Compare commits

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Author SHA1 Message Date
adminandClaude Opus 4.5 f0484a74fa Add comprehensive timestamped logging for connection flow tracing
Adds a LogFlow() helper method that logs with precise timestamps in
HH:mm:ss.fff format. Uses LogFlow throughout the connection flow to
trace:
- Connection attempts and state transitions
- Subscription requests and acknowledgments
- Game updates (ActionResult, ShardokResult) with counts
- Heartbeat send/receive with sync status
- Sync mismatch detection
- Reconnect scheduling

Also removes debug Console.WriteLine statements and redundant UI
Debug.Log, replacing them with consistent LogFlow output.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-27 06:57:30 -08:00
adminandClaude Opus 4.5 672cb5cb20 Add diagnostic logging to ReceiveGameUpdate
Log exactly what's being received and whether updates are processed or skipped:
- ServerGameStatus updates
- Whether ActionResultViews are present
- Token comparison (incoming vs current)
- Whether the update was processed or skipped

This will help diagnose why game state isn't updating after sync mismatch reconnect.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 23:02:28 -08:00
adminandClaude Opus 4.5 816d2b6859 Add volatile to _currentState and diagnostic logging
- Make _currentState volatile to ensure visibility across threads
  (main thread reads for UI, background threads write on connect/disconnect)
- Add Debug.Log in ConnectionStatusUI when showing Reconnecting state
- Add more granular Console.WriteLine diagnostics in SendHeartbeat

This helps diagnose cases where the UI shows "Reconnecting..." but
the connection is actually Connected.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 22:46:24 -08:00
adminandClaude Opus 4.5 19b305829b Add diagnostics to distinguish ThreadPool exhaustion vs Logger blocking
Add Console.WriteLine at key points in SendHeartbeat to determine
what's actually causing the heartbeat freezes:

1. "SendHeartbeat starting" - if missing, Task.Run work never started (ThreadPool exhausted)
2. "LogLine completed" - if missing, Logger is blocking
3. "About to call WriteAsync" - timing before network I/O
4. "WriteAsync returned" - if missing, WriteAsync is blocking

This will definitively tell us whether the issue is ThreadPool
exhaustion from blocked WriteAsync or Logger blocking from slow
file I/O.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 21:54:02 -08:00
adminandClaude Opus 4.5 3c382349e6 Fix ThreadPool blocking issues causing timer callbacks to stop
This addresses the root cause of the Windows connection freeze where
heartbeat and idle timers stopped firing for ~28 seconds.

Changes:
1. Add 10-second timeout to WriteAsync calls
   - DoWithStreamingCall now uses Task.WhenAny with timeout
   - SendUpdateStreamRequestAsync uses CancellationTokenSource with timeout
   - Prevents indefinite blocking on dead connections that exhaust ThreadPool

2. Add ConfigureAwait(false) to all network operations
   - Prevents deadlocks from continuations trying to marshal back to main thread

3. Wrap timer callbacks in try-catch
   - Idle check timer: catches exceptions to prevent silent failures
   - Heartbeat timer: wraps both the Elapsed handler and SendHeartbeat task

4. Fix double PostRequest bug in TryPendingCommands
   - Removed unconditional PostRequest call at line 475 that was outside switch
   - Commands were being posted twice: once in switch case, once after

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 21:19:46 -08:00
53314e7cb6 Add Console.WriteLine for timer callbacks and make Logger thread-safe (#4857)
The timers stopped logging entirely during the 28-second gap. To determine
if the timers are firing but the Logger is blocked vs timers not firing:

1. Add Console.WriteLine in timer Elapsed handlers BEFORE the callback
   - These bypass our Logger and write directly to stdout
   - Will show if timers are firing even if Logger is blocked

2. Make Logger thread-safe with locks
   - LogLine now uses lock(_lock) to prevent concurrent access issues
   - GetLogger now uses lock(_loggersLock) for thread-safe singleton access

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 21:07:34 -08:00
d4a5f48103 Add diagnostic logging for heartbeat and idle timer issues (#4856)
Add logging to diagnose why heartbeat/idle timers stop firing on Windows:
- Log when heartbeat timer fires (before any checks)
- Log when heartbeat is skipped and why (cancellation, not connected)
- Log when heartbeat send fails (stream unavailable)
- Log idle check when idle > 5s with cancellation status

This will help diagnose the 90-second gap where no heartbeat or idle
logs appear before PROTOCOL_ERROR on Windows client.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 20:38:15 -08:00
d6d1868fcb Stop timers before sync mismatch reconnect (#4854)
When HandleHeartbeatResponse detects a sync mismatch and triggers a
reconnect, it wasn't stopping the heartbeat and idle check timers.
This could cause them to fire during reconnection, potentially
interfering with the new connection.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 20:03:39 -08:00
8c9d38c546 Fix IllegalStateException when LLM stream client disconnects (#4855)
Handle the case where a gRPC stream is completed (client disconnected) but
the LLM update consumer thread still tries to send updates. This causes
IllegalStateException: "Stream is already completed, no further calls allowed".

Added catch for IllegalStateException in both humanClientsAfterUpdatingLlmStream
and humanClientsAfterPostingResults to gracefully handle disconnected clients.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 20:01:51 -08:00
139494d937 Fix race condition between heartbeat response and game updates (#4853)
The heartbeat handler was reading game state and sending responses without
holding the GamesManager lock. Since game updates ARE sent while holding
this lock, there was a race condition where:

1. AI processing holds GamesManager lock
2. Updates start being sent to clients via the stream
3. Heartbeat request arrives, acquires EagleServiceImpl lock (different lock)
4. Heartbeat reads game count and sends response (can interleave with updates)
5. Client receives heartbeat before some in-flight updates
6. Client detects sync mismatch despite updates being in transit

This particularly affected slower/remote connections (e.g., Windows clients)
because the timing window for the race was longer.

Fix: Wrap heartbeat handling in gamesManager.synchronized to ensure the
response is sent only after any in-progress game updates have been queued.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 19:33:10 -08:00
5c52dd9006 Add HTTP/2 timeout settings and upgrade YetAnotherHttpHandler to 1.11.4 (#4851)
Upgrade YetAnotherHttpHandler from 1.5.3 to 1.11.4 to get:
- ConnectTimeout support (added in 1.8.0)
- Fix deadlock during cancellation (1.11.4)
- Memory management improvements (1.11.1)
- Backpressure control (1.10.0)

Configure explicit timeouts to detect and recover from dead connections
faster, especially on Windows where firewalls may silently drop HTTP/2
keep-alive pings:

- Http2KeepAliveTimeout (5s): Close connection if ping not acknowledged
- Http2KeepAliveWhileIdle: Continue pinging during idle periods
- ConnectTimeout (10s): Don't wait forever for initial connection

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 19:10:44 -08:00
d473e5a5d6 Fix deadlock in PersistentClientConnection.Dispose() (#4850)
The Dispose() method held lock(this) while calling Thread.Join() on the
streaming thread. If the streaming thread was trying to acquire the same
lock, this caused a deadlock - making "Return to Lobby" hang indefinitely.

Fix: Capture thread reference inside lock, then join OUTSIDE the lock.

Also adds diagnostic logging for sync mismatch debugging:
- Heartbeat now logs client's count per game
- Result count updates are logged when they change

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 19:01:10 -08:00
e9b980e6d0 Add protoless shouldRest overload to CommandChoiceHelpers (#4849)
- Add protoless shouldRest(Iterable[HeroT]) using HeroUtils.fatigue
- Rename proto version to shouldRestProto(Iterable[Hero])
- Update callers (PerformVassalCommandsPhaseAction) to use shouldRestProto
- Add protoless tests using HeroC
- Add hero_utils dependency to BUILD.bazel

This follows the established pattern for incremental deproto migration.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 18:11:06 -08:00
8ba4268832 Deproto: Remove proto methods and convert tests to protoless (#4848)
* Remove SwornBrotherChooser.bestChoiceProto and convert test to protoless

- Delete bestChoiceProto method from SwornBrotherChooser
- Convert SwornBrotherChooserTest to use HeroC (protoless) instead of proto Hero
- Remove proto and LegacyHeroUtils dependencies from sworn_brother_chooser target
- Update DEPROTO_PLAN.md to mark SwornBrotherChooser as fully protoless

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

* Convert ImproveCommandSelectorTest to protoless and update DEPROTO_PLAN.md

- Replace proto Hero/Province/GameState with native HeroC/ProvinceC/GameState
- Remove GameStateConverter.fromProto calls - test now uses native types directly
- Remove proto dependencies from BUILD.bazel
- Update DEPROTO_PLAN.md with comprehensive status of all command selectors:
  - Document 11 fully protoless command selectors
  - Document 10 protoless quest command selectors
  - Document 2 files with dual proto/protoless versions
  - Document 4 files still blocked on proto GameState

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 17:17:17 -08:00
3a033ddf19 Fix admin server: use explicit goos/goarch for Linux binary (#4847)
The --platforms flag doesn't affect oci_image/pkg_tar dependencies -
they're exec rules that run on the host. This caused the Go binary
to be built for darwin/arm64 instead of linux/amd64.

Fix by creating an explicit admin_server_linux_amd64 target with
goos = "linux" and goarch = "amd64" set in the BUILD file.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 13:55:09 -08:00
61196d05e7 Add Go admin server to Docker deployment (#4846)
- Add oci_image, oci_load, oci_push targets for admin_server in ci/BUILD.bazel
- Add Alpine Linux 3.21 base image to MODULE.bazel (lightweight for Go binary)
- Add admin service to docker-compose.prod.yml with health check
- Add build-admin job to GitHub Actions workflow
- Update deploy job to pull and deploy admin image alongside eagle/shardok

The admin server connects to Eagle via internal Docker network (eagle:40032)
and exposes HTTP on port 8080 for the admin console.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 12:45:01 -08:00
e5a71bd3b4 Add Go admin server to Docker deployment (#4843)
* Add Go admin server to Docker deployment

- Add oci_image, oci_load, oci_push targets for admin_server in ci/BUILD.bazel
- Add Alpine Linux 3.21 base image to MODULE.bazel (lightweight for Go binary)
- Add admin service to docker-compose.prod.yml with health check
- Add build-admin job to GitHub Actions workflow
- Update deploy job to pull and deploy admin image alongside eagle/shardok

The admin server connects to Eagle via internal Docker network (eagle:40032)
and exposes HTTP on port 8080 for the admin console.

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

* Fix Go cross-compilation by enabling pure Go build

Add `pure = "on"` to admin_server go_binary to disable CGO.
This avoids linker errors when cross-compiling from macOS ARM64
to Linux x86_64 with the LLVM toolchain.

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

* Use rules_go platform for Go cross-compilation

Use @io_bazel_rules_go//go/toolchain:linux_amd64 instead of
//:linux_x86_64 for the admin server build. The rules_go platform
uses Go's native cross-compiler and doesn't involve the LLVM C
toolchain, avoiding linker errors.

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 11:46:07 -08:00
e545d9c616 Remove ActionPointDistances disk cache (#4844)
Profiling showed that GenerateDistances accounts for only 0.04% of
total runtime while the disk cache consumed 168 GB of storage. The
modifier hash explosion (ice melt, fire, etc.) caused unbounded cache
growth without providing meaningful performance benefit.

The in-memory caching layers (persistent, thread-local, and shared)
remain and provide effective caching for the hot paths.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 11:24:08 -08:00
17e5135915 Add OPENAI_API_KEY and GPT_MODEL_NAME to deploy .env file (#4842)
- Pass all required env vars from GitHub secrets
- Fix .env file permissions (rm before write, chmod 600)

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 10:57:47 -08:00
5c9623717d Convert SeekMoreLeadersCommandChooser and ProvinceDistances to protoless (#4840)
- Split ProvinceDistances into protoless version + LegacyProvinceDistances
- Convert SeekMoreLeadersCommandChooser to protoless (MidGameAIClient converts proto→Scala)
- Add protoless overloads to FactionUtils.provinces and CommandChoiceHelpers
- Create protoless SeekMoreLeadersCommandChooserTest using Scala model types
- Add DEPROTO_PLAN.md documenting migration status and decisions
- Update visibility for model state concrete types to support AI tests

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 10:49:34 -08:00
2ed1c5769e Enable S3/DO Spaces persistence via environment variables (#4839)
* Enable S3/DO Spaces persistence via environment variables

Add support for persisting game saves to DigitalOcean Spaces (S3-compatible)
via environment variables, preventing game state loss during deployments.

Configuration:
- EAGLE_ENABLE_S3=true to enable S3 persistence
- DO_SPACES_ACCESS_KEY and DO_SPACES_SECRET_KEY for credentials
- Falls back to ~/.s3cfg if env vars not set

Changes:
- S3Credentials: Load credentials from env vars or ~/.s3cfg
- LocalGamePersisterCreation: Read EAGLE_ENABLE_S3 from env
- ServerSetupHelpers: Enable S3 persister based on env var
- S3Utils: Fix transferManager to use credentials
- docker-compose.prod.yml: Add S3 environment variables

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

* Centralize S3 config and add endpoint env var

- Move all S3 config to S3Credentials (single source of truth)
- Add DO_SPACES_ENDPOINT env var (defaults to sfo3.digitaloceanspaces.com)
- Remove duplicate config reading from LocalGamePersisterCreation and ServerSetupHelpers
- Pass S3 secrets from GitHub Actions to droplet via .env file

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 07:55:01 -08:00
7a3b382623 Build Eagle Docker image for linux_x86_64 platform (#4838)
The Eagle image was being built without --platforms, defaulting to the
self-hosted runner's platform (darwin/arm64). This caused digest mismatch
errors when trying to pull the image on the linux/amd64 production droplet.

Also fix the bazel-bin symlink issue: when building with --platforms,
the output goes to a platform-specific directory. Save the resolved path
immediately after build (before other bazel commands change the symlink)
and use that path for pushing.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-26 07:13:02 -08:00
d1e4ba4efe Delete unused ActionResultProtoUpdater type alias (#4836)
- Delete package.scala containing the unused ActionResultProtoUpdater type alias
- Remove action_pkg target from BUILD.bazel
- Remove unnecessary action_pkg dependencies from quest_creation BUILD targets

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 22:25:42 -08:00
03c26b01c9 Pass SHA-tagged images from build to deploy jobs (#4834)
Instead of computing SHA tags locally in the deploy step or falling back
to :latest (which has caching issues), pass the exact image tags used
during push as job outputs. This ensures deploy always uses the exact
images that were just built and pushed.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 22:18:10 -08:00
830c524c53 Remove unused xpForStatBump from applier traits (#4833)
- Remove xpForStatBump method from ActionResultProtoApplier, ActionResultApplier,
  and ActionResultTApplier traits and their implementations
- Update tests to use GameStateExtensions.xpForStatBump directly instead of
  calling through the applier
- Remove duplicate xpForStatBump tests from ActionResultProtoApplierImplTest
- Clean up unused imports from ActionResultProtoApplierImpl

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 21:58:38 -08:00
admin c348085439 Merge branch 'investigate/deployment-issue' 2025-12-25 21:54:31 -08:00
adminandClaude Opus 4.5 b0f5f05362 Switch to direct docker pull with :latest fallback
docker compose pull has issues with DO registry caching.
Use direct docker pull which may handle errors better,
and fall back to :latest tag if SHA tag fails.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 19:48:28 -08:00
adminandClaude Opus 4.5 92b41c9b36 Clear local Docker images before pull to fix manifest cache
The DigitalOcean registry seems to have caching issues where the local
Docker daemon has a cached manifest that doesn't match the new content.

- Remove specific images before pulling to clear cached manifests
- Add --quiet flag to pull
- Increase retry delay to 10s
- Clear buildkit cache too

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 19:45:24 -08:00
adminandClaude Opus 4.5 5c83fa479d Fix SHA tag length mismatch between push and deploy
Push was using git rev-parse --short (variable length)
Deploy was using cut -c1-9

Now both use exactly 8 characters consistently.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 19:42:13 -08:00
adminandClaude Opus 4.5 831b72b382 Fix crane push to use SHA tag first, then copy to :latest
Change push strategy:
1. Push with unique SHA tag first
2. Copy that tag to :latest

This ensures both :latest and :SHA have the same digest and
avoids issues with crane's "existing manifest" deduplication.

Also simplified the image path finding to just use readlink.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 19:39:10 -08:00
adminandClaude Opus 4.5 d3c1542eaa Fix Shardok image path to use cquery for cross-compilation
The bazel-bin symlink doesn't work correctly for cross-compiled targets.
It always points to the exec platform output, not the target platform.

Using `bazel cquery --output=files` with the platform flags gets the
actual output path for the cross-compiled image.

Also add validation that the path contains 'linux' to catch this issue
early if it happens again.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 19:34:58 -08:00
adminandClaude Opus 4.5 c7b5e2db0d Use SHA-tagged images instead of :latest to avoid registry cache issues
The :latest tag has a corrupted manifest in the DO registry causing
persistent digest mismatch errors. Using the SHA-tagged image
(which is pushed alongside :latest) should work around this.

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2025-12-25 19:30:48 -08:00
adminandGitHub 9ac664659f Delete proto version of VigorXPApplier.withVigorXp (#4832) 2025-12-25 18:40:34 -08:00
adminandClaude Opus 4.5 4c37d33682 Fix retry logic to work with script_stop
The previous fix used set -e which caused immediate exit before
the || fallback could run. Now uses explicit loop with success flag.

Also adds 5s delay between retries to allow registry to settle.

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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 18:13:27 -08:00
71c7d700a5 Fix deployment to fail on errors and force recreate containers (#4830)
The deploy step was silently failing because:
1. script_stop was not set, so SSH action continued on errors
2. docker compose pull was failing with digest mismatch errors
3. containers weren't recreated because Docker thought image was unchanged

Fixes:
- Add script_stop: true to fail on any command error
- Add set -ex for verbose error handling
- Add retry logic for pull with cache clear
- Use --force-recreate to ensure containers use new images
- Add verification step to show container image tags

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 18:10:35 -08:00
ab485919ed Implement OAuth authentication with Discord and Google support (#4827)
Add server-side OAuth authentication infrastructure that supports both
Discord and Google as identity providers, while maintaining backwards
compatibility with existing Basic Auth.

## New Components

- **Auth Proto Definitions**: gRPC service with endpoints for OAuth flow
  (GetOAuthUrl, ExchangeCode, SetDisplayName, RefreshToken, GetCurrentUser)
- **User Proto**: Storage schema with admin flag for impersonation support
- **JwtService**: RS256 token creation/validation with 7-day access tokens
- **OAuthService**: OAuth code exchange with Discord and Google APIs
- **UserService**: User CRUD with file-based persistence via Persister
- **AuthServiceImpl**: gRPC service wiring OAuth flow together

## Key Features

- Dual auth: Basic Auth continues working; JWT activates when configured
- Admin impersonation: Set X-Impersonate-User header to debug as another user
- Display name validation: 3-20 chars, alphanumeric + underscore, unique
- Graceful degradation: Server starts without OAuth if keys not configured

## Environment Variables

```bash
# JWT (required for OAuth)
JWT_PRIVATE_KEY='{"kty":"RSA",...}'  # RSA key in JWK format

# Discord OAuth
DISCORD_CLIENT_ID=
DISCORD_CLIENT_SECRET=

# Google OAuth
GOOGLE_CLIENT_ID=
GOOGLE_CLIENT_SECRET=
```

## Next Steps for Full Integration

1. Generate RSA key for JWT signing
2. Configure Discord/Google OAuth apps with redirect URI eagle0://auth/callback
3. Implement Unity client OAuth flow with system browser + deep links

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 17:55:39 -08:00
8725ccfb34 Fix lastCommandTypeForActingProvince by wrapping result before applying (#4829)
The previous fix (#4825) set lastCommandTypeForActingProvince on the
ActionResult after the ActionResultApplier had already computed the
GameState, so the province's lastCommand was never updated.

This fix adds withTCommandAndLastCommand to RandomStateSequencer, which
wraps the first result with lastCommandTypeForActingProvince BEFORE
passing it to the applier. This mimics how the old Command.resultWithLastCommand
worked and maintains the invariant that only ActionResultApplier creates
GameStates.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 17:53:26 -08:00
73372d82bf Add protoless invitationAcceptanceChance overload (#4826)
Add a protoless version of invitationAcceptanceChance to
ResolveDiplomacyCommandSelector that uses FactionUtils.prestige
instead of LegacyFactionUtils.prestige.

Update InvitationCommandSelector to use the protoless version,
since it already converts to native GameState internally.

Also:
- Add ai package to visibility of FactionT and ProvinceT
- Add FactionUtils dependency to resolve_diplomacy_command_selector

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 13:19:28 -08:00
f21839df81 Fix lastCommandTypeForActingProvince not being set on command results (#4825)
The transition to TCommand-based commands lost the code that sets
lastCommandTypeForActingProvince on action results. The old Command.execute
used to wrap results with this field, but the new protoless flow didn't.

Fix by updating EngineImpl.doCommand to set lastCommandTypeForActingProvince
on the first result from the sequencer, matching the original behavior.

Also:
- Add withLastCommandTypeForActingProvince helper to ActionResultT
- Export selected_command_scala_proto from action_result_trait
- Remove unused dep from hero_backstory_update_action_generator

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 12:55:41 -08:00
fc1d5aa7ad Add OAuth implementation plan for Discord + Google authentication (#4824)
Documents the design for replacing HTTP Basic Auth with OAuth 2.0:
- System browser + deep link flow for secure authentication
- JWT tokens (RS256) for session management
- User-chosen display names
- 5-phase implementation covering proto definitions, server auth services,
  Unity client OAuth flow, platform configuration, and testing

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 12:35:39 -08:00
c7cacb4915 Add protoless versions to SwornBrotherChooser and ProvinceGoldSurplusCalculator callers (#4823)
- Add protoless `bestChoice(HeroT)` to SwornBrotherChooser, rename proto version to `bestChoiceProto`
- Update SeekMoreLeadersCommandChooser to use `bestChoiceProto`
- Update SwornBrotherChooserTest to use `bestChoiceProto`
- Update InvitationCommandSelector to use Scala `provinceGoldSurplus(ProvinceT)` since it already has nativeGameState

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 12:34:35 -08:00
d26a2322e3 Add null check to ClearCellLabels to match ClearCellModifierImages (#4822)
Fixes NullReferenceException when cells array is null.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 12:22:48 -08:00
c9d252093a Convert RansomOfferHelpers to use Scala GameState (#4821)
* Convert RansomOfferHelpers to use Scala GameState

- Change RansomOfferHelpers from proto GameState to Scala GameState
- Update imports from proto to Scala types (FactionT.OutgoingOfferRound, GameState)
- Change FactionUtils.trust to use Scala factions vector instead of proto GameState
- Change FactionUtils.isFactionLeader to use Scala factions vector
- Simplify OutgoingOfferRound pattern match (no unknownFieldSet in Scala version)
- Update BUILD.bazel: remove proto game_state dependency, add Scala model deps
- Add GameStateConverter.fromProto call in CommandChoiceHelpers.maybeRansomLeaderCommand
- Update RansomOfferHelpersTest to use Scala types (FactionC, FactionRelationship)
- Add currentPhase to test GameStates in CommandChoiceHelpersTest for conversion

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

* Update DEPROTO_PLAN.md: mark RansomOfferHelpers as protoless

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 12:18:39 -08:00
7c31faaee0 Add connection status display to Connection Panel (#4819)
Shows connection state in the Connection Panel:
- Connecting... (yellow)
- Connected (green)
- Server unavailable with countdown (red)
- Reconnecting with countdown (orange)

User can click Connect button to retry when connection fails.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 11:46:45 -08:00
3fab4b94f1 Remove unused gameState from HeroGiftCommandSelector.chosenCommandForSpecificHero (#4818)
The gameState parameter was passed but never used in the function body.
This also removes the GameStateConverter import and dependency from
SeekMoreLeadersCommandChooser since callers were converting proto to Scala
just to pass an unused parameter.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 11:35:44 -08:00
0ff8a3a8e1 Fix nginx DNS caching for container IP changes (#4817)
* Fix crane path discovery for cross-compiled Shardok image

Save the cross-compiled image path before building the push target,
since building push target without --platforms would overwrite it.
Also use find to locate crane binary dynamically.

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

* Add diagnostic steps to debug cross-compilation

- Build binary separately first with platform flag
- Verify binary is ELF format (Linux) not Mach-O (macOS)
- Verify binary in pkg_tar layer is also ELF
- This will help identify where cross-compilation breaks

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

* Add --extra_toolchains flag to force Linux cross-compilation

The --platforms flag wasn't working because the Linux toolchain is
registered with dev_dependency=True in MODULE.bazel. Adding
--extra_toolchains=@llvm_toolchain_linux//:all forces Bazel to
use the cross-compilation toolchain.

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

* Check binary directly from bazel-bin instead of searching bazel-out

The bazel-bin symlink points to the correct output directory, so we
should check that directly instead of searching through bazel-out
which may contain stale build artifacts.

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

* Add platform flags to push target build to preserve cross-compilation

The push target build was running without --platforms and --extra_toolchains,
which caused Bazel to rebuild the image without cross-compilation. This
overwrote the cross-compiled binary with a macOS binary before pushing.

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

* Use Darwin crane from Eagle push target for Shardok push

When using --platforms for cross-compilation, Bazel downloads the
target-platform crane (Linux) which can't run on the macOS host.
Instead, use the Eagle push target to get a Darwin crane binary,
since Eagle doesn't need cross-compilation.

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

* Fix crane detection to handle symlinks

Crane in Bazel runfiles is a symlink, not a regular file.
Changed find to not filter by type, and use -e instead of -f
for existence check.

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

* Fix nginx DNS caching for container IP changes

- Add Docker DNS resolver (127.0.0.11) with 10s TTL to nginx.conf
- Restart nginx after eagle/shardok in deploy workflow
- This ensures nginx picks up new container IPs after redeploy

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 11:30:12 -08:00
ea70bbb2ac Remove unused gameState from ExileVassalCommandSelector (#4816)
The gameState parameter was passed but never used in the function body.
Removing it eliminates the proto GameState dependency from this target.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 11:20:23 -08:00
8e14f4cdbb Fix domain reload hang by registering playModeStateChanged callback (#4815)
The OnPlayModeStateChanged callback was defined but never registered to
EditorApplication.playModeStateChanged. This meant when exiting play mode
in the editor, the cancellation token was never cancelled, so background
threads (especially the gRPC streaming thread) kept running, causing
domain reload to hang.

Added OnEnable/OnDisable to properly register/unregister the callback.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 11:16:50 -08:00
6ffbbe242e Remove unused gameState from SwearBrotherhoodCommandSelector (#4814)
The gameState parameter was passed but never used.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 11:14:58 -08:00
84108b995a Fix crane path discovery for cross-compiled Shardok image (#4810)
* Fix crane path discovery for cross-compiled Shardok image

Save the cross-compiled image path before building the push target,
since building push target without --platforms would overwrite it.
Also use find to locate crane binary dynamically.

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

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

* Add diagnostic steps to debug cross-compilation

- Build binary separately first with platform flag
- Verify binary is ELF format (Linux) not Mach-O (macOS)
- Verify binary in pkg_tar layer is also ELF
- This will help identify where cross-compilation breaks

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

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

* Add --extra_toolchains flag to force Linux cross-compilation

The --platforms flag wasn't working because the Linux toolchain is
registered with dev_dependency=True in MODULE.bazel. Adding
--extra_toolchains=@llvm_toolchain_linux//:all forces Bazel to
use the cross-compilation toolchain.

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

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

* Check binary directly from bazel-bin instead of searching bazel-out

The bazel-bin symlink points to the correct output directory, so we
should check that directly instead of searching through bazel-out
which may contain stale build artifacts.

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

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

* Add platform flags to push target build to preserve cross-compilation

The push target build was running without --platforms and --extra_toolchains,
which caused Bazel to rebuild the image without cross-compilation. This
overwrote the cross-compiled binary with a macOS binary before pushing.

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

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

* Use Darwin crane from Eagle push target for Shardok push

When using --platforms for cross-compilation, Bazel downloads the
target-platform crane (Linux) which can't run on the macOS host.
Instead, use the Eagle push target to get a Darwin crane binary,
since Eagle doesn't need cross-compilation.

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

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

* Fix crane detection to handle symlinks

Crane in Bazel runfiles is a symlink, not a regular file.
Changed find to not filter by type, and use -e instead of -f
for existence check.

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 11:06:46 -08:00
e4adac2eed Move BattalionTypeFinder to dedicated package (#4813)
- Create new battalion_type_finder package under library/util
- BattalionTypeFinder: protoless version using Scala BattalionType
- LegacyBattalionTypeFinder: proto version for legacy callers
- Update callers to use the appropriate finder:
  - OrganizeCommandSelector uses new BattalionTypeFinder
  - CommandChoiceHelpers, RuntimeValidator, CheckForFulfilledQuestsAction
    use LegacyBattalionTypeFinder
- Remove unused battalion_type_finder dep from TrainCommand

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 11:05:28 -08:00
3b83abe4c6 Convert OrganizeCommandSelector to use Scala types (#4812)
- OrganizeCommandSelector now accepts Scala GameState instead of proto
- Added protoless monthlyFoodSurplus method to ProvinceUtils
- BattalionTypeFinder.battalionType now has protoless overload; proto
  versions renamed to battalionTypeProto
- Updated callers (CommandChoiceHelpers, MidGameAIClient,
  CheckForFulfilledQuestsAction, RuntimeValidator) to use the
  appropriate method variant
- Updated OrganizeCommandSelectorTest to use Scala types

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 09:44:42 -08:00
355c06d342 Convert ImproveCommandSelector to use Scala types (#4811)
- Convert ImproveCommandSelector from proto to Scala types (GameState, ProvinceT, HeroT)
- Add protoless overload to HeroSelector.minimallyFatiguedHeroes, keep proto version as minimallyFatiguedHeroesProto
- Update all callers in CommandChoiceHelpers and MidGameAIClient to wrap with GameStateConverter.fromProto()
- Update ImproveCommandSelectorTest to use GameStateConverter.fromProto()
- Add exports to improve_command_selector for GameState visibility
- Update DEPROTO_PLAN.md to reflect progress

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 08:31:51 -08:00
dfd1da8b8a Convert ExpandCommandSelector to use Scala types (#4809)
- Convert ExpandCommandSelector from proto to Scala types (GameState, ProvinceT, FactionT)
- Add isAdjacentEnemy method to ProvinceUtils for protoless usage
- Add protoless overloads to ProvinceGoldSurplusCalculator
- Update ExpandCommandSelectorTest to use GameStateConverter.fromProto()
- Update DEPROTO_PLAN.md to reflect progress

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-25 07:58:21 -08:00
ded08187b2 Fix Shardok cross-compilation in Docker workflow (#4808)
* Fix Shardok cross-compilation in Docker workflow

The push step was rebuilding without --platforms flag, overwriting
the cross-compiled Linux binary with a macOS ARM64 binary.

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

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

* Update nginx config to use prod.eagle0.net

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-24 22:27:23 -08:00
8747682842 Convert quest command choosers to use native GameState (#4805)
* Convert quest command choosers to use native GameState

- Changed QuestCommandChooser trait to accept native GameState
- Updated FulfillQuestsCommandSelector to convert proto once at top level
- Updated all quest command choosers to use native GameState:
  - AllianceQuestCommandChooser
  - AlmsAcrossRealmQuestCommandChooser
  - AlmsToProvinceQuestCommandChooser
  - DismissSpecificVassalCommandChooser
  - GiveToHeroesAcrossRealmQuestCommandChooser
  - GiveToHeroesInProvinceQuestCommandChooser
  - ImproveQuestCommandChooser
  - TruceCountQuestCommandChooser
  - TruceWithFactionQuestCommandChooser
- Updated helper command selectors to use native types:
  - TrustForDiplomacy
  - TruceOfferCommandSelector
  - AllianceOfferCommandSelector
  - ExileVassalCommandSelector
  - HeroGiftCommandSelector
- Added trust() method to FactionUtils for native faction access
- Updated all test files to use native types (HeroC, FactionC, ProvinceC)

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

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

* Fix callers of TrustForDiplomacy and HeroGiftCommandSelector

Add GameStateConverter.fromProto() calls in:
- InvitationCommandSelector.maybeInviteOtherFaction
- SeekMoreLeadersCommandChooser.maybeSeekMoreLeadersCommand

These callers pass proto GameState but the underlying methods now
expect native GameState.

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

* Fix tests: add currentPhase to proto GameState in test files

Tests were failing because GameStateConverter.fromProto() can't
convert UNKNOWN_PHASE (the proto default). Added PLAYER_COMMANDS
to test GameState instances in:
- InvitationCommandSelectorTest
- SeekMoreLeadersCommandChooserTest

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

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

* Add round_phase_scala_proto dependency to test BUILD files

The tests import PLAYER_COMMANDS from round_phase proto but the
BUILD files were missing the dependency.

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

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

* Trigger CI

* Fix OutgoingOfferRound field order in FactionConverter

The positional pattern matching in both toProto and fromProto for
OutgoingOfferRound had the fields in the wrong order (roundId, toFactionId)
when the correct order is (toFactionId, roundId). This caused values to
be swapped when converting between proto and native types, breaking
the "recently invited" check in TrustForDiplomacy.

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-24 22:10:54 -08:00
ac5fa9a495 Replace URL text field with environment dropdown (#4798)
Change connection UI from editable URL field to dropdown with options:
- prod. (prod.eagle0.net)
- qa. (qa.eagle0.net)
- (none) (eagle0.net)

Selection is stored in PlayerPrefs. Unity scene update required to wire
up the new environmentDropdown field.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-24 21:41:25 -08:00
d65e486f36 Fix Shardok to default to localhost for local development (#4807)
The previous change defaulted to 0.0.0.0:40042 which broke local
development - Shardok would bind to the network IP instead of localhost,
causing Eagle to fail to connect.

- Default to localhost:40042 for local development
- Docker sets SHARDOK_EAGLE_INTERFACE_ADDRESS=0.0.0.0:40042 to listen
  on all interfaces for container networking

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-24 21:40:41 -08:00
9b719cafa8 Add busybox to container images for health checks (#4806)
The Docker health checks use `nc -z` to verify services are listening,
but the minimal base images (eclipse-temurin, ubuntu:24.04) don't
include netcat. This adds a statically-linked busybox binary to both
container images, providing nc and other basic utilities.

- Add http_file rule to download busybox 1.35.0 x86_64
- Create busybox_layer with symlink from nc -> busybox
- Include busybox_layer in both eagle and shardok images

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-24 16:35:52 -08:00
87218d7a72 Convert availability factories to use protoless BattalionSuitability (#4804)
- Create SuitableBattalionsConverter to convert from Scala to proto types
- Update AvailableDefendCommandsFactory to use BattalionSuitability + converter
- Update AvailableMarchCommandFactory to use BattalionSuitability + converter
- Add visibility for proto_converters to access battalion_suitability

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-24 15:52:24 -08:00
f7a0d562fe Create protoless BattalionSuitability, rename old to Legacy (#4803)
- Move BattalionSuitability to battalion_suitability/ package as LegacyBattalionSuitability
- Create new protoless BattalionSuitability with Scala types:
  - SuitabilityLevel enum (Optimal, Suboptimal, Restrictive)
  - BattalionIdWithSuitability case class
  - SuitableBattalions case class
- Convert CombatUnitSelector to use protoless version
- Keep AvailableDefendCommandsFactory and AvailableMarchCommandFactory on Legacy
  (they return proto types to the API)
- Add missing exports for Gender and BattalionType in BUILD files

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-24 15:23:57 -08:00
01ffbb8234 Add auth volume mount for nginx basic authentication (#4802)
Mount ./auth directory containing htpasswd file for nginx basic
authentication. This enables user authentication at the nginx
reverse proxy level.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-24 15:11:42 -08:00
aa4f58c0c4 Remove proto overloads from AlmsCommandSelector (#4800)
Updated callers to convert proto GameState to native Scala types before
calling AlmsCommandSelector:
- CommandChoiceHelpers: uses GameStateConverter.fromProto
- AlmsToProvinceQuestCommandChooser: uses GameStateConverter.fromProto
- AlmsAcrossRealmQuestCommandChooser: uses both GameStateConverter and
  ProvinceConverter

Removed proto compatibility overloads and unused imports from
AlmsCommandSelector since all callers now use native types directly.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-24 11:32:43 -08:00
61c2d92b01 Support API keys from environment variables (#4801)
Check OPENAI_API_KEY and ANTHROPIC_API_KEY environment variables first,
fall back to api_keys.txt file if not set. This allows the Docker
container to receive API keys via environment without needing a file.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-24 11:29:33 -08:00
08dedebf7d Fix crane binary discovery in CI workflow (#4799)
* Fix crane binary discovery in CI workflow

- Add set -ex for better error visibility
- Try finding crane in bazel-bin/external first
- Fall back to bazel cquery if not found
- Add debug output for digest and crane path

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

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

* Fix crane path - use runfiles directory

Crane binary is in the runfiles directory after bazel run:
bazel-bin/ci/push_*.sh.runfiles/rules_oci~~oci~oci_crane_darwin_arm64/crane

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

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

* Use crane push directly instead of bazel run

The registry converts OCI to Docker format immediately, changing the
digest. We can't reference the image by its original OCI digest after
push.

Solution: Use crane push directly to a tag (not by digest). Bazel is
still used to build the image and get crane in runfiles.

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-24 11:25:11 -08:00
c673f57179 Convert AttackCommandChooser and dependencies to use Scala types (#4794)
* Convert AttackCommandChooser and dependencies to use Scala types

- AttackCommandChooser: Use Scala GameState, HeroT, ProvinceT instead of proto
- CombatUnitSelector: Use Scala HeroT, BattalionT, BattalionType
- BattalionSuitability: Use Scala HeroT, BattalionT, BattalionType
- MarchSuppliesHelpers: Use Scala BattalionT (fixes pre-existing broken dep)
- CommandChoiceHelpers: Add GameStateConverter.fromProto() at call boundary
- AttackCommandChooserTest: Rewrite to use Scala types (GameState, HeroC, etc.)

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

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

* Fix type conversion for callers of CombatUnitSelector and BattalionSuitability

After deproto-ing CombatUnitSelector to use Scala types, all callers need
to convert proto types to Scala at call sites:

- AvailableDefendCommandsFactory: Add converter imports and calls
- AvailableMarchCommandFactory: Add converter imports and calls
- CommandChoiceHelpers: Add converter imports and calls in defendingUnits

BUILD file updates:
- Add converter deps to availability factories
- Add battalion/battalion_type state deps for return types
- Update visibility on battalion_type_converter

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

* Convert BattalionSuitabilityTest to use Scala types

BattalionSuitability now expects Scala types (HeroT, BattalionT, BattalionType),
so its test needs to:
- Use HeroC and BattalionC instead of proto Hero and Battalion
- Use Scala Profession enum
- Convert BattalionTypesTestData (proto) via BattalionTypeConverter.fromProto

Keep BattalionTypesTestData returning proto types since other tests
(like AttackDecisionCommandChooserTest) pass it to proto GameState.

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

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

* Fix MidGameAIClient to convert proto GameState when calling AttackCommandChooser

AttackCommandChooser now expects Scala GameState, so MidGameAIClient needs
to convert via GameStateConverter.fromProto() at the call sites.

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-24 11:19:27 -08:00
29ec88c6e2 Deproto-ify AlmsCommandSelector and test (#4792)
- Convert AlmsCommandSelector from proto types (GameState, Hero, Province) to Scala model types (GameState, HeroT, ProvinceT)
- Add backward-compatible proto type overloads that convert to Scala types internally
- Add Scala type overloads to FoodConsumptionUtils for foodConsumptionMonthsToHold
- Add fatigue() method to HeroUtils for Scala types
- Convert AlmsCommandSelectorTest to use Scala model types (ProvinceC, HeroC, BattalionC)
- Update BUILD.bazel dependencies, exports, and visibility for proper type resolution

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-24 11:12:55 -08:00
d50de9da3f Fix Docker push digest mismatch in CI (#4797)
DigitalOcean registry converts OCI manifests to Docker format, causing
digest mismatch when Bazel's oci_push tries to tag by digest.

Solution:
- Remove remote_tags from oci_push in BUILD.bazel (push by digest only)
- Use Bazel for the push, then crane copy/tag for tagging (handles format conversion)

This keeps Bazel as the primary build/push tool while working around
the registry's format conversion.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-24 11:05:41 -08:00
9340500b22 Update AlmsCommandSelector to use new FoodConsumptionUtils (#4796)
* Update AlmsCommandSelector to use new FoodConsumptionUtils

- Replace LegacyFoodConsumptionUtils with FoodConsumptionUtils
- Add private foodConsumptionMonthsToHold helper that converts proto
  types to Scala types using DateConverter and RoundPhaseConverter
- Update visibility of DateConverter and RoundPhaseConverter to allow
  access from command_choice_helpers
- Update tests to set currentPhase = PLAYER_COMMANDS (required by
  RoundPhaseConverter)

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

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

* Fix quest command chooser tests to set currentPhase

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

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

* Add parameter names to foodConsumptionMonthsToHold call

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-24 10:51:59 -08:00
1433f3d29c Fix Docker deployment connectivity issues (#4795)
* Fix Docker deployment connectivity issues

- Shardok: Listen on 0.0.0.0:40042 instead of localhost for container networking
- Shardok: Add env var fallback for resource paths (SHARDOK_RESOURCES_PATH, SHARDOK_MAPS_PATH)
- Eagle: Use plaintext gRPC for internal container-to-container communication
- docker-compose: Pass CLI args directly instead of env vars, default to gpt-5.1

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

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

* Document Docker networking and resource configuration

Added section explaining:
- Why Shardok binds to 0.0.0.0 instead of localhost for container networking
- Why Eagle uses .usePlaintext() for internal gRPC
- How env var fallbacks replace Bazel runfiles in Docker
- Future considerations for multi-host deployment

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-24 10:41:53 -08:00
331702bf3c Rename FoodConsumptionUtils to LegacyFoodConsumptionUtils, create new Scala-types version (#4793)
* Rename FoodConsumptionUtils to LegacyFoodConsumptionUtils, create new Scala-types version

- Renamed proto-based FoodConsumptionUtils to LegacyFoodConsumptionUtils
- Created new FoodConsumptionUtils that uses native Scala model types (Date, ProvinceT, GameState, RoundPhase) instead of proto types
- Updated all callers (AlmsCommandSelector, CommandChoiceHelpers, ExpandCommandSelector, MidGameAIClient) to use LegacyFoodConsumptionUtils
- Renamed test to LegacyFoodConsumptionUtilsTest
- Updated BUILD.bazel files with new targets

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

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

* Move FoodConsumptionUtils to dedicated food_consumption package

- Move FoodConsumptionUtils.scala and LegacyFoodConsumptionUtils.scala
  from command_choice_helpers to new food_consumption directory
- Add FoodConsumptionUtilsTest using pure Scala types instead of protos
- Update all dependent BUILD.bazel files with new import paths
- Update importing Scala files to use new package location

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

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

* Rename food_consumption_utils target to food_consumption

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

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

* Fix missing dependency and visibility for food_consumption package

- Add legacy_food_consumption_utils dependency to command_choice_helpers
- Fix visibility to use __pkg__ instead of __subpackages__

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-24 10:13:48 -08:00
adminandGitHub fbb04270a5 Add production deployment pipeline (#4790)
* Next steps for productionization

* Run deploy job on self-hosted runner for secure SSH

* Temporarily disable production environment to debug runner

* Use ubuntu-latest for deploy job

* Add remote_tags to oci_push for latest tag
2025-12-24 06:42:26 -08:00
b8599d9088 Fix Shardok push: don't use --platforms for push script (#4787)
The push script runs on the host (macOS) and needs native tools like jq.
Using --platforms=//:linux_x86_64 caused it to try running Linux binaries.

The image is already built for Linux; the push just uploads it.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 13:57:30 -08:00
d7e29eeb89 Client displays NewFactionHead notification with headshots (#4789)
Adds NewFactionHeadDetailsNotificationGenerator to display a notification
when a faction's leader changes. Shows both the new and previous leader
headshots, with appropriate text for player vs other factions.

Features:
- 10 randomized notification titles (New Leadership, Succession, etc.)
- Shows province where new leader is located (if player's faction)
- Includes previous leader name in text when available
- References LLM-generated text for full narrative

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 13:56:53 -08:00
6f6c205f11 Add NewFactionHead notification when faction leader changes (#4788)
The NewFactionHeadMessage LLM request was added in #4785 but without a
corresponding notification. This adds the notification type so clients
can display the event.

Changes:
- Add NewFactionHeadDetails proto message with new_head_hero_id,
  faction_id, and previous_head_hero_id fields
- Add NewFactionHead case class to NotificationDetails
- Add toProto/fromProto converters in NotificationConverter
- Create notification alongside LLM request in CheckForFactionChangesAction

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 13:52:11 -08:00
adminandClaude Opus 4.5 15e5d82504 Update sysroot to v3 (built from main)
🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 13:10:21 -08:00
b7ff76a38e Fix sysroot .so plugins and registry auth (#4784)
* Fix sysroot .so plugins and registry auth

- Exclude GCC plugin .so files from sysroot (Bazel can't handle them)
- Only copy GCC headers and static libs needed for cross-compilation
- Add tarball structure verification to build script
- Fix DO registry auth by setting DOCKER_CONFIG env var for Bazel

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

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

* Add triple symlinks to sysroot for clang compatibility

Clang uses --target=x86_64-unknown-linux-gnu but Ubuntu's GCC uses
x86_64-linux-gnu (without "unknown"). This caused clang to fail to detect
the GCC installation and couldn't find C++ standard library headers.

Add symlinks in the sysroot:
- /usr/lib/gcc/x86_64-unknown-linux-gnu -> x86_64-linux-gnu
- /lib/x86_64-unknown-linux-gnu -> x86_64-linux-gnu
- /include/x86_64-unknown-linux-gnu -> x86_64-linux-gnu

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

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

* Fix sysroot tarball structure for toolchains_llvm

The tarball was wrapping contents in sysroot/ which caused double nesting
when extracted by the sysroot() repo rule. Changed to tar from inside the
sysroot directory so usr/, lib/, etc. are at the root of the archive.

Before: sysroot/usr/...
After: ./usr/... (or usr/...)

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

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

* Add libgcc_s.so symlink to sysroot

The linker looks for libgcc_s.so but Ubuntu only provides libgcc_s.so.1.
Added a symlink to make -lgcc_s work.

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

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

* Fix sysroot for cross-compilation

1. Add ld-linux-x86-64.so.2 symlink in lib/ since libc.so linker script
   references /lib64/ld-linux-x86-64.so.2 as an absolute path

2. Change linkopt to host_linkopt in .bazelrc to avoid passing macOS-specific
   linker flags (-no_warn_duplicate_libraries) to Linux cross-compilation

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

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

* Update sysroot to v3.4 with all required symlinks

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

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

* Add missing includes for cross-compilation portability

These files relied on platform-specific transitive includes that work on
macOS but not on Linux. Added explicit includes for:
- <cstdint> for uint8_t, uint64_t
- <stdexcept> for std::out_of_range
- <cinttypes> for PRIu64 portable format specifier

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 13:02:35 -08:00
e0d5a9f2ec Convert ChronicleEventGenerator to return Scala ChronicleEvent types (#4786)
- Change return type from Vector[EventForChronicle] (proto) to Vector[ChronicleEvent] (Scala)
- Remove intermediate EventForChronicleDetails layer - create Scala types directly
- Update all 23 event type mappings to use Scala *ChronicleEvent types
- Add DateConverter.fromProto() to convert proto dates to Scala dates
- Update NewRoundAction to use Scala types directly (remove ChronicleEventConverter)
- Update DEPROTO_PLAN.md: now 47/52 (90%) action files are fully protoless

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 12:12:54 -08:00
bf02de3190 Add LLM notification when new faction head is declared (#4785)
* Add LLM notification when new faction head is declared

When a hero becomes the new head of a faction, generate an LLM message
where they declare their new leadership to the world. If the faction
is also being renamed (because the new head has a ledFactionName),
the declaration includes explanation of the new faction name.

Changes:
- Add NewFactionHeadMessage proto and Scala case to LlmRequestT
- Add NewFactionHeadPromptGenerator for generating the LLM prompt
- Update CheckForFactionChangesAction to create LLM requests
- Update LlmRequestConverter to handle the new message type
- Update LlmResolver to use the new prompt generator

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

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

* Include previous faction head's execution in LLM notification

The notification now mentions that the previous faction head was executed
and includes their name, providing context for the new leader's declaration.

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

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

* Include previous faction head's description in LLM prompt

Add the executed leader's full description (including backstory) to the
prompt, allowing the LLM to potentially reference their history when
generating the new leader's declaration message.

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 09:06:00 -08:00
cbc14e5131 Implement faction renaming when new head has ledFactionName (#4783)
When a faction head changes (e.g., due to leader death), if the new head
hero has a ledFactionName set, the faction is automatically renamed to
that name. This enables "great person" heroes to rename factions they lead.

Changes:
- Add new_name field to ChangedFaction proto and ChangedFactionC
- Add new_name field to FactionViewDiff for client updates
- Update ChangedFactionConverter for new field
- Update GameStateFactionExtensions applier to apply name changes
- Update GameStateViewDiffer to diff faction names
- Update CheckForFactionChangesAction to set newName from hero's ledFactionName

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 08:39:57 -08:00
9974f32ebb Update sysroot sha256 for v2 with GCC directories (#4782)
The v2 sysroot includes GCC installation directories that clang needs
to find libstdc++ headers for cross-compilation.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 08:38:28 -08:00
ee6189a9d7 Fix AWS CLI and use correct bucket for sysroot upload (#4780)
- Skip AWS CLI install if already present
- Use eagle0-windows bucket (same as other workflows, credentials have access)

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 08:30:55 -08:00
e0304125b8 Add ledFactionName field to Hero for faction renaming (#4781)
Add a new field to the Hero proto and Scala models to store the name of the
faction that a hero would lead, if they became a faction leader. This is
populated from the "faction_name" column in the heroes TSV for "great person"
heroes, and is empty (or None in Scala) for other heroes.

This will be used in the future to rename factions when a great person
becomes the leader of a different faction.

Changes:
- Add led_faction_name (string) to Hero proto
- Add ledFactionName: Option[String] to HeroT trait and HeroC case class
- Add ledFactionName to LoadedHero intermediate type
- Update HeroConverter, LoadedHeroConversion, and FixedHeroes to handle the new field
- Update FixedHeroesTest to include the new field

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 08:23:04 -08:00
11eac42e30 Fix sysroot workflow secret names (#4779)
Use existing ACCESS_KEY_ID and SECRET_KEY secrets instead of
non-existent DO_SPACES_KEY and DO_SPACES_SECRET.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 08:12:19 -08:00
d0a63f1c61 Fix sysroot for cross-compilation (#4778)
Issues fixed:
1. Sysroot hosted on GitHub releases but repo is private, causing 404s
2. Sysroot missing GCC directories that clang needs to find libstdc++ headers

Changes:
- Add GCC installation directories to sysroot (clang uses these to locate C++ headers)
- Update workflow to upload sysroot to DO Spaces instead of GitHub releases
- Versioned sysroot paths (v2, v3, etc.) for easier updates

NOTE: After merging, run the "Build Linux Sysroot" workflow with version "v2",
then update MODULE.bazel with the sha256 from the workflow output.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 07:34:02 -08:00
97df984189 Add BLUF section to changelog emails (#4777)
- Add a "Bottom Line Up Front" section after the title with a short prose
  paragraph highlighting the most important changes and what to look for
  when testing
- Wrap HTML output in proper document with UTF-8 charset declaration to
  fix Unicode character rendering (em-dashes, etc.)

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 07:30:20 -08:00
6c771df84f Add PR links section to changelog emails (#4776)
Update the Claude prompt to generate a "PR Details" section after the synopsis,
with the same thematic groupings but listing actual PR numbers, titles, and
clickable GitHub links.

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 07:23:32 -08:00
7e40420fe1 Update changelog script to use Fastmail JMAP API for HTML emails (#4774)
- Switch from Mac Mail AppleScript to Fastmail JMAP API
- Generate HTML synopsis instead of plain text for better formatting
- Auto-fetch account ID, identity ID, and drafts mailbox from API
- Support config files in ~/.config/eagle0/:
  - fastmail_token: API token (required)
  - changelog_recipient: Email recipients, one per line (optional)
- Support multiple recipients (one email address per line, # for comments)
- Fall back to FASTMAIL_API_TOKEN environment variable for token
- Only require token when not in --dry-run mode

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 07:16:22 -08:00
2ed6ad3c4c Enable Shardok cross-compilation with sysroot (#4775)
* Enable Shardok cross-compilation with sysroot

- Update sha256 with actual value from sysroot release
- Re-enable build-shardok job in docker_build.yml

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

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

* Add DigitalOcean registry authentication for image push

The oci_push rule needs credentials to push to the registry.
Creates ~/.docker/config.json with the auth token before pushing.

Requires DO_REGISTRY_TOKEN_BASE64 secret to be configured:
  echo -n "username:token" | base64

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

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

* Use existing DO_REGISTRY_TOKEN secret for registry auth

Base64 encode the token on the fly instead of requiring a
separate pre-encoded secret.

