arm64 \
|
||||
--extra_toolchains=@llvm_toolchain_linux_arm64//:all \
|
||||
//ci:shardok_server_image_arm64
|
||||
|
||||
IMAGE_PATH=$(readlink -f bazel-bin/ci/shardok_server_image_arm64)
|
||||
echo "Image path: $IMAGE_PATH"
|
||||
echo "image_path=$IMAGE_PATH" >> $GITHUB_OUTPUT
|
||||
|
||||
# Verify the binary inside the tar layer is ARM64 ELF
|
||||
echo "=== Verifying binary in image tar ==="
|
||||
BINARY_TAR="bazel-bin/ci/shardok_binary_layer_arm64.tar"
|
||||
if [ -f "$BINARY_TAR" ]; then
|
||||
echo "Checking binary in $BINARY_TAR"
|
||||
MAGIC=$(tar -xOf "$BINARY_TAR" app/shardok-server 2>/dev/null | head -c 4 | xxd -p)
|
||||
echo "Binary magic in tar: $MAGIC"
|
||||
if [ "$MAGIC" = "7f454c46" ]; then
|
||||
echo "SUCCESS: Binary in tar is ELF format (Linux)"
|
||||
else
|
||||
echo "ERROR: Binary in tar is NOT ELF format!"
|
||||
exit 1
|
||||
fi
|
||||
else
|
||||
echo "WARNING: Could not find $BINARY_TAR"
|
||||
fi
|
||||
|
||||
- name: Login to DigitalOcean Container Registry
|
||||
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
|
||||
env:
|
||||
DO_REGISTRY_TOKEN: ${{ secrets.DO_REGISTRY_TOKEN }}
|
||||
run: |
|
||||
AUTH=$(echo -n "${DO_REGISTRY_TOKEN}:${DO_REGISTRY_TOKEN}" | base64)
|
||||
echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > ~/.docker/config.json
|
||||
|
||||
- name: Push Shardok ARM64 image to DigitalOcean
|
||||
id: push-shardok
|
||||
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
|
||||
run: |
|
||||
set -ex
|
||||
|
||||
CROSS_IMAGE="${{ steps.build-shardok.outputs.image_path }}"
|
||||
echo "Using cross-compiled image: $CROSS_IMAGE"
|
||||
|
||||
if [ -z "$CROSS_IMAGE" ] || [ ! -d "$CROSS_IMAGE" ]; then
|
||||
echo "ERROR: Cross-compiled image not found at: $CROSS_IMAGE"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
# Build a push target to get crane in runfiles
|
||||
bazel build //ci:eagle_server_push
|
||||
|
||||
# Find the Darwin crane binary
|
||||
RUNFILES="bazel-bin/ci/push_eagle_server_push.sh.runfiles"
|
||||
CRANE=$(find "$RUNFILES" -path "*darwin*" -name crane 2>/dev/null | head -1)
|
||||
if [ -z "$CRANE" ]; then
|
||||
CRANE=$(find "$RUNFILES" -name crane 2>/dev/null | head -1)
|
||||
fi
|
||||
if [ -z "$CRANE" ] || [ ! -e "$CRANE" ]; then
|
||||
echo "ERROR: crane not found"
|
||||
exit 1
|
||||
fi
|
||||
echo "Using crane: $CRANE"
|
||||
|
||||
# Push with arm64-prefixed SHA tag (same repo as x86, different tag)
|
||||
GIT_SHA=$(git rev-parse --short=8 HEAD)
|
||||
IMAGE_TAG="registry.digitalocean.com/eagle0/shardok-server:arm64-${GIT_SHA}"
|
||||
echo "Pushing shardok ARM64 image: $IMAGE_TAG"
|
||||
$CRANE push "$CROSS_IMAGE" "$IMAGE_TAG"
|
||||
|
||||
echo "image_tag=$IMAGE_TAG" >> $GITHUB_OUTPUT
|
||||
|
||||
# Also update :arm64-latest tag for convenience
|
||||
echo "Copying to :arm64-latest tag"
|
||||
$CRANE copy "$IMAGE_TAG" "registry.digitalocean.com/eagle0/shardok-server:arm64-latest"
|
||||
|
||||
echo "=== Push complete ==="
|
||||
echo "Image: $IMAGE_TAG"
|
||||
echo "Also tagged as: registry.digitalocean.com/eagle0/shardok-server:arm64-latest"
|
||||
@@ -52,14 +52,14 @@ jobs:
|
||||
- name: Persist Library/
|
||||
run: ./ci/github_actions/persist_library.sh
|
||||
- name: Deploy Windows unity
|
||||
if: success() #&& github.ref == 'refs/heads/main' && github.event_name == 'push'
|
||||
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
|
||||
env:
|
||||
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
|
||||
SECRET_KEY: ${{ secrets.SECRET_KEY }}
|
||||
run: bazel run //src/main/go/net/eagle0/build/unity3d_windows_build_handler:unity3d_windows_build_handler -- "/tmp/eagle0/eagle0WIN" "/tmp/unity_manifest.txt"
|
||||
|
||||
- name: Update unified manifest
|
||||
if: success() #&& github.ref == 'refs/heads/main' && github.event_name == 'push'
|
||||
if: success() && github.ref == 'refs/heads/main' && github.event_name == 'push'
|
||||
env:
|
||||
ACCESS_KEY_ID: ${{ secrets.ACCESS_KEY_ID }}
|
||||
SECRET_KEY: ${{ secrets.SECRET_KEY }}
|
||||
|
||||
@@ -12,6 +12,15 @@ platform(
|
||||
],
|
||||
)
|
||||
|
||||
# Platform for cross-compiling to Linux ARM64
|
||||
platform(
|
||||
name = "linux_arm64",
|
||||
constraint_values = [
|
||||
"@platforms//os:linux",
|
||||
"@platforms//cpu:aarch64",
|
||||
],
|
||||
)
|
||||
|
||||
gazelle(name = "gazelle")
|
||||
|
||||
# gazelle:proto file
|
||||
|
||||
+138
-15
@@ -8,6 +8,18 @@ This document tracks the migration from protobuf types to native Scala models in
|
||||
2. **Keep proto for Shardok communication**: Yes - protobuf is used for Eagle-Shardok gRPC communication
|
||||
3. **Use Scala views inside the library**: Yes - use native Scala types like `ProvinceView`, `FactionView`, `HeroView`, etc. within the library code
|
||||
|
||||
## Recent Completed Work
|
||||
|
||||
### GameState Round-Trip Elimination (PRs #4913, #4914, #4915)
|
||||
|
||||
Eliminated wasteful Scala→proto→Scala conversions in the hot path:
|
||||
|
||||
1. **LLM Pipeline** (#4913): `LlmRequestWithGameState` now uses Scala `GameState` instead of proto. All ~38 prompt generators updated to use Scala model types (`FactionT`, `HeroT`, `ProvinceT`).
|
||||
|
||||
2. **ActionWithResultingState Caching** (#4914): Added `precomputedScalaState: Option[GameState]` to cache Scala state when available, avoiding `fromProto()` conversion in `stateAfter()`.
|
||||
|
||||
3. **PostResults Simplification** (#4915): Changed `PostResults.gameState` from proto to `Option[GameState]` (Scala), eliminating `toProto()` calls when creating PostResults.
|
||||
|
||||
## Migration Pattern
|
||||
|
||||
The codebase follows a **Legacy* pattern** for separating proto-dependent and protoless code:
|
||||
@@ -36,6 +48,7 @@ When migrating a file:
|
||||
- [x] `ExpandCommandSelector`
|
||||
- [x] `HeroGiftCommandSelector`
|
||||
- [x] `ImproveCommandSelector`
|
||||
- [x] `MarchTowardProvinceCommandChooser` - in AI folder, uses native GameState (callers convert)
|
||||
- [x] `OrganizeCommandSelector`
|
||||
- [x] `RansomOfferHelpers`
|
||||
- [x] `SeekMoreLeadersCommandChooser` - in AI folder, uses native GameState
|
||||
@@ -54,21 +67,129 @@ When migrating a file:
|
||||
- [x] `TruceCountQuestCommandChooser`
|
||||
- [x] `TruceWithFactionQuestCommandChooser`
|
||||
|
||||
### Dual (both proto and protoless versions)
|
||||
### Fully Protoless
|
||||
|
||||
- [~] `ProvinceGoldSurplusCalculator` - protoless `provinceGoldSurplus(province: ProvinceT)` + legacy `provinceGoldSurplus(provinceId, gameState)`
|
||||
- [~] `HeroSelector` - protoless `minimallyFatiguedHeroes` + legacy `minimallyFatiguedHeroesProto`
|
||||
- [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`)
|
||||
|
||||
### Blocked (still uses proto GameState)
|
||||
### AI Layer ✅ COMPLETE
|
||||
|
||||
- [ ] `CommandChoiceHelpers` - main target, uses proto GameState extensively
|
||||
- Only 1 call to `minimallyFatiguedHeroesProto` (HeroSelector)
|
||||
- Many calls to proto `provinceGoldSurplus`
|
||||
- Depends on many Legacy* utils
|
||||
- [ ] `AttackDecisionCommandChooser` - uses proto types
|
||||
- [ ] `CommandChooser` - uses proto GameState
|
||||
- [ ] `FulfillQuestsCommandSelector` - takes proto, converts to native immediately
|
||||
- Called by `MidGameAIClient` which uses proto GameState
|
||||
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
|
||||
|
||||
@@ -85,6 +206,8 @@ When migrating a file:
|
||||
|
||||
## Notes
|
||||
|
||||
- The AI client code (`src/main/scala/net/eagle0/eagle/ai/`) currently uses proto types extensively
|
||||
- `PerformUnaffiliatedHeroesAction` already uses protoless `GameState`
|
||||
- Migration should proceed incrementally: utilities first, then higher-level selectors/choosers
|
||||
- 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
|
||||
|
||||
+46
-7
@@ -57,25 +57,47 @@ llvm.toolchain(
|
||||
llvm_version = "20.1.2",
|
||||
)
|
||||
|
||||
# Linux sysroot for cross-compilation (Chromium's Debian sysroot)
|
||||
# Linux x86_64 sysroot for cross-compilation
|
||||
llvm.sysroot(
|
||||
name = "llvm_toolchain_linux",
|
||||
label = "@linux_sysroot//sysroot",
|
||||
targets = ["linux-x86_64"],
|
||||
)
|
||||
|
||||
use_repo(llvm, "llvm_toolchain", "llvm_toolchain_linux")
|
||||
# Cross-compilation toolchain (macOS -> Linux ARM64)
|
||||
llvm.toolchain(
|
||||
name = "llvm_toolchain_linux_arm64",
|
||||
llvm_version = "20.1.2",
|
||||
)
|
||||
|
||||
# Download the Linux sysroot (Ubuntu 24.04 Noble for C++23 support)
|
||||
# Linux ARM64 sysroot for cross-compilation
|
||||
llvm.sysroot(
|
||||
name = "llvm_toolchain_linux_arm64",
|
||||
label = "@linux_sysroot_arm64//sysroot",
|
||||
targets = ["linux-aarch64"],
|
||||
)
|
||||
|
||||
use_repo(llvm, "llvm_toolchain", "llvm_toolchain_linux", "llvm_toolchain_linux_arm64")
|
||||
|
||||
# Download the Linux sysroots (Ubuntu 24.04 Noble for C++23 support)
|
||||
# Built by: .github/workflows/build_sysroot.yml
|
||||
# To rebuild: Run the "Build Linux Sysroot" workflow with a new version, then update sha256 and URL
|
||||
sysroot = use_repo_rule("@toolchains_llvm//toolchain:sysroot.bzl", "sysroot")
|
||||
|
||||
# x86_64 sysroot
|
||||
sysroot(
|
||||
name = "linux_sysroot",
|
||||
sha256 = "a06475004fe8003ae7ccb4fe1d5511feb9b27cce4a8826eb1dfd686ed83f3dba",
|
||||
urls = ["https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/v3/ubuntu_noble_amd64_sysroot.tar.xz"],
|
||||
)
|
||||
|
||||
# ARM64 sysroot
|
||||
sysroot(
|
||||
name = "linux_sysroot_arm64",
|
||||
sha256 = "87469137737e09bc73855007dab835477eb10a7b3ce3f725f93f64e25747f3f9",
|
||||
urls = ["https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/v4/ubuntu_noble_arm64_sysroot.tar.xz"],
|
||||
)
|
||||
|
||||
#
|
||||
# Language Support - Go
|
||||
#
|
||||
@@ -94,6 +116,8 @@ use_repo(
|
||||
"com_github_aws_aws_sdk_go_v2_config",
|
||||
"com_github_aws_aws_sdk_go_v2_credentials",
|
||||
"com_github_aws_aws_sdk_go_v2_service_s3",
|
||||
"com_github_golang_jwt_jwt_v5",
|
||||
"com_github_google_uuid",
|
||||
"org_golang_google_grpc",
|
||||
"org_golang_google_protobuf",
|
||||
)
|
||||
@@ -130,19 +154,22 @@ bazel_dep(name = "aspect_bazel_lib", version = "2.16.0")
|
||||
|
||||
oci = use_extension("@rules_oci//oci:extensions.bzl", "oci")
|
||||
|
||||
# Base image for Eagle (Java 17)
|
||||
# Base image for Eagle (Java 17 JDK - includes jcmd for JFR dumps)
|
||||
oci.pull(
|
||||
name = "eclipse_temurin_17",
|
||||
digest = "sha256:d286b5352d98777bbf727f54038b04f0145cd9b76ca83f38a67aa111d4303748",
|
||||
image = "docker.io/library/eclipse-temurin",
|
||||
platforms = ["linux/amd64"],
|
||||
tag = "17-jdk",
|
||||
)
|
||||
|
||||
# Base image for Shardok (Ubuntu 24.04 for C++ runtime)
|
||||
oci.pull(
|
||||
name = "ubuntu_24_04",
|
||||
image = "docker.io/library/ubuntu",
|
||||
platforms = ["linux/amd64"],
|
||||
platforms = [
|
||||
"linux/amd64",
|
||||
"linux/arm64/v8",
|
||||
],
|
||||
tag = "24.04",
|
||||
)
|
||||
|
||||
@@ -153,7 +180,7 @@ oci.pull(
|
||||
platforms = ["linux/amd64"],
|
||||
tag = "3.21",
|
||||
)
|
||||
use_repo(oci, "alpine_linux", "alpine_linux_linux_amd64", "eclipse_temurin_17", "eclipse_temurin_17_linux_amd64", "ubuntu_24_04", "ubuntu_24_04_linux_amd64")
|
||||
use_repo(oci, "alpine_linux", "alpine_linux_linux_amd64", "eclipse_temurin_17", "eclipse_temurin_17_linux_amd64", "ubuntu_24_04", "ubuntu_24_04_linux_amd64", "ubuntu_24_04_linux_arm64_v8")
|
||||
|
||||
#
|
||||
# Java/Scala Dependencies
|
||||
@@ -219,6 +246,9 @@ maven.install(
|
||||
|
||||
# JWT (for OAuth token handling)
|
||||
"com.nimbusds:nimbus-jose-jwt:9.37.3",
|
||||
|
||||
# Error tracking
|
||||
"io.sentry:sentry:7.19.0",
|
||||
],
|
||||
duplicate_version_warning = "error",
|
||||
fail_if_repin_required = True,
|
||||
@@ -273,6 +303,14 @@ http_file(
|
||||
executable = True,
|
||||
)
|
||||
|
||||
http_file(
|
||||
name = "busybox_aarch64",
|
||||
sha256 = "141adb1b625a6f44c4b114f76b4387b4ea4f7ab802b88eb40e0d2f6adcccb1c3",
|
||||
urls = ["https://busybox.net/downloads/binaries/1.35.0-aarch64-linux-musl/busybox"],
|
||||
downloaded_file_path = "busybox",
|
||||
executable = True,
|
||||
)
|
||||
|
||||
#
|
||||
# Toolchain Registration
|
||||
#
|
||||
@@ -286,5 +324,6 @@ register_toolchains(
|
||||
register_toolchains(
|
||||
"@llvm_toolchain//:all",
|
||||
"@llvm_toolchain_linux//:all",
|
||||
"@llvm_toolchain_linux_arm64//:all",
|
||||
dev_dependency = True,
|
||||
)
|
||||
|
||||
Generated
+20
-4
@@ -1293,7 +1293,7 @@
|
||||
"@@rules_oci~//oci:extensions.bzl%oci": {
|
||||
"general": {
|
||||
"bzlTransitiveDigest": "FaY+7xb13bB3hmxqwAWaGp3Tf3Q4Nfdlr+F38CP5mcg=",
|
||||
"usagesDigest": "KXZUVR9ea29hTmhxC4+BG0pTXTijLpsFrDVraHG4OyU=",
|
||||
"usagesDigest": "39yHQmifPoGf+JSYpnQSnJGugxbrFVge/+ENmUiqZ6M=",
|
||||
"recordedFileInputs": {},
|
||||
"recordedDirentsInputs": {},
|
||||
"envVariables": {},
|
||||
@@ -1306,7 +1306,7 @@
|
||||
"scheme": "https",
|
||||
"registry": "index.docker.io",
|
||||
"repository": "library/eclipse-temurin",
|
||||
"identifier": "sha256:d286b5352d98777bbf727f54038b04f0145cd9b76ca83f38a67aa111d4303748",
|
||||
"identifier": "17-jdk",
|
||||
"platform": "linux/amd64",
|
||||
"target_name": "eclipse_temurin_17_linux_amd64",
|
||||
"bazel_tags": []
|
||||
@@ -1321,7 +1321,7 @@
|
||||
"scheme": "https",
|
||||
"registry": "index.docker.io",
|
||||
"repository": "library/eclipse-temurin",
|
||||
"identifier": "sha256:d286b5352d98777bbf727f54038b04f0145cd9b76ca83f38a67aa111d4303748",
|
||||
"identifier": "17-jdk",
|
||||
"platforms": {
|
||||
"@@platforms//cpu:x86_64": "@eclipse_temurin_17_linux_amd64"
|
||||
},
|
||||
@@ -1343,6 +1343,20 @@
|
||||
"bazel_tags": []
|
||||
}
|
||||
},
|
||||
"ubuntu_24_04_linux_arm64_v8": {
|
||||
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
|
||||
"ruleClassName": "oci_pull",
|
||||
"attributes": {
|
||||
"www_authenticate_challenges": {},
|
||||
"scheme": "https",
|
||||
"registry": "index.docker.io",
|
||||
"repository": "library/ubuntu",
|
||||
"identifier": "24.04",
|
||||
"platform": "linux/arm64/v8",
|
||||
"target_name": "ubuntu_24_04_linux_arm64_v8",
|
||||
"bazel_tags": []
|
||||
}
|
||||
},
|
||||
"ubuntu_24_04": {
|
||||
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
|
||||
"ruleClassName": "oci_alias",
|
||||
@@ -1354,7 +1368,8 @@
|
||||
"repository": "library/ubuntu",
|
||||
"identifier": "24.04",
|
||||
"platforms": {
|
||||
"@@platforms//cpu:x86_64": "@ubuntu_24_04_linux_amd64"
|
||||
"@@platforms//cpu:x86_64": "@ubuntu_24_04_linux_amd64",
|
||||
"@@platforms//cpu:arm64": "@ubuntu_24_04_linux_arm64_v8"
|
||||
},
|
||||
"bzlmod_repository": "ubuntu_24_04",
|
||||
"reproducible": true
|
||||
@@ -1528,6 +1543,7 @@
|
||||
"eclipse_temurin_17_linux_amd64",
|
||||
"ubuntu_24_04",
|
||||
"ubuntu_24_04_linux_amd64",
|
||||
"ubuntu_24_04_linux_arm64_v8",
|
||||
"alpine_linux",
|
||||
"alpine_linux_linux_amd64"
|
||||
],
|
||||
|
||||
+156
-2
@@ -17,6 +17,18 @@ pkg_tar(
|
||||
},
|
||||
)
|
||||
|
||||
pkg_tar(
|
||||
name = "busybox_layer_arm64",
|
||||
srcs = ["@busybox_aarch64//file"],
|
||||
package_dir = "/usr/local/bin",
|
||||
remap_paths = {
|
||||
"file/busybox": "busybox",
|
||||
},
|
||||
symlinks = {
|
||||
"/usr/local/bin/nc": "busybox",
|
||||
},
|
||||
)
|
||||
|
||||
#
|
||||
# Eagle Server Docker Image
|
||||
#
|
||||
@@ -51,13 +63,17 @@ oci_image(
|
||||
base = "@eclipse_temurin_17_linux_amd64",
|
||||
entrypoint = [
|
||||
"java",
|
||||
"-Xmx4g",
|
||||
"-Xmx2g",
|
||||
"-XX:+UseG1GC",
|
||||
# JFR profiling support
|
||||
"-XX:+UnlockDiagnosticVMOptions",
|
||||
"-XX:+DebugNonSafepoints", # Required for JFR to see through inlined methods
|
||||
"-XX:FlightRecorderOptions=stackdepth=256",
|
||||
"-jar",
|
||||
"/app/eagle_server_deploy.jar",
|
||||
],
|
||||
env = {
|
||||
"JAVA_OPTS": "-Xmx4g -XX:+UseG1GC",
|
||||
"JAVA_OPTS": "-Xmx2g -XX:+UseG1GC",
|
||||
},
|
||||
exposed_ports = ["40032/tcp"],
|
||||
tars = [
|
||||
@@ -151,6 +167,54 @@ oci_push(
|
||||
repository = "registry.digitalocean.com/eagle0/shardok-server",
|
||||
)
|
||||
|
||||
#
|
||||
# Shardok Server ARM64 Docker Image (for Hetzner on-demand compute)
|
||||
#
|
||||
# Build: bazel build //ci:shardok_server_image_arm64 --platforms=//:linux_arm64 --extra_toolchains=@llvm_toolchain_linux_arm64//:all
|
||||
# Load: bazel run //ci:shardok_server_load_arm64
|
||||
# Push: bazel run //ci:shardok_server_push_arm64
|
||||
#
|
||||
|
||||
# Package the Shardok binary (ARM64 version - must be built with --platforms=//:linux_arm64)
|
||||
pkg_tar(
|
||||
name = "shardok_binary_layer_arm64",
|
||||
srcs = ["//src/main/cpp/net/eagle0/shardok:shardok-server"],
|
||||
package_dir = "/app",
|
||||
)
|
||||
|
||||
oci_image(
|
||||
name = "shardok_server_image_arm64",
|
||||
base = "@ubuntu_24_04_linux_arm64_v8",
|
||||
entrypoint = ["/app/shardok-server"],
|
||||
exposed_ports = [
|
||||
"40042/tcp",
|
||||
"40052/tcp",
|
||||
],
|
||||
tars = [
|
||||
# Note: busybox_layer_arm64 omitted - busybox.net has SSL issues
|
||||
# Health checks can use the shardok-server binary itself or be added later
|
||||
":shardok_binary_layer_arm64",
|
||||
":shardok_resources_layer",
|
||||
":shardok_maps_layer",
|
||||
],
|
||||
workdir = "/app",
|
||||
)
|
||||
|
||||
# Load into Docker locally (ARM64): bazel run //ci:shardok_server_load_arm64
|
||||
oci_load(
|
||||
name = "shardok_server_load_arm64",
|
||||
image = ":shardok_server_image_arm64",
|
||||
repo_tags = ["eagle0/shardok-server:latest-arm64"],
|
||||
)
|
||||
|
||||
# Push to DigitalOcean Container Registry (for Hetzner deployment)
|
||||
# Uses same repository as x86 but with arm64- tag prefix
|
||||
oci_push(
|
||||
name = "shardok_server_push_arm64",
|
||||
image = ":shardok_server_image_arm64",
|
||||
repository = "registry.digitalocean.com/eagle0/shardok-server",
|
||||
)
|
||||
|
||||
#
|
||||
# Admin Server Docker Image (Go)
|
||||
#
|
||||
@@ -191,3 +255,93 @@ oci_push(
|
||||
image = ":admin_server_image",
|
||||
repository = "registry.digitalocean.com/eagle0/admin-server",
|
||||
)
|
||||
|
||||
#
|
||||
# JFR Sidecar Docker Image (Go + JDK for jcmd)
|
||||
#
|
||||
# This sidecar runs with shared PID namespace to access the Eagle JVM.
|
||||
# Build: bazel build //ci:jfr_sidecar_image
|
||||
# Load: bazel run //ci:jfr_sidecar_load
|
||||
# Push: bazel run //ci:jfr_sidecar_push
|
||||
#
|
||||
|
||||
# Package the Go JFR server binary
|
||||
pkg_tar(
|
||||
name = "jfr_sidecar_binary_layer",
|
||||
srcs = ["//src/main/go/net/eagle0/jfr_server:jfr_server_linux_amd64"],
|
||||
package_dir = "/app",
|
||||
)
|
||||
|
||||
oci_image(
|
||||
name = "jfr_sidecar_image",
|
||||
# Use JDK base image - we need jcmd to dump JFR recordings
|
||||
base = "@eclipse_temurin_17_linux_amd64",
|
||||
entrypoint = ["/app/jfr_server_linux_amd64"],
|
||||
exposed_ports = ["8081/tcp"],
|
||||
tars = [
|
||||
":jfr_sidecar_binary_layer",
|
||||
],
|
||||
workdir = "/app",
|
||||
)
|
||||
|
||||
# Load into Docker locally: bazel run //ci:jfr_sidecar_load
|
||||
oci_load(
|
||||
name = "jfr_sidecar_load",
|
||||
image = ":jfr_sidecar_image",
|
||||
repo_tags = ["eagle0/jfr-sidecar:latest"],
|
||||
)
|
||||
|
||||
# Push to DigitalOcean Container Registry
|
||||
oci_push(
|
||||
name = "jfr_sidecar_push",
|
||||
image = ":jfr_sidecar_image",
|
||||
repository = "registry.digitalocean.com/eagle0/jfr-sidecar",
|
||||
)
|
||||
|
||||
#
|
||||
# Auth Server Docker Image (Go)
|
||||
#
|
||||
# This is the external OAuth service that handles OAuth flows and JWT creation.
|
||||
# Build: bazel build //ci:auth_server_image
|
||||
# Load: bazel run //ci:auth_server_load
|
||||
# Push: bazel run //ci:auth_server_push
|
||||
#
|
||||
|
||||
# Package the Go auth binary (explicit Linux x86_64 target)
|
||||
pkg_tar(
|
||||
name = "auth_binary_layer",
|
||||
srcs = [
|
||||
"//src/main/go/net/eagle0/authcli:authcli_linux_amd64",
|
||||
"//src/main/go/net/eagle0/authservice:authservice_linux_amd64",
|
||||
],
|
||||
package_dir = "/app",
|
||||
)
|
||||
|
||||
oci_image(
|
||||
name = "auth_server_image",
|
||||
base = "@alpine_linux_linux_amd64",
|
||||
entrypoint = ["/app/authservice_linux_amd64"],
|
||||
exposed_ports = [
|
||||
"40033/tcp", # gRPC
|
||||
"8080/tcp", # HTTP OAuth callback
|
||||
],
|
||||
tars = [
|
||||
":busybox_layer",
|
||||
":auth_binary_layer",
|
||||
],
|
||||
workdir = "/app",
|
||||
)
|
||||
|
||||
# Load into Docker locally: bazel run //ci:auth_server_load
|
||||
oci_load(
|
||||
name = "auth_server_load",
|
||||
image = ":auth_server_image",
|
||||
repo_tags = ["eagle0/auth-server:latest"],
|
||||
)
|
||||
|
||||
# Push to DigitalOcean Container Registry
|
||||
oci_push(
|
||||
name = "auth_server_push",
|
||||
image = ":auth_server_image",
|
||||
repository = "registry.digitalocean.com/eagle0/auth-server",
|
||||
)
|
||||
|
||||
+108
-5
@@ -1,7 +1,7 @@
|
||||
# Docker Compose for production deployment
|
||||
#
|
||||
# Local testing:
|
||||
# Build images: bazel run //ci:eagle_server_load && bazel run //ci:shardok_server_load
|
||||
# Build images: bazel run //ci:eagle_server_load && bazel run //ci:shardok_server_load && bazel run //ci:auth_server_load
|
||||
# Run: docker compose -f docker-compose.prod.yml up
|
||||
#
|
||||
# Production deployment:
|
||||
@@ -15,7 +15,9 @@ services:
|
||||
- "--gpt-model-name"
|
||||
- "${GPT_MODEL_NAME:-gpt-5.1}"
|
||||
- "--shardok-interface-remote-address"
|
||||
- "shardok:40042"
|
||||
- "${SHARDOK_ADDRESS:-shardok:40042}"
|
||||
- "--auth-service-url"
|
||||
- "auth:40033"
|
||||
ports:
|
||||
- "40032:40032"
|
||||
environment:
|
||||
@@ -24,10 +26,25 @@ services:
|
||||
DO_SPACES_ENDPOINT: "${DO_SPACES_ENDPOINT:-https://sfo3.digitaloceanspaces.com}"
|
||||
DO_SPACES_ACCESS_KEY: "${DO_SPACES_ACCESS_KEY:-}"
|
||||
DO_SPACES_SECRET_KEY: "${DO_SPACES_SECRET_KEY:-}"
|
||||
JWT_PRIVATE_KEY: "${JWT_PRIVATE_KEY:-}"
|
||||
DISCORD_CLIENT_ID: "${DISCORD_CLIENT_ID:-}"
|
||||
DISCORD_CLIENT_SECRET: "${DISCORD_CLIENT_SECRET:-}"
|
||||
# Auth token for remote Shardok on Hetzner (only used when shardok address contains .eagle0.net)
|
||||
SHARDOK_AUTH_TOKEN: "${SHARDOK_AUTH_TOKEN:-}"
|
||||
# Use persistent volume for save data (users, games, etc.)
|
||||
EAGLE_SAVE_DIR: "/app/saves"
|
||||
EAGLE_ARCHIVE_DIR: "/app/archived"
|
||||
SENTRY_DSN: "${SENTRY_DSN:-}"
|
||||
SENTRY_ENVIRONMENT: "production"
|
||||
volumes:
|
||||
- ./saves:/app/saves
|
||||
- ./saves:/app/saves # Game saves and user database
|
||||
- ./archived:/app/archived # Archived completed games
|
||||
- ./jfr:/app/jfr # JFR recordings - dump with: docker exec eagle-server jcmd 1 JFR.dump filename=/app/jfr/profile.jfr
|
||||
- jvm-tmp:/tmp # Shared with jfr-sidecar for JVM attach socket files
|
||||
- jwt-keys:/etc/eagle0/keys # Shared JWT keys with auth service
|
||||
depends_on:
|
||||
- shardok
|
||||
- auth
|
||||
restart: unless-stopped
|
||||
logging:
|
||||
driver: "json-file"
|
||||
@@ -41,9 +58,51 @@ services:
|
||||
retries: 3
|
||||
start_period: 30s
|
||||
|
||||
auth:
|
||||
image: ${AUTH_IMAGE:-registry.digitalocean.com/eagle0/auth-server:latest}
|
||||
container_name: auth-server
|
||||
environment:
|
||||
# gRPC port for Auth service
|
||||
AUTH_GRPC_PORT: "40033"
|
||||
# HTTP port for OAuth callbacks
|
||||
AUTH_HTTP_PORT: "8080"
|
||||
# User data persistence directory
|
||||
AUTH_DATA_DIR: "/app/data"
|
||||
# Legacy path for migrating users from Eagle (Phase 1 migration)
|
||||
AUTH_LEGACY_DATA_DIR: "/app/saves/auth"
|
||||
# OAuth provider credentials
|
||||
DISCORD_CLIENT_ID: "${DISCORD_CLIENT_ID:-}"
|
||||
DISCORD_CLIENT_SECRET: "${DISCORD_CLIENT_SECRET:-}"
|
||||
GOOGLE_CLIENT_ID: "${GOOGLE_CLIENT_ID:-}"
|
||||
GOOGLE_CLIENT_SECRET: "${GOOGLE_CLIENT_SECRET:-}"
|
||||
# Server base URL for OAuth callbacks
|
||||
SERVER_BASE_URL: "${SERVER_BASE_URL:-https://prod.eagle0.net}"
|
||||
# JWT keys - PEM files in volume, bootstrapped from JWK on first run
|
||||
JWT_KEYS_PATH: "/etc/eagle0/keys"
|
||||
JWT_PRIVATE_KEY: "${JWT_PRIVATE_KEY:-}"
|
||||
# Note: port 40033 is exposed via nginx, not directly
|
||||
volumes:
|
||||
- jwt-keys:/etc/eagle0/keys # Shared JWT keys with Eagle
|
||||
- ./auth-data:/app/data # User database persistence
|
||||
- ./saves:/app/saves:ro # Read-only access to Eagle's saves for migration
|
||||
restart: unless-stopped
|
||||
logging:
|
||||
driver: "json-file"
|
||||
options:
|
||||
max-size: "50m"
|
||||
max-file: "3"
|
||||
healthcheck:
|
||||
test: ["CMD-SHELL", "nc -z localhost 40033 || exit 1"]
|
||||
interval: 30s
|
||||
timeout: 10s
|
||||
retries: 3
|
||||
start_period: 10s
|
||||
|
||||
shardok:
|
||||
image: ${SHARDOK_IMAGE:-registry.digitalocean.com/eagle0/shardok-server:latest}
|
||||
container_name: shardok-server
|
||||
mem_limit: 1g
|
||||
memswap_limit: 1g # Prevent swap, OOM-kill cleanly instead
|
||||
ports:
|
||||
- "40042:40042"
|
||||
- "40052:40052"
|
||||
@@ -70,6 +129,7 @@ services:
|
||||
ports:
|
||||
- "443:443"
|
||||
- "80:80"
|
||||
- "40033:40033" # Go Auth service gRPC (Phase 2 direct client connections)
|
||||
volumes:
|
||||
- ./nginx/nginx.conf:/etc/nginx/nginx.conf:ro
|
||||
- ./certbot/conf:/etc/letsencrypt:ro
|
||||
@@ -77,6 +137,7 @@ services:
|
||||
- ./auth:/etc/nginx/auth:ro
|
||||
depends_on:
|
||||
- eagle
|
||||
- admin
|
||||
restart: unless-stopped
|
||||
logging:
|
||||
driver: "json-file"
|
||||
@@ -90,12 +151,17 @@ services:
|
||||
command:
|
||||
- "--eagle-addr"
|
||||
- "eagle:40032"
|
||||
- "--auth-addr"
|
||||
- "auth:40033"
|
||||
- "--jfr-sidecar-addr"
|
||||
- "jfr-sidecar:8081"
|
||||
- "--http-port"
|
||||
- "8080"
|
||||
ports:
|
||||
- "8080:8080"
|
||||
# No external port - accessed via nginx at admin.eagle0.net
|
||||
depends_on:
|
||||
- eagle
|
||||
- auth
|
||||
- jfr-sidecar
|
||||
restart: unless-stopped
|
||||
logging:
|
||||
driver: "json-file"
|
||||
@@ -109,6 +175,28 @@ services:
|
||||
retries: 3
|
||||
start_period: 10s
|
||||
|
||||
jfr-sidecar:
|
||||
image: ${JFR_SIDECAR_IMAGE:-registry.digitalocean.com/eagle0/jfr-sidecar:latest}
|
||||
container_name: jfr-sidecar
|
||||
# Share PID namespace with Eagle to access its JVM via jcmd
|
||||
pid: "service:eagle"
|
||||
volumes:
|
||||
- jvm-tmp:/tmp # Shared with Eagle for JVM attach socket files
|
||||
depends_on:
|
||||
- eagle
|
||||
restart: unless-stopped
|
||||
logging:
|
||||
driver: "json-file"
|
||||
options:
|
||||
max-size: "10m"
|
||||
max-file: "2"
|
||||
healthcheck:
|
||||
test: ["CMD-SHELL", "wget -q --spider http://localhost:8081/health || exit 1"]
|
||||
interval: 30s
|
||||
timeout: 10s
|
||||
retries: 3
|
||||
start_period: 10s
|
||||
|
||||
certbot:
|
||||
image: certbot/certbot
|
||||
container_name: certbot
|
||||
@@ -116,3 +204,18 @@ services:
|
||||
- ./certbot/conf:/etc/letsencrypt
|
||||
- ./certbot/www:/var/www/certbot
|
||||
entrypoint: "/bin/sh -c 'trap exit TERM; while :; do certbot renew; sleep 12h & wait $${!}; done;'"
|
||||
|
||||
volumes:
|
||||
jvm-tmp:
|
||||
# Shared /tmp for JVM attach socket files between Eagle and jfr-sidecar
|
||||
jwt-keys:
|
||||
# Shared JWT RSA keys between Eagle and auth service
|
||||
|
||||
networks:
|
||||
default:
|
||||
driver: bridge
|
||||
enable_ipv6: true
|
||||
ipam:
|
||||
config:
|
||||
- subnet: 172.28.0.0/16
|
||||
- subnet: fd00:dead:beef::/48
|
||||
|
||||
@@ -0,0 +1,471 @@
|
||||
# Admin Server Enhancement Plan
|
||||
|
||||
## Overview
|
||||
|
||||
This document outlines enhancements to the Go admin server (`src/main/go/net/eagle0/admin_server/`) to provide a proper web UI for game administration.