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

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-23 07:09:59 -08:00
844e2b0407 Add cross-compilation support for Shardok Docker builds (#4772)
* Add cross-compilation support for Shardok Docker builds

This enables building Shardok on the self-hosted Mac runner while
targeting Linux x86_64, avoiding the need for slow GitHub-hosted
Ubuntu runners.

Changes:
- Add Ubuntu 24.04 (Noble) sysroot generation scripts
- Add GitHub Actions workflow to build and release the sysroot
- Configure toolchains_llvm for cross-compilation with sysroot
- Update docker_build.yml to use cross-compilation
- Add linux_x86_64 platform definition

The sysroot contains libstdc++-13 which provides C++23 support
needed by the codebase.

To complete setup:
1. Run the "Build Linux Sysroot" workflow to create the sysroot
2. Update MODULE.bazel with the actual sha256 from the release

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

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

* Temporarily disable Shardok build until sysroot is ready

The cross-compilation sysroot needs to be built and uploaded before
Shardok can be built. Steps to re-enable:
1. Run "Build Linux Sysroot" workflow
2. Update sha256 in MODULE.bazel
3. Uncomment build-shardok job

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

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-23 06:58:23 -08:00
1617867c60 Add Scala withdrawnFromProvinceView overload, making EndBattleAftermathPhaseAction fully protoless (#4773)
- Add withdrawnFromProvinceView(ProvinceT, ScalaGameState, FactionId) Scala overload
- Add supporting helpers: myIncomingArmiesScala, incomingArmyInfoScala
- Add BattalionViewFilter.limitedBattalionView for Scala BattalionT
- Update EndBattleAftermathPhaseAction to use Scala overload
- Remove unused proto converter imports and BUILD deps

Progress: 46/52 action files (88%) are now fully protoless

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-23 06:43:58 -08:00
7c49746c37 Add weekly changelog generator script (#4771)
Creates scripts/generate_changelog.sh that:
- Fetches merged PRs since last run (tracked via git tag) or previous Friday 4pm
- Uses Claude CLI to generate a themed synopsis of changes
- Opens an email draft in Mac Mail with the synopsis
- Updates the changelog-last-run tag for next run

Usage: ./scripts/generate_changelog.sh [--dry-run]

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-22 22:24:52 -08:00
711c6606bb Fix Docker build workflow: use direct OCI push, build Shardok on Linux (#4770)
- Remove Docker dependency by using `bazel run //ci:*_push` instead of
  oci_load + docker tag + docker push
- Build Shardok on ubuntu-latest to produce Linux binary for container
- Add Bazel caching for GitHub-hosted runner

The self-hosted Mac runner doesn't have Docker running, and even if it
did, the Shardok binary would be macOS, not Linux.

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

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-22 21:47:32 -08:00
e142da7c57 Fix InvalidTokenException in custom battles (#4767)
* Fix custom battle shardokGameId collision

Previously, all custom battles for the same eagleGameId used the same
shardokGameId ("${eagleGameId}_1"), causing token mismatch exceptions
when starting a second custom battle while another was running.

The Shardok server would return the OLD game's controller (with its
higher token count), while the Eagle client had a fresh controller
(token=0), resulting in InvalidTokenException.

Fix: Add a counter to generate unique shardokGameIds for each custom
battle: "custom_${eagleGameId}_${counter}".

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

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

* Fix duplicate streaming updates causing InvalidTokenException

The SubscribeToGame RPC was sending results twice:
1. Initial response sent results from known_result_count onwards
2. WaitForUpdatesAndPush started from known_result_count, immediately
   satisfying the wait condition and re-sending the same results

This caused Eagle to receive duplicate results, inflating its count
above Shardok's actual count, leading to token > expectedToken.

Fix: Track total_action_result_count from the initial response and
use that as the starting point for WaitForUpdatesAndPush.

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

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-22 21:40:22 -08:00
c8906b1c04 Migrate reconnedProvinces to Scala ProvinceView, making PerformReconResolutionAction fully protoless (#4769)
- Change FactionT.reconnedProvinces from proto ProvinceView to Scala ProvinceView
- Change FactionC.reconnedProvinces from proto ProvinceView to Scala ProvinceView
- Change ChangedFactionC.updatedReconnedProvinces from proto to Scala ProvinceView
- Update FactionConverter and ChangedFactionConverter to convert at boundary
- Remove ProvinceViewConverter.toProto calls from PerformReconResolutionAction
  and EndBattleAftermathPhaseAction
- Update GameStateFactionExtensions import to use Scala ProvinceView
- Update test assertions to use Scala Date type

Progress: 45/52 action files (87%) are now fully protoless

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-22 21:33:42 -08:00
1c8f328c58 Add Docker image builds for Eagle and Shardok servers (#4768)
- Add rules_oci to MODULE.bazel for OCI container support
- Create ci/BUILD.bazel with oci_image targets for both servers
- Add docker-compose.prod.yml for local testing
- Add GitHub Actions workflow for building and pushing images
- Update resource BUILD files with //ci visibility

Build images: bazel build //ci:eagle_server_image //ci:shardok_server_image
Load locally: bazel run //ci:eagle_server_load && bazel run //ci:shardok_server_load
Push to DO: bazel run //ci:eagle_server_push && bazel run //ci:shardok_server_push

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

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-22 19:00:16 -08:00
7ebca60863 Add exponential backoff to stream reconnection (#4763)
When the streaming connection to Shardok fails, Eagle now uses
exponential backoff for reconnection attempts, starting at 1 second
and doubling up to 10 seconds max. This is more robust for handling
transient network issues.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-22 18:13:59 -08:00
ce22b59a8a Exclude pre-existing font files from LFS tracking (#4765)
These font files were committed as regular blobs before LFS tracking
was set up for *.ttf files. Adding explicit exclusions prevents the
"files that should have been pointers" warning.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-22 17:15:41 -08:00
1fe062baaa Add productionization plan for cloud deployment (#4764)
Documents the architecture and migration plan to move Eagle and Shardok
servers from home Mac to DigitalOcean cloud infrastructure:

- On-demand Shardok with Eagle lifecycle management
- Docker containerization strategy
- GitHub Actions CI/CD pipeline
- Cost estimates and scaling options
- Migration phases and rollback procedures

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-22 17:08:39 -08:00
6b2ab53574 Remove dead proto code: UnaffiliatedHeroMovedAction and fromGameState (#4762)
- Delete UnaffiliatedHeroMovedAction: was never called from production code;
  PerformUnaffiliatedHeroesAction.heroMovedResult constructs ActionResultC directly
- Delete HeroBackstoryUpdateActionGenerator.fromGameState: dead method that
  converted proto to Scala; only apply(GameState) is used
- Update DEPROTO_PLAN.md: now 44/52 (85%) action files are fully protoless

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-22 17:04:35 -08:00
6208d2cf10 Include province name in profession gained notification for player's heroes (#4755)
Shows "Your vassal {name} in {province} became a {profession}" instead
of just "Your vassal {name} became a {profession}".

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 22:43:15 -08:00
e105461692 Use Scala ProvinceViewFilter overloads in actions (#4754)
Update PerformReconResolutionAction and EndBattleAftermathPhaseAction
to use the new Scala ProvinceViewFilter.filteredProvinceView overload,
eliminating the need for lazy proto conversion.

- PerformReconResolutionAction: Remove proto GameState conversion entirely
- EndBattleAftermathPhaseAction: Use Scala overload for DidBattle case
  (Withdrew case still needs proto for withdrawnFromProvinceView)
- Remove unused deps from BUILD.bazel

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 22:33:19 -08:00
2e03352dea Replace Eagle polling with streaming subscription (#4756)
Replaces the polling-based gameStatusRunner with server-side streaming via
SubscribeToGame. Updates are now pushed immediately by Shardok instead of
being polled, reducing latency and eliminating polling overhead.

- Replace gameStatusRunner with subscribeToGame using StreamObserver
- Add handleStreamingResponse to process pushed updates
- Add scheduleReconnect for automatic reconnection on stream errors
- Update postCommand/postPlacementCommands to not handle responses
  (updates come via stream)
- Remove dead code: handleBattleResponse, waitingForHumanPlayer

Requires: PR #4753 (server-side streaming implementation)

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 22:31:00 -08:00
8c19a93f3c Fix deadlock and missing eagle_faction_id in streaming (#4757)
Two issues fixed:

1. Deadlock: WaitForUpdatesAndPush was calling GetUpdates while holding
   masterLock, but GetUpdates also tries to acquire masterLock.
   Fix: Release lock before calling GetUpdates.

2. Missing eagle_faction_id: Streaming OnUpdate wasn't setting the faction
   ID on filtered responses, so clients couldn't route updates correctly.
   Fix: Move OnePlayerUpdates struct before StreamSubscriber, update OnUpdate
   to take vector<OnePlayerUpdates>, and properly iterate to set faction IDs.

Also added currentGameState to AllUpdates struct.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 22:30:26 -08:00
9b2bce6537 Add server-side streaming RPC for game updates (#4753)
Adds SubscribeToGame streaming RPC to Shardok server, replacing the need for
Eagle to poll via GetGameStatus. Updates are pushed to subscribers when the
game state changes, reducing latency and eliminating continuous polling.

- Add GameSubscriptionRequest message and SubscribeToGame streaming RPC
- Add StreamSubscriber interface for push-based update delivery
- Implement subscriber registration in ShardokGameController
- Add WaitForUpdatesAndPush loop that blocks until updates are available
- Implement GrpcStreamSubscriber to write updates to gRPC stream
- Use separate subscriberLock to avoid deadlock with masterLock

Eagle client-side changes will be in a follow-up PR.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 16:43:07 -08:00
ee4914dcc8 Add Scala overloads for ProvinceViewFilter and dependencies (#4752)
* Add Scala overloads for ProvinceViewFilter and dependencies

Enable ProvinceViewFilter to accept Scala ProvinceT and GameState types
instead of proto types, supporting the ongoing deproto migration for
internal logic. This unblocks dependent actions like EndBattleAftermathPhaseAction.

Changes:
- Add pure Scala filterArmy overload to ArmyFilter
- Add filteredProvinceView(ProvinceT, ScalaGameState) to ProvinceViewFilter
- Add monthlyFoodConsumption Scala overload to ProvinceUtils
- Update BUILD.bazel files with required deps, exports, and visibility

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

* Update DEPROTO_PLAN with ProvinceViewFilter progress

- Mark ProvinceViewFilter server-side overload as complete (PR #4752)
- Update View Filters section to show partial completion status
- Mark EndBattleAftermathPhaseAction and PerformReconResolutionAction as unblocked
- Add validation checkbox for server-side ProvinceViewFilter
- Update estimated remaining effort

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 16:36:31 -08:00
1e019c533a Add force reconnect button when server is down (#4748)
- Adds a "Retry" button next to connection status that appears when:
  - Circuit breaker is in Open state (server down)
  - Connection is counting down to a retry attempt
- Clicking the button forces an immediate reconnection attempt,
  bypassing timeouts
- Button is hidden when connected or actively connecting

The button must be wired up in the Unity scene to the ConnectionStatusUI
component's retryButton field.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 15:14:06 -08:00
3d092e580f Fix lock contention by releasing lock during AI thinking (#4749)
The AI thread was holding the master lock for the entire duration of
AI decision-making (which can take seconds). This blocked all polls
from getting updates, causing batching.

New architecture with three phases:
1. Phase 1 (brief lock): Get copies of game state, settings, commands
2. Phase 2 (NO LOCK): AI thinks on the copies - polls can get through
3. Phase 3 (brief lock): Verify state unchanged, post command

If the state changed while thinking (e.g., human posted a command),
we discard the AI decision and re-evaluate with fresh data.

This reduces lock hold time from seconds to milliseconds.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 15:01:36 -08:00
85e530c5a4 Improve profession gained notification for player's own heroes (#4751)
- For faction leaders: "Your sworn {sibling} {name} became a {profession}"
- For vassals: "Your vassal {name} became a {profession}"
- For other factions: "{name} of {faction} became a {profession}" (unchanged)
- Only highlights the province where the hero is located (falls back to
  all faction provinces if hero not found)

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 15:00:19 -08:00
486960a6aa Fix unit action indicators not refreshing until clicked (#4750)
- Added UpdateAction?.Invoke() to HandleAvailableCommands so the UI
  refreshes when available commands are updated
- Initialize AvailableCommands to empty list to prevent null reference
  when UpdateAction triggers before first HandleAvailableCommands call

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 14:50:56 -08:00
1cb2dd7b6a Fix GetGameId race condition by caching immutable game_id (#4747)
The previous fix (PR #4732) added mutex protection to GetGameId() and
GetHexMap(), but this caused stalls because GetUpdates() holds the lock
for extended periods while waiting for AI updates.

This fix takes a different approach: since game_id never changes after
game creation, we cache it at construction time. This eliminates the
race condition without any locking overhead.

Also removes the unused GetHexMap() method which had the same thread
safety issue.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 11:13:23 -08:00
5483c732cc Add exception handling to Shardok polling to prevent client freeze (#4745)
* Add exception handling to Shardok polling to prevent client freeze

When handleBattleResponse throws an exception, the polling loop would
stop completely, causing both clients to freeze at the same point.
Exceptions were silently swallowed by the async Future callback.

This fix:
- Wraps the processing in try-catch
- Logs exception details to console for debugging
- Continues polling even on error to prevent freeze

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

* Improve comments explaining Shardok polling logic

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 10:39:04 -08:00
6402a8c283 Remove OnApplicationPause debug logging (#4744)
Also includes UI layout adjustments in Gameplay.unity.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-21 10:38:34 -08:00
adminandGitHub eb762e1bae Revert "Fix additional race conditions in ShardokGameController (#4732)" (#4746)
This reverts commit f3e44fb9cf.
2025-12-21 10:38:16 -08:00
be31464e99 Fix ransom paid notification payer/payee swap (#4743)
The server was setting ransomPaidByFactionId and ransomPaidToFactionId
backwards in ResolveRansomOfferCommand. The acting faction (captor)
should receive the payment, and the originating faction (offering)
should pay.

Also added missing notification for the accepting faction (captor)
in the client, matching the pattern from RansomRejected.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 21:07:16 -08:00
e6f9d4e4ac Fix autoscroll showing blank space past end of text (#4742)
The content RectTransform was only grown to fit text, never shrunk.
If a previous text was longer, scrolling to the bottom would show
blank space past where the text ends. Now the content height is
synced in both directions.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 20:23:56 -08:00
4d3b2ddb36 Cap retry countdown display at 10 seconds (#4740)
The actual retry timeout remains 60 seconds, but the UI now shows
a maximum of "10s" to avoid overwhelming users with long countdowns.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 20:10:01 -08:00
6edb4de0dc Fix Shardok updates batching by only checking human player commands (#4741)
The hasHumanPlayerCommands method was checking if ANY player (human or AI)
had available Shardok commands. When an AI player had commands that Shardok
handles internally, this would return true, causing Eagle to stop polling
Shardok for updates until a human posted a command.

This caused Shardok battle updates to batch up and arrive all at once
instead of streaming in real-time.

Fix: Only check human faction IDs when determining if we should wait for
a command to be posted.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 20:09:50 -08:00
72a0f84105 Update ProvinceViewFilter to return Scala types instead of proto (#4728)
* Update ProvinceViewFilter to return Scala types instead of proto

- ProvinceViewFilter now returns Scala ProvinceView instead of proto
- Added Scala helper methods in ArmyFilter, LegacyBattalionViewFilter, StatWithConditionUtils
- Updated callers (EndBattleAftermathPhaseAction, PerformReconResolutionAction,
  GameStateViewFilter) to convert back to proto using ProvinceViewConverter.toProto()
- Added default values to Scala case classes (ProvinceView, FullProvinceInfo,
  IncomingArmyView, UnaffiliatedHeroBasics)
- Fixed recruitmentInfo handling to use fold/getOrElse with RecruitmentInfo.Unknown
- Updated ProvinceViewFilterTest to use proto type aliases for Faction.reconnedProvinces
- Added tests for view converters

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

* Add lastCommand field to ProvinceT/ProvinceC

Add the lastCommand field that was present in province.proto but missing
from the Scala types. Uses the proto SelectedCommand type directly.

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

* Fix ProvinceConverter to use typed lastCommand

Update ProvinceConverter to use Option[SelectedCommand] instead of Any,
and properly convert Empty to None in fromProto.

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

* Remove unnecessary default arguments from view case classes

Defaults can mask missing fields at compile time. Removed defaults from
FullProvinceInfo, ProvinceView, and UnaffiliatedHeroBasics. Updated tests
to explicitly provide all required fields.

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

* Add lastCommandTypeForActingProvince to ActionResultT and apply in ActionResultApplierImpl

This adds the equivalent of applyLastCommand from ActionResultProtoApplierImpl
to the Scala-based action result applier, ensuring lastCommand is properly
persisted when using Scala GameState types.

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

* Fix ActionResultProtoConverter to include lastCommandTypeForActingProvince

Added the new field to the pattern match and proto conversion.

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 20:04:11 -08:00
f73798ae6e Register ErrorHandler in Awake to catch startup exceptions (#4739)
Move Application.logMessageReceivedThreaded registration from Start()
to Awake() so exceptions during initialization are captured.

Also add fallback for when MainQueue isn't ready yet - errors are
queued and displayed in Update() once the UI is available.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 18:57:08 -08:00
19691682e0 Add grace period before sync mismatch triggers reconnect (#4736)
When subscribing with count=0 (fresh start), the server sends thousands of
historical results. Before the client can process them all, heartbeat runs
and detects a sync mismatch, triggering reconnect. This creates an endless
loop where the client never catches up.

Added a 60-second grace period after successful connect during which sync
mismatches are logged but don't trigger reconnects. This allows time to
receive and process historical results.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 18:52:52 -08:00
0e51bece68 Remove unnecessary MainQueue enqueues in ShardokGameController (#4738)
ModelUpdated() and SetModifiers() were wrapping their work in
MainQueue.Q.Enqueue(), but they're already called from the MainQueue
via the update processing chain:

  MainQueue → ReceiveGameUpdate → HandleUpdates → UpdateAction → ModelUpdated

This double/triple-enqueuing caused UI updates to be pushed to the end
of the queue during rapid updates (like AI turns), making moves appear
delayed or batched instead of in real-time.

By removing the unnecessary enqueues, UI updates now happen immediately
when the update is processed, restoring real-time display of moves.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 18:51:36 -08:00
a89f740b3b Make ShardokGameModels thread-safe for heartbeat access (#4737)
ShardokViewStatuses was accessed from the heartbeat timer thread while
ShardokGameModels (a regular Dictionary) could be modified on the
MainQueue thread. This race condition could cause enumeration errors
or incorrect sync status being reported.

Changes:
- Convert ShardokGameModels from Dictionary to ConcurrentDictionary
- Replace Remove() calls with TryRemove() for ConcurrentDictionary API
- Remove non-thread-safe History.Count fallback in ShardokViewStatuses,
  now falls back to 0 if count not yet tracked

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 18:43:46 -08:00
7959da0a5a Fix index out of range in MovingArmiesTableController.ProvinceHovered (#4735)
ProvinceHovered iterated over MovingArmies and accessed table rows by
index. If the data changed after the table was built (e.g., due to a
game update), this could throw ArgumentOutOfRangeException.

Now checks RowCount before accessing to skip stale indices.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 18:13:02 -08:00
bc119b2aab Request full Shardok state for battles discovered in StartingState (#4734)
On fresh client start with an ongoing battle:
1. Client subscribes with no ShardokViewStatuses (doesn't know about battles)
2. Server sends StartingState with OutstandingBattles
3. Server sends ShardokActionResultResponses but may start from recent point
4. Client has partial battle history

The fix:
- After receiving StartingState, check for battles not in ShardokGameModels
- Create ShardokGameModel for each new battle
- Mark for resync (requestFullResync=true)
- Re-subscribe to request full state with the correct ShardokViewStatuses

This ensures fresh clients get complete Shardok state for ongoing battles.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 18:11:59 -08:00
25c7788254 Fix race condition where subscriber could be lost on app pause/resume (#4733)
OnApplicationPause had an asymmetry:
- Pause: StopListeningForUpdates() synchronously removed the subscriber
- Resume: StartListeningForUpdates() was fire-and-forget async

If the app paused again before the async subscribe completed, or if the
subscribe failed, the subscriber was permanently lost. This caused
"heartbeat with 0 games" even though data was still being received on
the stream.

The fix is to not unsubscribe on pause at all. With MainQueue rate-limiting
(from #4659), keeping the subscription during pause is safe - updates will
queue up and be processed on resume. Reconnects will continue to work
since the subscriber stays in the dictionary.

Added logging to track pause/resume events for debugging.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 18:11:33 -08:00
1246f8bcf6 Fix notification showing raw {placeholder} text when hero names load partially (#4731)
When UpdateText() was called after a listener fired for one hero name,
it would start from the raw template and only replace placeholders that
were in placeholderValues. Other placeholders that hadn't loaded yet
would appear as literal "{HeroName}" text.

Now UpdateText() applies fallback values for any placeholder that hasn't
been loaded yet, ensuring the notification always shows either the actual
hero name or a readable fallback like "the hero".

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 18:00:05 -08:00
f3e44fb9cf Fix additional race conditions in ShardokGameController (#4732)
Make masterLock mutable and add lock protection to GetGameId() and
GetHexMap() which were accessing the engine without synchronization.

This fixes crashes where the game state buffer was being read while
another thread was modifying it, resulting in invalid memory access
(address 0x9a0 = offset from null pointer).

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-20 17:59:55 -08:00
50aa61b77c Fix race condition in unfiltered result count tracking (#4730)
When MainQueue has a backlog (e.g., after resuming from background),
the main thread could overwrite the gRPC thread's accurate result count
with a stale value from an older queued action. This caused sync
mismatches where the client's reported count was behind the server's,
triggering repeated reconnection loops.

The count is already updated on the gRPC thread in UpdateResultCounts()
before enqueueing, so the redundant update in ReceiveGameUpdate() is
removed.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 17:41:48 -08:00
facfcf9ac9 Fix race condition in GetCurrentGameStateBytes (#4729)
GetCurrentGameStateBytes was reading from the game engine without
acquiring masterLock, causing crashes when the AI thread was
simultaneously modifying the game state through PostCommand.

The fix adds scoped_lock protection to prevent concurrent access.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-20 17:30:13 -08:00
4c21368f96 Add hold-shift-to-pause for autoscroll (#4727)
Hold either Shift key to pause auto-scrolling, letting the user
read at their own pace. Releasing Shift resumes from current position.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 17:07:00 -08:00
7eccd69a01 Re-enable settings panel in Gameplay scene (#4726)
Accidentally disabled in previous layout adjustments.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 16:59:55 -08:00
8e2575be50 Add soft cap for hero backstory word count (#4723)
Backstories now grow at a normal rate (+30 words) until they reach 225
words (~1350 characters), then slow to +8 words per update. This
encourages the LLM to tell the hero's story more efficiently once it
reaches a reasonable length, rather than growing indefinitely.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 15:27:12 -08:00
913d927902 Adjust UI layout anchors and positions (#4725)
* Adjust UI layout anchors and positions

Various RectTransform adjustments in the Gameplay scene.

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

* Fix race condition in streaming text with proper lock

ConcurrentDictionary doesn't make the read-modify-write in
HandleNewStreamingText atomic. Two concurrent updates for the same
text ID could interleave and corrupt the text.

Changed to use a lock around the dictionary to ensure atomicity.
Listener notifications happen outside the lock to avoid deadlocks.

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 15:27:01 -08:00
066381e24e Add view converters for ProvinceView and related types (#4724)
Create converters to translate between proto and Scala view types:
- StatWithConditionConverter
- ArmyViewConverter
- IncomingArmyViewConverter
- UnaffiliatedHeroBasicsConverter
- FullProvinceInfoConverter
- ProvinceViewConverter

Also updates:
- StatWithCondition enum to include all proto condition values
- UnaffiliatedHeroBasics to use Scala Profession type
- Various visibility settings to allow cross-package access
- Make recruitmentInfoFromProto public in UnaffiliatedHeroConverter

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 15:26:40 -08:00
ced52b0195 Batch streaming text updates to once per frame per text ID (#4722)
When receiving 100s of streaming text updates at once, this was causing
performance issues by notifying listeners for every single update.

Changes:
- Make ClientTextProvider thread-safe with ConcurrentDictionary
- Handle StreamingTextResponse directly on gRPC thread (no MainQueue)
- Track pending text IDs and batch listener notifications
- ProcessPendingUpdates() called once per frame from EagleGameController

This ensures each listener is only notified once per frame per text ID,
regardless of how many updates arrive between frames.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 12:40:47 -08:00
262ba36436 Add auto-scroll speed setting to Settings panel (#4721)
* Add auto-scroll speed setting to Settings panel

- Add GlobalScrollSpeedMultiplier static property to AutoScrollingText
  that persists via PlayerPrefs
- Add slider and label fields to SettingsPanelController
- Speed range: 0.0 (paused) to 2.0 (double speed), default 1.0

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* Add scroll speed slider to Gameplay scene

Wire up the auto-scroll speed slider and label in the Settings panel.

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 12:32:51 -08:00
d16aa63c00 Add Scala view models and update DEPROTO_PLAN.md (#4718)
Foundation for converting ProvinceViewFilter to use Scala types.

New Scala view models:
- StatWithCondition - condition enum (Low/Medium/High) with stat value
- ArmyView - faction army with units
- IncomingArmyView - incoming army details with optional unit info
- UnaffiliatedHeroBasics - unaffiliated hero info for province views
- FullProvinceInfo - detailed province information
- ProvinceView - top-level province view combining all the above

DEPROTO_PLAN.md updates:
- Mark Phase 6 Part 1 (ActionResultApplier) as complete
- Update ActionResultProto Consumer Inventory with current status
- Add table of remaining proto usage in actions with blockers
- Update estimated effort and validation checkboxes

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2025-12-20 12:30:09 -08:00
636bf8f9f3 Add AutoScrollingText component for hero description overflow (#4717)
* Add AutoScrollingText component for overflow text in tooltips

A reusable component that automatically scrolls text content that
overflows its container. Features:
- Detects content overflow via ScrollRect
- Shows optional fade gradient at bottom when content overflows
- Waits configurable delay (default 1.5s) before starting to scroll
- Scrolls at configurable speed (default 0.15 normalized units/sec)
- Pauses at bottom, then resets to top and repeats
- Automatically resets when enabled/disabled (e.g., when tooltip opens)

To use on the hero description popup:
1. Ensure the backstory text is inside a ScrollRect
2. Add AutoScrollingText component to the popup panel
3. Assign the ScrollRect reference
4. Optionally create a gradient image for the fade effect

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* Add dynamic height sizing to AutoScrollingText

The component now supports dynamic sizing:
- ScrollRect grows to fit content height
- Caps at available screen space (bottom of panel to top of screen)
- Only scrolls when content exceeds available space

New configuration:
- dynamicHeight: Enable/disable dynamic sizing (default true)
- topMargin: Margin from top of screen in pixels
- layoutElement: LayoutElement to adjust (usually on ScrollRect)

Also fix for text starting partway down: ensure Content pivot is (0.5, 1).

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

* Fix dynamic height calculation and add debug logging

* Use TMP_Text.preferredHeight for accurate content measurement

The Content RectTransform's rect.height wasn't reflecting the actual
text size, causing the panel to be too small. Now we measure the
TMP_Text's preferredHeight directly and resize the Content to match,
ensuring the ScrollRect can scroll properly.

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* Hide panel during layout to prevent visual jump

- Reset scroll position immediately on enable (both horizontal and vertical)
- Reset content's anchored position to prevent slide-in from right
- Use CanvasGroup to hide panel until layout is complete, preventing
  jumpy resize when hovering

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* Configure AutoScrollingText in Gameplay scene

Set up the hero description popup with AutoScrollingText component,
including ScrollRect, LayoutElement, otherContent, and CanvasGroup
references for dynamic height and smooth appearance.

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 12:07:15 -08:00
adminandGitHub b84df05953 Revert "Configure AutoScrollingText in Gameplay scene (#4719)" (#4720)
This reverts commit dcf0261ac3.
2025-12-20 12:03:59 -08:00
dcf0261ac3 Configure AutoScrollingText in Gameplay scene (#4719)
Set up the hero description popup with AutoScrollingText component,
including ScrollRect, LayoutElement, otherContent, and CanvasGroup
references for dynamic height and smooth appearance.

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2025-12-20 12:02:12 -08:00
7afe4e788a Add OpenAI Responses API implementation (#4714)
The Responses API is OpenAI's newer API that offers:
- Better performance with reasoning models (3% improvement on SWE-bench)
- Lower costs through improved cache utilization (40-80% improvement)
- Semantic streaming events with clear lifecycle events
- Built-in tools support (web search, file search, etc.)

Changes:
- Create OpenAIResponsesServiceImpl that implements ExternalTextGenerationServiceImpl
- Handle semantic streaming events (response.output_text.delta, response.output_text.done, etc.)
- Add to chat_gpt_binary for testing
- Update ExternalTextGenerationCallerApp with option to select Responses API

The implementation uses the /v1/responses endpoint and parses the new
event-based streaming format with typed events like response.output_text.delta.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 10:10:51 -08:00
2e4fc0d230 Optimize OrganizeTroopsCommandSelector for better responsiveness (#4716)
* Optimize OrganizeTroopsCommandSelector for better responsiveness

Performance improvements:
- Remove redundant Update() calls in PlusClickedImpl methods - the caller
  (UpdateTable or MaxClickedImpl) calls Update() when needed
- Remove unused Update() call in MinusClicked (result was never used)
- Cache extraTroops counts by type to avoid repeated LINQ queries on each
  battalion row
- Fix somethingChanged check to inspect fields directly instead of calling
  expensive Update() method inside Exists()
- Remove duplicate maxAllButton.SetActive(false) call

These changes reduce the number of object allocations and iterations
performed on each button click, improving UI responsiveness.

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

* Use array instead of Dictionary for extraTroopsByType

Since BattalionTypeId is an enum with sequential values, an array
provides O(1) access without hashing overhead. The array size is
determined dynamically from Enum.GetValues to support future
battalion types.

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* Reuse table rows instead of destroying/recreating them

Instead of setting RowCount=0 (which destroys all rows) then adding
new rows, we now:
1. Calculate total rows needed
2. Set RowCount to target (adds/removes only as needed)
3. Update existing rows in place with ComponentAt<T>()

This avoids expensive GameObject destruction and instantiation
on every button click, significantly improving responsiveness
with 8+ battalions.

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 09:52:35 -08:00
a5b608d18a Switch to OkHttp for LLM streaming with read timeout support (#4713)
Java HttpClient lacks read timeout support for streaming connections.
If the server stops sending data without closing the connection, the
client waits forever. This is a known limitation with no workaround.

OkHttp supports read timeouts via `readTimeout()` on the client builder.
If no data is received for the configured timeout (60s by default), the
connection will timeout with an IOException, allowing proper error
handling and retry.

Changes:
- Add OkHttp and okhttp-sse dependencies to MODULE.bazel
- Create OkHttpSseListener to handle SSE events with CompletableFuture
- Convert ExternalTextGenerationCaller to use OkHttp instead of Java HttpClient
- Add toOkHttpRequest helper to convert Java HttpRequest to OkHttp Request

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 09:37:50 -08:00
e6519fef20 Add try-catch to LlmUpdateQueuingProxy consumer thread (#4712)
The consumer thread had no exception handling. If any exception was
thrown while processing LLM updates (e.g., game not found, null pointer),
the thread would die and ALL future LLM streaming updates would queue
but never be processed - causing every incomplete text to stall.

Now exceptions are caught, logged with the affected update IDs, and the
consumer continues processing. This prevents a single bad update from
killing the entire LLM processing pipeline.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 09:24:22 -08:00
94d49e61d7 Fix Shardok resync flag cleared before updates received (#4715)
* Fix Shardok resync flag cleared before updates received

The resync flag was being cleared immediately after subscription
acknowledgment, but BEFORE the Shardok updates actually arrived.
If the connection dropped between acknowledgment and update delivery,
the flag would already be cleared, so the next reconnect wouldn't
request a resync, leaving the client with stale Shardok state.

The fix removes the premature flag clearing - flags are now only
cleared in EagleGameModel.HandleOneGameUpdate after updates are
actually received.

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

* Optimize MainQueue: skip Stopwatch when queue is empty

Added a fast path to avoid Stopwatch creation when the action queue
is empty, reducing per-frame overhead during normal gameplay. Also
removed unused actionsProcessed variable.

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-20 09:23:46 -08:00
f3e2873f34 Fix stalled incomplete texts not being retried (#4710)
When incomplete texts can't resume due to unsatisfied dependencies
(e.g., the prompt generator needs another text that's also incomplete),
they would get stuck forever. The code detected stalled texts and
logged a warning, but never actually fixed them.

Now, stalled incomplete texts (waiting > 3 minutes) that return
LlmResolverDependencyNotSatisfied are moved back to unrequested state.
This breaks dependency cycles and allows the system to recover by
regenerating prompts with fresh dependency resolution.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 21:28:47 -08:00
c74ddb8983 Convert PerformProvinceMoveResolutionAction to use Scala types (#4707)
* Convert PerformProvinceMoveResolutionAction to use Scala types

- Extend ProtolessRandomSequentialResultsAction instead of TRandomSequentialResultsAction
- Accept ActionResultApplier as constructor parameter
- Use RandomStateSequencer for state tracking with Scala types
- Remove proto conversions (GameStateConverter, ArmyConverter, etc.)
- Update RoundPhaseAdvancer to pass applier to constructor
- Remove unused ActionResultTApplierImpl from RoundPhaseAdvancer

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

* Update test to assert on ActionResultT directly

Remove proto conversion from test - now tests ActionResultC/ChangedProvinceC
directly instead of converting to proto format.

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

* Use Scala types for test game state instead of proto

Remove all proto dependencies from test - now uses:
- GameState (Scala case class)
- FactionC, HeroC, ProvinceC (Scala concrete types)
- MovingArmy, Army, CombatUnit, Supplies (Scala types)
- RoundPhase, ProvinceOrderType, Date (Scala enums/types)

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 19:39:42 -08:00
c05e5f7f37 Use time-based limit for MainQueue processing (#4709)
Instead of a fixed 10 actions per frame, process actions for up to 8ms
per frame. This allows much faster catch-up when there's a large backlog
while still leaving time for rendering within the 16ms frame budget.

Also increased the logging threshold from 10 to 100 to reduce log noise.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 16:59:35 -08:00
9d3967c58d Fix NullReferenceException when clicking reserve unit (#4708)
RedrawCommandOverlays was called with null grid indices when selecting
a reserve unit, but MapCoordsToGridIndex was still called with the
resulting null mapMouseCoords.

Add null check before calling MapCoordsToGridIndex.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 13:22:27 -08:00
07f27ea0ff Delete unused legacy classes from deproto migration (#4706)
Remove classes that are no longer used after the protoless migration:
- Command.scala - legacy base trait for proto-based commands
- RandomSingleResultCommand.scala - no subclasses remaining
- SimpleActionWrapper.scala - replaced by protoless patterns
- DeterministicSequentialResultsAction.scala - no subclasses remaining
- RandomStateProtoSequencer.scala - replaced by RandomStateSequencer

Also removes Command from CommandFactory's makeCommandInternal return type.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 11:54:47 -08:00
b73d834fab Delete LegacyRandomStateTSequencer and migrate ProtolessSequentialResultsActionWrapper (#4705)
* Delete LegacyRandomStateTSequencer and migrate ProtolessSequentialResultsActionWrapper

- Migrate ProtolessSequentialResultsActionWrapper to use protoless RandomStateSequencer
- Delete LegacyRandomStateTSequencer.scala (no longer used)
- Remove legacy_random_state_trait_sequencer target from BUILD.bazel
- Clean up unnecessary proto dependencies

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

* Migrate postCommand to protoless flow and delete wrapper classes

- Add withTCommand and protoless action methods to RandomStateSequencer
- Migrate EngineImpl.postCommand to use protoless RandomStateSequencer
- Delete CommandFactory.makeCommand (no longer used)
- Delete ProtolessSequentialResultsActionWrapper (no longer used)
- Delete ProtolessSimpleActionWrapper (no longer used)
- Delete ProtolessRandomSimpleActionWrapper (no longer used)

The postCommand flow now uses:
1. RandomStateSequencer (protoless) instead of RandomStateProtoSequencer
2. makeTCommand instead of makeCommand
3. withTCommand to execute commands without proto wrapping
4. appliedResultsScala to process results

Proto conversion now only happens at the very end via appliedResultsScala.

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 11:37:10 -08:00
deecd5a9ca Migrate EngineImpl.recursiveTransformT to protoless RandomStateSequencer (#4704)
* Migrate EngineImpl.recursiveTransformT to use protoless RandomStateSequencer

This removes the proto conversion roundtrip in recursiveTransformT by using
the new RandomStateSequencer which works with Scala GameState throughout.

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

* Update DEPROTO_PLAN.md with EngineImpl.recursiveTransformT migration

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 10:36:07 -08:00
314ff83d24 Migrate EndDiplomacyResolutionPhaseAction and PerformUnaffiliatedHeroesAction to protoless RandomStateSequencer (#4702)
* Migrate EndDiplomacyResolutionPhaseAction to protoless RandomStateSequencer

- Use ActionResultApplier instead of ActionResultTApplier
- Use RandomStateSequencer instead of LegacyRandomStateTSequencer
- All helper methods now accept GameState instead of GameStateProto
- Removed all proto converter calls
- Updated test to use ActionResultApplierImpl and provide a date

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

* Convert PerformUnaffiliatedHeroesAction to use protoless RandomStateSequencer

- Migrated from LegacyRandomStateTSequencer to RandomStateSequencer
- Changed from ActionResultTApplier to ActionResultApplier
- Updated RoundPhaseAdvancer to pass actionResultApplier
- Updated test to call .results() directly and convert to proto (matching other migrated action tests)
- Updated DEPROTO_PLAN.md to mark action as migrated

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

* Update PerformUnaffiliatedHeroesActionTest to use Scala types directly

- Use .results(SeededRandom(...)) instead of resultsOfExecute()
- Assert on ActionResultT types (HeroChangedResultType, ChangedHeroC, ChangedProvinceC)
- Use inside() pattern for safe type matching instead of asInstanceOf
- Add Scala testing patterns guidance to CLAUDE.md

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

* Refactor PerformUnaffiliatedHeroesActionTest to use Scala GameState directly

Instead of constructing proto GameState and converting to Scala,
the test now creates Scala GameState directly with all required fields.

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 09:57:23 -08:00
9adfd84498 Fix flash of stale text when streaming text panel appears (#4703)
When TextId was set but the text entry hadn't arrived yet, the
TMP_Text component still displayed whatever was previously there.
This caused a brief flash of old text before the new streaming
text started appearing.

Now UpdateView() is called immediately when TextId changes,
clearing any stale content even if the new text hasn't arrived yet.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-19 07:34:49 -08:00
63901e24e5 Add timeout detection for stalled LLM text generation (#4701)
Add tracking and detection for incomplete texts that have been waiting
for LLM responses for longer than 3 minutes:

- Add `requestedAtMillis` field to `IncompleteClientText` to track when
  the LLM request was submitted
- Add `requested_at_millis` field to proto message for persistence
- Add `stalledIncompleteTexts` method to `ClientTextStore` to find texts
  that have exceeded the threshold
- Log warnings in `clientTextStoreWithHandledIncompleteTexts` when
  stalled texts are detected, showing text ID, wait time, and partial
  content

This helps diagnose issues where LLM responses are not being received
or processed properly.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-18 19:17:54 -08:00
a4a128fe34 Fix incomplete text resumption when too many requests in flight (#4700)
When clientTextStoreWithHandledIncompleteTexts is called at startup to
resume incomplete texts, if LlmResolverTooManyRequestsInFlight is
returned for any text, those texts were silently dropped and never
retried. This happened because:
1. They stayed in "incomplete" state (not picked up by unrequested handler)
2. The method only runs once at startup
3. No callback would ever come since the LLM was never called

Fix: Move texts that couldn't be submitted back to unrequested state
so they get retried via the normal handler loop.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-18 18:44:21 -08:00
9cee497886 Migrate EndBattleAftermathPhaseAction to protoless RandomStateSequencer (#4699)
* Migrate EndBattleAftermathPhaseAction to protoless RandomStateSequencer

- Replace LegacyRandomStateTSequencer with RandomStateSequencer
- Convert deferredChangeAR to use Scala DeferredChangeT types instead of proto
- Update allDeferredChanges and convertToUnaffiliated to take Scala GameState
- Replace ActionResultTApplier with ActionResultApplier
- Keep lazy proto conversion for ProvinceViewFilter calls in revelationChange
- Remove unused proto converter imports and dependencies
- Update tests to use ActionResultApplierImpl and Scala GameState

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

* Update DEPROTO_PLAN with migration progress and ProvinceView needs

- Add NewRoundAction and EndBattleAftermathPhaseAction to completed migrations
- Add EndDiplomacyResolutionPhaseAction and PerformUnaffiliatedHeroesAction as pending
- Add View Filters section documenting ProvinceViewFilter blocking full deproto
- Document need for Scala ProvinceViewT model
- Update Open Questions about view generation

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-18 17:31:33 -08:00
42294da2f6 Migrate NewRoundAction to protoless RandomStateSequencer (#4698)
* Migrate EndPlayerCommandsPhaseAction to protoless RandomStateSequencer

- Use Scala DeferredChangeT types instead of proto DeferredChange
- Accept ActionResultApplier instead of ActionResultTApplier
- Use RandomStateSequencer which passes Scala GameState to callbacks
- Update test to use ActionResultApplierImpl

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

* Migrate NewRoundAction to protoless RandomStateSequencer

- Changed NewRoundAction to extend ProtolessRandomSequentialResultsAction
- Added actionResultApplier parameter to NewRoundAction constructor
- Updated RoundPhaseAdvancer to pass actionResultApplier to NewRoundAction
- Updated test to use new API with helper to convert results to proto for assertions

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

* Replace isInstanceOf with pattern matching in EndPlayerCommandsPhaseAction

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-18 16:59:38 -08:00
75a129fb4c Fix ChronicleCanvasController crash and start at last entry (#4697)
OnEnable() calls AddListener() which calls TextId(), and SetUp() accesses
CurrentEntry - both throw IndexOutOfRangeException when _entries is empty.

Add guards to return early/null when there are no entries.

Also fix the logic for jumping to the last entry - previously it only
checked if gameObject was inactive, but now that OnEnable doesn't crash,
the object is active before entries are populated. Check if entries were
previously empty as well.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-18 06:44:49 -08:00
71a1858168 Switch AI algorithm from MCTS to Iterative Deepening (#4695)
Revert to using the proven iterative deepening AI algorithm instead of
MCTS for tactical combat decisions.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-18 06:28:07 -08:00
52f0cbe180 Migrate EndVassalCommandsPhaseAction and PerformReconResolutionAction to protoless RandomStateSequencer (#4696)
* Migrate EndVassalCommandsPhaseAction to protoless RandomStateSequencer

- Change from TRandomSequentialResultsAction to ProtolessRandomSequentialResultsAction
- Use ActionResultApplier instead of ActionResultTApplier
- Use RandomStateSequencer instead of LegacyRandomStateTSequencer
- Update RoundPhaseAdvancer to pass ActionResultApplier directly
- Add BattalionTypeConverter for proto conversion of battalionTypes parameter

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

* Migrate PerformReconResolutionAction to protoless RandomStateSequencer

- Change from TRandomSequentialResultsAction to ProtolessRandomSequentialResultsAction
- Use ActionResultApplier instead of ActionResultTApplier
- Use RandomStateSequencer instead of LegacyRandomStateTSequencer
- Convert from proto IncomingEndTurnAction to Scala IncomingEndTurnAction
- Update RoundPhaseAdvancer to pass ActionResultApplier directly
- Keep lazy proto GameState conversion only for ProvinceViewFilter.filteredProvinceView
- Update test to use ActionResultApplierImpl and Scala types

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 22:28:49 -08:00
31dc53cc9e Remove spurious warning when Shardok update arrives after battle end (#4694)
The warning was logged when a Shardok update arrived for a battle that
Eagle had already removed via RemovedBattleIds. This is expected behavior
and handled correctly - the UI shows "Back to Eagle" via MarkBattleEnded().

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 21:37:14 -08:00
2a0654f884 Migrate PerformVassalCommandsPhaseAction and PerformVassalDefenseDecisionsAction to protoless RandomStateSequencer (#4692)
- Change both actions to use RandomStateSequencer instead of LegacyRandomStateTSequencer
- Use ActionResultApplier instead of ActionResultTApplier
- Use TCommandFactory instead of CommandFactory
- Use Scala ProvinceUtils instead of LegacyProvinceUtils
- Update RoundPhaseAdvancer callers to use new parameter names
- Update PerformVassalCommandsPhaseActionTest to use new types and chooseCommand signature
- Update BUILD.bazel dependencies for both actions and test
- Mark both actions as migrated in DEPROTO_PLAN.md

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 21:35:25 -08:00
1dd6eabc15 Fix HexMesh null reference when Update runs before SetUp (#4693)
Add null check in Triangulate() to guard against HexGrid.Update()
calling overlayMesh.Triangulate() before SetUp() has initialized
the hexMesh field.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 21:30:02 -08:00
fcdc7d80b8 Fix notification duplication in EndPlayerCommandsPhaseAction (#4690)
EndPlayerCommandsPhaseAction was using gameStateProto.deferredNotifications
(the initial state) instead of gs.deferredNotifications (the current state
from the sequencer). This caused notifications to not be properly removed
and accumulate across phases.

This is the same bug that was fixed in EndVassalCommandsPhaseAction in PR #4686.

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2025-12-17 20:59:55 -08:00
54db688c4e Fix: Dismiss All button now skips pending queued notifications (#4691)
When reconnecting after being backgrounded, many AddNote calls queue up
in MainQueue. If the user clicked Dismiss All, it would clear the current
notes but the queued AddNote calls would immediately add more.

Fix: Use a generation counter that increments on Dismiss All. Pending
AddNote calls capture the generation when enqueued and skip if it changed.

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2025-12-17 20:59:23 -08:00
792c4f2b53 Server sends ServerGameStatus in ActionResultResponse (#4657)
* Server sends ServerGameStatus in ActionResultResponse

Include server-reported game status in every ActionResultResponse:
- YOUR_TURN: when availableCommands is present with commands
- WAITING_FOR_PLAYERS: when no commands available

This allows the client to display accurate server state rather than
inferring it from local data. Detecting mismatches between server
status and client state can reveal desync issues.

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* Report YOUR_TURN or WAITING_FOR_PLAYERS status

Change from previous approach: now always report a status instead of
returning None when no commands. This gives the client useful information:
- YOUR_TURN when player has commands available
- WAITING_FOR_PLAYERS when player doesn't have commands

GENERATING_TEXT would require threading clientTextStore access through
to HumanPlayerClientConnectionState, which is a larger refactoring.
For now, WAITING_FOR_PLAYERS covers the common case.

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* Calculate ServerGameStatus properly based on actual game state

GameController now calculates status based on what we actually know:
- YOUR_TURN: when this player has commands available
- GENERATING_TEXT: when there are incomplete LLM texts for this player
- WAITING_FOR_PLAYERS: when other human players have commands
- None: when we don't know (e.g., waiting for AI or battle resolution)

This is more accurate than always returning WAITING_FOR_PLAYERS when
the player has no commands.

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* Add mock expectation for incompleteTexts in GameControllerTest

The test was failing because humanClientsAfterPostingResults now calls
clientTextStore.incompleteTexts to check for in-progress LLM text generation.

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 20:28:37 -08:00
5aad32f5d9 Fix Shardok sync mismatch: update counts on gRPC thread (#4689)
Same fix as Eagle counts - track Shardok result counts in a thread-safe
dictionary updated immediately on the gRPC thread before enqueueing to
MainQueue. This ensures heartbeats report accurate counts even when
MainQueue is blocked (e.g., Unity backgrounded).

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 20:21:40 -08:00
78a833c086 Adjust Shardok hex grid layout (#4688)
Move hex grid to accommodate wider right sidebar.

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2025-12-17 20:09:26 -08:00
f7c382446e Fix: Auto-return to Eagle when battle ends while backgrounded (#4687)
When Unity is backgrounded and a Shardok battle ends, there's a race
condition where the Eagle update (removing the battle from ShardokBattles)
may arrive before the Shardok Victory update. This caused the user to be
stuck on the Shardok canvas with no "Back to Eagle" button.

Fix: When processing RemovedBattleIds, check if there's an active
ShardokGameModel and call MarkBattleEnded() to trigger the controller's
return-to-Eagle logic.

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2025-12-17 19:28:04 -08:00
a380eca47e Fix: Use current game state for deferred notifications in end-phase actions (#4686)
EndHandleRiotsPhaseAction and EndVassalCommandsPhaseAction were using
the initial gameState's deferredNotifications instead of the current
state from the sequencer. This bug was introduced in PR #2679 (May 2023).

While this was a latent bug, it could cause issues if notifications were
added/removed during sequencer operations before the end-phase result.

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2025-12-17 19:10:09 -08:00
90f239c696 Migrate EndHandleRiotsPhaseAction to protoless RandomStateSequencer (#4684)
* Migrate EndHandleRiotsPhaseAction to protoless RandomStateSequencer

- Use RandomStateSequencer instead of LegacyRandomStateTSequencer
- Use ActionResultApplier instead of ActionResultTApplier
- Use ProvinceUtils.hasImminentRiot instead of LegacyProvinceUtils
- Match on TCommand cases to execute commands properly
- Update test to include rulingFactionHeroIds and hero in game state
- Update DEPROTO_PLAN.md with migration progress

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* Extract TCommandFactory trait for lightweight mocking

- Create TCommandFactory trait with just makeTCommand method
- CommandFactory now extends TCommandFactory
- EndHandleRiotsPhaseAction accepts TCommandFactory instead of CommandFactory
- Test mocks TCommandFactory to avoid pulling in 40+ command dependencies
- Update DEPROTO_PLAN.md with migration progress

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* Fix: Use current game state for deferred notifications

Was using initial gameState instead of current gs from sequencer,
causing deferred notifications to not be properly tracked.

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 19:05:40 -08:00
be393a4cdd Fix: applyNewNotifications should only add deferred notifications (#4685)
The Scala ActionResultApplierImpl.applyNewNotifications was incorrectly
adding ALL notifications to deferredNotifications, including ones with
deferred=false. This caused notifications to be delivered repeatedly.

The proto path handled this correctly by checking the deferred flag and
routing non-deferred notifications to notificationsToDeliver instead.

This regression was introduced in PR #4661 when ActionResultApplierImpl
was created, and became visible when actions started using the protoless
RandomStateSequencer.

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2025-12-17 17:54:09 -08:00
9e97f71bb9 Add hasImminentRiot to ProvinceUtils (#4683)
This function was missing from ProvinceUtils but present in
LegacyProvinceUtils. Adding it enables EndHandleRiotsPhaseAction
to be migrated away from proto dependencies.

Also updates DEPROTO_PLAN.md to document LegacyProvinceUtils
migration progress.

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2025-12-17 15:34:19 -08:00
113d54b936 Migrate TruceTurnBackPhaseAction to protoless RandomStateSequencer (#4680)
- Change base class from TRandomSequentialResultsAction to ProtolessRandomSequentialResultsAction
- Change constructor parameter from ActionResultTApplier to ActionResultApplier
- Use RandomStateSequencer instead of LegacyRandomStateTSequencer
- Update RoundPhaseAdvancer call site to pass ActionResultApplier
- Rewrite test to use pure Scala types (ProvinceC, FactionC, GameState) instead of proto types

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2025-12-17 15:08:48 -08:00
5d6c2fef90 Fix Xcode version caching in bazel builds (#4678)
Add DEVELOPER_DIR repo_env to .bazelrc so bazel always uses the current
Xcode installation rather than caching the version. This avoids the need
for `bazel clean --expunge` after Xcode updates.

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2025-12-17 15:07:24 -08:00
5e2e7a454c Introduce protoless RandomStateSequencer, rename old to Legacy (#4679)
- Rename RandomStateTSequencer to LegacyRandomStateTSequencer
- Create new fully protoless RandomStateSequencer in its own package
- Update all 13 action usages to import LegacyRandomStateTSequencer
- The new sequencer uses Scala GameState throughout (no proto conversions)

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 13:31:42 -08:00
914141aed1 Convert RoundPhaseAdvancer to accept Scala GameState instead of proto (#4677)
* Convert RoundPhaseAdvancer to accept Scala GameState instead of proto

This eliminates unnecessary proto conversions since EngineImpl already has
Scala GameState. Previously it converted to proto just to call
checkForPhaseAdvancement, and inside that method most actions immediately
converted back to Scala.