|
||||
|
||||
### Current State
|
||||
|
||||
The admin server provides a full web UI with htmx interactivity:
|
||||
- `GET /` - Redirect to games list
|
||||
- `GET /games` - Game list page (HTML)
|
||||
- `GET /games/{id}` - Game detail with action history
|
||||
- `GET /games/{id}/history` - History rows (htmx partial, infinite scroll)
|
||||
- `GET /games/{id}/action/{index}` - Action detail (htmx partial)
|
||||
- `POST /games/{id}/rewind` - Rewind game to target action
|
||||
- `GET /settings` - Settings list with live search
|
||||
- `POST /settings/update` - Update setting value
|
||||
- `GET /health` - Health check (JSON)
|
||||
- `GET /api/games` - JSON API for programmatic access
|
||||
- `GET /api/games/{id}/history` - JSON API for history
|
||||
|
||||
### Goals
|
||||
|
||||
1. **Web UI**: Replace raw JSON with an interactive HTML interface
|
||||
2. **Settings Management**: View and modify the 275+ game settings at runtime
|
||||
3. **Game Rewind**: Restore a game to a previous action count
|
||||
|
||||
---
|
||||
|
||||
## Architecture
|
||||
|
||||
### Technology Choice: Go Templates + htmx
|
||||
|
||||
**Rationale:**
|
||||
- Single binary deployment (no separate frontend build)
|
||||
- htmx provides interactivity without JavaScript framework complexity
|
||||
- Familiar HTML/CSS, minimal learning curve
|
||||
- Excellent for admin tools where SEO and bundle size don't matter
|
||||
|
||||
**Alternatives Considered:**
|
||||
- React/Vue SPA: Adds build complexity, separate deployment artifact
|
||||
- Server-side only: Less interactive, full page reloads
|
||||
|
||||
### Directory Structure
|
||||
|
||||
```
|
||||
src/main/go/net/eagle0/admin_server/
|
||||
├── admin_server.go # Main entry point, HTTP routes
|
||||
├── handlers/
|
||||
│ ├── games.go # Game list and detail handlers
|
||||
│ ├── settings.go # Settings list and update handlers
|
||||
│ └── rewind.go # Game rewind handlers
|
||||
├── templates/
|
||||
│ ├── layout.html # Base layout with nav, htmx includes
|
||||
│ ├── games/
|
||||
│ │ ├── list.html # Game list page
|
||||
│ │ ├── detail.html # Single game view with history
|
||||
│ │ └── history.html # Partial for history table (htmx)
|
||||
│ ├── settings/
|
||||
│ │ ├── list.html # Settings list with search/filter
|
||||
│ │ └── edit.html # Inline edit partial (htmx)
|
||||
│ └── rewind/
|
||||
│ └── confirm.html # Rewind confirmation modal
|
||||
├── static/
|
||||
│ ├── style.css # Minimal CSS (Pico CSS or similar)
|
||||
│ └── htmx.min.js # htmx library
|
||||
└── BUILD.bazel
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Feature 1: Web UI
|
||||
|
||||
### Routes
|
||||
|
||||
| Route | Method | Description |
|
||||
|-------|--------|-------------|
|
||||
| `/` | GET | Redirect to `/games` |
|
||||
| `/games` | GET | Game list page (HTML) |
|
||||
| `/games/{id}` | GET | Game detail page with history |
|
||||
| `/games/{id}/history` | GET | History partial (htmx, for infinite scroll) |
|
||||
| `/api/games` | GET | JSON API (existing, keep for programmatic access) |
|
||||
| `/api/games/{id}/history` | GET | JSON API (existing) |
|
||||
|
||||
### Game List Page
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ Eagle Admin [Settings] [Health] │
|
||||
├─────────────────────────────────────────────────────────────┤
|
||||
│ │
|
||||
│ Running Games (3) │
|
||||
│ │
|
||||
│ ┌─────────────────────────────────────────────────────┐ │
|
||||
│ │ Game abc123f Round 45 │ │
|
||||
│ │ Players: Liu Bei (Human), Cao Cao (AI), Sun Quan │ │
|
||||
│ │ Actions: 1,234 [View] [Rewind]│ │
|
||||
│ └─────────────────────────────────────────────────────┘ │
|
||||
│ │
|
||||
│ ┌─────────────────────────────────────────────────────┐ │
|
||||
│ │ Game def456a Round 12 │ │
|
||||
│ │ Players: Test Player (Human) │ │
|
||||
│ │ Actions: 456 [View] [Rewind]│ │
|
||||
│ └─────────────────────────────────────────────────────┘ │
|
||||
│ │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
### Game Detail Page
|
||||
|
||||
Shows game info and scrollable action history:
|
||||
- **Reverse chronological order**: Most recent actions displayed first
|
||||
- Each action shows: index, type, round ID
|
||||
- **Clickable actions**: Clicking an action row expands to show JSON representation of the full action data
|
||||
- "Rewind to here" button on each action row
|
||||
- Infinite scroll loads more history via htmx (loading older actions as user scrolls down)
|
||||
|
||||
### Implementation Notes
|
||||
|
||||
1. **Embed static files**: Use `//go:embed` to bundle templates and static files
|
||||
2. **Template functions**: Add helpers for formatting (hex IDs, timestamps, action summaries)
|
||||
3. **CSS framework**: Use Pico CSS (~10KB) for clean defaults without classes
|
||||
|
||||
---
|
||||
|
||||
## Feature 2: Settings Management
|
||||
|
||||
### New gRPC Endpoints (Eagle Server)
|
||||
|
||||
Add to `eagle.proto`:
|
||||
|
||||
```protobuf
|
||||
message Setting {
|
||||
string name = 1;
|
||||
string type = 2; // "Int" or "Double"
|
||||
string value = 3; // Current value as string
|
||||
string default_value = 4; // Default from BUILD.bazel
|
||||
string description = 5; // Optional, for UI hints
|
||||
}
|
||||
|
||||
message GetSettingsRequest {
|
||||
string filter = 1; // Optional name filter (substring match)
|
||||
}
|
||||
|
||||
message GetSettingsResponse {
|
||||
repeated Setting settings = 1;
|
||||
}
|
||||
|
||||
message UpdateSettingRequest {
|
||||
string name = 1;
|
||||
string value = 2;
|
||||
}
|
||||
|
||||
message UpdateSettingResponse {
|
||||
Setting setting = 1; // Updated setting
|
||||
string error = 2; // Empty on success
|
||||
}
|
||||
|
||||
service Eagle {
|
||||
// ... existing methods ...
|
||||
rpc GetSettings(GetSettingsRequest) returns (GetSettingsResponse);
|
||||
rpc UpdateSetting(UpdateSettingRequest) returns (UpdateSettingResponse);
|
||||
}
|
||||
```
|
||||
|
||||
### Eagle Server Implementation
|
||||
|
||||
Create a settings registry that:
|
||||
1. Discovers all `IntSetting` and `DoubleSetting` instances via reflection or explicit registration
|
||||
2. Provides get/set by name
|
||||
3. Validates types on update
|
||||
|
||||
```scala
|
||||
// src/main/scala/net/eagle0/eagle/library/settings/SettingsRegistry.scala
|
||||
object SettingsRegistry {
|
||||
private val settings: Map[String, Either[IntSetting, DoubleSetting]] = Map(
|
||||
"ActionVigorCost" -> Left(ActionVigorCost),
|
||||
"BaseFoodBuyPrice" -> Right(BaseFoodBuyPrice),
|
||||
// ... register all 275 settings
|
||||
)
|
||||
|
||||
def getAll(filter: Option[String]): Seq[Setting] = ...
|
||||
def get(name: String): Option[Setting] = ...
|
||||
def update(name: String, value: String): Either[String, Setting] = ...
|
||||
}
|
||||
```
|
||||
|
||||
**Alternative: Code generation**
|
||||
|
||||
Rather than manually registering 275 settings, modify `setting_rule.bzl` to generate a registry file during build.
|
||||
|
||||
### Admin Server Routes
|
||||
|
||||
| Route | Method | Description |
|
||||
|-------|--------|-------------|
|
||||
| `/settings` | GET | Settings list page with search |
|
||||
| `/settings/{name}` | GET | Single setting detail (htmx partial) |
|
||||
| `/settings/{name}` | PUT | Update setting value |
|
||||
| `/api/settings` | GET | JSON API |
|
||||
| `/api/settings/{name}` | PUT | JSON API |
|
||||
|
||||
### Settings UI
|
||||
|
||||
```
|
||||
┌─────────────────────────────────────────────────────────────┐
|
||||
│ Eagle Admin [Games] [Health] │
|
||||
├─────────────────────────────────────────────────────────────┤
|
||||
│ │
|
||||
│ Settings [Search: __________ ] │
|
||||
│ │
|
||||
│ ┌─────────────────────────────────────────────────────┐ │
|
||||
│ │ ActionVigorCost (Int) │ │
|
||||
│ │ Current: [15 ] Default: 15 [Save] │ │
|
||||
│ └─────────────────────────────────────────────────────┘ │
|
||||
│ │
|
||||
│ ┌─────────────────────────────────────────────────────┐ │
|
||||
│ │ BaseFoodBuyPrice (Double) │ │
|
||||
│ │ Current: [0.5 ] Default: 0.5 [Save] │ │
|
||||
│ └─────────────────────────────────────────────────────┘ │
|
||||
│ │
|
||||
│ ... (275 settings, virtualized/paginated) ... │
|
||||
│ │
|
||||
└─────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
### Considerations
|
||||
|
||||
1. **Persistence**: Settings changes are in-memory only. Document that restarts reset to defaults.
|
||||
2. **Validation**: Validate numeric ranges where applicable (e.g., percentages 0-100)
|
||||
3. **Categories**: Consider grouping settings by prefix (AI*, Combat*, Economy*, etc.)
|
||||
4. **Audit log**: Log setting changes with timestamp for debugging
|
||||
|
||||
---
|
||||
|
||||
## Feature 3: Game Rewind
|
||||
|
||||
### Concept
|
||||
|
||||
Restore a game to a previous point in its action history. This is useful for:
|
||||
- Debugging issues that occurred at a specific point
|
||||
- Testing "what if" scenarios
|
||||
- Recovering from bugs that corrupted state
|
||||
|
||||
### New gRPC Endpoint
|
||||
|
||||
Add to `eagle.proto`:
|
||||
|
||||
```protobuf
|
||||
message RewindGameRequest {
|
||||
int64 game_id = 1;
|
||||
int32 target_action_count = 2; // Rewind to state after this many actions
|
||||
}
|
||||
|
||||
message RewindGameResponse {
|
||||
bool success = 1;
|
||||
string error = 2;
|
||||
int32 new_action_count = 3;
|
||||
int32 disconnected_clients = 4; // Number of clients that were disconnected
|
||||
}
|
||||
|
||||
service Eagle {
|
||||
// ... existing methods ...
|
||||
rpc RewindGame(RewindGameRequest) returns (RewindGameResponse);
|
||||
}
|
||||
```
|
||||
|
||||
### Eagle Server Implementation
|
||||
|
||||
The `GameHistory` already stores `ActionWithResultingState` for each action, which includes the `GameState` after that action. Rewinding means:
|
||||
|
||||
1. **Validate**: Check that `target_action_count` is within valid range (0 to current count)
|
||||
2. **Get target state**: Retrieve `GameState` at target action count from history
|
||||
3. **Disconnect clients**: Close all human player connections (they'll need to reconnect)
|
||||
4. **Replace engine**: Create new `EngineImpl` with target state and truncated history
|
||||
5. **Reset AI state**: Clear any cached AI state that depends on current game state
|
||||
|
||||
```scala
|
||||
// GameController.scala (pseudocode)
|
||||
def rewindTo(targetActionCount: Int): Either[String, RewindResult] = {
|
||||
if (targetActionCount < 0 || targetActionCount > engine.history.count)
|
||||
return Left(s"Invalid action count: $targetActionCount")
|
||||
|
||||
// Get state at target point
|
||||
val targetState = engine.history.stateAt(targetActionCount)
|
||||
val truncatedHistory = engine.history.truncateTo(targetActionCount)
|
||||
|
||||
// Disconnect all human clients
|
||||
val disconnectedCount = humanClients.length
|
||||
humanClients.foreach(_.disconnect("Game rewound by admin"))
|
||||
|
||||
// Create new engine at target state
|
||||
val newEngine = EngineImpl(
|
||||
gameId = engine.gameId,
|
||||
currentState = targetState,
|
||||
history = truncatedHistory,
|
||||
// ... other fields
|
||||
)
|
||||
|
||||
// Replace controller's engine
|
||||
this.engine = newEngine
|
||||
|
||||
Right(RewindResult(targetActionCount, disconnectedCount))
|
||||
}
|
||||
```
|
||||
|
||||
### GameHistory Enhancement
|
||||
|
||||
Add method to get state at a specific action count:
|
||||
|
||||
```scala
|
||||
trait GameHistory {
|
||||
// ... existing methods ...
|
||||
|
||||
def stateAt(actionCount: Int): GameState = {
|
||||
if (actionCount == 0) initialState
|
||||
else all(actionCount - 1).resultingState
|
||||
}
|
||||
|
||||
def truncateTo(actionCount: Int): GameHistory = {
|
||||
GameHistoryImpl(
|
||||
initialState = initialState,
|
||||
actions = all.take(actionCount)
|
||||
)
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Admin Server Route
|
||||
|
||||
| Route | Method | Description |
|
||||
|-------|--------|-------------|
|
||||
| `/games/{id}/rewind` | POST | Rewind game (form: `target_action_count`) |
|
||||
| `/games/{id}/rewind/confirm` | GET | Confirmation modal (htmx partial) |
|
||||
|
||||
### Rewind UI Flow
|
||||
|
||||
1. User views game history
|
||||
2. User clicks "Rewind to here" on an action row
|
||||
3. Confirmation modal appears via htmx:
|
||||
```
|
||||
┌─────────────────────────────────────────┐
|
||||
│ Rewind Game abc123f? │
|
||||
│ │
|
||||
│ This will: │
|
||||
│ • Restore to action 456 (Round 23) │
|
||||
│ • Discard 778 subsequent actions │
|
||||
│ • Disconnect 2 connected players │
|
||||
│ │
|
||||
│ This cannot be undone. │
|
||||
│ │
|
||||
│ [Cancel] [Rewind] │
|
||||
└─────────────────────────────────────────┘
|
||||
```
|
||||
4. On confirm, POST to `/games/{id}/rewind`
|
||||
5. Success: redirect to game detail showing new state
|
||||
6. Error: show error message
|
||||
|
||||
### Safety Considerations
|
||||
|
||||
1. **No undo**: Rewinding discards history. Consider optional backup before rewind.
|
||||
2. **Client disconnect**: All connected clients are forcibly disconnected.
|
||||
3. **AI state**: Ensure AI clients restart cleanly after rewind.
|
||||
4. **Concurrent access**: Lock game during rewind to prevent race conditions.
|
||||
5. **Authorization**: In production, require admin authentication.
|
||||
|
||||
---
|
||||
|
||||
## Implementation Phases
|
||||
|
||||
### Phase 1: Web UI Foundation
|
||||
|
||||
**Status: Complete**
|
||||
|
||||
1. ✅ Set up Go templates with `embed`
|
||||
2. ✅ Add Pico CSS and htmx
|
||||
3. ✅ Create base layout with navigation
|
||||
4. ✅ Convert `/games` to HTML with styling
|
||||
5. ✅ Add game detail page with history table
|
||||
6. ✅ Implement htmx infinite scroll for history
|
||||
7. ✅ Reverse history order (most recent first)
|
||||
8. ✅ Clickable action rows that expand to show JSON representation
|
||||
9. ✅ Add `/games/{id}/action/{index}` endpoint for fetching action details
|
||||
|
||||
**Deliverable**: Browsable game list and history in HTML with clickable action details
|
||||
|
||||
### Phase 2: Settings Management
|
||||
|
||||
**Status: Complete**
|
||||
|
||||
1. ✅ Add `GetSettings` to `eagle.proto` (uses existing `AddSettings` for updates)
|
||||
2. ✅ Add `getAllSettings` method to auto-generated `SettingsLoader`
|
||||
3. ✅ Implement `getSettings` in `EagleServiceImpl`
|
||||
4. ✅ Create settings list page with live search
|
||||
5. ✅ Add inline editing with htmx
|
||||
6. ✅ Modified settings are highlighted
|
||||
|
||||
**Deliverable**: View and edit settings via admin UI
|
||||
|
||||
### Phase 3: Game Rewind
|
||||
|
||||
**Status: Complete**
|
||||
|
||||
1. ✅ Add `RewindGame` to `eagle.proto`
|
||||
2. ✅ Implement `stateAt` and `truncateTo` in `GameHistory`
|
||||
3. ✅ Implement rewind logic in `Engine` and `GameController`
|
||||
4. ✅ Add rewind confirmation (htmx `hx-confirm` dialog)
|
||||
5. ✅ Handle client disconnection gracefully
|
||||
6. ✅ Add rewind button to history rows
|
||||
7. ✅ Implement `rewindGame` in `GamesManager` and `EagleServiceImpl`
|
||||
8. ✅ Add admin server `/games/{id}/rewind` POST handler
|
||||
9. ✅ Add success/error feedback UI
|
||||
|
||||
**Deliverable**: Rewind games to any previous action
|
||||
|
||||
### Phase 4: Polish
|
||||
|
||||
**Status: Not Started**
|
||||
|
||||
#### High Priority
|
||||
1. **Add tests for rewind functionality**
|
||||
- `PersistedHistory.truncateTo` (handles complex persisted vs recent logic)
|
||||
- `InMemoryHistory.truncateTo`
|
||||
- `EngineImpl.rewindTo`
|
||||
- `GameController.rewindTo`
|
||||
- `GamesManager.rewindGame`
|
||||
|
||||
2. **Improve action history display**
|
||||
- Human-readable action type names (e.g., "New Round" instead of "NewRoundAction")
|
||||
- Show acting faction/province when available
|
||||
- Action summaries from the `summary` field in `GameHistoryEntry`
|
||||
|
||||
#### Medium Priority
|
||||
3. **Settings improvements**
|
||||
- Group settings by category prefix (AI*, Combat*, Economy*, etc.)
|
||||
- Show setting descriptions where available
|
||||
- Pagination for large settings lists
|
||||
|
||||
4. **Error handling improvements**
|
||||
- Better error messages on failed operations
|
||||
- Retry logic for transient gRPC failures
|
||||
|
||||
#### Low Priority (Nice to Have)
|
||||
5. **Basic auth** - HTTP Basic Auth or OAuth for production use
|
||||
6. **Audit logging** - Log admin actions with timestamps
|
||||
7. **Documentation** - Usage guide, deployment notes
|
||||
|
||||
#### Future Considerations
|
||||
- Game creation from admin UI
|
||||
- Player management (view connected players, force disconnect)
|
||||
- Export game history to file
|
||||
- Metrics/stats dashboard
|
||||
|
||||
---
|
||||
|
||||
## Security Notes
|
||||
|
||||
The admin server is intended for local/trusted network use only. For production:
|
||||
|
||||
1. **Do not expose to public internet** without authentication
|
||||
2. Consider adding HTTP Basic Auth or OAuth
|
||||
3. Run on internal network or behind VPN
|
||||
4. Log all admin actions for audit trail
|
||||
|
||||
---
|
||||
|
||||
## Open Questions
|
||||
|
||||
1. **Settings persistence**: Should we add optional persistence to disk/database?
|
||||
2. **Game snapshots**: Should rewind create a backup first?
|
||||
3. **Multi-admin**: Need locking if multiple admins access simultaneously?
|
||||
4. **Shardok settings**: Are there Shardok (C++) settings to expose too?
|
||||
@@ -0,0 +1,240 @@
|
||||
# Eagle0 Media Asset Audit
|
||||
|
||||
This document catalogs all media assets in the Unity project for licensing review.
|
||||
|
||||
**Total Assets:** ~12,500 files | **Size:** 1.4 GB
|
||||
|
||||
---
|
||||
|
||||
## Summary by Category
|
||||
|
||||
| Category | Count | Notes |
|
||||
|----------|-------|-------|
|
||||
| Images | 10,637 | Mostly PNG icons and UI sprites |
|
||||
| Audio | 1,778 | 26 music tracks + 1,752 sound effects |
|
||||
| 3D Models | 52 | Bridge pack only |
|
||||
| Fonts | 16 | TTF files |
|
||||
|
||||
---
|
||||
|
||||
## 1. Purchased Asset Store Packages
|
||||
|
||||
These are commercial Unity Asset Store purchases tied to your account:
|
||||
|
||||
### 4000_Fantasy_Icons
|
||||
- **Location:** `Assets/4000_Fantasy_Icons/`
|
||||
- **Size:** 495 MB (5,621 PNG files)
|
||||
- **Contents:** Icons for armor, weapons, skills, resources
|
||||
- **License:** Unity Asset Store (check invoice/account)
|
||||
|
||||
### GUI Pro Kit Fantasy RPG
|
||||
- **Location:** `Assets/GUI Pro Kit Fantasy RPG/`
|
||||
- **Size:** 117 MB (3,755 PNG files)
|
||||
- **Contents:** UI sprites, animations, prefabs
|
||||
- **Includes fonts:** Alata-Regular.ttf, JosefinSans-Bold.ttf
|
||||
- **License:** Unity Asset Store
|
||||
|
||||
### Modern UI Pack v4.2.0
|
||||
- **Location:** `Assets/Modern UI Pack/`
|
||||
- **Size:** 40 MB (191 PNG files)
|
||||
- **Author:** Michsky (support@michsky.com)
|
||||
- **Website:** https://www.michsky.com
|
||||
- **Includes fonts:** Open Sans family (12 variants)
|
||||
- **License:** Unity Asset Store
|
||||
|
||||
### Pixel Fonts Megapack
|
||||
- **Location:** `Assets/Pixel Fonts Megapack/`
|
||||
- **Publisher ID:** 17384
|
||||
- **Author:** @pixelmush_ on Twitter
|
||||
- **Asset Store Link:** http://u3d.as/w4v
|
||||
- **License:** Unity Asset Store
|
||||
|
||||
### TileableBridgePack
|
||||
- **Location:** `Assets/TileableBridgePack/`
|
||||
- **Size:** 3.1 MB (52 FBX models)
|
||||
- **Contents:** Bridge construction pieces
|
||||
- **License:** Unity Asset Store
|
||||
|
||||
### Fantasy Interface Sounds
|
||||
- **Location:** `Assets/Fantasy Interface Sounds/`
|
||||
- **Count:** 320 WAV files
|
||||
- **Contents:** UI sounds (bag, book, coins, dice, etc.)
|
||||
- **License:** Unity Asset Store (verify)
|
||||
|
||||
### Medieval Combat Sounds
|
||||
- **Location:** `Assets/Medieval Combat Sounds/`
|
||||
- **Count:** 1,072 WAV files
|
||||
- **Contents:** Footsteps, swings, shields, weapons, magic
|
||||
- **License:** Unity Asset Store (verify)
|
||||
|
||||
### Magic Spells Sound Effects LITE
|
||||
- **Location:** `Assets/Magic Spells Sound Effects LITE/`
|
||||
- **Count:** 254 WAV files
|
||||
- **Contents:** Spell casting, element effects
|
||||
- **Note:** "LITE" version - check if restrictions apply
|
||||
- **License:** Unity Asset Store (verify)
|
||||
|
||||
---
|
||||
|
||||
## 2. Creative Commons Music (Properly Licensed)
|
||||
|
||||
**Location:** `Assets/Resources/Music/`
|
||||
**Documentation:** `Music Credits.txt` (attribution file exists)
|
||||
|
||||
All 26 tracks have CC licenses with proper attribution:
|
||||
|
||||
| Track | Artist | License |
|
||||
|-------|--------|---------|
|
||||
| A Robust Crew | Darren Curtis | CC BY 3.0 |
|
||||
| Asian Graveyard | Darren Curtis | CC BY 3.0 |
|
||||
| Fall From Grace | Darren Curtis | CC BY 3.0 |
|
||||
| Samurai Sake Showdown | Darren Curtis | CC BY 3.0 |
|
||||
| Deflector | Ghostrifter Official | CC BY-SA 3.0 |
|
||||
| Chase | Alexander Nakarada | CC BY 4.0 |
|
||||
| Wintersong | Alexander Nakarada | CC BY 4.0 |
|
||||
| One Bard Band | Alexander Nakarada | CC BY 4.0 |
|
||||
| Now We Ride | Alexander Nakarada | CC BY 4.0 |
|
||||
| The Northern Path | Alexander Nakarada | CC BY 4.0 |
|
||||
| Victory | MaxKoMusic | CC BY-SA 3.0 |
|
||||
| Sakuya2 | PeriTune | CC BY 3.0 |
|
||||
| Under The Sun | Keys of Moon | CC BY 4.0 |
|
||||
| One Piece of Summer | Keys of Moon | CC BY 4.0 |
|
||||
| Fluffing a Duck | Kevin MacLeod | CC BY 3.0 |
|
||||
| Space Jazz | Kevin MacLeod | CC BY 3.0 |
|
||||
| The Ice Giants | Kevin MacLeod | CC BY 4.0 |
|
||||
| Epic Cinematic Trailer ELITE | Alex-Productions | CC BY 3.0 |
|
||||
| Push | Alex-Productions | CC BY 3.0 |
|
||||
| Virus | Alex-Productions | CC BY 3.0 |
|
||||
| Duel | Makai Symphony | CC BY-SA 3.0 |
|
||||
| Dragon Castle | Makai Symphony | CC BY-SA 3.0 |
|
||||
| Durandal | Makai Symphony | CC BY-SA 3.0 |
|
||||
|
||||
**Tracks without specific license (verify):**
|
||||
- Market Day
|
||||
- Shopping List
|
||||
- Medieval: Victory Theme
|
||||
- Tracks by Dima Koltsov (AUDIUS): No Time for Greatness, Warriors of Demacia, Forest Queen Tale, Valor, Clouds
|
||||
|
||||
---
|
||||
|
||||
## 3. CC0 / Public Domain Assets
|
||||
|
||||
### SimpleFileBrowser Icons
|
||||
- **Location:** `Assets/Plugins/SimpleFileBrowser/Sprites/FileIcons/`
|
||||
- **License:** CC0 (documented in LICENSE.txt)
|
||||
- **Source:** pngrepo.com
|
||||
- **Items:** Archive, Audio, Default, Drive, Folder, Image, PDF, Text, Video icons
|
||||
|
||||
---
|
||||
|
||||
## 4. Potentially Problematic Assets (Review Needed)
|
||||
|
||||
### Stock Images (Possible License Issues)
|
||||
These appear to be stock images that may have been used as placeholders:
|
||||
|
||||
| File | Concern |
|
||||
|------|---------|
|
||||
| ~~`Assets/Eagle/79066358-stock-illustration-raster-illustration-medieval-purse-bag...jpg`~~ | **DELETED** (2025-01-04) |
|
||||
| ~~`Assets/Images/kisspng-hammer-hand-saws-tool-clip-art...jpg`~~ | **DELETED** (2025-01-04) |
|
||||
| ~~`Assets/Images/lee-ermy-cropped.jpg`~~ | **DELETED** (2025-01-04) |
|
||||
| ~~`Assets/Eagle/images.jpeg`~~ | **DELETED** (2025-01-04) |
|
||||
|
||||
### Clip Art (Unknown License)
|
||||
| File | Concern |
|
||||
|------|---------|
|
||||
| `Assets/Shardok/commandImages/bridge.png` | Clip art style wooden bridge, unknown source - **needs replacement** |
|
||||
| `Assets/Images/startFire.png` | Icon, unknown source - **needs verification or replacement** |
|
||||
|
||||
### Shardok Sound Effects
|
||||
- **Location:** `Assets/Shardok/soundEffects/`
|
||||
- **Count:** 56 MP3 files
|
||||
- **Contents:** Spell effects, movement, combat sounds
|
||||
- **Status:** Unknown origin - may be custom or need verification
|
||||
|
||||
### Free Icons
|
||||
- **Location:** `Assets/free_icons/`
|
||||
- **Count:** 8 PNG weather icons
|
||||
- **Status:** Verify "free" means commercially usable
|
||||
|
||||
### Terrain Hexes
|
||||
- **Location:** `Assets/Terrain Hexes/`
|
||||
- **Count:** 85 PNG files
|
||||
- **Status:** Unknown source - verify licensing
|
||||
|
||||
### StrategyGameIcons
|
||||
- **Location:** `Assets/StrategyGameIcons/`
|
||||
- **Count:** 138 PNG files
|
||||
- **Status:** Unknown source - verify licensing
|
||||
|
||||
---
|
||||
|
||||
## 5. Fonts
|
||||
|
||||
| Font | Location | License |
|
||||
|------|----------|---------|
|
||||
| Open Sans (12 variants) | Modern UI Pack | Apache 2.0 (Google Font) |
|
||||
| Alata-Regular | GUI Pro Kit | SIL OFL (Google Font) |
|
||||
| JosefinSans-Bold | GUI Pro Kit | SIL OFL (Google Font) |
|
||||
| LiberationSans | TextMesh Pro | SIL OFL |
|
||||
| NotoColorEmoji | Assets root | SIL OFL (Google) |
|
||||
| Stoke-Light, Stoke-Regular | Assets root | SIL OFL (Google Font) |
|
||||
|
||||
All fonts appear to be open-source Google Fonts or Liberation fonts - should be fine.
|
||||
|
||||
---
|
||||
|
||||
## 6. Third-Party Code Packages
|
||||
|
||||
NuGet packages in `Assets/Packages/` all include LICENSE.TXT files:
|
||||
- Microsoft.Extensions.* - MIT License
|
||||
- System.* - MIT License
|
||||
- Grpc.* - Apache 2.0
|
||||
|
||||
---
|
||||
|
||||
## Action Items
|
||||
|
||||
### Must Verify Before Opening Public Access:
|
||||
|
||||
1. ~~**Stock images** - The JPG files with stock image filenames need review.~~ **DONE** - Deleted lee-ermy, kisspng, stock-illustration, Yosemite Sam, and images.jpeg (2025-01-04)
|
||||
|
||||
2. **Clip art images** - Unknown license, need replacement with properly licensed alternatives:
|
||||
- `Assets/Shardok/commandImages/bridge.png` - wooden bridge icon
|
||||
- `Assets/Images/startFire.png` - fire icon
|
||||
|
||||
3. **Shardok sound effects** - 56 MP3 files of unknown origin. Either:
|
||||
- Document their source
|
||||
- Replace with known-licensed alternatives
|
||||
- Confirm they were custom-created
|
||||
|
||||
4. **Terrain Hexes** - 85 hex tiles of unknown source
|
||||
- **TODO:** Confirm if this is a Unity Asset Store purchase (owner believes it is)
|
||||
|
||||
5. **StrategyGameIcons** - 138 icons of unknown source
|
||||
- **TODO:** Investigate origin - check Unity Asset Store purchase history
|
||||
|
||||
6. **AUDIUS music tracks** - Verify Dima Koltsov tracks are licensed for commercial use
|
||||
|
||||
7. **Discord logo** (`Eagle/Discord-Logo-Blurple.png`) - Likely fine for "Login with Discord" button per Discord brand guidelines, but verify usage complies with their terms
|
||||
|
||||
### Already Safe:
|
||||
|
||||
- All Asset Store purchases (license tied to your account)
|
||||
- CC-licensed music (attribution in Music Credits.txt)
|
||||
- CC0 SimpleFileBrowser icons
|
||||
- Google Fonts / Liberation fonts
|
||||
- NuGet packages
|
||||
|
||||
---
|
||||
|
||||
## Recommendation
|
||||
|
||||
Before removing HTTP basic auth:
|
||||
|
||||
1. ~~Delete or replace the 4 suspicious JPG/JPEG files in `Assets/Eagle/` and `Assets/Images/`~~ **DONE** (2025-01-04)
|
||||
2. Replace clip art images (`bridge.png`, `startFire.png`) with properly licensed alternatives (e.g., from [game-icons.net](https://game-icons.net) CC BY 3.0)
|
||||
3. Verify source of `Assets/Shardok/soundEffects/` MP3s
|
||||
4. Verify source of `Assets/Terrain Hexes/` and `Assets/StrategyGameIcons/`
|
||||
5. If any are from early development with unclear licensing, replace them
|
||||
|
||||
The bulk of your assets (95%+) are properly licensed Asset Store purchases or CC content.
|
||||
+22
-31
@@ -190,24 +190,24 @@ Change APIs to vend Scala `GameState` and `ActionResultT` instead of proto versi
|
||||
| `RandomStateSequencer.scala` | Threads Scala GameState | ✅ **Complete** |
|
||||
| `VigorXPApplier.scala` | Has both proto and Scala methods | Scala method exists, delete proto method when unused |
|
||||
| `PerformForcedTurnBackAction.scala` | Fully protoless | ✅ **Complete** |
|
||||
| `ResolveBattleAction.scala` | Heavy proto usage | Blocked by proto dependencies |
|
||||
| `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: 47 of 52 action files (90%) are fully protoless.**
|
||||
**Progress: 52 of 52 action files (100%) are fully protoless.** ✅
|
||||
|
||||
The following 5 actions still have proto usage:
|
||||
All action files have been migrated to use Scala types:
|
||||
|
||||
| Action | Proto Usages | Blocker | Effort |
|
||||
|--------|--------------|---------|--------|
|
||||
| `ResolveBattleAction` | 24 | Shardok interface, complex battle logic | High |
|
||||
| `PerformVassalCommandsPhaseAction` | 3 | `CommandChoiceHelpers` takes proto GameState | Medium |
|
||||
| `EndHandleRiotsPhaseAction` | 2 | `CommandChoiceHelpers` takes proto GameState | Medium |
|
||||
| `PerformVassalDefenseDecisionsAction` | 2 | `CommandChoiceHelpers` takes proto GameState | Medium |
|
||||
| `EndVassalCommandsPhaseAction` | 1 | `CommandChoiceHelpers` takes proto GameState | Medium |
|
||||
| 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.
|
||||
|
||||
@@ -223,13 +223,13 @@ The following 5 actions still have proto usage:
|
||||
|
||||
| Component | Lines | Complexity | Blocks |
|
||||
|-----------|-------|------------|--------|
|
||||
| `CommandChoiceHelpers` to Scala | ~2000 | High | 4 vassal actions |
|
||||
| `ResolveBattleAction` refactor | ~500 | High | 1 action (complex) |
|
||||
| History API updates | ~100 | Low | - |
|
||||
| **Total Remaining** | **~2600** | | |
|
||||
| **Total Remaining** | **~100** | | |
|
||||
|
||||
**Completed:**
|
||||
- `ChronicleEventGenerator` converted to return Scala `ChronicleEvent` types directly
|
||||
- ✅ `ChronicleEventGenerator` converted to return Scala `ChronicleEvent` types directly
|
||||
- ✅ `CommandChoiceHelpers` migrated to Scala types
|
||||
- ✅ `ResolveBattleAction` refactored to use Scala GameState and ActionResultApplier (PR #5048)
|
||||
|
||||
### CommandChoiceHelpers Migration Status
|
||||
|
||||
@@ -246,28 +246,18 @@ Several command selectors have already been converted to use Scala types:
|
||||
| `ImproveCommandSelector.scala` | ✅ **Protoless** | Uses Scala `GameState`, `ProvinceT`, `HeroT` |
|
||||
| `OrganizeCommandSelector.scala` | ✅ **Protoless** | Uses Scala `GameState`, `BattalionT`, `BattalionType` |
|
||||
| `RansomOfferHelpers.scala` | ✅ **Protoless** | Uses Scala `GameState`, `FactionT` |
|
||||
| `CommandChoiceHelpers.scala` | ❌ Proto | Main entry point, converts to Scala when calling converted selectors |
|
||||
| `ProvinceGoldSurplusCalculator.scala` | **Partial** | Has both Scala and proto overloads |
|
||||
| Other selectors | ❌ Proto | Various proto dependencies |
|
||||
| `CommandChoiceHelpers.scala` | ✅ **Protoless** | Uses Scala `GameState` throughout |
|
||||
| `ProvinceGoldSurplusCalculator.scala` | ✅ **Protoless** | Uses Scala types |
|
||||
|
||||
**Pattern**: `CommandChoiceHelpers` currently uses `GameStateConverter.fromProto(gameState)` when calling already-converted selectors like `AlmsCommandSelector` and `AttackCommandChooser`. This allows incremental migration.
|
||||
|
||||
**Next Steps**:
|
||||
1. ~~Convert `ExpandCommandSelector` to Scala types~~ ✅ Done
|
||||
2. ~~Convert `ImproveCommandSelector` to Scala types~~ ✅ Done
|
||||
3. ~~Convert `OrganizeCommandSelector` to Scala types~~ ✅ Done (PR #4812)
|
||||
4. ~~Convert `RansomOfferHelpers` to Scala types~~ ✅ Done (PR #4821)
|
||||
5. Convert remaining selectors one at a time
|
||||
6. Update `CommandChoiceHelpers` to accept Scala `GameState` once all selectors are converted
|
||||
**All CommandChoiceHelpers selectors have been migrated to Scala types.** ✅
|
||||
|
||||
### Progress Summary
|
||||
|
||||
| Metric | Value |
|
||||
|--------|-------|
|
||||
| Action files fully protoless | 47 / 52 (90%) |
|
||||
| Proto usages in remaining actions | 32 total |
|
||||
| Biggest blocker | `ResolveBattleAction` (24 usages) |
|
||||
| Second biggest blocker | `CommandChoiceHelpers` (blocks 4 actions) |
|
||||
| Action files fully protoless | 52 / 52 (100%) ✅ |
|
||||
| Proto usages in remaining actions | 0 |
|
||||
| Next target | History APIs (InMemoryHistory, PersistedHistory) |
|
||||
|
||||
### Validation
|
||||
- [x] `ActionResultApplier` created and tested
|
||||
@@ -276,8 +266,9 @@ Several command selectors have already been converted to use Scala types:
|
||||
- [x] `ProvinceViewFilter` has Scala overload for server-side use (PR #4752)
|
||||
- [x] `FactionT.reconnedProvinces` and `ChangedFactionC.updatedReconnedProvinces` use Scala `ProvinceView`
|
||||
- [x] `ProvinceViewFilter.withdrawnFromProvinceView` has Scala overload
|
||||
- [x] `CommandChoiceHelpers` uses Scala types ✅
|
||||
- [x] All action files (52/52) are fully protoless ✅
|
||||
- [ ] `ProvinceViewFilter` faction-filtered views use Scala types
|
||||
- [ ] `CommandChoiceHelpers` uses Scala types
|
||||
- [ ] History APIs vend Scala types
|
||||
- [ ] No `ActionResultProtoConverter.toProto()` calls except at persistence/gRPC boundaries
|
||||
- [ ] All tests pass
|
||||
|
||||
@@ -0,0 +1,159 @@
|
||||
# Hetzner Setup Guide
|
||||
|
||||
This guide walks through setting up Hetzner Cloud infrastructure for running Shardok on-demand compute.
|
||||
|
||||
## Prerequisites
|
||||
|
||||
- All code PRs merged (#4990, #4996, #4998, #5001, #5009)
|
||||
- Access to DigitalOcean Container Registry (for pulling Shardok ARM64 image)
|
||||
|
||||
---
|
||||
|
||||
## Step 1: Create Hetzner Cloud Account
|
||||
|
||||
1. Go to https://console.hetzner.cloud/
|
||||
2. Sign up and add payment method
|
||||
3. Create a new project (e.g., "eagle0")
|
||||
|
||||
---
|
||||
|
||||
## Step 2: Generate Hetzner API Token
|
||||
|
||||
1. In Hetzner Console → Security → API Tokens
|
||||
2. Click "Generate API Token"
|
||||
3. Give it **Read & Write** permissions
|
||||
4. Copy the token (you'll only see it once)
|
||||
|
||||
---
|
||||
|
||||
## Step 3: Generate Shardok Auth Token
|
||||
|
||||
Generate a 256-bit random token for Eagle-Shardok authentication:
|
||||
|
||||
```bash
|
||||
openssl rand -hex 32
|
||||
```
|
||||
|
||||
Save this output - it's the shared secret between Eagle and Shardok.
|
||||
|
||||
---
|
||||
|
||||
## Step 4: Store Secrets in GitHub Actions
|
||||
|
||||
Add these secrets in GitHub → Settings → Secrets and variables → Actions:
|
||||
|
||||
| Secret Name | Description |
|
||||
|-------------|-------------|
|
||||
| `HETZNER_API_TOKEN` | From Step 2 - for Hetzner API calls |
|
||||
| `SHARDOK_AUTH_TOKEN` | From Step 3 - shared secret for gRPC auth |
|
||||
|
||||
Note: `DO_REGISTRY_TOKEN` already exists and will be used for Hetzner to pull container images.
|
||||
|
||||
These secrets will be passed to Eagle at runtime via `docker_build.yml`, similar to how `OPENAI_API_KEY` and other secrets are handled.
|
||||
|
||||
---
|
||||
|
||||
## Step 5: DNS Setup (for Let's Encrypt)
|
||||
|
||||
You need a domain pointing to the Shardok instance for TLS certificates.
|
||||
|
||||
### Option A: Floating IP (Recommended)
|
||||
|
||||
1. In Hetzner Console → Networking → Floating IPs
|
||||
2. Create a **Floating IPv6** in **Hillsboro, Oregon (hil)** region
|
||||
- IPv6 costs €1/month vs €3/month for IPv4
|
||||
- Hillsboro has better latency to DigitalOcean SFO than Ashburn
|
||||
- Server-to-server communication works fine with IPv6-only
|
||||
3. Point `shardok.prod.eagle0.net` to this IP via AAAA record
|
||||
4. The ShardokInstanceManager will attach this IP to instances on spin-up
|
||||
|
||||
**Location choice**: Hillsboro, OR (`hil`) is recommended for US West Coast. Same pricing as Ashburn (`ash`).
|
||||
|
||||
### Option B: Dynamic DNS
|
||||
|
||||
Update DNS programmatically when instance spins up. More complex but avoids floating IP cost.
|
||||
|
||||
---
|
||||
|
||||
## Step 6: Upload SSH Key to Hetzner
|
||||
|
||||
For debugging access to instances:
|
||||
|
||||
1. In Hetzner Console → Security → SSH Keys
|
||||
2. Click "Add SSH Key"
|
||||
3. Paste your public key (e.g., `~/.ssh/id_rsa.pub`)
|
||||
4. Give it a name (e.g., "eagle-deploy")
|
||||
|
||||
---
|
||||
|
||||
## Step 7: Wire Security Config into Eagle
|
||||
|
||||
Update Eagle's startup code to use the security config when connecting to remote Shardok:
|
||||
|
||||
```scala
|
||||
val securityConfig = ShardokSecurityConfig(
|
||||
useTls = true,
|
||||
authToken = Some(sys.env("SHARDOK_AUTH_TOKEN"))
|
||||
)
|
||||
|
||||
val channel = ServerSetupHelpers.newChannel(
|
||||
"shardok.prod.eagle0.net",
|
||||
50051,
|
||||
securityConfig
|
||||
)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
### Manual Instance Spin-up
|
||||
|
||||
Test the Hetzner integration by triggering instance creation:
|
||||
|
||||
```scala
|
||||
val manager = new ShardokInstanceManager(
|
||||
hetznerApiToken = sys.env("HETZNER_API_TOKEN"),
|
||||
// ... other config
|
||||
)
|
||||
|
||||
manager.ensureInstanceRunning()
|
||||
```
|
||||
|
||||
### Verify TLS and Auth
|
||||
|
||||
1. Instance spins up and gets Let's Encrypt certificate
|
||||
2. Eagle connects via TLS
|
||||
3. Auth token is validated on each request
|
||||
|
||||
---
|
||||
|
||||
## Cost Estimate
|
||||
|
||||
| Component | Cost |
|
||||
|-----------|------|
|
||||
| CAX41 (16 ARM cores) | ~$0.04/hour |
|
||||
| Floating IP | ~$4/month |
|
||||
| Typical usage (20 hrs/week) | ~$3.50/month compute |
|
||||
|
||||
**Total: ~$7-8/month** for typical usage.
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Instance won't start
|
||||
- Check Hetzner API token has Read & Write permissions
|
||||
- Verify you're using the correct region (`hil` for Hillsboro OR, or `ash` for Ashburn VA)
|
||||
|
||||
### TLS certificate fails
|
||||
- Ensure DNS points to the instance IP before certbot runs
|
||||
- Check port 80 is open for Let's Encrypt HTTP-01 challenge
|
||||
|
||||
### Auth failures
|
||||
- Verify `SHARDOK_AUTH_TOKEN` matches on both Eagle and Shardok
|
||||
- Check the token file is readable by Shardok container
|
||||
|
||||
### Can't pull container image
|
||||
- Ensure `DO_REGISTRY_TOKEN` is passed to cloud-init
|
||||
- Verify the ARM64 image exists: `registry.digitalocean.com/eagle0/shardok-server:arm64-latest`
|
||||
@@ -0,0 +1,383 @@
|
||||
# Plan: Extract OAuth to Go Service
|
||||
|
||||
## Goal
|
||||
Move OAuth authentication handling from the Eagle Scala server into a separate Go service. This simplifies Eagle (gRPC-only, no HTTP), reduces complexity, and sets up for potentially moving JWT validation outside Eagle too.
|
||||
|
||||
## Architecture Decision: Sidecar Service (Not DO Functions)
|
||||
|
||||
**Recommendation: Go sidecar service on the same droplet, in a separate container**
|
||||
|
||||
**Why not DO Functions:**
|
||||
- OAuth requires **stateful sessions** (pendingOAuth/completedOAuth maps with 10-min TTL)
|
||||
- Client polling pattern (every 2 seconds) would incur high function invocation costs
|
||||
- Cold start latency problematic for auth flows
|
||||
- State would require external store (Redis), adding complexity
|
||||
|
||||
**Why sidecar (separate container):**
|
||||
- Simple process on same droplet, minimal network latency
|
||||
- In-memory state management (like current Scala impl)
|
||||
- Easy to monitor/debug alongside Eagle
|
||||
- Can share filesystem for key files (RSA keys) via volume mounts
|
||||
- **Independent deployment**: Deploying Eagle doesn't restart auth service (and vice versa)
|
||||
- **Independent scaling**: Could move to separate droplet later if needed
|
||||
|
||||
## Current Architecture (What Exists)
|
||||
|
||||
```
|
||||
Unity Client
|
||||
├── GetOAuthUrl RPC → Eagle AuthServiceImpl → OAuthService.getAuthUrl()
|
||||
├── [User browser auth] → HTTP callback → OAuthHttpHandler → OAuthService.handleCallback()
|
||||
├── CheckOAuthStatus RPC (polling) → AuthServiceImpl → OAuthService.checkStatus()
|
||||
└── All other RPCs include JWT → AuthorizationInterceptor validates
|
||||
```
|
||||
|
||||
**Key files:**
|
||||
- `src/main/scala/net/eagle0/eagle/auth/OAuthService.scala` - OAuth flow, state management
|
||||
- `src/main/scala/net/eagle0/eagle/auth/JwtService.scala` - JWT creation/validation
|
||||
- `src/main/scala/net/eagle0/eagle/auth/UserService.scala` - User CRUD (persisted)
|
||||
- `src/main/scala/net/eagle0/eagle/service/AuthServiceImpl.scala` - gRPC Auth service
|
||||
- `src/main/scala/net/eagle0/eagle/service/OAuthHttpHandler.scala` - HTTP callback handler
|
||||
|
||||
## Target Architecture (Phase 1)
|
||||
|
||||
```
|
||||
Unity Client
|
||||
├── GetOAuthUrl RPC ──────────────┐
|
||||
├── CheckOAuthStatus RPC (polling)├──→ Eagle (port 40032) ──proxy──→ Go Auth Container (port 40033)
|
||||
├── RefreshToken RPC ─────────────┘ │
|
||||
├── [User browser] → HTTP callback ────────────────────────────────────────┤
|
||||
│ ↓
|
||||
│ (Internal gRPC: GetOrCreateUser, GetUser)
|
||||
│ ↓
|
||||
└── Game RPCs with JWT ─────────────────────→ Eagle (port 40032) ← JWT validation stays here
|
||||
|
||||
[Same Droplet]
|
||||
┌─────────────────────────────────────────────────────────────────────────────┐
|
||||
│ │
|
||||
│ ┌──────────────────────┐ ┌────────────────────────────────────┐ │
|
||||
│ │ Go Auth Container │◄────────►│ Eagle Container │ │
|
||||
│ │ (eagle0-auth) │ internal │ (eagle0-server) │ │
|
||||
│ │ │ gRPC │ │ │
|
||||
│ │ - OAuth flow │ │ - JWT validation │ │
|
||||
│ │ - JWT creation │ │ - UserService (persistence) │ │
|
||||
│ │ - HTTP callback │ │ - Game logic │ │
|
||||
│ └──────────────────────┘ └────────────────────────────────────┘ │
|
||||
│ │ │ │
|
||||
│ └────────────────┬───────────────────────┘ │
|
||||
│ ▼ │
|
||||
│ /etc/eagle0/keys/ (shared volume) │
|
||||
│ - private.pem │
|
||||
│ - public.pem │
|
||||
└─────────────────────────────────────────────────────────────────────────────┘
|
||||
```
|
||||
|
||||
## Component Responsibilities
|
||||
|
||||
### Go Auth Service (NEW - separate container)
|
||||
- **OAuth flow**: getAuthUrl, handleCallback (HTTP), checkStatus
|
||||
- **State management**: pendingOAuth, completedOAuth maps with TTL
|
||||
- **JWT creation**: Issue access/refresh tokens (shares RSA private key with Eagle)
|
||||
- **Token refresh**: Validate refresh token, issue new access token
|
||||
- Calls Eagle's internal UserService gRPC to find/create users
|
||||
|
||||
### Eagle Server (SIMPLIFIED)
|
||||
- **JWT validation**: AuthorizationInterceptor stays (validates tokens on game RPCs)
|
||||
- **UserService**: Stays in Eagle (user persistence, display name logic)
|
||||
- **New internal gRPC**: Expose GetOrCreateUser, GetUser for Go service to call
|
||||
- **Proxy (Phase 1)**: Forward OAuth RPCs to Go service
|
||||
- **Remove (Phase 2)**: OAuthService, OAuthHttpHandler, HTTP server setup
|
||||
|
||||
### Unity Client (NO CHANGES in Phase 1)
|
||||
- Eagle proxies Auth RPCs to Go service
|
||||
- Client still connects to Eagle on port 40032
|
||||
|
||||
## Implementation Phases
|
||||
|
||||
### Phase 1: Go Auth Service with Eagle Proxy (Zero Client Changes)
|
||||
|
||||
1. **Create Go service structure**
|
||||
```
|
||||
src/main/go/net/eagle0/authservice/
|
||||
├── main.go # Entry point, starts gRPC + HTTP servers
|
||||
├── oauth.go # OAuth state management, provider configs
|
||||
├── jwt.go # JWT creation (copy logic from Scala)
|
||||
├── handlers.go # gRPC handlers for Auth service
|
||||
├── http_callback.go # HTTP handler for OAuth callback
|
||||
└── BUILD.bazel
|
||||
```
|
||||
|
||||
2. **Internal gRPC proto for Eagle UserService**
|
||||
```protobuf
|
||||
// src/main/protobuf/net/eagle0/eagle/internal/auth_internal.proto
|
||||
|
||||
service InternalUserService {
|
||||
rpc GetOrCreateUser(GetOrCreateUserRequest) returns (GetOrCreateUserResponse);
|
||||
rpc GetUser(GetUserRequest) returns (GetUserResponse);
|
||||
}
|
||||
|
||||
message GetOrCreateUserRequest {
|
||||
string provider = 1; // "discord" or "google"
|
||||
string provider_user_id = 2;
|
||||
string email = 3;
|
||||
string avatar_url = 4;
|
||||
}
|
||||
|
||||
message GetOrCreateUserResponse {
|
||||
string user_id = 1;
|
||||
string display_name = 2;
|
||||
string avatar_url = 3;
|
||||
bool is_admin = 4;
|
||||
bool is_new_user = 5;
|
||||
}
|
||||
```
|
||||
|
||||
3. **Eagle: Expose InternalUserService**
|
||||
- New `InternalUserServiceImpl.scala` wrapping UserService
|
||||
- Bind to same port, different service name (internal only)
|
||||
|
||||
4. **Eagle: Proxy Auth RPCs to Go**
|
||||
- AuthServiceImpl delegates GetOAuthUrl, CheckOAuthStatus, RefreshToken to Go service
|
||||
- SetDisplayName, GetCurrentUser, Logout stay in Eagle
|
||||
|
||||
5. **Share RSA keys via volume mount**
|
||||
- Go service reads same key files as Eagle
|
||||
- Both can create valid JWTs
|
||||
- Eagle continues to validate JWTs
|
||||
|
||||
6. **Docker/Container setup**
|
||||
- New Dockerfile for Go auth service
|
||||
- docker-compose or Kubernetes config for both containers
|
||||
- Shared volume for /etc/eagle0/keys/
|
||||
- Internal network for container-to-container gRPC
|
||||
|
||||
### Phase 2: Client Direct to Go Service (Future)
|
||||
|
||||
1. **Update Unity client**
|
||||
- Connect to Go Auth service directly for OAuth RPCs
|
||||
- Keep connecting to Eagle for game RPCs
|
||||
|
||||
2. **Remove Eagle proxy code**
|
||||
- Delete AuthServiceImpl OAuth delegation
|
||||
- AuthServiceImpl only handles SetDisplayName, GetCurrentUser, Logout
|
||||
|
||||
### Phase 3: Move JWT Validation to Go (Optional Future)
|
||||
|
||||
1. **Go service validates JWTs**
|
||||
- Add ValidateToken RPC or use shared middleware pattern
|
||||
|
||||
2. **Eagle calls Go for validation**
|
||||
- AuthorizationInterceptor calls Go to validate tokens
|
||||
- OR: Use stateless validation (both share public key)
|
||||
|
||||
## Files to Create
|
||||
|
||||
### Go Service
|
||||
- `src/main/go/net/eagle0/authservice/main.go`
|
||||
- `src/main/go/net/eagle0/authservice/oauth.go`
|
||||
- `src/main/go/net/eagle0/authservice/jwt.go`
|
||||
- `src/main/go/net/eagle0/authservice/handlers.go`
|
||||
- `src/main/go/net/eagle0/authservice/http_callback.go`
|
||||
- `src/main/go/net/eagle0/authservice/BUILD.bazel`
|
||||
|
||||
### Protos
|
||||
- `src/main/protobuf/net/eagle0/eagle/internal/auth_internal.proto`
|
||||
|
||||
### Scala
|
||||
- `src/main/scala/net/eagle0/eagle/service/InternalUserServiceImpl.scala`
|
||||
|
||||
### Docker/Deployment
|
||||
- `ci/auth_service.Dockerfile`
|
||||
- Update `docker-compose.yml` (or equivalent)
|
||||
|
||||
## Files to Modify
|
||||
|
||||
### Scala (Phase 1)
|
||||
- `src/main/scala/net/eagle0/eagle/service/AuthServiceImpl.scala` - Proxy OAuth RPCs to Go
|
||||
- `src/main/scala/net/eagle0/eagle/Main.scala` - Start internal user service, add auth-service-url flag
|
||||
|
||||
### Scala (Phase 2 - Removal)
|
||||
- Delete `src/main/scala/net/eagle0/eagle/auth/OAuthService.scala`
|
||||
- Delete `src/main/scala/net/eagle0/eagle/service/OAuthHttpHandler.scala`
|
||||
- Simplify `src/main/scala/net/eagle0/eagle/Main.scala` - Remove HTTP server
|
||||
|
||||
### Unity (Phase 2)
|
||||
- `Assets/Auth/OAuthManager.cs` - Point OAuth RPCs to Go service port
|
||||
- `Assets/EagleConnection.cs` - Add second channel for auth service
|
||||
|
||||
## Key Implementation Details
|
||||
|
||||
### State Management in Go
|
||||
```go
|
||||
type OAuthState struct {
|
||||
Provider string
|
||||
CreatedAt time.Time
|
||||
}
|
||||
|
||||
type OAuthResult struct {
|
||||
Success bool
|
||||
UserInfo *ProviderUserInfo
|
||||
Provider string
|
||||
Error string
|
||||
}
|
||||
|
||||
var pendingOAuth = sync.Map{} // state -> OAuthState
|
||||
var completedOAuth = sync.Map{} // state -> OAuthResult
|
||||
|
||||
const stateExpiration = 10 * time.Minute
|
||||
|
||||
// Background goroutine cleans expired states every minute
|
||||
func cleanupExpiredStates() {
|
||||
ticker := time.NewTicker(1 * time.Minute)
|
||||
for range ticker.C {
|
||||
cutoff := time.Now().Add(-stateExpiration)
|
||||
pendingOAuth.Range(func(key, value any) bool {
|
||||
if value.(OAuthState).CreatedAt.Before(cutoff) {
|
||||
pendingOAuth.Delete(key)
|
||||
}
|
||||
return true
|
||||
})
|
||||
// Similar for completedOAuth
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### JWT Creation in Go
|
||||
```go
|
||||
import "github.com/golang-jwt/jwt/v5"
|
||||
|
||||
type EagleClaims struct {
|
||||
jwt.RegisteredClaims
|
||||
UserId string `json:"userId"`
|
||||
DisplayName string `json:"displayName"`
|
||||
IsAdmin bool `json:"isAdmin"`
|
||||
}
|
||||
|
||||
func CreateAccessToken(userId, displayName string, isAdmin bool) (string, error) {
|
||||
claims := EagleClaims{
|
||||
RegisteredClaims: jwt.RegisteredClaims{
|
||||
ExpiresAt: jwt.NewNumericDate(time.Now().Add(7 * 24 * time.Hour)),
|
||||
IssuedAt: jwt.NewNumericDate(time.Now()),
|
||||
},
|
||||
UserId: userId,
|
||||
DisplayName: displayName,
|
||||
IsAdmin: isAdmin,
|
||||
}
|
||||
|
||||
token := jwt.NewWithClaims(jwt.SigningMethodRS256, claims)
|
||||
return token.SignedString(privateKey)
|
||||
}
|
||||
```
|
||||
|
||||
### OAuth Provider Configs
|
||||
- Read from environment variables (same as current OAuthConfig.scala)
|
||||
- DISCORD_CLIENT_ID, DISCORD_CLIENT_SECRET
|
||||
- GOOGLE_CLIENT_ID, GOOGLE_CLIENT_SECRET
|
||||
- OAUTH_CALLBACK_URL (e.g., https://eagle0.shardok.games/oauth/callback)
|
||||
|
||||
### Container Networking
|
||||
```yaml
|
||||
# docker-compose.yml example
|
||||
services:
|
||||
eagle0-auth:
|
||||
build:
|
||||
context: .
|
||||
dockerfile: ci/auth_service.Dockerfile
|
||||
ports:
|
||||
- "40033:40033" # gRPC
|
||||
- "8080:8080" # HTTP callback
|
||||
volumes:
|
||||
- ./keys:/etc/eagle0/keys:ro
|
||||
environment:
|
||||
- DISCORD_CLIENT_ID
|
||||
- DISCORD_CLIENT_SECRET
|
||||
- GOOGLE_CLIENT_ID
|
||||
- GOOGLE_CLIENT_SECRET
|
||||
- EAGLE_INTERNAL_URL=eagle0-server:40034
|
||||
|
||||
eagle0-server:
|
||||
build:
|
||||
context: .
|
||||
dockerfile: ci/eagle_run.Dockerfile
|
||||
ports:
|
||||
- "40032:40032" # Public gRPC
|
||||
expose:
|
||||
- "40034" # Internal gRPC (container-to-container only)
|
||||
volumes:
|
||||
- ./keys:/etc/eagle0/keys:ro
|
||||
- ./data:/var/lib/eagle0
|
||||
environment:
|
||||
- AUTH_SERVICE_URL=eagle0-auth:40033
|
||||
```
|
||||
|
||||
## Deployment
|
||||
|
||||
### Development
|
||||
```bash
|
||||
# Terminal 1: Go Auth Service
|
||||
bazel run //src/main/go/net/eagle0/authservice:authservice -- \
|
||||
--grpc-port=40033 \
|
||||
--http-port=8080 \
|
||||
--eagle-internal-url=localhost:40034
|
||||
|
||||
# Terminal 2: Eagle Server
|
||||
bazel run //src/main/scala/net/eagle0/eagle:eagle_server -- \
|
||||
--eagle-grpc-port=40032 \
|
||||
--internal-grpc-port=40034 \
|
||||
--auth-service-url=localhost:40033
|
||||
```
|
||||
|
||||
### Production
|
||||
- Both containers on same droplet via docker-compose
|
||||
- Shared volume for RSA keys at /etc/eagle0/keys/
|
||||
- Internal Docker network for container-to-container communication
|
||||
- External access: 40032 (Eagle gRPC), 8080 (OAuth HTTP callback)
|
||||
|
||||
## Testing Strategy
|
||||
|
||||
1. **Unit tests for Go service**
|
||||
- OAuth state management (expiration, cleanup)
|
||||
- JWT creation matches Scala output (test with same keys)
|
||||
- HTTP callback parsing
|
||||
|
||||
2. **Integration tests**
|
||||
- Go service ↔ Eagle internal gRPC
|
||||
- Full OAuth flow with mock provider
|
||||
|
||||
3. **Existing tests continue to pass**
|
||||
- All Scala tests (JWT validation, user service)
|
||||
|
||||
4. **End-to-end test**
|
||||
- Spin up both containers
|
||||
- Run OAuth flow through proxy
|
||||
|
||||
## Risks and Mitigations
|
||||
|
||||
| Risk | Mitigation |
|
||||
|------|------------|
|
||||
| Key file permissions | Shared volume with read-only mount |
|
||||
| State loss on Go restart | Document this (same as current Scala behavior); consider Redis later |
|
||||
| Clock skew affecting JWT | Both on same machine |
|
||||
| OAuth callback race | HTTP callback completes before gRPC poll |
|
||||
| Container networking | Use docker-compose for reliable internal DNS |
|
||||
| Proxy adds latency | Minimal (same machine), remove in Phase 2 |
|
||||
|
||||
## Estimated Scope
|
||||
|
||||
- **Phase 1**: ~500-700 lines Go, ~100 lines Scala changes, ~50 lines Docker config
|
||||
- **Phase 2**: ~50 lines Unity, deletion of ~300 lines Scala
|
||||
- **Phase 3**: Optional, separate decision
|
||||
|
||||
## Alternative Considered: Move Everything to Go
|
||||
|
||||
Could move UserService to Go as well, but:
|
||||
- UserService is tightly integrated with game persistence
|
||||
- Would require duplicating persistence layer
|
||||
- Not worth the complexity for now
|
||||
|
||||
Keep UserService in Eagle, expose via internal gRPC.
|
||||
|
||||
## Open Questions
|
||||
|
||||
1. **HTTP callback routing**: Does the OAuth callback URL need to change, or can we route traffic from the existing URL to the new Go service?
|
||||
2. **Health checks**: Should we add health check endpoints for container orchestration?
|
||||
3. **Logging**: Should Go service log to same format/destination as Eagle?
|
||||
@@ -0,0 +1,350 @@
|
||||
# OAuth Implementation: Next Steps and Design
|
||||
|
||||
## Executive Summary
|
||||
|
||||
The OAuth implementation is functional but has several gaps that need addressing before it's production-ready. This document outlines the known issues, proposes a comprehensive user identity model, and provides a prioritized implementation plan.
|
||||
|
||||
## Current State (Updated January 2026)
|
||||
|
||||
### What Works ✅
|
||||
- Discord OAuth flow (server-mediated polling)
|
||||
- Google OAuth flow
|
||||
- JWT token generation and validation
|
||||
- User creation and display name setting
|
||||
- Auto-login with stored tokens
|
||||
- Basic game creation and play with OAuth users
|
||||
- Headshot fetching via public CDN (no auth required)
|
||||
- Logout button in lobby (preserves tokens for quick reconnect)
|
||||
- Environment (prod/qa) and user display in lobby
|
||||
- Game identity with userName = displayName (PR #4964 merged)
|
||||
|
||||
### Known Issues
|
||||
|
||||
#### 1. Game Identity Model Fragility (Deferred)
|
||||
**Status**: Accepted for now. PR #4964 merged with `userName = displayName`.
|
||||
|
||||
**Current behavior**:
|
||||
- Games store `userNameToFactionId: Map[String, Int]`
|
||||
- For JWT users, this maps displayName → factionId
|
||||
- displayName is technically mutable (users could change it)
|
||||
- No migration path when displayName changes
|
||||
|
||||
**Why this is acceptable**:
|
||||
1. We don't currently have a "change display name" feature
|
||||
2. The alternative (using userId) requires more extensive changes
|
||||
3. Can migrate to userId-based identity later if needed
|
||||
|
||||
#### 2. In-Game Headshot Fetching ✅ FIXED
|
||||
**Solution**: Made the `eagle0-headshots` S3 bucket public and enabled CDN.
|
||||
- Client now fetches directly from `https://eagle0-headshots.sfo3.cdn.digitaloceanspaces.com/`
|
||||
- No authentication required
|
||||
- Works for both OAuth and Basic Auth users
|
||||
- Simpler architecture, no dependency on home Mac server
|
||||
|
||||
#### 3. Logout from Lobby ✅ FIXED
|
||||
**Solution**: Added logout button to lobby UI (PR #4967).
|
||||
- Button disconnects from server and returns to connection screen
|
||||
- Intentionally does NOT clear OAuth tokens
|
||||
- Allows quick reconnect with same account without full OAuth flow
|
||||
|
||||
#### 4. Display Name Uniqueness Not Enforced (Medium) - OPEN
|
||||
**Problem**: User was able to set displayName "nolen" when that name was already taken.
|
||||
|
||||
**Root cause**: Unknown - needs investigation. Either:
|
||||
- The uniqueness check is buggy
|
||||
- The displayNameIndex wasn't populated correctly during user creation
|
||||
- Race condition during concurrent registrations
|
||||
|
||||
#### 5. Admin Server Crashes ✅ FIXED
|
||||
**Solution**: PR #4964 sets `userName = displayName` for JWT users.
|
||||
|
||||
#### 6. Intermittent "Expired" Errors During Login (Medium) - INVESTIGATING
|
||||
**Problem**: Users occasionally get "OAuth session expired" errors even when server logs show the callback succeeded.
|
||||
|
||||
**Status**: Added diagnostic logging in PR #4974 to trace:
|
||||
- State creation in `getAuthUrl`
|
||||
- State lookup in `handleCallback`
|
||||
- Result lookup in `checkStatus`
|
||||
|
||||
**Possible causes**:
|
||||
- State mismatch between client and server
|
||||
- Race condition in polling
|
||||
- Cleanup running at wrong time
|
||||
|
||||
#### 7. Token Expiry Field Bug ✅ FIXED
|
||||
**Problem**: `CheckOAuthStatusResponse.expiresAt` was returning refresh token expiry (30 days) instead of access token expiry (7 days).
|
||||
|
||||
**Solution**: Fixed in PR #4974 to calculate correct access token expiry.
|
||||
|
||||
---
|
||||
|
||||
## Proposed User Identity Model
|
||||
|
||||
### Design Principles
|
||||
|
||||
1. **Stable Internal Identity**: `userId` (UUID) is the only key used for persistent associations
|
||||
2. **Display Name is Cosmetic**: Can change without breaking game associations
|
||||
3. **Backwards Compatibility**: Basic Auth continues to work for local development
|
||||
4. **Multi-Provider Support**: Users can link Discord, Google, and future providers
|
||||
5. **Avatar Flexibility**: Use OAuth avatar by default, support custom uploads later
|
||||
|
||||
### Data Model
|
||||
|
||||
```
|
||||
User {
|
||||
userId: String (UUID) // Primary key, immutable, used for all internal references
|
||||
displayName: String // Unique, user-visible, mutable with migration
|
||||
displayNameLower: String // Case-insensitive uniqueness
|
||||
email: String // Primary email for account recovery/linking
|
||||
avatarUrl: String // Current avatar URL
|
||||
avatarData: bytes // Cached avatar for offline/fast access (future)
|
||||
oauthIdentities: [OAuthIdentity]
|
||||
createdAt: Timestamp
|
||||
lastLoginAt: Timestamp
|
||||
isAdmin: Boolean
|
||||
}
|
||||
|
||||
OAuthIdentity {
|
||||
provider: String // "discord", "google", etc.
|
||||
providerUserId: String // Provider's user ID
|
||||
providerEmail: String // Email from this provider
|
||||
avatarUrl: String // Avatar from this provider
|
||||
linkedAt: Timestamp
|
||||
}
|
||||
```
|
||||
|
||||
### Identity Resolution Strategy
|
||||
|
||||
The key question: **What should `AuthorizationUtils.userName` return?**
|
||||
|
||||
#### Option A: userName = displayName (Current PR #4964)
|
||||
- **Pro**: Human-readable in logs, game saves, debugging
|
||||
- **Con**: Breaks if displayName changes
|
||||
- **Migration**: None needed now, complex later
|
||||
|
||||
#### Option B: userName = userId (Recommended)
|
||||
- **Pro**: Stable identity, displayName changes are safe
|
||||
- **Con**: UUIDs in logs are ugly, need display name lookup for UI
|
||||
- **Migration**: Cleaner long-term, but breaking change for any existing OAuth games
|
||||
|
||||
#### Option C: Hybrid with Migration Support
|
||||
- **userName** = userId for new games
|
||||
- **Legacy lookup** for old games by displayName
|
||||
- **Display layer** resolves userId → displayName for UI
|
||||
|
||||
**Recommendation**: Option B with a display name resolution layer. The ugliness in logs is acceptable for the stability it provides. Implement a `UserService.resolveDisplayName(identifier: String): String` that returns displayName for UUIDs or the identifier itself for legacy usernames.