Changes:
- RoundPhaseAdvancer.checkForPhaseAdvancement now takes Scala GameState and
  ActionResultApplier (returns ActionResultWithResultingState)
- Added lazy proto conversion only for AvailableCommandsFactory calls
- Updated match cases to use Scala RoundPhase values (NewRound, etc.)
- Added EngineImpl.appliedResultsScala and recursiveTransformScala helpers
- Added GameHistory.withNewResultsScala default method

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* Use Scala RoundPhase instead of proto for timing map

- Added RoundPhase.allValues to enumerate all round phases
- Removed RoundPhaseProto import from RoundPhaseAdvancer
- Updated times map to use Scala RoundPhase

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* Delete recursiveTransform, have recursiveTransformT use RandomStateTSequencer

- recursiveTransform was only called by recursiveTransformT
- recursiveTransformT now uses recursiveTransformScala with RandomStateTSequencer
- Converts ActionResultTWithResultingState (proto GameState) to
  ActionResultWithResultingState (Scala GameState) at the boundary

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 12:01:53 -08:00
2ae235e933 Convert EndDiplomacyResolutionPhaseAction to use Scala types (#4675)
- Accept Scala GameState in constructor instead of proto
- Use RandomStateTSequencer.apply() which takes Scala GameState
- Update helper methods to use GameStateProto type alias for clarity
- Update test to construct Scala GameState directly
- Update DEPROTO_PLAN.md with Phase 5c progress and sequencer migration plan

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 07:28:13 -08:00
14d83def79 Convert EndPlayerCommandsPhaseAction to use Scala types (#4674)
- Change action to accept Scala GameState, convert to proto internally
- Update internal methods to use GameStateProto explicitly
- Add game_state_converter dependency to BUILD files
- Update tests to use GameStateConverter.fromProto and randomResults

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 07:11:52 -08:00
170e998324 Convert RequestFreeForAllBattlesAction to use Scala types (#4673)
Changes:
- Rewrote RequestFreeForAllBattlesAction to take Scala GameState
- Extends ProtolessSequentialResultsAction instead of DeterministicSequentialResultsAction
- Uses Scala types: ShardokBattle, ShardokPlayer, HostileArmyGroup, BattleType, VictoryCondition
- Uses BattalionUtils instead of LegacyBattalionUtils for food calculation
- Updated RoundPhaseAdvancer to use the protoless action

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 06:45:52 -08:00
0dcdac1719 Convert PerformHeroDeparturesAction to use Scala types (#4672)
* Convert PerformHeroDeparturesAction to use Scala types

Changes:
- Rewrote PerformHeroDeparturesAction to take Scala GameState and return ActionResultT
- Added effectiveLoyalty method to HeroUtils (Scala version)
- Added afterHeroDeparture method to ProvinceUtils
- Updated RoundPhaseAdvancer to use the protoless action
- Rewrote tests to use pure Scala types

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

* Use inside() pattern instead of asInstanceOf in tests

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-17 06:41:00 -08:00
164933dbdd Convert PerformForcedTurnBackAction to use Scala types (#4671)
- Change action to take Scala GameState instead of proto
- Implement ProtolessSequentialResultsAction trait
- Update internal logic to use Scala model types (Army, MovingArmy, MovingSupplies, etc.)
- Rewrite tests to use pure Scala model objects
- RoundPhaseAdvancer converts to/from proto at the boundary

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2025-12-17 06:27:53 -08:00
bf4db493ab Convert PrisonerExchangeAction to use Scala types (#4670)
- Replace proto GameState with Scala GameState
- Replace proto ActionResult with ActionResultT/ActionResultC
- Replace proto ChangedHero/ChangedProvince with Scala versions
- Use NotificationDetails.PrisonerExchange for notifications
- Implement ProtolessSequentialResultsAction trait
- Rewrite test to use pure Scala model objects

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 21:59:58 -08:00
89cabe9d17 Include client and server counts in heartbeat sync mismatch logs (#4664)
The previous log only showed whether eagle/shardok were in sync (true/false).
Now it shows the actual counts from both client and server, making it easier
to diagnose the cause of sync mismatches.

Example output:
[HEARTBEAT] Detected sync mismatches for user: game 123: eagle: client=50 server=52

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2025-12-16 17:17:26 -08:00
dde7a58b44 Convert HeroBackstoryUpdateActionGenerator to use Scala types internally (#4669)
- Add `apply(gameState: GameState)` method as the preferred entry point
- Use FactionUtils.alliedFactions instead of LegacyFactionUtils
- Thread Scala GameState through the generator
- Maintain fromGameState(GameStateProto) for backwards compatibility

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2025-12-16 17:16:45 -08:00
486e99a02d Convert TruceTurnBackPhaseAction to use Scala types internally (#4668)
- Replace LegacyFactionUtils.hasTruceOrAlliance with FactionUtils.hasTruceOrAlliance
- Use Scala FactionT and ProvinceT instead of proto types
- Remove GameStateConverter.toProto() call (was converting Scala to proto unnecessarily)
- Update BUILD.bazel deps: remove legacy_faction_utils and proto_converters/game_state,
  add faction_utils and state/faction

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2025-12-16 16:37:56 -08:00
2982927200 Convert three more actions to take Scala GameState (#4667)
* Convert three more actions to take Scala GameState

- EndFreeForAllDecisionPhaseAction: now takes Scala GameState directly
- EndBattleRequestPhaseAction: renamed fromProtoState to apply, takes Scala GameState
- EndDefenseDecisionPhaseAction: renamed fromProtoState to apply, takes Scala GameState

Updated RoundPhaseAdvancer callers to use GameStateConverter.fromProto().

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

* Document Scala 3 compiler crash blocker for EndPleaseRecruitMePhaseAction

When attempting to convert EndPleaseRecruitMePhaseAction to take Scala GameState,
the Scala 3.7.2 compiler crashes during the lambdaLift phase.

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* Convert EndPleaseRecruitMePhaseAction to Scala GameState and fix test

- Convert EndPleaseRecruitMePhaseAction to take Scala GameState directly
- Rewrite EndDefenseDecisionPhaseActionTest to use pure Scala model objects
  (instead of creating proto GameState and converting)
- Fix test to expect correct phase transition (TruceTurnBack, not BattleRequest)
- Update BUILD.bazel deps for both action and test

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* Update DEPROTO_PLAN.md - mark EndPleaseRecruitMePhaseAction complete

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 16:30:09 -08:00
0551453536 Convert EndBattleAftermathPhaseAction to take Scala GameState (#4666)
- Update EndBattleAftermathPhaseAction case class to take Scala GameState
- Add private gameStateProto field for internal proto conversion
- Rename companion object method parameters to clarify proto vs Scala types
- Update RoundPhaseAdvancer caller to convert proto to Scala
- Update tests to use GameStateConverter.fromProto()

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 14:28:10 -08:00
ce357c612e Phase 6 deproto: Migrate LegacyUnaffiliatedHeroUtils callers and delete (#4665)
* Migrate callers from LegacyUnaffiliatedHeroUtils to UnaffiliatedHeroUtils

This is Phase 6 of the deproto migration, cleaning up legacy utility files.

Changes:
- Add willPleaseRecruitMe convenience method to UnaffiliatedHeroUtils
- Add updatedForQuest and maybeUpdatedForQuest methods to UnaffiliatedHeroUtils
- Convert EndBattleAftermathPhaseAction to use Scala types
- Convert UnaffiliatedHeroMovedAction to use Scala types
- Convert AvailablePleaseRecruitMeCommandFactory to use Scala types
- Delete LegacyUnaffiliatedHeroUtils (no more callers)
- Update test fixtures to include required roundPhase/currentPhase
- Update BUILD.bazel visibility and deps

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

* Simplify AvailablePleaseRecruitMeCommandFactory to avoid dual GameState params

Remove the pattern of passing both proto and Scala GameState to internal
methods. Now forOneProvince takes only proto GameState and converts to
Scala internally where needed for willPleaseRecruitMe.

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

* Convert AvailablePleaseRecruitMeCommandFactory to use Scala GameState

Changed the factory to accept Scala GameState instead of proto GameState,
moving toward the deproto goal. The conversion flow is now:
- Caller passes Scala GameState
- Factory works with Scala types directly
- Only converts to proto for ExpandedUnaffiliatedHeroUtils (still proto-based)

Updated:
- AvailablePleaseRecruitMeCommandFactory to take Scala types
- AvailableCommandsFactory to convert proto->Scala before calling
- Test to pass Scala GameState
- BUILD.bazel files with required deps and visibility

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 13:35:36 -08:00
f9e69b6f75 Change ActionResultTApplierImpl to use Scala-based ActionResultApplierImpl (#4662)
* Make validator optional in ActionResultApplierImpl with type class generics

- Change ActionResultApplierImpl to take Option[ScalaValidator]
- Use Scala 3 type classes (Validatable, ValidatableWithGameState) for generic validation
- Single generic validate[T] method handles HeroT, GameState, ActionResultT
- Single generic validate[T](value, gs) method handles BattalionT with GameState context
- Update ActionResultTApplierImpl to wrap validator in Some()

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

* Fix ProtolessSequentialResultsActionWrapper to use ScalaRuntimeValidator

- Update to use ActionResultTApplierImpl with ScalaRuntimeValidator
- Export action_result_applier from action_result_trait_applier_impl
- Remove unused ActionResultApplierImpl import

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

* Fix test failures after ActionResultTApplierImpl changes

- Create TestingNoopScalaValidator for tests that don't need real validation
- Update tests to use TestingNoopScalaValidator instead of ScalaRuntimeValidator
- Add currentPhase to test GameState objects to fix proto-to-Scala conversion
- Add valid date fields to BackstoryVersion in test data
- Update BUILD.bazel files with correct dependencies
- Export game_state from action_result_trait_applier_impl

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

* Use no-validation applier in TRandomSequentialResultsAction for tests

- Change TRandomSequentialResultsAction.execute() to use ActionResultTApplierImpl()
  instead of ActionResultTApplierImpl(ScalaRuntimeValidator) to avoid validation
  errors on synthetic test data
- Add apply() factory method to ActionResultTApplierImpl that creates an applier
  with no validation (Option[ScalaValidator] = None)
- Export scala_validator from action_result_trait_applier_impl so the type is
  visible to dependents
- Update test files to use ActionResultTApplierImpl() instead of
  ActionResultTApplierImpl(TestingNoopScalaValidator)

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

* Remove unused TestingNoopScalaValidator

Use None instead of TestingNoopScalaValidator for tests that don't need validation.

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

* Add required date field to BackstoryVersion in test

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 10:00:34 -08:00
f43e914720 Add ScalaValidator and use in ActionResultApplierImpl (#4663)
* Add ScalaValidator and use in ActionResultApplierImpl

Introduce a Scala-native validation interface (ScalaValidator) and its
implementation (ScalaRuntimeValidator) for validating game state during
action result application.

Changes:
- Add ScalaValidator trait with methods to validate heroes, battalions,
  provinces, and action results using Scala types
- Add ScalaRuntimeValidator implementing validation logic
- Update ActionResultApplierImpl to accept an optional ScalaValidator
- Add visibility rules for validations package to access required types
- Add ScalaRuntimeValidatorTest

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

* Remove stale testing_noop_scala_validator target

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

* Fix ActionResultApplierImplTest to pass None for validator

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---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-16 07:02:18 -08:00
6c50c0da24 Add ActionResultApplier for direct Scala GameState manipulation (#4661)
* Add ActionResultApplier for direct Scala GameState manipulation

Phase 6 of deproto migration: Create ActionResultApplier infrastructure
that applies ActionResultT directly to Scala GameState without proto
conversion.

New components:
- ActionResultApplier trait - interface for applying action results
- ActionResultApplierImpl - implementation using extension methods
- GameState extension methods split across multiple files:
  - GameStateProvinceExtensions - province operations
  - GameStateBattalionExtensions - battalion operations
  - GameStateHeroExtensions - hero operations
  - GameStateFactionExtensions - faction operations
  - GameStateBattleExtensions - battle operations
  - GameStateMiscExtensions - notifications, seed, chronicle, etc.
  - GameStateExtensions - aggregator that re-exports all extensions
- ProvinceUpdateHelpers/2 - complex province update logic

Note: ActionResultProtoApplier is still used throughout the codebase
(EngineImpl, RoundPhaseAdvancer, Actions, Commands). This new applier
is infrastructure for future migration when we switch to Scala GameState.

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

* Add ActionResultApplierImplTest for Scala GameState ActionResultApplier

Adds comprehensive test coverage for ActionResultApplierImpl that matches
the proto-based ActionResultProtoApplierImplTest:

- Basic state updates (round id, phase, date, seed, game ended, victor)
- Battalion operations (changed, zero size/destroy, new, removed)
- Hero operations (vigor delta/absolute, new, removed, stat deltas, XP)
- Faction operations (new, changed head, trust levels, removed, outgoing offers)
- Battle operations (new battle)
- XP for stat bump calculations
- Multiple results in sequence

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-14 06:35:58 -08:00
d265b76607 Client displays server-reported game status (#4658)
Update client to use ServerGameStatus from ActionResultResponse:
- IGameStateProvider now has ServerStatus instead of inferring state
- GameModelUpdater stores ServerStatus when receiving ActionResultResponse
- ConnectionStatusUI displays server-reported status:
  - YOUR_TURN -> "Your turn"
  - WAITING_FOR_PLAYERS -> "Waiting for other players"
  - GENERATING_TEXT -> "Generating..."
  - PROCESSING_ACTION -> "Processing..."

Client-side IsProcessingCommand still takes priority (for responsive
feedback when submitting commands, before server responds).

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 19:09:29 -08:00
09a51e4280 Update DEPROTO_PLAN: consolidate completed phases, focus on Phase 6 (#4660)
Completed phases (1-5b) are now summarized in a table. The plan now
focuses on Phase 6: migrating from ActionResultProto consumers to
ActionResultT consumers throughout the engine.

Key finding: No code directly produces ActionResultProto anymore - all
production goes through ActionResultProtoConverter.toProto() from
ActionResultT. The next step is eliminating internal consumption.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 19:06:47 -08:00
5593effe69 Rate-limit MainQueue to prevent blocking when resuming from background (#4659)
* Rate-limit MainQueue to prevent blocking when resuming from background

When Unity is backgrounded during a Shardok game, the gRPC stream
continues receiving updates which queue up in MainQueue. Previously,
Update() would process all queued actions in a single frame, causing
the UI to freeze/spin when resuming.

This change limits processing to 10 actions per frame, spreading the
work across multiple frames and keeping the UI responsive. Also adds
logging when the queue has built up, to help diagnose similar issues.

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

* Fix duplicate updates when reconnecting while Unity is backgrounded

Root cause: When Unity is backgrounded, MainQueue.Update() doesn't run,
so ReceiveGameUpdate() never processes updates and _lastUnfilteredResultCount
never advances. When the connection times out and reconnects, it sends the
stale count, causing the server to re-send all the same updates. This
repeats with each reconnect, accumulating duplicates.

Fix: Call UpdateResultCounts() immediately on the gRPC thread when updates
arrive, BEFORE enqueueing to MainQueue. This ensures reconnects always use
accurate counts regardless of MainQueue state.

Also adds duplicate detection in Notification.Append() as a defense-in-depth
measure to prevent the same text from being appended multiple times.

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

* Implement UpdateResultCounts in CustomBattleHandler

CustomBattleHandler only handles Shardok updates, so the implementation
is a no-op.

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 19:04:09 -08:00
44c268de93 Convert PerformProvinceEventsAction to pure Scala types and delete RandomSequentialResultsAction (#4654)
* Convert PerformProvinceEventsAction to pure Scala types and delete RandomSequentialResultsAction

- Convert PerformProvinceEventsAction to use ProtolessRandomSequentialResultsAction
  with pure Scala types (zero proto dependencies in action logic)
- Add BeastUtils.beastInfosT for T-type BeastInfo access
- Update RoundPhaseAdvancer to pass both GameStateProto and applier to execute()
- Delete RandomSequentialResultsAction base class (no longer used)
- Update PerformProvinceEventsActionTest to use T-types with proper casting
- Move Actions and ActionResultT to "What's Done" in DEPROTO_PLAN.md

All 10 RandomSequentialResultsAction subclasses are now converted to T-type base classes.

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

* Remove proto BeastInfo from BeastUtils and update tests to use T-types

- BeastUtils.beastInfos now returns T-type BeastInfo (removed proto version)
- SuppressBeastsPromptGenerator updated to use T-type BeastInfo
- PerformProvinceEventsAction: replace isInstanceOf with pattern matching
- PerformProvinceEventsActionTest: construct T-type test data directly
  instead of proto data that gets converted

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

* Move province utility methods to ProvinceUtils

- Move effectiveEconomy and effectiveInfrastructure usage from local methods
  to existing ProvinceUtils implementations
- Add hasBlizzard, hasDrought, hasFlood, hasFestival, hasEpidemic, hasBeasts
  predicates to ProvinceUtils
- Remove duplicate local methods from PerformProvinceEventsAction

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 18:57:28 -08:00
0a40acb84d Add ServerGameStatus proto for server-reported game state (#4656)
* Add game state to connection status indicator

When connected, the status indicator now shows game-specific state:
- "Generating..." - LLM text generation in progress (highest priority)
- "Processing..." - Command submitted, awaiting response (only if > 500ms)
- "Your turn" - Player has available commands
- "Waiting for other players" - No commands, waiting for opponents

Implementation:
- Add IGameStateProvider interface in ConnectionStatusUI.cs
- Implement interface in GameModelUpdater with:
  - HasAvailableCommands: check AvailableCommandsByProvince and CommandToken
  - IsStreamingTextInProgress: check ClientTextProvider for incomplete entries
  - IsProcessingCommand: track command submission time (500ms delay to avoid flash)
- Wire up in EagleGameController when entering/leaving game

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

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

* Add ServerGameStatus proto for server-reported game state

Add ServerGameStatus message to ActionResultResponse:
- YOUR_TURN: Player has commands available
- WAITING_FOR_PLAYERS: Waiting for other player(s) to act
- GENERATING_TEXT: LLM text generation in progress
- PROCESSING_ACTION: Server is processing an action

Includes waiting_for_faction_ids and generating_llm_id for additional context.

This allows the client to display accurate server state rather than
inferring it from local data, which enables detecting desync issues.

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 16:27:59 -08:00
9603b497d2 Server verifies sync status in heartbeat and reports mismatches (#4652)
- handleHeartbeat now checks client's reported counts against server's
- Compares Eagle unfiltered_result_count and Shardok filtered counts
- Returns GameSyncResult/ShardokSyncResult only for mismatched games
- Logs detected mismatches for debugging

Backwards compatible: old client sends HeartbeatRequest without
GameSyncStatuses, server handles empty list (no sync checks).

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 09:04:58 -08:00
0551dd0f13 Convert vassal command Actions to use T-type commands via TCommand sealed trait (#4636)
* Convert remaining RandomSequentialResultsAction subclasses to TRandomSequentialResultsAction

- Convert EndHandleRiotsPhaseAction to TRandomSequentialResultsAction
- Convert PerformVassalCommandsPhaseAction to TRandomSequentialResultsAction
- Convert PerformVassalDefenseDecisionsAction to TRandomSequentialResultsAction
- Add withRandomAction and withOptionalRandomAction to RandomStateTSequencer
- Create ActionResultProtoWrapper to wrap proto ActionResult as ActionResultT
- Update VigorXPApplier to skip proto-wrapped results
- Expose protoApplier on ActionResultTApplierImpl for sequencer access

This enables executing proto Actions from CommandFactory.makeCommand() within
the T-based sequencer by wrapping results in ActionResultProtoWrapper.

9/10 RandomSequentialResultsAction subclasses now converted. Only
PerformProvinceEventsAction remains (heavily proto-based internally).

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

* Convert vassal command Actions to use T-type commands via TCommand sealed trait

- Create TCommand sealed trait unifying Simple, RandomSimple, and Sequential T-type actions
- Add makeTCommand method to CommandFactory returning T-type actions directly
- Add withTCommand/withOptionalTCommand helpers to RandomStateTSequencer
- Convert PerformVassalCommandsPhaseAction, PerformVassalDefenseDecisionsAction,
  and EndHandleRiotsPhaseAction to use T-type commands
- Add executeProtolessAction helper in RoundPhaseAdvancer to bridge T-type actions
  with proto-based engine interface
- Delete ActionResultProtoWrapper (no longer needed after T-type conversion)
- Add exports to action_result_trait for interface types to support ScalaMock mocking

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

* Add VigorXPApplier.withVigorXp to test helper to match production behavior

Addresses Copilot review comment about test executeAction helper missing
vigor XP application that RoundPhaseAdvancer.executeProtolessAction does.

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

* Remove actionResultProtoApplier from TRandomSequentialResultsAction.randomResults

TRandomSequentialResultsAction subclasses should only use ActionResultTApplier,
not both appliers. The execute() method creates the T-type applier internally.

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

* Add execute method to ProtolessRandomSequentialResultsAction

Move the duplicate executeAction/executeProtolessAction helper code
into a proper execute() method on ProtolessRandomSequentialResultsAction.
This eliminates code duplication between tests and RoundPhaseAdvancer.

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

* Add troubleshooting guidance for Scala MissingType errors

Document that MissingType errors are BUILD.bazel dependency issues,
not compiler crashes. Also note to never run bazel clean without asking.

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-13 09:04:06 -08:00
45c4cf783d Client sends sync status in heartbeat and handles mismatch response (#4651)
Add heartbeat timer (10s interval) that sends HeartbeatRequest with:
- GameSyncStatus per subscribed game (unfiltered_result_count)
- ShardokSyncStatus per tactical battle (filtered_result_count)

Handle HeartbeatResponse with sync results:
- Log detailed mismatch information for debugging
- Trigger reconnect when server reports sync mismatch
- Reconnect will re-subscribe and server sends missing updates

Backwards compatible: old server ignores new request fields,
new client handles empty sync results (no reconnect triggered).

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 08:32:18 -08:00
72c52e0b0d Add sync verification fields to HeartbeatRequest/Response (#4650)
Extend heartbeat messages to support sync verification:

HeartbeatRequest now includes:
- GameSyncStatus per subscribed game with unfiltered_result_count
- ShardokSyncStatus per tactical battle with filtered_result_count

HeartbeatResponse now includes:
- GameSyncResult per game indicating if counts match
- ShardokSyncResult per battle with server's counts for comparison

This allows client to report its known action counts, and server to
detect desync and trigger resync if needed. Fields are optional so
this is backwards-compatible with existing clients/servers.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 08:26:30 -08:00
dffd569ed7 Reconnect on subscription failure instead of silently proceeding (#4647)
* Reconnect on subscription failure instead of silently proceeding

Previously, when StreamOneGameAsync() failed (timeout or server rejection),
we logged "subscribe_partial_failure" but still set state to Connected.
This left users with a green status light but no game updates - a silent
failure that's confusing and unrecoverable without manual intervention.

Now when subscription fails:
- Log "subscribe_failed" (clearer than "partial_failure")
- Record circuit breaker failure
- Schedule reconnect with exponential backoff
- Do NOT proceed to Connected state

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

* Add resource cleanup before reconnect on subscription failure

Copilot correctly identified that returning early without cleanup
could leave the streaming call and background thread running. When
Connect() later disposes the streaming call, HandleStreamingCall
would catch an exception and schedule its own reconnect - causing
a race condition.

Now we clean up consistently with other failure paths:
- Dispose streaming call and cancel thread token
- Mark Shardok games for resync
- Cancel pending subscription acks

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

---------

Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 07:45:49 -08:00
a1ffae91a8 Rename RandomStateTSequencer.apply(initialStateProto:...) to fromProto (#4648)
Clarifies the method name to indicate it accepts a proto GameState directly,
distinguishing it from the other apply() that takes a T-type GameState.

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Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 07:26:40 -08:00
45a32af435 Client waits for SubscriptionAck before confirming subscription (#4645)
Client changes:
- Added SubscriptionPending state shown as "Subscribing..." in status UI
- Subscribe() now returns Task<bool> to indicate success/failure
- Wait for server ack with 10-second timeout using CancellationTokenSource
- Handle OperationCanceledException separately from other errors
- Move TrySetResult outside lock to avoid potential deadlock
- Clear resync flags only after successful acknowledgment
- Cancel pending acks on connection drop

API changes:
- Subscribe() returns Task<bool> instead of Task
- StartListeningForUpdates() returns Task<bool> instead of Task
- Callers using fire-and-forget pattern still work (failures logged)

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-12 13:00:31 -08:00
1df8ec68e8 Wrap subscription ack sending in try-catch to prevent cascading failures (#4646)
If responseObserver.onNext() throws when trying to send a failure ack
(e.g., because the observer is already closed), we don't want that
exception to propagate and potentially cause duplicate ack attempts.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-12 12:59:12 -08:00
53d6e6f63d Add SubscriptionAck message for server to confirm subscriptions (#4644)
* Add SubscriptionAck message for server to confirm subscriptions

Server now sends SubscriptionAck after processing StreamGameRequest:
- Success=true with confirmedResultCount on successful subscription
- Success=false with error message on failure

This is backward compatible - existing clients will ignore the new message.
Client-side handling will be added in a follow-up PR.

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

* Address Copilot review comments

- Remove errorMessage from success case (per proto contract)
- Handle null getMessage() with Option().getOrElse("")
- Remove confirmedResultCount from error cases (not needed)

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

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-12 08:28:58 -08:00
bc84cf6871 Ignore Unity dedicated server package settings (#4643)
Auto-generated by Unity 6, not needed for version control.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-12 06:57:48 -08:00
865a34d00a Await subscription writes to fix silent connection failures (#4641)
Previously, StreamOneGame used fire-and-forget for subscription writes,
meaning if the write failed (network issue, server not ready), the client
would never know and would wait forever for updates that never arrive.

Changes:
- Convert StreamOneGame to StreamOneGameAsync that returns Task<bool>
- Restructure Connect() to collect subscribers under lock, then await
  subscription writes outside the lock
- Make Subscribe() async and await the subscription write
- Move resync flag clearing to AFTER successful send (if send fails,
  flags remain set for next reconnect attempt)
- Add diagnostic logging for subscription success/failure

This addresses the root cause of connection instability where clients
would "connect" successfully but never receive data because the
subscription write silently failed.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-06 10:59:32 -08:00
1a751cea6d Improve gazelle pre-commit hook to fail if BUILD files are modified (#4640)
The previous hook ran gazelle but didn't check if it modified any files.
This meant commits could go through with non-canonical BUILD files, causing
gazelle_test to fail in CI.

The new wrapper script:
1. Runs gazelle
2. Checks if any BUILD files were modified
3. Fails with a helpful message if they were, instructing the user to stage changes

Also adds a Pre-Commit Checklist section to CLAUDE.md documenting this behavior.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-06 08:58:07 -08:00
5a8a343bcc Fix gRPC stream cancelled error in SyncResponseObserver (#4639)
Check if the stream is cancelled before calling onNext/onError/onCompleted
to prevent IllegalStateException when client disconnects while server is
sending messages.

The ServerCallStreamObserver.isCancelled() method detects when the client
has cancelled the stream, allowing us to silently skip sends rather than
throwing an exception.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 20:59:54 -08:00
5979dc7372 Cancel pending reconnect timer when connection succeeds (#4637)
When ScheduleReconnect schedules a Connect() call in 2 seconds, but then
a connection succeeds before that timer fires (e.g., through immediate
retry), the scheduled reconnect would still fire and dispose the working
connection, causing:

1. connect_success (connection works)
2. 2 seconds later: scheduled Connect() fires
3. Connect() disposes the working streaming call
4. Working thread catches Cancelled, calls ScheduleReconnect
5. But new connection also succeeds immediately
6. 2 seconds later, repeat forever...

The fix cancels and disposes the retry timer when a connection succeeds,
preventing stale scheduled reconnects from killing working connections.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 20:44:19 -08:00
87474888f9 Fix duplicate notifications by comparing hero IDs instead of references (#4635)
The notification deduplication logic used SequenceEqual on HeroView objects,
but HeroView is a protobuf-generated class that uses reference equality.
Each time an ActionResultView is processed, new HeroView instances are created,
so even notifications about the same heroes were treated as different.

Changed to compare hero lists by their Id field instead of by object reference.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 19:53:53 -08:00
1b3697a40c Fix NullReferenceException in MapController on reconnect (#4634)
During reconnection, PopupPanelController.Start() or SetUpPanel() runs
before MapController.Model has been set. When clearing OverrideTargetedProvinces,
SetDefaultProvinceColor tries to access Model.Provinces which is null.

Added null check in SetDefaultProvinceColor to handle the case where Model
hasn't been initialized yet during reconnection.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 19:46:37 -08:00
a45b5dadd8 Fix reconnect loop failing due to stale idle timer baseline (#4633)
When a connection drops (e.g., DeadlineExceeded after 300s), the reconnect
logic would create a new connection but immediately kill it:

1. Old connection times out, _lastResponseReceived is ~5 minutes old
2. ScheduleReconnect() schedules Connect() with backoff
3. Connect() creates new streaming call, logs connect_success
4. Connect() calls StartIdleCheckTimer()
5. IdleCheckTimer fires within 5s, checks _lastResponseReceived
6. idleTime > MaxIdleSeconds (30s) because timestamp is from OLD connection
7. CheckForIdleTimeout() disposes the NEW connection
8. Triggers "Cancelled" exception, ScheduleReconnect again
9. Loop repeats forever

The fix resets _lastResponseReceived to DateTime.UtcNow when a new
connection is established, before starting the idle check timer.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 19:40:41 -08:00
9f910bf849 Send Shardok results before Eagle results to fix client resync spam (#4632)
When the server sends Eagle results containing a date change before Shardok
results, the client clears its ShardokGameModels on the date change, then
receives Shardok updates for battles that no longer have models. This causes
the client to create fresh models with empty history and trigger unnecessary
resyncs.

Fix by sending Shardok results first, so they land in existing models before
the Eagle date change clears them.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 19:38:51 -08:00
c5466e38a8 Convert NewRoundAction to TRandomSequentialResultsAction (#4631)
- Change base class from RandomSequentialResultsAction to TRandomSequentialResultsAction
- Use T-based types: ActionResultC, ChangedProvinceC, ChangedHeroC, ChangedFactionC
- Use LlmRequestT.ChronicleUpdateMessage for chronicle requests
- Use ChronicleEventConverter.fromProto to convert proto events to T-types
- Use UnaffiliatedHeroConverter.fromProto for unaffiliated hero updates
- Add newChronicleEntry field to ActionResultT/ActionResultC
- Update BUILD.bazel dependencies and visibility for chronicle_entry, unaffiliated_hero, quest

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 17:03:04 -08:00
958104b238 Upgrade to Unity 6.3 (6000.3.0f1) (#4629)
Unity 6.3 adds HTTP/2 support on Windows, Mac, Linux, and Android,
which may allow us to remove the YetAnotherHttpHandler dependency
in a future PR.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 09:27:09 -08:00
95e1d80e78 Convert PerformReconResolutionAction to TRandomSequentialResultsAction (#4628)
- Change base class from RandomSequentialResultsAction to TRandomSequentialResultsAction
- Replace proto ActionResult with ActionResultC
- Replace proto ChangedProvince/ChangedFaction/ClientTextVisibilityExtension with T-based equivalents
- Update test to use T-based types
- Update DEPROTO_PLAN.md: 5/10 actions now converted

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 08:54:25 -08:00
0dce9f47b0 Phase 5b: Convert more RandomSequentialResultsAction subclasses to TRandomSequentialResultsAction (#4627)
* Add Phase 8: Create Scala-Native Sequencer to deproto plan

Documents the future goal of creating a ScalaOnlySequencer that operates
entirely on Scala GameState, eliminating per-callback proto conversions.

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

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

* Convert PerformUnaffiliatedHeroesAction and PerformProvinceMoveResolutionAction to TRandomSequentialResultsAction

- PerformUnaffiliatedHeroesAction: Was already mostly T-based internally,
  now extends TRandomSequentialResultsAction and uses RandomStateTSequencer
- PerformProvinceMoveResolutionAction: Uses T-based sub-actions
  (FriendlyMoveAction, ShipmentArrivedAction), converted to use
  ActionResultTApplier and ActionResultTWithResultingState
- Updated BUILD.bazel dependencies for both actions
- Updated DEPROTO_PLAN.md with progress (4/10 actions converted)

Phase 5b progress: 4/10 RandomSequentialResultsAction subclasses converted.
Remaining 6 actions blocked on CommandFactory or direct proto construction.

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-05 06:58:39 -08:00
6e788f4388 Add TRandomSequentialResultsAction base class (Phase 5b) (#4626)
* Add TRandomSequentialResultsAction and convert first two actions

- Create TRandomSequentialResultsAction base class for actions that:
  - Take Scala GameState as constructor parameter
  - Extend Action trait (provides execute())
  - Use ActionResultTApplier for applying results
  - Use RandomStateTSequencer for sequencing operations

- Convert EndVassalCommandsPhaseAction to TRandomSequentialResultsAction
- Convert TruceTurnBackPhaseAction to TRandomSequentialResultsAction

Both converted actions now return ActionResultT instead of proto ActionResult,
eliminating proto usage in their result construction.

Part of Phase 5b: deleting RandomSequentialResultsAction base class.
8 more actions remain to be converted.

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* Sort BUILD.bazel deps alphabetically

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---------

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2025-12-04 14:02:41 -08:00
90d0918233 Fix headshot fetching: only send auth header to eagle0.net (#4625)
The Authorization header was being sent to S3 signed URLs after redirect,
causing HTTP 400 errors. Now the auth header is only added to requests
going to eagle0.net hosts.

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2025-12-04 07:10:05 -08:00
e6038927f1 Convert RandomSequentialResultsAction subclasses to Scala GameState (#4624)
* Convert EndVassalCommandsPhaseAction to use Scala GameState

- Change constructor to take Scala GameState instead of proto
- Pass GameStateConverter.toProto() to parent RandomSequentialResultsAction
- Use ActionResultC with EndVassalCommandsPhaseResultType for final result
- Handle notifications with Scala types (withDeferred for delivery)
- Update RoundPhaseAdvancer to convert proto to Scala GameState
- Add required BUILD.bazel dependencies

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* Convert EndHandleRiotsPhaseAction to use Scala GameState

- Change constructor to take Scala GameState instead of proto
- Pass GameStateConverter.toProto(gameState) to parent class
- Use withActionResultT with ActionResultC for endPhaseResult
- Update RoundPhaseAdvancer to convert proto to Scala GameState
- Add generated_text_request dependency to BUILD.bazel
- Update test to pass converted Scala GameState

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* Convert more RandomSequentialResultsAction subclasses to Scala GameState

- PerformProvinceMoveResolutionAction: takes Scala GameState, converts to proto internally
- PerformProvinceEventsAction: takes Scala GameState, converts to proto internally
- TruceTurnBackPhaseAction: takes Scala GameState, uses RandomStateProtoSequencer with initialState
- PerformVassalCommandsPhaseAction: takes Scala GameState, uses gameStateProto for internal proto operations

Updated RoundPhaseAdvancer to convert proto to Scala GameState for each action.
Fixed tests to use GameStateConverter.fromProto().

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* Convert PerformVassalDefenseDecisionsAction to Scala GameState

Also updates related tests to use GameStateConverter.fromProto() where needed.

Note: PerformProvinceEventsActionTest has 10 failing tests that need
their expectations updated to account for complete beast data.

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* Convert NewRoundAction and PerformReconResolutionAction to Scala GameState

Continue the deproto conversion of RandomSequentialResultsAction subclasses:
- Convert PerformReconResolutionAction to use Scala GameState
- Convert NewRoundAction to use Scala GameState
- Fix test fixtures to provide required fields for proto-to-Scala conversion

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---------

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2025-12-04 07:08:38 -08:00
acad796662 Document Shardok resync mechanism and unused request_full_resync field (#4623)
The request_full_resync field exists in eagle.proto but is not read by the server.
The actual resync mechanism uses filteredResultCount = 0 instead.

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2025-12-03 20:45:58 -08:00
83c4ac7d38 Request resync instead of crashing on missing Shardok results (#4622)
* Request resync instead of crashing on missing Shardok results

When HandleUpdates detects missing results (expected > existing + new),
likely due to dropped packets on bad network, request a full resync
instead of throwing an exception.

Changes:
- ShardokGameModel.HandleUpdates now returns bool (true=ok, false=need resync)
- EagleGameModel marks game for resync and clears history on mismatch
- CustomBattleHandler clears history and continues on mismatch

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* Add missing UnityEngine using statement for Debug.Log

Fixes build error: error CS0103: The name 'Debug' does not exist in the current context

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---------

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2025-12-03 20:45:41 -08:00
7db07dc371 Reduce headshot fetch timeout and retry delays (#4621)
- Add 10-second timeout (was 100s default) - fail fast on bad network
- Reduce retry delays from [1s, 2s, 4s, 8s, 16s] to [500ms, 1s, 2s, 3s, 5s]
- Total retry delay reduced from 31s to 11.5s per hop

On bad networks, this should significantly improve responsiveness by
failing fast and retrying sooner rather than waiting for long timeouts.

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2025-12-03 20:35:32 -08:00
f1b843873a Change ResourceFetcher logging from Warning to Log (#4620)
Debug.LogWarning shows as popups in Unity which is too intrusive for
routine retry messages. Use Debug.Log instead for informational
messages about network retries.

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2025-12-03 20:27:50 -08:00
e8aefbb6ee Refactor headshot fetch to follow redirects transparently (#4618)
- Replace two-phase fetch with generic hop-following loop
- Each hop (whether redirect or content) gets its own 5 retry attempts
- Works regardless of backend implementation:
  - Direct content response: works
  - Single redirect: works
  - Multiple redirects: works (up to 5 hops)
- Remove unused _httpClient field
- Add MaxRedirectHops constant (5) to prevent infinite redirect loops

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2025-12-03 20:16:55 -08:00
1c51cc080f Handle missing battle gracefully in MakeGameModel (#4617)
- Use FirstOrDefault instead of First to avoid InvalidOperationException
- Return null and skip processing if battle was already removed
- Remove model from ShardokGameModels when:
  - Battle not found (can't create model)
  - Game state transitions out of Running/SetUp (battle ended)
- This ensures the UI properly reflects that the battle is over

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2025-12-03 20:14:11 -08:00
3946f2eb2d Split headshot fetch into two phases with independent retries (#4616)
- Disable auto-redirect and manually handle the eagle0.net -> signed URL redirect
- Each phase (redirect + image fetch) gets its own 5 retry attempts
- If phase 1 succeeds, we don't waste it when phase 2 fails
- Increase retry count from 3 to 5 with delays: 1s, 2s, 4s, 8s, 16s
- Add catch blocks for WebException and IOException (covers "Remote prematurely closed connection")

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2025-12-03 19:59:53 -08:00
49bbdb1d2c Delete unused DeterministicSingleResultAction base class (#4614)
All actions that previously extended DeterministicSingleResultAction have
been converted to ProtolessSimpleAction. The base class is no longer used.

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2025-12-03 19:28:20 -08:00
bbdc30a4af Add retry logic with exponential backoff for headshot fetching (#4615)
- Add 3 retry attempts with 1s, 2s, 4s exponential backoff delays
- Check HTTP status codes before processing responses
- Handle HttpRequestException, TaskCanceledException, and unexpected exceptions
- Track failed paths and retry them every 30 seconds via Timer
- Skip 4xx client errors (except 408/429) since retrying won't help
- Fix Prefetch to skip empty paths and avoid duplicate fetches

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2025-12-03 19:27:15 -08:00
19f5cf9e89 Complete DeterministicSingleResultAction deproto conversions (#4611)
Convert the final 3 DeterministicSingleResultAction classes to ProtolessSimpleAction:
- PerformFoodConsumptionPhaseAction
- PerformHostileArmySetupAction
- NewYearAction

All actions now use Scala GameState internally and return ActionResultT.
RoundPhaseAdvancer updated to convert via GameStateConverter at boundaries.

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2025-12-03 19:09:37 -08:00
9033571110 Fix outlawed defenders being incorrectly marked as captured (#4613)
When an attacker wins an assault province battle, outlawed defenders
were being added to both unaffiliatedHeroes (as outlaws) AND to
capturedDefenderIds (as prisoners). This caused a validation error
because the same hero appeared in multiple province hero lists.

The fix filters outlawed defenders from notFledDefenders, matching
the existing behavior for attackers (line 368). Semantically, an
outlawed hero deserted during battle and is not present to be captured.

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2025-12-03 17:37:28 -08:00
e9e557f8f6 Add early warning logs for idle connection detection (#4612)
Logs warnings at 10s and 20s thresholds before the 30s idle timeout
triggers. This helps diagnose whether connection issues are gradual
slowdowns or sudden drops during testing.

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2025-12-03 09:51:26 -08:00
b32d252df3 Allow clicking Free Heroes panel to select hero in RecruitHeroesCommand (#4610)
* Allow clicking Free Heroes panel to select hero in RecruitHeroesCommand

## Summary
Enable clicking on recruitable heroes in the Free Heroes panel to directly
select them, eliminating the need to cycle through heroes using the "Next Hero"
button.

## Problem
RecruitHeroesCommandSelector was the only command selector with hero selection
that didn't support clicking heroes in the Free Heroes panel. Users had to:
- Click "Next Hero" button repeatedly to cycle through all available heroes
- No way to directly select a specific hero they wanted to recruit
- Inconsistent UX compared to other command selectors

## Solution
Implement the missing `AddTargetedHero()` method following the same pattern
used by all other command selectors (ManagePrisonersCommand, ImproveCommand,
DiplomacyCommand, etc.).

## Changes

### RecruitHeroesCommandSelector.cs
Added `AddTargetedHero(HeroId heroId)` override:
- Finds the hero in `RecruitHeroesCommand.AvailableHeroes` list
- Sets `_selectedHeroIndex` to that hero's index
- Calls `DisplayHero()` to update UI with hero details and backstory

Existing methods already supported Free Heroes integration:
-  `HeroIsTargetable()` - marks recruitable heroes as selectable
-  `TargetedHeroIds` - marks currently selected hero

## Behavior

**Before:**
- Recruitable heroes appeared in Free Heroes panel but weren't highlighted
- No indication which heroes were selectable
- Must use "Next Hero" button to cycle through sequentially
- Many clicks needed to find a specific hero

**After:**
- All recruitable heroes highlighted as selectable in Free Heroes panel
- Currently selected hero highlighted as selected
- Click any recruitable hero to instantly select them
- Hero details and backstory update immediately
- "Next Hero" button still works for sequential navigation

## User Experience
This completes the Free Heroes panel integration across ALL command selectors:
-  Consistent interaction pattern everywhere
-  Visual feedback about which heroes can be recruited
-  Faster selection - click the hero you want
-  Fewer clicks needed to recruit specific heroes

## Testing
Manual testing scenarios:
1. Select province with multiple recruitable heroes
2. Click RecruitHeroes command
3. Verify heroes appear highlighted in Free Heroes panel
4. Click different heroes, verify UI updates instantly
5. Verify backstory text updates correctly
6. Verify "Next Hero" button still works
7. Test with single recruitable hero (no "Next Hero" button)

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

* Add null safety check to HeroIsTargetable in RecruitHeroesCommandSelector

## Fix
Add null check before accessing _availableCommand.RecruitHeroesCommand to
prevent NullReferenceException when HeroIsTargetable() is called before
the command selector is fully initialized.

## Issue
HeroIsTargetable() is called by FreeHeroesTableController during table setup,
which can happen before _availableCommand is set. Without null checking:
- Throws NullReferenceException
- Prevents Free Heroes table from rendering
- Breaks the UI when switching commands

## Solution
Follow the same pattern used in ManagePrisonersCommandSelector (PR #4609):
- Check if _availableCommand is null
- Check if _availableCommand.RecruitHeroesCommand is null
- Return false instead of crashing
- Allow graceful handling when command data isn't ready yet

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-03 08:50:35 -08:00
d4723db2d1 Allow clicking Free Heroes panel to select prisoner in ManagePrisonersCommand (#4609)
* Allow clicking Free Heroes panel to select prisoner in ManagePrisonersCommand

## Changes
Enable clicking on a hero in the Free Heroes panel to directly select that
hero in the ManagePrisonersCommand selector, eliminating the need to cycle
through prisoners using the "Next Hero" button.

## Implementation
- Override `HeroIsTargetable()` to return true for any hero in the prisoners list
- Override `AddTargetedHero()` to find the prisoner by heroId and update `_selectedHeroIndex`
- Override `TargetedHeroIds` to return the currently selected hero's ID
- Call `DisplaySelectedHero()` after selection to update UI

## Behavior
**Before:**
- User must click "Next Hero" button to cycle through prisoners
- No visual indication in Free Heroes panel

**After:**
- Prisoners in Free Heroes panel are highlighted as selectable
- Currently selected prisoner is highlighted as selected
- Clicking any prisoner directly selects them in ManagePrisonersCommand
- UI immediately updates to show selected prisoner's details and options

## User Experience
This follows the existing pattern used by other command selectors
(ImproveCommand, DiplomacyCommand, etc.) where clicking a hero in the Free
Heroes panel selects that hero for the active command.

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

* Fix prisoner selection in Free Heroes panel

## Bug Fix
Prisoners in the Free Heroes panel were always grayed out and unclickable
because the Free Heroes table wasn't being updated after the command
selector was set.

## Root Causes
1. **Null reference**: HeroIsTargetable() was called before _availableCommand
   was initialized, causing it to crash or return false
2. **Missing update**: After SetAvailableCommandAndSelector(), the Free Heroes
   table wasn't notified to refresh its row selections

## Changes

### ManagePrisonersCommandSelector.cs
- Add null check in HeroIsTargetable() to handle early calls before
  _availableCommand is set
- Return false instead of crashing when command data isn't ready yet

### EagleGameController.cs
- Add freeHeroesTableController.UpdateUnaffiliatedHeroSelections() call
  after setting command selector
- This refreshes the Free Heroes table to show correct selectable/selected
  states for the new command

## How It Works Now
1. User selects ManagePrisonersCommand
2. Command selector is set up with prisoner data
3. **NEW**: Free Heroes table is notified to update
4. Table calls HeroIsTargetable() for each hero
5. **NEW**: Returns true for prisoners (with null check)
6. Prisoner rows become highlighted as selectable
7. Clicking a prisoner calls AddTargetedHero()
8. Selected prisoner's index is updated
9. UI refreshes to show that prisoner's details

## Result
 Prisoners appear as selectable (highlighted) in Free Heroes panel
 Currently selected prisoner appears as selected
 Clicking any prisoner immediately selects them
 ManagePrisonersCommand UI updates instantly

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

* Make UpdateUnaffiliatedHeroSelections public

Fix compilation error: UpdateUnaffiliatedHeroSelections() was private but
called from EagleGameController. Making it public allows the game controller
to refresh hero selection states when the command selector changes.

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---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-03 08:24:26 -08:00
7ce3cca731 Phase 4: Implement Shardok state resync mechanism (#4608)
* Phase 4: Implement Shardok state resync mechanism

## Summary
Add full state resync mechanism for Shardok games to prevent state inconsistencies after connection drops. When a connection is lost during Shardok gameplay, the client may have partially processed updates leading to desynced state. This change ensures full state consistency on reconnect.

## Changes

### 1. Protocol Extension
- **eagle.proto**: Add `request_full_resync` field to `ShardokViewStatus` message
- Allows client to request full state instead of delta updates

### 2. Client-Side Tracking
- **IClientConnectionSubscriber.cs**: Add `requestFullResync` field to struct
- **EagleGameModel.cs**:
  - Add `_shardokNeedsResync` dictionary to track games requiring resync
  - Add `MarkShardokForResync()` to flag individual games
  - Add `MarkAllShardokForResync()` to flag all active games (on disconnect)
  - Add `ClearShardokResyncFlag()` to clear flag after successful update
  - Update `ShardokViewStatuses` property to set `requestFullResync` flag and `filteredResultCount = 0` when resync needed

### 3. Connection Integration
- **PersistentClientConnection.cs**:
  - Add `MarkAllShardokGamesForResync()` helper method
  - Call on disconnect in both RpcException and ObjectDisposedException handlers
  - Update `StreamGameRequest` building to include `RequestFullResync` field

### 4. Auto-Clear on Success
- **EagleGameModel.cs**: Clear resync flag after successfully receiving and processing Shardok updates

## Behavior

**On Connection Drop:**
1. All active Shardok games are marked for resync
2. Client logs: `[RESYNC] Marked Shardok game {id} for full state resync`

**On Reconnect:**
1. Client sends `StreamGameRequest` with `request_full_resync = true` and `filtered_result_count = 0`
2. Server sends full current state instead of delta
3. Client processes full state update
4. Resync flag is cleared
5. Client logs: `[RESYNC] Cleared resync flag for Shardok game {id}`

**Subsequent Updates:**
- Normal delta updates resume with correct result counts
- State guaranteed to be consistent with server

## Testing
- Manual: Force disconnect during Shardok combat, verify state consistency after reconnect
- Manual: Multiple simultaneous Shardok games, verify all marked for resync
- Manual: Check logs for [RESYNC] messages during disconnect/reconnect cycles

## Related
- Implements Priority 2.1 from connection resilience plan (docs/CONNECTION_ARCHITECTURE.md)
- Complements Phase 2 exponential backoff and Phase 3 circuit breaker
- Addresses risk of state corruption from partial delta updates

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

* CRITICAL FIX: Clear resync flag immediately after sending request

## Bug
Units were randomly moving around during Shardok placement because:
1. Resync flag was only cleared AFTER receiving server response
2. Multiple StreamGameRequests sent BEFORE first response arrived
3. Each request sent filtered_result_count=0 with resync=true
4. Server sent full state multiple times
5. Client replayed all placement actions repeatedly

## Root Cause
The `ShardokViewStatuses` property is called every time a `StreamGameRequest`
is built. If the resync flag is set, EVERY request sends filtered_result_count=0
until a response clears the flag. This creates a window where multiple requests
can ask for full state.

## Fix
Clear resync flags immediately AFTER building the request, BEFORE sending it.
This ensures only the FIRST request after disconnect has resync=true.

Sequence now:
1. Disconnect → mark games for resync
2. First StreamGameRequest reads flags → builds request with resync=true
3. **Immediately clear flags** ← THE FIX
4. Send request
5. Subsequent requests have resync=false (flags already cleared)
6. Server only sends full state once

## Changes
- PersistentClientConnection.StreamOneGame(): Clear resync flags after reading
  but before sending request
- Keep defensive clear in EagleGameModel.ReceiveGameUpdate() as safety net

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

* Address Copilot review: Thread safety and code style improvements

## Changes

### 1. Thread Safety Fix (Critical)
**Issue**: _shardokNeedsResync dictionary accessed from multiple threads:
- Connection thread marks games for resync on disconnect
- Unity main thread reads/clears flags when building requests
- No synchronization → race conditions and potential exceptions

**Fix**: Replace Dictionary<string, bool> with ConcurrentDictionary<string, bool>
- Thread-safe for concurrent reads and writes
- Use TryRemove() instead of Remove() for atomic removal
- Add comment documenting thread-safety requirement

### 2. Code Style Improvements
**Issue**: Implicit filtering in foreach loops (Copilot warnings)

**Fixes**:
- Use `.Where(s => s.requestFullResync)` to explicitly filter resync statuses
- Use `.OfType<GameModelUpdater>()` instead of foreach with type checking
- Both changes improve readability and make intent explicit

### 3. Timing Clarification
**Copilot concern**: Clearing resync flag before request is sent/confirmed

**Resolution**: Current implementation is correct
- Flag cleared after reading but before sending ensures only ONE request has resync=true
- If send fails, connection drops again → MarkAllShardokForResync() called again
- Added comment explaining this reasoning to prevent future confusion

## Testing
- No functional changes, only thread safety and style improvements
- Existing behavior preserved: flag clearing still prevents duplicate resync requests
- ConcurrentDictionary is drop-in replacement for Dictionary in this use case

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-03 08:03:14 -08:00
24d21d402d Deproto PerformUnaffiliatedHeroesAction (#4606)
* Convert PerformUnaffiliatedHeroesAction to accept Scala GameState

This is part of the Phase 5 deproto plan. Changes:
- PerformUnaffiliatedHeroesAction now accepts Scala GameState instead of proto
- Internally converts to proto for legacy utilities and base class
- Updated RoundPhaseAdvancer to convert proto to Scala before calling
- Updated tests to use GameStateConverter and add currentPhase to test fixtures

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

* Use Scala types internally in PerformUnaffiliatedHeroesAction

- Add hasBlizzard method to ProvinceUtils that takes ProvinceT
- Add closestNeighborToFaction overload to ProvinceDistances for Scala Map
- Refactor PerformUnaffiliatedHeroesAction to use Scala provinces/factions
  internally rather than converting from proto for each operation
- Update test to use Scala types directly for blizzard event fixture

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

* Complete deproto of PerformUnaffiliatedHeroesAction internal logic

- Use Scala types (ActionResultT, ChangedHeroC, ChangedProvinceC, UnaffiliatedHeroT)
  internally throughout the action
- Add ChangedHeroConverter.fromProto for boundary conversion
- Replace proto .update() with Scala .copy()
- Only remaining proto usage is at boundaries:
  - RandomSequentialResultsAction base class returns ActionResultProto
  - UnaffiliatedHeroMovedAction still uses proto (requires separate deproto)
- All 10 tests pass

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* Inline UnaffiliatedHeroMovedAction and use Scala-typed utilities

- Replace LegacyUnaffiliatedHeroUtils with UnaffiliatedHeroUtils (Scala types)
- Add heroMovedResult method using Scala types instead of proto-based
  UnaffiliatedHeroMovedAction
- Remove unused proto converter deps (changed_hero_converter,
  notification_converter, unaffiliated_hero_converter)
- Add notification_concrete and free_hero_move_vigor_cost deps

Remaining proto deps are structural (RandomSequentialResultsAction,
RandomStateProtoSequencer) and would require architectural changes to remove.