|
||||
|
||||
### Account Linking Strategy
|
||||
|
||||
#### Automatic Linking (Future)
|
||||
When a user logs in with a new OAuth provider:
|
||||
1. Check if the provider email matches an existing user's email
|
||||
2. If match found, prompt: "An account exists with this email. Link accounts?"
|
||||
3. If confirmed, add new OAuthIdentity to existing user
|
||||
4. If declined, create separate account (different email required)
|
||||
|
||||
#### Manual Linking (MVP)
|
||||
1. User logs in with primary account
|
||||
2. User goes to Settings → Linked Accounts
|
||||
3. User clicks "Link Discord" or "Link Google"
|
||||
4. OAuth flow adds new identity to current user
|
||||
|
||||
### Avatar/Headshot Strategy
|
||||
|
||||
#### Phase 1: OAuth Avatars (MVP)
|
||||
- Store `avatarUrl` from OAuth provider during login
|
||||
- Server proxies avatar requests to avoid CORS issues
|
||||
- Cache avatars locally with TTL
|
||||
|
||||
#### Phase 2: Avatar Caching
|
||||
- Download avatar to local storage on login
|
||||
- Serve from local storage for reliability
|
||||
- Refresh periodically or on login
|
||||
|
||||
#### Phase 3: Custom Avatars (Future)
|
||||
- Allow users to upload custom avatar
|
||||
- Store in S3/DO Spaces
|
||||
- Custom avatar overrides OAuth avatar
|
||||
|
||||
---
|
||||
|
||||
## Implementation Plan
|
||||
|
||||
### Phase 1: Stabilization ✅ COMPLETE
|
||||
|
||||
#### 1.1 Fix Display Name Uniqueness Bug - OPEN
|
||||
- [ ] Investigate why "nolen" was allowed when it existed
|
||||
- [ ] Add logging to `setDisplayName` to trace the issue
|
||||
- [ ] Ensure `displayNameIndex` is correctly maintained
|
||||
- [ ] Add unit tests for uniqueness enforcement
|
||||
|
||||
#### 1.2 Add Logout Button to Lobby ✅ DONE
|
||||
- [x] Add "Logout" button to lobby UI
|
||||
- [x] Disconnect from server
|
||||
- [x] Navigate to connection screen
|
||||
- [x] Preserve OAuth tokens for quick reconnect (intentional change from original plan)
|
||||
|
||||
#### 1.3 Merge PR #4964 (userName = displayName) ✅ DONE
|
||||
- [x] Merged - games work with OAuth users
|
||||
- [x] Documented limitation (games break if displayName changes)
|
||||
|
||||
#### 1.4 Fix Headshot Fetching ✅ DONE
|
||||
- [x] Made eagle0-headshots bucket public
|
||||
- [x] Client fetches directly from CDN
|
||||
- [x] No authentication required
|
||||
|
||||
#### 1.5 Add Lobby Status Display ✅ DONE
|
||||
- [x] Show environment (prod/qa) in lobby
|
||||
- [x] Show current user in lobby (OAuth displayName or classic username)
|
||||
|
||||
### Phase 2: Remaining Work (Priority Order)
|
||||
|
||||
#### 2.1 Diagnose Intermittent "Expired" Errors - IN PROGRESS
|
||||
- [x] Add diagnostic logging (PR #4974)
|
||||
- [ ] Deploy and reproduce the issue
|
||||
- [ ] Analyze logs to identify root cause
|
||||
- [ ] Implement fix based on findings
|
||||
|
||||
#### 2.2 Fix Display Name Uniqueness
|
||||
- [ ] Investigate UserService.setDisplayName logic
|
||||
- [ ] Check displayNameIndex population
|
||||
- [ ] Add logging to trace the issue
|
||||
- [ ] Fix the bug and add tests
|
||||
|
||||
#### 2.3 Wire Up Lobby UI in Unity
|
||||
- [ ] Connect `lobbyEnvironmentText` to TextMeshProUGUI in scene
|
||||
- [ ] Connect `lobbyUserText` to TextMeshProUGUI in scene
|
||||
|
||||
#### 2.4 Implement Token Refresh During Gameplay
|
||||
- [ ] Implement `RefreshToken` RPC on server (currently throws UNIMPLEMENTED)
|
||||
- [ ] Store refresh tokens server-side for validation
|
||||
- [ ] Add proactive refresh in client before token expires
|
||||
- [ ] Handle refresh during reconnection attempts
|
||||
|
||||
### Phase 3: Nice-to-Haves (Future)
|
||||
|
||||
#### 3.1 Proactive Token Refresh
|
||||
- [ ] Monitor token expiry in client
|
||||
- [ ] Refresh automatically when < 5 minutes remaining
|
||||
- [ ] Update TokenStorage with new access token
|
||||
|
||||
#### 3.2 Better Error Messages
|
||||
- [ ] Distinguish between network errors and auth errors
|
||||
- [ ] Show user-friendly messages for OAuth failures
|
||||
- [ ] Add retry suggestions
|
||||
|
||||
#### 3.3 Session Persistence Across Server Restarts
|
||||
- [ ] Move pendingOAuth from in-memory TrieMap to Redis/database
|
||||
- [ ] Move completedOAuth to Redis with TTL
|
||||
- [ ] Server can restart without breaking in-flight OAuth flows
|
||||
|
||||
#### 3.4 Migrate to userId-based Game Identity (Deferred)
|
||||
- [ ] Change `AuthorizationUtils.userName` to return `userId` for JWT users
|
||||
- [ ] Add `UserService.resolveDisplayName(id: String): String` for UI display
|
||||
- [ ] Update game UI to resolve userIds to displayNames
|
||||
- [ ] Existing Basic Auth games continue to work (userName is literal)
|
||||
|
||||
#### 3.5 Display Name Change Support (Requires 3.4)
|
||||
- [ ] Add `ChangeDisplayName` RPC
|
||||
- [ ] Validate new name is unique
|
||||
- [ ] Update user record
|
||||
- [ ] No game migration needed (games use userId)
|
||||
|
||||
### Phase 3: Multi-Provider Support (Future)
|
||||
|
||||
#### 3.1 Account Linking UI
|
||||
- [ ] Add Settings page with "Linked Accounts" section
|
||||
- [ ] Show currently linked providers
|
||||
- [ ] "Link Another Account" button triggers OAuth flow
|
||||
- [ ] `LinkOAuthProvider` RPC adds identity to current user
|
||||
|
||||
#### 3.2 Login Provider Selection
|
||||
- [ ] If user has multiple providers, any can be used to login
|
||||
- [ ] All resolve to same userId
|
||||
- [ ] Session shows which provider was used
|
||||
|
||||
#### 3.3 Account Merging (Complex)
|
||||
- [ ] Handle case where user created separate accounts
|
||||
- [ ] Merge game history, stats, etc.
|
||||
- [ ] Delete duplicate user record
|
||||
- [ ] This is complex - may defer or not implement
|
||||
|
||||
### Phase 4: Enhanced Avatars (Future)
|
||||
|
||||
#### 4.1 Avatar Caching
|
||||
- [ ] Download avatars to S3/DO Spaces on login
|
||||
- [ ] Serve from our CDN
|
||||
- [ ] Refresh on login if changed
|
||||
|
||||
#### 4.2 Custom Avatar Upload
|
||||
- [ ] Upload endpoint with size/format validation
|
||||
- [ ] Store in S3/DO Spaces
|
||||
- [ ] Custom avatar overrides OAuth avatar
|
||||
|
||||
---
|
||||
|
||||
## Technical Debt to Address
|
||||
|
||||
1. **Context Propagation in Futures**: PR #4960 fixed `setDisplayName` and `getCurrentUser`, but audit all `Future` blocks that access `AuthorizationUtils`
|
||||
|
||||
2. **Dual Auth Support**: The system supports both Basic Auth and JWT. Consider:
|
||||
- Should Basic Auth be deprecated for production?
|
||||
- Should it remain for local development only?
|
||||
- How do Basic Auth users interact with OAuth users in the same game?
|
||||
|
||||
3. **Token Refresh**: `RefreshToken` RPC throws UNIMPLEMENTED. Need to:
|
||||
- Implement refresh token storage and validation
|
||||
- Handle token refresh in client
|
||||
- Consider refresh token rotation for security
|
||||
|
||||
4. **Session Management**: No server-side session tracking. Consider:
|
||||
- Track active sessions per user
|
||||
- Allow "logout all devices"
|
||||
- Detect concurrent logins
|
||||
|
||||
---
|
||||
|
||||
## Open Questions
|
||||
|
||||
1. **What happens when a Basic Auth user and OAuth user have the same name?**
|
||||
- Currently possible - Basic Auth doesn't check UserService
|
||||
- Could cause confusion in games
|
||||
- Solution: Require OAuth for multiplayer? Or namespace Basic Auth names?
|
||||
|
||||
2. **Should displayName changes be allowed?**
|
||||
- With userId-based identity, it's safe
|
||||
- But could cause confusion ("who is this new player?")
|
||||
- Consider: rate limit changes, show "formerly known as" temporarily
|
||||
|
||||
3. **How to handle OAuth provider account deletion?**
|
||||
- User deletes their Discord account
|
||||
- Their Eagle0 account still exists
|
||||
- They can't login unless they linked another provider
|
||||
- Solution: Encourage linking multiple providers, or add email/password fallback
|
||||
|
||||
4. **Admin impersonation with OAuth**
|
||||
- Currently works via X-Impersonate-User header
|
||||
- Should this use userId or displayName?
|
||||
- Probably userId for stability
|
||||
|
||||
---
|
||||
|
||||
## Appendix: File Locations
|
||||
|
||||
### Server (Scala)
|
||||
- `src/main/scala/net/eagle0/eagle/auth/UserService.scala` - User CRUD
|
||||
- `src/main/scala/net/eagle0/eagle/auth/JwtService.scala` - Token generation/validation
|
||||
- `src/main/scala/net/eagle0/eagle/auth/OAuthService.scala` - OAuth flow
|
||||
- `src/main/scala/net/eagle0/eagle/service/AuthServiceImpl.scala` - gRPC Auth service
|
||||
- `src/main/scala/net/eagle0/eagle/service/AuthorizationInterceptor.scala` - Auth middleware
|
||||
- `src/main/scala/net/eagle0/eagle/service/AuthorizationUtils.scala` - Context accessors
|
||||
|
||||
### Client (C#)
|
||||
- `Assets/Auth/AuthClient.cs` - gRPC client for Auth service
|
||||
- `Assets/Auth/OAuthManager.cs` - OAuth flow orchestration
|
||||
- `Assets/Auth/TokenStorage.cs` - Persistent token storage
|
||||
- `Assets/Auth/JwtAuthInterceptor.cs` - Attaches JWT to requests
|
||||
|
||||
### Protos
|
||||
- `src/main/protobuf/net/eagle0/eagle/api/auth.proto` - Auth service definition
|
||||
- `src/main/protobuf/net/eagle0/eagle/internal/user/user.proto` - User data model
|
||||
@@ -0,0 +1,216 @@
|
||||
# Shardok Latency Hiding Strategies
|
||||
|
||||
## Problem Statement
|
||||
|
||||
With Shardok running on Hetzner (Helsinki) and Eagle on DigitalOcean (US), the round-trip latency for human commands is ~200-400ms:
|
||||
|
||||
```
|
||||
Human posts command:
|
||||
Unity → Eagle (DO) → Shardok (Hetzner) → Eagle (DO) → Unity
|
||||
~10ms ~100ms ~100ms ~10ms
|
||||
Total: ~220ms round-trip
|
||||
```
|
||||
|
||||
This latency is acceptable for AI turns (users watch animations anyway), but creates noticeable lag when humans post commands.
|
||||
|
||||
---
|
||||
|
||||
## Strategy 1: Client-Side Animation Masking
|
||||
|
||||
### Concept
|
||||
|
||||
Start animations immediately when the user clicks, before server confirmation arrives. The animation duration masks the network latency.
|
||||
|
||||
### Implementation by Command Type
|
||||
|
||||
**Movement Commands** (deterministic):
|
||||
- Client knows the destination hex and movement path
|
||||
- Start movement animation immediately on click
|
||||
- Server confirms the move (should always match)
|
||||
- If server rejects (invalid state), snap unit back to origin
|
||||
|
||||
**Attack Commands** (RNG-dependent):
|
||||
- Show attack animation immediately (unit swings sword, fires arrow)
|
||||
- Wait for server to return dice roll result
|
||||
- Show damage numbers / hit effects when server responds
|
||||
- Animation typically takes 300-500ms, masking most of the latency
|
||||
|
||||
**End Turn**:
|
||||
- Latency not noticeable (user expects transition delay)
|
||||
|
||||
### Unity Implementation Sketch
|
||||
|
||||
```csharp
|
||||
// In CommandHandler.cs
|
||||
public void OnCommandSelected(Command command) {
|
||||
// Start animation immediately
|
||||
if (command.Type == CommandType.Move) {
|
||||
unitController.StartMoveAnimation(command.TargetHex);
|
||||
} else if (command.Type == CommandType.Attack) {
|
||||
unitController.StartAttackAnimation(command.TargetUnit);
|
||||
}
|
||||
|
||||
// Send to server in parallel
|
||||
connection.SendCommand(command, (response) => {
|
||||
if (response.Success) {
|
||||
// Animation continues, apply result
|
||||
ApplyCommandResult(response);
|
||||
} else {
|
||||
// Rollback animation
|
||||
unitController.CancelAnimation();
|
||||
ShowError(response.ErrorMessage);
|
||||
}
|
||||
});
|
||||
}
|
||||
```
|
||||
|
||||
### Pros
|
||||
- Simple implementation
|
||||
- No server-side changes
|
||||
- Works with existing architecture
|
||||
|
||||
### Cons
|
||||
- Doesn't eliminate latency for attacks with RNG (must wait for dice roll)
|
||||
- Rollback needed if server rejects command (rare but possible)
|
||||
|
||||
### Estimated Improvement
|
||||
- Movement: ~200ms latency hidden (feels instant)
|
||||
- Attacks: ~100-200ms hidden by animation, ~100ms visible wait for dice result
|
||||
|
||||
---
|
||||
|
||||
## Strategy 2: Split Shardok Architecture
|
||||
|
||||
### Concept
|
||||
|
||||
Run two Shardok instances:
|
||||
- **Shardok-Primary (DigitalOcean)**: Handles command processing, source of truth
|
||||
- **Shardok-AI (Hetzner)**: AI computation only
|
||||
|
||||
Human commands go to the nearby Primary for low latency. AI computation uses the powerful Hetzner instance.
|
||||
|
||||
### Architecture
|
||||
|
||||
```
|
||||
Human commands (low latency ~20ms)
|
||||
Unity ←→ Eagle ←→ Shardok-Primary (DigitalOcean)
|
||||
↓ state sync (when AI turn starts)
|
||||
Shardok-AI (Hetzner)
|
||||
↑ AI command response
|
||||
```
|
||||
|
||||
### How It Works
|
||||
|
||||
**Human Turn:**
|
||||
1. Human posts command → Eagle → Shardok-Primary (DO)
|
||||
2. Primary processes command immediately (~10ms local)
|
||||
3. Primary streams result to client via Eagle (~10ms)
|
||||
4. **Total latency: ~20ms** (vs ~220ms current)
|
||||
|
||||
**AI Turn:**
|
||||
1. When AI's turn starts, Primary sends game state snapshot to Hetzner
|
||||
2. Shardok-AI computes best command using full CPU power
|
||||
3. Shardok-AI returns command index to Primary
|
||||
4. Primary executes command locally and streams to client
|
||||
5. Repeat until AI turn ends
|
||||
|
||||
### Protocol Changes
|
||||
|
||||
```protobuf
|
||||
// New service for AI-only computation
|
||||
service ShardokAIService {
|
||||
// Send game state, receive AI's chosen command
|
||||
rpc GetAICommand(AICommandRequest) returns (AICommandResponse);
|
||||
}
|
||||
|
||||
message AICommandRequest {
|
||||
bytes game_state = 1; // Serialized game state
|
||||
int32 player_id = 2; // Which AI player
|
||||
repeated bytes available_commands = 3; // Available command descriptors
|
||||
}
|
||||
|
||||
message AICommandResponse {
|
||||
int32 command_index = 1; // Index into available_commands
|
||||
int32 search_depth = 2; // For debugging
|
||||
double best_score = 3; // For debugging
|
||||
}
|
||||
```
|
||||
|
||||
### Shardok-Primary Requirements
|
||||
|
||||
Shardok-Primary on DigitalOcean needs to:
|
||||
- Process all commands (human and AI)
|
||||
- Maintain authoritative game state
|
||||
- Serialize/deserialize game state for AI requests
|
||||
- Run on minimal CPU (command processing is fast)
|
||||
|
||||
This is essentially the current Shardok, but without running the AI search.
|
||||
|
||||
### Shardok-AI Requirements
|
||||
|
||||
Shardok-AI on Hetzner needs to:
|
||||
- Receive game state snapshots
|
||||
- Run AI evaluation (IterativeDeepeningAI or MCTS)
|
||||
- Return best command index
|
||||
- No persistent state (stateless worker)
|
||||
|
||||
### AI Turn Latency
|
||||
|
||||
Each AI command has ~200ms network latency. This is acceptable because:
|
||||
1. User is watching animations anyway
|
||||
2. Natural pacing lets user observe AI decisions
|
||||
3. AI computation is fast on Hetzner's 16 cores
|
||||
|
||||
For a typical AI turn with 5 commands: 5 × 200ms = 1 second network overhead, plus AI thinking time. With animations, this feels natural.
|
||||
|
||||
### Implementation Phases
|
||||
|
||||
**Phase 1: Add Shardok-Primary (minimal)**
|
||||
- Deploy existing Shardok container to DigitalOcean
|
||||
- Configure Eagle to use local Shardok for all commands
|
||||
- Human latency immediately improves
|
||||
|
||||
**Phase 2: Add AI offload**
|
||||
- Implement `ShardokAIService` RPC
|
||||
- Shardok-Primary calls Hetzner for AI commands
|
||||
- Shardok-AI processes requests statelessly
|
||||
|
||||
**Phase 3: Optimize**
|
||||
- Batch multiple AI actions if possible
|
||||
- Pre-warm Shardok-AI connection
|
||||
- Add fallback if Hetzner unavailable
|
||||
|
||||
### Pros
|
||||
- Human command latency drops from ~220ms to ~20ms
|
||||
- AI still gets Hetzner's CPU power
|
||||
- Clear separation of concerns
|
||||
- Shardok-Primary can fall back to local AI if Hetzner unavailable
|
||||
|
||||
### Cons
|
||||
- Two Shardok instances to maintain
|
||||
- State serialization overhead for AI requests
|
||||
- Each AI action has network round-trip (acceptable with animations)
|
||||
|
||||
---
|
||||
|
||||
## Comparison
|
||||
|
||||
| Approach | Human Latency | AI Throughput | Complexity | Changes Required |
|
||||
|----------|---------------|---------------|------------|------------------|
|
||||
| Current | ~220ms | High | - | - |
|
||||
| Animation masking | ~220ms (perceived ~50ms) | High | Low | Unity only |
|
||||
| Split architecture | ~20ms | High | Medium | New RPC, two deployments |
|
||||
|
||||
---
|
||||
|
||||
## Recommendation
|
||||
|
||||
**Phase 1 (now)**: Implement animation masking in Unity client
|
||||
- Quick win, no server changes
|
||||
- Improves perceived latency significantly for movement
|
||||
- Attacks still show dice animation while waiting
|
||||
|
||||
**Phase 2 (future)**: Split architecture if animation masking insufficient
|
||||
- Only needed if users complain about attack latency
|
||||
- More complex but provides true low latency
|
||||
- Natural evolution of current architecture
|
||||
@@ -9,6 +9,8 @@ require (
|
||||
github.com/aws/aws-sdk-go-v2/config v1.28.10
|
||||
github.com/aws/aws-sdk-go-v2/credentials v1.17.51
|
||||
github.com/aws/aws-sdk-go-v2/service/s3 v1.72.2
|
||||
github.com/golang-jwt/jwt/v5 v5.2.1
|
||||
github.com/google/uuid v1.6.0
|
||||
google.golang.org/grpc v1.68.0
|
||||
google.golang.org/protobuf v1.36.3
|
||||
)
|
||||
|
||||
@@ -34,9 +34,13 @@ github.com/aws/aws-sdk-go-v2/service/sts v1.33.6 h1:VwhTrsTuVn52an4mXx29PqRzs2Dv
|
||||
github.com/aws/aws-sdk-go-v2/service/sts v1.33.6/go.mod h1:+8h7PZb3yY5ftmVLD7ocEoE98hdc8PoKS0H3wfx1dlc=
|
||||
github.com/aws/smithy-go v1.22.1 h1:/HPHZQ0g7f4eUeK6HKglFz8uwVfZKgoI25rb/J+dnro=
|
||||
github.com/aws/smithy-go v1.22.1/go.mod h1:irrKGvNn1InZwb2d7fkIRNucdfwR8R+Ts3wxYa/cJHg=
|
||||
github.com/golang-jwt/jwt/v5 v5.2.1 h1:OuVbFODueb089Lh128TAcimifWaLhJwVflnrgM17wHk=
|
||||
github.com/golang-jwt/jwt/v5 v5.2.1/go.mod h1:pqrtFR0X4osieyHYxtmOUWsAWrfe1Q5UVIyoH402zdk=
|
||||
github.com/golang/protobuf v1.5.4 h1:i7eJL8qZTpSEXOPTxNKhASYpMn+8e5Q6AdndVa1dWek=
|
||||
github.com/golang/protobuf v1.5.4/go.mod h1:lnTiLA8Wa4RWRcIUkrtSVa5nRhsEGBg48fD6rSs7xps=
|
||||
github.com/google/go-cmp v0.5.5/go.mod h1:v8dTdLbMG2kIc/vJvl+f65V22dbkXbowE6jgT/gNBxE=
|
||||
github.com/google/uuid v1.6.0 h1:NIvaJDMOsjHA8n1jAhLSgzrAzy1Hgr+hNrb57e+94F0=
|
||||
github.com/google/uuid v1.6.0/go.mod h1:TIyPZe4MgqvfeYDBFedMoGGpEw/LqOeaOT+nhxU+yHo=
|
||||
golang.org/x/text v0.25.0 h1:qVyWApTSYLk/drJRO5mDlNYskwQznZmkpV2c8q9zls4=
|
||||
golang.org/x/text v0.25.0/go.mod h1:WEdwpYrmk1qmdHvhkSTNPm3app7v4rsT8F2UD6+VHIA=
|
||||
golang.org/x/xerrors v0.0.0-20191204190536-9bdfabe68543/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
|
||||
|
||||
+33
-2
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"__AUTOGENERATED_FILE_DO_NOT_MODIFY_THIS_FILE_MANUALLY": "THERE_IS_NO_DATA_ONLY_ZUUL",
|
||||
"__INPUT_ARTIFACTS_HASH": -1064460283,
|
||||
"__RESOLVED_ARTIFACTS_HASH": -1574144850,
|
||||
"__INPUT_ARTIFACTS_HASH": -2049857450,
|
||||
"__RESOLVED_ARTIFACTS_HASH": -1728186926,
|
||||
"conflict_resolution": {
|
||||
"com.google.guava:failureaccess:1.0.1": "com.google.guava:failureaccess:1.0.2",
|
||||
"com.squareup.okio:okio:2.10.0": "com.squareup.okio:okio:3.6.0",
|
||||
@@ -413,6 +413,12 @@
|
||||
},
|
||||
"version": "0.27.0"
|
||||
},
|
||||
"io.sentry:sentry": {
|
||||
"shasums": {
|
||||
"jar": "740a118182fc089d307830f4e508372e01ad94639b00b4e1b1d83762298a5f35"
|
||||
},
|
||||
"version": "7.19.0"
|
||||
},
|
||||
"javax.activation:javax.activation-api": {
|
||||
"shasums": {
|
||||
"jar": "43fdef0b5b6ceb31b0424b208b930c74ab58fac2ceeb7b3f6fd3aeb8b5ca4393"
|
||||
@@ -1785,6 +1791,30 @@
|
||||
"io.perfmark:perfmark-api": [
|
||||
"io.perfmark"
|
||||
],
|
||||
"io.sentry:sentry": [
|
||||
"io.sentry",
|
||||
"io.sentry.backpressure",
|
||||
"io.sentry.cache",
|
||||
"io.sentry.clientreport",
|
||||
"io.sentry.config",
|
||||
"io.sentry.exception",
|
||||
"io.sentry.hints",
|
||||
"io.sentry.instrumentation.file",
|
||||
"io.sentry.internal.debugmeta",
|
||||
"io.sentry.internal.gestures",
|
||||
"io.sentry.internal.modules",
|
||||
"io.sentry.internal.viewhierarchy",
|
||||
"io.sentry.metrics",
|
||||
"io.sentry.profilemeasurements",
|
||||
"io.sentry.protocol",
|
||||
"io.sentry.rrweb",
|
||||
"io.sentry.transport",
|
||||
"io.sentry.util",
|
||||
"io.sentry.util.thread",
|
||||
"io.sentry.vendor",
|
||||
"io.sentry.vendor.gson.internal.bind.util",
|
||||
"io.sentry.vendor.gson.stream"
|
||||
],
|
||||
"javax.activation:javax.activation-api": [
|
||||
"javax.activation"
|
||||
],
|
||||
@@ -2452,6 +2482,7 @@
|
||||
"io.opencensus:opencensus-contrib-grpc-metrics",
|
||||
"io.opencensus:opencensus-contrib-http-util",
|
||||
"io.perfmark:perfmark-api",
|
||||
"io.sentry:sentry",
|
||||
"javax.activation:javax.activation-api",
|
||||
"javax.xml.bind:jaxb-api",
|
||||
"joda-time:joda-time",
|
||||
|
||||
@@ -33,6 +33,7 @@ http {
|
||||
# HTTP server for Let's Encrypt challenge and redirect
|
||||
server {
|
||||
listen 80;
|
||||
listen [::]:80;
|
||||
server_name prod.eagle0.net;
|
||||
|
||||
# Let's Encrypt challenge
|
||||
@@ -49,6 +50,7 @@ http {
|
||||
# HTTPS server for gRPC
|
||||
server {
|
||||
listen 443 ssl;
|
||||
listen [::]:443 ssl;
|
||||
http2 on;
|
||||
server_name prod.eagle0.net;
|
||||
|
||||
@@ -81,6 +83,29 @@ http {
|
||||
error_page 502 = /error502grpc;
|
||||
}
|
||||
|
||||
# gRPC proxy for Auth service
|
||||
location /net.eagle0.eagle.api.auth.Auth {
|
||||
# Rate limiting
|
||||
limit_req zone=grpc_limit burst=50 nodelay;
|
||||
|
||||
# gRPC proxy
|
||||
grpc_pass grpc://eagle_grpc;
|
||||
|
||||
# Timeouts
|
||||
grpc_read_timeout 30s;
|
||||
grpc_send_timeout 30s;
|
||||
|
||||
# Error handling
|
||||
error_page 502 = /error502grpc;
|
||||
}
|
||||
|
||||
# OAuth callback endpoint (proxied to Go auth service)
|
||||
location /oauth/callback {
|
||||
proxy_pass http://auth:8080;
|
||||
proxy_set_header Host $host;
|
||||
proxy_set_header X-Real-IP $remote_addr;
|
||||
}
|
||||
|
||||
# Health check endpoint
|
||||
location /health {
|
||||
access_log off;
|
||||
@@ -97,4 +122,127 @@ http {
|
||||
return 204;
|
||||
}
|
||||
}
|
||||
|
||||
# HTTPS server for Go Auth service (port 40033)
|
||||
# Clients connect here directly for OAuth RPCs in Phase 2
|
||||
server {
|
||||
listen 40033 ssl;
|
||||
listen [::]:40033 ssl;
|
||||
http2 on;
|
||||
server_name prod.eagle0.net;
|
||||
|
||||
# SSL certificates (same as main server)
|
||||
ssl_certificate /etc/letsencrypt/live/prod.eagle0.net/fullchain.pem;
|
||||
ssl_certificate_key /etc/letsencrypt/live/prod.eagle0.net/privkey.pem;
|
||||
|
||||
# SSL configuration
|
||||
ssl_protocols TLSv1.2 TLSv1.3;
|
||||
ssl_ciphers ECDHE-ECDSA-AES128-GCM-SHA256:ECDHE-RSA-AES128-GCM-SHA256:ECDHE-ECDSA-AES256-GCM-SHA384:ECDHE-RSA-AES256-GCM-SHA384;
|
||||
ssl_prefer_server_ciphers off;
|
||||
ssl_session_timeout 1d;
|
||||
ssl_session_cache shared:SSL:10m;
|
||||
ssl_session_tickets off;
|
||||
|
||||
# gRPC proxy for Auth service
|
||||
# Uses variable-based resolution so nginx can start even if auth isn't ready yet
|
||||
# DNS is cached by the resolver directive (valid=10s)
|
||||
location /net.eagle0.eagle.api.auth.Auth {
|
||||
# Rate limiting
|
||||
limit_req zone=grpc_limit burst=50 nodelay;
|
||||
|
||||
# Dynamic upstream resolution (doesn't block nginx startup)
|
||||
set $auth_backend "auth:40033";
|
||||
grpc_pass grpc://$auth_backend;
|
||||
|
||||
# Timeouts
|
||||
grpc_read_timeout 30s;
|
||||
grpc_send_timeout 30s;
|
||||
|
||||
# Error handling
|
||||
error_page 502 = /error502grpc;
|
||||
}
|
||||
|
||||
# gRPC proxy for Admin service
|
||||
location /net.eagle0.eagle.api.admin.Admin {
|
||||
# Rate limiting
|
||||
limit_req zone=grpc_limit burst=50 nodelay;
|
||||
|
||||
# Dynamic upstream resolution (doesn't block nginx startup)
|
||||
set $auth_backend "auth:40033";
|
||||
grpc_pass grpc://$auth_backend;
|
||||
|
||||
# Timeouts
|
||||
grpc_read_timeout 30s;
|
||||
grpc_send_timeout 30s;
|
||||
|
||||
# Error handling
|
||||
error_page 502 = /error502grpc;
|
||||
}
|
||||
|
||||
# Health check endpoint
|
||||
location /health {
|
||||
access_log off;
|
||||
return 200 "OK\n";
|
||||
add_header Content-Type text/plain;
|
||||
}
|
||||
|
||||
# gRPC error handling
|
||||
location = /error502grpc {
|
||||
internal;
|
||||
default_type application/grpc;
|
||||
add_header grpc-status 14;
|
||||
add_header grpc-message "unavailable";
|
||||
return 204;
|
||||
}
|
||||
}
|
||||
|
||||
# HTTP server for Admin Console (Let's Encrypt + redirect)
|
||||
server {
|
||||
listen 80;
|
||||
listen [::]:80;
|
||||
server_name admin.prod.eagle0.net admin.eagle0.net;
|
||||
|
||||
location /.well-known/acme-challenge/ {
|
||||
root /var/www/certbot;
|
||||
}
|
||||
|
||||
# Temporarily serve directly until SSL certs are obtained
|
||||
# After running certbot, uncomment the HTTPS block below and change this to:
|
||||
# return 301 https://$host$request_uri;
|
||||
location / {
|
||||
proxy_pass http://admin:8080;
|
||||
proxy_set_header Host $host;
|
||||
proxy_set_header X-Real-IP $remote_addr;
|
||||
proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
|
||||
proxy_set_header X-Forwarded-Proto $scheme;
|
||||
}
|
||||
}
|
||||
|
||||
# HTTPS server for Admin Console
|
||||
# Uncomment after obtaining SSL certs with:
|
||||
# certbot certonly --webroot -w /var/www/certbot -d admin.eagle0.net -d admin.prod.eagle0.net
|
||||
#
|
||||
# server {
|
||||
# listen 443 ssl;
|
||||
# listen [::]:443 ssl;
|
||||
# server_name admin.prod.eagle0.net admin.eagle0.net;
|
||||
#
|
||||
# ssl_certificate /etc/letsencrypt/live/admin.eagle0.net/fullchain.pem;
|
||||
# ssl_certificate_key /etc/letsencrypt/live/admin.eagle0.net/privkey.pem;
|
||||
#
|
||||
# ssl_protocols TLSv1.2 TLSv1.3;
|
||||
# ssl_ciphers ECDHE-ECDSA-AES128-GCM-SHA256:ECDHE-RSA-AES128-GCM-SHA256:ECDHE-ECDSA-AES256-GCM-SHA384:ECDHE-RSA-AES256-GCM-SHA384;
|
||||
# ssl_prefer_server_ciphers off;
|
||||
# ssl_session_timeout 1d;
|
||||
# ssl_session_cache shared:SSL:10m;
|
||||
# ssl_session_tickets off;
|
||||
#
|
||||
# location / {
|
||||
# proxy_pass http://admin:8080;
|
||||
# proxy_set_header Host $host;
|
||||
# proxy_set_header X-Real-IP $remote_addr;
|
||||
# proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
|
||||
# proxy_set_header X-Forwarded-Proto $scheme;
|
||||
# }
|
||||
# }
|
||||
}
|
||||
|
||||
@@ -14,6 +14,7 @@ cc_library(
|
||||
"//src/main/cpp/net/eagle0/shardok/library:engine",
|
||||
"//src/main/cpp/net/eagle0/shardok/server:eagle_interface_grpc_server",
|
||||
"//src/main/cpp/net/eagle0/shardok/server:server_configuration",
|
||||
"//src/main/cpp/net/eagle0/shardok/server:token_auth",
|
||||
"//src/main/protobuf/net/eagle0/common:common_unit_cc_proto",
|
||||
"@grpc//:grpc++",
|
||||
],
|
||||
|
||||
@@ -25,7 +25,8 @@ auto CalculateTimeBudget(
|
||||
const PlayerId playerId,
|
||||
const GameSettingsSPtr &settings,
|
||||
const GameStateW &state,
|
||||
const size_t numCommands) -> AITimeBudget {
|
||||
const size_t numCommands,
|
||||
const bool isAllAiBattle) -> AITimeBudget {
|
||||
const auto settingsGetter = settings->GetGetter();
|
||||
const auto castleCoords = AllCastleCoords(state->hex_map());
|
||||
|
||||
@@ -34,8 +35,10 @@ auto CalculateTimeBudget(
|
||||
net::eagle0::shardok::storage::fb::GameStatus_::State_SET_UP;
|
||||
|
||||
// Get maximum budget cap from settings (in seconds)
|
||||
// For all-AI battles, use the faster budget limit
|
||||
const double maxBudgetSeconds =
|
||||
settingsGetter.Backing().lookahead_time_budget_maximum_seconds();
|
||||
isAllAiBattle ? settingsGetter.Backing().all_ai_battle_time_budget_maximum()
|
||||
: settingsGetter.Backing().lookahead_time_budget_maximum_seconds();
|
||||
const double maxBudgetMs = maxBudgetSeconds * 1000.0;
|
||||
|
||||
// During setup, use the setup-specific time budget
|
||||
|
||||
@@ -38,11 +38,13 @@ struct AITimeBudget {
|
||||
// Calculate time budget based on proximity to enemies and castles
|
||||
// Time budget is calculated dynamically based on number of available commands:
|
||||
// budget = msPerCommand × numCommands (clamped to 200-5000ms)
|
||||
// If isAllAiBattle is true, uses allAiBattleTimeBudgetMaximum instead of the normal maximum.
|
||||
auto CalculateTimeBudget(
|
||||
PlayerId playerId,
|
||||
const GameSettingsSPtr &settings,
|
||||
const GameStateW &state,
|
||||
size_t numCommands) -> AITimeBudget;
|
||||
size_t numCommands,
|
||||
bool isAllAiBattle) -> AITimeBudget;
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
|
||||
@@ -53,6 +53,7 @@ auto RoundsRemaining(const GameSettingsSPtr &settings, const GameStateView &gsv)
|
||||
ShardokAIClient::ShardokAIClient(
|
||||
const PlayerId playerId,
|
||||
const bool isDefender,
|
||||
const bool isAllAiBattle,
|
||||
const HexMap *hexMap,
|
||||
const SettingsGetter &settings,
|
||||
const AIAlgorithmType aiAlgorithmType,
|
||||
@@ -60,6 +61,7 @@ ShardokAIClient::ShardokAIClient(
|
||||
const mcts::MCTSConfig &mctsConfig)
|
||||
: playerId(playerId),
|
||||
isDefender(isDefender),
|
||||
isAllAiBattle(isAllAiBattle),
|
||||
aiAlgorithmType(aiAlgorithmType),
|
||||
scoringCalculatorType(scoringCalculatorType),
|
||||
alCache(std::make_unique<AttackLocationsCache>(hexMap, settings)),
|
||||
@@ -135,7 +137,8 @@ auto ShardokAIClient::StandardChooseCommandIndex(
|
||||
const auto commandCount = guessedCommands->size();
|
||||
|
||||
// Calculate time budget based on game situation using new dynamic per-command settings
|
||||
const auto timeBudget = CalculateTimeBudget(playerId, settings, guessedState, commandCount);
|
||||
const auto timeBudget =
|
||||
CalculateTimeBudget(playerId, settings, guessedState, commandCount, isAllAiBattle);
|
||||
|
||||
// Configure MCTS based on proximity to enemy
|
||||
// When far from enemy: use AVERAGING with maxPlayerFlips=0 (single-player lookahead)
|
||||
|
||||
@@ -41,6 +41,7 @@ class ShardokAIClient {
|
||||
private:
|
||||
const PlayerId playerId;
|
||||
const bool isDefender;
|
||||
const bool isAllAiBattle; // Whether this battle has only AI players (for faster time budgets)
|
||||
const AIAlgorithmType aiAlgorithmType;
|
||||
const ScoringCalculatorType scoringCalculatorType;
|
||||
|
||||
@@ -69,6 +70,7 @@ public:
|
||||
explicit ShardokAIClient(
|
||||
PlayerId playerId,
|
||||
bool isDefender,
|
||||
bool isAllAiBattle,
|
||||
const HexMap* hexMap,
|
||||
const SettingsGetter& settings,
|
||||
AIAlgorithmType aiAlgorithmType,
|
||||
|
||||
@@ -24,9 +24,6 @@ using std::scoped_lock;
|
||||
using std::string;
|
||||
using std::unique_lock;
|
||||
using std::weak_ptr;
|
||||
using std::chrono::duration;
|
||||
|
||||
static constexpr duration kWaitForUpdatesDuration = std::chrono::milliseconds(5000);
|
||||
|
||||
using net::eagle0::shardok::common::GameStatus;
|
||||
|
||||
@@ -74,11 +71,17 @@ vector<shared_ptr<ShardokAIClient>> ShardokGameController::MakeAIClients(
|
||||
mctsConfig.maxSimulationFlips = 1;
|
||||
mctsConfig.simulationPolicy = mcts::MCTSSimulationPolicy::WEIGHTED_HEURISTIC;
|
||||
|
||||
for (const auto &pi : e->GetPlayerInfos()) {
|
||||
// Check if all players are AI - if so, use faster time budgets
|
||||
const auto &playerInfos = e->GetPlayerInfos();
|
||||
const bool isAllAiBattle =
|
||||
std::ranges::all_of(playerInfos, [](const auto &pi) { return pi.is_ai(); });
|
||||
|
||||
for (const auto &pi : playerInfos) {
|
||||
if (pi.is_ai()) {
|
||||
auto newClient = std::make_shared<ShardokAIClient>(
|
||||
pi.player_id(),
|
||||
pi.is_defender(),
|
||||
isAllAiBattle,
|
||||
e->GetCurrentGameState()->hex_map(),
|
||||
e->GetGameSettings()->GetGetter(),
|
||||
AIAlgorithmType::ITERATIVE_DEEPENING,
|
||||
@@ -278,15 +281,9 @@ auto ShardokGameController::GetUpdates(const int64_t startingActionId) -> AllUpd
|
||||
awrs = engine->GetGameHistory(startingActionId);
|
||||
incomingRegistrations--;
|
||||
|
||||
// If the current player is an AI, wait for some results to post. Otherwise go ahead and
|
||||
// return, we might be telling the caller about available commands.
|
||||
if (awrs.empty() && !engine->GameIsOver() &&
|
||||
engine->GetPlayerInfos()[engine->GetCurrentPlayerId()].is_ai()) {
|
||||
updateCondition.wait_for(guard, kWaitForUpdatesDuration);
|
||||
incomingRegistrations++;
|
||||
awrs = engine->GetGameHistory(startingActionId);
|
||||
incomingRegistrations--;
|
||||
}
|
||||
// Note: Previously this had a 5-second wait for AI players to support long-polling.
|
||||
// With streaming (WaitForUpdatesAndPush), the caller already waits for updates,
|
||||
// so this wait is no longer needed. GetGameStatus is deprecated in favor of streaming.
|
||||
|
||||
updates.mainResults.reserve(awrs.size());
|
||||
std::ranges::transform(
|
||||
@@ -406,12 +403,10 @@ auto ShardokGameController::WaitForUpdatesAndPush(
|
||||
}
|
||||
// Lock released - GetUpdates will acquire its own lock
|
||||
|
||||
if (gameOver) {
|
||||
subscriber->OnGameOver(gameOverInfo);
|
||||
return true;
|
||||
}
|
||||
|
||||
// Get updates outside the lock (GetUpdates acquires masterLock internally)
|
||||
// IMPORTANT: Send any pending updates FIRST, including the final actions
|
||||
// that caused the game to end. Previously, we returned early on gameOver
|
||||
// without sending these final updates, causing the client to never see
|
||||
// the last few battle actions.
|
||||
AllUpdates updates = GetUpdates(lastPushedActionId);
|
||||
lastPushedActionId = updates.newUnfilteredCount;
|
||||
|
||||
@@ -422,6 +417,12 @@ auto ShardokGameController::WaitForUpdatesAndPush(
|
||||
updates.newUnfilteredCount,
|
||||
updates.currentGameState);
|
||||
}
|
||||
|
||||
// Now send gameOver notification after all updates have been sent
|
||||
if (gameOver) {
|
||||
subscriber->OnGameOver(gameOverInfo);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false; // Subscriber disconnected
|
||||
|
||||
@@ -34,6 +34,17 @@ cc_library(
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "token_auth",
|
||||
hdrs = ["TokenAuthInterceptor.hpp"],
|
||||
copts = COPTS,
|
||||
visibility = ["//src/main/cpp/net/eagle0/shardok:__subpackages__"],
|
||||
deps = [
|
||||
"//src/main/cpp/net/eagle0/common:protobuf_warning_suppression",
|
||||
"@grpc//:grpc++",
|
||||
],
|
||||
)
|
||||
|
||||
cc_library(
|
||||
name = "eagle_interface_grpc_server",
|
||||
srcs = ["EagleInterfaceGrpcServer.cpp"],
|
||||
@@ -42,6 +53,7 @@ cc_library(
|
||||
visibility = ["//src/main/cpp/net/eagle0/shardok:__subpackages__"],
|
||||
deps = [
|
||||
":games_manager",
|
||||
":token_auth",
|
||||
"//src/main/cpp/net/eagle0/common:unit_conversions",
|
||||
"//src/main/protobuf/net/eagle0/common:shardok_internal_interface_cc_grpc",
|
||||
"//src/main/protobuf/net/eagle0/common:victory_condition_cc_proto",
|
||||
|
||||
@@ -81,8 +81,17 @@ static auto FromInternalStatus(
|
||||
|
||||
const std::string &kShardokGameRequestExtension = *(new string(".e0gr"));
|
||||
|
||||
EagleInterfaceImpl::EagleInterfaceImpl(shared_ptr<ShardokGamesManager> manager)
|
||||
: gamesManager(std::move(manager)) {}
|
||||
EagleInterfaceImpl::EagleInterfaceImpl(
|
||||
shared_ptr<ShardokGamesManager> manager,
|
||||
std::string authToken)
|
||||
: gamesManager(std::move(manager)),
|
||||
tokenValidator_(std::move(authToken)) {
|
||||
if (tokenValidator_.IsEnabled()) {
|
||||
std::cout << "Token authentication enabled" << std::endl;
|
||||
} else {
|
||||
std::cout << "Token authentication disabled (no token configured)" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
auto ConvertPlayerInfo(
|
||||
const google::protobuf::RepeatedPtrField<net::eagle0::common::PlayerSetupInfo> &allPis,
|
||||
@@ -188,9 +197,12 @@ void EagleInterfaceImpl::StartGame(const NewGameRequest &request) {
|
||||
}
|
||||
|
||||
auto EagleInterfaceImpl::PostCommand(
|
||||
ServerContext * /*context*/,
|
||||
ServerContext *context,
|
||||
const PostCommandRequest *request,
|
||||
GameStatusResponse *response) -> Status {
|
||||
// Validate auth token
|
||||
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
|
||||
|
||||
shared_ptr<ShardokGameController> controller;
|
||||
try {
|
||||
controller = ControllerForGame(request->game_id(), request->game_setup_info());
|
||||
@@ -229,9 +241,12 @@ auto EagleInterfaceImpl::PostCommand(
|
||||
}
|
||||
|
||||
auto EagleInterfaceImpl::PostPlacementCommands(
|
||||
ServerContext * /*context*/,
|
||||
ServerContext *context,
|
||||
const PlacementCommandsRequest *request,
|
||||
GameStatusResponse *response) -> Status {
|
||||
// Validate auth token
|
||||
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
|
||||
|
||||
shared_ptr<ShardokGameController> controller;
|
||||
try {
|
||||
controller = ControllerForGame(request->game_id(), request->game_setup_info());
|
||||
@@ -322,27 +337,13 @@ void EagleInterfaceImpl::PopulateGameStatusResponse(
|
||||
}
|
||||
}
|
||||
|
||||
auto EagleInterfaceImpl::GetGameStatus(
|
||||
ServerContext * /*context*/,
|
||||
const GameStatusRequest *request,
|
||||
GameStatusResponse *response) -> Status {
|
||||
shared_ptr<ShardokGameController> controller;
|
||||
try {
|
||||
controller = ControllerForGame(request->game_id(), request->game_setup_info());
|
||||
} catch (NewGameException &e) { return e.GetStatus(); }
|
||||
|
||||
PopulateGameStatusResponse(
|
||||
controller,
|
||||
request->game_setup_info().known_result_count(),
|
||||
response);
|
||||
|
||||
return Status::OK;
|
||||
}
|
||||
|
||||
auto EagleInterfaceImpl::GetHexMap(
|
||||
ServerContext * /*context*/,
|
||||
ServerContext *context,
|
||||
const HexMapRequest *request,
|
||||
HexMapResponse *response) -> Status {
|
||||
// Validate auth token
|
||||
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
|
||||
|
||||
// TODO: return appropriate status code if a bad map name is sent
|
||||
*response->mutable_map() = LoadMap(request->map_name());
|
||||
|
||||
@@ -350,9 +351,12 @@ auto EagleInterfaceImpl::GetHexMap(
|
||||
}
|
||||
|
||||
auto EagleInterfaceImpl::GetHexMapNames(
|
||||
ServerContext * /*context*/,
|
||||
ServerContext *context,
|
||||
const HexMapNamesRequest * /*request*/,
|
||||
HexMapNamesResponse *response) -> Status {
|
||||
// Validate auth token
|
||||
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
|
||||
|
||||
for (const string &mapName : GetMapNames()) { response->add_map_names(mapName); }
|
||||
|
||||
return Status::OK;
|
||||
@@ -533,6 +537,9 @@ auto EagleInterfaceImpl::SubscribeToGame(
|
||||
ServerContext *context,
|
||||
const GameSubscriptionRequest *request,
|
||||
grpc::ServerWriter<GameStatusResponse> *writer) -> Status {
|
||||
// Validate auth token
|
||||
if (auto authStatus = tokenValidator_.ValidateOrStatus(context)) { return *authStatus; }
|
||||
|
||||
shared_ptr<ShardokGameController> controller;
|
||||
try {
|
||||
controller = ControllerForGame(request->game_id(), request->game_setup_info());
|
||||
|
||||
@@ -13,8 +13,9 @@
|
||||
#include <string>
|
||||
#include <thread>
|
||||
|
||||
#include "ShardokGamesManager.hpp"
|
||||
#include "src/main/cpp/net/eagle0/common/ProtobufWarningSuppression.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/server/ShardokGamesManager.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/server/TokenAuthInterceptor.hpp"
|
||||
#pragma GCC diagnostic push
|
||||
SUPPRESS_PROTOBUF_WARNINGS
|
||||
#include <grpc/grpc.h>
|
||||
@@ -31,7 +32,6 @@ namespace shardok {
|
||||
using grpc::ServerContext;
|
||||
using grpc::Status;
|
||||
using net::eagle0::common::GameSetupInfo;
|
||||
using net::eagle0::common::GameStatusRequest;
|
||||
using net::eagle0::common::GameStatusResponse;
|
||||
using net::eagle0::common::GameSubscriptionRequest;
|
||||
using net::eagle0::common::HexMapNamesRequest;
|
||||
@@ -47,6 +47,7 @@ using std::shared_ptr;
|
||||
class EagleInterfaceImpl final : public ShardokInternalInterface::Service {
|
||||
private:
|
||||
std::shared_ptr<ShardokGamesManager> gamesManager;
|
||||
TokenValidator tokenValidator_;
|
||||
|
||||
auto ControllerForGame(const GameId& gameId, const GameSetupInfo& setupInfo)
|
||||
-> std::shared_ptr<ShardokGameController>;
|
||||
@@ -58,7 +59,14 @@ private:
|
||||
GameStatusResponse* response);
|
||||
|
||||
public:
|
||||
explicit EagleInterfaceImpl(std::shared_ptr<ShardokGamesManager> manager);
|
||||
/**
|
||||
* Create the service.
|
||||
*
|
||||
* @param manager Games manager
|
||||
* @param authToken Optional auth token. If non-empty, all requests must include
|
||||
* "authorization: Bearer <token>" metadata.
|
||||
*/
|
||||
EagleInterfaceImpl(std::shared_ptr<ShardokGamesManager> manager, std::string authToken = "");
|
||||
|
||||
auto PostCommand(
|
||||
ServerContext* context,
|
||||
@@ -68,10 +76,6 @@ public:
|
||||
ServerContext* context,
|
||||
const PlacementCommandsRequest* request,
|
||||
GameStatusResponse* response) -> Status override;
|
||||
auto GetGameStatus(
|
||||
ServerContext* context,
|
||||
const GameStatusRequest* request,
|
||||
GameStatusResponse* response) -> Status override;
|
||||
|
||||
auto GetHexMap(ServerContext* context, const HexMapRequest* request, HexMapResponse* response)
|
||||
-> Status override;
|
||||
|
||||
@@ -24,6 +24,7 @@ const string ServerConfiguration::kEagleInterfaceGrpcAddress = "eagleInterfaceGr
|
||||
const string ServerConfiguration::kEagleGrpcAddress = "eagleGrpcAddress";
|
||||
const string ServerConfiguration::kSslCertPath = "sslCertPath";
|
||||
const string ServerConfiguration::kSslPrivateKeyPath = "sslPrivateKeyPath";
|
||||
const string ServerConfiguration::kAuthTokenPath = "authTokenPath";
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
using std::unordered_map;
|
||||
|
||||
@@ -29,6 +29,7 @@ public:
|
||||
const static string kEagleGrpcAddress;
|
||||
const static string kSslCertPath;
|
||||
const static string kSslPrivateKeyPath;
|
||||
const static string kAuthTokenPath;
|
||||
};
|
||||
|
||||
#endif /* ServerConfiguration_hpp */
|
||||
|
||||
@@ -0,0 +1,119 @@
|
||||
//
|
||||
// TokenAuthInterceptor.hpp
|
||||
// eagle0
|
||||
//
|
||||
// Token-based authentication for gRPC.
|
||||
// Validates Bearer tokens in the 'authorization' metadata header.
|
||||
//
|
||||
|
||||
#ifndef TokenAuthInterceptor_hpp
|
||||
#define TokenAuthInterceptor_hpp
|
||||
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include <optional>
|
||||
#include <sstream>
|
||||
#include <string>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/ProtobufWarningSuppression.hpp"
|
||||
#pragma GCC diagnostic push
|
||||
SUPPRESS_PROTOBUF_WARNINGS
|
||||
#include <grpcpp/server_context.h>
|
||||
#include <grpcpp/support/status.h>
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
namespace shardok {
|
||||
|
||||
/**
|
||||
* Validates Bearer tokens in gRPC request metadata.
|
||||
*
|
||||
* Usage:
|
||||
* TokenValidator validator(expectedToken);
|
||||
* if (!validator.Validate(context)) {
|
||||
* return grpc::Status(grpc::UNAUTHENTICATED, "Invalid token");
|
||||
* }
|
||||
*/
|
||||
class TokenValidator {
|
||||
public:
|
||||
/**
|
||||
* Create a validator with the expected token.
|
||||
* If expectedToken is empty, all requests are allowed (no auth required).
|
||||
*/
|
||||
explicit TokenValidator(std::string expectedToken) : expectedToken_(std::move(expectedToken)) {}
|
||||
|
||||
/**
|
||||
* Validate the authorization header in the server context.
|
||||
*
|
||||
* Expects: "authorization" metadata with value "Bearer <token>"
|
||||
*
|
||||
* @return true if valid (or no auth configured), false otherwise
|
||||
*/
|
||||
[[nodiscard]] auto Validate(grpc::ServerContext* context) const -> bool {
|
||||
// If no auth token is configured, allow all requests
|
||||
if (expectedToken_.empty()) { return true; }
|
||||
|
||||
const auto& metadata = context->client_metadata();
|
||||
auto it = metadata.find("authorization");
|
||||
if (it == metadata.end()) {
|
||||
std::cerr << "Auth failed: no authorization header" << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
std::string authHeader(it->second.begin(), it->second.end());
|
||||
std::string expectedHeader = "Bearer " + expectedToken_;
|
||||
|
||||
if (authHeader != expectedHeader) {
|
||||
std::cerr << "Auth failed: invalid token" << std::endl;
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Validate and return appropriate Status.
|
||||
*
|
||||
* @return std::nullopt if valid, Status(UNAUTHENTICATED) if invalid
|
||||
*/
|
||||
[[nodiscard]] auto ValidateOrStatus(grpc::ServerContext* context) const
|
||||
-> std::optional<grpc::Status> {
|
||||
if (Validate(context)) { return std::nullopt; }
|
||||
return grpc::Status(grpc::UNAUTHENTICATED, "Invalid or missing authentication token");
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if authentication is enabled.
|
||||
*/
|
||||
[[nodiscard]] auto IsEnabled() const -> bool { return !expectedToken_.empty(); }
|
||||
|
||||
private:
|
||||
std::string expectedToken_;
|
||||
};
|
||||
|
||||
/**
|
||||
* Read auth token from a file, stripping whitespace.
|
||||
* Returns empty string if file doesn't exist or is empty.
|
||||
*/
|
||||
inline auto ReadAuthTokenFromFile(const std::string& filePath) -> std::string {
|
||||
if (filePath.empty()) { return ""; }
|
||||
|
||||
std::ifstream file(filePath);
|
||||
if (!file.is_open()) {
|
||||
std::cerr << "Warning: Could not open auth token file: " << filePath << std::endl;
|
||||
return "";
|
||||
}
|
||||
|
||||
std::stringstream buffer;
|
||||
buffer << file.rdbuf();
|
||||
std::string token = buffer.str();
|
||||
|
||||
// Trim whitespace
|
||||
auto start = token.find_first_not_of(" \t\n\r");
|
||||
if (start == std::string::npos) { return ""; }
|
||||
auto end = token.find_last_not_of(" \t\n\r");
|
||||
return token.substr(start, end - start + 1);
|
||||
}
|
||||
|
||||
} // namespace shardok
|
||||
|
||||
#endif /* TokenAuthInterceptor_hpp */
|
||||
@@ -7,7 +7,9 @@
|
||||
//
|
||||
|
||||
#include <cstddef>
|
||||
#include <fstream>
|
||||
#include <memory>
|
||||
#include <sstream>
|
||||
#include <thread>
|
||||
|
||||
#include "src/main/cpp/net/eagle0/common/ProtobufWarningSuppression.hpp"
|
||||
@@ -17,14 +19,16 @@ SUPPRESS_PROTOBUF_WARNINGS
|
||||
|
||||
#include <execinfo.h>
|
||||
#include <grpcpp/channel.h>
|
||||
#include <grpcpp/security/server_credentials.h>
|
||||
#include <signal.h>
|
||||
#include <unistd.h>
|
||||
|
||||
#pragma GCC diagnostic pop
|
||||
|
||||
#include "server/EagleInterfaceGrpcServer.hpp"
|
||||
#include "server/ServerConfiguration.hpp"
|
||||
#include "server/ShardokGamesManager.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/server/EagleInterfaceGrpcServer.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/server/ServerConfiguration.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/server/ShardokGamesManager.hpp"
|
||||
#include "src/main/cpp/net/eagle0/shardok/server/TokenAuthInterceptor.hpp"
|
||||
|
||||
using ::GameStatePersister;
|
||||
using shardok::EagleInterfaceImpl;
|
||||
@@ -41,12 +45,15 @@ struct ServerThreadInfo {
|
||||
|
||||
auto StartInThread(grpc::ServerBuilder *serverBuilder) -> ServerThreadInfo;
|
||||
|
||||
auto CreateServerBuilder(const string &serverAddress) -> grpc::ServerBuilder *;
|
||||
auto CreateServerBuilder(const string &serverAddress, const string &certPath, const string &keyPath)
|
||||
-> grpc::ServerBuilder *;
|
||||
|
||||
auto CreateEagleInterfaceService(
|
||||
const std::shared_ptr<ServerConfiguration> &config,
|
||||
std::shared_ptr<ShardokGamesManager> shardokGamesManager) -> ServerThreadInfo;
|
||||
|
||||
auto ReadFileContents(const string &path) -> string;
|
||||
|
||||
void handler(const int sig) {
|
||||
void *array[10];
|
||||
size_t size;
|
||||
@@ -82,11 +89,46 @@ auto main(const int argc, char **argv) -> int {
|
||||
eagleInterfaceInfo.thread.join();
|
||||
}
|
||||
|
||||
auto CreateServerBuilder(const string &serverAddress) -> grpc::ServerBuilder * {
|
||||
auto ReadFileContents(const string &path) -> string {
|
||||
std::ifstream file(path);
|
||||
if (!file.is_open()) { return ""; }
|
||||
std::stringstream buffer;
|
||||
buffer << file.rdbuf();
|
||||
return buffer.str();
|
||||
}
|
||||
|
||||
auto CreateServerBuilder(const string &serverAddress, const string &certPath, const string &keyPath)
|
||||
-> grpc::ServerBuilder * {
|
||||
auto *serverBuilder = new grpc::ServerBuilder;
|
||||
|
||||
const auto credentials = grpc::InsecureServerCredentials();
|
||||
std::cout << "Creating insecure connection" << std::endl;
|
||||
std::shared_ptr<grpc::ServerCredentials> credentials;
|
||||
|
||||
// Check if TLS is configured
|
||||
if (!certPath.empty() && !keyPath.empty()) {
|
||||
const string certContents = ReadFileContents(certPath);
|
||||
const string keyContents = ReadFileContents(keyPath);
|
||||
|
||||
if (certContents.empty() || keyContents.empty()) {
|
||||
std::cerr << "Error: Could not read TLS certificate or key file" << std::endl;
|
||||
std::cerr << " cert path: " << certPath << std::endl;
|
||||
std::cerr << " key path: " << keyPath << std::endl;
|
||||
std::cerr << "Falling back to insecure connection" << std::endl;
|
||||
credentials = grpc::InsecureServerCredentials();
|
||||
} else {
|
||||
grpc::SslServerCredentialsOptions::PemKeyCertPair keyCert;
|
||||
keyCert.private_key = keyContents;
|
||||
keyCert.cert_chain = certContents;
|
||||
|
||||
grpc::SslServerCredentialsOptions sslOpts;
|
||||
sslOpts.pem_key_cert_pairs.push_back(keyCert);
|
||||
|
||||
credentials = grpc::SslServerCredentials(sslOpts);
|
||||
std::cout << "TLS enabled with certificate from: " << certPath << std::endl;
|
||||
}
|
||||
} else {
|
||||
credentials = grpc::InsecureServerCredentials();
|
||||
std::cout << "Creating insecure connection (no TLS configured)" << std::endl;
|
||||
}
|
||||
|
||||
serverBuilder->AddListeningPort(serverAddress, credentials);
|
||||
return serverBuilder;
|
||||
@@ -98,9 +140,19 @@ auto CreateEagleInterfaceService(
|
||||
const string eagleInterfaceServerAddress =
|
||||
config->stringForKey(ServerConfiguration::kEagleInterfaceGrpcAddress);
|
||||
|
||||
auto *eagleInterfaceServerBuilder = CreateServerBuilder(eagleInterfaceServerAddress);
|
||||
// TLS configuration
|
||||
const string certPath = config->stringForKey(ServerConfiguration::kSslCertPath);
|
||||
const string keyPath = config->stringForKey(ServerConfiguration::kSslPrivateKeyPath);
|
||||
|
||||
const auto eagleInterfaceService = std::make_shared<EagleInterfaceImpl>(shardokGamesManager);
|
||||
auto *eagleInterfaceServerBuilder =
|
||||
CreateServerBuilder(eagleInterfaceServerAddress, certPath, keyPath);
|
||||
|
||||
// Auth token configuration
|
||||
const string authTokenPath = config->stringForKey(ServerConfiguration::kAuthTokenPath);
|
||||
const string authToken = shardok::ReadAuthTokenFromFile(authTokenPath);
|
||||
|
||||
const auto eagleInterfaceService =
|
||||
std::make_shared<EagleInterfaceImpl>(shardokGamesManager, authToken);
|
||||
eagleInterfaceServerBuilder->RegisterService(eagleInterfaceService.get());
|
||||
|
||||
ServerThreadInfo eagleInterfaceThreadInfo = StartInThread(eagleInterfaceServerBuilder);
|
||||
|
||||
@@ -68,6 +68,7 @@
|
||||
<Compile Include="Assets/Eagle/CommandSelectors/ResolveInvitationCommandSelector.cs" />
|
||||
<Compile Include="Assets/Modern UI Pack/Scripts/Slider/SliderManager.cs" />
|
||||
<Compile Include="Assets/common/GUIUtils/TableRowHoverDetector.cs" />
|
||||
<Compile Include="Assets/ConnectionHandler/DropGameConfirmationPanel.cs" />
|
||||
<Compile Include="Assets/Eagle/Table Rows/DynamicHeroTextUpdater.cs" />
|
||||
<Compile Include="Assets/Eagle/CommandSelectors/util/HeroDropdownController.cs" />
|
||||
<Compile Include="Assets/Eagle/Notifications/PrisonerReturnedNotificationGenerator.cs" />
|
||||
@@ -109,6 +110,7 @@
|
||||
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerProgressBarLoopEditor.cs" />
|
||||
<Compile Include="Assets/Eagle/BattalionUtils.cs" />
|
||||
<Compile Include="Assets/Eagle/Table Rows/UnaffiliatedHeroRowController.cs" />
|
||||
<Compile Include="Assets/Shardok/ArrowVolleyAnimator.cs" />
|
||||
<Compile Include="Assets/Modern UI Pack/Scripts/Tooltip/TooltipContent.cs" />
|
||||
<Compile Include="Assets/Eagle/ConnectionCircuitBreaker.cs" />
|
||||
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerHSelector.cs" />
|
||||
@@ -125,6 +127,7 @@
|
||||
<Compile Include="Assets/Eagle/Notifications/Notification.cs" />
|
||||
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/QuestFailedDetailsNotificationGenerator.cs" />
|
||||
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/QuestFulfilledDetailsNotificationGenerator.cs" />
|
||||
<Compile Include="Assets/Auth/OAuthManager.cs" />
|
||||
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/ProfessionGainedDetailsNotificationGenerator.cs" />
|
||||
<Compile Include="Assets/Eagle/TextureList.cs" />
|
||||
<Compile Include="Assets/Modern UI Pack/Scripts/Modal Window/ModalWindowManager.cs" />
|
||||
@@ -146,6 +149,7 @@
|
||||
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/ProvinceHeldDetailsNotificationGenerator.cs" />
|
||||
<Compile Include="Assets/Bluetooth/DieInfo.cs" />
|
||||
<Compile Include="Assets/common/ResourceFetcher.cs" />
|
||||
<Compile Include="Assets/Auth/AuthClient.cs" />
|
||||
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/TruceRejectedDetailsNotificationGenerator.cs" />
|
||||
<Compile Include="Assets/Eagle/Notifications/RiotSuppressedNotificationGenerator.cs" />
|
||||
<Compile Include="Assets/Modern UI Pack/Scripts/Modal Window/ModalWindowManagerEditor.cs" />
|
||||
@@ -153,6 +157,7 @@
|
||||
<Compile Include="Assets/Bluetooth/NativeDiceInterfaceImports.cs" />
|
||||
<Compile Include="Assets/Eagle/Notifications/ProvinceConqueredNotificationGenerator.cs" />
|
||||
<Compile Include="Assets/Eagle/Table Rows/ExtraTroopsRowController.cs" />
|
||||
<Compile Include="Assets/Auth/JwtAuthInterceptor.cs" />
|
||||
<Compile Include="Assets/Eagle/CommandPanelController.cs" />
|
||||
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/ShatteredArmyDetailsNotificationGenerator.cs" />
|
||||
<Compile Include="Assets/Shardok/TurnHistoryPanelController.cs" />
|
||||
@@ -176,6 +181,7 @@
|
||||
<Compile Include="Assets/Shardok/Table Rows/ReserveRowController.cs" />
|
||||
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/OutlawSpottedDetailsNotificationGenerator.cs" />
|
||||
<Compile Include="Assets/Modern UI Pack/Scripts/Fixes/UIElementInFront.cs" />
|
||||
<Compile Include="Assets/Shardok/MeleeAnimator.cs" />
|
||||
<Compile Include="Assets/ConnectionHandler/WaitingGameItem.cs" />
|
||||
<Compile Include="Assets/Modern UI Pack/Scripts/Button/ButtonManagerBasicIcon.cs" />
|
||||
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerSlider.cs" />
|
||||
@@ -258,6 +264,7 @@
|
||||
<Compile Include="Assets/Eagle/CommandSelectors/ResolveTruceCommandSelector.cs" />
|
||||
<Compile Include="Assets/Eagle/ClientPregeneratedText.cs" />
|
||||
<Compile Include="Assets/Eagle/CommandSelectors/SwearBrotherhoodCommandSelector.cs" />
|
||||
<Compile Include="Assets/Auth/TokenStorage.cs" />
|
||||
<Compile Include="Assets/Eagle/Table Rows/TableRowController.cs" />
|
||||
<Compile Include="Assets/Eagle/DisplayNames.cs" />
|
||||
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerSliderEditor.cs" />
|
||||
@@ -363,6 +370,7 @@
|
||||
<Compile Include="Assets/Eagle/Table Rows/AvailableHeroTableRow.cs" />
|
||||
<Compile Include="Assets/Eagle/Table Rows/HeroRowController.cs" />
|
||||
<Compile Include="Assets/Modern UI Pack/Scripts/UI Manager/UIManagerTooltip.cs" />
|
||||
<Compile Include="Assets/Eagle/Notifications/ARNNotifications/NewFactionHeadDetailsNotificationGenerator.cs" />
|
||||
<Compile Include="Assets/Shardok/HexGrid.cs" />
|
||||
<Compile Include="Assets/Modern UI Pack/Scripts/Tooltip/TooltipManager.cs" />
|
||||
<None Include="Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc" />
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 683e069fbc3074e35ac6fc3881a03f4a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,192 @@
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
using Cysharp.Net.Http;
|
||||
using Grpc.Core;
|
||||
using Grpc.Core.Interceptors;
|
||||
using Grpc.Net.Client;
|
||||
using Net.Eagle0.Eagle.Api.Auth;
|
||||
using UnityEngine;
|
||||
using GrpcAuthClient = Net.Eagle0.Eagle.Api.Auth.Auth.AuthClient;
|
||||
|
||||
namespace Auth {
|
||||
/// <summary>
|
||||
/// gRPC client for the Auth service.
|
||||
/// Routes OAuth requests (GetOAuthUrl, CheckOAuthStatus, RefreshToken) to the Go auth service.
|
||||
/// Routes user requests (SetDisplayName, GetCurrentUser, Logout) to Eagle.
|
||||
/// </summary>
|
||||
public class AuthClient : IDisposable {
|
||||
private const int PollIntervalMs = 2000; // Poll every 2 seconds
|
||||
private const int PollTimeoutMs = 300000; // 5 minute timeout
|
||||
|
||||
private readonly GrpcAuthClient _authServiceClient; // Go auth service
|
||||
private readonly GrpcAuthClient _eagleClient; // Eagle server
|
||||
private readonly GrpcChannel _authServiceChannel;
|
||||
private readonly GrpcChannel _eagleChannel;
|
||||
|
||||
/// <summary>
|
||||
/// Create auth client with separate channels for auth service and Eagle.
|
||||
/// </summary>
|
||||
/// <param name="authServiceUrl">Go auth service URL, e.g.
|
||||
/// "https://prod.eagle0.net:40033"</param> <param name="eagleUrl">Eagle server URL, e.g.
|
||||
/// "https://prod.eagle0.net:40032"</param>
|
||||
public AuthClient(string authServiceUrl, string eagleUrl) {
|
||||
// Auth service channel (no JWT needed for OAuth flow)
|
||||
_authServiceChannel = GrpcChannel.ForAddress(
|
||||
authServiceUrl,
|
||||
new GrpcChannelOptions {
|
||||
HttpHandler = new YetAnotherHttpHandler { Http2Only = true },
|
||||
DisposeHttpClient = true
|
||||
});
|
||||
_authServiceClient = new GrpcAuthClient(_authServiceChannel);
|
||||
|
||||
// Eagle channel with JWT interceptor for authenticated requests
|
||||
_eagleChannel = GrpcChannel.ForAddress(
|
||||
eagleUrl,
|
||||
new GrpcChannelOptions {
|
||||
HttpHandler = new YetAnotherHttpHandler { Http2Only = true },
|
||||
DisposeHttpClient = true
|
||||
});
|
||||
CallInvoker eagleInvoker = _eagleChannel.Intercept(new JwtAuthInterceptor());
|
||||
_eagleClient = new GrpcAuthClient(eagleInvoker);
|
||||
|
||||
Debug.Log($"[AuthClient] Configured: authService={authServiceUrl}, eagle={eagleUrl}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get OAuth URL to open in system browser.
|
||||
/// Returns both the URL and the state token for polling.
|
||||
/// Routed to Go auth service.
|
||||
/// </summary>
|
||||
/// <param name="provider">Discord or Google</param>
|
||||
/// <returns>Tuple of (URL to open in browser, state token for polling)</returns>
|
||||
public async Task<(string authUrl, string state)> GetOAuthUrlAsync(OAuthProvider provider) {
|
||||
var request = new GetOAuthUrlRequest { Provider = provider };
|
||||
|
||||
var response = await _authServiceClient.GetOAuthUrlAsync(request);
|
||||
|
||||
Debug.Log($"[AuthClient] Got OAuth URL for {provider}, state={response.State}");
|
||||
return (response.AuthUrl, response.State);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Poll for OAuth completion. Blocks until success, failure, or timeout.
|
||||
/// The server handles the OAuth callback and token exchange.
|
||||
/// Routed to Go auth service.
|
||||
/// </summary>
|
||||
/// <param name="state">State token from GetOAuthUrlAsync</param>
|
||||
/// <returns>Response with tokens and user info on success</returns>
|
||||
public async Task<CheckOAuthStatusResponse> PollForOAuthCompletionAsync(string state) {
|
||||
var startTime = DateTime.UtcNow;
|
||||
|
||||
while (true) {
|
||||
var request = new CheckOAuthStatusRequest { State = state };
|
||||
var response = await _authServiceClient.CheckOAuthStatusAsync(request);
|
||||
|
||||
switch (response.Status) {
|
||||
case OAuthStatus.Success:
|
||||
Debug.Log(
|
||||
$"[AuthClient] OAuth successful, user={response.User?.DisplayName}, isNew={response.IsNewUser}");
|
||||
return response;
|
||||
|
||||
case OAuthStatus.Failed:
|
||||
throw new Exception($"OAuth failed: {response.ErrorMessage}");
|
||||
|
||||
case OAuthStatus.Expired:
|
||||
throw new Exception("OAuth session expired. Please try again.");
|
||||
|
||||
case OAuthStatus.Pending:
|
||||
// Check timeout
|
||||
if ((DateTime.UtcNow - startTime).TotalMilliseconds > PollTimeoutMs) {
|
||||
throw new TimeoutException("OAuth login timed out. Please try again.");
|
||||
}
|
||||
// Wait before polling again
|
||||
await Task.Delay(PollIntervalMs);
|
||||
break;
|
||||
|
||||
default: throw new Exception($"Unknown OAuth status: {response.Status}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Refresh access token using stored refresh token.
|
||||
/// Routed to Go auth service.
|
||||
/// </summary>
|
||||
/// <returns>New access token and expiry, or null if refresh failed</returns>
|
||||
public async Task<RefreshTokenResponse> RefreshTokenAsync() {
|
||||
var refreshToken = TokenStorage.RefreshToken;
|
||||
if (string.IsNullOrEmpty(refreshToken)) {
|
||||
throw new InvalidOperationException("No refresh token available");
|
||||
}
|
||||
|
||||
var request = new RefreshTokenRequest { RefreshToken = refreshToken };
|
||||
|
||||
var response = await _authServiceClient.RefreshTokenAsync(request);
|
||||
|
||||
// Update stored access token
|
||||
TokenStorage.UpdateAccessToken(response.AccessToken, response.ExpiresAt);
|
||||
|
||||
Debug.Log($"[AuthClient] Token refreshed, expires at {response.ExpiresAt}");
|
||||
return response;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set display name for new users.