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

* Fix HasQuest comparison - use pattern matching instead of companion object

The comparison `recruitmentInfo == RecruitmentInfo.HasQuest` always
returned false because HasQuest is a case class and we were comparing
an instance like HasQuest(quest) to the companion object.

Use pattern matching to correctly check if recruitmentInfo is an
instance of HasQuest, preserving the quest data.

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

* Remove unnecessary asInstanceOf and isInstanceOf usage

- Use explicit Vector[ActionResultT] type parameter instead of asInstanceOf cast
- Use collectFirst pattern match instead of isInstanceOf in hasBlizzard

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

* Refactor newRecruitmentInfo to use tuple pattern matching

Replace cascading if-else chain with cleaner tuple match on
(isFactionLeader, unaffiliatedHeroType, recruitmentInfo) with guards
for odds-based conditions.

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---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-03 06:49:10 -08:00
e9fb1c5a87 Phase 3: Consolidate heartbeat and add circuit breaker pattern (#4607)
## Changes

### 1. Heartbeat Consolidation
- Remove redundant application-level heartbeat (10s timer)
- Rely on HTTP/2 PING keepalive (15s interval) for connection health
- Add idle timeout detection (30s = 2x keepalive interval)
- Detect stale connections when no messages received for >30s

### 2. Circuit Breaker Pattern
- New `ConnectionCircuitBreaker.cs` with three states:
  - Closed: Normal operation, allowing connections
  - Open: Too many failures (≥5), blocking connection attempts
  - HalfOpen: Testing if service recovered after 60s timeout
- Prevents cascading failures during server outages
- Structured logging with [CIRCUIT] prefix for state transitions
- Thread-safe state management with locking

### 3. Integration
- `PersistentClientConnection`: Check circuit breaker before connect attempts
- Record success/failure to update circuit breaker state
- New log event: "connect_blocked" when circuit prevents attempt

### 4. UI Enhancement
- `ConnectionStatusUI`: Display circuit breaker state with priority
  - Open: "Server down. Retry in Xs" with countdown
  - HalfOpen: "Testing connection..."
  - Closed: Normal connection status display

## Technical Details
- Removed: `HeartbeatTimerSeconds`, `_timer`, `SetUpTimer()`, `SendHeartbeatRequest()`, `TimerFired()`
- Added: `MaxIdleSeconds=30.0`, `_idleCheckTimer`, idle timeout monitoring
- Circuit breaker constants: FailureThreshold=5, OpenTimeoutSeconds=60, SuccessResetThreshold=3

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-02 07:20:16 -08:00
b8b7d3a980 Phase 2: Add exponential backoff, state resync logging, and connection health UI (#4603)
* Phase 2: Add exponential backoff, state resync logging, and connection health UI

Implements Priority 2 (State Consistency & Recovery) from the connection resilience plan.

## Changes

### 1. Exponential Backoff for Reconnection (`PersistentClientConnection.cs`)

Replaced fixed-delay and immediate reconnection with intelligent exponential backoff.

**Implementation:**
- `_consecutiveFailures`: Tracks sequential connection failures
- `GetBackoffSeconds()`: Calculates backoff with exponential growth
- `ScheduleReconnect()`: Unified retry scheduler for all disconnect scenarios

**Backoff Sequence:**
```
Attempt 1: 2.0s delay
Attempt 2: 4.0s delay
Attempt 3: 8.0s delay
Attempt 4: 16.0s delay
Attempt 5+: 32.0s delay (capped)
```

**Applied to all disconnect scenarios:**
- `Cancelled`: Now uses backoff (was immediate retry)
- `Internal`: Now uses backoff (was immediate retry)
- `DeadlineExceeded`: Now uses backoff (was immediate retry)
- `Unavailable`: Now uses backoff (was fixed 5s retry)
- `ObjectDisposed`: Now uses backoff (was immediate retry)
- `Unknown`: Now uses backoff (was no retry)

**Benefits:**
- Reduces server load during outages (no immediate retry storm)
- Prevents client-side reconnection thrashing
- Progressive backoff gives transient issues time to resolve
- Resets to 2s on successful connection

**Logging:**
```
[CONNECTION] ... event=schedule_reconnect details="Unavailable, backoff=4.0s, attempt=2"
```

### 2. State Resync Logging (`EagleGameModel.cs`)

Added structured logging for state resynchronization events.

**Note:** State resync mechanism was already fully implemented in the protocol!
- Protocol field: `GameUpdate.starting_state` (eagle.proto line 151)
- Client handling: `HandleStartingState()` fully functional since original implementation
- This PR only adds observability

**New Logging:**
```
[STATE_RESYNC] timestamp=YYYY-MM-DD HH:mm:ss.fff round=<n> actions=<count> factions=<count>
```

Logs when server sends full state snapshot after reconnection, allowing diagnosis of:
- How often resyncs occur
- Game state at resync time (round, action count)
- Whether resync is triggered appropriately

### 3. Connection Health Monitoring (`ConnectionStatusUI.cs`)

NEW FILE: Simple Unity UI component for visual connection status display.

**Features:**
- Real-time connection state display
- Countdown timer during reconnection backoff
- Color-coded status indicator
- Low-overhead polling (0.5s update interval)

**Connection States:**
- `Connected`: Green indicator, normal operation
- `Connecting`: Yellow indicator, initial connection
- `Reconnecting`: Orange indicator with countdown "Retry in Xs"
- `Disconnected`: Red indicator, connection lost

**Usage:**
```csharp
// Attach ConnectionStatusUI to a TextMeshProUGUI GameObject
var statusUI = gameObject.AddComponent<ConnectionStatusUI>();
statusUI.SetConnection(persistentConnection);
```

**Display Examples:**
```
● Connected                    (green)
● Connecting...                (yellow)
● Retry in 8s                  (orange)
● Disconnected                 (red)
```

**Implementation Details:**
- `ConnectionState` enum: Tracks current connection phase
- `NextReconnectAttempt`: DateTime for countdown calculation
- `CurrentState` property: Public accessor for UI monitoring
- Non-intrusive: Updates via polling, no event subscriptions

### 4. Connection State Tracking (`PersistentClientConnection.cs`)

Added public API for connection health monitoring:

**New Public API:**
```csharp
public enum ConnectionState { Disconnected, Connecting, Connected, Reconnecting }
public ConnectionState CurrentState { get; }
public DateTime? NextReconnectAttempt { get; }
```

**State Transitions:**
- `Disconnected` → `Connecting`: Initial connection or first reconnect
- `Connecting` → `Connected`: Connection established
- `Connected` → `Reconnecting`: Connection lost, scheduling retry
- `Reconnecting` → `Connecting`: Retry timer fired, attempting connection
- `Connecting` → `Reconnecting`: Connection failed, scheduling next retry

## Testing Strategy

### Exponential Backoff Verification

**Monitor logs for backoff progression:**
```bash
grep 'schedule_reconnect' logfile.txt
```

Expected output:
```
... event=schedule_reconnect details="Unavailable, backoff=2.0s, attempt=1"
... event=schedule_reconnect details="Unavailable, backoff=4.0s, attempt=2"
... event=schedule_reconnect details="Unavailable, backoff=8.0s, attempt=3"
```

**Test scenarios:**
1. Kill server during active session → observe progressive backoff
2. Successful reconnect → verify backoff resets to 2s on next failure
3. Server unavailable for 2+ minutes → verify cap at 32s

### State Resync Logging

**Trigger resync:**
1. Start game and play several rounds
2. Kill client (not server) to lose connection
3. Restart client and reconnect
4. Check logs for `[STATE_RESYNC]` event

**Verify:**
- Round number matches current game state
- Action count is non-zero and reasonable
- Faction count matches game setup

### Connection Status UI

**Manual testing:**
1. Add ConnectionStatusUI component to Unity scene
2. Observe status during: connection, gameplay, disconnect, reconnect
3. Verify countdown timer accuracy during backoff
4. Confirm color coding matches connection state

## Success Criteria

-  Exponential backoff applied to all reconnection scenarios
-  Backoff resets to 2s on successful connection
-  State resync events logged with game state details
-  Connection status UI displays current state accurately
-  Retry countdown shows correct time remaining
-  No performance degradation from status polling

## Known Limitations

**Not addressed in this PR:**
-  Server-side state tracking (not needed - protocol already handles this!)
-  Circuit breaker pattern (Priority 3)
-  Server-side metrics (Priority 3)
-  Adaptive parameters (Priority 4)

**State Resync Note:**
The protocol already has full state resync support via `GameUpdate.starting_state`. The server decides when to send a full snapshot (typically after reconnection). This PR only adds logging for observability - no protocol or logic changes were needed.

## Rollback Plan

If issues arise:
1. Revert exponential backoff: Replace `ScheduleReconnect()` calls with `Task.Run(() => Connect())`
2. Remove state resync logging if it impacts performance (unlikely)
3. Disable ConnectionStatusUI component via Unity inspector
4. All changes are backward compatible and independently revertible

## Related Documentation

- Connection Architecture Analysis: `docs/CONNECTION_ARCHITECTURE.md`
- Implementation Plan (Priority 2): PR #4599
- Phase 1 (Diagnostics): PR #4601

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

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

* Fix GameStateView field names for state resync logging

Corrected field names to match actual protobuf definition:
- RoundId → CurrentRoundId
- ActionCount → removed (not present in GameStateView)
- ActiveFactions → Factions
- Added Heroes.Count for additional context

Fixes Unity build error:
CS1061: 'GameStateView' does not contain a definition for 'RoundId'/'ActionCount'/'ActiveFactions'

* Add Unity metadata files for new C# files

Unity auto-generated files:
- Assembly-CSharp.csproj: Updated to include ConnectionStatusUI.cs
- .meta files: Unity asset metadata for ConnectionStatusUI and prisoner notifications

* Integrate ConnectionStatusUI into EagleGameController

Wire up the ConnectionStatusUI component to display connection status in the game UI.

Implementation:
- Added ConnectionStatusUI component to connectionStatusLabel
- Initializes once when PersistentClientConnection is available
- Accesses connection through errorHandler.PersistentClientConnection
- Only initializes once using _connectionStatusUIInitialized flag

The status UI will now automatically display:
- ● Connected (green)
- ● Connecting... (yellow)
- ● Retry in Xs (orange) during backoff
- ● Disconnected (red)

* Use GetComponent instead of AddComponent for ConnectionStatusUI

Changed to use GetComponent to find the existing ConnectionStatusUI component
that was already added in the Unity editor, rather than creating it in code.

This follows proper Unity patterns: configure components in the editor, wire
them up in code.

* Add ConnectionStatusUI support to Shardok canvas

Integrated connection status display into the Shardok battle UI.

Changes to ShardokGameController.cs:
- Added connectionStatusLabel field for TextMeshProUGUI
- Added _connectionStatusUIInitialized flag
- Added SetConnection() method to wire up ConnectionStatusUI component

Changes to EagleGameController.cs:
- Call SetConnection() when activating Shardok canvas
- Passes PersistentClientConnection from errorHandler

Both Eagle and Shardok canvases now display real-time connection status.

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-01 22:02:40 -08:00
e503a8af9d Fix fresh client connection by starting from state after first action (#4605)
When unfilteredCount == 0 (fresh client), start from position 1 instead
of 0 to avoid diffing against the invalid initial state which has
UNKNOWN_PHASE. Send stateAfter(1) as the starting state to the client
and filter results from position 1 onwards.

This replaces the previous fix (#4604) which used an empty GameStateProto
but still caused issues when GameStateViewDiffer tried to diff against it.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-01 19:56:10 -08:00
9c4f46b6ca Refactor PerformUnaffiliatedHeroesAction to batch HERO_CHANGED results (#4602)
Instead of emitting one ActionResult per hero, batch all status changes
into a single HERO_CHANGED ActionResult per round. This significantly
reduces the number of actions in game history.

Changes:
- Add BatchedHeroChanges and HeroProcessingResult helper classes
- Refactor prisonerChanges, residentChanges, travelerChanges, outlawChanges
  to return HeroProcessingResult instead of calling UnaffiliatedHeroesChangedAction
- Remove UnaffiliatedHeroesChangedAction (now unused)
- Add tests for batching behavior, resident→traveler, and traveler→resident transitions

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Co-authored-by: Claude <noreply@anthropic.com>
2025-12-01 19:40:22 -08:00
da453bb353 Fix fresh client connection by using empty state for filtering (#4604)
When unfilteredCountBefore is 0 (fresh client), use an empty GameStateProto
for filtering action results instead of calling stateAfter(0), which returns
an invalid state with UNKNOWN_PHASE.

This allows fresh clients to receive the full history of action results
from an empty starting state, letting the diffs build up the complete
game state.

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

Co-authored-by: Claude <noreply@anthropic.com>
2025-12-01 19:25:02 -08:00
618cd18f44 Phase 1: Add connection diagnostics and improve NAT traversal (#4601)
Implements Priority 1 (Critical Fixes & Diagnostics) from the connection resilience plan.

## Changes

### Comprehensive Connection Logging (PersistentClientConnection.cs)

Added structured logging to track complete connection lifecycle:

**New metrics tracked:**
- `_lastConnectAttempt`: Timestamp of last connection attempt
- `_lastSuccessfulConnect`: Timestamp of last successful connection
- `_lastDisconnect`: Timestamp of last disconnection
- `_lastDisconnectReason`: StatusCode of last disconnect (if from RpcException)

**New helper methods:**
- `GetTotalShardokGames()`: Counts active Shardok games across all subscribers
- `LogConnectionEvent()`: Structured logging with key-value pairs for easy parsing

**Structured log format:**
```
[CONNECTION] timestamp=YYYY-MM-DD HH:mm:ss.fff event=<event_type> shardok_games=<count> status=<StatusCode> details="<details>" seconds_since_connect=<seconds>
```

**Events logged:**
- `connect_attempt`: When Connect() is called
- `connect_success`: When connection is established and streaming thread started
- `connect_failed`: When connection setup fails with exception type
- `disconnect_explicit`: When Disconnect() is explicitly called
- `disconnect`: When connection drops with StatusCode (Cancelled, Internal, DeadlineExceeded, Unavailable, ObjectDisposed, Unknown)

**Key insights this enables:**
- Correlate disconnections with Shardok gameplay (shardok_games counter)
- Measure connection lifetime (seconds_since_connect)
- Identify disconnect patterns by StatusCode
- Track connection stability over time

### HTTP/2 Keepalive Reduction (EagleConnection.cs)

Reduced HTTP/2 keepalive interval from 45s to 15s for better NAT/firewall traversal.

**Rationale:**
- Typical NAT/firewall timeout: 60-120 seconds
- Previous 45s keepalive was insufficient to prevent timeouts
- 15s keepalive provides 4x safety margin below 60s timeout
- Minimal bandwidth overhead (~4 bytes every 15s)

**Expected impact:**
- Prevents connection drops during idle periods (e.g., thinking during Shardok battles)
- Maintains connection through home routers and ISP NAT devices
- Should significantly reduce ~2-minute disconnection issues

## Testing Strategy

**Logging verification:**
- Monitor ConnectionLogger output for structured [CONNECTION] events
- Verify all event types appear in appropriate scenarios
- Confirm shardok_games counter tracks active battles

**Keepalive verification:**
- Test connection stability during 5+ minute Shardok battles
- Monitor network traffic to confirm 15s PING intervals
- Verify no disconnections during idle periods with remote players

## Success Criteria

- Structured connection logs appear for all lifecycle events
- Shardok game count accurately reflects active battles
- Connection remains stable during 5-minute idle periods
- Disconnect events include clear StatusCode and timing information

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-30 20:01:04 -08:00
429725c4e1 Add comprehensive connection resilience implementation plan (#4599)
Added detailed multi-week implementation plan to CONNECTION_ARCHITECTURE.md with specific code implementations and prioritized roadmap for improving client-server connection reliability.

## Implementation Plan Overview

**Priority 1 (Week 1):** Critical fixes and diagnostics
- Fix Shardok security vulnerability (remove unauthenticated public access)
- Add comprehensive connection logging with structured metrics
- Reduce HTTP/2 keepalive to 15s for NAT traversal

**Priority 2 (Week 2):** State consistency and recovery
- Implement state resync mechanism with sequence numbers
- Add exponential backoff for reconnection attempts
- Create health monitoring UI for connection status visibility

**Priority 3 (Week 3):** Architecture improvements
- Consolidate heartbeat mechanisms (application-level + HTTP/2)
- Add circuit breaker pattern for cascading failure prevention
- Implement server-side metrics and monitoring

**Priority 4 (Week 4+):** Advanced features
- Adaptive keepalive parameters based on network conditions
- WebSocket fallback for environments with HTTP/2 issues
- Client-side prediction for improved UX during disconnections

## Includes
- Specific code implementations in C#, Scala, nginx, Python
- Complete testing strategy (unit, integration, load, manual)
- Success criteria with quantifiable metrics
- Monitoring & observability recommendations
- Security, performance, and rollback considerations

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-30 19:24:06 -08:00
54bdefd75c Add Go admin server for Eagle game management (#4600)
* Add Go admin server for Eagle game management

- Add GetRunningGames and GetGameHistory RPC endpoints to eagle.proto
- Implement admin methods in EagleServiceImpl.scala
- Create Go HTTP admin server at src/main/go/net/eagle0/admin_server/
- Add gRPC dependency to go.mod and MODULE.bazel
- Fix Go proto compilation with gazelle-compatible '# keep' directives:
  - api_go_proto uses go_grpc (not go_grpc_v2) to generate message types
  - common_go_proto uses go_proto and excludes shardok_internal_interface_proto
  - admin_server_lib keeps proto dependency that gazelle doesn't detect

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

* Use hex format for game IDs in admin server

- /games endpoint returns game_id in hex format
- /games/{id}/history expects game ID in hex format

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

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

* Fix hex game ID format and restore full game info

- Use unsigned hex format (uint64 cast) to avoid negative values
- Restore all RunningGameInfo fields: current_round, action_count, players, run_status
- Include full player info: faction_id, faction_name, leader_name, is_human, user_name

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

* Fix hex game ID parsing for large unsigned values

Use ParseUint instead of ParseInt to handle game IDs that exceed
max signed int64 when represented as unsigned hex.

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

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-30 19:19:00 -08:00
98baf7ec66 Organize documentation into docs/ folder (#4598)
Create docs/ folder at repo root and move documentation files:
- CONNECTION_ARCHITECTURE.md (new comprehensive connection docs)
- COMMAND_PROTO_USAGE_ANALYSIS.md
- DEPROTO_PLAN.md
- SCALA3_MODERNIZATION.md
- actions-model-usage-analysis.md
- occupants-optimization-report.md
- scala3-reflection-issues.md

CLAUDE.md remains at root (project instructions for Claude Code).

Connection architecture documentation includes:
- gRPC bidirectional streaming protocol details
- Client-side connection management (PersistentClientConnection)
- Server-side implementation (EagleServiceImpl)
- nginx proxy configuration and timeouts
- Timeout settings across all layers (client, nginx, server)
- Eagle ↔ Shardok communication flow

Critical findings:
- 🔴 SECURITY: Shardok internal interface exposed without auth in nginx config
- Mystery "2-minute timeout" doesn't exist in code (all timeouts are 5-20 minutes)
- No state resync mechanism after connection drops during Shardok
- Inefficient dual-layer heartbeat (HTTP/2 + application level)

Hypotheses for remote player connection issues:
- Most likely: NAT/firewall timeout at player's router/ISP (60-120s)
- HTTP/2 keepalive (45s) may not be frequent enough to keep NAT alive
- Shardok's bursty traffic pattern may appear "idle" at transport layer

Recommendations:
1. Fix Shardok internal interface security vulnerability
2. Add precise connection drop logging with timestamps
3. Reduce HTTP/2 keepalive from 45s to 15s
4. Get network diagnostics from affected remote player
5. Implement state resync mechanism for Shardok

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-30 14:11:51 -08:00
fe4332c107 Fix heartbeat timer not recreating after sending heartbeat (#4597)
The client would fail to detect dead connections because the heartbeat timer was never recreated after sending a heartbeat.

Root cause:
In TimerFired() (lines 666-690), the timer is always disposed when it fires (lines 666-668). If no response has been received for 10-20 seconds, the code sends a heartbeat (line 685) but then returns WITHOUT creating a new timer. This means if the server never responds to the heartbeat (dead connection), the client waits forever because there's no timer to detect the timeout.

The timer only gets recreated when SetUpTimer() is called in HandleStreamingCall after receiving a response (line 482). But if the connection is dead, no response ever comes, so SetUpTimer() is never called again.

Timeline of the bug:
1. No response for 10 seconds → timer fires
2. Code sends heartbeat, disposes timer, returns
3. Timer is gone, no response ever comes
4. Client waits forever, never detects dead connection
5. No automatic reconnection happens

Fix:
Call SetUpTimer() after sending a heartbeat (line 688):
- Creates new 10-second timer after heartbeat is sent
- If still no response after another 10 seconds (20 seconds total), next timer fires
- Detects > 20 seconds since last response, forces reconnection via Connect()

This was more noticeable during Shardok gameplay because dead connections are more disruptive to fast-paced tactical combat.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 19:39:02 -08:00
dfa18cef70 Fix connection reconnection race condition during Shardok gameplay (#4596)
The client wasn't automatically reconnecting when dropped during Shardok gameplay due to a race condition in PersistentClientConnection.

Root causes:
1. Connect() was being called without await from multiple places (exception handlers, timers), dropping the returned Task
2. Multiple concurrent Connect() calls could happen simultaneously, creating conflicting state
3. The old HandleStreamingCall thread would check _currentThreadToken.IsCancellationRequested and return without reconnecting, even though that token gets cancelled during normal reconnection

Fixes:
- Add _isConnecting flag to prevent concurrent connection attempts
- Wrap Connect() body in try/finally to always reset the flag
- Change all Connect() calls to use Task.Run(() => Connect()) to properly handle the async method
- Only check _cancellationToken (not _currentThreadToken) in StatusCode.Cancelled handler
- Move Connect() call outside the lock in TimerFired to prevent blocking

This was more noticeable in Shardok because of more frequent updates and timing-sensitive gameplay.

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

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 19:16:38 -08:00
7845a54b5e Add LLM-generated text notifications for prisoner release, exile, and return (#4595)
Create notification generators for three prisoner management actions that now have LLM-generated narrative text:
- PrisonerReleasedDetailsNotificationGenerator
- PrisonerExiledDetailsNotificationGenerator
- PrisonerReturnedDetailsNotificationGenerator

Each follows the established pattern using StreamingDynamicNotification to display LLM-generated text as it arrives via llmId.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 18:28:41 -08:00
3106fd9a40 Fix MCTS robustness issues with terminal nodes and empty children (#4587)
This commit fixes two related issues in the MCTS implementation:

1. Initial expansion guarantee: Ensures at least one child is expanded
   before entering the time-bounded loop. Previously, if the deadline
   had already passed (e.g., debugger pause, system load), we might
   enter the loop with zero children and crash when selecting the best.

2. Terminal node expansion fix: Changes the order of checks in selection
   and expansion to allow expanding terminal nodes that still have untried
   actions (e.g., final round where we need to pick an action). Previously,
   the isTerminal check would prevent expansion even when actions remained.

Also stubs two broken integration tests that manually constructed incomplete
FlatBuffer game states - proper testing is done in shardok_mcts_ai_basic_test.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 18:27:56 -08:00
19a14174c5 Add LLM-generated text for prisoner release, exile, and return (#4594)
- Add proto messages for PrisonerReleasedMessage, PrisonerExiledMessage,
  PrisonerReturnedMessage in generated_text_request.proto
- Add notification details for the three new prisoner management types
- Create prompt generators for release, exile, and return actions
- Update ManagePrisonersCommand to emit LLM requests and notifications
  for Release, Exile, and Return options (matching Execute behavior)
- Update LlmResolver to handle the new prompt generators

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 18:21:29 -08:00
1f460a2777 Fix outlawed defenders not removed from rulingFactionHeroIds (#4593)
When a defending hero becomes outlawed during battle:
- They were correctly added to newUnaffiliatedHeroes via newOutlaws()
- But they were NOT removed from rulingFactionHeroIds because
  unitReturned() returns false for Outlawed status

This caused the same hero to appear in both rulingFactionHeroIds and
unaffiliatedHeroes, failing RuntimeValidator.scala:206 validation.

Fix: Also remove outlawed heroes from removedRulingPlayerHeroIds and
their battalions from removedBattalionIds.

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

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 08:39:21 -08:00
12244fb1d4 Display streaming LLM text for prisoner executed notifications (#4592)
Update PrisonerExecutedDetailsNotificationGenerator to use StreamingDynamicNotification instead of static DynamicTextNotification, enabling LLM-generated "last words" text to appear as it arrives.

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 08:31:03 -08:00
b87910dcf5 Add LLM-generated text for prisoner execution notifications (#4591)
Implement LLM-generated "last words" for prisoners when they are executed
via ManagePrisonersCommand, following the same pattern as CapturedHeroExecuted.

Changes:
- Add PrisonerExecutedMessage to proto and LlmRequestT enum
- Create PrisonerExecutedPromptGenerator for generating prompts
- Update ManagePrisonersCommand to create LLM request when executing
- Link notification to LLM request via NotificationT.Llm.Id
- Add test verifying LLM request creation and notification linking

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Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 08:18:43 -08:00
214790c5e8 Add profession-specific notification titles (#4590)
* Add profession-specific notification titles

Replace generic 'Profession Gained' with evocative titles per profession:
- Mage: 'Arcane Awakening'
- Necromancer: 'Dark Pact Sealed'
- Engineer: 'Genius Unleashed'
- Paladin: 'Divine Calling'
- Ranger: 'One with the Wild'
- Champion: 'Born for Battle'

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

* Refactor to use static dictionaries instead of switch expressions

Replace switch expressions with static readonly dictionaries for:
- ProfessionNames mapping
- ProfessionTitles mapping

Benefits:
- Single allocation at class initialization
- More maintainable and extensible
- Cleaner code organization

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

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 08:07:42 -08:00
ffd4ff29d3 Clamp fire damage to prevent negative casualties (#4589)
* Clamp fire damage to prevent negative casualties

Extreme negative open-ended percentile rolls (as low as -475) could
produce negative damage values in GetFireDamage, leading to negative
casualties in MutatingInternalTakeDamage.

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

* Add tests for fire damage with extreme negative rolls

Tests verify that GetFireDamage produces non-negative damage values
even with extreme negative open-ended percentile rolls (as low as -475).

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 07:27:10 -08:00
63e0334ef8 Deproto Phase 5: Complete all DeterministicSingleResultAction conversions (#4586)
* Convert EndPleaseRecruitMePhaseAction to ActionResultT

- Add fromProtoState factory to convert proto deferredNotifications
- Use NotificationConverter to convert notifications to Scala model
- Update call site in RoundPhaseAdvancer to use ActionResultProtoConverter

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

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

* Convert EndDefenseDecisionPhaseAction to ActionResultT

- Migrate from DeterministicSingleResultAction to ProtolessSimpleAction
- Add fromProtoState factory method to convert proto GameState to Scala models
- Use ArmyConverter for MovingArmy conversion
- Extract PayingProvinceResolution data class for tribute-paid army tracking
- Update call site in RoundPhaseAdvancer
- Update test to use new API pattern

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

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

* Update DEPROTO_PLAN.md with Phase 5 progress

- Mark 6 DeterministicSingleResultAction conversions as complete
- Update overall progress to ~75% complete
- Document remaining 4 actions to convert:
  - PerformFoodConsumptionPhaseAction
  - PerformHostileArmySetupAction
  - UnaffiliatedHeroesChangedAction
  - NewYearAction

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

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 07:15:22 -08:00
4aae50d72c Add defensive exception for negative casualties in damage calculation (#4588)
Throws ShardokInternalErrorException if MutatingInternalTakeDamage
calculates negative casualties, which would indicate a bug in damage
calculation logic.

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

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-29 06:49:41 -08:00
0bd6e5b5d2 Convert EndFreeForAllBattle*PhaseAction to ActionResultT (#4585)
- Convert EndFreeForAllBattleRequestPhaseAction to case object with ProtolessSimpleAction
- Convert EndFreeForAllBattleResolutionPhaseAction to case object with ProtolessSimpleAction
- Update call sites in RoundPhaseAdvancer to use ActionResultProtoConverter

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

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 15:46:18 -08:00
0560f15d1c Add chance nodes for combat commands (MELEE, ARCHERY, CHARGE, DUEL, REDUCE) (#4583)
Combat commands use OpenEndedPercentile rolls that affect damage dealt.
Without chance nodes, MCTS only sees one possible outcome, which can
lead to suboptimal decisions when roll variance significantly affects
combat results.

Commands now treated as multi-outcome chance nodes:
- MELEE_COMMAND: attacker roll affects damage
- ARCHERY_COMMAND: attacker roll affects damage
- CHARGE_COMMAND: attacker roll affects damage
- CHALLENGE_DUEL_COMMAND: multiple rolls affect duel outcome
- REDUCE_COMMAND: roll affects structure/unit damage

Each uses 5 fixed-seed outcomes (rolls: 10, 30, 50, 70, 90) to sample
the distribution of possible results.

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

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 15:35:31 -08:00
428b91f337 Phase 5: Convert EndBattleRequestPhaseAction and EndBattleResolutionPhaseAction to ActionResultT (#4581)
* Update DEPROTO_PLAN.md: Phase 4 is already complete

Assessment shows ActionResultT infrastructure is 86% complete:
- ActionResultT trait and ActionResultC implementation exist
- ActionResultTApplier exists for gradual migration
- ActionResultProtoConverter is complete
- 51/59 actions already use ActionResultT
- Only ~10 actions still use proto ActionResult

Phase 5 will cover:
- Converting remaining proto actions to ActionResultT
- Converting RoundPhaseAdvancer to use Scala GameState
- Converting action parameters to Scala GameState

Updated effort estimates: ~40% complete (was 10%)

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

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

* Convert EndBattleRequestPhaseAction to ActionResultT

- Convert EndBattleRequestPhaseAction to use ProtolessSimpleAction
- Return ActionResultT instead of proto ActionResult
- Use Scala model types (RoundPhase.FoodConsumption, ChangedProvinceC)
- Add factory method fromProtoState() for call sites using proto GameState
- Update RoundPhaseAdvancer call site to use ActionResultProtoConverter

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

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

* Convert EndBattleResolutionPhaseAction to ActionResultT

- Convert from case class with GameState to case object extending ProtolessSimpleAction
- Update call site in RoundPhaseAdvancer to use ActionResultProtoConverter
- Update test to use Scala model types instead of proto types

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

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 15:33:28 -08:00
d489857692 Include starting_position_index in UnknownUnit view (#4584)
The starting_position_index field was not being included in the
UnitView for hidden/unplaced enemy units, causing GameStateGuesser
to default it to -1. This caused crashes in PlayerSetupCommandFactory
when the AI tried to generate setup commands for attacker units.

starting_position_index is public information (defenders know which
direction attackers will spawn from), so it should always be visible.

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

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 15:30:35 -08:00
93e6771ded Allow clicking Free Heroes panel to select hero for divining (#4582)
Implement AddTargetedHero() in DivineCommandSelector to allow direct
selection of heroes from the Free Heroes panel. When a hero is clicked,
find their index in the divinable heroes list and update the selection.

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

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 14:54:38 -08:00
430b16bc86 Treat END_TURN as chance node in MCTS to handle random effects (#4579)
END_TURN has random effects (fire spread/extinguish, weather changes)
that caused MCTS to sometimes prefer START_FIRE over END_TURN because
the random outcomes created inconsistent scoring.

This change:
- Generalizes BinaryOutcomeInfo to ChanceOutcomeInfo supporting N outcomes
- Adds multiOutcome(int) factory for END_TURN with 5 fixed-seed outcomes
- Updates ShardokAction::requiresChanceNode() to return true for END_TURN
- Adds test verifying AI doesn't prefer START_FIRE when not beneficial

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

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 14:37:18 -08:00
8fb518ccad Fix MCTS chance node evaluation bugs (#4580)
Two bugs in chance node handling:

1. lookaheadScore not updated for binary outcomes: The code only updated
   lookaheadScore when children.size() == 1, which never happened for
   binary outcomes (2 children). Chance nodes kept their initial score
   from the parent state, giving them unfair UCB advantage.

2. Simulation ran on wrong state: When creating a chance node, we returned
   it for simulation. But chance nodes store the parent state, so simulation
   ran on the pre-action state instead of an outcome state. Now we recursively
   expand the first outcome and return that instead.

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

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 14:18:49 -08:00
bfd4fcebbf Add variable beast power with min/max range (#4578)
* Add variable beast power with min/max range

- Split relativePower into minRelativePower and maxRelativePower
- SuppressBeastsCommand now randomly selects power within range
- CommandChoiceHelpers uses average power for AI decisions
- Fix CRLF line endings in TSV download scripts

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

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

* clown variance

* Fix SuppressBeastsCommandTest for min/max relativePower

Update test BeastInfo instances to use minRelativePower and
maxRelativePower instead of the old relativePower field.

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

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

* Use worst-case beast power for AI decision-making

The AI should assume max relativePower when deciding whether to
suppress beasts, to be cautious about high-variance beasts like clowns.

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

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

* Extract relativePower method and add tests

Create a public SuppressBeastsCommand.relativePower method that takes
BeastInfo and FunctionalRandom, returning RandomState[Double]. This
makes the random power calculation reusable and testable.

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

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

* Use cubic distribution for beast relativePower

Change from uniform to cubic distribution (roll^3) so that most
encounters are closer to minRelativePower, while still allowing
rare high-power encounters up to maxRelativePower.

For clowns (5-50 power range):
- Median outcome: ~10.6 (vs 27.5 with uniform)
- 75th percentile: ~24 (vs 38.75 with uniform)

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

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

* Use quartic distribution and P90 for AI decisions

- Change from cubic (roll^3) to quartic (roll^4) distribution for
  even more skew toward minRelativePower
- AI now uses P90 (0.9^4 = 0.6561) instead of worst-case when
  deciding whether to suppress beasts

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

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 13:02:06 -08:00
7c312eb2ef Phase 3: Update GameHistory to return Scala models (#4576)
* Phase 3: Update GameHistory to return Scala models

- GameHistory.stateAfter now returns Scala GameState instead of proto
- GameHistory.sinceDate now accepts Scala Date instead of proto Date
- Updated InMemoryHistory and PersistedHistory implementations
- Updated callers (EngineImpl, UnrequestedTextHandler, HumanPlayerClientConnectionState)
  to convert to proto only at boundaries where needed
- Updated tests to use Scala models for mock expectations

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

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

* Update DEPROTO_PLAN with Phase 3 completion and RoundPhaseAdvancer strategy

- Mark Phase 2 and Phase 3 as complete (PRs #4563 and #4576)
- Update rollout diagram to show progress
- Restructure Phase 5 to prioritize RoundPhaseAdvancer actions
- Add strategic insight about RoundPhaseAdvancer as central orchestrator
- Add Lessons Learned appendix from Phases 2-3

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

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 11:40:04 -08:00
209fab050b Strip CRLF line endings from Google Sheets TSV exports (#4577)
Google Sheets exports TSV files with Windows-style CRLF line endings.
This causes spurious git diffs when the download scripts are run.
Pipe curl output through `tr -d '\r'` to strip carriage returns.

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

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-28 11:38:51 -08:00
0bc0cbc738 Phase 2: Update EngineImpl to use Scala GameState internally (#4563)
* Phase 2: Update EngineImpl to use Scala GameState internally

This is part of the deproto migration plan to limit proto usage to the
edges (network/disk) in the Eagle game engine.

Key changes:
- Engine.currentState now returns Scala GameState instead of proto
- EngineImpl uses Scala GameState internally, converting to/from proto
  at boundaries when calling proto-expecting functions
- Updated AIClient, GameController, and GamesManager to use
  GameStateConverter at boundaries
- Added necessary transitive exports in BUILD files for Scala model types
- Updated GamesManagerTest to use GameStateConverter for test mocks

Known issue: GamesManagerTest has 2 failing test cases due to incomplete
mock hero data (heroes lack factionId). This is a test data issue, not
a code issue - the test mocks need to be updated with proper hero setup.

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

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

* Use Scala GameState directly in tests instead of converting from proto

Update GameControllerTest and GamesManagerTest to create GameState objects
directly using the Scala model types, rather than creating GameStateProto
and converting. This simplifies the tests and removes unnecessary proto
dependencies.

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

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-27 22:54:03 -08:00
48b561a999 Improve ProfessionGained notification wording (#4575)
* Improve ProfessionGained notification wording

Change from 'gained the {profession} profession' to 'became a {profession}'
for more natural and concise text.

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

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

* Fix article grammar for profession names

Add GetArticle() helper to use 'an' for vowel-starting professions
(Engineer) and 'a' for consonant-starting ones.

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

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

---------

Co-authored-by: Claude <noreply@anthropic.com>
2025-11-27 16:56:25 -08:00
517 changed files with 36514 additions and 14617 deletions
+5 -2
View File
@@ -26,8 +26,11 @@ common --host_cxxopt="--std=c++23"
common --javacopt="-Xlint:-options"
# suppress warnings due to https://developer.apple.com/forums/thread/733317
common --linkopt=-Wl
common:macos --linkopt=-Wl,-no_warn_duplicate_libraries
# Use host_linkopt for macOS-specific flags to avoid passing them to Linux cross-compilation
common:macos --host_linkopt=-Wl,-no_warn_duplicate_libraries
# Fix Xcode version caching issue - avoids need for `bazel clean --expunge` after Xcode updates
common:macos --repo_env=DEVELOPER_DIR=/Applications/Xcode.app/Contents/Developer
common --java_language_version=17
common --java_runtime_version=remotejdk_17
+3
View File
@@ -6,4 +6,7 @@
*.bytes filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.ttf filter=lfs diff=lfs merge=lfs -text
# Exclude pre-existing font files that were committed as blobs (not LFS pointers)
src/main/csharp/**/GUI[[:space:]]Pro[[:space:]]Kit*/**/*.ttf !filter !diff !merge
src/main/csharp/**/Modern[[:space:]]UI[[:space:]]Pack/**/*.ttf !filter !diff !merge
*.herodata filter=lfs diff=lfs merge=lfs -text
+66
View File
@@ -0,0 +1,66 @@
name: Build Linux Sysroot
on:
workflow_dispatch:
inputs:
version:
description: 'Sysroot version (e.g., v2, v3)'
required: true
default: 'v2'
type: string
permissions:
contents: read
jobs:
build-sysroot:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Build sysroot
run: ./tools/sysroot/build_sysroot.sh
- name: Upload sysroot artifact
uses: actions/upload-artifact@v4
with:
name: ubuntu-noble-sysroot
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: ${{ secrets.SECRET_KEY }}
run: |
# Upload sysroot tarball to DO Spaces (using eagle0-windows bucket, same as other workflows)
aws s3 cp tools/sysroot/output/ubuntu_noble_amd64_sysroot.tar.xz \
s3://eagle0-windows/sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz \
--endpoint-url https://sfo3.digitaloceanspaces.com \
--acl public-read
# Upload sha256 file
aws s3 cp tools/sysroot/output/ubuntu_noble_amd64_sysroot.sha256 \
s3://eagle0-windows/sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.sha256 \
--endpoint-url https://sfo3.digitaloceanspaces.com \
--acl public-read
echo ""
echo "=== Sysroot uploaded ==="
echo "URL: https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz"
echo "SHA256: $(cat tools/sysroot/output/ubuntu_noble_amd64_sysroot.sha256)"
echo ""
echo "Update MODULE.bazel with:"
echo "sysroot("
echo " name = \"linux_sysroot\","
echo " sha256 = \"$(cat tools/sysroot/output/ubuntu_noble_amd64_sysroot.sha256)\","
echo " urls = [\"https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/${{ inputs.version }}/ubuntu_noble_amd64_sysroot.tar.xz\"],"
echo ")"
+456
View File
@@ -0,0 +1,456 @@
name: Docker Build and Push
on:
push:
branches: [ "main" ]
paths:
- 'src/main/cpp/**'
- 'src/main/go/**'
- 'src/main/scala/**'
- 'src/main/protobuf/**'
- 'src/main/resources/**'
- 'ci/BUILD.bazel'
- 'MODULE.bazel'
- '.github/workflows/docker_build.yml'
workflow_dispatch:
inputs:
push_images:
description: 'Push images to container registry'
required: true
default: 'false'
type: boolean
permissions:
contents: read
jobs:
build-eagle:
runs-on: self-hosted
outputs:
image_tag: ${{ steps.push-eagle.outputs.image_tag }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Build Eagle Docker image
id: build-eagle
run: |
set -ex
bazel build --platforms=//:linux_x86_64 //ci:eagle_server_image
# Save the resolved path before any other bazel command changes bazel-bin symlink
IMAGE_PATH=$(readlink -f bazel-bin/ci/eagle_server_image)
echo "Image path: $IMAGE_PATH"
echo "image_path=$IMAGE_PATH" >> $GITHUB_OUTPUT
- name: Login to DigitalOcean Container Registry
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DO_TOKEN: ${{ secrets.DO_REGISTRY_TOKEN }}
run: |
mkdir -p ~/.docker
AUTH=$(echo -n "${DO_TOKEN}:${DO_TOKEN}" | base64)
echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > ~/.docker/config.json
# Also set for current directory in case Bazel uses different home
mkdir -p .docker
cp ~/.docker/config.json .docker/
- name: Push Eagle image to DO registry
id: push-eagle
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DOCKER_CONFIG: ${{ github.workspace }}/.docker
run: |
set -ex
# Use cross-compiled image path from build step
EAGLE_IMAGE="${{ steps.build-eagle.outputs.image_path }}"
echo "Using Eagle image: $EAGLE_IMAGE"
if [ -z "$EAGLE_IMAGE" ] || [ ! -d "$EAGLE_IMAGE" ]; then
echo "ERROR: Eagle image not found at: $EAGLE_IMAGE"
exit 1
fi
# Debug: show OCI layout contents
echo "=== OCI Layout Contents ==="
cat "$EAGLE_IMAGE/index.json"
echo ""
echo "=== Blobs ==="
ls -la "$EAGLE_IMAGE/blobs/sha256/" | head -20
# Verify OCI layout consistency before pushing
echo "=== Verifying OCI layout consistency ==="
for digest in $(cat "$EAGLE_IMAGE/index.json" | grep -o '"sha256:[^"]*"' | tr -d '"'); do
blob_path="$EAGLE_IMAGE/blobs/${digest/://}"
if [ ! -f "$blob_path" ]; then
echo "ERROR: Blob not found: $blob_path"
exit 1
fi
actual_digest="sha256:$(shasum -a 256 "$blob_path" | cut -d' ' -f1)"
if [ "$digest" != "$actual_digest" ]; then
echo "ERROR: Digest mismatch for $blob_path"
echo " Index says: $digest"
echo " Actual: $actual_digest"
exit 1
fi
echo "✓ Verified: $digest"
done
# Build the push target to get crane in runfiles
bazel build //ci:eagle_server_push
# Use crane directly for push (avoids OCI->Docker digest mismatch)
CRANE="bazel-bin/ci/push_eagle_server_push.sh.runfiles/rules_oci~~oci~oci_crane_darwin_arm64/crane"
echo "Using crane: $CRANE"
# Push with SHA tag
GIT_SHA=$(git rev-parse --short=8 HEAD)
IMAGE_TAG="registry.digitalocean.com/eagle0/eagle-server:${GIT_SHA}"
echo "Pushing eagle image: $IMAGE_TAG"
$CRANE push "$EAGLE_IMAGE" "$IMAGE_TAG"
# Verify push by checking what's in the registry
echo "=== Verifying push ==="
$CRANE manifest "$IMAGE_TAG" | head -50
PUSHED_DIGEST=$($CRANE digest "$IMAGE_TAG")
echo "Registry reports digest: $PUSHED_DIGEST"
# Output the full image tag for deploy step
echo "image_tag=$IMAGE_TAG" >> $GITHUB_OUTPUT
# Also update :latest for convenience (but deploy won't use it)
echo "Copying to :latest tag"
$CRANE copy "$IMAGE_TAG" "registry.digitalocean.com/eagle0/eagle-server:latest"
build-shardok:
runs-on: self-hosted
outputs:
image_tag: ${{ steps.push-shardok.outputs.image_tag }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Build Shardok binary (cross-compile for Linux)
run: |
set -ex
# Step 1: Build JUST the binary with cross-compilation
# We need --extra_toolchains to force the Linux toolchain to be used
# because toolchains_llvm registers with dev_dependency=True
echo "=== Building shardok-server binary for linux-x86_64 ==="
bazel build \
--platforms=//:linux_x86_64 \
--extra_toolchains=@llvm_toolchain_linux//:all \
//src/main/cpp/net/eagle0/shardok:shardok-server
# Step 2: Check the binary directly from bazel-bin
# bazel-bin is a symlink that points to the correct output directory
LINUX_BIN="bazel-bin/src/main/cpp/net/eagle0/shardok/shardok-server"
echo "=== Checking binary at: $LINUX_BIN ==="
if [ ! -f "$LINUX_BIN" ]; then
echo "ERROR: Binary not found at $LINUX_BIN"
exit 1
fi
# Debug: show what bazel-bin points to
echo "bazel-bin symlink target: $(readlink bazel-bin || echo 'not a symlink')"
# Step 3: Verify it's ELF (Linux) not Mach-O (macOS)
echo "=== Verifying binary format ==="
MAGIC=$(head -c 4 "$LINUX_BIN" | xxd -p)
echo "Binary magic bytes: $MAGIC"
if [ "$MAGIC" = "7f454c46" ]; then
echo "SUCCESS: Binary is ELF format (Linux)"
elif [ "$MAGIC" = "cfaeedfe" ] || [ "$MAGIC" = "cffaedfe" ]; then
echo "ERROR: Binary is Mach-O format (macOS) - cross-compilation failed!"
echo ""
echo "Debug info:"
echo "- bazel-bin points to: $(readlink bazel-bin)"
file "$LINUX_BIN" || true
exit 1
else
echo "WARNING: Unknown binary format: $MAGIC"
file "$LINUX_BIN" || true
fi
- name: Build Shardok Docker image
id: build-shardok
run: |
set -ex
# Build the OCI image with cross-compilation flags
bazel build \
--platforms=//:linux_x86_64 \
--extra_toolchains=@llvm_toolchain_linux//:all \
//ci:shardok_server_image
# The image is output to bazel-bin which is a symlink.
# Resolve it now before any other bazel commands change where it points.
IMAGE_PATH=$(readlink -f bazel-bin/ci/shardok_server_image)
echo "Image path: $IMAGE_PATH"
echo "image_path=$IMAGE_PATH" >> $GITHUB_OUTPUT
# Verify the binary inside the tar layer is ELF
echo "=== Verifying binary in image tar ==="
BINARY_TAR="bazel-bin/ci/shardok_binary_layer.tar"
if [ -f "$BINARY_TAR" ]; then
echo "Checking binary in $BINARY_TAR"
# Extract just the first 4 bytes of the binary from the tar
MAGIC=$(tar -xOf "$BINARY_TAR" app/shardok-server 2>/dev/null | head -c 4 | xxd -p)
echo "Binary magic in tar: $MAGIC"
if [ "$MAGIC" = "7f454c46" ]; then
echo "SUCCESS: Binary in tar is ELF format (Linux)"
else
echo "ERROR: Binary in tar is NOT ELF format!"
echo "This means pkg_tar is packaging the wrong binary."
exit 1
fi
else
echo "WARNING: Could not find $BINARY_TAR"
fi
- name: Login to DigitalOcean Container Registry
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DO_TOKEN: ${{ secrets.DO_REGISTRY_TOKEN }}
run: |
mkdir -p ~/.docker
AUTH=$(echo -n "${DO_TOKEN}:${DO_TOKEN}" | base64)
echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > ~/.docker/config.json
# Also set for current directory in case Bazel uses different home
mkdir -p .docker
cp ~/.docker/config.json .docker/
- name: Push Shardok image to DO registry
id: push-shardok
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DOCKER_CONFIG: ${{ github.workspace }}/.docker
run: |
set -ex
# Use cross-compiled image path from build step
CROSS_IMAGE="${{ steps.build-shardok.outputs.image_path }}"
echo "Using cross-compiled image: $CROSS_IMAGE"
if [ -z "$CROSS_IMAGE" ] || [ ! -d "$CROSS_IMAGE" ]; then
echo "ERROR: Cross-compiled image not found at: $CROSS_IMAGE"
exit 1
fi
# Get crane from Eagle push target (which doesn't need cross-compilation)
# This gives us a macOS crane binary we can actually run.
# We can't build shardok_server_push with platform flags because it would
# download a Linux crane that can't run on macOS.
bazel build //ci:eagle_server_push
# Find the Darwin crane binary (may be a symlink)
RUNFILES="bazel-bin/ci/push_eagle_server_push.sh.runfiles"
CRANE=$(find "$RUNFILES" -path "*darwin*" -name crane 2>/dev/null | head -1)
if [ -z "$CRANE" ]; then
# Fallback to any crane
CRANE=$(find "$RUNFILES" -name crane 2>/dev/null | head -1)
fi
if [ -z "$CRANE" ] || [ ! -e "$CRANE" ]; then
echo "ERROR: crane not found. Listing runfiles:"
find "$RUNFILES" -name crane 2>/dev/null || true
exit 1
fi
echo "Using crane: $CRANE"
# Push the cross-compiled image with SHA tag
GIT_SHA=$(git rev-parse --short=8 HEAD)
IMAGE_TAG="registry.digitalocean.com/eagle0/shardok-server:${GIT_SHA}"
echo "Pushing shardok image: $IMAGE_TAG"
$CRANE push "$CROSS_IMAGE" "$IMAGE_TAG"
# Output the full image tag for deploy step
echo "image_tag=$IMAGE_TAG" >> $GITHUB_OUTPUT
# Also update :latest for convenience (but deploy won't use it)
echo "Copying to :latest tag"
$CRANE copy "$IMAGE_TAG" "registry.digitalocean.com/eagle0/shardok-server:latest"
build-admin:
runs-on: self-hosted
outputs:
image_tag: ${{ steps.push-admin.outputs.image_tag }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
with:
lfs: false
- name: Build Admin Server Docker image
id: build-admin
run: |
set -ex
# Build admin server image (Go binary has explicit goos/goarch in BUILD.bazel)
bazel build //ci:admin_server_image
# Save the resolved path before any other bazel command changes bazel-bin symlink
IMAGE_PATH=$(readlink -f bazel-bin/ci/admin_server_image)
echo "Image path: $IMAGE_PATH"
echo "image_path=$IMAGE_PATH" >> $GITHUB_OUTPUT
- name: Login to DigitalOcean Container Registry
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DO_TOKEN: ${{ secrets.DO_REGISTRY_TOKEN }}
run: |
mkdir -p ~/.docker
AUTH=$(echo -n "${DO_TOKEN}:${DO_TOKEN}" | base64)
echo "{\"auths\":{\"registry.digitalocean.com\":{\"auth\":\"${AUTH}\"}}}" > ~/.docker/config.json
mkdir -p .docker
cp ~/.docker/config.json .docker/
- name: Push Admin image to DO registry
id: push-admin
if: github.event_name == 'push' || (github.event_name == 'workflow_dispatch' && github.event.inputs.push_images == 'true')
env:
DOCKER_CONFIG: ${{ github.workspace }}/.docker
run: |
set -ex
ADMIN_IMAGE="${{ steps.build-admin.outputs.image_path }}"
echo "Using Admin image: $ADMIN_IMAGE"
if [ -z "$ADMIN_IMAGE" ] || [ ! -d "$ADMIN_IMAGE" ]; then
echo "ERROR: Admin image not found at: $ADMIN_IMAGE"
exit 1
fi
# Build the push target to get crane in runfiles
bazel build //ci:admin_server_push
# Use crane directly for push
CRANE="bazel-bin/ci/push_admin_server_push.sh.runfiles/rules_oci~~oci~oci_crane_darwin_arm64/crane"
echo "Using crane: $CRANE"
# Push with SHA tag
GIT_SHA=$(git rev-parse --short=8 HEAD)
IMAGE_TAG="registry.digitalocean.com/eagle0/admin-server:${GIT_SHA}"
echo "Pushing admin image: $IMAGE_TAG"
$CRANE push "$ADMIN_IMAGE" "$IMAGE_TAG"
# Output the full image tag for deploy step
echo "image_tag=$IMAGE_TAG" >> $GITHUB_OUTPUT
# Also update :latest for convenience
echo "Copying to :latest tag"
$CRANE copy "$IMAGE_TAG" "registry.digitalocean.com/eagle0/admin-server:latest"
deploy:
runs-on: ubuntu-latest
needs: [build-eagle, build-shardok, build-admin]
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 }}
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 }}
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Copy config files to droplet
uses: appleboy/scp-action@v0.1.7
with:
host: ${{ secrets.DO_DROPLET_IP }}
username: deploy
key: ${{ secrets.DO_SSH_KEY }}
source: "docker-compose.prod.yml,nginx/nginx.conf"
target: "/opt/eagle0"
- name: Deploy to production droplet
uses: appleboy/ssh-action@v1.0.3
with:
host: ${{ secrets.DO_DROPLET_IP }}
username: deploy
key: ${{ secrets.DO_SSH_KEY }}
script_stop: true
envs: EAGLE_IMAGE,SHARDOK_IMAGE,ADMIN_IMAGE,OPENAI_API_KEY,GPT_MODEL_NAME,EAGLE_ENABLE_S3,DO_SPACES_ACCESS_KEY,DO_SPACES_SECRET_KEY
script: |
set -x
cd /opt/eagle0
# Write env vars to .env file for docker-compose
rm -f .env 2>/dev/null || true
cat > .env << EOF
OPENAI_API_KEY=${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:-}
EOF
chmod 600 .env
# Login to registry
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, $ADMIN_IMAGE"
# Use crane to pull images (handles OCI format correctly) then load into Docker
# This avoids digest mismatch from DO registry's OCI->Docker format conversion
echo "Installing crane..."
curl -sL https://github.com/google/go-containerregistry/releases/download/v0.20.2/go-containerregistry_Linux_x86_64.tar.gz | tar xzf - crane
chmod +x crane
# crane uses Docker config for auth
echo "Pulling Eagle image with crane..."
./crane pull "${EAGLE_IMAGE}" eagle.tar || { echo "ERROR: Failed to pull eagle image"; exit 1; }
echo "Loading Eagle image into Docker..."
docker load -i eagle.tar
rm eagle.tar
echo "Pulling Shardok image with crane..."
./crane pull "${SHARDOK_IMAGE}" shardok.tar || { echo "ERROR: Failed to pull shardok image"; exit 1; }
echo "Loading Shardok image into Docker..."
docker load -i shardok.tar
rm shardok.tar
echo "Pulling Admin image with crane..."
./crane pull "${ADMIN_IMAGE}" admin.tar || { echo "ERROR: Failed to pull admin image"; exit 1; }
echo "Loading Admin image into Docker..."
docker load -i admin.tar
rm admin.tar
rm ./crane
# Also pull other compose images
docker pull nginx:alpine || true
docker pull certbot/certbot || true
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
# 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
# Wait for health checks
sleep 10
docker compose -f docker-compose.prod.yml ps
# Verify containers are using correct images
echo "=== Verifying container image tags ==="
docker compose -f docker-compose.prod.yml images
# Cleanup old images
docker image prune -f
+1
View File
@@ -37,3 +37,4 @@ scripts/refresh_name_layers/refresh_name_layers.zip
.metals
api_keys.txt
src/main/csharp/net/eagle0/clients/unity/eagle0/ProjectSettings/Packages/com.unity.dedicated-server/
+2 -1
View File
@@ -32,8 +32,9 @@ repos:
- id: gazelle
name: gazelle
language: system
entry: bazel run //:gazelle
entry: ./scripts/pre-commit-gazelle.sh
files: '(\.go|\.proto|BUILD\.bazel|BUILD|WORKSPACE|WORKSPACE\.bazel|\.bzl)$'
pass_filenames: false
- repo: local
hooks:
- id: update-action-result-types
+9
View File
@@ -3,6 +3,15 @@ load("@io_bazel_rules_go//go:def.bzl", "nogo")
package(default_visibility = ["//visibility:public"])
# Platform for cross-compiling to Linux x86_64
platform(
name = "linux_x86_64",
constraint_values = [
"@platforms//os:linux",
"@platforms//cpu:x86_64",
],
)
gazelle(name = "gazelle")
# gazelle:proto file
+61
View File
@@ -85,6 +85,16 @@ bazel run gazelle # Update Go build files
./scripts/updateActionResultTypes.sh # Update protocol buffer mappings
```
### Pre-Commit Checklist
**MANDATORY: Before running `git commit`, verify:**
1. **If you modified any BUILD.bazel file:** Run `bazel run gazelle` and stage any changes it makes
2. **If you modified C++ or C# files:** Run `clang-format -i` on the modified files
3. **If you modified Scala files:** scalafmt will run automatically via pre-commit hook
The pre-commit hook runs gazelle but only checks if it succeeds - it does NOT verify the BUILD files are in canonical format. The `gazelle_test` will fail if deps are not alphabetically sorted. **Always run gazelle manually after BUILD file changes.**
### Code Formatting
```bash
@@ -206,6 +216,31 @@ to be used for different players or game situations within the same server proce
- Map validation tests ensure game content integrity
- Use `GameSettings_test_utils.cpp` and `ShardokEngineBasedTestData.cpp` for C++ test helpers
### Scala Testing Patterns
**Use `inside()` instead of `asInstanceOf` for type matching in tests:**
Never use `asInstanceOf` in tests. Instead, use ScalaTest's `inside()` pattern for safe type matching:
```scala
// BAD - don't do this
val changedHero = result.changedHeroes.head.asInstanceOf[ChangedHeroC]
changedHero.heroId shouldBe 19
// GOOD - use inside() pattern
import org.scalatest.Inside.inside
inside(result.changedHeroes.head) { case changedHero: ChangedHeroC =>
changedHero.heroId shouldBe 19
changedHero.vigorChange shouldBe StatDelta(17.2)
}
```
The `inside()` pattern:
- Provides better error messages when the type doesn't match
- Is idiomatic ScalaTest
- Works with pattern matching for more complex assertions
## Performance Testing
When making performance-related changes to the AI or engine:
@@ -244,6 +279,32 @@ done
- **Always test performance changes** - what seems like an optimization may sometimes have unexpected overhead or
behavior changes.
## Troubleshooting Scala Build Errors
### MissingType Errors
When you see errors like:
```
dotty.tools.dotc.core.MissingType: Cannot resolve reference to type net.eagle0.eagle.internal.game_state.type.GameState
```
**This is NOT a Scala compiler crash.** This is a missing dependency in BUILD.bazel.
**How to fix:**
1. Identify the missing type from the error message (e.g., `game_state.GameState`)
2. Find the Bazel target that provides this type (e.g., `//src/main/protobuf/net/eagle0/eagle/internal:game_state_scala_proto`)
3. Add it to the `deps` of the failing target
4. If the type appears in a public method signature, also add it to `exports` so downstream targets can see it
**Common pattern:** When adding a method to a class that takes or returns a proto type, the proto dependency often needs to be added to both `deps` AND `exports`.
### Bazel Clean
**NEVER run `bazel clean` without asking first.** It rarely fixes actual issues and wastes significant rebuild time. The issues that seem like they need `bazel clean` are usually:
- Missing imports in Scala code
- Missing dependencies in BUILD.bazel
- Missing exports for types used in public signatures
## Game Content
**Maps:** `.e0mj` files in `/src/main/resources/net/eagle0/shardok/maps/`
+90
View File
@@ -0,0 +1,90 @@
# Deproto Migration Plan
This document tracks the migration from protobuf types to native Scala models inside the Eagle game engine.
## Architectural Decisions
1. **Keep proto for persistence**: Yes - protobuf is used for persisting game state
2. **Keep proto for Shardok communication**: Yes - protobuf is used for Eagle-Shardok gRPC communication
3. **Use Scala views inside the library**: Yes - use native Scala types like `ProvinceView`, `FactionView`, `HeroView`, etc. within the library code
## Migration Pattern
The codebase follows a **Legacy* pattern** for separating proto-dependent and protoless code:
- **Protoless utilities**: `FactionUtils`, `HeroUtils`, `ProvinceUtils`, `ProvinceDistances`, etc.
- **Proto-dependent utilities**: `LegacyFactionUtils`, `LegacyHeroUtils`, `LegacyProvinceUtils`, `LegacyProvinceDistances`, etc.
When migrating a file:
1. Create a `Legacy*` version containing the proto-dependent methods
2. Keep the original file name for protoless methods
3. Update callers to use the appropriate version based on their context
## Migration Status
### Fully Protoless (no proto imports)
**Utilities:**
- [x] `FactionUtils` - has protoless `ownedNeighbors` method
- [x] `ProvinceDistances` - split into protoless + `LegacyProvinceDistances`
- [x] `SwornBrotherChooser` - fully protoless (removed `bestChoiceProto`)
**Command Selectors (all use native GameState):**
- [x] `AllianceOfferCommandSelector`
- [x] `AlmsCommandSelector`
- [x] `AttackCommandChooser`
- [x] `ExpandCommandSelector`
- [x] `HeroGiftCommandSelector`
- [x] `ImproveCommandSelector`
- [x] `OrganizeCommandSelector`
- [x] `RansomOfferHelpers`
- [x] `SeekMoreLeadersCommandChooser` - in AI folder, uses native GameState
- [x] `TruceOfferCommandSelector`
- [x] `TrustForDiplomacy`
**Quest Command Selectors (all protoless):**
- [x] `AllianceQuestCommandChooser`
- [x] `AlmsAcrossRealmQuestCommandChooser`
- [x] `AlmsToProvinceQuestCommandChooser`
- [x] `DismissSpecificVassalCommandChooser`
- [x] `GiveToHeroesAcrossRealmQuestCommandChooser`
- [x] `GiveToHeroesInProvinceQuestCommandChooser`
- [x] `ImproveQuestCommandChooser`
- [x] `QuestCommandChooser`
- [x] `TruceCountQuestCommandChooser`
- [x] `TruceWithFactionQuestCommandChooser`
### Dual (both proto and protoless versions)
- [~] `ProvinceGoldSurplusCalculator` - protoless `provinceGoldSurplus(province: ProvinceT)` + legacy `provinceGoldSurplus(provinceId, gameState)`
- [~] `HeroSelector` - protoless `minimallyFatiguedHeroes` + legacy `minimallyFatiguedHeroesProto`
### Blocked (still uses proto GameState)
- [ ] `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
## Key Files
### Protoless Model Types
- `src/main/scala/net/eagle0/eagle/model/state/game_state/GameState.scala` - native Scala GameState
- `src/main/scala/net/eagle0/eagle/model/state/province/ProvinceView.scala` - province view type
- `src/main/scala/net/eagle0/eagle/model/state/faction/FactionView.scala` - faction view type
- `src/main/scala/net/eagle0/eagle/model/state/hero/HeroView.scala` - hero view type
### Proto Converters
- `src/main/scala/net/eagle0/eagle/model/proto_converters/game_state/` - converts between proto and Scala types
## Notes
- The AI client code (`src/main/scala/net/eagle0/eagle/ai/`) currently uses proto types extensively
- `PerformUnaffiliatedHeroesAction` already uses protoless `GameState`
- Migration should proceed incrementally: utilities first, then higher-level selectors/choosers
+87 -17
View File
@@ -26,56 +26,75 @@ scala_config = use_extension(
"@rules_scala//scala/extensions:config.bzl",
"scala_config",
)
scala_config.settings(scala_version = SCALA_VERSION)
scala_deps = use_extension(
"@rules_scala//scala/extensions:deps.bzl",
"scala_deps",
)
scala_deps.scala()
scala_deps.scalatest()
scala_deps.scala_proto()
#
# Language Support - C++
#
bazel_dep(name = "toolchains_llvm", version = "1.4.0")
bazel_dep(name = "toolchains_llvm", version = "1.6.0")
llvm = use_extension("@toolchains_llvm//toolchain/extensions:llvm.bzl", "llvm")
# Native toolchain (macOS -> macOS, Linux -> Linux)
llvm.toolchain(
name = "llvm_toolchain",
llvm_version = "20.1.2",
)
use_repo(llvm, "llvm_toolchain")
# Cross-compilation toolchain (macOS -> Linux x86_64)
# Uses the same LLVM distribution but with a Linux sysroot
llvm.toolchain(
name = "llvm_toolchain_linux",
llvm_version = "20.1.2",
)
# Linux sysroot for cross-compilation (Chromium's Debian sysroot)
llvm.sysroot(
name = "llvm_toolchain_linux",
label = "@linux_sysroot//sysroot",
targets = ["linux-x86_64"],
)
use_repo(llvm, "llvm_toolchain", "llvm_toolchain_linux")
# Download the Linux sysroot (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")
sysroot(
name = "linux_sysroot",
sha256 = "a06475004fe8003ae7ccb4fe1d5511feb9b27cce4a8826eb1dfd686ed83f3dba",
urls = ["https://eagle0-windows.sfo3.digitaloceanspaces.com/sysroot/v3/ubuntu_noble_amd64_sysroot.tar.xz"],
)
#
# Language Support - Go
#
bazel_dep(name = "rules_go", repo_name = "io_bazel_rules_go", version = "0.56.1")
bazel_dep(name = "gazelle", repo_name = "bazel_gazelle", version = "0.45.0")
bazel_dep(name = "rules_go", version = "0.56.1", repo_name = "io_bazel_rules_go")
bazel_dep(name = "gazelle", version = "0.45.0", repo_name = "bazel_gazelle")
go_sdk = use_extension("@io_bazel_rules_go//go:extensions.bzl", "go_sdk")
go_sdk.download(version = "1.23.3")
go_deps = use_extension("@bazel_gazelle//:extensions.bzl", "go_deps")
go_deps.from_file(go_mod = "//:go.mod")
use_repo(
go_deps,
"com_github_aws_aws_sdk_go_v2",
"com_github_aws_aws_sdk_go_v2_config",
"com_github_aws_aws_sdk_go_v2_credentials",
"com_github_aws_aws_sdk_go_v2_service_s3",
"org_golang_google_grpc",
"org_golang_google_protobuf",
)
@@ -83,15 +102,15 @@ use_repo(
# Platform Support - Apple/iOS
#
bazel_dep(name = "apple_support", repo_name = "build_bazel_apple_support", version = "1.21.1")
bazel_dep(name = "rules_apple", repo_name = "build_bazel_rules_apple", version = "3.16.1")
bazel_dep(name = "rules_swift", repo_name = "build_bazel_rules_swift", version = "2.3.1")
bazel_dep(name = "apple_support", version = "1.21.1", repo_name = "build_bazel_apple_support")
bazel_dep(name = "rules_apple", version = "3.16.1", repo_name = "build_bazel_rules_apple")
bazel_dep(name = "rules_swift", version = "2.3.1", repo_name = "build_bazel_rules_swift")
#
# Protocol Buffers & RPC
#
bazel_dep(name = "protobuf", repo_name = "com_google_protobuf", version = "29.2")
bazel_dep(name = "protobuf", version = "29.2", repo_name = "com_google_protobuf")
bazel_dep(name = "grpc", version = "1.71.0")
bazel_dep(name = "grpc-java", version = "1.71.0")
bazel_dep(name = "flatbuffers", version = "25.2.10")
@@ -102,6 +121,40 @@ bazel_dep(name = "flatbuffers", version = "25.2.10")
bazel_dep(name = "googletest", version = "1.17.0")
#
# Container Images (OCI)
#
bazel_dep(name = "rules_oci", version = "2.2.6")
bazel_dep(name = "aspect_bazel_lib", version = "2.16.0")
oci = use_extension("@rules_oci//oci:extensions.bzl", "oci")
# Base image for Eagle (Java 17)
oci.pull(
name = "eclipse_temurin_17",
digest = "sha256:d286b5352d98777bbf727f54038b04f0145cd9b76ca83f38a67aa111d4303748",
image = "docker.io/library/eclipse-temurin",
platforms = ["linux/amd64"],
)
# Base image for Shardok (Ubuntu 24.04 for C++ runtime)
oci.pull(
name = "ubuntu_24_04",
image = "docker.io/library/ubuntu",
platforms = ["linux/amd64"],
tag = "24.04",
)
# Base image for Admin Server (Alpine for lightweight Go binary)
oci.pull(
name = "alpine_linux",
image = "docker.io/library/alpine",
platforms = ["linux/amd64"],
tag = "3.21",
)
use_repo(oci, "alpine_linux", "alpine_linux_linux_amd64", "eclipse_temurin_17", "eclipse_temurin_17_linux_amd64", "ubuntu_24_04", "ubuntu_24_04_linux_amd64")
#
# Java/Scala Dependencies
#
@@ -109,7 +162,6 @@ bazel_dep(name = "googletest", version = "1.17.0")
bazel_dep(name = "rules_jvm_external", version = "6.3")
maven = use_extension("@rules_jvm_external//:extensions.bzl", "maven")
maven.install(
artifacts = [
# Netty
@@ -160,6 +212,13 @@ maven.install(
# Other
"org.reactivestreams:reactive-streams:1.0.4",
"javax.xml.bind:jaxb-api:2.3.1",
# OkHttp (for SSE with read timeout support, OAuth HTTP calls)
"com.squareup.okhttp3:okhttp:4.12.0",
"com.squareup.okhttp3:okhttp-sse:4.12.0",
# JWT (for OAuth token handling)
"com.nimbusds:nimbus-jose-jwt:9.37.3",
],
duplicate_version_warning = "error",
fail_if_repin_required = True,
@@ -168,7 +227,6 @@ maven.install(
"https://repo1.maven.org/maven2",
],
)
use_repo(maven, "maven", "unpinned_maven")
#
@@ -176,6 +234,7 @@ use_repo(maven, "maven", "unpinned_maven")
#
http_archive = use_repo_rule("@bazel_tools//tools/build_defs/repo:http.bzl", "http_archive")
http_file = use_repo_rule("@bazel_tools//tools/build_defs/repo:http.bzl", "http_file")
# GTL (for parallel_hashmap)
GTL_VERSION = "1.2.0"
@@ -204,6 +263,16 @@ http_archive(
],
)
# Busybox static binary for Docker health checks (provides nc, wget, etc.)
# https://busybox.net/downloads/binaries/
http_file(
name = "busybox_x86_64",
sha256 = "6e123e7f3202a8c1e9b1f94d8941580a25135382b99e8d3e34fb858bba311348",
urls = ["https://busybox.net/downloads/binaries/1.35.0-x86_64-linux-musl/busybox"],
downloaded_file_path = "busybox",
executable = True,
)
#
# Toolchain Registration
#
@@ -216,5 +285,6 @@ register_toolchains(
# Set dev_dependency so we can turn this off for swift MacOS builds
register_toolchains(
"@llvm_toolchain//:all",
"@llvm_toolchain_linux//:all",
dev_dependency = True,
)
+308 -88
View File
@@ -26,7 +26,11 @@
"https://bcr.bazel.build/modules/aspect_bazel_lib/1.38.0/MODULE.bazel": "6307fec451ba9962c1c969eb516ebfe1e46528f7fa92e1c9ac8646bef4cdaa3f",
"https://bcr.bazel.build/modules/aspect_bazel_lib/1.40.3/MODULE.bazel": "668e6bcb4d957fc0e284316dba546b705c8d43c857f87119619ee83c4555b859",
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@@ -225,12 +240,14 @@
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@@ -388,7 +413,7 @@
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"bzlTransitiveDigest": "8jv3p0xDR/oitFeH8y0+Y5xlyrUbfsTRlc9TSwYkwl8=",
"usagesDigest": "iDVoyPxUeADmfK8ssoyG3Ehq1bj6p7A43LpEiE266os=",
"recordedFileInputs": {},
"recordedDirentsInputs": {},
@@ -1265,6 +1290,280 @@
"recordedRepoMappingEntries": []
}
},
"@@rules_oci~//oci:extensions.bzl%oci": {
"general": {
"bzlTransitiveDigest": "FaY+7xb13bB3hmxqwAWaGp3Tf3Q4Nfdlr+F38CP5mcg=",
"usagesDigest": "KXZUVR9ea29hTmhxC4+BG0pTXTijLpsFrDVraHG4OyU=",
"recordedFileInputs": {},
"recordedDirentsInputs": {},
"envVariables": {},
"generatedRepoSpecs": {
"eclipse_temurin_17_linux_amd64": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_pull",
"attributes": {
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/eclipse-temurin",
"identifier": "sha256:d286b5352d98777bbf727f54038b04f0145cd9b76ca83f38a67aa111d4303748",
"platform": "linux/amd64",
"target_name": "eclipse_temurin_17_linux_amd64",
"bazel_tags": []
}
},
"eclipse_temurin_17": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_alias",
"attributes": {
"target_name": "eclipse_temurin_17",
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/eclipse-temurin",
"identifier": "sha256:d286b5352d98777bbf727f54038b04f0145cd9b76ca83f38a67aa111d4303748",
"platforms": {
"@@platforms//cpu:x86_64": "@eclipse_temurin_17_linux_amd64"
},
"bzlmod_repository": "eclipse_temurin_17",
"reproducible": true
}
},
"ubuntu_24_04_linux_amd64": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_pull",
"attributes": {
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/ubuntu",
"identifier": "24.04",
"platform": "linux/amd64",
"target_name": "ubuntu_24_04_linux_amd64",
"bazel_tags": []
}
},
"ubuntu_24_04": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_alias",
"attributes": {
"target_name": "ubuntu_24_04",
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/ubuntu",
"identifier": "24.04",
"platforms": {
"@@platforms//cpu:x86_64": "@ubuntu_24_04_linux_amd64"
},
"bzlmod_repository": "ubuntu_24_04",
"reproducible": true
}
},
"alpine_linux_linux_amd64": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_pull",
"attributes": {
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/alpine",
"identifier": "3.21",
"platform": "linux/amd64",
"target_name": "alpine_linux_linux_amd64",
"bazel_tags": []
}
},
"alpine_linux": {
"bzlFile": "@@rules_oci~//oci/private:pull.bzl",
"ruleClassName": "oci_alias",
"attributes": {
"target_name": "alpine_linux",
"www_authenticate_challenges": {},
"scheme": "https",
"registry": "index.docker.io",
"repository": "library/alpine",
"identifier": "3.21",
"platforms": {
"@@platforms//cpu:x86_64": "@alpine_linux_linux_amd64"
},
"bzlmod_repository": "alpine_linux",
"reproducible": true
}
},
"oci_crane_darwin_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "darwin_amd64",
"crane_version": "v0.18.0"
}
},
"oci_crane_darwin_arm64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "darwin_arm64",
"crane_version": "v0.18.0"
}
},
"oci_crane_linux_arm64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "linux_arm64",
"crane_version": "v0.18.0"
}
},
"oci_crane_linux_armv6": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "linux_armv6",
"crane_version": "v0.18.0"
}
},
"oci_crane_linux_i386": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "linux_i386",
"crane_version": "v0.18.0"
}
},
"oci_crane_linux_s390x": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "linux_s390x",
"crane_version": "v0.18.0"
}
},
"oci_crane_linux_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "linux_amd64",
"crane_version": "v0.18.0"
}
},
"oci_crane_windows_armv6": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "windows_armv6",
"crane_version": "v0.18.0"
}
},
"oci_crane_windows_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "crane_repositories",
"attributes": {
"platform": "windows_amd64",
"crane_version": "v0.18.0"
}
},
"oci_crane_toolchains": {
"bzlFile": "@@rules_oci~//oci/private:toolchains_repo.bzl",
"ruleClassName": "toolchains_repo",
"attributes": {
"toolchain_type": "@rules_oci//oci:crane_toolchain_type",
"toolchain": "@oci_crane_{platform}//:crane_toolchain"
}
},
"oci_regctl_darwin_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "darwin_amd64"
}
},
"oci_regctl_darwin_arm64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "darwin_arm64"
}
},
"oci_regctl_linux_arm64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "linux_arm64"
}
},
"oci_regctl_linux_s390x": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "linux_s390x"
}
},
"oci_regctl_linux_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "linux_amd64"
}
},
"oci_regctl_windows_amd64": {
"bzlFile": "@@rules_oci~//oci:repositories.bzl",
"ruleClassName": "regctl_repositories",
"attributes": {
"platform": "windows_amd64"
}
},
"oci_regctl_toolchains": {
"bzlFile": "@@rules_oci~//oci/private:toolchains_repo.bzl",
"ruleClassName": "toolchains_repo",
"attributes": {
"toolchain_type": "@rules_oci//oci:regctl_toolchain_type",
"toolchain": "@oci_regctl_{platform}//:regctl_toolchain"
}
}
},
"moduleExtensionMetadata": {
"explicitRootModuleDirectDeps": [
"eclipse_temurin_17",
"eclipse_temurin_17_linux_amd64",
"ubuntu_24_04",
"ubuntu_24_04_linux_amd64",
"alpine_linux",
"alpine_linux_linux_amd64"
],
"explicitRootModuleDirectDevDeps": [],
"useAllRepos": "NO",
"reproducible": false
},
"recordedRepoMappingEntries": [
[
"aspect_bazel_lib~",
"bazel_tools",
"bazel_tools"
],
[
"bazel_features~",
"bazel_tools",
"bazel_tools"
],
[
"rules_oci~",
"aspect_bazel_lib",
"aspect_bazel_lib~"
],
[
"rules_oci~",
"bazel_features",
"bazel_features~"
],
[
"rules_oci~",
"bazel_skylib",
"bazel_skylib~"
]
]
}
},
"@@rules_scala~//scala/extensions:config.bzl%scala_config": {
"general": {
"bzlTransitiveDigest": "TdBxhkZTM7VU6teIFS+KoonKU7wmb5BL7leCWWx7yX8=",
@@ -1293,7 +1592,7 @@
},
"@@rules_scala~//scala/extensions:deps.bzl%scala_deps": {
"general": {
"bzlTransitiveDigest": "F2PMm61fmZ/IE+VSw1rigJ71hBDD7k3vqyYR1/GgXeA=",
"bzlTransitiveDigest": "5SDZrXQHW6tI/VEw+La2OPOK4ZWm0LGTxnChXOXBCag=",
"usagesDigest": "kwo8oolISmSSITnit4b4S0vBiUtHlHK0WLDUwScxmOg=",
"recordedFileInputs": {},
"recordedDirentsInputs": {},
@@ -4904,85 +5203,6 @@
]
]
}
},
"@@toolchains_llvm~//toolchain/extensions:llvm.bzl%llvm": {
"general": {
"bzlTransitiveDigest": "afRF0aFOIUrkYl3o040WQ606ep1qciEXzjnAxT3Kek8=",
"usagesDigest": "sYVuhiCAQehFTnGTv0bNtTBR4WorebpWBNxF0mRusyw=",
"recordedFileInputs": {},
"recordedDirentsInputs": {},
"envVariables": {},
"generatedRepoSpecs": {
"llvm_toolchain_llvm": {
"bzlFile": "@@toolchains_llvm~//toolchain:rules.bzl",
"ruleClassName": "llvm",
"attributes": {
"alternative_llvm_sources": [],
"auth_patterns": {},
"distribution": "auto",
"exec_arch": "",
"exec_os": "",
"libclang_rt": {},
"llvm_mirror": "",
"llvm_version": "20.1.2",
"llvm_versions": {},
"netrc": "",
"sha256": {},
"strip_prefix": {},
"urls": {}
}
},
"llvm_toolchain": {
"bzlFile": "@@toolchains_llvm~//toolchain:rules.bzl",
"ruleClassName": "toolchain",
"attributes": {
"absolute_paths": false,
"archive_flags": {},
"compile_flags": {},
"conly_flags": {},
"coverage_compile_flags": {},
"coverage_link_flags": {},
"cxx_builtin_include_directories": {},
"cxx_flags": {},
"cxx_standard": {},
"dbg_compile_flags": {},
"exec_arch": "",
"exec_os": "",
"extra_exec_compatible_with": {},
"extra_target_compatible_with": {},
"link_flags": {},
"link_libs": {},
"llvm_versions": {
"": "20.1.2"
},
"opt_compile_flags": {},
"opt_link_flags": {},
"stdlib": {},
"target_settings": {},
"unfiltered_compile_flags": {},
"toolchain_roots": {},
"sysroot": {}
}
}
},
"recordedRepoMappingEntries": [
[
"toolchains_llvm~",
"bazel_skylib",
"bazel_skylib~"
],
[
"toolchains_llvm~",
"bazel_tools",
"bazel_tools"
],
[
"toolchains_llvm~",
"toolchains_llvm",
"toolchains_llvm~"
]
]
}
}
}
}
+193
View File
@@ -0,0 +1,193 @@
load("@rules_oci//oci:defs.bzl", "oci_image", "oci_load", "oci_push")
load("@rules_pkg//pkg:tar.bzl", "pkg_tar")
#
# Shared utilities layer (busybox for nc, wget, etc.)
#
pkg_tar(
name = "busybox_layer",
srcs = ["@busybox_x86_64//file"],
package_dir = "/usr/local/bin",
remap_paths = {
"file/busybox": "busybox",
},
symlinks = {
"/usr/local/bin/nc": "busybox",
},
)
#
# Eagle Server Docker Image
#
# Build: bazel build //ci:eagle_server_image
# Load: bazel run //ci:eagle_server_load
# Push: bazel run //ci:eagle_server_push
#
# Package the deploy JAR
pkg_tar(
name = "eagle_server_jar_layer",
srcs = ["//src/main/scala/net/eagle0/eagle:eagle_server_deploy.jar"],
package_dir = "/app",
)
# Package the game resources needed at runtime
pkg_tar(
name = "eagle_resources_layer",
srcs = [
"//src/main/resources/net/eagle0/eagle:beasts",
"//src/main/resources/net/eagle0/eagle:game_parameters",
"//src/main/resources/net/eagle0/eagle:headshots",
"//src/main/resources/net/eagle0/eagle:heroes",
"//src/main/resources/net/eagle0/eagle:province_map",
"//src/main/resources/net/eagle0/eagle:settings",
],
package_dir = "/app/resources",
)
oci_image(
name = "eagle_server_image",
base = "@eclipse_temurin_17_linux_amd64",
entrypoint = [
"java",
"-Xmx4g",
"-XX:+UseG1GC",
"-jar",
"/app/eagle_server_deploy.jar",
],
env = {
"JAVA_OPTS": "-Xmx4g -XX:+UseG1GC",
},
exposed_ports = ["40032/tcp"],
tars = [
":busybox_layer",
":eagle_server_jar_layer",
":eagle_resources_layer",
],
workdir = "/app",
)
# Load into Docker locally: bazel run //ci:eagle_server_load
oci_load(
name = "eagle_server_load",
image = ":eagle_server_image",
repo_tags = ["eagle0/eagle-server:latest"],
)
# Push to DigitalOcean Container Registry
# Note: No remote_tags here - DigitalOcean converts OCI to Docker format,
# changing the digest and breaking oci_push's tag-by-digest logic.
# Tagging is handled in the CI workflow using crane copy/tag.
oci_push(
name = "eagle_server_push",
image = ":eagle_server_image",
repository = "registry.digitalocean.com/eagle0/eagle-server",
)
#
# Shardok Server Docker Image
#
# Build: bazel build //ci:shardok_server_image
# Load: bazel run //ci:shardok_server_load
# Push: bazel run //ci:shardok_server_push
#
# Package the Shardok binary
pkg_tar(
name = "shardok_binary_layer",
srcs = ["//src/main/cpp/net/eagle0/shardok:shardok-server"],
package_dir = "/app",
)
# Package the Shardok resources (battalion types, settings)
pkg_tar(
name = "shardok_resources_layer",
srcs = [
"//src/main/resources/net/eagle0/shardok:battalion_types",
"//src/main/resources/net/eagle0/shardok:settings",
],
package_dir = "/app/resources",
)
# Package the converted maps
pkg_tar(
name = "shardok_maps_layer",
srcs = ["//src/main/resources/net/eagle0/shardok/maps"],
package_dir = "/app/resources/maps",
)
oci_image(
name = "shardok_server_image",
base = "@ubuntu_24_04_linux_amd64",
entrypoint = ["/app/shardok-server"],
exposed_ports = [
"40042/tcp",
"40052/tcp",
],
tars = [
":busybox_layer",
":shardok_binary_layer",
":shardok_resources_layer",
":shardok_maps_layer",
],
workdir = "/app",
)
# Load into Docker locally: bazel run //ci:shardok_server_load
oci_load(
name = "shardok_server_load",
image = ":shardok_server_image",
repo_tags = ["eagle0/shardok-server:latest"],
)
# Push to DigitalOcean Container Registry
# Note: No remote_tags here - DigitalOcean converts OCI to Docker format,
# changing the digest and breaking oci_push's tag-by-digest logic.
# Tagging is handled in the CI workflow using crane copy/tag.
oci_push(
name = "shardok_server_push",
image = ":shardok_server_image",
repository = "registry.digitalocean.com/eagle0/shardok-server",
)
#
# Admin Server Docker Image (Go)
#
# Build: bazel build //ci:admin_server_image
# Load: bazel run //ci:admin_server_load
# Push: bazel run //ci:admin_server_push
#
# Package the Go admin binary (explicit Linux x86_64 target)
pkg_tar(
name = "admin_binary_layer",
srcs = ["//src/main/go/net/eagle0/admin_server:admin_server_linux_amd64"],
package_dir = "/app",
)
oci_image(
name = "admin_server_image",
base = "@alpine_linux_linux_amd64",
entrypoint = ["/app/admin_server_linux_amd64"],
exposed_ports = ["8080/tcp"],
tars = [
":busybox_layer",
":admin_binary_layer",
],
workdir = "/app",
)
# Load into Docker locally: bazel run //ci:admin_server_load
oci_load(
name = "admin_server_load",
image = ":admin_server_image",
repo_tags = ["eagle0/admin-server:latest"],
)
# Push to DigitalOcean Container Registry
oci_push(
name = "admin_server_push",
image = ":admin_server_image",
repository = "registry.digitalocean.com/eagle0/admin-server",
)
+1 -2
View File
@@ -1,2 +1 @@
UNITY_VERSION='6000.2.7f2'
UNITY_VERSION='6000.3.0f1'
+118
View File
@@ -0,0 +1,118 @@
# Docker Compose for production deployment
#
# Local testing:
# Build images: bazel run //ci:eagle_server_load && bazel run //ci:shardok_server_load
# Run: docker compose -f docker-compose.prod.yml up
#
# Production deployment:
# Run: docker compose -f docker-compose.prod.yml up -d
services:
eagle:
image: ${EAGLE_IMAGE:-registry.digitalocean.com/eagle0/eagle-server:latest}
container_name: eagle-server
command:
- "--gpt-model-name"
- "${GPT_MODEL_NAME:-gpt-5.1}"
- "--shardok-interface-remote-address"
- "shardok:40042"
ports:
- "40032:40032"
environment:
OPENAI_API_KEY: "${OPENAI_API_KEY:-}"
EAGLE_ENABLE_S3: "${EAGLE_ENABLE_S3:-false}"
DO_SPACES_ENDPOINT: "${DO_SPACES_ENDPOINT:-https://sfo3.digitaloceanspaces.com}"
DO_SPACES_ACCESS_KEY: "${DO_SPACES_ACCESS_KEY:-}"
DO_SPACES_SECRET_KEY: "${DO_SPACES_SECRET_KEY:-}"
volumes:
- ./saves:/app/saves
depends_on:
- shardok
restart: unless-stopped
logging:
driver: "json-file"
options:
max-size: "100m"
max-file: "5"
healthcheck:
test: ["CMD-SHELL", "nc -z localhost 40032 || exit 1"]
interval: 30s
timeout: 10s
retries: 3
start_period: 30s
shardok:
image: ${SHARDOK_IMAGE:-registry.digitalocean.com/eagle0/shardok-server:latest}
container_name: shardok-server
ports:
- "40042:40042"
- "40052:40052"
environment:
SHARDOK_RESOURCES_PATH: "/app/resources"
SHARDOK_MAPS_PATH: "/app/resources/maps"
SHARDOK_EAGLE_INTERFACE_ADDRESS: "0.0.0.0:40042"
restart: unless-stopped
logging:
driver: "json-file"
options:
max-size: "100m"
max-file: "5"
healthcheck:
test: ["CMD-SHELL", "nc -z localhost 40042 || exit 1"]
interval: 30s
timeout: 10s
retries: 3
start_period: 10s
nginx:
image: nginx:alpine
container_name: nginx
ports:
- "443:443"
- "80:80"
volumes:
- ./nginx/nginx.conf:/etc/nginx/nginx.conf:ro
- ./certbot/conf:/etc/letsencrypt:ro
- ./certbot/www:/var/www/certbot:ro
- ./auth:/etc/nginx/auth:ro
depends_on:
- eagle
restart: unless-stopped
logging:
driver: "json-file"
options:
max-size: "50m"
max-file: "3"
admin:
image: ${ADMIN_IMAGE:-registry.digitalocean.com/eagle0/admin-server:latest}
container_name: admin-server
command:
- "--eagle-addr"
- "eagle:40032"
- "--http-port"
- "8080"
ports:
- "8080:8080"
depends_on:
- eagle
restart: unless-stopped
logging:
driver: "json-file"
options:
max-size: "50m"
max-file: "3"
healthcheck:
test: ["CMD-SHELL", "wget -q --spider http://localhost:8080/health || exit 1"]
interval: 30s
timeout: 10s
retries: 3
start_period: 10s
certbot:
image: certbot/certbot
container_name: certbot
volumes:
- ./certbot/conf:/etc/letsencrypt
- ./certbot/www:/var/www/certbot
entrypoint: "/bin/sh -c 'trap exit TERM; while :; do certbot renew; sleep 12h & wait $${!}; done;'"
File diff suppressed because it is too large Load Diff
+366
View File
@@ -0,0 +1,366 @@
# Deproto Migration Plan
## Vision
**Protocol buffers should only be used at the edges** — for network serialization (gRPC) and disk persistence. Inside the Eagle game engine, all logic should operate on native Scala models.
```
┌─────────────────────────────────────────────────────────────────────┐
│ GRPC BOUNDARY │
│ EagleServiceImpl.scala ←→ Proto Messages ←→ Unity Client │
└─────────────────────────────────────────────────────────────────────┘
GameStateConverter
┌─────────────────────────────────────────────────────────────────────┐
│ SCALA ENGINE │
│ │
│ GameStateC ───→ Actions ───→ ActionResultT ───→ New GameStateC │
│ ↑ │ │
│ │ (Pure Scala models) │ │
│ └───────────────────────────────────────────────────┘ │
│ │
│ HeroC, FactionC, ProvinceC, BattalionC, ArmyC, etc. │
└─────────────────────────────────────────────────────────────────────┘
GameStateConverter
┌─────────────────────────────────────────────────────────────────────┐
│ PERSISTENCE BOUNDARY │
│ GameHistory.scala ←→ Proto Messages ←→ File/Database │
└─────────────────────────────────────────────────────────────────────┘
```
---
## Current State
### Completed Phases
| Phase | Status | Summary |
|-------|--------|---------|
| Phase 1: GameStateC | **Complete** | Scala `GameState` model with 22 fields |
| Phase 2: EngineImpl | **Complete** | Holds Scala `GameState` internally |
| Phase 3: GameHistory | **Complete** | `stateAfter` returns Scala GameState |
| Phase 4: ActionResultT | **Complete** | All 59 actions return `ActionResultT` |
| Phase 5: Action Base Classes | **Complete** | All `RandomSequentialResultsAction` and `DeterministicSingleResultAction` converted to T-type base classes |
| Phase 5b: Base Class Cleanup | **Complete** | `RandomSequentialResultsAction` and `DeterministicSingleResultAction` deleted |
| Phase 5c: RoundPhaseAdvancer Actions | **Complete** | All actions called by RoundPhaseAdvancer accept Scala GameState |
| Phase 5d: RoundPhaseAdvancer Itself | **Complete** | RoundPhaseAdvancer.checkForPhaseAdvancement takes Scala GameState |
### Phase 5c/5d Progress (Complete)
`RoundPhaseAdvancer.checkForPhaseAdvancement` now accepts Scala `GameState` and `ActionResultApplier` directly (PR #4677).
| Action | PR | Status |
|--------|-----|--------|
| `PrisonerExchangeAction` | #4670 | ✅ Merged |
| `PerformForcedTurnBackAction` | #4671 | ✅ Merged |
| `PerformHeroDeparturesAction` | #4672 | ✅ Merged |
| `RequestFreeForAllBattlesAction` | #4673 | ✅ Merged |
| `EndPlayerCommandsPhaseAction` | #4674 | ✅ Merged |
| `EndDiplomacyResolutionPhaseAction` | #4675 | ✅ Merged |
| `RoundPhaseAdvancer` itself | #4677 | ✅ Merged |
### EngineImpl Progress
| Change | PR | Status |
|--------|-----|--------|
| `recursiveTransform` deleted | #4677 | ✅ Merged |
| `recursiveTransformT` uses `RandomStateTSequencer` | #4677 | ✅ Merged |
### Current Architecture
**ActionResultT Production (100% Complete):**
- All actions produce `ActionResultT`
- Conversion to `ActionResultProto` happens via `ActionResultProtoConverter.toProto()`
- No direct `ActionResultProto` construction outside the converter
**ActionResultProto Consumption (Next Target):**
- `ActionResultProtoApplierImpl` - applies proto results to proto GameState
- `RoundPhaseAdvancer` - calls converter, passes protos to applier
- `InMemoryHistory` / `PersistedHistory` - stores proto results
- Service layer (`GameController`, `GamesManager`, etc.) - uses proto for client communication
---
## Phase 6: Migrate to ActionResultT Consumers
### Objective
Eliminate internal consumption of `ActionResultProto`. Everything inside the engine should work with `ActionResultT`.
### Current Flow (Proto-Heavy)
```
Action.execute()
→ ActionResultT
→ ActionResultProtoConverter.toProto()
→ ActionResultProto
→ ActionResultProtoApplierImpl.applyActionResults()
→ GameStateProto
→ GameStateConverter.fromProto()
→ GameStateC
```
### Target Flow (T-Types Throughout)
```
Action.execute()
→ ActionResultT
→ ActionResultApplier.applyActionResults()
→ GameStateC
(Proto conversion only at boundaries)
```
### Key Files to Convert
**Tier 1 - Core Applier:****Complete**
```
src/main/scala/net/eagle0/eagle/library/actions/applier/ActionResultApplierImpl.scala
```
`ActionResultApplier` applies `ActionResultT` directly to Scala `GameState`. The legacy `ActionResultTApplierImpl` wraps it and converts to/from proto for callers that still need proto types.
**Tier 2 - RoundPhaseAdvancer:****Complete**
```
src/main/scala/net/eagle0/eagle/library/RoundPhaseAdvancer.scala
```