|
||||
/// Requires valid JWT in interceptor.
|
||||
/// Routed to Eagle.
|
||||
/// </summary>
|
||||
public async Task<SetDisplayNameResponse> SetDisplayNameAsync(string displayName) {
|
||||
var request = new SetDisplayNameRequest { DisplayName = displayName };
|
||||
var response = await _eagleClient.SetDisplayNameAsync(request);
|
||||
|
||||
if (response.Success) {
|
||||
TokenStorage.UpdateDisplayName(displayName);
|
||||
// Update the access token with the new one that has updated displayName claim
|
||||
if (!string.IsNullOrEmpty(response.AccessToken)) {
|
||||
// Token expires in 7 days from now
|
||||
var expiresAt = DateTimeOffset.UtcNow.AddDays(7).ToUnixTimeSeconds();
|
||||
TokenStorage.UpdateAccessToken(response.AccessToken, expiresAt);
|
||||
Debug.Log($"[AuthClient] Display name set to: {displayName}, token updated");
|
||||
} else {
|
||||
Debug.Log($"[AuthClient] Display name set to: {displayName}");
|
||||
}
|
||||
} else {
|
||||
Debug.LogWarning(
|
||||
$"[AuthClient] Failed to set display name: {response.ErrorMessage}");
|
||||
}
|
||||
|
||||
return response;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get current user info. Validates the stored JWT.
|
||||
/// Routed to Eagle.
|
||||
/// </summary>
|
||||
public async Task<GetCurrentUserResponse> GetCurrentUserAsync() {
|
||||
var response = await _eagleClient.GetCurrentUserAsync(new GetCurrentUserRequest());
|
||||
Debug.Log($"[AuthClient] Current user: {response.User?.DisplayName}");
|
||||
return response;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Logout - invalidates refresh token on server.
|
||||
/// Routed to Eagle.
|
||||
/// </summary>
|
||||
public async Task LogoutAsync() {
|
||||
try {
|
||||
await _eagleClient.LogoutAsync(new LogoutRequest());
|
||||
} catch (Exception ex) {
|
||||
Debug.LogWarning($"[AuthClient] Logout RPC failed (may be expected): {ex.Message}");
|
||||
}
|
||||
|
||||
// Clear local tokens regardless of server response
|
||||
TokenStorage.Clear();
|
||||
Debug.Log("[AuthClient] Logged out, tokens cleared");
|
||||
}
|
||||
|
||||
public void Dispose() {
|
||||
_authServiceChannel?.Dispose();
|
||||
_eagleChannel?.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4ba94126c2d2145b8875612eaf5bc371
|
||||
@@ -0,0 +1,75 @@
|
||||
using System;
|
||||
using Grpc.Core;
|
||||
using Grpc.Core.Interceptors;
|
||||
|
||||
namespace Auth {
|
||||
/// <summary>
|
||||
/// gRPC interceptor that attaches JWT Bearer token to requests.
|
||||
/// Reads token from TokenStorage on each request.
|
||||
/// </summary>
|
||||
public class JwtAuthInterceptor : Interceptor {
|
||||
private const string HeaderName = "Authorization";
|
||||
|
||||
private string GetBearerHeader() {
|
||||
var token = TokenStorage.AccessToken;
|
||||
return string.IsNullOrEmpty(token) ? null : $"Bearer {token}";
|
||||
}
|
||||
|
||||
public override TResponse BlockingUnaryCall<TRequest, TResponse>(
|
||||
TRequest request,
|
||||
ClientInterceptorContext<TRequest, TResponse> context,
|
||||
BlockingUnaryCallContinuation<TRequest, TResponse> continuation) {
|
||||
return continuation(request, ContextWithHeaders(context));
|
||||
}
|
||||
|
||||
public override AsyncUnaryCall<TResponse> AsyncUnaryCall<TRequest, TResponse>(
|
||||
TRequest request,
|
||||
ClientInterceptorContext<TRequest, TResponse> context,
|
||||
AsyncUnaryCallContinuation<TRequest, TResponse> continuation) {
|
||||
return continuation(request, ContextWithHeaders(context));
|
||||
}
|
||||
|
||||
public override AsyncServerStreamingCall<TResponse>
|
||||
AsyncServerStreamingCall<TRequest, TResponse>(
|
||||
TRequest request,
|
||||
ClientInterceptorContext<TRequest, TResponse> context,
|
||||
AsyncServerStreamingCallContinuation<TRequest, TResponse> continuation) {
|
||||
return continuation(request, ContextWithHeaders(context));
|
||||
}
|
||||
|
||||
public override AsyncClientStreamingCall<TRequest, TResponse>
|
||||
AsyncClientStreamingCall<TRequest, TResponse>(
|
||||
ClientInterceptorContext<TRequest, TResponse> context,
|
||||
AsyncClientStreamingCallContinuation<TRequest, TResponse> continuation) {
|
||||
return continuation(ContextWithHeaders(context));
|
||||
}
|
||||
|
||||
public override AsyncDuplexStreamingCall<TRequest, TResponse>
|
||||
AsyncDuplexStreamingCall<TRequest, TResponse>(
|
||||
ClientInterceptorContext<TRequest, TResponse> context,
|
||||
AsyncDuplexStreamingCallContinuation<TRequest, TResponse> continuation) {
|
||||
return continuation(ContextWithHeaders(context));
|
||||
}
|
||||
|
||||
private ClientInterceptorContext<TRequest, TResponse>
|
||||
ContextWithHeaders<TRequest, TResponse>(
|
||||
ClientInterceptorContext<TRequest, TResponse> original)
|
||||
where TRequest : class
|
||||
where TResponse : class {
|
||||
var bearerHeader = GetBearerHeader();
|
||||
if (string.IsNullOrEmpty(bearerHeader)) {
|
||||
// No token available - return original context
|
||||
// Auth service endpoints don't require token
|
||||
return original;
|
||||
}
|
||||
|
||||
var headers = new Metadata();
|
||||
headers.Add(HeaderName, bearerHeader);
|
||||
|
||||
return new ClientInterceptorContext<TRequest, TResponse>(
|
||||
original.Method,
|
||||
original.Host,
|
||||
original.Options.WithHeaders(headers));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8528d8ee967e042ecb2a5e8285c425e0
|
||||
@@ -0,0 +1,193 @@
|
||||
using System;
|
||||
using System.Threading.Tasks;
|
||||
using Net.Eagle0.Eagle.Api.Auth;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Auth {
|
||||
/// <summary>
|
||||
/// Manages OAuth authentication flow using server-mediated polling:
|
||||
/// - Opens system browser for OAuth consent
|
||||
/// - Polls server for OAuth completion (no deep links needed)
|
||||
/// - Token storage and refresh
|
||||
/// </summary>
|
||||
public class OAuthManager : MonoBehaviour {
|
||||
public static OAuthManager Instance { get; private set; }
|
||||
|
||||
private AuthClient _authClient;
|
||||
private string _currentAuthServiceUrl;
|
||||
private string _currentEagleUrl;
|
||||
|
||||
// Events for UI updates
|
||||
public event Action<UserInfo> OnLoginSuccess;
|
||||
public event Action<string> OnLoginFailed;
|
||||
public event Action OnLogout;
|
||||
public event Action<bool> OnNewUserNeedsDisplayName; // true if new user
|
||||
|
||||
public bool IsAuthenticated => TokenStorage.HasValidToken;
|
||||
public string DisplayName => TokenStorage.DisplayName;
|
||||
public string UserId => TokenStorage.UserId;
|
||||
|
||||
private void Awake() {
|
||||
if (Instance != null && Instance != this) {
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
Instance = this;
|
||||
DontDestroyOnLoad(gameObject);
|
||||
|
||||
// Initialize TokenStorage cache from PlayerPrefs on main thread
|
||||
// This allows background threads to access tokens safely
|
||||
TokenStorage.InitializeCache();
|
||||
|
||||
// AuthClient is created lazily when SetServerUrls is called
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the server URLs for OAuth and game requests. Call this before any OAuth operations.
|
||||
/// </summary>
|
||||
/// <param name="authServiceUrl">Go auth service URL, e.g.
|
||||
/// "https://prod.eagle0.net:40033"</param> <param name="eagleUrl">Eagle server URL, e.g.
|
||||
/// "https://prod.eagle0.net:40032"</param>
|
||||
public void SetServerUrls(string authServiceUrl, string eagleUrl) {
|
||||
if (_currentAuthServiceUrl == authServiceUrl && _currentEagleUrl == eagleUrl &&
|
||||
_authClient != null) {
|
||||
return; // Already configured for these URLs
|
||||
}
|
||||
|
||||
_authClient?.Dispose();
|
||||
_currentAuthServiceUrl = authServiceUrl;
|
||||
_currentEagleUrl = eagleUrl;
|
||||
_authClient = new AuthClient(authServiceUrl, eagleUrl);
|
||||
Debug.Log($"[OAuthManager] Configured: authService={authServiceUrl}, eagle={eagleUrl}");
|
||||
}
|
||||
|
||||
private void OnDestroy() {
|
||||
_authClient?.Dispose();
|
||||
if (Instance == this) { Instance = null; }
|
||||
}
|
||||
|
||||
private void EnsureConfigured() {
|
||||
if (_authClient == null) {
|
||||
throw new InvalidOperationException(
|
||||
"OAuthManager not configured. Call SetServerUrls() first.");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Start OAuth login with specified provider.
|
||||
/// Opens system browser for user consent, then polls for completion.
|
||||
/// </summary>
|
||||
public async Task<CheckOAuthStatusResponse> LoginAsync(OAuthProvider provider) {
|
||||
EnsureConfigured();
|
||||
try {
|
||||
// Get OAuth URL and state from server
|
||||
var (authUrl, state) = await _authClient.GetOAuthUrlAsync(provider);
|
||||
|
||||
// Open system browser
|
||||
Debug.Log($"[OAuthManager] Opening browser: {authUrl}");
|
||||
Application.OpenURL(authUrl);
|
||||
|
||||
// Poll for OAuth completion (server handles the callback)
|
||||
var response = await _authClient.PollForOAuthCompletionAsync(state);
|
||||
|
||||
// Store tokens
|
||||
TokenStorage.StoreTokens(
|
||||
response.AccessToken,
|
||||
response.RefreshToken,
|
||||
response.ExpiresAt,
|
||||
response.User.UserId,
|
||||
response.User.DisplayName ?? "");
|
||||
|
||||
// Notify listeners
|
||||
if (response.IsNewUser) {
|
||||
OnNewUserNeedsDisplayName?.Invoke(true);
|
||||
} else {
|
||||
OnLoginSuccess?.Invoke(response.User);
|
||||
}
|
||||
|
||||
return response;
|
||||
} catch (Exception ex) {
|
||||
Debug.LogError($"[OAuthManager] Login failed: {ex.Message}");
|
||||
OnLoginFailed?.Invoke(ex.Message);
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set display name for new user after OAuth.
|
||||
/// </summary>
|
||||
public async Task<bool> SetDisplayNameAsync(string displayName) {
|
||||
EnsureConfigured();
|
||||
var response = await _authClient.SetDisplayNameAsync(displayName);
|
||||
|
||||
if (response.Success) { OnLoginSuccess?.Invoke(response.User); }
|
||||
|
||||
return response.Success;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Try to restore session from stored tokens.
|
||||
/// Returns true if valid session exists.
|
||||
/// Must call SetServerUrls() before this method.
|
||||
/// </summary>
|
||||
public async Task<bool> TryRestoreSessionAsync() {
|
||||
if (_authClient == null) {
|
||||
Debug.Log("[OAuthManager] Not configured yet, skipping session restore");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!TokenStorage.HasValidToken && !TokenStorage.HasRefreshToken) {
|
||||
Debug.Log("[OAuthManager] No stored session");
|
||||
return false;
|
||||
}
|
||||
|
||||
// If token is expired but we have refresh token, try to refresh
|
||||
if (!TokenStorage.HasValidToken && TokenStorage.HasRefreshToken) {
|
||||
try {
|
||||
await _authClient.RefreshTokenAsync();
|
||||
} catch (Exception ex) {
|
||||
Debug.LogWarning($"[OAuthManager] Token refresh failed: {ex.Message}");
|
||||
TokenStorage.Clear();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Validate session with server
|
||||
try {
|
||||
var response = await _authClient.GetCurrentUserAsync();
|
||||
Debug.Log($"[OAuthManager] Session restored for {response.User.DisplayName}");
|
||||
OnLoginSuccess?.Invoke(response.User);
|
||||
return true;
|
||||
} catch (Exception ex) {
|
||||
Debug.LogWarning($"[OAuthManager] Session validation failed: {ex.Message}");
|
||||
TokenStorage.Clear();
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Refresh access token if needed.
|
||||
/// Call this before making API requests.
|
||||
/// </summary>
|
||||
public async Task EnsureValidTokenAsync() {
|
||||
EnsureConfigured();
|
||||
if (TokenStorage.NeedsRefresh && TokenStorage.HasRefreshToken) {
|
||||
await _authClient.RefreshTokenAsync();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Logout and clear stored tokens.
|
||||
/// </summary>
|
||||
public async Task LogoutAsync() {
|
||||
// LogoutAsync can work even without server connection - just clear local tokens
|
||||
if (_authClient != null) {
|
||||
await _authClient.LogoutAsync();
|
||||
} else {
|
||||
TokenStorage.Clear();
|
||||
}
|
||||
OnLogout?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0e9d5b0cb9f26477eaf26e8a09c41707
|
||||
@@ -0,0 +1,176 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Auth {
|
||||
/// <summary>
|
||||
/// Secure storage for OAuth tokens using Unity's PlayerPrefs.
|
||||
/// Values are cached in memory to allow access from background threads.
|
||||
/// In production, consider using platform-specific secure storage
|
||||
/// (Keychain on iOS, Keystore on Android).
|
||||
/// </summary>
|
||||
public static class TokenStorage {
|
||||
private const string AccessTokenKey = "eagle0_access_token";
|
||||
private const string RefreshTokenKey = "eagle0_refresh_token";
|
||||
private const string ExpiresAtKey = "eagle0_expires_at";
|
||||
private const string UserIdKey = "eagle0_user_id";
|
||||
private const string DisplayNameKey = "eagle0_display_name";
|
||||
|
||||
// In-memory cache for thread-safe access from background threads
|
||||
// PlayerPrefs can only be accessed from the main thread
|
||||
private static string _cachedAccessToken;
|
||||
private static string _cachedRefreshToken;
|
||||
private static long _cachedExpiresAt;
|
||||
private static string _cachedUserId;
|
||||
private static string _cachedDisplayName;
|
||||
private static bool _cacheInitialized = false;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize cache from PlayerPrefs. Must be called from main thread.
|
||||
/// Call this early in app startup (e.g., in Awake or Start).
|
||||
/// </summary>
|
||||
public static void InitializeCache() {
|
||||
_cachedAccessToken = PlayerPrefs.GetString(AccessTokenKey, null);
|
||||
_cachedRefreshToken = PlayerPrefs.GetString(RefreshTokenKey, null);
|
||||
_cachedExpiresAt =
|
||||
long.TryParse(PlayerPrefs.GetString(ExpiresAtKey, "0"), out var val) ? val : 0;
|
||||
_cachedUserId = PlayerPrefs.GetString(UserIdKey, null);
|
||||
_cachedDisplayName = PlayerPrefs.GetString(DisplayNameKey, null);
|
||||
_cacheInitialized = true;
|
||||
|
||||
Debug.Log(
|
||||
$"[TokenStorage] Cache initialized, hasToken={!string.IsNullOrEmpty(_cachedAccessToken)}");
|
||||
}
|
||||
|
||||
public static bool HasValidToken {
|
||||
get {
|
||||
var token = AccessToken;
|
||||
var expiresAt = ExpiresAt;
|
||||
return !string.IsNullOrEmpty(token) &&
|
||||
expiresAt > DateTimeOffset.UtcNow.ToUnixTimeSeconds();
|
||||
}
|
||||
}
|
||||
|
||||
public static bool HasRefreshToken => !string.IsNullOrEmpty(RefreshToken);
|
||||
|
||||
public static string AccessToken {
|
||||
get {
|
||||
if (!_cacheInitialized) {
|
||||
Debug.LogWarning(
|
||||
"[TokenStorage] Cache not initialized, returning cached value anyway");
|
||||
}
|
||||
return _cachedAccessToken;
|
||||
}
|
||||
private
|
||||
set {
|
||||
_cachedAccessToken = value;
|
||||
PlayerPrefs.SetString(AccessTokenKey, value ?? "");
|
||||
}
|
||||
}
|
||||
|
||||
public static string RefreshToken {
|
||||
get => _cachedRefreshToken;
|
||||
private
|
||||
set {
|
||||
_cachedRefreshToken = value;
|
||||
PlayerPrefs.SetString(RefreshTokenKey, value ?? "");
|
||||
}
|
||||
}
|
||||
|
||||
public static long ExpiresAt {
|
||||
get => _cachedExpiresAt;
|
||||
private
|
||||
set {
|
||||
_cachedExpiresAt = value;
|
||||
PlayerPrefs.SetString(ExpiresAtKey, value.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
public static string UserId {
|
||||
get => _cachedUserId;
|
||||
private
|
||||
set {
|
||||
_cachedUserId = value;
|
||||
PlayerPrefs.SetString(UserIdKey, value ?? "");
|
||||
}
|
||||
}
|
||||
|
||||
public static string DisplayName {
|
||||
get => _cachedDisplayName;
|
||||
private
|
||||
set {
|
||||
_cachedDisplayName = value;
|
||||
PlayerPrefs.SetString(DisplayNameKey, value ?? "");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Store tokens received from OAuth exchange.
|
||||
/// </summary>
|
||||
public static void StoreTokens(
|
||||
string accessToken,
|
||||
string refreshToken,
|
||||
long expiresAt,
|
||||
string userId,
|
||||
string displayName) {
|
||||
AccessToken = accessToken;
|
||||
RefreshToken = refreshToken;
|
||||
ExpiresAt = expiresAt;
|
||||
UserId = userId;
|
||||
DisplayName = displayName;
|
||||
PlayerPrefs.Save();
|
||||
|
||||
Debug.Log(
|
||||
$"[TokenStorage] Stored tokens for user {displayName} (expires at {expiresAt})");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update access token after refresh.
|
||||
/// </summary>
|
||||
public static void UpdateAccessToken(string accessToken, long expiresAt) {
|
||||
AccessToken = accessToken;
|
||||
ExpiresAt = expiresAt;
|
||||
PlayerPrefs.Save();
|
||||
|
||||
Debug.Log($"[TokenStorage] Updated access token (expires at {expiresAt})");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update display name after user sets it.
|
||||
/// </summary>
|
||||
public static void UpdateDisplayName(string displayName) {
|
||||
DisplayName = displayName;
|
||||
PlayerPrefs.Save();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clear all stored tokens (logout).
|
||||
/// </summary>
|
||||
public static void Clear() {
|
||||
_cachedAccessToken = null;
|
||||
_cachedRefreshToken = null;
|
||||
_cachedExpiresAt = 0;
|
||||
_cachedUserId = null;
|
||||
_cachedDisplayName = null;
|
||||
|
||||
PlayerPrefs.DeleteKey(AccessTokenKey);
|
||||
PlayerPrefs.DeleteKey(RefreshTokenKey);
|
||||
PlayerPrefs.DeleteKey(ExpiresAtKey);
|
||||
PlayerPrefs.DeleteKey(UserIdKey);
|
||||
PlayerPrefs.DeleteKey(DisplayNameKey);
|
||||
PlayerPrefs.Save();
|
||||
|
||||
Debug.Log("[TokenStorage] Cleared all tokens");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if token needs refresh (expires within 5 minutes).
|
||||
/// </summary>
|
||||
public static bool NeedsRefresh {
|
||||
get {
|
||||
var expiresAt = ExpiresAt;
|
||||
var now = DateTimeOffset.UtcNow.ToUnixTimeSeconds();
|
||||
return expiresAt > 0 && expiresAt - now < 300; // 5 minutes
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4b1f130cec656466893fa04ba789d34f
|
||||
+321
-13
@@ -29,9 +29,9 @@ RectTransform:
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 616210323856016607}
|
||||
m_RootOrder: 0
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 0}
|
||||
m_AnchorMax: {x: 0, y: 0}
|
||||
@@ -105,20 +105,23 @@ MonoBehaviour:
|
||||
m_VerticalAlignment: 512
|
||||
m_textAlignment: 65535
|
||||
m_characterSpacing: 0
|
||||
m_characterHorizontalScale: 1
|
||||
m_wordSpacing: 0
|
||||
m_lineSpacing: 0
|
||||
m_lineSpacingMax: 0
|
||||
m_paragraphSpacing: 0
|
||||
m_charWidthMaxAdj: 0
|
||||
m_enableWordWrapping: 1
|
||||
m_TextWrappingMode: 1
|
||||
m_wordWrappingRatios: 0.4
|
||||
m_overflowMode: 0
|
||||
m_linkedTextComponent: {fileID: 0}
|
||||
parentLinkedComponent: {fileID: 0}
|
||||
m_enableKerning: 1
|
||||
m_ActiveFontFeatures: 6e72656b
|
||||
m_enableExtraPadding: 0
|
||||
checkPaddingRequired: 0
|
||||
m_isRichText: 1
|
||||
m_EmojiFallbackSupport: 1
|
||||
m_parseCtrlCharacters: 1
|
||||
m_isOrthographic: 1
|
||||
m_isCullingEnabled: 0
|
||||
@@ -185,9 +188,9 @@ RectTransform:
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 616210323856016607}
|
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m_RootOrder: 2
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propertyPath: m_fontSize
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m_AddedComponents:
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m_SourcePrefab: {fileID: 100100000, guid: 59599ef87ad824f52ada88f126d58c5f, type: 3}
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--- !u!114 &8906549728612534595 stripped
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MonoBehaviour:
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@@ -984,3 +1272,23 @@ GameObject:
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type: 3}
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m_PrefabInstance: {fileID: 3324269289066796519}
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m_PrefabAsset: {fileID: 0}
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 8906549728612534621}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 306cc8c2b49d7114eaa3623786fc2126, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_MinWidth: 700
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m_MinHeight: -1
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m_PreferredWidth: 700
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m_PreferredHeight: -1
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m_FlexibleWidth: 1
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m_FlexibleHeight: -1
|
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m_LayoutPriority: 1
|
||||
|
||||
+4
@@ -16,8 +16,10 @@ public class AvailableGameItem : MonoBehaviour {
|
||||
public TextMeshProUGUI playerCountField;
|
||||
public Button joinButton;
|
||||
public TextMeshProUGUI buttonText;
|
||||
public Button dropButton;
|
||||
|
||||
public Action<long, string> JoinCallback;
|
||||
public Action<long> DropCallback;
|
||||
|
||||
private List<AvailableLeader> availableLeaders;
|
||||
private long gameId;
|
||||
@@ -38,6 +40,8 @@ public class AvailableGameItem : MonoBehaviour {
|
||||
|
||||
public void JoinClicked() { JoinCallback(gameId, SelectedLeaderTextId); }
|
||||
|
||||
public void DropClicked() { DropCallback?.Invoke(gameId); }
|
||||
|
||||
public void
|
||||
SetAvailableNewGame(long gameId, string playersString, List<AvailableLeader> leaders) {
|
||||
availableLeaders = leaders;
|
||||
|
||||
+333
-15
@@ -7,15 +7,18 @@ using System.Net.Http.Headers;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
using Auth;
|
||||
using common;
|
||||
using common.GUIUtils;
|
||||
using eagle;
|
||||
using Grpc.Core;
|
||||
using Grpc.Core.Interceptors;
|
||||
using Net.Eagle0.Eagle.Api;
|
||||
using Net.Eagle0.Eagle.Api.Auth;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
using UnityEngine.UI;
|
||||
using Object = System.Object;
|
||||
|
||||
public class AuthInterceptor : Interceptor {
|
||||
@@ -82,6 +85,23 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
public TMP_InputField passwordField;
|
||||
public TMP_Dropdown resolutionDropdown;
|
||||
|
||||
[Header("OAuth UI")]
|
||||
public GameObject oauthPanel;
|
||||
public Button discordLoginButton;
|
||||
public Button googleLoginButton;
|
||||
public TextMeshProUGUI oauthStatusText;
|
||||
|
||||
[Header("Display Name Setup")]
|
||||
public GameObject displayNamePanel;
|
||||
public TMP_InputField displayNameField;
|
||||
public Button setDisplayNameButton;
|
||||
public TextMeshProUGUI displayNameErrorText;
|
||||
|
||||
[Header("Legacy Auth (for testing)")]
|
||||
public GameObject legacyAuthPanel;
|
||||
public Button useLegacyAuthButton;
|
||||
public TextMeshProUGUI useLegacyAuthButtonText;
|
||||
|
||||
[Header("Status Display")]
|
||||
public TextMeshProUGUI connectionStatusText;
|
||||
|
||||
@@ -90,6 +110,13 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
public GameObject customBattlePanel;
|
||||
public ErrorHandler errorHandler;
|
||||
|
||||
[Header("Lobby Controls")]
|
||||
public Button logoutButton;
|
||||
public Button customBattleButton;
|
||||
public Button cancelCustomBattleButton;
|
||||
public TextMeshProUGUI lobbyEnvironmentText;
|
||||
public TextMeshProUGUI lobbyUserText;
|
||||
|
||||
public GameObject runningGamesListArea;
|
||||
public GameObject runningGamesListItemPrefab;
|
||||
|
||||
@@ -98,6 +125,8 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
public GameObject waitingGamesListItemPrefab;
|
||||
public GameObject createGameListItemPrefab;
|
||||
|
||||
public DropGameConfirmationPanel dropGameConfirmationPanel;
|
||||
|
||||
public Canvas connectionCanvas;
|
||||
public Canvas eagleCanvas;
|
||||
public Canvas shardokCanvas;
|
||||
@@ -112,6 +141,8 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
private bool listen = false;
|
||||
private CancellationTokenSource _cancellationTokenSource;
|
||||
private readonly Object pendingReplyLock = new Object();
|
||||
private int _connectedEnvironmentIndex = -1; // -1 means not connected
|
||||
private bool _useOAuth = false; // Default to legacy until server-side OAuth is ready
|
||||
|
||||
public ClientPregeneratedText clientPregeneratedText;
|
||||
|
||||
@@ -125,12 +156,33 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
private static readonly List<string> EnvironmentDisplayNames =
|
||||
new() { "prod.", "qa.", "(none)" };
|
||||
|
||||
/// <summary>
|
||||
/// Returns the connected environment name ("prod." or "qa.") or null if not connected.
|
||||
/// </summary>
|
||||
public string ConnectedEnvironmentName =>
|
||||
_connectedEnvironmentIndex >= 0 &&
|
||||
_connectedEnvironmentIndex < EnvironmentDisplayNames.Count
|
||||
? EnvironmentDisplayNames[_connectedEnvironmentIndex]
|
||||
: null;
|
||||
|
||||
private string GetUrlFromEnvironment() {
|
||||
int envIndex = environmentDropdown.value;
|
||||
string prefix = EnvironmentOptions[envIndex];
|
||||
return prefix + BaseDomain;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get full URL with scheme for the selected environment (Eagle server).
|
||||
/// Remote servers use HTTPS, could be extended for local HTTP.
|
||||
/// </summary>
|
||||
private string GetEagleUrl() { return "https://" + GetUrlFromEnvironment(); }
|
||||
|
||||
/// <summary>
|
||||
/// Get full URL with scheme for the Go auth service.
|
||||
/// Always uses prod auth service - OAuth tokens work across all environments.
|
||||
/// </summary>
|
||||
private string GetAuthServiceUrl() { return "https://prod.eagle0.net:40033"; }
|
||||
|
||||
public void ReceiveLobbyUpdate(LobbyResponse lobbyResponse) {
|
||||
_handleLobbyResponse(lobbyResponse);
|
||||
}
|
||||
@@ -166,8 +218,218 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
|
||||
errorHandler.gameObject.SetActive(true);
|
||||
|
||||
// Initialize OAuth UI
|
||||
SetupOAuthUI();
|
||||
|
||||
// Initialize Lobby UI (logout button, etc.)