Now accepts Scala `GameState` and `ActionResultApplier`. Only converts to proto lazily for `AvailableCommandsFactory` calls.
**Tier 3 - Sequencers:**
```
src/main/scala/net/eagle0/eagle/library/actions/impl/common/RandomStateTSequencer.scala
src/main/scala/net/eagle0/eagle/library/actions/impl/common/RandomStateProtoSequencer.scala
```
Modify `RandomStateTSequencer` to thread Scala `GameState` throughout (currently converts to proto internally). Then evaluate whether `RandomStateProtoSequencer` is still needed at all.
**Current State**: `RandomStateTSequencer` accepts Scala `GameState` via its `apply()` method but internally converts to proto. All callback methods (`withRandomActionResult`, `withActionResults`, etc.) pass `GameStateProto` to callers, forcing actions that use the sequencer to work with proto types internally.
**Target State**: Create a fully protoless sequencer where:
1. `lastState` returns Scala `GameState` (not `lastStateProto`)
2. All callback methods pass Scala `GameState` to callers
3. Actions using the sequencer can be fully protoless
**Migration Path**:
1. Add `lastState: GameState` method alongside `lastStateProto` (non-breaking)
2. Add parallel callback methods that pass Scala GameState (e.g., `withScalaActionResult`)
3. Migrate actions one by one to use the new Scala-based callbacks
4. Once all actions migrated, deprecate/remove proto-based callbacks
5. Remove `lastStateProto` once no longer used
**RandomStateSequencer Migration Progress** (PR #4679 introduced protoless `RandomStateSequencer`):
| Action | Status |
|--------|--------|
| `TruceTurnBackPhaseAction` | ✅ Migrated (PR #4680) |
| `EndHandleRiotsPhaseAction` | ✅ Migrated (PR #4684) |
| `PerformVassalCommandsPhaseAction` | ✅ Migrated |
| `PerformVassalDefenseDecisionsAction` | ✅ Migrated |
| `EndVassalCommandsPhaseAction` | ✅ Migrated |
| `PerformReconResolutionAction` | ✅ Migrated |
| `NewRoundAction` | ✅ Migrated (PR #4698) |
| `EndBattleAftermathPhaseAction` | ✅ Migrated (PR #4699) |
| `EndDiplomacyResolutionPhaseAction` | ✅ Migrated |
| `PerformUnaffiliatedHeroesAction` | ✅ Migrated |
| `EngineImpl.recursiveTransformT` | ✅ Migrated (PR #4704) |
| `ProtolessSequentialResultsActionWrapper` | ✅ Migrated (PR #4705) |
| `LegacyRandomStateTSequencer` | ✅ **Deleted** (PR #4705) |
**TCommandFactory Extraction** (PR #4684):
To enable lightweight mocking of command creation in tests, `TCommandFactory` trait was extracted from `CommandFactory`. This allows tests to mock just the `makeTCommand` method without pulling in all 40+ command dependencies that `CommandFactory` requires.
- `TCommandFactory` - lightweight trait with just `makeTCommand`
- `CommandFactory extends TCommandFactory` - maintains backward compatibility
- Actions accepting command factories now use `TCommandFactory` type for better testability
**Tier 4 - History APIs:**
```
src/main/scala/net/eagle0/eagle/service/InMemoryHistory.scala
src/main/scala/net/eagle0/eagle/service/PersistedHistory.scala
```
Change APIs to vend Scala `GameState` and `ActionResultT` instead of proto versions. `PersistedHistory` converts to proto internally for disk persistence; `InMemoryHistory` doesn't need proto at all.
### ActionResultProto Consumer Inventory
| File | Usage | Status |
|------|-------|--------|
| `ActionResultApplierImpl.scala` | Applies ActionResultT to Scala GameState | ✅ **Complete** |
| `ActionResultTApplierImpl.scala` | Legacy wrapper - converts to/from proto | Keep until all callers migrated |
| `RoundPhaseAdvancer.scala` | Uses Scala GameState | ✅ **Complete** |
| `RandomStateSequencer.scala` | Threads Scala GameState | ✅ **Complete** |
| `VigorXPApplier.scala` | Has both proto and Scala methods | Scala method exists, delete proto method when unused |
| `PerformForcedTurnBackAction.scala` | Fully protoless | ✅ **Complete** |
| `ResolveBattleAction.scala` | Heavy proto usage | Blocked by proto dependencies |
| `InMemoryHistory.scala` | Stores proto results | Pending - vend Scala types |
| `PersistedHistory.scala` | Stores proto results | Pending - vend Scala types, convert for disk |
| `GameController.scala` | Uses proto for client communication | Keep proto (gRPC boundary) |
### Remaining Proto Usage in Actions
**Progress: 47 of 52 action files (90%) are fully protoless.**
The following 5 actions still have proto usage:
| 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 |
**Note:** `NewRoundAction` is now fully protoless after converting `ChronicleEventGenerator` to return Scala `ChronicleEvent` types directly.
**Deleted Dead Code:**
- `UnaffiliatedHeroMovedAction` - Was never called; `PerformUnaffiliatedHeroesAction.heroMovedResult` constructs `ActionResultC` directly
- `HeroBackstoryUpdateActionGenerator.fromGameState` - Dead method that converted proto to Scala; only `apply(GameState)` is used
**Note**: `PerformReconResolutionAction` and `EndBattleAftermathPhaseAction` are now fully protoless after:
1. Migrating `FactionT.reconnedProvinces` and `ChangedFactionC.updatedReconnedProvinces` to use Scala `ProvinceView`
2. Adding Scala overload of `ProvinceViewFilter.withdrawnFromProvinceView`
### Estimated Effort (Remaining)
| Component | Lines | Complexity | Blocks |
|-----------|-------|------------|--------|
| `CommandChoiceHelpers` to Scala | ~2000 | High | 4 vassal actions |
| `ResolveBattleAction` refactor | ~500 | High | 1 action (complex) |
| History API updates | ~100 | Low | - |
| **Total Remaining** | **~2600** | | |
**Completed:**
- `ChronicleEventGenerator` converted to return Scala `ChronicleEvent` types directly
### CommandChoiceHelpers Migration Status
Several command selectors have already been converted to use Scala types:
| File | Status | Notes |
|------|--------|-------|
| `AttackCommandChooser.scala` | ✅ **Protoless** | Uses Scala `GameState`, `HeroT`, `ProvinceT` |
| `AlmsCommandSelector.scala` | ✅ **Protoless** | Uses Scala `GameState`, `HeroT`, `ProvinceT` |
| `FoodConsumptionUtils.scala` | ✅ **Protoless** | Uses Scala `GameState`, `ProvinceT`, `RoundPhase` |
| `MarchSuppliesHelpers.scala` | ✅ **Protoless** | Uses `BattalionT` |
| `CombatUnitSelector.scala` | ✅ **Protoless** | Uses `HeroT`, `BattalionT`, `BattalionType` |
| `ExpandCommandSelector.scala` | ✅ **Protoless** | Uses Scala `GameState`, `ProvinceT`, `FactionT` |
| `ImproveCommandSelector.scala` | ✅ **Protoless** | Uses Scala `GameState`, `ProvinceT`, `HeroT` |
| `OrganizeCommandSelector.scala` | ✅ **Protoless** | Uses Scala `GameState`, `BattalionT`, `BattalionType` |
| `RansomOfferHelpers.scala` | ✅ **Protoless** | Uses Scala `GameState`, `FactionT` |
| `CommandChoiceHelpers.scala` | ❌ 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 |
**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
### 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) |
### Validation
- [x] `ActionResultApplier` created and tested
- [x] `RandomStateSequencer` threads Scala GameState throughout
- [x] `RoundPhaseAdvancer` uses T-types internally
- [x] `ProvinceViewFilter` has Scala overload for server-side use (PR #4752)
- [x] `FactionT.reconnedProvinces` and `ChangedFactionC.updatedReconnedProvinces` use Scala `ProvinceView`
- [x] `ProvinceViewFilter.withdrawnFromProvinceView` has Scala overload
- [ ] `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
---
## Phase 7: Clean Up Legacy Utilities
### Objective
Remove remaining direct proto imports from utility classes.
### Files to Modify
| File | Status |
|------|--------|
| `CommandChoiceHelpers.scala` | Accepts proto `GameState`; blocks full deproto of `PerformVassalCommandsPhaseAction` and `PerformVassalDefenseDecisionsAction` |
| `LegacyProvinceUtils.scala` | Replace with `ProvinceUtils.scala` - `hasImminentRiot` added (PR #4683) |
| `LegacyFactionUtils.scala` | Replace proto imports with `FactionT` |
| `LegacyUnaffiliatedHeroUtils.scala` | Replace proto imports with Scala models |
| `BattalionTypeLoader.scala` | Keep proto for file loading, convert immediately after |
| `BeastUtils.scala` | **Complete** - now uses Scala `BeastInfo` only |
### View Filters (Partially Complete)
The view filter utilities now have Scala overloads for server-side use:
| File | Status | Notes |
|------|--------|-------|
| `ProvinceViewFilter.scala` | **Partial** | `filteredProvinceView(ProvinceT, ScalaGameState)` added (PR #4752) |
| `ArmyFilter.scala` | **Partial** | `filterArmy(ScalaArmy, Map[BattalionId, BattalionT], Option[FactionId])` added |
| `BattalionViewFilter.scala` | **Complete** | Uses Scala `BattalionT` throughout |
| `GameStateViewFilter.scala` | Pending | Uses proto types throughout |
| `GameStateViewDiffer.scala` | Pending | Works with view protos |
**Unblocked Actions** (PR #4752):
- `EndBattleAftermathPhaseAction` - can now use `filteredProvinceView(province, scalaGameState)`
- `PerformReconResolutionAction` - can now use Scala overload
- `GameStateFactionExtensions` - can now use `updatedReconnedProvinces` with Scala types
**Remaining Work**:
- Faction-filtered `filteredProvinceView(Province, GameState, FactionId)` still uses proto types
- `withdrawnFromProvinceView` still uses proto types
- These are needed for client-facing views with visibility restrictions
---
## Phase 8: Verify Boundaries
### Objective
Confirm protos are used correctly at boundaries — and ONLY there.
### Expected Proto Usage (Keep)
- `EagleServiceImpl.scala` - gRPC boundary
- `InMemoryHistory.scala` / `PersistedHistory.scala` - Persistence boundary
- `*Converter.scala` - Explicit conversion utilities
- `*Loader.scala` - File loading utilities
### Expected No Proto Usage (Verify)
- `/library/actions/impl/` - Pure Scala models
- `/library/util/` - Pure Scala models (except loaders)
- `/model/state/` - Pure Scala models
---
## Open Questions
1. **Persistence Format**: Currently game state is persisted as proto. Should we keep proto for persistence (good for schema evolution) or switch to a different format?
2. **Shardok Integration**: `ResolveBattleAction` communicates with Shardok. Should the Shardok interface use protos (external service) or Scala models?
3. **View Generation**: `GameStateViewDiffer` works with view protos for client updates. Views need Scala models (`ProvinceViewT`, etc.) to allow actions like `EndBattleAftermathPhaseAction` to be fully protoless. The Scala views would be converted to proto only at the gRPC boundary when sending updates to clients.
---
## Success Criteria
### Code Quality
- [ ] Zero proto imports in `/library/actions/` (except boundaries)
- [ ] Zero proto imports in `/library/` utilities (except loaders)
- [ ] `GameStateT` used throughout engine internals
- [ ] Proto usage limited to: `EagleServiceImpl`, loaders, converters, persistence
### Architecture
- [ ] Clear separation: Scala models (internal) vs Proto (boundaries)
- [ ] Converters as the only bridge between domains
- [ ] No "proto creep" into business logic
+189
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@@ -0,0 +1,189 @@
# Discord + Google OAuth Implementation Plan
## Overview
Replace HTTP Basic Auth with OAuth 2.0 (Discord + Google) for Eagle0. Users authenticate via system browser, receive JWT tokens, and choose their own display names.
## Architecture
```
Unity Client Eagle Server
| |
| 1. Click "Login with Discord/Google" |
| -------------------------------------------------> |
| GetOAuthUrl(provider) -> auth_url + state |
| |
| 2. Open system browser -> OAuth consent |
| 3. User authenticates with provider |
| 4. Redirect to eagle0://auth/callback?code=xxx |
| |
| 5. ExchangeCode(code, state) |
| -------------------------------------------------> |
| Exchange code with provider |
| Fetch user info (id, email, avatar) |
| Create/update user record |
| Issue JWT + refresh token |
| <------------------------------------------------- |
| (jwt, refresh_token, user_info, is_new_user) |
| |
| 6. [If new user] SetDisplayName(name) |
| -------------------------------------------------> |
| |
| 7. Subsequent gRPC calls |
| Authorization: Bearer <jwt> |
| -------------------------------------------------> |
```
## Key Design Decisions
| Decision | Choice | Rationale |
|----------|--------|-----------|
| OAuth flow | System browser + deep link | Secure, supports password managers |
| Code exchange | Eagle server directly | No separate auth service needed |
| JWT signing | RS256 (asymmetric) | Future flexibility for token verification |
| User storage | Protobuf file via Persister | Consistent with existing patterns |
| Token expiry | 7-day access, 30-day refresh | Balance security and gaming UX |
## Implementation Phases
### Phase 1: Proto Definitions & Infrastructure
**New files:**
- `src/main/protobuf/net/eagle0/eagle/api/auth.proto` - Auth API messages
- `src/main/protobuf/net/eagle0/eagle/internal/user.proto` - User storage schema
**Key proto messages:**
```protobuf
// API
GetOAuthUrlRequest/Response // Get OAuth URL to open in browser
ExchangeCodeRequest/Response // Exchange auth code for JWT
SetDisplayNameRequest/Response // Set user's display name
RefreshTokenRequest/Response // Refresh expired access token
// Internal storage
User // user_id, display_name, oauth_identities
UserDatabase // All users + indexes for lookup
```
### Phase 2: Eagle Server Auth Services
**New Scala files:**
- `src/main/scala/net/eagle0/eagle/auth/OAuthConfig.scala` - Discord/Google config from env vars
- `src/main/scala/net/eagle0/eagle/auth/JwtService.scala` - JWT creation/validation (RS256)
- `src/main/scala/net/eagle0/eagle/auth/UserService.scala` - User CRUD, display name validation
- `src/main/scala/net/eagle0/eagle/auth/OAuthService.scala` - OAuth code exchange
- `src/main/scala/net/eagle0/eagle/service/AuthServiceImpl.scala` - gRPC service implementation
**Modify:**
- `src/main/scala/net/eagle0/eagle/service/AuthorizationInterceptor.scala`
- Replace Basic Auth parsing with JWT validation
- Skip auth for public endpoints (GetOAuthUrl, ExchangeCode, RefreshToken)
- `src/main/scala/net/eagle0/eagle/service/AuthorizationUtils.scala`
- Change context keys from `userName` to `userId` + `displayName`
- `src/main/scala/net/eagle0/eagle/service/Main.scala`
- Wire up new auth services and JWT key loading
### Phase 3: Unity Client OAuth Flow
**New C# files:**
- `Assets/Auth/OAuthManager.cs` - OAuth flow + deep link handling
- `Assets/Auth/TokenStorage.cs` - Secure token persistence
- `Assets/Auth/AuthClient.cs` - gRPC client for auth service
**Modify:**
- `Assets/EagleConnection.cs`
- Replace `AuthInterceptor` (Basic Auth) with `JwtAuthInterceptor` (Bearer token)
- `Assets/ConnectionHandler/ConnectionHandler.cs`
- Replace username/password UI with Discord/Google login buttons
- Add display name setup flow for new users
### Phase 4: Platform Configuration
**Deep link registration:**
- iOS: Add `eagle0://` to CFBundleURLSchemes in Info.plist
- Android: Add intent-filter for `eagle0://auth` in AndroidManifest.xml
- Desktop: Register URL scheme (Windows registry / macOS plist)
**OAuth provider setup:**
1. Discord Developer Portal: Create app, add redirect URI `eagle0://auth/callback`
2. Google Cloud Console: Create OAuth client, add redirect URI
**Environment variables (server):**
```
DISCORD_CLIENT_ID
DISCORD_CLIENT_SECRET
GOOGLE_CLIENT_ID
GOOGLE_CLIENT_SECRET
JWT_PRIVATE_KEY_PATH
JWT_PUBLIC_KEY_PATH
```
### Phase 5: Testing
**Unit tests:**
- `JwtServiceSpec.scala` - Token creation/validation
- `UserServiceSpec.scala` - Display name validation, uniqueness
- `OAuthServiceSpec.scala` - OAuth flow with mocked providers
**Integration tests:**
- Full OAuth flow with mock provider
- JWT validation in AuthorizationInterceptor
- gRPC calls with valid/invalid tokens
**Manual testing:**
- [ ] Discord login (Windows, macOS)
- [ ] Google login (Windows, macOS)
- [ ] Deep link callback works
- [ ] Display name validation
- [ ] Session persistence across restarts
- [ ] Token refresh
## Files Summary
### Create
| File | Purpose |
|------|---------|
| `src/main/protobuf/net/eagle0/eagle/api/auth.proto` | Auth API definitions |
| `src/main/protobuf/net/eagle0/eagle/internal/user.proto` | User storage schema |
| `src/main/scala/net/eagle0/eagle/auth/OAuthConfig.scala` | Provider config |
| `src/main/scala/net/eagle0/eagle/auth/JwtService.scala` | JWT handling |
| `src/main/scala/net/eagle0/eagle/auth/UserService.scala` | User management |
| `src/main/scala/net/eagle0/eagle/auth/OAuthService.scala` | OAuth flow |
| `src/main/scala/net/eagle0/eagle/service/AuthServiceImpl.scala` | gRPC service |
| `Assets/Auth/OAuthManager.cs` | Unity OAuth manager |
| `Assets/Auth/TokenStorage.cs` | Token storage |
| `Assets/Auth/AuthClient.cs` | Auth gRPC client |
### Modify
| File | Changes |
|------|---------|
| `AuthorizationInterceptor.scala` | Basic Auth -> JWT validation |
| `AuthorizationUtils.scala` | userName -> userId + displayName |
| `Main.scala` | Wire auth services |
| `EagleConnection.cs` | AuthInterceptor -> JwtAuthInterceptor |
| `ConnectionHandler.cs` | Login UI -> OAuth buttons + display name |
### Delete
- nginx htpasswd configuration (no longer needed)
## Security Considerations
1. **State parameter** - CSRF protection in OAuth flow
2. **PKCE** - Consider adding for mobile (enhancement)
3. **Secure storage** - Use Keychain (iOS) / Keystore (Android) for tokens
4. **Token refresh** - 7-day access tokens with 30-day refresh
5. **Rate limiting** - Limit login attempts per IP
## Dependencies to Add
**Scala (MODULE.bazel):**
- JWT library (e.g., `jwt-scala` or `nimbus-jose-jwt`)
- HTTP client (e.g., `sttp` for OAuth requests)
**Unity:**
- Deep linking is built-in (Unity 2021+)
- No additional packages required
## Rollback Plan
Keep Basic Auth code in a feature branch. Both auth methods can coexist during transition via feature flag if needed.
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@@ -9,6 +9,7 @@ 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
google.golang.org/grpc v1.68.0
google.golang.org/protobuf v1.36.3
)
+2
View File
@@ -40,6 +40,8 @@ github.com/google/go-cmp v0.5.5/go.mod h1:v8dTdLbMG2kIc/vJvl+f65V22dbkXbowE6jgT/
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=
google.golang.org/grpc v1.68.0 h1:aHQeeJbo8zAkAa3pRzrVjZlbz6uSfeOXlJNQM0RAbz0=
google.golang.org/grpc v1.68.0/go.mod h1:fmSPC5AsjSBCK54MyHRx48kpOti1/jRfOlwEWywNjWA=
google.golang.org/protobuf v1.26.0-rc.1 h1:7QnIQpGRHE5RnLKnESfDoxm2dTapTZua5a0kS0A+VXQ=
google.golang.org/protobuf v1.26.0-rc.1/go.mod h1:jlhhOSvTdKEhbULTjvd4ARK9grFBp09yW+WbY/TyQbw=
google.golang.org/protobuf v1.36.3 h1:82DV7MYdb8anAVi3qge1wSnMDrnKK7ebr+I0hHRN1BU=
+154 -12
View File
@@ -1,9 +1,10 @@
{
"__AUTOGENERATED_FILE_DO_NOT_MODIFY_THIS_FILE_MANUALLY": "THERE_IS_NO_DATA_ONLY_ZUUL",
"__INPUT_ARTIFACTS_HASH": 571423113,
"__RESOLVED_ARTIFACTS_HASH": 438039003,
"__INPUT_ARTIFACTS_HASH": -1064460283,
"__RESOLVED_ARTIFACTS_HASH": -1574144850,
"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",
"io.netty:netty-buffer:4.1.110.Final": "io.netty:netty-buffer:4.1.112.Final",
"io.netty:netty-codec-http2:4.1.110.Final": "io.netty:netty-codec-http2:4.1.112.Final",
"io.netty:netty-codec-http:4.1.110.Final": "io.netty:netty-codec-http:4.1.112.Final",
@@ -47,6 +48,12 @@
},
"version": "2.12.7"
},
"com.github.stephenc.jcip:jcip-annotations": {
"shasums": {
"jar": "4fccff8382aafc589962c4edb262f6aa595e34f1e11e61057d1c6a96e8fc7323"
},
"version": "1.0-1"
},
"com.google.android:annotations": {
"shasums": {
"jar": "ba734e1e84c09d615af6a09d33034b4f0442f8772dec120efb376d86a565ae15"
@@ -155,6 +162,24 @@
},
"version": "1.4.2"
},
"com.nimbusds:nimbus-jose-jwt": {
"shasums": {
"jar": "12ae4a3a260095d7aeba2adea7ae396e8b9570db8b7b409e09a824c219cc0444"
},
"version": "9.37.3"
},
"com.squareup.okhttp3:okhttp": {
"shasums": {
"jar": "b1050081b14bb7a3a7e55a4d3ef01b5dcfabc453b4573a4fc019767191d5f4e0"
},
"version": "4.12.0"
},
"com.squareup.okhttp3:okhttp-sse": {
"shasums": {
"jar": "bff4fbcaef7aac2d910d4ff46dafaa4e6d15da127df6bac97216da46943a7d4c"
},
"version": "4.12.0"
},
"com.squareup.okhttp:okhttp": {
"shasums": {
"jar": "88ac9fd1bb51f82bcc664cc1eb9c225c90dc4389d660231b4cc737bebfe7d0aa"
@@ -163,9 +188,15 @@
},
"com.squareup.okio:okio": {
"shasums": {
"jar": "a27f091d34aa452e37227e2cfa85809f29012a8ef2501a9b5a125a978e4fcbc1"
"jar": "8e63292e5c53bb93c4a6b0c213e79f15990fed250c1340f1c343880e1c9c39b5"
},
"version": "2.10.0"
"version": "3.6.0"
},
"com.squareup.okio:okio-jvm": {
"shasums": {
"jar": "67543f0736fc422ae927ed0e504b98bc5e269fda0d3500579337cb713da28412"
},
"version": "3.6.0"
},
"com.thesamet.scalapb:compilerplugin_3": {
"shasums": {
@@ -444,15 +475,27 @@
},
"org.jetbrains.kotlin:kotlin-stdlib": {
"shasums": {
"jar": "b8ab1da5cdc89cb084d41e1f28f20a42bd431538642a5741c52bbfae3fa3e656"
"jar": "55e989c512b80907799f854309f3bc7782c5b3d13932442d0379d5c472711504"
},
"version": "1.4.20"
"version": "1.9.10"
},
"org.jetbrains.kotlin:kotlin-stdlib-common": {
"shasums": {
"jar": "a7112c9b3cefee418286c9c9372f7af992bd1e6e030691d52f60cb36dbec8320"
"jar": "cde3341ba18a2ba262b0b7cf6c55b20c90e8d434e42c9a13e6a3f770db965a88"
},
"version": "1.4.20"
"version": "1.9.10"
},
"org.jetbrains.kotlin:kotlin-stdlib-jdk7": {
"shasums": {
"jar": "ac6361bf9ad1ed382c2103d9712c47cdec166232b4903ed596e8876b0681c9b7"
},
"version": "1.9.10"
},
"org.jetbrains.kotlin:kotlin-stdlib-jdk8": {
"shasums": {
"jar": "a4c74d94d64ce1abe53760fe0389dd941f6fc558d0dab35e47c085a11ec80f28"
},
"version": "1.9.10"
},
"org.jetbrains:annotations": {
"shasums": {
@@ -779,12 +822,26 @@
"org.checkerframework:checker-qual",
"org.ow2.asm:asm"
],
"com.nimbusds:nimbus-jose-jwt": [
"com.github.stephenc.jcip:jcip-annotations"
],
"com.squareup.okhttp3:okhttp": [
"com.squareup.okio:okio",
"org.jetbrains.kotlin:kotlin-stdlib-jdk8"
],
"com.squareup.okhttp3:okhttp-sse": [
"com.squareup.okhttp3:okhttp",
"org.jetbrains.kotlin:kotlin-stdlib-jdk8"
],
"com.squareup.okhttp:okhttp": [
"com.squareup.okio:okio"
],
"com.squareup.okio:okio": [
"org.jetbrains.kotlin:kotlin-stdlib",
"org.jetbrains.kotlin:kotlin-stdlib-common"
"com.squareup.okio:okio-jvm"
],
"com.squareup.okio:okio-jvm": [
"org.jetbrains.kotlin:kotlin-stdlib-common",
"org.jetbrains.kotlin:kotlin-stdlib-jdk8"
],
"com.thesamet.scalapb:compilerplugin_3": [
"com.google.protobuf:protobuf-java",
@@ -992,6 +1049,13 @@
"org.jetbrains.kotlin:kotlin-stdlib-common",
"org.jetbrains:annotations"
],
"org.jetbrains.kotlin:kotlin-stdlib-jdk7": [
"org.jetbrains.kotlin:kotlin-stdlib"
],
"org.jetbrains.kotlin:kotlin-stdlib-jdk8": [
"org.jetbrains.kotlin:kotlin-stdlib",
"org.jetbrains.kotlin:kotlin-stdlib-jdk7"
],
"org.json4s:json4s-ast_3": [
"org.scala-lang:scala3-library_3"
],
@@ -1306,6 +1370,9 @@
"com.fasterxml.jackson.databind.type",
"com.fasterxml.jackson.databind.util"
],
"com.github.stephenc.jcip:jcip-annotations": [
"net.jcip.annotations"
],
"com.google.android:annotations": [
"android.annotation"
],
@@ -1451,6 +1518,61 @@
"com.google.truth:truth": [
"com.google.common.truth"
],
"com.nimbusds:nimbus-jose-jwt": [
"com.nimbusds.jose",
"com.nimbusds.jose.crypto",
"com.nimbusds.jose.crypto.bc",
"com.nimbusds.jose.crypto.factories",
"com.nimbusds.jose.crypto.impl",
"com.nimbusds.jose.crypto.opts",
"com.nimbusds.jose.crypto.utils",
"com.nimbusds.jose.jca",
"com.nimbusds.jose.jwk",
"com.nimbusds.jose.jwk.gen",
"com.nimbusds.jose.jwk.source",
"com.nimbusds.jose.mint",
"com.nimbusds.jose.proc",
"com.nimbusds.jose.produce",
"com.nimbusds.jose.shaded.gson",
"com.nimbusds.jose.shaded.gson.annotations",
"com.nimbusds.jose.shaded.gson.internal",
"com.nimbusds.jose.shaded.gson.internal.bind",
"com.nimbusds.jose.shaded.gson.internal.bind.util",
"com.nimbusds.jose.shaded.gson.internal.reflect",
"com.nimbusds.jose.shaded.gson.internal.sql",
"com.nimbusds.jose.shaded.gson.reflect",
"com.nimbusds.jose.shaded.gson.stream",
"com.nimbusds.jose.util",
"com.nimbusds.jose.util.cache",
"com.nimbusds.jose.util.events",
"com.nimbusds.jose.util.health",
"com.nimbusds.jwt",
"com.nimbusds.jwt.proc",
"com.nimbusds.jwt.util"
],
"com.squareup.okhttp3:okhttp": [
"okhttp3",
"okhttp3.internal",
"okhttp3.internal.authenticator",
"okhttp3.internal.cache",
"okhttp3.internal.cache2",
"okhttp3.internal.concurrent",
"okhttp3.internal.connection",
"okhttp3.internal.http",
"okhttp3.internal.http1",
"okhttp3.internal.http2",
"okhttp3.internal.io",
"okhttp3.internal.platform",
"okhttp3.internal.platform.android",
"okhttp3.internal.proxy",
"okhttp3.internal.publicsuffix",
"okhttp3.internal.tls",
"okhttp3.internal.ws"
],
"com.squareup.okhttp3:okhttp-sse": [
"okhttp3.internal.sse",
"okhttp3.sse"
],
"com.squareup.okhttp:okhttp": [
"com.squareup.okhttp",
"com.squareup.okhttp.internal",
@@ -1459,7 +1581,7 @@
"com.squareup.okhttp.internal.io",
"com.squareup.okhttp.internal.tls"
],
"com.squareup.okio:okio": [
"com.squareup.okio:okio-jvm": [
"okio",
"okio.internal"
],
@@ -1814,6 +1936,7 @@
"kotlin.annotation",
"kotlin.collections",
"kotlin.collections.builders",
"kotlin.collections.jdk8",
"kotlin.collections.unsigned",
"kotlin.comparisons",
"kotlin.concurrent",
@@ -1822,24 +1945,36 @@
"kotlin.coroutines.cancellation",
"kotlin.coroutines.intrinsics",
"kotlin.coroutines.jvm.internal",
"kotlin.enums",
"kotlin.experimental",
"kotlin.internal",
"kotlin.internal.jdk7",
"kotlin.internal.jdk8",
"kotlin.io",
"kotlin.io.encoding",
"kotlin.io.path",
"kotlin.jdk7",
"kotlin.js",
"kotlin.jvm",
"kotlin.jvm.functions",
"kotlin.jvm.internal",
"kotlin.jvm.internal.markers",
"kotlin.jvm.internal.unsafe",
"kotlin.jvm.jdk8",
"kotlin.jvm.optionals",
"kotlin.math",
"kotlin.properties",
"kotlin.random",
"kotlin.random.jdk8",
"kotlin.ranges",
"kotlin.reflect",
"kotlin.sequences",
"kotlin.streams.jdk8",
"kotlin.system",
"kotlin.text",
"kotlin.time"
"kotlin.text.jdk8",
"kotlin.time",
"kotlin.time.jdk8"
],
"org.jetbrains:annotations": [
"org.intellij.lang.annotations",
@@ -2252,6 +2387,7 @@
"com.fasterxml.jackson.core:jackson-annotations",
"com.fasterxml.jackson.core:jackson-core",
"com.fasterxml.jackson.core:jackson-databind",
"com.github.stephenc.jcip:jcip-annotations",
"com.google.android:annotations",
"com.google.api.grpc:proto-google-common-protos",
"com.google.auth:google-auth-library-credentials",
@@ -2270,8 +2406,12 @@
"com.google.protobuf:protobuf-java",
"com.google.re2j:re2j",
"com.google.truth:truth",
"com.nimbusds:nimbus-jose-jwt",
"com.squareup.okhttp3:okhttp",
"com.squareup.okhttp3:okhttp-sse",
"com.squareup.okhttp:okhttp",
"com.squareup.okio:okio",
"com.squareup.okio:okio-jvm",
"com.thesamet.scalapb:compilerplugin_3",
"com.thesamet.scalapb:lenses_3",
"com.thesamet.scalapb:protoc-bridge_2.13",
@@ -2324,6 +2464,8 @@
"org.hamcrest:hamcrest-core",
"org.jetbrains.kotlin:kotlin-stdlib",
"org.jetbrains.kotlin:kotlin-stdlib-common",
"org.jetbrains.kotlin:kotlin-stdlib-jdk7",
"org.jetbrains.kotlin:kotlin-stdlib-jdk8",
"org.jetbrains:annotations",
"org.json4s:json4s-ast_3",
"org.json4s:json4s-core_3",
+100
View File
@@ -0,0 +1,100 @@
events {
worker_connections 1024;
}
http {
# Logging
log_format grpc_json escape=json '{'
'"time":"$time_iso8601",'
'"client":"$remote_addr",'
'"uri":"$uri",'
'"status":$status,'
'"grpc_status":"$sent_http_grpc_status",'
'"request_time":$request_time,'
'"upstream_time":"$upstream_response_time"'
'}';
access_log /var/log/nginx/access.log grpc_json;
error_log /var/log/nginx/error.log warn;
# Rate limiting zone
limit_req_zone $binary_remote_addr zone=grpc_limit:10m rate=100r/s;
# Docker DNS resolver - re-resolve hostnames every 10s
# This prevents stale IP caching when containers restart
resolver 127.0.0.11 valid=10s ipv6=off;
# Upstream for Eagle gRPC server
upstream eagle_grpc {
server eagle:40032;
keepalive 100;
}
# HTTP server for Let's Encrypt challenge and redirect
server {
listen 80;
server_name prod.eagle0.net;
# Let's Encrypt challenge
location /.well-known/acme-challenge/ {
root /var/www/certbot;
}
# Redirect all other HTTP to HTTPS
location / {
return 301 https://$host$request_uri;
}
}
# HTTPS server for gRPC
server {
listen 443 ssl;
http2 on;
server_name prod.eagle0.net;
# SSL certificates (managed by certbot)
ssl_certificate /etc/letsencrypt/live/prod.eagle0.net/fullchain.pem;
ssl_certificate_key /etc/letsencrypt/live/prod.eagle0.net/privkey.pem;
# SSL configuration
ssl_protocols TLSv1.2 TLSv1.3;
ssl_ciphers ECDHE-ECDSA-AES128-GCM-SHA256:ECDHE-RSA-AES128-GCM-SHA256:ECDHE-ECDSA-AES256-GCM-SHA384:ECDHE-RSA-AES256-GCM-SHA384;
ssl_prefer_server_ciphers off;
ssl_session_timeout 1d;
ssl_session_cache shared:SSL:10m;
ssl_session_tickets off;
# gRPC proxy for Eagle service
location /net.eagle0.eagle.api.Eagle {
# Rate limiting
limit_req zone=grpc_limit burst=50 nodelay;
# gRPC proxy
grpc_pass grpc://eagle_grpc;
# Timeouts for long-running streams
grpc_read_timeout 1200s;
grpc_send_timeout 1200s;
grpc_socket_keepalive on;
# Error handling
error_page 502 = /error502grpc;
}
# 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;
}
}
}
+2 -2
View File
@@ -1,7 +1,7 @@
#!/usr/bin/env bash
curl -L "https://docs.google.com/spreadsheets/d/1pv-WMXReccddPwev_YG9IXEGznuGHrYjNNEZ0Rb-ZhM/export?gid=0&format=tsv" > src/main/resources/net/eagle0/shardok/settings.tsv
curl -L "https://docs.google.com/spreadsheets/d/1p6I5nUMcoAPHIcqikVgbBCFVnqN9dpOEVClbS_wOI7M/export?gid=0&format=tsv" > src/main/resources/net/eagle0/eagle/settings.tsv
curl -L "https://docs.google.com/spreadsheets/d/1pv-WMXReccddPwev_YG9IXEGznuGHrYjNNEZ0Rb-ZhM/export?gid=0&format=tsv" | tr -d '\r' > src/main/resources/net/eagle0/shardok/settings.tsv
curl -L "https://docs.google.com/spreadsheets/d/1p6I5nUMcoAPHIcqikVgbBCFVnqN9dpOEVClbS_wOI7M/export?gid=0&format=tsv" | tr -d '\r' > src/main/resources/net/eagle0/eagle/settings.tsv
bazel run //src/main/go/net/eagle0/build/settings_generator:settings_generator -- \
${PWD}/src/main/resources/net/eagle0/eagle/settings.tsv \
+4 -4
View File
@@ -1,11 +1,11 @@
#!/usr/bin/env bash
curl -L "https://docs.google.com/spreadsheets/d/1DHEsiv4cY4gE6AX3sVH82K__mpBD1aznIYCQwQxA_F0/export?gid=0&format=tsv" > /tmp/names.tsv
curl -L "https://docs.google.com/spreadsheets/d/1DHEsiv4cY4gE6AX3sVH82K__mpBD1aznIYCQwQxA_F0/export?gid=0&format=tsv" | tr -d '\r' > /tmp/names.tsv
bazel run //src/main/scala/net/eagle0/util:name_list_checker -- /tmp/names.tsv > src/main/resources/net/eagle0/names.tsv
bazel run //src/main/scala/net/eagle0/util:name_list_json_maker -- /tmp/names.tsv > src/main/resources/net/eagle0/names.json
curl -L "https://docs.google.com/spreadsheets/d/1NhvG73HKyVE36yGpkV2oJiSIXoNqQOYTr5ArLnucYL0/export?gid=0&format=tsv" > src/main/resources/net/eagle0/shardok/battalionTypes.tsv
curl -L "https://docs.google.com/spreadsheets/d/1pNWiyxIks2wJ1v7jRLFD24zrKHG2AfhC-nkWmQKQGN4/export?gid=0&format=tsv" > src/main/resources/net/eagle0/eagle/heroes.tsv
curl -L "https://docs.google.com/spreadsheets/d/1RUguq5eAQprsZwOOqiCc-1dg4Urc_6iJ6awZsFU4MeI/export?gid=0&format=tsv" > src/main/resources/net/eagle0/eagle/beasts.tsv
curl -L "https://docs.google.com/spreadsheets/d/1NhvG73HKyVE36yGpkV2oJiSIXoNqQOYTr5ArLnucYL0/export?gid=0&format=tsv" | tr -d '\r' > src/main/resources/net/eagle0/shardok/battalionTypes.tsv
curl -L "https://docs.google.com/spreadsheets/d/1pNWiyxIks2wJ1v7jRLFD24zrKHG2AfhC-nkWmQKQGN4/export?gid=0&format=tsv" | tr -d '\r' > src/main/resources/net/eagle0/eagle/heroes.tsv
curl -L "https://docs.google.com/spreadsheets/d/1RUguq5eAQprsZwOOqiCc-1dg4Urc_6iJ6awZsFU4MeI/export?gid=0&format=tsv" | tr -d '\r' > src/main/resources/net/eagle0/eagle/beasts.tsv
#curl -L "https://docs.google.com/spreadsheets/d/1Z-60cJ_N1IasvqpVb5awKEkIYznEeR2IZSdli47oW88/export?gid=0&format=tsv" > src/main/resources/net/eagle0/eagle/province_map.tsv
${PWD}/scripts/dlSettings.sh
+473
View File
@@ -0,0 +1,473 @@
#!/bin/bash
#
# generate_changelog.sh
#
# Generates a weekly changelog from merged PRs, uses Claude to create a synopsis,
# and sends an HTML email via Fastmail JMAP API.
#
# Usage: ./scripts/generate_changelog.sh [--dry-run]
#
# Configuration files (in ~/.config/eagle0/):
# fastmail_token - API token (required)
# changelog_recipient - Email addresses, one per line (optional, defaults to sender)
#
# To set up:
# mkdir -p ~/.config/eagle0
# echo 'your-token' > ~/.config/eagle0/fastmail_token
# chmod 600 ~/.config/eagle0/fastmail_token
#
# # Optional: configure recipients (one per line, # for comments)
# cat > ~/.config/eagle0/changelog_recipient << EOF
# alice@example.com
# bob@example.com
# EOF
#
# The script tracks its last run using a git tag 'changelog-last-run'.
# On first run (no tag), it defaults to the previous Friday at 4pm.
set -euo pipefail
# Ensure homebrew binaries are in PATH
export PATH="/opt/homebrew/bin:$PATH"
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
REPO_ROOT="$(cd "$SCRIPT_DIR/.." && pwd)"
TAG_NAME="changelog-last-run"
DRY_RUN=false
FASTMAIL_API="https://api.fastmail.com/jmap/api/"
CONFIG_DIR="$HOME/.config/eagle0"
TOKEN_FILE="$CONFIG_DIR/fastmail_token"
RECIPIENT_FILE="$CONFIG_DIR/changelog_recipient"
# Load API token from file or environment
load_api_token() {
# Environment variable takes precedence
if [[ -n "${FASTMAIL_API_TOKEN:-}" ]]; then
return 0
fi
# Try loading from config file
if [[ -f "$TOKEN_FILE" ]]; then
FASTMAIL_API_TOKEN=$(cat "$TOKEN_FILE" | tr -d '[:space:]')
if [[ -n "$FASTMAIL_API_TOKEN" ]]; then
echo "Loaded API token from $TOKEN_FILE"
export FASTMAIL_API_TOKEN
return 0
fi
fi
return 1
}
# Load recipient emails from config file (one per line)
# Returns JSON array fragment like: {"email": "a@b.com"}, {"email": "c@d.com"}
load_recipients_json() {
local recipients=""
if [[ -f "$RECIPIENT_FILE" ]]; then
while IFS= read -r line || [[ -n "$line" ]]; do
# Skip empty lines and comments
line=$(echo "$line" | tr -d '[:space:]')
[[ -z "$line" || "$line" == \#* ]] && continue
if [[ -n "$recipients" ]]; then
recipients="$recipients, "
fi
recipients="$recipients{\"email\": \"$line\"}"
done < "$RECIPIENT_FILE"
fi
echo "$recipients"
}
# Get human-readable list of recipients
load_recipients_display() {
if [[ -f "$RECIPIENT_FILE" ]]; then
grep -v '^#' "$RECIPIENT_FILE" | grep -v '^[[:space:]]*$' | tr '\n' ', ' | sed 's/, $//'
fi
}
# Parse arguments
while [[ $# -gt 0 ]]; do
case $1 in
--dry-run)
DRY_RUN=true
shift
;;
*)
echo "Unknown option: $1"
echo "Usage: $0 [--dry-run]"
exit 1
;;
esac
done
cd "$REPO_ROOT"
# Get the cutoff date - either from tag or previous Friday 4pm
get_cutoff_date() {
# Try to get the date from the tag
if git rev-parse "$TAG_NAME" >/dev/null 2>&1; then
# Get the commit date of the tagged commit
git log -1 --format="%aI" "$TAG_NAME"
else
# Calculate previous Friday at 4pm
# Get current day of week (1=Monday, 7=Sunday)
local dow=$(date +%u)
local days_since_friday
if [[ $dow -ge 5 ]]; then
# Friday (5), Saturday (6), or Sunday (7)
days_since_friday=$((dow - 5))
else
# Monday (1) through Thursday (4)
days_since_friday=$((dow + 2))
fi
# Get previous Friday at 4pm in ISO format
if [[ "$(uname)" == "Darwin" ]]; then
date -v-"${days_since_friday}d" -v16H -v0M -v0S +"%Y-%m-%dT%H:%M:%S%z"
else
date -d "$days_since_friday days ago 16:00:00" --iso-8601=seconds
fi
fi
}
# Fetch merged PRs since the cutoff date
fetch_merged_prs() {
local since_date="$1"
local output_file="$2"
echo "Fetching PRs merged since: $since_date"
# Use gh to search for merged PRs
gh pr list \
--state merged \
--base main \
--json number,title,body,mergedAt,author \
--jq ".[] | select(.mergedAt >= \"$since_date\")" \
> "$output_file.json"
# Format the output nicely
echo "# Merged PRs since $since_date" > "$output_file"
echo "" >> "$output_file"
# Process each PR
jq -r '
"## PR #\(.number): \(.title)\n" +
"Author: \(.author.login)\n" +
"Merged: \(.mergedAt)\n\n" +
"### Description\n" +
(.body // "(No description)") +
"\n\n---\n"
' "$output_file.json" >> "$output_file"
# Count PRs
local pr_count=$(jq -s 'length' "$output_file.json")
echo "Found $pr_count merged PRs"
rm -f "$output_file.json"
if [[ $pr_count -eq 0 ]]; then
echo "No PRs found since $since_date"
return 1
fi
return 0
}
# Generate synopsis using Claude
generate_synopsis() {
local input_file="$1"
local output_file="$2"
echo "Generating synopsis with Claude..."
# Create a prompt file to avoid shell escaping issues
local prompt_file="/tmp/eagle0_prompt_$$.txt"
# Get repo URL for PR links
local repo_url=$(gh repo view --json url -q '.url')
cat > "$prompt_file" <<PROMPT_HEADER
You are summarizing changes for a weekly engineering update email.
Read the following list of merged PRs and create a concise synopsis grouped by theme/feature/area of the codebase.
Structure:
1. <h1> title (e.g., "Eagle0 Weekly Update")
2. <h2>BLUF</h2> (Bottom Line Up Front) - A short prose paragraph (2-4 sentences) highlighting the 1-3 most important changes this week and what to look for when testing. This should be conversational and help readers quickly understand what matters most.
3. Synopsis sections (<h2> headings with bullet point summaries)
4. <hr> divider
5. <h2>PR Details</h2> with the same groupings, but smaller (<h3> headings) and listing PR links
- Format each PR as: <a href="${repo_url}/pull/NUMBER">#NUMBER</a>: Title
Guidelines for the SYNOPSIS sections:
- Group related changes together under clear headings (use <h2> tags)
- Use bullet points (<ul><li>) for individual changes
- Highlight any significant new features, breaking changes, or important fixes
- Keep the tone professional but accessible
- Don't include PR numbers in the synopsis - focus on what changed and why it matters
IMPORTANT: Output valid HTML that can be used directly in an email body. Do NOT wrap in \`\`\`html code blocks - just output the raw HTML.
Here are the merged PRs:
PROMPT_HEADER
cat "$input_file" >> "$prompt_file"
echo "" >> "$prompt_file"
echo "Generate the synopsis now:" >> "$prompt_file"
# Use Claude CLI to generate the synopsis, wrapped in proper HTML with charset
local raw_output="/tmp/eagle0_raw_$$.html"
cat "$prompt_file" | claude --print > "$raw_output"
# Wrap in HTML document with UTF-8 charset
cat > "$output_file" <<'HTML_HEAD'
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
</head>
<body>
HTML_HEAD
cat "$raw_output" >> "$output_file"
echo "</body></html>" >> "$output_file"
rm -f "$prompt_file" "$raw_output"
echo "Synopsis generated at: $output_file"
}
# Get Fastmail session info (account ID, identity ID, drafts mailbox ID)
get_fastmail_session() {
echo "Fetching Fastmail session info..." >&2
# Get session
local session=$(curl -s \
-H "Authorization: Bearer $FASTMAIL_API_TOKEN" \
"https://api.fastmail.com/jmap/session")
# Extract account ID (first account)
FASTMAIL_ACCOUNT_ID=$(echo "$session" | jq -r '.primaryAccounts["urn:ietf:params:jmap:mail"]')
if [[ -z "$FASTMAIL_ACCOUNT_ID" || "$FASTMAIL_ACCOUNT_ID" == "null" ]]; then
echo "Error: Could not get Fastmail account ID. Check your API token." >&2
return 1
fi
echo "Account ID: $FASTMAIL_ACCOUNT_ID" >&2
# Get identity ID
local identity_response=$(curl -s \
-H "Authorization: Bearer $FASTMAIL_API_TOKEN" \
-H "Content-Type: application/json" \
-X POST \
-d "{
\"using\": [\"urn:ietf:params:jmap:core\", \"urn:ietf:params:jmap:mail\", \"urn:ietf:params:jmap:submission\"],
\"methodCalls\": [
[\"Identity/get\", {\"accountId\": \"$FASTMAIL_ACCOUNT_ID\"}, \"0\"]
]
}" \
"$FASTMAIL_API")
FASTMAIL_IDENTITY_ID=$(echo "$identity_response" | jq -r '.methodResponses[0][1].list[0].id')
FASTMAIL_FROM_EMAIL=$(echo "$identity_response" | jq -r '.methodResponses[0][1].list[0].email')
if [[ -z "$FASTMAIL_IDENTITY_ID" || "$FASTMAIL_IDENTITY_ID" == "null" ]]; then
echo "Error: Could not get Fastmail identity ID." >&2
return 1
fi
echo "Identity ID: $FASTMAIL_IDENTITY_ID (${FASTMAIL_FROM_EMAIL})" >&2
# Get drafts mailbox ID
local mailbox_response=$(curl -s \
-H "Authorization: Bearer $FASTMAIL_API_TOKEN" \
-H "Content-Type: application/json" \
-X POST \
-d "{
\"using\": [\"urn:ietf:params:jmap:core\", \"urn:ietf:params:jmap:mail\"],
\"methodCalls\": [
[\"Mailbox/query\", {\"accountId\": \"$FASTMAIL_ACCOUNT_ID\", \"filter\": {\"role\": \"drafts\"}}, \"0\"]
]
}" \
"$FASTMAIL_API")
FASTMAIL_DRAFTS_ID=$(echo "$mailbox_response" | jq -r '.methodResponses[0][1].ids[0]')
if [[ -z "$FASTMAIL_DRAFTS_ID" || "$FASTMAIL_DRAFTS_ID" == "null" ]]; then
echo "Error: Could not get Fastmail drafts mailbox ID." >&2
return 1
fi
echo "Drafts mailbox ID: $FASTMAIL_DRAFTS_ID" >&2
return 0
}
# Send email via Fastmail JMAP API
send_email_fastmail() {
local synopsis_file="$1"
local recipients_json="$2" # JSON array fragment: {"email": "a@b.com"}, {"email": "c@d.com"}
local subject="Eagle0 Weekly Changelog - $(date +%Y-%m-%d)"
local html_body=$(cat "$synopsis_file" | jq -Rs .)
echo "Sending email via Fastmail JMAP API..."
# Create the email and send it in one request
local response=$(curl -s \
-H "Authorization: Bearer $FASTMAIL_API_TOKEN" \
-H "Content-Type: application/json" \
-X POST \
-d "{
\"using\": [
\"urn:ietf:params:jmap:core\",
\"urn:ietf:params:jmap:mail\",
\"urn:ietf:params:jmap:submission\"
],
\"methodCalls\": [
[\"Email/set\", {
\"accountId\": \"$FASTMAIL_ACCOUNT_ID\",
\"create\": {
\"draft\": {
\"from\": [{\"email\": \"$FASTMAIL_FROM_EMAIL\"}],
\"to\": [$recipients_json],
\"subject\": \"$subject\",
\"mailboxIds\": {\"$FASTMAIL_DRAFTS_ID\": true},
\"keywords\": {\"\$draft\": true},
\"htmlBody\": [{\"partId\": \"body\", \"type\": \"text/html\"}],
\"bodyValues\": {
\"body\": {
\"charset\": \"utf-8\",
\"value\": $html_body
}
}
}
}
}, \"0\"],
[\"EmailSubmission/set\", {
\"accountId\": \"$FASTMAIL_ACCOUNT_ID\",
\"onSuccessDestroyEmail\": [\"#sendIt\"],
\"create\": {
\"sendIt\": {
\"emailId\": \"#draft\",
\"identityId\": \"$FASTMAIL_IDENTITY_ID\"
}
}
}, \"1\"]
]
}" \
"$FASTMAIL_API")
# Check for errors
local error=$(echo "$response" | jq -r '.methodResponses[0][1].notCreated.draft.description // empty')
if [[ -n "$error" ]]; then
echo "Error creating email: $error" >&2
echo "Full response: $response" >&2
return 1
fi
local send_error=$(echo "$response" | jq -r '.methodResponses[1][1].notCreated.sendIt.description // empty')
if [[ -n "$send_error" ]]; then
echo "Error sending email: $send_error" >&2
echo "Full response: $response" >&2
return 1
fi
echo "Email sent successfully"
}
# Update the tag to mark this run
update_tag() {
echo "Updating $TAG_NAME tag..."
# Delete existing tag if present
git tag -d "$TAG_NAME" 2>/dev/null || true
git push origin --delete "$TAG_NAME" 2>/dev/null || true
# Create new tag at HEAD
git tag "$TAG_NAME"
git push origin "$TAG_NAME"
echo "Tag updated to current HEAD"
}
# Main
main() {
echo "=== Eagle0 Weekly Changelog Generator ==="
echo ""
# Load API token (only required for actual send)
if [[ "$DRY_RUN" != "true" ]]; then
if ! load_api_token; then
echo "Error: No Fastmail API token found."
echo ""
echo "To create a token:"
echo "1. Go to Fastmail Settings -> Password & Security -> API tokens"
echo "2. Create a new token with 'Email submission' scope"
echo "3. Save it using one of these methods:"
echo ""
echo " Option A (recommended): Store in config file"
echo " mkdir -p ~/.config/eagle0"
echo " echo 'your-token' > ~/.config/eagle0/fastmail_token"
echo " chmod 600 ~/.config/eagle0/fastmail_token"
echo ""
echo " Option B: Set environment variable"
echo " export FASTMAIL_API_TOKEN='your-token'"
exit 1
fi
fi
# Get cutoff date
local cutoff_date=$(get_cutoff_date)
echo "Cutoff date: $cutoff_date"
# Create temp files
local pr_file="/tmp/eagle0_prs_$(date +%s).md"
local synopsis_file="/tmp/eagle0_synopsis_$(date +%s).html"
# Fetch PRs
if ! fetch_merged_prs "$cutoff_date" "$pr_file"; then
echo "No changes to report. Exiting."
exit 0
fi
echo ""
echo "PR details saved to: $pr_file"
# Generate synopsis
generate_synopsis "$pr_file" "$synopsis_file"
if [[ "$DRY_RUN" == "true" ]]; then
echo ""
echo "=== DRY RUN - Synopsis content ==="
cat "$synopsis_file"
echo ""
echo "=== DRY RUN - Skipping email send and tag update ==="
else
# Get Fastmail session info
if ! get_fastmail_session; then
echo "Failed to get Fastmail session info. Exiting."
exit 1
fi
# Determine recipients (from config file, or default to sender)
local recipients_json=$(load_recipients_json)
if [[ -z "$recipients_json" ]]; then
recipients_json="{\"email\": \"$FASTMAIL_FROM_EMAIL\"}"
echo "No recipients configured, sending to self ($FASTMAIL_FROM_EMAIL)"
else
local recipients_display=$(load_recipients_display)
echo "Sending to: $recipients_display"
fi
# Send email
send_email_fastmail "$synopsis_file" "$recipients_json"
# Update tag for next run
update_tag
fi
echo ""
echo "Done!"
echo "PR details: $pr_file"
echo "Synopsis: $synopsis_file"
}
main
+19
View File
@@ -0,0 +1,19 @@
#!/bin/bash
# Pre-commit hook wrapper for gazelle that fails if files are modified.
# This ensures BUILD files are in canonical format before committing.
set -e
# Run gazelle
bazel run //:gazelle 2>/dev/null
# Check if any BUILD files were modified
if ! git diff --quiet -- '*.bazel' '**/BUILD' 'WORKSPACE*'; then
echo ""
echo "ERROR: gazelle modified BUILD files. Please stage the changes and retry:"
echo ""
git diff --name-only -- '*.bazel' '**/BUILD' 'WORKSPACE*'
echo ""
echo "Run: git add -u && git commit"
exit 1
fi
+149
View File
@@ -0,0 +1,149 @@
#!/bin/bash
#
# Setup script for Eagle0 production droplet
# Run this on a fresh DigitalOcean droplet (Ubuntu 24.04)
#
# Usage: curl -sSL https://raw.githubusercontent.com/nolen777/eagle0/main/scripts/setup_droplet.sh | sudo bash
#
set -euo pipefail
DOMAIN="${DOMAIN:-eagle0.net}"
DEPLOY_USER="${DEPLOY_USER:-deploy}"
APP_DIR="/opt/eagle0"
echo "=== Eagle0 Production Server Setup ==="
echo "Domain: ${DOMAIN}"
echo "Deploy user: ${DEPLOY_USER}"
echo ""
# Check if running as root
if [[ $EUID -ne 0 ]]; then
echo "This script must be run as root (use sudo)"
exit 1
fi
echo "=== Updating system ==="
apt-get update
apt-get upgrade -y
echo "=== Installing Docker ==="
if ! command -v docker &> /dev/null; then
curl -fsSL https://get.docker.com | sh
systemctl enable docker
systemctl start docker
else
echo "Docker already installed"
fi
echo "=== Installing Docker Compose plugin ==="
apt-get install -y docker-compose-plugin
echo "=== Installing additional utilities ==="
apt-get install -y \
curl \
wget \
git \
netcat-openbsd \
jq \
htop \
unattended-upgrades
echo "=== Configuring automatic security updates ==="
cat > /etc/apt/apt.conf.d/20auto-upgrades << 'EOF'
APT::Periodic::Update-Package-Lists "1";
APT::Periodic::Unattended-Upgrade "1";
APT::Periodic::AutocleanInterval "7";
EOF
echo "=== Creating deploy user ==="
if ! id "${DEPLOY_USER}" &>/dev/null; then
useradd -m -s /bin/bash -G docker "${DEPLOY_USER}"
mkdir -p "/home/${DEPLOY_USER}/.ssh"
chmod 700 "/home/${DEPLOY_USER}/.ssh"
chown -R "${DEPLOY_USER}:${DEPLOY_USER}" "/home/${DEPLOY_USER}/.ssh"
echo ""
echo "*** IMPORTANT: Add your SSH public key to /home/${DEPLOY_USER}/.ssh/authorized_keys ***"
echo ""
else
echo "User ${DEPLOY_USER} already exists"
# Ensure user is in docker group
usermod -aG docker "${DEPLOY_USER}"
fi
echo "=== Creating application directory ==="
mkdir -p "${APP_DIR}"/{nginx,certbot/conf,certbot/www,saves}
chown -R "${DEPLOY_USER}:${DEPLOY_USER}" "${APP_DIR}"
echo "=== Configuring Docker registry authentication ==="
echo ""
echo "*** IMPORTANT: Run the following command to authenticate with DigitalOcean Container Registry: ***"
echo " docker login registry.digitalocean.com"
echo ""
echo "=== Creating systemd service ==="
cat > /etc/systemd/system/eagle0.service << EOF
[Unit]
Description=Eagle0 Game Servers
Requires=docker.service
After=docker.service
[Service]
Type=oneshot
RemainAfterExit=yes
WorkingDirectory=${APP_DIR}
ExecStart=/usr/bin/docker compose -f docker-compose.prod.yml up -d
ExecStop=/usr/bin/docker compose -f docker-compose.prod.yml down
User=${DEPLOY_USER}
Group=${DEPLOY_USER}
[Install]
WantedBy=multi-user.target
EOF
systemctl daemon-reload
systemctl enable eagle0
echo "=== Configuring firewall (UFW) ==="
if ! command -v ufw &> /dev/null; then
apt-get install -y ufw
fi
ufw default deny incoming
ufw default allow outgoing
ufw allow ssh
ufw allow 80/tcp
ufw allow 443/tcp
ufw --force enable
echo "=== Setting up log rotation ==="
cat > /etc/logrotate.d/eagle0 << EOF
/var/log/eagle0/*.log {
daily
missingok
rotate 14
compress
delaycompress
notifempty
create 0640 ${DEPLOY_USER} ${DEPLOY_USER}
sharedscripts
}
EOF
mkdir -p /var/log/eagle0
chown "${DEPLOY_USER}:${DEPLOY_USER}" /var/log/eagle0
echo ""
echo "=== Setup Complete ==="
echo ""
echo "Next steps:"
echo "1. Add SSH public key to /home/${DEPLOY_USER}/.ssh/authorized_keys"
echo "2. Copy docker-compose.prod.yml to ${APP_DIR}/"
echo "3. Copy nginx/nginx.conf to ${APP_DIR}/nginx/"
echo "4. Create .env file in ${APP_DIR}/ with OPENAI_API_KEY"
echo "5. Run: docker login registry.digitalocean.com"
echo "6. Get SSL certificate: (see init_ssl.sh)"
echo "7. Start services: systemctl start eagle0"
echo ""
echo "Server IP: $(curl -s ifconfig.me)"
echo ""
@@ -26,6 +26,13 @@ namespace fs = std::filesystem;
static string rLocation;
auto rloc(const string& execPath) -> string {
// First check for environment variable override for Docker deployment
const char* resourcesPath = getenv("SHARDOK_RESOURCES_PATH");
if (resourcesPath != nullptr) {
return ""; // Return empty so StaticShardokFilesDirectory uses env var directly
}
// Fall back to Bazel runfiles for development
string error;
const std::unique_ptr<Runfiles> runfiles(Runfiles::Create(execPath, &error));
@@ -58,10 +65,14 @@ auto FilesystemUtils::FileExistsAtPath(const string& path) -> bool { return fs::
auto FilesystemUtils::StaticEagle0FilesDirectory() -> string { return "/usr/local/share/eagle0/"; }
auto FilesystemUtils::StaticShardokFilesDirectory() -> string {
const char* resourcesPath = getenv("SHARDOK_RESOURCES_PATH");
if (resourcesPath != nullptr) { return string(resourcesPath) + "/"; }
return rLocation + "/src/main/resources/net/eagle0/shardok/";
}
auto FilesystemUtils::MapFilesDirectory() -> string {
const char* mapsPath = getenv("SHARDOK_MAPS_PATH");
if (mapsPath != nullptr) { return string(mapsPath) + "/"; }
return StaticShardokFilesDirectory() + "maps/";
}
@@ -7,6 +7,7 @@
#include <algorithm>
#include <bit>
#include <cstdint>
#include <cstdlib>
#define ITERABLE_BITSET_INDEX_CHECKS false
@@ -9,6 +9,7 @@
#include "MapUtils.hpp"
#include <algorithm>
#include <stdexcept>
static inline std::string StringForKey(
const std::unordered_map<std::string, std::string>& map,
@@ -9,6 +9,7 @@
#ifndef byte_vector_h
#define byte_vector_h
#include <cstdint>
#include <cstring>
#include <fstream>
#include <sstream>
@@ -5,6 +5,7 @@
#include "AbstractMCTSAI.hpp"
#include <algorithm>
#include <chrono>
#include <fstream>
#include <future>
#include <iomanip>
@@ -84,7 +85,7 @@ auto AbstractMCTSAI::Search(
LogSearchResults(rootNode.get(), bestChild, result);
}
// Dump tree if requested
// Dump tree if explicitly requested via config
if (!config_.debugDumpPath.empty()) { DumpTreeToFile(rootNode.get(), config_.debugDumpPath); }
return result;
@@ -129,6 +130,37 @@ auto AbstractMCTSAI::BuildMCTSTree(
// Initialize action counter
root->totalActions = rootActions.size();
// CRITICAL: Do at least one expansion before entering the time-bounded loop.
// This ensures we always have at least one child to return, even if the deadline
// has already passed (e.g., due to debugger pause, system load, etc.)
{
auto* selected = MCTSSelection(root.get());
const bool selectedIsRoot = (selected == root.get());
const size_t childrenBeforeExpansion = root->children.size();
if (selected) {
auto* expanded = MCTSExpansion(selected, engine);
const double reward =
MCTSSimulation(engine, *expanded->gameState, playerId_, expanded->playerFlips);
MCTSBackpropagation(expanded, reward, config_.backpropagationPolicy);
}
// Verify we actually have at least one child after the initial expansion
if (root->children.empty()) {
throw MCTSInternalError(
"MCTS BuildMCTSTree: Initial expansion failed to produce any children. "
"totalActions=" +
std::to_string(root->totalActions) +
", selected=" + (selected ? "non-null" : "null") +
", selectedIsRoot=" + (selectedIsRoot ? "true" : "false") +
", childrenBefore=" + std::to_string(childrenBeforeExpansion) +
", childrenAfter=" + std::to_string(root->children.size()) +
", root->CanExpand()=" + (root->CanExpand() ? "true" : "false") +
", root->nextUntriedActionIndex=" +
std::to_string(root->nextUntriedActionIndex));
}
}
std::atomic<int> iterations{0};
if (config_.useMultithreading && config_.numThreads > 1) {
@@ -205,10 +237,19 @@ auto AbstractMCTSAI::BuildMCTSTree(
auto AbstractMCTSAI::MCTSSelection(MCTSNode* root) const -> MCTSNode* {
MCTSNode* current = root;
while (!current->isTerminal && current->depth < config_.maxTreeDepth) {
while (current->depth < config_.maxTreeDepth) {
// Check expansion FIRST - allows expanding "terminal" nodes that still have
// untried actions (e.g., final round where we need to pick an action)
if (current->CanExpand()) {
return current; // Node has untried actions/outcomes
} else if (!current->children.empty()) {
}
// Only after expansion check: stop if terminal and fully expanded
if (current->isTerminal) {
break; // Terminal and no more actions to try
}
if (!current->children.empty()) {
// Choose child based on node type
if (current->IsChanceNode()) {
// Chance nodes: select outcome proportional to probability
@@ -228,7 +269,9 @@ auto AbstractMCTSAI::MCTSSelection(MCTSNode* root) const -> MCTSNode* {
auto AbstractMCTSAI::MCTSExpansion(MCTSNode* node, const MCTSGameEngine& engine) const
-> MCTSNode* {
if (!node->CanExpand() || node->isTerminal) {
// Only skip if we truly can't expand. Allow expansion even if "terminal" as long as
// there are untried actions (e.g., final round where we need to pick an action).
if (!node->CanExpand()) {
return node; // Nothing to expand
}
@@ -317,8 +360,11 @@ auto AbstractMCTSAI::MCTSExpansion(MCTSNode* node, const MCTSGameEngine& engine)
// Normalize by total probability of expanded outcomes
if (totalProbability > 0.0) {
node->immediateScore = expectedImmediate / totalProbability;
// Also update lookaheadScore if this is a fresh expansion
if (node->children.size() == 1) { node->lookaheadScore = node->immediateScore; }
// CRITICAL: Always update lookaheadScore to the expected value.
// Without this, chance nodes keep their initial lookaheadScore from the parent
// state (before the action), while regular actions use the child state (after).
// This gives chance nodes an unfair initial UCB advantage.
node->lookaheadScore = node->immediateScore;
}
}
@@ -385,8 +431,14 @@ auto AbstractMCTSAI::MCTSExpansion(MCTSNode* node, const MCTSGameEngine& engine)
chanceNode->parent = node;
node->children.push_back(std::move(chanceNode));
// Return the chance node for further expansion
return node->children.back().get();
// CRITICAL: Immediately expand the first outcome and return that instead.
// If we returned the chance node itself, MCTSSimulation would run on the parent state
// (since chance nodes have parent's gameState), which is wrong. We need to simulate
// from an actual outcome state.
//
// Note: This recursion is bounded because outcome children are decision nodes,
// not chance nodes, so the recursion goes exactly one level deep.
return MCTSExpansion(node->children.back().get(), engine);
}
// Regular (non-chance) action: create decision node directly
@@ -16,28 +16,39 @@
namespace shardok {
namespace mcts {
// Information about binary chance outcomes (success/failure)
struct BinaryOutcomeInfo {
double successProbability; // Probability of success (0.0 to 1.0)
// Information about chance outcomes (supports both binary and multi-outcome)
struct ChanceOutcomeInfo {
std::vector<double> probabilities; // Probability of each outcome (must sum to 1.0)
std::vector<double> rolls; // Roll values for each outcome
// Returns extreme roll values that guarantee success/failure against any threshold.
//
// NOTE: These are not truly "representative" rolls - they guarantee outcomes rather
// than simulating typical rolls. Some commands have variance beyond success/failure
// (e.g., BUILD_BRIDGE quality depends on roll margin). This simplification ignores
// that variance. If outcome quality matters for AI decisions, we may need to revisit
// this approach with actual representative rolls based on the command's threshold.
[[nodiscard]] static std::vector<double> getRepresentativeRolls() {
// Factory for binary success/failure outcomes (e.g., START_FIRE)
[[nodiscard]] static ChanceOutcomeInfo binary(double successProbability) {
// -100: triggers open-ended low sequence, succeeds against any threshold
// 150: triggers open-ended high sequence, fails against any threshold
return {-100.0, 150.0};
return {{successProbability, 1.0 - successProbability}, {-100.0, 150.0}};
}
[[nodiscard]] std::vector<double> getProbabilities() const {
return {successProbability, 1.0 - successProbability};
// Factory for multi-outcome with fixed seeds (e.g., END_TURN)
// Uses uniformly distributed roll values to sample different random outcomes
[[nodiscard]] static ChanceOutcomeInfo multiOutcome(int numOutcomes) {
std::vector<double> probs(numOutcomes, 1.0 / numOutcomes);
std::vector<double> rollValues;
rollValues.reserve(numOutcomes);
// Spread rolls across the percentile range: 10, 30, 50, 70, 90 for 5 outcomes
for (int i = 0; i < numOutcomes; ++i) {
rollValues.push_back(10.0 + (80.0 * i) / (numOutcomes - 1));
}
return {probs, rollValues};
}
[[nodiscard]] const std::vector<double>& getRepresentativeRolls() const { return rolls; }
[[nodiscard]] const std::vector<double>& getProbabilities() const { return probabilities; }
};
// Backward compatibility alias
using BinaryOutcomeInfo = ChanceOutcomeInfo;
// Abstract interface for game engines
class MCTSGameEngine {
public:
@@ -65,11 +65,6 @@ private:
const GameStateW& guessedState,
const CommandListSPtr& realAvailableCommands) const -> CommandChoiceResults;
[[nodiscard]] auto ChooseCommandIndex(
const GameSettingsSPtr& settings,
const net::eagle0::shardok::api::GameStateView& gsv,
const CommandListSPtr& realAvailableCommands) const -> CommandChoiceResults;
public:
explicit ShardokAIClient(
PlayerId playerId,
@@ -86,6 +81,12 @@ public:
[[nodiscard]] auto ChooseCommandIndex(const ShardokEngine& engine) const
-> CommandChoiceResults;
// Overload that works on copies of state - allows caller to release lock during AI thinking
[[nodiscard]] auto ChooseCommandIndex(
const GameSettingsSPtr& settings,
const net::eagle0::shardok::api::GameStateView& gsv,
const CommandListSPtr& realAvailableCommands) const -> CommandChoiceResults;
// MCTS configuration methods (only relevant when using MCTS algorithm)
[[nodiscard]] auto GetMCTSConfig() const -> const mcts::MCTSConfig& { return mctsConfig; }
void SetMCTSConfig(const mcts::MCTSConfig& config) { mctsConfig = config; }
@@ -4,6 +4,7 @@
#include "TranspositionTable.hpp"
#include <cinttypes>
#include <cstdio>
#include <cstring>
@@ -101,10 +102,10 @@ void TranspositionTable::clear() {
void TranspositionTable::printStats() const {
printf("TranspositionTable Stats:\n");
printf(" Probes: %llu\n", stats.probes.load());
printf(" Hits: %llu (%.1f%%)\n", stats.hits.load(), stats.hitRate());
printf(" Stores: %llu\n", stats.stores.load());
printf(" Collisions: %llu\n", stats.collisions.load());
printf(" Probes: %" PRIu64 "\n", stats.probes.load());
printf(" Hits: %" PRIu64 " (%.1f%%)\n", stats.hits.load(), stats.hitRate());
printf(" Stores: %" PRIu64 "\n", stats.stores.load());
printf(" Collisions: %" PRIu64 "\n", stats.collisions.load());
printf(" Table size: %zu entries (%.1f MB)\n",
TABLE_SIZE,
(TABLE_SIZE * sizeof(TTEntry)) / (1024.0 * 1024.0));
@@ -32,6 +32,7 @@ cc_library(
"//src/main/cpp/net/eagle0/shardok/library:engine",
"//src/main/cpp/net/eagle0/shardok/library:game_state_w",
"//src/main/cpp/net/eagle0/shardok/library/settings:game_settings",
"//src/main/protobuf/net/eagle0/shardok/common:command_type_cc_proto",
],
)
@@ -67,8 +67,22 @@ bool ShardokAction::equals(const MCTSAction& other) const {
}
bool ShardokAction::requiresChanceNode() const {
// Actions with probabilistic outcomes require chance nodes
return hasOdds_;
// Actions with probabilistic outcomes require chance nodes:
// 1. Binary success/failure actions (hasOdds_): START_FIRE, FEAR, etc.
// 2. END_TURN: random effects (fire spread, weather changes)
// 3. Combat actions: roll affects damage dealt (MELEE, ARCHERY, CHARGE, DUEL)
if (hasOdds_) { return true; }
using namespace net::eagle0::shardok::common;
switch (type_) {
case END_TURN_COMMAND:
case MELEE_COMMAND:
case ARCHERY_COMMAND:
case CHARGE_COMMAND:
case CHALLENGE_DUEL_COMMAND:
case REDUCE_COMMAND: return true;
default: return false;
}
}
} // namespace shardok::mcts
@@ -140,7 +140,7 @@ std::unique_ptr<MCTSGameState> ShardokGameEngine::applyAction(
engine->PostCommand(currentPlayer, shardokAction->getIndex(), randomGen);
// Create and return the new state (don't cache the mutated engine)
// Create and return the new state
auto newState = std::make_unique<ShardokGameState>(
engine->GetCurrentGameState(),
scoreCalculator_,
@@ -152,6 +152,11 @@ std::unique_ptr<MCTSGameState> ShardokGameEngine::applyAction(
*alCache_,
criticalTileCoords_);
// Cache the engine on the new state so score() can use it for END_TURN normalization
// The engine's command list may be stale after the action was applied, but that's OK -
// we'll refresh it when we call GetAvailableCommandsForAIPlayer() in score()
newState->setCachedEngine(engine);
// Don't pre-compute hash - let it be computed lazily on first use
// Many states (especially in simulation) never need their hash computed
return newState;
@@ -538,7 +543,7 @@ void ShardokGameEngine::resetCacheStatistics() {
timeInLegalActionsComputation_.store(0, std::memory_order_relaxed);
}
BinaryOutcomeInfo ShardokGameEngine::getBinaryOutcomeInfo(
ChanceOutcomeInfo ShardokGameEngine::getBinaryOutcomeInfo(
const MCTSGameState& state,
const MCTSAction& action) const {
const auto* shardokState = dynamic_cast<const ShardokGameState*>(&state);
@@ -548,6 +553,33 @@ BinaryOutcomeInfo ShardokGameEngine::getBinaryOutcomeInfo(
throw ShardokInternalErrorException("Invalid state or action type in getBinaryOutcomeInfo");
}
// Check for multi-outcome commands (roll affects outcome quality, not just success/failure)
// These use multiOutcome() with fixed seeds to sample the range of possible results
using namespace net::eagle0::shardok::common;
const auto commandType = static_cast<CommandType>(shardokAction->getType());
switch (commandType) {
case END_TURN_COMMAND:
// END_TURN has random effects (fire spread, weather changes)
return ChanceOutcomeInfo::multiOutcome(5);
case MELEE_COMMAND:
case ARCHERY_COMMAND:
case CHARGE_COMMAND:
case REDUCE_COMMAND:
// Combat/siege commands: OpenEndedPercentile roll affects damage dealt
// Use 5 outcomes to sample the roll distribution
return ChanceOutcomeInfo::multiOutcome(5);
case CHALLENGE_DUEL_COMMAND:
// Duels have multiple combat rounds with rolls, so outcomes vary significantly
return ChanceOutcomeInfo::multiOutcome(5);
default:
// Continue to binary outcome handling below
break;
}
const auto currentPlayer = static_cast<PlayerId>(state.currentPlayerId());
// Get or create the engine for this state
@@ -577,7 +609,7 @@ BinaryOutcomeInfo ShardokGameEngine::getBinaryOutcomeInfo(
const auto& descriptor = descriptors->at(actionIndex);
// Get success probability
// Get success probability for binary outcome actions
if (!descriptor->HasOdds()) {
throw ShardokInternalErrorException("Action does not have odds in getBinaryOutcomeInfo");
}
@@ -585,7 +617,7 @@ BinaryOutcomeInfo ShardokGameEngine::getBinaryOutcomeInfo(
const auto successChancePercentile = descriptor->GetOddsPercentile();
const double successProbability = static_cast<double>(successChancePercentile) / 100.0;
return BinaryOutcomeInfo{successProbability};
return ChanceOutcomeInfo::binary(successProbability);
}
void ShardokGameEngine::clearLegalActionsCache() { legalActionsCache_.clear(); }
@@ -64,7 +64,7 @@ double ShardokGameState::score(MCTSPlayerId playerId) const {
const bool scoreFromDefenderPerspective =
foundDefender ? requestedPlayerIsDefender : isDefender_;
// Call score calculator with correct perspective for the requested player
// Score the current state directly
return scoreCalculator_
->GuessedStateScore(scoreFromDefenderPerspective, state_, strategy_, castleCoords_);
}
@@ -10,7 +10,6 @@
#include "AiBattleConfig.hpp"
#include "AiBattleSimulator.hpp"
#include "src/main/cpp/net/eagle0/common/FilesystemUtils.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
using shardok::ai_battle_simulator::AiBattleConfigLoader;
using shardok::ai_battle_simulator::AiBattleSimulator;
@@ -109,10 +108,6 @@ int main(int argc, char* argv[]) {
// Set exec path for FilesystemUtils
FilesystemUtils::SetExecPath(argv[0]);
// Set cache directory for ActionPointDistances
shardok::FixedActionPointDistances::SetCacheDirectory(
FilesystemUtils::CacheFilesDirectory() + "apdCache/");
try {
if (argc < 2) {
PrintUsage(argv[0]);
@@ -16,7 +16,6 @@
#include "src/main/cpp/net/eagle0/shardok/ai_testing_common/AIClientFactory.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai_testing_common/GamePhaseRunner.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/ShardokEngine.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
#include "src/main/protobuf/net/eagle0/shardok/common/command_type.pb.h"
using namespace shardok;
@@ -84,10 +83,6 @@ int main(int argc, char* argv[]) {
// Set exec path so FilesystemUtils can find resource files
FilesystemUtils::SetExecPath(argv[0]);
// Set cache directory for ActionPointDistances
FixedActionPointDistances::SetCacheDirectory(
FilesystemUtils::CacheFilesDirectory() + "apdCache/");
try {
std::cout << "Shardok AI Performance Runner\n";
std::cout << "==============================\n";
@@ -81,7 +81,7 @@ vector<shared_ptr<ShardokAIClient>> ShardokGameController::MakeAIClients(
pi.is_defender(),
e->GetCurrentGameState()->hex_map(),
e->GetGameSettings()->GetGetter(),
AIAlgorithmType::MCTS,
AIAlgorithmType::ITERATIVE_DEEPENING,
ScoringCalculatorType::MCTS_OPTIMIZED,
mctsConfig);
@@ -111,17 +111,67 @@ void ShardokGameController::DoAIThread() {
if (aiClients.empty()) { printf("No AI players, exiting AI thread.\n"); }
while (aiThreadKeepGoing) {
while (incomingRegistrations > 0) {
std::this_thread::sleep_for(std::chrono::milliseconds(1));
// Phase 1: Gather data for AI decision (brief lock)
shared_ptr<ShardokAIClient> aiClient;
PlayerId playerId;
GameSettingsSPtr settings;
net::eagle0::shardok::api::GameStateView gsv;
CommandListSPtr availableCommands;
size_t expectedHistoryCount;
{
unique_lock lk(masterLock);
if (engine->GameIsOver()) {
aiThreadKeepGoing = false;
continue;
}
playerId = engine->GetCurrentPlayerId();
aiClient = LockedAIClientForPid(playerId);
if (!aiClient) {
// Not an AI player's turn - wait for signal
aiCondition.wait(lk);
aiThreadKeepGoing = aiThreadKeepGoing && !engine->GameIsOver();
continue;
}
// Get copies of everything the AI needs
settings = engine->GetGameSettings();
gsv = engine->GetGameStateView(playerId);
availableCommands = engine->GetAvailableCommandsForAIPlayer(playerId);
expectedHistoryCount = engine->GetUnfilteredHistoryCount();
}
// Lock released - polls can now get through
if (availableCommands->empty()) {
printf("no commands for player %d\n", playerId);
continue;
}
unique_lock lk(masterLock);
if (LockedCheckOneAICommand()) {
// Phase 2: AI thinks (NO LOCK - this is the slow part)
const auto results = aiClient->ChooseCommandIndex(settings, gsv, availableCommands);
// Phase 3: Post the command (brief lock)
{
unique_lock lk(masterLock);
// Verify state hasn't changed while we were thinking
if (engine->GetUnfilteredHistoryCount() != expectedHistoryCount) {
// State changed (e.g., human posted command) - re-evaluate
printf("AI: State changed while thinking, re-evaluating\n");
continue;
}
if (engine->GameIsOver()) {
aiThreadKeepGoing = false;
continue;
}
engine->PostCommand(playerId, results.chosenIndex);
LockedNotifyClients();
aiThreadKeepGoing = aiThreadKeepGoing && !engine->GameIsOver();
} else {
aiCondition.wait(lk);
aiThreadKeepGoing = aiThreadKeepGoing && !engine->GameIsOver();
aiThreadKeepGoing = !engine->GameIsOver();
}
}
printf("Exiting AI thread.\n");
@@ -136,24 +186,6 @@ ShardokGameController::~ShardokGameController() {
aiThread.join();
}
auto ShardokGameController::LockedCheckOneAICommand() -> bool {
if (engine->GameIsOver()) {
printf("Game is over!\n");
return false;
}
const PlayerId currentPid = engine->GetCurrentPlayerId();
if (const shared_ptr<ShardokAIClient> currentPlayerClient = LockedAIClientForPid(currentPid)) {
const int index = currentPlayerClient->ChooseCommandIndex(*engine).chosenIndex;
engine->PostCommand(currentPid, index);
LockedNotifyClients();
return true;
}
return false;
}
void CheckFactionId(
const unique_ptr<ShardokEngine> &engine,
const PlayerId shardokPlayerId,
@@ -229,6 +261,7 @@ void ShardokGameController::PostPlacementCommands(
}
auto ShardokGameController::GetCurrentGameStateBytes() -> byte_vector {
scoped_lock<mutex> guard(masterLock);
return engine->GetCurrentGameStateBytes();
}
@@ -292,6 +325,9 @@ auto ShardokGameController::GetUpdates(const int64_t startingActionId) -> AllUpd
-1,
engine->FilterNewResults(-1, startingActionId),
nullptr);
auto gameStateBytes = engine->GetCurrentGameStateBytes();
updates.currentGameState.swap(gameStateBytes);
}
return updates;
@@ -321,4 +357,74 @@ auto ShardokGameController::ResolvedPlayerInfos()
return engine->GetPlayerInfos();
}
void ShardokGameController::RegisterSubscriber(std::shared_ptr<StreamSubscriber> subscriber) {
scoped_lock<mutex> guard(subscriberLock);
subscribers.push_back(subscriber);
}
void ShardokGameController::UnregisterSubscriber(const StreamSubscriber *subscriber) {
scoped_lock<mutex> guard(subscriberLock);
subscribers.erase(
std::remove_if(
subscribers.begin(),
subscribers.end(),
[subscriber](const std::weak_ptr<StreamSubscriber> &weakSub) {
auto sub = weakSub.lock();
return !sub || sub.get() == subscriber;
}),
subscribers.end());
}
auto ShardokGameController::WaitForUpdatesAndPush(
std::shared_ptr<StreamSubscriber> subscriber,
int64_t startingActionId) -> bool {
int64_t lastPushedActionId = startingActionId;
while (subscriber->IsActive()) {
bool gameOver = false;
GameOverInfo gameOverInfo{};
{
unique_lock<mutex> guard(masterLock);
// Wait for updates or game over
updateCondition.wait(guard, [this, lastPushedActionId] {
return engine->GetUnfilteredHistoryCount() >
static_cast<size_t>(lastPushedActionId) ||
engine->GameIsOver();
});
if (!subscriber->IsActive()) { return false; }
gameOver = engine->GameIsOver();
if (gameOver) {
gameOverInfo.gameStatus = fb::ToProto(engine->GetGameStatus());
gameOverInfo.playerInfos = engine->GetPlayerInfos();
gameOverInfo.endGameUnits = engine->EndGameUnits();
}
}
// Lock released - GetUpdates will acquire its own lock
if (gameOver) {
subscriber->OnGameOver(gameOverInfo);
return true;
}
// Get updates outside the lock (GetUpdates acquires masterLock internally)
AllUpdates updates = GetUpdates(lastPushedActionId);
lastPushedActionId = updates.newUnfilteredCount;
if (!updates.mainResults.empty()) {
subscriber->OnUpdate(
updates.mainResults,
updates.filteredResults,
updates.newUnfilteredCount,
updates.currentGameState);
}
}
return false; // Subscriber disconnected
}
} // namespace shardok
@@ -10,6 +10,7 @@
#define ShardokGameController_hpp
#include <functional>
#include <memory>
#include <mutex>
#include <utility>
#include <vector>
@@ -29,6 +30,50 @@ using std::shared_ptr;
using std::unique_ptr;
using std::weak_ptr;
// Forward declaration
class ShardokGameController;
/// Info about a game that has ended, for notifying subscribers
struct GameOverInfo {
vector<net::eagle0::shardok::common::PlayerInfo> playerInfos;
vector<net::eagle0::shardok::storage::ResolvedUnit> endGameUnits;
net::eagle0::shardok::common::GameStatus gameStatus;
};
/// Updates for a single player (includes faction ID for client routing)
struct OnePlayerUpdates {
int32_t eagleFactionId;
vector<ActionResultView> resultViews;
shared_ptr<AvailableCommands> availableCommands;
OnePlayerUpdates(
const int32_t fid,
const vector<ActionResultView>& arvs,
const shared_ptr<AvailableCommands>& acs)
: eagleFactionId(fid),
resultViews(arvs),
availableCommands(acs) {}
};
/// Interface for subscribers that receive streaming updates from a game
class StreamSubscriber {
public:
virtual ~StreamSubscriber() = default;
/// Called when new game updates are available
virtual void OnUpdate(
const vector<ActionResult>& mainResults,
const vector<OnePlayerUpdates>& filteredResults,
int32_t newUnfilteredCount,
const byte_vector& currentGameState) = 0;
/// Called when the game ends
virtual void OnGameOver(const GameOverInfo& info) = 0;
/// Returns true if this subscriber is still active and should receive updates
[[nodiscard]] virtual auto IsActive() const -> bool = 0;
};
class ShardokGameController {
private:
// This lock should be held any time we call into engine or modify clients.
@@ -39,10 +84,17 @@ private:
// Fires whenever there is a new game state update.
mutable std::condition_variable updateCondition{};
// Stream subscribers - protected by separate lock to avoid deadlock with masterLock
mutable std::mutex subscriberLock{};
std::vector<std::weak_ptr<StreamSubscriber>> subscribers{};
string serializedRequest;
unique_ptr<ShardokEngine> engine;
// Cached immutable data - safe to access without lock since it never changes after construction
const GameId cachedGameId;
std::atomic_int incomingRegistrations = 0;
const string mapName;
@@ -60,11 +112,9 @@ private:
void LockedNotifyClients() const;
auto LockedCheckOneAICommand() -> bool;
auto LockedAIClientForPid(PlayerId pid) const -> shared_ptr<ShardokAIClient>;
static vector<shared_ptr<ShardokAIClient>> MakeAIClients(const unique_ptr<ShardokEngine> &e);
static vector<shared_ptr<ShardokAIClient>> MakeAIClients(const unique_ptr<ShardokEngine>& e);
void DoAIThread();
@@ -75,6 +125,7 @@ public:
string serializedRequest = "")
: serializedRequest(std::move(serializedRequest)),
engine(std::move(e)),
cachedGameId(engine->GetGameId()),
mapName(std::move(mapName)),
logFilePath(MakeLogFilePath()),
aiClients(MakeAIClients(engine)),
@@ -98,26 +149,13 @@ public:
PlayerId shardokPlayerId,
int eagleFactionId,
int64_t token,
const vector<UnitPlacementInfo> &infos);
struct OnePlayerUpdates {
int32_t eagleFactionId;
vector<ActionResultView> resultViews;
shared_ptr<AvailableCommands> availableCommands;
OnePlayerUpdates(
const int32_t fid,
const vector<ActionResultView> &arvs,
const shared_ptr<AvailableCommands> &acs)
: eagleFactionId(fid),
resultViews(arvs),
availableCommands(acs) {}
};
const vector<UnitPlacementInfo>& infos);
struct AllUpdates {
vector<ActionResult> mainResults;
vector<OnePlayerUpdates> filteredResults;
int32_t newUnfilteredCount;
byte_vector currentGameState;
};
auto GetUpdates(int64_t startingActionId) -> AllUpdates;
auto GetCurrentGameStateBytes() -> byte_vector;
@@ -127,13 +165,23 @@ public:
auto ResolvedPlayerInfos() -> vector<net::eagle0::shardok::common::PlayerInfo>;
auto EndGameUnits() -> vector<net::eagle0::shardok::storage::ResolvedUnit>;
[[nodiscard]] auto GetGameId() const -> GameId { return engine->GetGameId(); }
[[nodiscard]] auto GetHexMap() const -> const HexMap * {
return engine->GetCurrentGameState()->hex_map();
}
[[nodiscard]] auto GetGameId() const -> GameId { return cachedGameId; }
[[nodiscard]] auto GetLogFilePath() const -> string { return logFilePath; }
/// Register a subscriber to receive streaming updates for this game.
/// The subscriber will receive updates until it becomes inactive or is unregistered.
void RegisterSubscriber(std::shared_ptr<StreamSubscriber> subscriber);
/// Unregister a subscriber. Safe to call even if the subscriber was never registered.
void UnregisterSubscriber(const StreamSubscriber* subscriber);
/// Wait for game updates, pushing them to the given subscriber.
/// Blocks until the game ends or the subscriber becomes inactive.
/// Returns true if the game ended normally, false if subscriber disconnected.
auto WaitForUpdatesAndPush(
std::shared_ptr<StreamSubscriber> subscriber,
int64_t startingActionId) -> bool;
};
} // namespace shardok
@@ -8,6 +8,8 @@
#include "FireUtils.hpp"
#include <algorithm>
#include "src/main/cpp/net/eagle0/shardok/library/map/TileModifier.hpp"
namespace shardok {
@@ -71,10 +73,13 @@ auto GetFireDamage(
const double openEndedPercentileRoll1,
const double openEndedPercentileRoll2) -> CombatDamage {
double randomSwing = 1.0 + (2 * openEndedPercentileRoll1 - 100.0) * RANDOMNESS_FACTOR / 100.0;
const double basicDamage = BASE_FIRE_DAMAGE_PER_TROOP * randomSwing * troops;
// Clamp damage to minimum 0 to prevent negative damage from extreme open-ended rolls.
// Open-ended percentile rolls can theoretically go as low as -475 (with max roll depth).
const double basicDamage = std::max(0.0, BASE_FIRE_DAMAGE_PER_TROOP * randomSwing * troops);
randomSwing = 1.0 + (2 * openEndedPercentileRoll2 - 100.0) * RANDOMNESS_FACTOR / 100.0;
const double penetratingDamage = BASE_PENETRATING_FIRE_DAMAGE_PER_TROOP * randomSwing * troops;
const double penetratingDamage =
std::max(0.0, BASE_PENETRATING_FIRE_DAMAGE_PER_TROOP * randomSwing * troops);
return CombatDamage::Builder()
.SetFire(basicDamage)
@@ -29,8 +29,6 @@ thread_local struct {
int localMisses = 0;
int sharedAccesses = 0;
int evictionEvents = 0;
int apdLoadedFromFile = 0;
int apdGeneratedFresh = 0;
std::chrono::steady_clock::time_point lastReportTime = std::chrono::steady_clock::now();
} cacheStats;
@@ -40,16 +38,13 @@ static void MaybePrintCacheStats() {
if (std::chrono::duration_cast<std::chrono::seconds>(now - cacheStats.lastReportTime).count() >=
CACHE_STATS_FREQUENCY_SECONDS_) {
printf("Thread cache stats: %d persistent hits, %d persistent misses, %d local hits, "
"%d local misses, %d shared accesses, %d eviction events, "
"%d APD loaded from file, %d APD generated fresh\n",
"%d local misses, %d shared accesses, %d eviction events\n",
cacheStats.persistentHits,
cacheStats.persistentMisses,
cacheStats.localHits,
cacheStats.localMisses,
cacheStats.sharedAccesses,
cacheStats.evictionEvents,
cacheStats.apdLoadedFromFile,
cacheStats.apdGeneratedFresh);
cacheStats.evictionEvents);
cacheStats.lastReportTime = now;
}
}
@@ -195,25 +190,12 @@ auto ActionPointDistancesCache::GetRaw(
}
// Create new pathfinding result using factory method
auto creationResult = FixedActionPointDistances::Create(
auto result = FixedActionPointDistances::Create(
mapToUse,
mapId.terrainTypesId,
mapId.modifierId,
battalionType,
includeBravingWater,
braveWaterActionPointCost);
#if CACHE_STATS_LOGGING_
// Track whether this was loaded from file or generated fresh
if (creationResult.loadedFromFile) {
cacheStats.apdLoadedFromFile++;
} else {
cacheStats.apdGeneratedFresh++;
}
#endif
auto result = creationResult.apd;
// Store in shared cache
sharedDistances.lazy_emplace_l(
cacheKey,
@@ -22,110 +22,56 @@ static const int ASYNC_COUNT = []() {
namespace shardok {
void FixedActionPointDistances::SetCacheDirectory(const string& newDir) {
cacheDirectory = newDir;
FilesystemUtils::MakeDirectoryIfNecessary(cacheDirectory);
}
static thread_local byte_vector _scratch;
FixedActionPointDistances::FixedActionPointDistances(const HexMap* /*map*/, int columnCount)
: ActionPointDistances(columnCount) {}
auto FixedActionPointDistances::Create(
const HexMap* map,
int64_t terrainTypesHash,
int64_t modifierHash,
const BattalionTypeSPtr& battalionType,
bool includeBravingWater,
int braveWaterActionPointCost) -> CreationResult {
int braveWaterActionPointCost) -> std::shared_ptr<FixedActionPointDistances> {
// Create the object using private constructor
auto apd = std::shared_ptr<FixedActionPointDistances>(
new FixedActionPointDistances(map, map->column_count()));
CreationResult result;
result.apd = apd;
result.loadedFromFile = false;
string path = "";
if (!cacheDirectory.empty()) {
std::stringstream stream;
stream << cacheDirectory;
stream << std::hex << terrainTypesHash << '/';
if (auto directoryPath = stream.str(); !FilesystemUtils::FileExistsAtPath(directoryPath)) {
FilesystemUtils::MakeDirectoryIfNecessary(stream.str());
}
stream << std::hex << modifierHash;
stream << " " << battalionType->typeId;
if (includeBravingWater) { stream << " " << braveWaterActionPointCost; }
stream << ".apd";
path = stream.str();
}
const int indexCount = map->row_count() * map->column_count();
if (!path.empty() && FilesystemUtils::FileExistsAtPath(path)) {
apd->distances.resize(indexCount);
// load from file
const auto& bytes = _scratch.ReplaceWithPath(path);
const auto* ptr = reinterpret_cast<const DIST_T*>(bytes.data());
vector<std::future<vector<vector<DIST_T>>>> futures(indexCount);
for (int fromIndex = 0; fromIndex < indexCount; fromIndex++) {
apd->distances[fromIndex].insert(
apd->distances[fromIndex].end(),
&(ptr[0]),
&(ptr[indexCount]));
ptr += indexCount;
}
result.loadedFromFile = true;
} else {
_scratch.reserve(indexCount * indexCount * sizeof(DIST_T));
auto braveWaterPossibleCoords =
includeBravingWater ? apd->BraveWaterPossibleCoords(map) : nullptr;
vector<std::future<vector<vector<DIST_T>>>> futures(indexCount);
int chunkSize = (indexCount + ASYNC_COUNT - 1) / ASYNC_COUNT;
// Break into chunks for async
for (int chunkIdx = 0; chunkIdx < ASYNC_COUNT; chunkIdx++) {
futures[chunkIdx] = std::async(std::launch::async, [=]() -> vector<vector<DIST_T>> {
vector<vector<DIST_T>> chunkVec;
chunkVec.reserve(chunkSize);
const int chunkStartIndex = chunkIdx * chunkSize;
auto braveWaterPossibleCoords =
includeBravingWater ? apd->BraveWaterPossibleCoords(map) : nullptr;
int chunkSize = (indexCount + ASYNC_COUNT - 1) / ASYNC_COUNT;
// Break into chunks for async
for (int chunkIdx = 0; chunkIdx < ASYNC_COUNT; chunkIdx++) {
futures[chunkIdx] = std::async(std::launch::async, [=]() -> vector<vector<DIST_T>> {
vector<vector<DIST_T>> chunkVec;
chunkVec.reserve(chunkSize);
const int chunkStartIndex = chunkIdx * chunkSize;
for (int i = 0; i < chunkSize; i++) {
const auto fromIndex = chunkStartIndex + i;
if (fromIndex >= indexCount) { continue; }
chunkVec.push_back(ActionPointDistances::GenerateDistances(
fromIndex,
map,
includeBravingWater,
braveWaterActionPointCost,
battalionType,
braveWaterPossibleCoords));
}
return chunkVec;
});
}
apd->distances.reserve(indexCount);
_scratch.clear();
_scratch.reserve(indexCount * indexCount * sizeof(DIST_T));
for (int chunkIdx = 0; chunkIdx < ASYNC_COUNT; chunkIdx++) {
auto resultsVec = futures[chunkIdx].get();
apd->distances.insert(apd->distances.end(), resultsVec.begin(), resultsVec.end());
for (const auto& r : resultsVec) { _scratch.append(r); }
}
if (!path.empty()) { FilesystemUtils::AtomicallySaveToPath(path, _scratch); }
for (int i = 0; i < chunkSize; i++) {
const auto fromIndex = chunkStartIndex + i;
if (fromIndex >= indexCount) { continue; }
chunkVec.push_back(ActionPointDistances::GenerateDistances(
fromIndex,
map,
includeBravingWater,
braveWaterActionPointCost,
battalionType,
braveWaterPossibleCoords));
}
return chunkVec;
});
}
return result;
apd->distances.reserve(indexCount);
for (int chunkIdx = 0; chunkIdx < ASYNC_COUNT; chunkIdx++) {
auto resultsVec = futures[chunkIdx].get();
apd->distances.insert(apd->distances.end(), resultsVec.begin(), resultsVec.end());
}
return apd;
}
} // namespace shardok
@@ -17,31 +17,19 @@ using std::vector;
using BattalionTypeSPtr = std::shared_ptr<const BattalionType>;
class FixedActionPointDistances final : public ActionPointDistances {
public:
struct CreationResult {
std::shared_ptr<FixedActionPointDistances> apd;
bool loadedFromFile;
};
private:
vector<vector<DIST_T>> distances;
inline static string cacheDirectory = "";
// Private constructor - use Create factory method instead
explicit FixedActionPointDistances(const HexMap *map, int columnCount);
public:
static void SetCacheDirectory(const string &newDir);
// Factory method to create FixedActionPointDistances with metadata
// Factory method to create FixedActionPointDistances
static auto Create(
const HexMap *map,
int64_t terrainTypesHash,
int64_t modifierHash,
const BattalionTypeSPtr &battalionType,
bool includeBravingWater,
int braveWaterActionPointCost = -1) -> CreationResult;
int braveWaterActionPointCost = -1) -> std::shared_ptr<FixedActionPointDistances>;
~FixedActionPointDistances() override = default;
@@ -52,8 +40,6 @@ public:
[[nodiscard]] auto Distance(const Coords &from, const Coords &to) const -> DIST_T override {
return Distance(ToIndex(from), ToIndex(to));
}
friend struct CreationResult;
};
} // namespace shardok
@@ -10,6 +10,8 @@
#include <algorithm>
#include "src/main/cpp/net/eagle0/shardok/library/ShardokException.hpp"
namespace shardok {
auto MutatingMaybeSetMorale(Battalion *battalion, double newVal, const BattalionTypeSPtr &type)
@@ -147,6 +149,12 @@ int32_t MutatingInternalTakeDamage(
int32_t newNumber;
const int32_t casualties = (int32_t)(takenDamage * baseDeadliness);
if (casualties < 0) {
throw ShardokInternalErrorException(
"Negative casualties in MutatingInternalTakeDamage: " + std::to_string(casualties) +
" (takenDamage=" + std::to_string(takenDamage) + ")");
}
if (battalion->size() > casualties) {
newNumber = battalion->size() - casualties;
} else {
@@ -19,7 +19,13 @@ using net::eagle0::shardok::api::UnitView;
using net::eagle0::shardok::common::CommandType;
using std::vector;
auto UnknownUnit(UnitId uid, PlayerId pid, BattalionTypeId bt, int size, bool hidden) -> UnitView;
auto UnknownUnit(
UnitId uid,
PlayerId pid,
BattalionTypeId bt,
int size,
bool hidden,
int8_t startingPositionIndex) -> UnitView;
[[nodiscard]] auto UnitFilteredForPlayer(
const SettingsGetter &settings,
@@ -36,7 +42,8 @@ auto UnknownUnit(UnitId uid, PlayerId pid, BattalionTypeId bt, int size, bool hi
unit->player_id(),
unit->battalion().type(),
unit->battalion().size(),
true);
true,
unit->starting_position_index());
}
if (IsUnplaced(unit->location()) && !visibleToAsker) {
return UnknownUnit(
@@ -44,7 +51,8 @@ auto UnknownUnit(UnitId uid, PlayerId pid, BattalionTypeId bt, int size, bool hi
unit->player_id(),
unit->battalion().type(),
unit->battalion().size(),
false);
false,
unit->starting_position_index());
}
UnitView filtered{};
@@ -142,7 +150,8 @@ auto UnknownUnit(
const PlayerId pid,
BattalionTypeId bt,
const int size,
const bool hidden) -> UnitView {
const bool hidden,
const int8_t startingPositionIndex) -> UnitView {
UnitView uv;
uv.set_unit_id(uid);
uv.set_player_id(pid);
@@ -154,6 +163,11 @@ auto UnknownUnit(
uv.mutable_battalion()->set_size(size);
uv.set_hidden(hidden);
// starting_position_index is public info - defenders know attacker spawn directions
if (startingPositionIndex != -1) {
uv.mutable_starting_position_index()->set_value(startingPositionIndex);
}
uv.set_my_knowledge(0);
return uv;
@@ -529,6 +529,130 @@ auto FromInternalStatus(
throw ShardokInternalErrorException("Bad unit status on resolved unit");
}
auto EagleInterfaceImpl::SubscribeToGame(
ServerContext *context,
const GameSubscriptionRequest *request,
grpc::ServerWriter<GameStatusResponse> *writer) -> Status {
shared_ptr<ShardokGameController> controller;
try {
controller = ControllerForGame(request->game_id(), request->game_setup_info());
} catch (NewGameException &e) { return e.GetStatus(); }
if (!controller) { return Status(StatusCode::NOT_FOUND, "Game not found"); }
// Send initial state
GameStatusResponse initialResponse;
PopulateGameStatusResponse(
controller,
request->game_setup_info().known_result_count(),
&initialResponse);
if (!writer->Write(initialResponse)) {
return Status::OK; // Client disconnected
}
// If game was already over, we're done
if (initialResponse.has_game_over_response()) { return Status::OK; }
// Track the actual count after initial response to avoid duplicate sends
const int64_t countAfterInitialResponse =
initialResponse.has_game_update_response()
? initialResponse.game_update_response().total_action_result_count()
: request->game_setup_info().known_result_count();
// Create a subscriber that writes to the gRPC stream
class GrpcStreamSubscriber : public StreamSubscriber {
private:
grpc::ServerWriter<GameStatusResponse> *writer_;
ServerContext *context_;
std::atomic<bool> active_{true};
std::string gameId_;
public:
GrpcStreamSubscriber(
grpc::ServerWriter<GameStatusResponse> *w,
ServerContext *ctx,
std::string gameId)
: writer_(w),
context_(ctx),
gameId_(std::move(gameId)) {}
void OnUpdate(
const vector<ActionResult> &mainResults,
const vector<OnePlayerUpdates> &filteredResults,
int32_t newUnfilteredCount,
const byte_vector &currentGameState) override {
if (!active_) return;
GameStatusResponse response;
response.set_game_id(gameId_);
response.mutable_game_update_response()->mutable_update_responses()->Add(
begin(mainResults),
end(mainResults));
// Add filtered results for each player with their faction IDs
for (const auto &playerUpdate : filteredResults) {
auto *filtered =
response.mutable_game_update_response()->add_filtered_update_responses();
filtered->set_eagle_faction_id(playerUpdate.eagleFactionId);
filtered->mutable_action_result_views()->Add(
begin(playerUpdate.resultViews),
end(playerUpdate.resultViews));
if (playerUpdate.availableCommands) {
*filtered->mutable_available_commands() = *playerUpdate.availableCommands;
}
}
response.mutable_game_update_response()->set_total_action_result_count(
newUnfilteredCount);
*response.mutable_game_update_response()->mutable_current_game_state() =
std::string(currentGameState.begin(), currentGameState.end());
if (!writer_->Write(response)) { active_ = false; }
}
void OnGameOver(const GameOverInfo &info) override {
if (!active_) return;
GameStatusResponse response;
response.set_game_id(gameId_);
PopulateGameOverResponse(
gameId_,
info.gameStatus,
info.playerInfos,
info.endGameUnits,
response.mutable_game_over_response());
writer_->Write(response);
active_ = false;
}
[[nodiscard]] auto IsActive() const -> bool override {
return active_ && !context_->IsCancelled();
}
};
auto subscriber =
std::make_shared<GrpcStreamSubscriber>(writer, context, controller->GetGameId());
controller->RegisterSubscriber(subscriber);
// Wait for updates and push them until game ends or subscriber disconnects
// Use countAfterInitialResponse to avoid re-sending results already in initial response
bool gameEnded = controller->WaitForUpdatesAndPush(subscriber, countAfterInitialResponse);
controller->UnregisterSubscriber(subscriber.get());
if (gameEnded) {
printf("SubscribeToGame: Game ended normally\n");
} else {
printf("SubscribeToGame: Subscriber disconnected\n");
}
return Status::OK;
}
} // namespace shardok
#ifndef NDEBUG
@@ -33,6 +33,7 @@ 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;
using net::eagle0::common::HexMapNamesResponse;
using net::eagle0::common::HexMapRequest;
@@ -78,6 +79,11 @@ public:
ServerContext* context,
const HexMapNamesRequest* request,
HexMapNamesResponse* response) -> Status override;
auto SubscribeToGame(
ServerContext* context,
const GameSubscriptionRequest* request,
grpc::ServerWriter<GameStatusResponse>* writer) -> Status override;
};
} // namespace shardok
@@ -8,6 +8,7 @@
#include "ServerConfiguration.hpp"
#include <cstdlib>
#include <cstring>
#include <fstream>
#include <iostream>
@@ -30,9 +31,16 @@ using std::unordered_map;
unordered_map<string, string> DefaultValues();
unordered_map<string, string> DefaultValues() {
// Check environment variables for Docker deployment
// Docker containers should set SHARDOK_EAGLE_INTERFACE_ADDRESS=0.0.0.0:40042
// to listen on all interfaces for container networking
const char* eagleInterfaceAddr = getenv("SHARDOK_EAGLE_INTERFACE_ADDRESS");
const char* shardokAddr = getenv("SHARDOK_GRPC_ADDRESS");
return unordered_map<string, string>{
{ServerConfiguration::kShardokGrpcAddress, "localhost"},
{ServerConfiguration::kEagleInterfaceGrpcAddress, "localhost"}};
{ServerConfiguration::kShardokGrpcAddress, shardokAddr ? shardokAddr : "localhost"},
{ServerConfiguration::kEagleInterfaceGrpcAddress,
eagleInterfaceAddr ? eagleInterfaceAddr : "localhost:40042"}};
}
ServerConfiguration::ServerConfiguration(const string& filePath) {
@@ -15,7 +15,6 @@
#include "ServerConfiguration.hpp"
#include "src/main/cpp/net/eagle0/shardok/ai/ShardokAIClient.hpp"
#include "src/main/cpp/net/eagle0/shardok/controller/ShardokGameController.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/action_point_distances/FixedActionPointDistances.hpp"
#include "src/main/cpp/net/eagle0/shardok/library/settings_loader/SettingsLoader.hpp"
#include "src/main/cpp/net/eagle0/shardok/util/MapLoader.hpp"
#include "src/main/flatbuffer/net/eagle0/shardok/storage/unit.hpp"
@@ -45,9 +44,6 @@ ShardokGamesManager::ShardokGamesManager(const std::vector<std::string> &extraSe
std::cerr << "NOT SETTING" << std::endl;
// setter.SetRaw(key, value);
}
FixedActionPointDistances::SetCacheDirectory(
FilesystemUtils::CacheFilesDirectory() + "apdCache/");
}
auto ShardokGamesManager::GetController(const GameId &gameId)
File diff suppressed because it is too large Load Diff
@@ -77,11 +77,14 @@ public class AuthInterceptor : Interceptor {
};
public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
public TMP_InputField urlField;
public TMP_Dropdown environmentDropdown;
public TMP_InputField nameField;
public TMP_InputField passwordField;
public TMP_Dropdown resolutionDropdown;
[Header("Status Display")]
public TextMeshProUGUI connectionStatusText;
public GameObject connectionPanel;
public GameObject gameSelectionPanel;
public GameObject customBattlePanel;
@@ -112,11 +115,22 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
public ClientPregeneratedText clientPregeneratedText;
const String DefaultUrl = "eagle0.net";
const String URLKey = "urlKey";
const String BaseDomain = "eagle0.net";
const String EnvironmentKey = "environmentKey";
const String NameKey = "nameKey";
const String PasswordKey = "passwordKey";
// Environment options: index 0 = prod., index 1 = qa., index 2 = (none)
private static readonly List<string> EnvironmentOptions = new() { "prod.", "qa.", "" };
private static readonly List<string> EnvironmentDisplayNames =
new() { "prod.", "qa.", "(none)" };
private string GetUrlFromEnvironment() {
int envIndex = environmentDropdown.value;
string prefix = EnvironmentOptions[envIndex];
return prefix + BaseDomain;
}
public void ReceiveLobbyUpdate(LobbyResponse lobbyResponse) {
_handleLobbyResponse(lobbyResponse);
}
@@ -133,7 +147,11 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
resolutionDropdown.AddOptions(resolutions.Select(r => $"{r.width} x {r.height}").ToList());
resolutionDropdown.value = resolutions.ToList().IndexOf(currentResolution);
urlField.text = PlayerPrefs.GetString(URLKey, DefaultUrl);
// Set up environment dropdown
environmentDropdown.ClearOptions();
environmentDropdown.AddOptions(EnvironmentDisplayNames);
environmentDropdown.value = PlayerPrefs.GetInt(EnvironmentKey, 0);
nameField.text = PlayerPrefs.GetString(NameKey, "sample_name");
passwordField.text = PlayerPrefs.GetString(PasswordKey, "sample_password");
@@ -147,6 +165,78 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
customBattlePanel.gameObject.SetActive(false);
errorHandler.gameObject.SetActive(true);
// Initialize status text
UpdateConnectionStatus();
}
private float _statusUpdateTimer = 0f;
private const float StatusUpdateInterval = 0.5f;
void Update() {
// Only update status periodically and when connection panel is visible
if (!connectionPanel.activeInHierarchy) return;
_statusUpdateTimer += Time.deltaTime;
if (_statusUpdateTimer >= StatusUpdateInterval) {
_statusUpdateTimer = 0f;
UpdateConnectionStatus();
}
}
private void UpdateConnectionStatus() {
if (connectionStatusText == null) return;
// No connection yet - show nothing
if (_persistentClientConnection == null) {
connectionStatusText.text = "";
return;
}
var circuitState = _persistentClientConnection.CircuitBreaker.CurrentState;
var connState = _persistentClientConnection.CurrentState;
// Circuit breaker takes precedence
if (circuitState == eagle.ConnectionCircuitBreaker.State.Open) {
var nextTest = _persistentClientConnection.CircuitBreaker.NextTestAttempt;
if (nextTest.HasValue) {
var timeUntilTest = nextTest.Value - DateTime.UtcNow;
if (timeUntilTest.TotalSeconds > 0) {
int seconds = Math.Min(10, (int)Math.Ceiling(timeUntilTest.TotalSeconds));
connectionStatusText.text =
$"<color=red>●</color> Server unavailable. Retry in {seconds}s";
return;
}
}
connectionStatusText.text = "<color=red>●</color> Server unavailable";
return;
}
if (circuitState == eagle.ConnectionCircuitBreaker.State.HalfOpen) {
connectionStatusText.text = "<color=yellow>●</color> Testing connection...";
return;
}
// Normal connection states
connectionStatusText.text = connState switch {
eagle.ConnectionState.Connected => "<color=green>●</color> Connected",
eagle.ConnectionState.Connecting => "<color=yellow>●</color> Connecting...",
eagle.ConnectionState.Disconnected => "<color=red>●</color> Disconnected",
eagle.ConnectionState.Reconnecting => GetReconnectingText(),
eagle.ConnectionState.SubscriptionPending => "<color=yellow>●</color> Subscribing...",
_ => ""
};
}
private string GetReconnectingText() {
var nextAttempt = _persistentClientConnection?.NextReconnectAttempt;
if (!nextAttempt.HasValue) return "<color=yellow>●</color> Reconnecting...";
var timeUntilRetry = nextAttempt.Value - DateTime.UtcNow;
if (timeUntilRetry.TotalSeconds <= 0) { return "<color=yellow>●</color> Reconnecting..."; }
int seconds = Math.Min(10, (int)Math.Ceiling(timeUntilRetry.TotalSeconds));
return $"<color=orange>●</color> Retry in {seconds}s";
}
public void EditorButtonClicked() { SceneManager.LoadScene("Map Editor"); }
@@ -267,7 +357,7 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
}
private void _createConnection() {
PlayerPrefs.SetString(URLKey, urlField.text);
PlayerPrefs.SetInt(EnvironmentKey, environmentDropdown.value);
PlayerPrefs.SetString(NameKey, nameField.text);
PlayerPrefs.SetString(PasswordKey, passwordField.text);
@@ -280,7 +370,8 @@ public class ConnectionHandler : MonoBehaviour, ILobbySubscriber, IDisposable {
// Initialize cancellation token for thread management
_cancellationTokenSource = new CancellationTokenSource();
eagleConnection = new EagleConnection(nameField.text, passwordField.text, urlField.text);
string url = GetUrlFromEnvironment();
eagleConnection = new EagleConnection(nameField.text, passwordField.text, url);
_persistentClientConnection = new PersistentClientConnection(
eagleConnection.EagleGrpcClient,
eagleConnection.credentials,
@@ -174,7 +174,8 @@ public class CustomBattleHandler : MonoBehaviour, IClientConnectionSubscriber {
});
}
private void Register() { _persistentClientConnection.Subscribe(this); }
// Fire-and-forget - subscription is awaited internally and failures are logged
private void Register() { _ = _persistentClientConnection.Subscribe(this); }
public GameId? CurrentShardokToken(string shardokGameId) { return _shardokModel.History.Count; }
@@ -187,9 +188,14 @@ public class CustomBattleHandler : MonoBehaviour, IClientConnectionSubscriber {
case GameUpdate.GameUpdateDetailsOneofCase.ShardokActionResultResponse:
foreach (var resp in gameUpdate.ShardokActionResultResponse
.ShardokGameResponses) {
_shardokModel.HandleUpdates(
var updatesOk = _shardokModel.HandleUpdates(
resp.ActionResultViews,
resp.NewResultViewCount);
if (!updatesOk) {
// In custom battle mode, just clear and continue
_shardokModel.History.Clear();
continue;
}
_shardokModel.HandleAvailableCommands(resp.AvailableCommands);
}
@@ -443,4 +449,7 @@ public class CustomBattleHandler : MonoBehaviour, IClientConnectionSubscriber {
} };
public List<IClientConnectionSubscriber.StreamingTextStatus> StreamingTextStatuses => new();
// CustomBattleHandler only handles Shardok updates, not Eagle, so no count to update
public void UpdateResultCounts(GameUpdate update) {}
}
@@ -1,6 +1,8 @@
using System;