|
||||
SetupLobbyUI();
|
||||
|
||||
// Initialize status text
|
||||
UpdateConnectionStatus();
|
||||
|
||||
// Try to restore existing OAuth session
|
||||
TryRestoreSession();
|
||||
}
|
||||
|
||||
private void SetupOAuthUI() {
|
||||
// Set up OAuth button click handlers
|
||||
if (discordLoginButton != null) {
|
||||
discordLoginButton.onClick.AddListener(
|
||||
() => OnOAuthLoginClicked(OAuthProvider.Discord));
|
||||
}
|
||||
if (googleLoginButton != null) {
|
||||
googleLoginButton.onClick.AddListener(() => OnOAuthLoginClicked(OAuthProvider.Google));
|
||||
}
|
||||
if (setDisplayNameButton != null) {
|
||||
setDisplayNameButton.onClick.AddListener(OnSetDisplayNameClicked);
|
||||
}
|
||||
if (useLegacyAuthButton != null) {
|
||||
useLegacyAuthButton.onClick.AddListener(OnUseLegacyAuthClicked);
|
||||
}
|
||||
|
||||
// Subscribe to OAuthManager events
|
||||
if (OAuthManager.Instance != null) {
|
||||
OAuthManager.Instance.OnLoginSuccess += OnOAuthLoginSuccess;
|
||||
OAuthManager.Instance.OnLoginFailed += OnOAuthLoginFailed;
|
||||
OAuthManager.Instance.OnNewUserNeedsDisplayName += OnNewUserNeedsDisplayName;
|
||||
OAuthManager.Instance.OnLogout += OnOAuthLogout;
|
||||
}
|
||||
|
||||
// Show appropriate panel based on auth state
|
||||
ShowAuthPanel();
|
||||
}
|
||||
|
||||
private void ShowAuthPanel() {
|
||||
// Hide all auth panels first
|
||||
if (oauthPanel != null) oauthPanel.SetActive(false);
|
||||
if (displayNamePanel != null) displayNamePanel.SetActive(false);
|
||||
if (legacyAuthPanel != null) legacyAuthPanel.SetActive(false);
|
||||
|
||||
// Show appropriate panel based on _useOAuth
|
||||
if (_useOAuth) {
|
||||
if (oauthPanel != null) oauthPanel.SetActive(true);
|
||||
if (useLegacyAuthButtonText != null)
|
||||
useLegacyAuthButtonText.text = "Use Classic Sign-in";
|
||||
} else {
|
||||
if (legacyAuthPanel != null) legacyAuthPanel.SetActive(true);
|
||||
if (useLegacyAuthButtonText != null) useLegacyAuthButtonText.text = "Use OAuth Sign-in";
|
||||
}
|
||||
}
|
||||
|
||||
private void SetupLobbyUI() {
|
||||
if (logoutButton != null) { logoutButton.onClick.AddListener(OnLogoutClicked); }
|
||||
if (customBattleButton != null) { customBattleButton.onClick.AddListener(CustomBattle); }
|
||||
if (cancelCustomBattleButton != null) {
|
||||
cancelCustomBattleButton.onClick.AddListener(CancelCustomBattle);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateLobbyStatusDisplays() {
|
||||
// Show environment (prod/qa)
|
||||
if (lobbyEnvironmentText != null) {
|
||||
lobbyEnvironmentText.text = ConnectedEnvironmentName ?? "";
|
||||
}
|
||||
|
||||
// Show current user - prefer OAuth display name, fall back to classic login name
|
||||
if (lobbyUserText != null) {
|
||||
if (_useOAuth && !string.IsNullOrEmpty(TokenStorage.DisplayName)) {
|
||||
lobbyUserText.text = TokenStorage.DisplayName;
|
||||
} else {
|
||||
lobbyUserText.text = nameField.text;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private async void OnLogoutClicked() {
|
||||
Debug.Log("[ConnectionHandler] Logout button clicked");
|
||||
|
||||
// Clear OAuth tokens
|
||||
if (OAuthManager.Instance != null) { await OAuthManager.Instance.LogoutAsync(); }
|
||||
|
||||
// Disconnect from server
|
||||
_persistentClientConnection?.Dispose();
|
||||
eagleConnection?.Dispose();
|
||||
_httpClient?.Dispose();
|
||||
_cancellationTokenSource?.Dispose();
|
||||
|
||||
_persistentClientConnection = null;
|
||||
eagleConnection = null;
|
||||
_httpClient = null;
|
||||
_cancellationTokenSource = null;
|
||||
_connectedEnvironmentIndex = -1;
|
||||
|
||||
// Return to connection screen
|
||||
gameSelectionPanel.SetActive(false);
|
||||
connectionPanel.SetActive(true);
|
||||
|
||||
// Re-initialize the auth UI
|
||||
ShowAuthPanel();
|
||||
UpdateConnectionStatus();
|
||||
}
|
||||
|
||||
private async void TryRestoreSession() {
|
||||
if (OAuthManager.Instance == null) return;
|
||||
|
||||
// Configure OAuthManager with auth service and Eagle URLs
|
||||
OAuthManager.Instance.SetServerUrls(GetAuthServiceUrl(), GetEagleUrl());
|
||||
|
||||
if (oauthStatusText != null) { oauthStatusText.text = "Checking for existing session..."; }
|
||||
|
||||
var restored = await OAuthManager.Instance.TryRestoreSessionAsync();
|
||||
if (restored) {
|
||||
// Session restored, connect to lobby
|
||||
ConnectWithOAuth();
|
||||
} else if (oauthStatusText != null) {
|
||||
oauthStatusText.text = "";
|
||||
}
|
||||
}
|
||||
|
||||
private async void OnOAuthLoginClicked(OAuthProvider provider) {
|
||||
// Configure OAuthManager with auth service and Eagle URLs (user may have changed dropdown)
|
||||
OAuthManager.Instance.SetServerUrls(GetAuthServiceUrl(), GetEagleUrl());
|
||||
|
||||
if (oauthStatusText != null) {
|
||||
oauthStatusText.text = $"Opening browser for {provider} login...";
|
||||
}
|
||||
|
||||
try {
|
||||
await OAuthManager.Instance.LoginAsync(provider);
|
||||
// OnLoginSuccess or OnNewUserNeedsDisplayName will be called
|
||||
} catch (Exception ex) {
|
||||
Debug.LogError($"OAuth login failed: {ex.Message}");
|
||||
if (oauthStatusText != null) { oauthStatusText.text = $"Login failed: {ex.Message}"; }
|
||||
}
|
||||
}
|
||||
|
||||
private void OnOAuthLoginSuccess(UserInfo user) {
|
||||
MainQueue.Q.Enqueue(() => {
|
||||
if (oauthStatusText != null) { oauthStatusText.text = $"Welcome, {user.DisplayName}!"; }
|
||||
ConnectWithOAuth();
|
||||
});
|
||||
}
|
||||
|
||||
private void OnOAuthLoginFailed(string error) {
|
||||
MainQueue.Q.Enqueue(() => {
|
||||
if (oauthStatusText != null) { oauthStatusText.text = $"Login failed: {error}"; }
|
||||
});
|
||||
}
|
||||
|
||||
private void OnNewUserNeedsDisplayName(bool isNewUser) {
|
||||
MainQueue.Q.Enqueue(() => {
|
||||
// Show display name panel
|
||||
if (oauthPanel != null) oauthPanel.SetActive(false);
|
||||
if (displayNamePanel != null) displayNamePanel.SetActive(true);
|
||||
if (displayNameErrorText != null) displayNameErrorText.text = "";
|
||||
});
|
||||
}
|
||||
|
||||
private async void OnSetDisplayNameClicked() {
|
||||
if (displayNameField == null || OAuthManager.Instance == null) return;
|
||||
|
||||
var displayName = displayNameField.text.Trim();
|
||||
if (string.IsNullOrEmpty(displayName)) {
|
||||
if (displayNameErrorText != null) {
|
||||
displayNameErrorText.text = "Please enter a display name";
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (displayNameErrorText != null) { displayNameErrorText.text = "Setting display name..."; }
|
||||
|
||||
var success = await OAuthManager.Instance.SetDisplayNameAsync(displayName);
|
||||
if (!success && displayNameErrorText != null) {
|
||||
displayNameErrorText.text = "Name already taken or invalid. Try another.";
|
||||
}
|
||||
// OnLoginSuccess will be called if successful
|
||||
}
|
||||
|
||||
private void OnOAuthLogout() {
|
||||
MainQueue.Q.Enqueue(() => {
|
||||
ShowAuthPanel();
|
||||
if (oauthStatusText != null) { oauthStatusText.text = ""; }
|
||||
});
|
||||
}
|
||||
|
||||
private void OnUseLegacyAuthClicked() {
|
||||
_useOAuth = !_useOAuth; // Toggle instead of just setting false
|
||||
|
||||
if (_useOAuth) {
|
||||
// Show OAuth panel
|
||||
if (oauthPanel != null) oauthPanel.SetActive(true);
|
||||
if (legacyAuthPanel != null) legacyAuthPanel.SetActive(false);
|
||||
if (useLegacyAuthButtonText != null)
|
||||
useLegacyAuthButtonText.text = "Use Classic Sign-in";
|
||||
} else {
|
||||
// Show legacy panel
|
||||
if (oauthPanel != null) oauthPanel.SetActive(false);
|
||||
if (legacyAuthPanel != null) legacyAuthPanel.SetActive(true);
|
||||
if (useLegacyAuthButtonText != null) useLegacyAuthButtonText.text = "Use OAuth Sign-in";
|
||||
}
|
||||
}
|
||||
|
||||
private void ConnectWithOAuth() {
|
||||
_useOAuth = true;
|
||||
_internalConnectEagle();
|
||||
}
|
||||
|
||||
private float _statusUpdateTimer = 0f;
|
||||
@@ -245,6 +507,14 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
|
||||
public void CustomBattle() { _internalCustomBattle(); }
|
||||
|
||||
public void CancelCustomBattle() {
|
||||
customBattlePanel.SetActive(false);
|
||||
shardokCanvas.gameObject.SetActive(false);
|
||||
connectionCanvas.gameObject.SetActive(true);
|
||||
gameSelectionPanel.SetActive(true);
|
||||
StartListeningForLobbyUpdates();
|
||||
}
|
||||
|
||||
public void OnApplicationQuit() { Dispose(); }
|
||||
|
||||
public void Dispose() {
|
||||
@@ -262,6 +532,8 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
_persistentClientConnection = null;
|
||||
eagleConnection?.Dispose();
|
||||
eagleConnection = null;
|
||||
|
||||
_connectedEnvironmentIndex = -1;
|
||||
}
|
||||
|
||||
public void OnResolutionChanged(int dropdownIndex) {
|
||||
@@ -289,6 +561,9 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
connectionPanel.gameObject.SetActive(false);
|
||||
gameSelectionPanel.gameObject.SetActive(true);
|
||||
|
||||
// Update lobby status displays
|
||||
UpdateLobbyStatusDisplays();
|
||||
|
||||
// Set up running games table
|
||||
foreach (Transform row in runningGamesListArea.transform) { Destroy(row.gameObject); }
|
||||
foreach (var runningGame in lobbyResponse.RunningGames) {
|
||||
@@ -297,10 +572,10 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
runningGamesListArea.transform,
|
||||
true);
|
||||
listItem.transform.localScale = new Vector3 { x = 1.0f, y = 1.0f, z = 1.0f };
|
||||
listItem.GetComponent<RunningGameItem>().SetRunningGame(
|
||||
runningGame.GameId,
|
||||
runningGame.Leader);
|
||||
listItem.GetComponent<RunningGameItem>().GoCallback = this.SelectEagleGame;
|
||||
var runningGameItem = listItem.GetComponent<RunningGameItem>();
|
||||
runningGameItem.SetRunningGame(runningGame.GameId, runningGame.Leader);
|
||||
runningGameItem.GoCallback = this.SelectEagleGame;
|
||||
runningGameItem.DropCallback = this.DropGame;
|
||||
}
|
||||
|
||||
// Set up available/waiting games table
|
||||
@@ -336,14 +611,16 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
availableGamesListArea.transform,
|
||||
true);
|
||||
listItem.transform.localScale = new Vector3 { x = 1.0f, y = 1.0f, z = 1.0f };
|
||||
listItem.GetComponent<AvailableGameItem>().SetAvailableNewGame(
|
||||
var availableGameItem = listItem.GetComponent<AvailableGameItem>();
|
||||
availableGameItem.SetAvailableNewGame(
|
||||
availableGame.GameId,
|
||||
string.Format(
|
||||
"{0} / {1}",
|
||||
availableGame.CurrentHumanPlayerCount,
|
||||
availableGame.MaxHumanPlayerCount),
|
||||
availableGame.AvailableLeaders.ToList());
|
||||
listItem.GetComponent<AvailableGameItem>().JoinCallback = this.JoinGame;
|
||||
availableGameItem.JoinCallback = this.JoinGame;
|
||||
availableGameItem.DropCallback = this.DropGame;
|
||||
}
|
||||
});
|
||||
}
|
||||
@@ -357,7 +634,8 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
}
|
||||
|
||||
private void _createConnection() {
|
||||
PlayerPrefs.SetInt(EnvironmentKey, environmentDropdown.value);
|
||||
_connectedEnvironmentIndex = environmentDropdown.value;
|
||||
PlayerPrefs.SetInt(EnvironmentKey, _connectedEnvironmentIndex);
|
||||
PlayerPrefs.SetString(NameKey, nameField.text);
|
||||
PlayerPrefs.SetString(PasswordKey, passwordField.text);
|
||||
|
||||
@@ -371,7 +649,26 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
_cancellationTokenSource = new CancellationTokenSource();
|
||||
|
||||
string url = GetUrlFromEnvironment();
|
||||
eagleConnection = new EagleConnection(nameField.text, passwordField.text, url);
|
||||
|
||||
if (_useOAuth && TokenStorage.HasValidToken) {
|
||||
// Use JWT-based connection
|
||||
eagleConnection = EagleConnection.CreateWithJwt(url);
|
||||
|
||||
_httpClient = new HttpClient();
|
||||
_httpClient.DefaultRequestHeaders.Authorization =
|
||||
new AuthenticationHeaderValue("Bearer", TokenStorage.AccessToken);
|
||||
} else {
|
||||
// Legacy Basic Auth connection
|
||||
PlayerPrefs.SetString(NameKey, nameField.text);
|
||||
PlayerPrefs.SetString(PasswordKey, passwordField.text);
|
||||
|
||||
eagleConnection = new EagleConnection(nameField.text, passwordField.text, url);
|
||||
|
||||
_httpClient = new HttpClient();
|
||||
_httpClient.DefaultRequestHeaders.Authorization =
|
||||
new AuthenticationHeaderValue("Basic", eagleConnection.authHeader);
|
||||
}
|
||||
|
||||
_persistentClientConnection = new PersistentClientConnection(
|
||||
eagleConnection.EagleGrpcClient,
|
||||
eagleConnection.credentials,
|
||||
@@ -379,20 +676,16 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
_persistentClientConnection.Connect();
|
||||
|
||||
errorHandler.PersistentClientConnection = _persistentClientConnection;
|
||||
|
||||
_httpClient = new HttpClient();
|
||||
_httpClient.DefaultRequestHeaders.Authorization =
|
||||
new AuthenticationHeaderValue("Basic", eagleConnection.authHeader);
|
||||
ResourceFetcher.SetUpConnection(_httpClient);
|
||||
}
|
||||
|
||||
private void _internalCustomBattle() {
|
||||
_createConnection();
|
||||
// Connection already exists when called from lobby
|
||||
_persistentClientConnection.SetLobbySubscriber(this);
|
||||
|
||||
SetCustomBattleActive(true);
|
||||
|
||||
connectionPanel.SetActive(false);
|
||||
gameSelectionPanel.SetActive(false);
|
||||
customBattlePanel.SetActive(true);
|
||||
}
|
||||
|
||||
@@ -440,6 +733,18 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
var game = _internalJoinEagleGame(gameId, leaderName);
|
||||
}
|
||||
|
||||
private void DropGame(long gameId) {
|
||||
if (dropGameConfirmationPanel != null) {
|
||||
dropGameConfirmationPanel.OnConfirm = ConfirmDropGame;
|
||||
dropGameConfirmationPanel.Show(gameId, "Are you sure you want to leave this game?");
|
||||
} else {
|
||||
// Fallback if no confirmation panel is configured
|
||||
ConfirmDropGame(gameId);
|
||||
}
|
||||
}
|
||||
|
||||
private void ConfirmDropGame(long gameId) { _internalDropGame(gameId); }
|
||||
|
||||
private void CreateGame(string leaderNameTextId, int humanPlayerCount, int totalPlayerCount) {
|
||||
var game = _internalCreateGame(leaderNameTextId, humanPlayerCount, totalPlayerCount);
|
||||
}
|
||||
@@ -516,6 +821,18 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
}
|
||||
}
|
||||
|
||||
private async Task<bool> _internalDropGame(long gameId) {
|
||||
try {
|
||||
return await _persistentClientConnection.SendUpdateStreamRequestAsync(
|
||||
new UpdateStreamRequest {
|
||||
DropGameRequest = new DropGameRequest { GameId = gameId }
|
||||
});
|
||||
} catch (WebException e) {
|
||||
Debug.Log(String.Format("Caught exception in DropGame {0}", e.Message));
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private void SetLobbyActive(bool active) {
|
||||
runningGamesListArea.SetActive(active);
|
||||
availableGamesListArea.SetActive(active);
|
||||
@@ -533,7 +850,8 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
|
||||
eagleCanvas.GetComponent<EagleGameController>().SetUpGame(
|
||||
gameInfo.GameId,
|
||||
gameInfo.FactionId,
|
||||
_persistentClientConnection);
|
||||
_persistentClientConnection,
|
||||
ConnectedEnvironmentName);
|
||||
connectionCanvas.enabled = false;
|
||||
connectionCanvas.gameObject.SetActive(false);
|
||||
eagleCanvas.gameObject.SetActive(true);
|
||||
|
||||
+24
@@ -0,0 +1,24 @@
|
||||
using System;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class DropGameConfirmationPanel : MonoBehaviour {
|
||||
public TextMeshProUGUI messageText;
|
||||
|
||||
public Action<long> OnConfirm;
|
||||
|
||||
private long _pendingGameId;
|
||||
|
||||
public void Show(long gameId, string message) {
|
||||
_pendingGameId = gameId;
|
||||
if (messageText != null) { messageText.text = message; }
|
||||
gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
public void ConfirmClicked() {
|
||||
gameObject.SetActive(false);
|
||||
OnConfirm?.Invoke(_pendingGameId);
|
||||
}
|
||||
|
||||
public void CancelClicked() { gameObject.SetActive(false); }
|
||||
}
|
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+4
@@ -10,8 +10,10 @@ public class RunningGameItem : MonoBehaviour {
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public TextMeshProUGUI gameIdField;
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public TextMeshProUGUI leaderField;
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public Button goButton;
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public Button dropButton;
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public Action<long> GoCallback;
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public Action<long> DropCallback;
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private long gameId;
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@@ -20,6 +22,8 @@ public class RunningGameItem : MonoBehaviour {
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public void GoClicked() { GoCallback(gameId); }
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public void DropClicked() { DropCallback?.Invoke(gameId); }
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public void SetRunningGame(long gameId, AvailableLeader leader) {
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this.gameId = gameId;
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+142
-49
@@ -1,4 +1,4 @@
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using System;
|
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using System;
|
||||
using System.Collections.Generic;
|
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using System.Linq;
|
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using EagleGUIUtils;
|
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@@ -6,6 +6,7 @@ using Net.Eagle0.Eagle.Api;
|
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using Net.Eagle0.Eagle.Common;
|
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using Net.Eagle0.Eagle.Views;
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||||
using TMPro;
|
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using UnityEngine;
|
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using UnityEngine.UI;
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namespace eagle {
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@@ -14,16 +15,44 @@ namespace eagle {
|
||||
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||||
public class ImproveCommandSelector : CommandSelector {
|
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public HeroDropdownController heroDropdownController;
|
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public TMP_Dropdown typeDropdown;
|
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public Toggle lockToggle;
|
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// Toggle buttons for each improvement type (assign to same ToggleGroup in Unity)
|
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public Toggle economyToggle;
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public Toggle agricultureToggle;
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public Toggle infrastructureToggle;
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public Toggle devastationToggle;
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public ToggleGroup improvementToggleGroup;
|
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// Labels showing type name and value
|
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public TMP_Text economyLabel;
|
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public TMP_Text agricultureLabel;
|
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public TMP_Text infrastructureLabel;
|
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public TMP_Text devastationLabel;
|
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List<HeroView> orderedHeroes;
|
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|
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private int SelectedTypeIndex => typeDropdown.value;
|
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private ImproveAvailableCommand ImproveAvailableCommand => _availableCommand.ImproveCommand;
|
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private ProvinceId ActingProvinceId => ImproveAvailableCommand.ActingProvinceId;
|
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private ImprovementType SelectedType =>
|
||||
ImproveAvailableCommand.AvailableTypes[SelectedTypeIndex];
|
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private ImprovementType SelectedType {
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get {
|
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if (economyToggle != null && economyToggle.isOn && economyToggle.interactable)
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return ImprovementType.Economy;
|
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if (agricultureToggle != null && agricultureToggle.isOn &&
|
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agricultureToggle.interactable)
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return ImprovementType.Agriculture;
|
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if (infrastructureToggle != null && infrastructureToggle.isOn &&
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infrastructureToggle.interactable)
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return ImprovementType.Infrastructure;
|
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if (devastationToggle != null && devastationToggle.isOn &&
|
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devastationToggle.interactable)
|
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return ImprovementType.Devastation;
|
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// Fallback: return first available type
|
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return ImproveAvailableCommand.AvailableTypes.FirstOrDefault();
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}
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}
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private float OriginalImprovementValueForType(ImprovementType type) {
|
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var province = _model.Provinces[ActingProvinceId];
|
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@@ -57,60 +86,142 @@ namespace eagle {
|
||||
}
|
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}
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||||
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private int MinimumImprovementIndex(ProvinceView province) {
|
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var minIndex = 0;
|
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float minValue =
|
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OriginalImprovementValueForType(ImproveAvailableCommand.AvailableTypes[0]);
|
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private ImprovementType GetMinimumImprovementType() {
|
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ImprovementType minType = ImproveAvailableCommand.AvailableTypes[0];
|
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float minValue = OriginalImprovementValueForType(minType);
|
||||
for (int i = 1; i < ImproveAvailableCommand.AvailableTypes.Count; i++) {
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float thisVal =
|
||||
OriginalImprovementValueForType(ImproveAvailableCommand.AvailableTypes[i]);
|
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var thisType = ImproveAvailableCommand.AvailableTypes[i];
|
||||
float thisVal = OriginalImprovementValueForType(thisType);
|
||||
if (thisVal < minValue) {
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||||
minIndex = i;
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||||
minType = thisType;
|
||||
minValue = thisVal;
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}
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||||
}
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return minIndex;
|
||||
return minType;
|
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}
|
||||
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private void ChooseDefaultImprovement(ProvinceView province) {
|
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var devastationIndex =
|
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ImproveAvailableCommand.AvailableTypes.IndexOf(ImprovementType.Devastation);
|
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if (devastationIndex == -1) {
|
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typeDropdown.value = MinimumImprovementIndex(province);
|
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private ImprovementType GetDefaultImprovementType() {
|
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// Prefer devastation if available
|
||||
if (ImproveAvailableCommand.AvailableTypes.Contains(ImprovementType.Devastation)) {
|
||||
return ImprovementType.Devastation;
|
||||
}
|
||||
|
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// Otherwise pick the lowest stat
|
||||
return GetMinimumImprovementType();
|
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}
|
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private Toggle GetToggleForType(ImprovementType type) {
|
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switch (type) {
|
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case ImprovementType.Economy: return economyToggle;
|
||||
case ImprovementType.Agriculture: return agricultureToggle;
|
||||
case ImprovementType.Infrastructure: return infrastructureToggle;
|
||||
case ImprovementType.Devastation: return devastationToggle;
|
||||
default: return null;
|
||||
}
|
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}
|
||||
|
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private TMP_Text GetLabelForType(ImprovementType type) {
|
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switch (type) {
|
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case ImprovementType.Economy: return economyLabel;
|
||||
case ImprovementType.Agriculture: return agricultureLabel;
|
||||
case ImprovementType.Infrastructure: return infrastructureLabel;
|
||||
case ImprovementType.Devastation: return devastationLabel;
|
||||
default: return null;
|
||||
}
|
||||
}
|
||||
|
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private void SelectType(ImprovementType type) {
|
||||
// Turn on the selected toggle - ToggleGroup handles turning off others
|
||||
var toggle = GetToggleForType(type);
|
||||
if (toggle != null && toggle.interactable) { toggle.isOn = true; }
|
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}
|
||||
|
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private const float DisabledAlpha = 0.35f;
|
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|
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private void ConfigureToggle(ImprovementType type, bool available) {
|
||||
var toggle = GetToggleForType(type);
|
||||
var label = GetLabelForType(type);
|
||||
|
||||
if (toggle == null) return;
|
||||
|
||||
// Always show the toggle, but disable if not available
|
||||
toggle.gameObject.SetActive(true);
|
||||
toggle.interactable = available;
|
||||
|
||||
// Turn off unavailable toggles so they don't appear selected
|
||||
if (!available) { toggle.isOn = false; }
|
||||
|
||||
// Only add to toggle group if available
|
||||
toggle.group = available ? improvementToggleGroup : null;
|
||||
|
||||
// Gray out unavailable toggles using CanvasGroup
|
||||
var canvasGroup = toggle.GetComponent<CanvasGroup>();
|
||||
if (canvasGroup == null) {
|
||||
canvasGroup = toggle.gameObject.AddComponent<CanvasGroup>();
|
||||
}
|
||||
canvasGroup.alpha = available ? 1f : DisabledAlpha;
|
||||
|
||||
// Always show label with current value
|
||||
if (label != null) { label.text = LabelStringForType(type); }
|
||||
}
|
||||
|
||||
private string LabelStringForType(ImprovementType type) {
|
||||
var originalStat =
|
||||
type == ImprovementType.Devastation
|
||||
? ProvinceStatUtils.RoundedDevastation(
|
||||
OriginalImprovementValueForType(type))
|
||||
: ProvinceStatUtils.RoundedStat(OriginalImprovementValueForType(type));
|
||||
if (type == ImprovementType.Devastation) {
|
||||
return GUIUtils.ColoredString(Color.red, originalStat.ToString());
|
||||
}
|
||||
var devastatedStat =
|
||||
ProvinceStatUtils.RoundedStat(EffectiveImprovementValueForType(type));
|
||||
if (devastatedStat == originalStat) {
|
||||
return $"{devastatedStat}";
|
||||
} else {
|
||||
typeDropdown.value = devastationIndex;
|
||||
return $"{GUIUtils.ColoredString(Color.red, devastatedStat.ToString())} / {originalStat}";
|
||||
}
|
||||
}
|
||||
|
||||
protected override void SetUpUI() {
|
||||
var province = _model.Provinces[ImproveAvailableCommand.ActingProvinceId];
|
||||
var improveCommand = ImproveAvailableCommand;
|
||||
|
||||
typeDropdown.ClearOptions();
|
||||
|
||||
orderedHeroes = ImproveAvailableCommand.AvailableHeroIds.Select(id => _model.Heroes[id])
|
||||
.ToList();
|
||||
heroDropdownController.AvailableHeroes = orderedHeroes;
|
||||
|
||||
heroDropdownController.SelectedHeroId = improveCommand.RecommendedHeroId;
|
||||
|
||||
typeDropdown.AddOptions(
|
||||
improveCommand.AvailableTypes.Select(DropdownStringForType).ToList());
|
||||
// Configure each toggle based on available types
|
||||
ConfigureToggle(
|
||||
ImprovementType.Economy,
|
||||
improveCommand.AvailableTypes.Contains(ImprovementType.Economy));
|
||||
ConfigureToggle(
|
||||
ImprovementType.Agriculture,
|
||||
improveCommand.AvailableTypes.Contains(ImprovementType.Agriculture));
|
||||
ConfigureToggle(
|
||||
ImprovementType.Infrastructure,
|
||||
improveCommand.AvailableTypes.Contains(ImprovementType.Infrastructure));
|
||||
ConfigureToggle(
|
||||
ImprovementType.Devastation,
|
||||
improveCommand.AvailableTypes.Contains(ImprovementType.Devastation));
|
||||
|
||||
// Determine which type to select
|
||||
ImprovementType selectedType;
|
||||
if (improveCommand.LockedType != ImprovementType.None) {
|
||||
var lockedType = improveCommand.LockedType;
|
||||
var lockedTypeIndex = improveCommand.AvailableTypes.IndexOf(lockedType);
|
||||
if (lockedTypeIndex > -1) {
|
||||
typeDropdown.value = lockedTypeIndex;
|
||||
if (improveCommand.AvailableTypes.Contains(lockedType)) {
|
||||
selectedType = lockedType;
|
||||
lockToggle.isOn = true;
|
||||
} else {
|
||||
ChooseDefaultImprovement(province);
|
||||
selectedType = GetDefaultImprovementType();
|
||||
lockToggle.isOn = false;
|
||||
}
|
||||
} else {
|
||||
ChooseDefaultImprovement(province);
|
||||
selectedType = GetDefaultImprovementType();
|
||||
lockToggle.isOn = false;
|
||||
}
|
||||
|
||||
SelectType(selectedType);
|
||||
}
|
||||
|
||||
public override AvailableCommand.SealedValueOneofCase CommandType =>
|
||||
@@ -137,23 +248,5 @@ namespace eagle {
|
||||
LockType = lockToggle.isOn
|
||||
}
|
||||
};
|
||||
|
||||
private string DropdownStringForType(ImprovementType type) {
|
||||
var originalStat =
|
||||
type == ImprovementType.Devastation
|
||||
? ProvinceStatUtils.RoundedDevastation(
|
||||
OriginalImprovementValueForType(type))
|
||||
: ProvinceStatUtils.RoundedStat(OriginalImprovementValueForType(type));
|
||||
if (type == ImprovementType.Devastation) {
|
||||
return $"{type} ({GUIUtils.ColoredString(UnityEngine.Color.red, originalStat.ToString())})";
|
||||
}
|
||||
var devastatedStat =
|
||||
ProvinceStatUtils.RoundedStat(EffectiveImprovementValueForType(type));
|
||||
if (devastatedStat == originalStat) {
|
||||
return $"{type} ({devastatedStat})";
|
||||
} else {
|
||||
return $"{type} ({GUIUtils.ColoredString(UnityEngine.Color.red, devastatedStat.ToString())} / {originalStat})";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -26,6 +26,10 @@ namespace eagle {
|
||||
private TextMeshProUGUI _textComponent;
|
||||
private PersistentClientConnection _connection;
|
||||
private IGameStateProvider _gameStateProvider;
|
||||
private string _environmentName;
|
||||
|
||||
[Tooltip("Optional text component to display connected environment (prod/qa)")]
|
||||
public TextMeshProUGUI environmentIndicatorText;
|
||||
|
||||
[Tooltip("Optional button to force immediate reconnection when server is down")]
|
||||
public Button retryButton;
|
||||
@@ -64,6 +68,15 @@ namespace eagle {
|
||||
_gameStateProvider = provider;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set the environment name to display (e.g., "prod." or "qa.").
|
||||
/// Pass null to clear the indicator.
|
||||
/// </summary>
|
||||
public void SetEnvironment(string environmentName) {
|
||||
_environmentName = environmentName;
|
||||
UpdateEnvironmentIndicator();
|
||||
}
|
||||
|
||||
void Update() {
|
||||
if (_connection == null || _textComponent == null) { return; }
|
||||
|
||||
@@ -165,5 +178,20 @@ namespace eagle {
|
||||
private void OnRetryClicked() {
|
||||
if (_connection != null) { _connection.ForceReconnect(); }
|
||||
}
|
||||
|
||||
private void UpdateEnvironmentIndicator() {
|
||||
if (environmentIndicatorText == null) return;
|
||||
|
||||
if (string.IsNullOrEmpty(_environmentName)) {
|
||||
environmentIndicatorText.text = "";
|
||||
return;
|
||||
}
|
||||
|
||||
// Color prod green, qa yellow
|
||||
environmentIndicatorText.text =
|
||||
_environmentName switch { "prod." => $"<color=green>{_environmentName}</color>",
|
||||
"qa." => $"<color=yellow>{_environmentName}</color>",
|
||||
_ => _environmentName };
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BIN
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+15
-21
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|
||||
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|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 12
|
||||
serializedVersion: 13
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 1
|
||||
@@ -20,11 +20,12 @@ TextureImporter:
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externalNormalMap: 0
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heightScale: 0.25
|
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normalMapFilter: 0
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flipGreenChannel: 0
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|
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|
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|
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|
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grayScaleToAlpha: 0
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generateCubemap: 6
|
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cubemapConvolution: 0
|
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@@ -62,10 +63,11 @@ TextureImporter:
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compressionQualitySet: 0
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textureFormatSet: 0
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ignorePngGamma: 0
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applyGammaDecoding: 1
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|
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cookieLightType: 0
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platformSettings:
|
||||
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|
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- serializedVersion: 4
|
||||
buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
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@@ -75,9 +77,10 @@ TextureImporter:
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allowsAlphaSplitting: 0
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androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
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- serializedVersion: 3
|
||||
- serializedVersion: 4
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||||
buildTarget: Standalone
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||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
@@ -87,24 +90,14 @@ TextureImporter:
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 3
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buildTarget: Server
|
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maxTextureSize: 2048
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resizeAlgorithm: 0
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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|
||||
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||||
sprites: []
|
||||
outline: []
|
||||
customData:
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID:
|
||||
@@ -114,10 +107,11 @@ TextureImporter:
|
||||
edges: []
|
||||
weights: []
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secondaryTextures: []
|
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spriteCustomMetadata:
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entries: []
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nameFileIdTable: {}
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spritePackingTag:
|
||||
mipmapLimitGroupName:
|
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pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -243,7 +243,8 @@ namespace eagle {
|
||||
public void SetUpGame(
|
||||
long gameId,
|
||||
int? playerId,
|
||||
PersistentClientConnection persistentClientConnection) {
|
||||
PersistentClientConnection persistentClientConnection,
|
||||
string environmentName = null) {
|
||||
ModelUpdater = new GameModelUpdater(
|
||||
gameId,
|
||||
playerId,
|
||||
@@ -269,9 +270,12 @@ namespace eagle {
|
||||
|
||||
ModelUpdater.ErrorHandler = errorHandler;
|
||||
|
||||
// Set up game state provider for connection status UI
|
||||
// Set up game state provider and environment for connection status UI
|
||||
var statusUI = connectionStatusLabel.GetComponent<ConnectionStatusUI>();
|
||||
if (statusUI != null) { statusUI.SetGameStateProvider(ModelUpdater); }
|
||||
if (statusUI != null) {
|
||||
statusUI.SetGameStateProvider(ModelUpdater);
|
||||
statusUI.SetEnvironment(environmentName);
|
||||
}
|
||||
|
||||
// Fire-and-forget - subscription is awaited internally and failures are logged
|
||||
MainQueue.Q.EnqueueForNextUpdate(
|
||||
|
||||
@@ -348,6 +348,10 @@ namespace eagle {
|
||||
case GameUpdate.GameUpdateDetailsOneofCase.ShardokActionResultResponse:
|
||||
var specResponse = updateItem.ShardokActionResultResponse.ShardokGameResponses;
|
||||
|
||||
// Collect ended games to remove AFTER the UI callback, so the UI
|
||||
// can see the final battle results before the models are removed.
|
||||
var endedGames = new List<ShardokGameId>();
|
||||
|
||||
foreach (var oneResponse in specResponse) {
|
||||
if (!_currentModel.ShardokGameModels.TryGetValue(
|
||||
oneResponse.ShardokGameId,
|
||||
@@ -388,14 +392,22 @@ namespace eagle {
|
||||
_currentModel.ShardokGameModels[oneResponse.ShardokGameId] =
|
||||
shardokGameModel;
|
||||
} else {
|
||||
// Game ended - remove from active models so UI knows battle is over
|
||||
_currentModel.ShardokGameModels.TryRemove(
|
||||
oneResponse.ShardokGameId,
|
||||
out _);
|
||||
_shardokResultCounts.TryRemove(oneResponse.ShardokGameId, out _);
|
||||
// Game ended - keep model for UI callback, mark for removal after
|
||||
_currentModel.ShardokGameModels[oneResponse.ShardokGameId] =
|
||||
shardokGameModel;
|
||||
endedGames.Add(oneResponse.ShardokGameId);
|
||||
}
|
||||
}
|
||||
|
||||
// Invoke UI callback BEFORE removing ended games, so the UI can
|
||||
// see the final battle results (with GameStatus = Victory/Defeat)
|
||||
if (UpdateAction != null) UpdateAction.Invoke(_currentModel);
|
||||
|
||||
// Now remove ended games from active models
|
||||
foreach (var endedGameId in endedGames) {
|
||||
_currentModel.ShardokGameModels.TryRemove(endedGameId, out _);
|
||||
_shardokResultCounts.TryRemove(endedGameId, out _);
|
||||
}
|
||||
break;
|
||||
|
||||
case GameUpdate.GameUpdateDetailsOneofCase.StreamingTextResponse:
|
||||
@@ -502,13 +514,22 @@ namespace eagle {
|
||||
_connectionLogger.LogLine(
|
||||
$"[STATE_RESYNC] timestamp={timestamp} round={startingState.CurrentRoundId} factions={startingState.Factions.Count} heroes={startingState.Heroes.Count}");
|
||||
|
||||
// Clear all stale state before applying new starting state.
|
||||
// This handles rewind/reset scenarios where the server sends an earlier state.
|
||||
_currentModel.ShardokGameModels.Clear();
|
||||
_shardokResultCounts.Clear();
|
||||
_shardokNeedsResync.Clear();
|
||||
_currentModel.CommandToken = null;
|
||||
_currentModel.LastPostedToken = -1;
|
||||
_currentModel.AvailableCommandsByProvince.Clear();
|
||||
_commandSubmittedTime = null;
|
||||
|
||||
_currentModel.GsView = startingState;
|
||||
_currentModel.BattalionTypes =
|
||||
startingState.BattalionTypes.ToDictionary(bt => bt.TypeId, bt => bt);
|
||||
_currentModel.ChronicleEntries = startingState.ChronicleEntries.ToList();
|
||||
|
||||
// For any outstanding battles not in ShardokGameModels, create models and mark for
|
||||
// resync. This ensures fresh clients get Shardok state for ongoing battles.
|
||||
// For any outstanding battles in the new state, create models and mark for resync.
|
||||
bool needsResubscribe = false;
|
||||
foreach (var battle in _currentModel.ShardokBattles) {
|
||||
if (!_currentModel.ShardokGameModels.ContainsKey(battle.ShardokGameId)) {
|
||||
|
||||
+2
-2
@@ -36,10 +36,10 @@ namespace eagle.Notifications.ARNNotifications {
|
||||
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s hero {{HeroName}}";
|
||||
}
|
||||
|
||||
textTemplate = $"{executingFactionName} has executed {victimDescription}!";
|
||||
textTemplate = $"{executingFactionName} has executed {victimDescription}!\n\n";
|
||||
heroPlaceholders["HeroName"] = (hero.NameTextId, "the hero");
|
||||
} else {
|
||||
textTemplate = $"{executingFactionName} has executed {{ExecutedHero}}!";
|
||||
textTemplate = $"{executingFactionName} has executed {{ExecutedHero}}!\n\n";
|
||||
heroPlaceholders["ExecutedHero"] = (hero.NameTextId, "the prisoner");
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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guid: e661753a1e43a4f2da81b76457cf55c8
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folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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LFS
BIN
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+29
-35
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mipmaps:
|
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mipMapMode: 0
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enableMipMap: 1
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@@ -20,9 +20,12 @@ TextureImporter:
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generateCubemap: 6
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cubemapConvolution: 0
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@@ -31,13 +34,13 @@ TextureImporter:
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maxTextureSize: 2048
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textureSettings:
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@@ -54,11 +57,17 @@ TextureImporter:
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||||
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@@ -68,8 +77,10 @@ TextureImporter:
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||||
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||||
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||||
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||||
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||||
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||||
@@ -79,33 +90,14 @@ TextureImporter:
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androidETC2FallbackOverride: 0
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||||
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||||
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||||
androidETC2FallbackOverride: 0
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||||
- serializedVersion: 2
|
||||
buildTarget: Android
|
||||
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|
||||
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|
||||
textureFormat: -1
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||||
textureCompression: 1
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||||
compressionQuality: 50
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crunchedCompression: 0
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androidETC2FallbackOverride: 0
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||||
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@@ -115,9 +107,11 @@ TextureImporter:
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LFS
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-35
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+291
-97
@@ -45,11 +45,17 @@ namespace eagle {
|
||||
private readonly Logger _remoteEagleClientLogger = Logger.GetLogger("ConnectionLogger");
|
||||
private readonly Logger _timingsLogger = Logger.GetLogger("ConnectionLogger");
|
||||
|
||||
// Counter to diagnose duplicate logging - if logs show same seq# twice, two threads
|
||||
// are processing same message. If seq# increments but lines doubled, Logger issue.
|
||||
private int _logFlowSeq = 0;
|
||||
|
||||
/// <summary>Timestamped log for connection flow tracing.</summary>
|
||||
private void LogFlow(string message) {
|
||||
var seq = Interlocked.Increment(ref _logFlowSeq);
|
||||
var ts = DateTime.UtcNow.ToString("HH:mm:ss.fff");
|
||||
_remoteEagleClientLogger.LogLine($"[FLOW {ts}] {message}");
|
||||
_remoteEagleClientLogger.LogLine($"[FLOW {ts}] #{seq} {message}");
|
||||
}
|
||||
|
||||
private volatile bool _isConnecting = false;
|
||||
private Timer _idleCheckTimer = null;
|
||||
private Timer _heartbeatTimer = null;
|
||||
@@ -83,7 +89,23 @@ namespace eagle {
|
||||
_retryTimer?.Dispose();
|
||||
NextReconnectAttempt = null;
|
||||
LogConnectionEvent("force_reconnect", "User requested immediate reconnect");
|
||||
Task.Run(() => Connect());
|
||||
RunConnectAsync();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Fire-and-forget wrapper for Connect() that ensures exceptions are logged
|
||||
/// rather than silently swallowed by Task.Run().
|
||||
/// </summary>
|
||||
private void RunConnectAsync() {
|
||||
Task.Run(async () => {
|
||||
try {
|
||||
await Connect();
|
||||
} catch (Exception e) {
|
||||
// Log but don't rethrow - this is fire-and-forget
|
||||
Console.WriteLine($"[CONNECT] Exception in Connect: {e}");
|
||||
_remoteEagleClientLogger.LogLine($"Exception in Connect: {e}");
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private DateTime? GetDeadlineFromNow() {
|
||||
@@ -137,7 +159,7 @@ namespace eagle {
|
||||
_retryTimer = new Timer();
|
||||
_retryTimer.AutoReset = false;
|
||||
_retryTimer.Interval = backoffSeconds * 1000;
|
||||
_retryTimer.Elapsed += (sender, args) => Task.Run(() => Connect());
|
||||
_retryTimer.Elapsed += (sender, args) => RunConnectAsync();
|
||||
_retryTimer.Enabled = true;
|
||||
}
|
||||
|
||||
@@ -156,6 +178,7 @@ namespace eagle {
|
||||
private readonly Dictionary<EagleGameId, TaskCompletionSource<SubscriptionAck>>
|
||||
_pendingSubscriptionAcks = new();
|
||||
private const int SubscriptionAckTimeoutMs = 10000; // 10 seconds
|
||||
private const int WriteAsyncTimeoutMs = 10000; // 10 seconds for WriteAsync operations
|
||||
|
||||
public PersistentClientConnection(
|
||||
Eagle.EagleClient grpcClient,
|
||||
@@ -203,12 +226,16 @@ namespace eagle {
|
||||
|
||||
var shardokCount = shardokStatuses.Count();
|
||||
LogFlow($"SUBSCRIBE game={gameId} unfilteredCount={subscriber.LastUnfilteredResultCount} shardokGames={shardokCount}");
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
$"[SUBSCRIBE] Sending StreamGameRequest for game {gameId}, " +
|
||||
$"unfilteredCount={subscriber.LastUnfilteredResultCount}");
|
||||
|
||||
var sendSuccess = await DoWithStreamingCall(async (sc) => {
|
||||
await sc.RequestStream.WriteAsync(request).ConfigureAwait(false);
|
||||
LogFlow($"SUBSCRIBE sent for game={gameId}");
|
||||
return true;
|
||||
}).ConfigureAwait(false);
|
||||
await sc.RequestStream.WriteAsync(request);
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
$"[SUBSCRIBE] StreamGameRequest sent successfully for game {gameId}");
|
||||
return true;
|
||||
});
|
||||
|
||||
if (!sendSuccess) {
|
||||
// Write failed - clean up and return
|
||||
@@ -222,7 +249,7 @@ namespace eagle {
|
||||
try {
|
||||
var ackTask = ackTcs.Task;
|
||||
var timeoutTask = Task.Delay(SubscriptionAckTimeoutMs, timeoutCts.Token);
|
||||
var completedTask = await Task.WhenAny(ackTask, timeoutTask).ConfigureAwait(false);
|
||||
var completedTask = await Task.WhenAny(ackTask, timeoutTask);
|
||||
|
||||
if (completedTask == timeoutTask) {
|
||||
// Timeout waiting for ack
|
||||
@@ -236,15 +263,26 @@ namespace eagle {
|
||||
// Cancel the timeout task since ack was received
|
||||
timeoutCts.Cancel();
|
||||
|
||||
var ack = await ackTask.ConfigureAwait(false);
|
||||
var ack = await ackTask;
|
||||
if (ack.Success) {
|
||||
LogFlow($"SUBSCRIBE_ACK game={gameId} success=true confirmedCount={ack.ConfirmedResultCount}");
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
$"[SUBSCRIBE] Subscription confirmed for game {gameId}, " +
|
||||
$"confirmedResultCount={ack.ConfirmedResultCount}");
|
||||
|
||||
// Note: Shardok resync flags are cleared in EagleGameModel.HandleOneGameUpdate
|
||||
// AFTER updates are actually received, not here. This ensures that if the
|
||||
// connection drops between acknowledgment and update delivery, the resync
|
||||
// will be requested again on the next reconnect.
|
||||
|
||||
return true;
|
||||
} else {
|
||||
LogFlow($"SUBSCRIBE_ACK game={gameId} success=false error={ack.ErrorMessage}");
|
||||
LogConnectionEvent(
|
||||
"subscribe_ack_failed",
|
||||
$"game={gameId}, error={ack.ErrorMessage}");
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
$"[SUBSCRIBE] Server rejected subscription for game {gameId}: {ack.ErrorMessage}");
|
||||
return false;
|
||||
}
|
||||
} catch (OperationCanceledException) {
|
||||
@@ -262,29 +300,27 @@ namespace eagle {
|
||||
}
|
||||
|
||||
public async Task Connect() {
|
||||
LogFlow($"Connect() called, state={_currentState}, failures={_consecutiveFailures}");
|
||||
|
||||
// Prevent concurrent connection attempts
|
||||
if (_isConnecting) {
|
||||
LogFlow("Connect() skipped - already connecting");
|
||||
LogFlow($"Connect() SKIPPED already_connecting=true");
|
||||
return;
|
||||
}
|
||||
|
||||
// Check circuit breaker
|
||||
if (!_circuitBreaker.ShouldAttemptConnection()) {
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
$"[CIRCUIT] Connection attempt blocked - circuit {_circuitBreaker.CurrentState}");
|
||||
LogFlow($"Connect() BLOCKED circuit={_circuitBreaker.CurrentState}");
|
||||
LogConnectionEvent("connect_blocked", $"circuit={_circuitBreaker.CurrentState}");
|
||||
return;
|
||||
}
|
||||
|
||||
_isConnecting = true;
|
||||
try {
|
||||
LogFlow($"Connect() START failures={_consecutiveFailures}");
|
||||
_lastConnectAttempt = DateTime.UtcNow;
|
||||
_currentState = _consecutiveFailures > 0 ? ConnectionState.Reconnecting
|
||||
: ConnectionState.Connecting;
|
||||
NextReconnectAttempt = null;
|
||||
LogFlow($"State -> {_currentState}");
|
||||
NextReconnectAttempt = null;
|
||||
LogConnectionEvent("connect_attempt");
|
||||
|
||||
// Dispose existing streaming call before creating new one
|
||||
@@ -317,7 +353,7 @@ namespace eagle {
|
||||
|
||||
// Stream subscriptions OUTSIDE lock (can await)
|
||||
// Set state to SubscriptionPending while waiting for acks
|
||||
LogFlow($"Stream created, {subscribersToStream.Count} subscribers to stream");
|
||||
LogFlow($"Streaming {subscribersToStream.Count} subscriptions");
|
||||
if (subscribersToStream.Any()) {
|
||||
_currentState = ConnectionState.SubscriptionPending;
|
||||
LogFlow($"State -> {_currentState}");
|
||||
@@ -325,16 +361,13 @@ namespace eagle {
|
||||
|
||||
bool allSucceeded = true;
|
||||
foreach (var subscriber in subscribersToStream) {
|
||||
LogFlow($"Subscribing game {subscriber.GameId}...");
|
||||
if (!await StreamOneGameAsync(subscriber)) {
|
||||
LogFlow($"Subscription FAILED for game {subscriber.GameId}");
|
||||
allSucceeded = false;
|
||||
}
|
||||
if (!await StreamOneGameAsync(subscriber)) { allSucceeded = false; }
|
||||
}
|
||||
|
||||
if (!allSucceeded) {
|
||||
// Subscription failed - this is critical because the game won't receive
|
||||
// updates. Trigger reconnect rather than proceeding to Connected state.
|
||||
LogFlow("SUBSCRIBE_FAILED triggering reconnect");
|
||||
LogConnectionEvent(
|
||||
"subscribe_failed",
|
||||
"Subscription failed - triggering reconnect");
|
||||
@@ -358,7 +391,7 @@ namespace eagle {
|
||||
_lastSuccessfulConnect = DateTime.UtcNow;
|
||||
_consecutiveFailures = 0; // Reset backoff on successful connection
|
||||
_currentState = ConnectionState.Connected;
|
||||
LogFlow($"State -> {_currentState} (all subscriptions succeeded)");
|
||||
LogFlow($"State -> {_currentState}");
|
||||
_circuitBreaker.RecordSuccess();
|
||||
LogConnectionEvent("connect_success");
|
||||
|
||||
@@ -393,6 +426,18 @@ namespace eagle {
|
||||
_pendingCommands.Add(pendingCommands.Dequeue());
|
||||
}
|
||||
}
|
||||
|
||||
// Clean up resources before reconnecting
|
||||
lock (this) {
|
||||
_streamingCall?.Dispose();
|
||||
_streamingCall = null;
|
||||
_threadCancellationTokenSource?.Cancel();
|
||||
}
|
||||
MarkAllShardokGamesForResync();
|
||||
CancelAllPendingSubscriptionAcks();
|
||||
|
||||
// Schedule reconnect - without this, the connection dies silently
|
||||
ScheduleReconnect($"ConnectFailed-{e.GetType().Name}");
|
||||
}
|
||||
} finally { _isConnecting = false; }
|
||||
}
|
||||
@@ -430,26 +475,35 @@ namespace eagle {
|
||||
lock (this) { _pendingCommands.Add(nextCommand); }
|
||||
}
|
||||
} else {
|
||||
// CurrentEagleToken is null - server hasn't sent us
|
||||
// commands yet, or we skipped them. Retry the pending
|
||||
// command anyway; if the server already processed it, it
|
||||
// will be ignored as duplicate.
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
"No matching command for token " + providedToken);
|
||||
$"No current token, retrying pending command with token {providedToken}");
|
||||
await PostRequest(nextCommand);
|
||||
}
|
||||
|
||||
break;
|
||||
case UniversalCommand.SealedValueOneofCase.ShardokCommand: {
|
||||
Int64 providedShardokToken =
|
||||
nextCommand.Command.ShardokCommand.ShardokToken;
|
||||
if (subscriber.CurrentShardokToken(
|
||||
nextCommand.Command.ShardokCommand.GameId)
|
||||
is Int64 shardokToken &&
|
||||
var currentShardokToken = subscriber.CurrentShardokToken(
|
||||
nextCommand.Command.ShardokCommand.GameId);
|
||||
if (currentShardokToken is Int64 shardokToken &&
|
||||
shardokToken == providedShardokToken) {
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
"Found a matching pending command with token " +
|
||||
shardokToken);
|
||||
await PostRequest(nextCommand);
|
||||
} else if (currentShardokToken == null) {
|
||||
// No current token - retry anyway
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
$"No current Shardok token, retrying pending command with token {providedShardokToken}");
|
||||
await PostRequest(nextCommand);
|
||||
} else {
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
"No matching command for token " +
|
||||
providedShardokToken);
|
||||
$"Shardok token mismatch: pending={providedShardokToken} current={currentShardokToken}, dropping");
|
||||
}
|
||||
|
||||
break;
|
||||
@@ -459,25 +513,27 @@ namespace eagle {
|
||||
Int64 providedShardokToken =
|
||||
nextCommand.Command.ShardokPlacementCommands
|
||||
.ShardokToken;
|
||||
if (subscriber.CurrentShardokToken(
|
||||
nextCommand.Command.ShardokCommand.GameId)
|
||||
is Int64 shardokToken &&
|
||||
var currentShardokToken = subscriber.CurrentShardokToken(
|
||||
nextCommand.Command.ShardokPlacementCommands.GameId);
|
||||
if (currentShardokToken is Int64 shardokToken &&
|
||||
shardokToken == providedShardokToken) {
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
"Found a matching pending command with token " +
|
||||
"Found a matching pending placement command with token " +
|
||||
shardokToken);
|
||||
await PostRequest(nextCommand);
|
||||
} else if (currentShardokToken == null) {
|
||||
// No current token - retry anyway
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
$"No current Shardok token, retrying pending placement command with token {providedShardokToken}");
|
||||
await PostRequest(nextCommand);
|
||||
} else {
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
"No matching command for token " +
|
||||
providedShardokToken);
|
||||
$"Shardok placement token mismatch: pending={providedShardokToken} current={currentShardokToken}, dropping");
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Note: PostRequest is called inside each case, not here
|
||||
// (removed duplicate PostRequest call that was causing double-posting)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -576,18 +632,16 @@ namespace eagle {
|
||||
|
||||
public async Task PostError(EagleGameId gameId, string errorMessage, string stackTrace) {
|
||||
await DoWithStreamingCall(async (streamingCall) => {
|
||||
await streamingCall.RequestStream
|
||||
.WriteAsync(new UpdateStreamRequest {
|
||||
ErrorRequest =
|
||||
new ErrorRequest {
|
||||
ErrorMessage = errorMessage,
|
||||
GameId = gameId,
|
||||
StackTrace = stackTrace
|
||||
}
|
||||
})
|
||||
.ConfigureAwait(false);
|
||||
await streamingCall.RequestStream.WriteAsync(new UpdateStreamRequest {
|
||||
ErrorRequest =
|
||||
new ErrorRequest {
|
||||
ErrorMessage = errorMessage,
|
||||
GameId = gameId,
|
||||
StackTrace = stackTrace
|
||||
}
|
||||
});
|
||||
return true;
|
||||
}).ConfigureAwait(false);
|
||||
});
|
||||
}
|
||||
|
||||
public void Unsubscribe(IClientConnectionSubscriber subscriber) {
|
||||
@@ -598,14 +652,25 @@ namespace eagle {
|
||||
try {
|
||||
lock (this) { _pendingCommands.Add(request); }
|
||||
|
||||
await DoWithStreamingCall(async (streamingCall) => {
|
||||
await streamingCall.RequestStream
|
||||
.WriteAsync(new UpdateStreamRequest { PostCommandRequest = request })
|
||||
.ConfigureAwait(false);
|
||||
var success = await DoWithStreamingCall(async (streamingCall) => {
|
||||
await streamingCall.RequestStream.WriteAsync(
|
||||
new UpdateStreamRequest { PostCommandRequest = request });
|
||||
return true;
|
||||
}).ConfigureAwait(false);
|
||||
lock (this) { _pendingCommands.Remove(request); }
|
||||
} catch (Exception e) { Console.WriteLine("Failed to post command: " + e); }
|
||||
});
|
||||
|
||||
// Only remove from pending if successfully sent.
|
||||
// If connection was dead, leave in queue for retry after reconnect.
|
||||
if (success) {
|
||||
lock (this) { _pendingCommands.Remove(request); }
|
||||
} else {
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
$"[POST] Command not sent (connection dead), keeping in pending queue for retry");
|
||||
}
|
||||
} catch (Exception e) {
|
||||
Console.WriteLine("Failed to post command: " + e);
|
||||
_remoteEagleClientLogger.LogLine($"[POST] Exception posting command: {e.Message}");
|
||||
// Leave in _pendingCommands for retry after reconnect
|
||||
}
|
||||
}
|
||||
|
||||
private async Task
|
||||
@@ -682,34 +747,54 @@ namespace eagle {
|
||||
|
||||
private delegate Task<bool> WithStreamingCallDelegate(
|
||||
AsyncDuplexStreamingCall<UpdateStreamRequest, UpdateStreamResponse> call);
|
||||
|
||||
/// <summary>
|
||||
/// Execute an action with the streaming call, with a timeout to prevent indefinite
|
||||
/// blocking. If the action takes longer than WriteAsyncTimeoutMs, we consider the
|
||||
/// connection dead and return false. This prevents thread pool exhaustion on dead
|
||||
/// connections.
|
||||
/// </summary>
|
||||
private async Task<bool> DoWithStreamingCall(WithStreamingCallDelegate action) {
|
||||
var sc = _streamingCall;
|
||||
if (sc == null) return false;
|
||||
|
||||
try {
|
||||
var actionTask = action(_streamingCall);
|
||||
var timeoutTask = Task.Delay(WriteTimeoutMs, _cancellationToken);
|
||||
using var timeoutCts = new CancellationTokenSource(WriteAsyncTimeoutMs);
|
||||
var actionTask = action(sc);
|
||||
var timeoutTask = Task.Delay(WriteAsyncTimeoutMs, timeoutCts.Token);
|
||||
|
||||
var completedTask =
|
||||
await Task.WhenAny(actionTask, timeoutTask).ConfigureAwait(false);
|
||||
|
||||
if (completedTask == timeoutTask) {
|
||||
// WriteAsync timed out - connection is likely dead
|
||||
LogConnectionEvent(
|
||||
"write_timeout",
|
||||
$"WriteAsync timed out after {WriteAsyncTimeoutMs}ms");
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
"[WRITE] DoWithStreamingCall timed out - connection may be dead");
|
||||
$"[WRITE_TIMEOUT] WriteAsync timed out after {WriteAsyncTimeoutMs}ms, connection may be dead");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Cancel the timeout task since action completed
|
||||
timeoutCts.Cancel();
|
||||
return await actionTask.ConfigureAwait(false);
|
||||
} catch (OperationCanceledException) { return false; } catch (RpcException e) {
|
||||
} catch (RpcException e) {
|
||||
if (e.StatusCode == StatusCode.Cancelled) {
|
||||
// This is expected when the connection is closed.
|
||||
return false;
|
||||
} else {
|
||||
throw;
|
||||
}
|
||||
} catch (OperationCanceledException) {
|
||||
// Timeout was triggered
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Timeout for WriteAsync to prevent ThreadPool exhaustion from blocked writes
|
||||
private const int WriteTimeoutMs = 10000;
|
||||
|
||||
/// <summary>
|
||||
/// Send a request on the streaming call with a timeout to prevent indefinite blocking.
|
||||
/// </summary>
|
||||
public async Task<bool> SendUpdateStreamRequestAsync(UpdateStreamRequest request) {
|
||||
AsyncDuplexStreamingCall<UpdateStreamRequest, UpdateStreamResponse> sc = null;
|
||||
lock (this) {
|
||||
@@ -718,18 +803,31 @@ namespace eagle {
|
||||
}
|
||||
|
||||
try {
|
||||
// Use timeout to prevent indefinite blocking on dead connections
|
||||
using var timeoutCts =
|
||||
CancellationTokenSource.CreateLinkedTokenSource(_cancellationToken);
|
||||
timeoutCts.CancelAfter(WriteTimeoutMs);
|
||||
using var timeoutCts = new CancellationTokenSource(WriteAsyncTimeoutMs);
|
||||
using var linkedCts = CancellationTokenSource.CreateLinkedTokenSource(
|
||||
_cancellationToken,
|
||||
timeoutCts.Token);
|
||||
|
||||
await sc.RequestStream.WriteAsync(request, timeoutCts.Token).ConfigureAwait(false);
|
||||
var writeTask = sc.RequestStream.WriteAsync(request, linkedCts.Token);
|
||||
var timeoutTask = Task.Delay(WriteAsyncTimeoutMs, timeoutCts.Token);
|
||||
|
||||
var completedTask =
|
||||
await Task.WhenAny(writeTask, timeoutTask).ConfigureAwait(false);
|
||||
|
||||
if (completedTask == timeoutTask) {
|
||||
// WriteAsync timed out - connection is likely dead
|
||||
LogConnectionEvent(
|
||||
"write_timeout",
|
||||
$"SendUpdateStreamRequestAsync timed out after {WriteAsyncTimeoutMs}ms");
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
$"[WRITE_TIMEOUT] SendUpdateStreamRequestAsync timed out after {WriteAsyncTimeoutMs}ms");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Cancel the timeout task since write completed
|
||||
timeoutCts.Cancel();
|
||||
await writeTask.ConfigureAwait(false); // Observe any exception
|
||||
return true;
|
||||
} catch (OperationCanceledException) {
|
||||
// Timeout or cancellation - connection is likely dead
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
"[WRITE] WriteAsync timed out or cancelled - connection may be dead");
|
||||
return false;
|
||||
} catch (RpcException e) {
|
||||
if (e.StatusCode == StatusCode.Cancelled) {
|
||||
// This is expected when the connection is closed.
|
||||
@@ -737,6 +835,9 @@ namespace eagle {
|
||||
} else {
|
||||
throw;
|
||||
}
|
||||
} catch (OperationCanceledException) {
|
||||
// Timeout was triggered
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -749,6 +850,7 @@ namespace eagle {
|
||||
switch (gameUpdate.GameUpdateDetailsCase) {
|
||||
case GameUpdate.GameUpdateDetailsOneofCase.ErrorResponse:
|
||||
LogFlow($"UPDATE ErrorResponse game={gameUpdate.GameId}");
|
||||
_remoteEagleClientLogger.LogLine("Got an error response!");
|
||||
MainQueue.Q.Enqueue(() => {
|
||||
lock (this) { _subscribers.Remove(gameUpdate.GameId); }
|
||||
});
|
||||
@@ -756,6 +858,7 @@ namespace eagle {
|
||||
|
||||
case GameUpdate.GameUpdateDetailsOneofCase.StreamingTextResponse:
|
||||
// Handle streaming text directly on gRPC thread - dictionary is thread-safe.
|
||||
// Listeners are notified later via ProcessPendingUpdates() on main thread.
|
||||
var str = gameUpdate.StreamingTextResponse;
|
||||
if (str != null) {
|
||||
ClientTextProvider.Provider.HandleNewStreamingText(
|
||||
@@ -764,6 +867,8 @@ namespace eagle {
|
||||
str.StartingByteCount,
|
||||
str.Completed);
|
||||
}
|
||||
// No MainQueue enqueue needed - ProcessPendingUpdates handles listener
|
||||
// notification
|
||||
break;
|
||||
|
||||
case GameUpdate.GameUpdateDetailsOneofCase.ActionResultResponse:
|
||||
@@ -776,10 +881,11 @@ namespace eagle {
|
||||
? arResp.AvailableCommands.CommandsByProvince?.Count ?? 0
|
||||
: 0;
|
||||
var status = arResp.ServerGameStatus?.Status.ToString() ?? "null";
|
||||
LogFlow($"UPDATE ActionResult game={gameUpdate.GameId} actionResults={arCount} " +
|
||||
$"startingState={hasStartingState} hasCommands={hasCommands} " +
|
||||
LogFlow($"UPDATE ActionResult game={gameUpdate.GameId} countAfter={arResp.UnfilteredResultCountAfter} " +
|
||||
$"actionResults={arCount} startingState={hasStartingState} hasCommands={hasCommands} " +
|
||||
$"token={cmdToken} cmdProvinces={cmdCount} status={status}");
|
||||
|
||||
// Update result counts IMMEDIATELY on the gRPC thread, before enqueueing.
|
||||
lock (this) {
|
||||
if (_subscribers.TryGetValue(gameUpdate.GameId, out var sub)) {
|
||||
sub.UpdateResultCounts(gameUpdate);
|
||||
@@ -795,15 +901,28 @@ namespace eagle {
|
||||
_subscribers.Remove(gameUpdate.GameId);
|
||||
}
|
||||
}
|
||||
|
||||
await TryPendingCommands();
|
||||
|
||||
var processTime = (DateTime.UtcNow - receivedTime).TotalMilliseconds;
|
||||
if (processTime > 100.0) {
|
||||
_timingsLogger.LogLine($"PROCESS {processTime} ms");
|
||||
}
|
||||
});
|
||||
break;
|
||||
|
||||
case GameUpdate.GameUpdateDetailsOneofCase.ShardokActionResultResponse:
|
||||
var shResp = gameUpdate.ShardokActionResultResponse;
|
||||
var shGames = shResp.ShardokGameResponses?.Count ?? 0;
|
||||
LogFlow($"UPDATE ShardokResult game={gameUpdate.GameId} shardokGames={shGames}");
|
||||
var shardokResp = gameUpdate.ShardokActionResultResponse;
|
||||
var shardokGameCount = shardokResp.ShardokGameResponses?.Count ?? 0;
|
||||
// Log each Shardok game's sequence to detect missing results
|
||||
foreach (var sgr in shardokResp.ShardokGameResponses) {
|
||||
var resultCount = sgr.ActionResultViews?.Count ?? 0;
|
||||
LogFlow($"UPDATE ShardokResult game={gameUpdate.GameId} " +
|
||||
$"shardok={sgr.ShardokGameId} countAfter={sgr.NewResultViewCount} " +
|
||||
$"results={resultCount}");
|
||||
}
|
||||
|
||||
// Update result counts IMMEDIATELY on the gRPC thread, before enqueueing.
|
||||
lock (this) {
|
||||
if (_subscribers.TryGetValue(gameUpdate.GameId, out var sub2)) {
|
||||
sub2.UpdateResultCounts(gameUpdate);
|
||||
@@ -819,7 +938,13 @@ namespace eagle {
|
||||
_subscribers.Remove(gameUpdate.GameId);
|
||||
}
|
||||
}
|
||||
|
||||
await TryPendingCommands();
|
||||
|
||||
var processTime = (DateTime.UtcNow - receivedTime).TotalMilliseconds;
|
||||
if (processTime > 100.0) {
|
||||
_timingsLogger.LogLine($"PROCESS {processTime} ms");
|
||||
}
|
||||
});
|
||||
break;
|
||||
}
|
||||
@@ -856,54 +981,69 @@ namespace eagle {
|
||||
HandleGameUpdate(current.GameUpdate, receivedTime);
|
||||
break;
|
||||
|
||||
case UpdateStreamResponse.ResponseDetailsOneofCase.LobbyResponse:
|
||||
if (_lobbySubscriber != null) {
|
||||
case UpdateStreamResponse.ResponseDetailsOneofCase.LobbyResponse: {
|
||||
// Capture subscriber reference to avoid race condition - if
|
||||
// subscriber changes or is cleared during dispose, we deliver to
|
||||
// whoever was subscribed when the message arrived
|
||||
var lobbySubscriber = _lobbySubscriber;
|
||||
if (lobbySubscriber != null) {
|
||||
MainQueue.Q.Enqueue(() => {
|
||||
_lobbySubscriber.ReceiveLobbyUpdate(current.LobbyResponse);
|
||||
lobbySubscriber.ReceiveLobbyUpdate(current.LobbyResponse);
|
||||
});
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case UpdateStreamResponse.ResponseDetailsOneofCase
|
||||
.PregeneratedTextResponse:
|
||||
if (_lobbySubscriber != null) {
|
||||
.PregeneratedTextResponse: {
|
||||
var lobbySubscriber = _lobbySubscriber;
|
||||
if (lobbySubscriber != null) {
|
||||
MainQueue.Q.Enqueue(() => {
|
||||
_lobbySubscriber.ReceivePregeneratedTextUpdate(
|
||||
lobbySubscriber.ReceivePregeneratedTextUpdate(
|
||||
current.PregeneratedTextResponse);
|
||||
});
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case UpdateStreamResponse.ResponseDetailsOneofCase.JoinGameResponse:
|
||||
if (_lobbySubscriber != null) {
|
||||
case UpdateStreamResponse.ResponseDetailsOneofCase.JoinGameResponse: {
|
||||
var lobbySubscriber = _lobbySubscriber;
|
||||
if (lobbySubscriber != null) {
|
||||
MainQueue.Q.Enqueue(() => {
|
||||
_lobbySubscriber.HandleJoinGameResponse(
|
||||
lobbySubscriber.HandleJoinGameResponse(
|
||||
current.JoinGameResponse);
|
||||
});
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case UpdateStreamResponse.ResponseDetailsOneofCase.CreateGameResponse:
|
||||
if (_lobbySubscriber != null) {
|
||||
case UpdateStreamResponse.ResponseDetailsOneofCase.CreateGameResponse: {
|
||||
var lobbySubscriber = _lobbySubscriber;
|
||||
if (lobbySubscriber != null) {
|
||||
MainQueue.Q.Enqueue(() => {
|
||||
_lobbySubscriber.HandleCreateGameResponse(
|
||||
lobbySubscriber.HandleCreateGameResponse(
|
||||
current.CreateGameResponse);
|
||||
});
|
||||
}
|
||||
|
||||
break;
|
||||
case UpdateStreamResponse.ResponseDetailsOneofCase.CustomBattleResponse:
|
||||
if (_lobbySubscriber != null) {
|
||||
}
|
||||
|
||||
case UpdateStreamResponse.ResponseDetailsOneofCase
|
||||
.CustomBattleResponse: {
|
||||
var lobbySubscriber = _lobbySubscriber;
|
||||
if (lobbySubscriber != null) {
|
||||
MainQueue.Q.Enqueue(() => {
|
||||
_lobbySubscriber.HandleCustomBattleResponse(
|
||||
lobbySubscriber.HandleCustomBattleResponse(
|
||||
current.CustomBattleResponse);
|
||||
});
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case UpdateStreamResponse.ResponseDetailsOneofCase.HexMapResponse:
|
||||
var hexMapResponse = current.HexMapResponse;
|
||||
@@ -946,6 +1086,22 @@ namespace eagle {
|
||||
var scNull = sc == null;
|
||||
var tokenCancelled = _currentThreadToken.IsCancellationRequested;
|
||||
LogFlow($"HandleStreamingCall ENDED normally: sc_null={scNull} token_cancelled={tokenCancelled}");
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
$"Stream ended normally: sc_null={scNull} token_cancelled={tokenCancelled}");
|
||||
|
||||
// Only schedule reconnect if:
|
||||
// 1. App is not shutting down (main token not cancelled)
|
||||
// 2. Thread token was NOT cancelled (if it was, something else like
|
||||
// SyncMismatch already disposed the call and scheduled reconnect)
|
||||
if (!_cancellationToken.IsCancellationRequested && !tokenCancelled) {
|
||||
lock (this) {
|
||||
_lastDisconnect = DateTime.UtcNow;
|
||||
MarkAllShardokGamesForResync();
|
||||
CancelAllPendingSubscriptionAcks();
|
||||
}
|
||||
LogConnectionEvent("disconnect", "StreamEndedNormally");
|
||||
ScheduleReconnect("StreamEndedNormally");
|
||||
}
|
||||
} catch (RpcException e) {
|
||||
lock (this) {
|
||||
_lastDisconnect = DateTime.UtcNow;
|
||||
@@ -1010,6 +1166,19 @@ namespace eagle {
|
||||
CancelAllPendingSubscriptionAcks();
|
||||
|
||||
ScheduleReconnect("ObjectDisposed");
|
||||
} catch (Exception e) {
|
||||
// Catch-all for any unexpected exceptions. Without this, exceptions in an
|
||||
// async void method can crash the process or be silently lost, leaving the
|
||||
// connection dead with no recovery.
|
||||
_lastDisconnect = DateTime.UtcNow;
|
||||
LogConnectionEvent("disconnect", $"UnexpectedException: {e.GetType().Name}");
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
$"UNEXPECTED exception in HandleStreamingCall: {e}");
|
||||
|
||||
MarkAllShardokGamesForResync();
|
||||
CancelAllPendingSubscriptionAcks();
|
||||
|
||||
ScheduleReconnect($"UnexpectedException-{e.GetType().Name}");
|
||||
}
|
||||
|
||||
return;
|
||||
@@ -1045,9 +1214,13 @@ namespace eagle {
|
||||
};
|
||||
_idleCheckTimer.Elapsed += (sender, args) => {
|
||||
try {
|
||||
// Log BEFORE callback to confirm timer is firing
|
||||
Console.WriteLine($"[IDLE_TIMER] Elapsed at {DateTime.UtcNow:HH:mm:ss.fff}");
|
||||
CheckForIdleTimeout();
|
||||
} catch (Exception e) {
|
||||
LogFlow($"IDLE_TIMER_ERROR {e.GetType().Name}: {e.Message}");
|
||||
// Timer callbacks must not throw - it can stop the timer from firing again
|
||||
Console.WriteLine($"[IDLE_TIMER] Exception in callback: {e}");
|
||||
_remoteEagleClientLogger.LogLine($"Exception in idle check timer: {e}");
|
||||
}
|
||||
};
|
||||
_idleCheckTimer.Enabled = true;
|
||||
@@ -1094,7 +1267,7 @@ namespace eagle {
|
||||
if (toCancel != null) {
|
||||
toCancel.Dispose();
|
||||
lock (this) { _streamingCall = null; }
|
||||
Task.Run(() => Connect());
|
||||
RunConnectAsync();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1105,15 +1278,22 @@ namespace eagle {
|
||||
new Timer { AutoReset = true, Interval = HeartbeatIntervalSeconds * 1000 };
|
||||
_heartbeatTimer.Elapsed += (sender, args) => {
|
||||
try {
|
||||
// Log BEFORE Task.Run to confirm timer is firing
|
||||
Console.WriteLine(
|
||||
$"[HEARTBEAT_TIMER] Elapsed at {DateTime.UtcNow:HH:mm:ss.fff}");
|
||||
Task.Run(async () => {
|
||||
try {
|
||||
await SendHeartbeat().ConfigureAwait(false);
|
||||
await SendHeartbeat();
|
||||
} catch (Exception e) {
|
||||
LogFlow($"HEARTBEAT_ERROR {e.GetType().Name}: {e.Message}");
|
||||
// Log but don't rethrow - exceptions in Task.Run are silently lost
|
||||
Console.WriteLine($"[HEARTBEAT] Exception in SendHeartbeat: {e}");
|
||||
_remoteEagleClientLogger.LogLine($"Exception in SendHeartbeat: {e}");
|
||||
}
|
||||
});
|
||||
} catch (Exception e) {
|
||||
LogFlow($"HEARTBEAT_TIMER_ERROR {e.GetType().Name}: {e.Message}");
|
||||
// Timer callbacks must not throw
|
||||
Console.WriteLine($"[HEARTBEAT_TIMER] Exception in callback: {e}");
|
||||
_remoteEagleClientLogger.LogLine($"Exception in heartbeat timer: {e}");
|
||||
}
|
||||
};
|
||||
_heartbeatTimer.Enabled = true;
|
||||
@@ -1183,18 +1363,32 @@ namespace eagle {
|
||||
|
||||
private void HandleHeartbeatResponse(HeartbeatResponse response) {
|
||||
LogFlow($"HEARTBEAT_RESPONSE server_ts={response.ServerTimestamp}");
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
$"[HEARTBEAT] Got response, server_timestamp={response.ServerTimestamp}");
|
||||
|
||||
// Check for sync mismatches reported by server
|
||||
bool hasMismatch = false;
|
||||
foreach (var syncResult in response.GameSyncResults) {
|
||||
if (!syncResult.EagleInSync) {
|
||||
LogFlow($"SYNC_MISMATCH game={syncResult.GameId} server_count={syncResult.ServerUnfilteredResultCount}");
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
$"[SYNC_MISMATCH] Game {syncResult.GameId}: Eagle out of sync, " +
|
||||
$"server has {syncResult.ServerUnfilteredResultCount} results");
|
||||
LogConnectionEvent(
|
||||
"sync_mismatch_eagle",
|
||||
$"game={syncResult.GameId}, server_count={syncResult.ServerUnfilteredResultCount}");
|
||||
hasMismatch = true;
|
||||
}
|
||||
|
||||
foreach (var shardokResult in syncResult.ShardokSyncResults) {
|
||||
if (!shardokResult.InSync) {
|
||||
LogFlow($"SYNC_MISMATCH game={syncResult.GameId} shardok={shardokResult.ShardokGameId} server_count={shardokResult.ServerFilteredResultCount}");
|
||||
_remoteEagleClientLogger.LogLine(
|
||||
$"[SYNC_MISMATCH] Game {syncResult.GameId}, Shardok {shardokResult.ShardokGameId}: " +
|
||||
$"out of sync, server has {shardokResult.ServerFilteredResultCount} results");
|
||||
LogConnectionEvent(
|
||||
"sync_mismatch_shardok",
|
||||
$"game={syncResult.GameId}, shardok={shardokResult.ShardokGameId}, " +
|
||||
$"server_count={shardokResult.ServerFilteredResultCount}");
|
||||
hasMismatch = true;
|
||||
}
|
||||
}
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 10 KiB |
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Threading;
|
||||
using Auth;
|
||||
using Cysharp.Net.Http;
|
||||
using eagle;
|
||||
using Grpc.Core;
|
||||
@@ -57,6 +58,25 @@ public class EagleConnection : IDisposable {
|
||||
};
|
||||
}
|
||||
|
||||
private CallInvoker MakeJwtInvoker(string url) {
|
||||
var jwtInterceptor = new JwtAuthInterceptor();
|
||||
|
||||
_channel = GrpcChannel.ForAddress(
|
||||
"https://" + url,
|
||||
new GrpcChannelOptions {
|
||||
HttpHandler = CreateHttpHandler(),
|
||||
DisposeHttpClient = true,
|
||||
LoggerFactory = _loggerFactory,
|
||||
MaxReceiveMessageSize = null
|
||||
});
|
||||
|
||||
var invoker = _channel.Intercept(jwtInterceptor);
|
||||
return invoker;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create connection using Basic Auth (legacy).
|
||||
/// </summary>
|
||||
public EagleConnection(string playerName, string password, string url) {
|
||||
this.playerName = playerName;
|
||||
credentials = new Metadata { { "user", playerName } };
|
||||
@@ -68,6 +88,26 @@ public class EagleConnection : IDisposable {
|
||||
EagleGrpcClient = new Eagle.EagleClient(MakeInvoker(playerName, password, url));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create connection using JWT Bearer token auth.
|
||||
/// Tokens are read from TokenStorage on each request.
|
||||
/// </summary>
|
||||
public static EagleConnection CreateWithJwt(string url) {
|
||||
return new EagleConnection(url, useJwt: true);
|
||||
}
|
||||
|
||||
private EagleConnection(string url, bool useJwt) {
|
||||
// For JWT auth, get display name from TokenStorage
|
||||
playerName = TokenStorage.DisplayName ?? "Unknown";
|
||||
credentials = new Metadata { { "user", TokenStorage.UserId ?? "" } };
|
||||
authHeader = null; // Not used for JWT
|
||||
|
||||
_loggerFactory = LoggerFactory.Create(
|
||||
builder => { builder.AddProvider(new CustomFileLoggerProvider()); });
|
||||
|
||||
EagleGrpcClient = new Eagle.EagleClient(MakeJwtInvoker(url));
|
||||
}
|
||||
|
||||
public void Dispose() {
|
||||
try {
|
||||
_channel?.Dispose();
|
||||
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user