using System.Threading;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
public class ConnectionKiller : MonoBehaviour {
@@ -10,6 +12,10 @@ public class ConnectionKiller : MonoBehaviour {
public void OnApplicationQuit() { ShutdownAll(); }
#if UNITY_EDITOR
void OnEnable() { EditorApplication.playModeStateChanged += OnPlayModeStateChanged; }
void OnDisable() { EditorApplication.playModeStateChanged -= OnPlayModeStateChanged; }
void OnPlayModeStateChanged(PlayModeStateChange state) {
if (state == PlayModeStateChange.ExitingPlayMode) { ShutdownAll(); }
}
@@ -24,7 +24,7 @@ namespace eagle {
public void OnTextUpdate(string text, bool completed) { SetUp(); }
public string TextId() { return CurrentEntry.GeneratedTextId; }
public string TextId() { return _entries.Count > 0 ? CurrentEntry.GeneratedTextId : null; }
private void OnEnable() {
ClientTextProvider.Provider.AddListener(this);
@@ -41,11 +41,13 @@ namespace eagle {
public IList<ChronicleEntry> Entries {
get => _entries;
set {
var wasEmpty = _entries.Count == 0;
_entries = value != null ? value.ToList() : new List<ChronicleEntry>();
if (_entries.Count == 0) return;
if (!gameObject.activeSelf) {
// Jump to the last entry when first populating, or if not currently viewing
if (wasEmpty || !gameObject.activeSelf) {
_currentIndex = _entries.Count - 1;
ScrollToTop();
@@ -60,6 +62,8 @@ namespace eagle {
private const string TitleSplitPattern = @"\n\s*=====\s*\n";
private void SetUp() {
if (_entries.Count == 0) return;
previousButton.interactable = _currentIndex > 0;
nextButton.interactable = _currentIndex < _entries.Count - 1;
@@ -19,35 +19,86 @@ namespace eagle {
}
}
/// <summary>
/// Thread-safe provider for streaming LLM text content.
///
/// HandleNewStreamingText can be called from any thread (e.g., gRPC thread).
/// ProcessPendingUpdates must be called from the main thread (once per frame)
/// to notify listeners of changes.
/// </summary>
public class ClientTextProvider {
public static readonly ClientTextProvider Provider = new();
// Lock for thread-safe access to text dictionary
// Using a lock instead of ConcurrentDictionary because HandleNewStreamingText
// does a read-modify-write that must be atomic
private readonly object _lock = new();
private readonly Dictionary<String, TextEntry> _streamingTexts = new();
// Track which text IDs have pending updates
private readonly HashSet<String> _pendingUpdates = new();
// Listeners are only added/removed from main thread
private readonly HashSet<IClientTextListener> _listeners = new();
public void Clear() { _streamingTexts.Clear(); }
public Dictionary<String, TextEntry> All() {
return new Dictionary<string, TextEntry>(_streamingTexts);
public void Clear() {
lock (_lock) {
_streamingTexts.Clear();
_pendingUpdates.Clear();
}
}
public Dictionary<String, TextEntry> All() {
lock (_lock) { return new Dictionary<string, TextEntry>(_streamingTexts); }
}
/// <summary>
/// Updates the text dictionary. Thread-safe - can be called from any thread.
/// Listeners are NOT notified here; call ProcessPendingUpdates from main thread.
/// </summary>
public String
HandleNewStreamingText(String llmId, String newText, Int32 knownByteCount, bool completed) {
var currentText = "";
if (_streamingTexts.TryGetValue(llmId, out var entry)) { currentText = entry.Text; }
lock (_lock) {
var currentText = "";
if (_streamingTexts.TryGetValue(llmId, out var entry)) { currentText = entry.Text; }
var currentTextBytes = Encoding.UTF8.GetBytes(currentText);
var truncatedBytes = currentTextBytes.Take(knownByteCount).ToArray();
var currentTextBytes = Encoding.UTF8.GetBytes(currentText);
var truncatedBytes = currentTextBytes.Take(knownByteCount).ToArray();
var updatedText = Encoding.UTF8.GetString(truncatedBytes) + newText;
_streamingTexts[llmId] = new TextEntry(updatedText, completed);
var updatedText = Encoding.UTF8.GetString(truncatedBytes) + newText;
_streamingTexts[llmId] = new TextEntry(updatedText, completed);
_listeners.Where(x => x.TextId() == llmId)
.ToList()
.ForEach(x => x.OnTextUpdate(updatedText, completed));
// Mark this text ID as having pending updates
_pendingUpdates.Add(llmId);
return updatedText;
return updatedText;
}
}
/// <summary>
/// Process pending updates and notify listeners. Must be called from main thread.
/// This batches multiple updates to the same text ID into a single notification per frame.
/// </summary>
public void ProcessPendingUpdates() {
List<(String llmId, TextEntry entry)> updates;
lock (_lock) {
if (_pendingUpdates.Count == 0) return;
// Collect pending updates and their current values
updates = _pendingUpdates.Where(id => _streamingTexts.ContainsKey(id))
.Select(id => (id, _streamingTexts[id]))
.ToList();
_pendingUpdates.Clear();
}
// Notify listeners outside the lock to avoid potential deadlocks
foreach (var (llmId, textEntry) in updates) {
foreach (var listener in _listeners.Where(x => x.TextId() == llmId)) {
listener.OnTextUpdate(textEntry.Text, textEntry.Completed);
}
}
}
public TextEntry GetTextEntry(string streamId) {
@@ -57,7 +108,10 @@ namespace eagle {
return new TextEntry(text, true);
}
return _streamingTexts.GetValueOrDefault(streamId, null);
lock (_lock) {
_streamingTexts.TryGetValue(streamId, out var entry);
return entry;
}
}
public void AddListener(IClientTextListener listener) {
@@ -70,4 +124,4 @@ namespace eagle {
public void RemoveListener(IClientTextListener listener) { _listeners.Remove(listener); }
}
}
}
@@ -86,5 +86,17 @@ namespace eagle {
}
public void ToggleClicked(bool value) { SetCostLabel(); }
public override void AddTargetedHero(HeroId heroId) {
// Find the index of the clicked hero in the divinable heroes list
var divinableArray = DivineCommand.DivinableHeroes.ToArray();
for (int i = 0; i < divinableArray.Length; i++) {
if (divinableArray[i].Hero.Id == heroId) {
_selectedHeroIndex = i;
SetUpUI();
return;
}
}
}
}
}
@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Net.Eagle0.Eagle.Api;
using Net.Eagle0.Eagle.Api.Command.Util;
@@ -9,6 +10,7 @@ using UnityEngine.UI;
namespace eagle {
using ProvinceId = Int32;
using HeroId = Int32;
public class ManagePrisonersCommandSelector : CommandSelector {
// Unity accessors
@@ -36,6 +38,26 @@ namespace eagle {
public override AvailableCommand.SealedValueOneofCase CommandType =>
AvailableCommand.SealedValueOneofCase.ManagePrisonerCommand;
public override List<HeroId> TargetedHeroIds => new() { SelectedHero.Id };
public override bool HeroIsTargetable(HeroId heroId) {
if (_availableCommand == null || _availableCommand.ManagePrisonerCommand == null) {
return false;
}
return ManagePrisonersCommand.Prisoners.Any(p => p.Prisoner.Hero.Id == heroId);
}
public override void AddTargetedHero(HeroId heroId) {
// Find the prisoner with this heroId and select it
for (int i = 0; i < ManagePrisonersCommand.Prisoners.Count; i++) {
if (ManagePrisonersCommand.Prisoners[i].Prisoner.Hero.Id == heroId) {
_selectedHeroIndex = i;
DisplaySelectedHero();
return;
}
}
}
public override string HeaderString => "Manage Prisoners";
public override string CommitButtonString =>
$"Commit {DisplayNames.PrisonerManagementTypeName(SelectedOption)}";
@@ -224,13 +224,14 @@ namespace eagle {
tp => tp.TypeId == battalionTypeId && tp.MeetsRequirements);
}
private void MaybeActivateRow(EventBasedTable table, BattalionTypeId battalionTypeId) {
private void MaybeActivateRow(
EventBasedTable table,
BattalionTypeId battalionTypeId,
int[] extraTroopsByType) {
var parent = table.gameObject.transform.parent;
var allowed = TypeIsAllowed(battalionTypeId) ||
extraTroops.Where(tfb => tfb.type == battalionTypeId)
.Select(tfb => tfb.count)
.Sum() > 0;
var allowed =
TypeIsAllowed(battalionTypeId) || extraTroopsByType[(int)battalionTypeId] > 0;
table.gameObject.GetComponent<OrganizeExtrasTable>().Set(
allowed,
@@ -251,12 +252,12 @@ namespace eagle {
parent.GetComponentInChildren<RawImage>().color = color;
}
private void MaybeActivateRows() {
MaybeActivateRow(lightInfantryTable, BattalionTypeId.LightInfantry);
MaybeActivateRow(heavyInfantryTable, BattalionTypeId.HeavyInfantry);
MaybeActivateRow(longbowmenTable, BattalionTypeId.Longbowmen);
MaybeActivateRow(dragoonsTable, BattalionTypeId.LightCavalry);
MaybeActivateRow(knightsTable, BattalionTypeId.HeavyCavalry);
private void MaybeActivateRows(int[] extraTroopsByType) {
MaybeActivateRow(lightInfantryTable, BattalionTypeId.LightInfantry, extraTroopsByType);
MaybeActivateRow(heavyInfantryTable, BattalionTypeId.HeavyInfantry, extraTroopsByType);
MaybeActivateRow(longbowmenTable, BattalionTypeId.Longbowmen, extraTroopsByType);
MaybeActivateRow(dragoonsTable, BattalionTypeId.LightCavalry, extraTroopsByType);
MaybeActivateRow(knightsTable, BattalionTypeId.HeavyCavalry, extraTroopsByType);
}
protected override void SetUpUI() {
@@ -330,7 +331,8 @@ namespace eagle {
} else
return false;
eb.Update(existingBattalions);
// Note: We don't call Update() here - the caller (UpdateTable or MaxClickedImpl)
// will call it when needed. This avoids redundant recalculations.
return true;
}
@@ -367,7 +369,6 @@ namespace eagle {
}
// Remove original troops
else {
var updated = eb.Update(existingBattalions);
var availableToRemove = eb.Original.Size - eb.troopsRemoved;
var newlyRemovedCount = Math.Min(KeyModifiedAmount.Amount(), availableToRemove);
@@ -464,7 +465,8 @@ namespace eagle {
} else
return false;
newB.Update(existingBattalions);
// Note: We don't call Update() here - the caller (UpdateTable or MaxClickedImpl)
// will call it when needed. This avoids redundant recalculations.
return true;
}
@@ -639,8 +641,6 @@ namespace eagle {
}
public void UpdateTable() {
battalionsTable.RowCount = 0;
maxAllButton.gameObject.SetActive(false);
mergeButton.gameObject.SetActive(false);
@@ -653,23 +653,30 @@ namespace eagle {
{ BattalionTypeId.Longbowmen, 0 }
};
maxAllButton.gameObject.SetActive(false);
foreach (var eb in existingBattalions) {
if (eb.dismissed) continue;
// Cache extra troop counts by type to avoid repeated LINQ queries
// Use array indexed by enum value for O(1) access without hashing
var battalionTypeCount = Enum.GetValues(typeof(BattalionTypeId)).Length;
var extraTroopsByType = new int[battalionTypeCount];
foreach (var et in extraTroops) { extraTroopsByType[(int)et.type] += et.count; }
var newRow = battalionsTable.AddRowWithComponent<OrganizeTroopsTableRow>();
// Count total rows needed and set RowCount to reuse existing rows
var activeExisting = existingBattalions.Where(eb => !eb.dismissed).ToList();
var totalRows = activeExisting.Count + newBattalions.Count;
battalionsTable.RowCount = totalRows;
int rowIndex = 0;
foreach (var eb in activeExisting) {
var row = battalionsTable.ComponentAt<OrganizeTroopsTableRow>(rowIndex);
eb.Update(existingBattalions);
newRow.BattalionInfo = eb;
row.BattalionInfo = eb;
newRow.PlusButtonClickedCallback = () => PlusClicked(eb);
newRow.MinusButtonClickedCallback = () => MinusClicked(eb);
newRow.MaxButtonClickedCallback = () => MaxClicked(eb);
newRow.DismissButtonClickedCallback = () => DismissClicked(eb);
row.PlusButtonClickedCallback = () => PlusClicked(eb);
row.MinusButtonClickedCallback = () => MinusClicked(eb);
row.MaxButtonClickedCallback = () => MaxClicked(eb);
row.DismissButtonClickedCallback = () => DismissClicked(eb);
bool canAugment =
TypeIsAllowed(eb.TypeId) ||
extraTroops.Where(tfb => tfb.type == eb.TypeId).Sum(tfb => tfb.count) > 0;
newRow.CanAugment = canAugment;
bool canAugment = TypeIsAllowed(eb.TypeId) || extraTroopsByType[(int)eb.TypeId] > 0;
row.CanAugment = canAugment;
if (eb.Count < eb.Capacity) {
// Enable MaxAll button if we could add new troops to this battalion type
@@ -681,18 +688,19 @@ namespace eagle {
mergeButton.gameObject.SetActive(true);
}
}
rowIndex++;
}
foreach (var newB in newBattalions) {
var newRow = battalionsTable.AddRowWithComponent<OrganizeTroopsTableRow>();
var row = battalionsTable.ComponentAt<OrganizeTroopsTableRow>(rowIndex);
newB.Update(existingBattalions);
newRow.BattalionInfo = newB;
row.BattalionInfo = newB;
newRow.PlusButtonClickedCallback = () => PlusClicked(newB);
newRow.MinusButtonClickedCallback = () => MinusClicked(newB);
newRow.MaxButtonClickedCallback = () => MaxClicked(newB);
newRow.DismissButtonClickedCallback = () => DismissClicked(newB);
row.PlusButtonClickedCallback = () => PlusClicked(newB);
row.MinusButtonClickedCallback = () => MinusClicked(newB);
row.MaxButtonClickedCallback = () => MaxClicked(newB);
row.DismissButtonClickedCallback = () => DismissClicked(newB);
if (newB.Count < newB.Capacity) {
maxAllButton.gameObject.SetActive(true);
@@ -701,6 +709,7 @@ namespace eagle {
mergeButton.gameObject.SetActive(true);
}
}
rowIndex++;
}
lightInfantryTable.RowCount = 0;
@@ -739,15 +748,18 @@ namespace eagle {
if (!sufficient) { _disabledReason = "Not enough gold"; }
// Also check that something has changed
// Check newBattalion fields directly instead of calling Update() which is expensive
bool somethingChanged =
(newBattalions.Exists(b => b.Update(existingBattalions).Size > 0) ||
(newBattalions.Exists(
b => b.newBattalion.NewTroops > 0 ||
b.newBattalion.TroopsFromOtherBattalion.Count > 0) ||
existingBattalions.Exists(eb => eb.changed != null || eb.troopsRemoved > 0));
if (!somethingChanged) { _disabledReason = "No battalions have changed"; }
_enableCommit = sufficient && somethingChanged;
resetAllButton.gameObject.SetActive(somethingChanged);
MaybeActivateRows();
MaybeActivateRows(extraTroopsByType);
}
public override AvailableCommand.SealedValueOneofCase CommandType =>
@@ -30,10 +30,26 @@ namespace eagle {
public override string HeaderString => "Recruit Heroes";
public override string CommitButtonString => "Commit Recruit";
public override bool HeroIsTargetable(HeroId heroId) =>
RecruitHeroesCommand.AvailableHeroes.Any(euh => euh.Hero.Id == heroId);
public override bool HeroIsTargetable(HeroId heroId) {
if (_availableCommand == null || _availableCommand.RecruitHeroesCommand == null) {
return false;
}
return RecruitHeroesCommand.AvailableHeroes.Any(euh => euh.Hero.Id == heroId);
}
public override List<HeroId> TargetedHeroIds => new List<HeroId> { SelectedHero.Hero.Id };
public override void AddTargetedHero(HeroId heroId) {
// Find the hero in available heroes and select it
var availableHeroes = RecruitHeroesCommand.AvailableHeroes.ToList();
for (int i = 0; i < availableHeroes.Count; i++) {
if (availableHeroes[i].Hero.Id == heroId) {
_selectedHeroIndex = i;
DisplayHero();
return;
}
}
}
void DisplayHero() {
heroDetails.SetHero(SelectedHero.Hero, _model);
statusText.text = DisplayNames.UnaffiliatedHeroStatus(SelectedHero.Type);
@@ -0,0 +1,164 @@
using System;
using common;
namespace eagle {
/// <summary>
/// Circuit breaker pattern for connection failures.
/// Prevents cascading failures by blocking connection attempts during server outages.
/// </summary>
public class ConnectionCircuitBreaker {
public enum State {
Closed, // Normal operation, allowing connections
Open, // Too many failures, blocking connections
HalfOpen // Testing if service recovered
}
private const int FailureThreshold = 5; // Open after 5 failures
private const double OpenTimeoutSeconds = 60.0; // Wait 60s before test
private const double SuccessResetThreshold = 3; // Close after 3 successes
private State _state = State.Closed;
private int _failureCount = 0;
private int _successCount = 0;
private DateTime? _openedAt = null;
private readonly Logger _logger = Logger.GetLogger("ConnectionLogger");
public State CurrentState {
get {
lock (this) { return _state; }
}
}
public DateTime? NextTestAttempt {
get {
lock (this) {
if (_state == State.Open && _openedAt.HasValue) {
return _openedAt.Value.AddSeconds(OpenTimeoutSeconds);
}
return null;
}
}
}
/// <summary>
/// Check if a connection attempt should be allowed.
/// </summary>
public bool ShouldAttemptConnection() {
lock (this) {
switch (_state) {
case State.Closed: return true; // Normal operation
case State.HalfOpen: return true; // Allow test attempt
case State.Open:
// Check if timeout has elapsed
if (_openedAt.HasValue) {
var elapsed = (DateTime.UtcNow - _openedAt.Value).TotalSeconds;
if (elapsed >= OpenTimeoutSeconds) {
// Transition to half-open for test
_state = State.HalfOpen;
_logger.LogLine(
$"[CIRCUIT] OPEN → HALF_OPEN (testing after {elapsed:F1}s)");
return true;
}
}
return false; // Still in open state, block connection
}
return false;
}
}
/// <summary>
/// Record a successful connection.
/// </summary>
public void RecordSuccess() {
lock (this) {
if (_state == State.HalfOpen) {
// Test succeeded, close circuit
_state = State.Closed;
_failureCount = 0;
_successCount = 0;
_openedAt = null;
_logger.LogLine($"[CIRCUIT] HALF_OPEN → CLOSED (test succeeded)");
} else if (_state == State.Closed) {
// Normal success, increment counter
_successCount++;
if (_failureCount > 0) {
_failureCount = Math.Max(0, _failureCount - 1); // Decay failures
}
if (_failureCount == 0 && _successCount >= SuccessResetThreshold) {
_successCount = 0; // Reset success counter
_logger.LogLine($"[CIRCUIT] CLOSED (connection stable)");
}
}
}
}
/// <summary>
/// Record a connection failure.
/// </summary>
public void RecordFailure() {
lock (this) {
_failureCount++;
_successCount = 0; // Reset success counter on any failure
if (_state == State.HalfOpen) {
// Test attempt failed, reopen circuit
_state = State.Open;
_openedAt = DateTime.UtcNow;
_logger.LogLine(
$"[CIRCUIT] HALF_OPEN → OPEN (test failed, failures={_failureCount})");
} else if (_failureCount >= FailureThreshold && _state == State.Closed) {
// Too many failures, open circuit
_state = State.Open;
_openedAt = DateTime.UtcNow;
_logger.LogLine(
$"[CIRCUIT] CLOSED → OPEN (failures={_failureCount}, threshold={FailureThreshold})");
}
}
}
/// <summary>
/// Force the circuit breaker to allow an immediate reconnect attempt.
/// Resets the state to HalfOpen so the next connection will be a test.
/// </summary>
public void ForceReconnect() {
lock (this) {
if (_state == State.Open) {
_state = State.HalfOpen;
_logger.LogLine("[CIRCUIT] OPEN → HALF_OPEN (forced by user)");
}
}
}
/// <summary>
/// Get human-readable status for UI display.
/// </summary>
public string GetStatusMessage() {
lock (this) {
switch (_state) {
case State.Closed:
return _failureCount > 0
? $"Connection recovering ({_failureCount} recent failures)"
: "Connection healthy";
case State.HalfOpen: return "Testing connection...";
case State.Open:
if (_openedAt.HasValue) {
var timeUntilTest = OpenTimeoutSeconds -
(DateTime.UtcNow - _openedAt.Value).TotalSeconds;
if (timeUntilTest > 0) {
return $"Server unavailable. Retrying in {Math.Min(10, (int)timeUntilTest)}s";
}
}
return "Server unavailable. Testing...";
default: return "Unknown state";
}
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1c49d026769d746aeac2ceff7c1f5dc4
@@ -0,0 +1,169 @@
using System;
using Net.Eagle0.Eagle.Api;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace eagle {
/// <summary>
/// Provides game state information for the connection status UI.
/// Implement this interface to show game-specific status when connected.
/// </summary>
public interface IGameStateProvider {
/// <summary>Server-reported game status. Null if no status received yet.</summary>
ServerGameStatus ServerStatus { get; }
/// <summary>True if a command was submitted and we're awaiting response (for >
/// 500ms).</summary>
bool IsProcessingCommand { get; }
}
/// <summary>
/// Simple UI component to display connection status and reconnection countdown.
/// Attach to a TextMeshProUGUI component to display status.
/// </summary>
public class ConnectionStatusUI : MonoBehaviour {
private TextMeshProUGUI _textComponent;
private PersistentClientConnection _connection;
private IGameStateProvider _gameStateProvider;
[Tooltip("Optional button to force immediate reconnection when server is down")]
public Button retryButton;
// Update interval in seconds
private const float UpdateInterval = 0.5f;
private float _timeSinceLastUpdate = 0f;
void Start() {
_textComponent = GetComponent<TextMeshProUGUI>();
if (_textComponent == null) {
Debug.LogError(
"ConnectionStatusUI must be attached to a TextMeshProUGUI component");
enabled = false;
return;
}
if (retryButton != null) {
retryButton.onClick.AddListener(OnRetryClicked);
retryButton.gameObject.SetActive(false);
}
}
/// <summary>
/// Set the connection to monitor. Call this after creating the connection.
/// </summary>
public void SetConnection(PersistentClientConnection connection) {
_connection = connection;
}
/// <summary>
/// Set the game state provider for showing game-specific status.
/// Call this when entering a game, clear it when leaving.
/// </summary>
public void SetGameStateProvider(IGameStateProvider provider) {
_gameStateProvider = provider;
}
void Update() {
if (_connection == null || _textComponent == null) { return; }
_timeSinceLastUpdate += Time.deltaTime;
if (_timeSinceLastUpdate < UpdateInterval) { return; }
_timeSinceLastUpdate = 0f;
UpdateDisplay();
}
private void UpdateDisplay() {
// Check circuit breaker state first - it takes precedence
var circuitState = _connection.CircuitBreaker.CurrentState;
if (circuitState == ConnectionCircuitBreaker.State.Open) {
SetRetryButtonVisible(true);
var nextTest = _connection.CircuitBreaker.NextTestAttempt;
if (nextTest.HasValue) {
var timeUntilTest = nextTest.Value - DateTime.UtcNow;
if (timeUntilTest.TotalSeconds > 0) {
int seconds = Math.Min(10, (int)Math.Ceiling(timeUntilTest.TotalSeconds));
_textComponent.text =
$"<color=red>●</color> Server down. Retry in {seconds}s";
return;
}
}
_textComponent.text = "<color=red>●</color> Server unavailable";
return;
} else if (circuitState == ConnectionCircuitBreaker.State.HalfOpen) {
SetRetryButtonVisible(false);
_textComponent.text = "<color=yellow>●</color> Testing connection...";
return;
}
// Normal connection state display
var state = _connection.CurrentState;
var nextAttempt = _connection.NextReconnectAttempt;
// Show retry button if we're counting down to a reconnect attempt
bool isCountingDown = state == ConnectionState.Reconnecting && nextAttempt.HasValue &&
(nextAttempt.Value - DateTime.UtcNow).TotalSeconds > 0;
SetRetryButtonVisible(isCountingDown);
string statusText = state switch {
ConnectionState.Connected => GetConnectedStatusText(),
ConnectionState.Connecting => "<color=yellow>●</color> Connecting...",
ConnectionState.Disconnected => "<color=red>●</color> Disconnected",
ConnectionState.Reconnecting => GetReconnectingText(nextAttempt),
ConnectionState.SubscriptionPending => "<color=yellow>●</color> Subscribing...",
_ => "<color=gray>●</color> Unknown"
};
_textComponent.text = statusText;
}
private string GetConnectedStatusText() {
// If no game state provider, just show "Connected"
if (_gameStateProvider == null) { return "<color=green>●</color> Connected"; }
// Processing takes priority (client knows it submitted a command)
if (_gameStateProvider.IsProcessingCommand) {
return "<color=green>●</color> Processing...";
}
// Use server-reported status
var serverStatus = _gameStateProvider.ServerStatus;
if (serverStatus == null) {
// No server status yet - waiting for first response
return "<color=green>●</color> Connected";
}
return serverStatus.Status switch {
ServerGameStatus.Types.Status.YourTurn => "<color=green>●</color> Your turn",
ServerGameStatus.Types.Status.WaitingForPlayers =>
"<color=green>●</color> Waiting for other players",
ServerGameStatus.Types.Status.GeneratingText =>
"<color=green>●</color> Generating...",
ServerGameStatus.Types.Status.ProcessingAction =>
"<color=green>●</color> Processing...",
_ => "<color=green>●</color> Connected"
};
}
private string GetReconnectingText(DateTime? nextAttempt) {
if (!nextAttempt.HasValue) { return "<color=yellow>●</color> Reconnecting..."; }
var timeUntilRetry = nextAttempt.Value - DateTime.UtcNow;
if (timeUntilRetry.TotalSeconds <= 0) {
return "<color=yellow>●</color> Reconnecting...";
}
int secondsRemaining = Math.Min(10, (int)Math.Ceiling(timeUntilRetry.TotalSeconds));
return $"<color=orange>●</color> Retry in {secondsRemaining}s";
}
private void SetRetryButtonVisible(bool visible) {
if (retryButton != null) { retryButton.gameObject.SetActive(visible); }
}
private void OnRetryClicked() {
if (_connection != null) { _connection.ForceReconnect(); }
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 727a520b2deac4a28ae9c6a00e54c2e7
@@ -24,8 +24,8 @@ namespace eagle {
public RollPanelController rollPanelController;
public TextMeshProUGUI roundStatusLabel;
public TextMeshProUGUI widthLabel;
public TextMeshProUGUI heightLabel;
public TextMeshProUGUI connectionStatusLabel;
private bool _connectionStatusUIInitialized = false;
public GameObject alwaysOnLeftColumn;
public GameObject factionsAndMovingArmiesRow;
@@ -110,8 +110,15 @@ namespace eagle {
if (newWidth == _lastWidth && newHeight == _lastHeight) { return; }
widthLabel.text = newWidth.ToString();
heightLabel.text = newHeight.ToString();
// Initialize ConnectionStatusUI component once when connection is available
if (!_connectionStatusUIInitialized &&
errorHandler.PersistentClientConnection != null) {
var statusUI = connectionStatusLabel.GetComponent<ConnectionStatusUI>();
if (statusUI != null) {
statusUI.SetConnection(errorHandler.PersistentClientConnection);
_connectionStatusUIInitialized = true;
}
}
_lastWidth = newWidth;
_lastHeight = newHeight;
@@ -158,6 +165,10 @@ namespace eagle {
Model = null;
chronicleCanvasController.Entries = new List<ChronicleEntry>();
SetMusic();
// Clear game state provider when leaving game
var statusUI = connectionStatusLabel.GetComponent<ConnectionStatusUI>();
if (statusUI != null) { statusUI.SetGameStateProvider(null); }
}
void MapControllerChangedTarget(List<ProvinceId> newTarget) {
@@ -177,6 +188,9 @@ namespace eagle {
}
void Update() {
// Process batched streaming text updates (thread-safe, once per frame)
ClientTextProvider.Provider.ProcessPendingUpdates();
ArrangeLayout();
if (_newModel != null) { SwapModel(); }
@@ -215,11 +229,11 @@ namespace eagle {
void OnApplicationPause(bool pause) {
if (ModelUpdater == null) { return; }
if (pause) {
ModelUpdater.StopListeningForUpdates();
} else {
ModelUpdater.StartListeningForUpdates();
}
// Don't unsubscribe on pause - this caused a race condition where the subscriber
// could be lost if pause happened before the async StartListeningForUpdates completed.
// With MainQueue rate-limiting, keeping the subscription during pause is safe.
// Reconnects will continue to work, and updates will queue up and be processed on
// resume.
}
#if UNITY_EDITOR
@@ -255,7 +269,13 @@ namespace eagle {
ModelUpdater.ErrorHandler = errorHandler;
MainQueue.Q.EnqueueForNextUpdate(() => { ModelUpdater.StartListeningForUpdates(); });
// Set up game state provider for connection status UI
var statusUI = connectionStatusLabel.GetComponent<ConnectionStatusUI>();
if (statusUI != null) { statusUI.SetGameStateProvider(ModelUpdater); }
// Fire-and-forget - subscription is awaited internally and failures are logged
MainQueue.Q.EnqueueForNextUpdate(
() => { _ = ModelUpdater.StartListeningForUpdates(); });
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += (state) => OnPlayModeStateChanged(state);
@@ -294,6 +314,7 @@ namespace eagle {
movingArmiesTableController.UpdateTables();
factionsTableController.UpdateTables();
heroesAndBattalionsPanelController.UpdateTables();
freeHeroesTableController.UpdateUnaffiliatedHeroSelections();
}
private void UpdateButtons() {
@@ -649,7 +670,9 @@ namespace eagle {
var shardokModel = Model.ShardokGameModels[selectedModel.ShardokGameId];
shardokCanvas.gameObject.SetActive(true);
shardokCanvas.GetComponent<ShardokGameController>().SetUpGame(shardokModel);
var shardokController = shardokCanvas.GetComponent<ShardokGameController>();
shardokController.SetUpGame(shardokModel);
shardokController.SetConnection(errorHandler.PersistentClientConnection);
gameObject.SetActive(false);
}
@@ -1,4 +1,5 @@
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Linq;
using System.Text;
@@ -42,7 +43,7 @@ namespace eagle {
TokenId? CommandToken { get; }
TokenId LastPostedToken { get; }
Dictionary<String, ShardokGameModel> ShardokGameModels { get; }
ConcurrentDictionary<String, ShardokGameModel> ShardokGameModels { get; }
private bool ShardokGameModelIsRunning(ShardokGameModel sgm) =>
sgm.GameStatus.State == GameStatus.Types.State.GameRunning
@@ -61,7 +62,7 @@ namespace eagle {
RollFetcher RollFetcher { get; }
}
public class GameModelUpdater : IClientConnectionSubscriber {
public class GameModelUpdater : IClientConnectionSubscriber, IGameStateProvider {
private FactionId? PlayerId => _currentModel.PlayerId;
public Int64? CurrentEagleToken => _currentModel.CommandToken;
public Int64? CurrentShardokToken(string shardokGameId) {
@@ -94,13 +95,24 @@ namespace eagle {
public long GameId { get; }
public int LastUnfilteredResultCount => _lastUnfilteredResultCount;
public int LastUnfilteredResultCount {
get {
lock (_resultCountLock) { return _lastUnfilteredResultCount; }
}
}
public List<IClientConnectionSubscriber.ShardokViewStatus> ShardokViewStatuses =>
_currentModel.ShardokGameModels
.Select(sgm => new IClientConnectionSubscriber.ShardokViewStatus {
shardokGameId = sgm.Key,
filteredResultCount = sgm.Value.History.Count()
.Select(sgm => {
var needsResync = _shardokNeedsResync.GetValueOrDefault(sgm.Key, false);
// Use thread-safe count from gRPC thread updates. Fall back to 0 if
// not yet tracked (avoids accessing non-thread-safe History.Count).
var count = _shardokResultCounts.GetValueOrDefault(sgm.Key, 0);
return new IClientConnectionSubscriber.ShardokViewStatus {
shardokGameId = sgm.Key,
filteredResultCount = needsResync ? 0 : count,
requestFullResync = needsResync
};
})
.ToList();
@@ -117,10 +129,27 @@ namespace eagle {
public ErrorHandler ErrorHandler;
// Thread-safe: updated from gRPC thread via UpdateResultCounts, read from main thread
private int _lastUnfilteredResultCount = 0;
private readonly object _resultCountLock = new();
private readonly Logger _connectionLogger = Logger.GetLogger("ConnectionLogger");
// Track when a command was submitted for "Processing..." display
// Only show "Processing..." if command has been pending for > 500ms
private DateTime? _commandSubmittedTime;
private const double ProcessingDisplayDelayMs = 500.0;
// Track which Shardok games need full state resync after connection drop
// Thread-safe: accessed from both connection thread and Unity main thread
private readonly ConcurrentDictionary<string, bool> _shardokNeedsResync =
new ConcurrentDictionary<string, bool>();
// Thread-safe Shardok result counts: updated from gRPC thread via UpdateResultCounts
// Used by ShardokViewStatuses to report accurate counts even when MainQueue is blocked
private readonly ConcurrentDictionary<string, int> _shardokResultCounts =
new ConcurrentDictionary<string, int>();
private readonly RollFetcher _rollFetcher;
// State synced with server
@@ -169,7 +198,8 @@ namespace eagle {
return new List<AvailableCommand>();
}
public Dictionary<String, ShardokGameModel> ShardokGameModels { get; set; }
// Thread-safe: accessed from heartbeat timer thread via ShardokViewStatuses
public ConcurrentDictionary<String, ShardokGameModel> ShardokGameModels { get; set; }
public FactionView MaybeDestroyedFaction(FactionId factionId) {
if (ActiveFactions.TryGetValue(factionId, out var factionView)) {
@@ -211,7 +241,8 @@ namespace eagle {
new Dictionary<ProvinceId, OneProvinceAvailableCommands>();
_currentModel.GsView = new GameStateView();
_currentModel.ShardokGameModels = new Dictionary<ShardokGameId, ShardokGameModel>();
_currentModel.ShardokGameModels =
new ConcurrentDictionary<ShardokGameId, ShardokGameModel>();
_currentModel.BattalionTypes = new Dictionary<BattalionTypeId, BattalionType>();
@@ -219,8 +250,16 @@ namespace eagle {
}
private ShardokGameModel MakeGameModel(ShardokGameId shardokGameId) {
var battleView =
_currentModel.ShardokBattles.First(b => b.ShardokGameId == shardokGameId);
var battleView = _currentModel.ShardokBattles.FirstOrDefault(
b => b.ShardokGameId == shardokGameId);
if (battleView == null) {
// Battle was removed (e.g., it ended) before we could create the model.
// This is expected when Eagle's RemovedBattleIds update arrives before a
// pending Shardok update - the UI already shows "Back to Eagle" via
// MarkBattleEnded(), so we just skip this stale update.
return null;
}
PlayerId playerId = battleView.MyPlayerId ?? -1;
@@ -266,16 +305,42 @@ namespace eagle {
switch (updateItem.GameUpdateDetailsCase) {
case GameUpdate.GameUpdateDetailsOneofCase.ActionResultResponse:
_lastUnfilteredResultCount =
updateItem.ActionResultResponse.UnfilteredResultCountAfter;
if (updateItem.ActionResultResponse.ActionResultViews.Any() ||
updateItem.ActionResultResponse.AvailableCommands == null ||
updateItem.ActionResultResponse.AvailableCommands.Token !=
_currentModel.CommandToken) {
// Clear processing state - we received a response from the server
_commandSubmittedTime = null;
// Store server-reported game status for UI
if (updateItem.ActionResultResponse.ServerGameStatus != null) {
ServerStatus = updateItem.ActionResultResponse.ServerGameStatus;
_connectionLogger.LogLine(
$"[UPDATE] ServerGameStatus updated: {ServerStatus.Status}");
}
// Note: _lastUnfilteredResultCount is updated on the gRPC thread in
// UpdateResultCounts() before enqueueing. We don't update it here to avoid
// race conditions where a backlogged MainQueue update overwrites a newer count.
var hasResults = updateItem.ActionResultResponse.ActionResultViews.Any();
var hasCommands = updateItem.ActionResultResponse.AvailableCommands != null;
var incomingToken =
hasCommands ? updateItem.ActionResultResponse.AvailableCommands.Token
: -1;
var tokenMatches = hasCommands && incomingToken == _currentModel.CommandToken;
_connectionLogger.LogLine(
$"[UPDATE] hasResults={hasResults}, hasCommands={hasCommands}, " +
$"incomingToken={incomingToken}, currentToken={_currentModel.CommandTokenString}, " +
$"tokenMatches={tokenMatches}");
if (hasResults || !hasCommands || !tokenMatches) {
HandleUpdates(updateItem.ActionResultResponse.ActionResultViews.ToList());
HandleAvailableCommands(updateItem.ActionResultResponse.AvailableCommands);
if (UpdateAction != null) UpdateAction.Invoke(_currentModel);
_connectionLogger.LogLine(
"[UPDATE] Processed update and invoked UpdateAction");
} else {
_connectionLogger.LogLine(
"[UPDATE] SKIPPED - no results, has commands, token matches");
}
break;
@@ -289,18 +354,45 @@ namespace eagle {
out var shardokGameModel)) {
shardokGameModel =
MakeGameModel(shardokGameId: oneResponse.ShardokGameId);
// Battle may have ended before we could create the model - remove
// any stale reference and skip this update
if (shardokGameModel == null) {
_currentModel.ShardokGameModels.TryRemove(
oneResponse.ShardokGameId,
out _);
_shardokResultCounts.TryRemove(oneResponse.ShardokGameId, out _);
continue;
}
}
shardokGameModel.HandleUpdates(
var updatesOk = shardokGameModel.HandleUpdates(
oneResponse.ActionResultViews,
oneResponse.NewResultViewCount);
if (!updatesOk) {
// Missing results - mark for resync and clear history
MarkShardokForResync(oneResponse.ShardokGameId);
shardokGameModel.History.Clear();
continue;
}
shardokGameModel.HandleAvailableCommands(oneResponse.AvailableCommands);
// Clear resync flag after successfully receiving updates
ClearShardokResyncFlag(oneResponse.ShardokGameId);
if (shardokGameModel.GameStatus.State ==
GameStatus.Types.State.GameRunning ||
shardokGameModel.GameStatus.State == GameStatus.Types.State.SetUp) {
_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 _);
}
}
if (UpdateAction != null) UpdateAction.Invoke(_currentModel);
@@ -321,10 +413,72 @@ namespace eagle {
}
}
public void StartListeningForUpdates() { PersistentConnection.Subscribe(this); }
/// <summary>
/// Update result counts immediately when an update is received from the server.
/// Called from the gRPC thread BEFORE enqueueing to MainQueue, to ensure
/// reconnects use accurate counts even when MainQueue is blocked (e.g., backgrounded).
/// </summary>
public void UpdateResultCounts(GameUpdate update) {
switch (update.GameUpdateDetailsCase) {
case GameUpdate.GameUpdateDetailsOneofCase.ActionResultResponse:
var newCount = update.ActionResultResponse.UnfilteredResultCountAfter;
lock (_resultCountLock) {
var oldCount = _lastUnfilteredResultCount;
_lastUnfilteredResultCount = newCount;
if (newCount != oldCount) {
_connectionLogger.LogLine(
$"[RESULT_COUNT] Updated count {oldCount} -> {newCount}");
}
}
break;
case GameUpdate.GameUpdateDetailsOneofCase.ShardokActionResultResponse:
foreach (var response in update.ShardokActionResultResponse
.ShardokGameResponses) {
_shardokResultCounts[response.ShardokGameId] = response.NewResultViewCount;
}
break;
}
}
/// <summary>
/// Subscribe to game updates. Returns true if subscription was acknowledged by server.
/// </summary>
public async Task<bool> StartListeningForUpdates() {
return await PersistentConnection.Subscribe(this);
}
public void StopListeningForUpdates() { PersistentConnection.Unsubscribe(this); }
/// <summary>
/// Mark a Shardok game for full state resync on next connection.
/// Used after connection drops to ensure state consistency.
/// </summary>
public void MarkShardokForResync(string shardokGameId) {
_shardokNeedsResync[shardokGameId] = true;
_connectionLogger.LogLine(
$"[RESYNC] Marked Shardok game {shardokGameId} for full state resync");
}
/// <summary>
/// Clear resync flag after successfully receiving full state.
/// </summary>
public void ClearShardokResyncFlag(string shardokGameId) {
if (_shardokNeedsResync.TryRemove(shardokGameId, out _)) {
_connectionLogger.LogLine(
$"[RESYNC] Cleared resync flag for Shardok game {shardokGameId}");
}
}
/// <summary>
/// Mark all active Shardok games for resync (called on disconnect).
/// </summary>
public void MarkAllShardokForResync() {
foreach (var shardokGameId in _currentModel.ShardokGameModels.Keys) {
MarkShardokForResync(shardokGameId);
}
}
public Task PostCommand(ProvinceId provinceId, SelectedCommand command) {
_connectionLogger.LogLine(
$"Posting command with token {_currentModel.CommandTokenString}");
@@ -332,6 +486,7 @@ namespace eagle {
_currentModel.AvailableCommandsByProvince.Clear();
_currentModel.CommandToken = null;
_currentModel.LastPostedToken = token;
_commandSubmittedTime = DateTime.UtcNow;
return PersistentConnection.PostEagleCommand(
gameId: GameId,
token: token,
@@ -343,10 +498,39 @@ namespace eagle {
}
private void HandleStartingState(GameStateView startingState) {
var timestamp = DateTime.UtcNow.ToString("yyyy-MM-dd HH:mm:ss.fff");
_connectionLogger.LogLine(
$"[STATE_RESYNC] timestamp={timestamp} round={startingState.CurrentRoundId} factions={startingState.Factions.Count} heroes={startingState.Heroes.Count}");
_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.
bool needsResubscribe = false;
foreach (var battle in _currentModel.ShardokBattles) {
if (!_currentModel.ShardokGameModels.ContainsKey(battle.ShardokGameId)) {
var model = MakeGameModel(battle.ShardokGameId);
if (model != null) {
_currentModel.ShardokGameModels[battle.ShardokGameId] = model;
MarkShardokForResync(battle.ShardokGameId);
_connectionLogger.LogLine(
$"[STATE_RESYNC] Created ShardokGameModel for outstanding battle {battle.ShardokGameId}");
needsResubscribe = true;
}
}
}
// If we created new ShardokGameModels, re-subscribe to request their full state.
// The original subscribe didn't include these battles since we didn't know about them
// yet.
if (needsResubscribe) {
_connectionLogger.LogLine(
"[STATE_RESYNC] Re-subscribing to request full Shardok state for new battles");
_ = StartListeningForUpdates();
}
}
private void HandleUpdates(List<ActionResultView> results) {
@@ -644,6 +828,15 @@ namespace eagle {
foreach (ShardokBattleView bv in entry.NewBattles) _currentModel.ShardokBattles.Add(bv);
foreach (string rb in entry.RemovedBattleIds) {
// If there's an active ShardokGameModel for this battle, mark it as ended
// so the UI knows to return to Eagle. This handles the race condition where
// the Eagle update removing the battle arrives before the Shardok Victory update.
if (_currentModel.ShardokGameModels.TryGetValue(rb, out var sgm)) {
sgm.MarkBattleEnded("Battle has ended.");
_currentModel.ShardokGameModels.TryRemove(rb, out _);
}
_shardokResultCounts.TryRemove(rb, out _);
for (int i = 0; i < _currentModel.ShardokBattles.Count; i++) {
if (_currentModel.ShardokBattles[i].ShardokGameId == rb) {
_currentModel.ShardokBattles.RemoveAt(i);
@@ -689,5 +882,21 @@ namespace eagle {
Notify(result);
}
}
#region IGameStateProvider implementation
/// <summary>Server-reported game status from the last ActionResultResponse.</summary>
public ServerGameStatus ServerStatus { get; private set; }
/// <summary>
/// True if a command was submitted and we're awaiting response.
/// Only returns true if processing for > 500ms to avoid flashing.
/// </summary>
public bool IsProcessingCommand =>
_commandSubmittedTime.HasValue &&
(DateTime.UtcNow - _commandSubmittedTime.Value).TotalMilliseconds >
ProcessingDisplayDelayMs;
#endregion
}
}
@@ -59,7 +59,7 @@ namespace eagle {
}
}
private void UpdateUnaffiliatedHeroSelections() {
public void UpdateUnaffiliatedHeroSelections() {
UnaffiliatedHeroes.Each(
(uh, i) => SetUnaffiliatedHeroRowSelections(
unaffiliatedHeroesTable.ComponentAt<UnaffiliatedHeroRowController>(i),
@@ -18,10 +18,11 @@ namespace eagle {
if (scrollRect) { scrollRect.normalizedPosition = new Vector2(0, 1); }
}
// Always update the view when TextId changes to clear any stale text
if (!String.IsNullOrEmpty(_textId)) {
// If the text ID is set, we want to update the view immediately
// to reflect any existing text.
OnTextUpdate(ClientTextProvider.Provider.GetTextEntry(TextId));
} else {
UpdateView();
}
}
}
@@ -59,7 +60,14 @@ namespace eagle {
}
private void OnTextUpdate(TextEntry entry) {
if (entry != null) OnTextUpdate(entry.Text, entry.Completed);
if (entry != null) {
OnTextUpdate(entry.Text, entry.Completed);
} else {
// Entry doesn't exist yet - clear text and update view to avoid stale content
_currentText = "";
_currentCompleted = false;
UpdateView();
}
}
public void OnTextUpdate(string text, bool completed) {
@@ -11,10 +11,18 @@ namespace eagle {
public void ReceiveGameUpdate(GameUpdate update);
/// <summary>
/// Update the known result counts immediately when an update is received.
/// Called from the gRPC thread BEFORE enqueueing to MainQueue, to ensure
/// reconnects don't request stale data while MainQueue is blocked.
/// </summary>
public void UpdateResultCounts(GameUpdate update);
// Used for registering for stream updates
struct ShardokViewStatus {
public string shardokGameId;
public Int32 filteredResultCount;
public bool requestFullResync; // Request full state instead of delta
}
struct StreamingTextStatus {
@@ -21,6 +21,8 @@ namespace eagle {
public bool Enabled { get; set; }
private void SetDefaultProvinceColor(ProvinceId provinceId) {
// Model may be null during reconnection when UI is being reset
if (Model?.Provinces == null || !Model.Provinces.ContainsKey(provinceId)) { return; }
SetProvinceColor(provinceId, ColorForProvince(Model.Provinces[provinceId]));
}
@@ -132,7 +132,10 @@ namespace eagle {
public void ProvinceHovered(ProvinceId? pid) {
// Highlight moving armies table
// Check row count to avoid index out of range if data changed after table was built
var rowCount = movingArmiesTable.RowCount;
MovingArmies.Each((army, i) => {
if (i >= rowCount) return;
var row = movingArmiesTable.ComponentAt<MovingArmyTableRow>(i);
if (army.DestinationProvinceId == pid || army.OriginProvinceId == pid) {
row.ShadeOn();
@@ -17,6 +17,10 @@ namespace eagle {
private readonly Queue<Notification> _notes = new();
// Incremented when DismissAll is clicked; pending AddNote calls check this
// to skip adding if a dismiss happened since they were enqueued
private int _dismissGeneration = 0;
private void SetPopupInfos() {
PopupInfos = _notes.Select(note => new PopupInfo {
titleText = note.Title,
@@ -40,15 +44,30 @@ namespace eagle {
}
}
// Compare hero lists by ID since HeroView is a protobuf message with reference equality
private static bool HeroListsMatch(List<HeroView> a, List<HeroView> b) {
if (a == null && b == null) return true;
if (a == null || b == null) return false;
if (a.Count != b.Count) return false;
return a.Select(h => h.Id).SequenceEqual(b.Select(h => h.Id));
}
public void AddNote(
string title,
string text,
string llmId,
List<ProvinceId> provinceIds,
List<HeroView> displayedHeroes) {
// Capture current generation - if DismissAll is clicked before this executes,
// we'll skip adding the note
var capturedGeneration = _dismissGeneration;
MainQueue.Q.Enqueue(() => {
// Skip if DismissAll was clicked since this was enqueued
if (capturedGeneration != _dismissGeneration) return;
var existingNote = _notes.FirstOrDefault(
n => n.Title == title && n.DisplayedHeroes.SequenceEqual(displayedHeroes));
n => n.Title == title &&
HeroListsMatch(n.DisplayedHeroes, displayedHeroes));
if (existingNote == null) {
_notes.Enqueue(new Notification(
@@ -70,6 +89,8 @@ namespace eagle {
}
public void DismissAllClicked() {
// Increment generation immediately so pending AddNote calls will skip
_dismissGeneration++;
_notes.Clear();
SetPopupInfos();
}
@@ -37,6 +37,9 @@ namespace eagle.Notifications {
{ OutlawSpottedDetails, OutlawSpottedDetailsNotificationGenerator.Generator },
{ PrisonerExchangeDetails, PrisonerExchangeDetailsNotificationGenerator.Generator },
{ PrisonerExecutedDetails, PrisonerExecutedDetailsNotificationGenerator.Generator },
{ PrisonerReleasedDetails, PrisonerReleasedDetailsNotificationGenerator.Generator },
{ PrisonerExiledDetails, PrisonerExiledDetailsNotificationGenerator.Generator },
{ PrisonerReturnedDetails, PrisonerReturnedDetailsNotificationGenerator.Generator },
{ ProvinceHeldDetails, ProvinceHeldDetailsNotificationGenerator.Generator },
{ QuestFailed, QuestFailedDetailsNotificationGenerator.Generator },
{ QuestFulfilled, QuestFulfilledDetailsNotificationGenerator.Generator },
@@ -54,7 +57,8 @@ namespace eagle.Notifications {
{ BreakAllianceAcceptedDetails, BreakAllianceAcceptedNotificationGenerator.Generator },
{ VassalExiledDetails, VassalExiledDetailsNotificationGenerator.Generator },
{ WithdrewForTruce, WithdrewForTruceDetailsNotificationGenerator.Generator },
{ ProfessionGainedDetails, ProfessionGainedDetailsNotificationGenerator.Generator }
{ ProfessionGainedDetails, ProfessionGainedDetailsNotificationGenerator.Generator },
{ NewFactionHeadDetails, NewFactionHeadDetailsNotificationGenerator.Generator }
};
public static IEnumerable<Notification> GenerateNotifications(
@@ -0,0 +1,98 @@
using System;
using System.Collections.Generic;
using Net.Eagle0.Eagle.Common;
using Net.Eagle0.Eagle.Views;
namespace eagle.Notifications.ARNNotifications {
using ProvinceId = Int32;
using HeroId = Int32;
public static class NewFactionHeadDetailsNotificationGenerator {
public static readonly ARNNotificationGenerator Generator = GenerateNotifications;
private static readonly Random Random = new();
private static readonly List<string> NotificationTitles = new() {
"New Leadership",
"Succession",
"A New Era",
"Rise to Power",
"The Mantle Passes",
"Heir Ascendant",
"Crown of Command",
"Leadership Transferred",
"The Torch Passes",
"New Commander"
};
private static string GetNotificationTitle() {
return NotificationTitles[Random.Next(NotificationTitles.Count)];
}
private static ProvinceId? FindProvinceForHero(HeroId heroId, IGameModel model) {
foreach (var province in model.Provinces.Values) {
if (province.FullInfo?.RulingFactionHeroIds.Contains(heroId) == true) {
return province.Id;
}
}
return null;
}
private static IEnumerable<Notification> GenerateNotifications(
Net.Eagle0.Eagle.Common.Notification notification,
IGameModel currentModel) {
var details = notification.Details.NewFactionHeadDetails;
var newHeadHero = currentModel.Heroes[details.NewHeadHeroId];
var previousHeadHero =
currentModel.Heroes.TryGetValue(details.PreviousHeadHeroId, out var prev)
? prev
: null;
string textTemplate;
List<ProvinceId> affectedProvinces;
if (details.FactionId == currentModel.PlayerId) {
// Player's own faction - their new faction head
string previousHeadDescription =
previousHeadHero != null ? $"Following the death of {{PreviousHead}}, your"
: "Your";
textTemplate =
$"{previousHeadDescription} sworn {DisplayNames.SiblingDescription(newHeadHero.PronounGender)} {{NewHead}} now leads your faction.\n\n";
var heroProvinceId = FindProvinceForHero(details.NewHeadHeroId, currentModel);
affectedProvinces = heroProvinceId.HasValue
? new List<ProvinceId> { heroProvinceId.Value }
: currentModel.ProvincesForFaction(details.FactionId);
} else {
// Another faction
var factionName = currentModel.FactionName(details.FactionId);
if (previousHeadHero != null) {
textTemplate =
$"Following the death of {{PreviousHead}}, {{NewHead}} now leads {factionName}.\n\n";
} else {
textTemplate = $"{{NewHead}} now leads {factionName}.\n\n";
}
affectedProvinces = currentModel.ProvincesForFaction(details.FactionId);
}
var heroPlaceholders = new Dictionary<string, (string nameTextId, string fallback)> {
{ "NewHead", (newHeadHero.NameTextId, "A hero") }
};
if (previousHeadHero != null) {
heroPlaceholders["PreviousHead"] =
(previousHeadHero.NameTextId, "the previous leader");
}
var displayedHeroes = new List<HeroView> { newHeadHero };
if (previousHeadHero != null) { displayedHeroes.Add(previousHeadHero); }
yield return DynamicTextNotification.StreamingDynamicNotification(
title: GetNotificationTitle(),
textTemplate: textTemplate,
heroPlaceholders: heroPlaceholders,
llmId: notification.LlmId,
provinceIds: affectedProvinces,
displayedHeroes: displayedHeroes);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e9afdd2068b294a29993f07b379eb9c3
@@ -43,11 +43,12 @@ namespace eagle.Notifications.ARNNotifications {
heroPlaceholders["ExecutedHero"] = (hero.NameTextId, "the prisoner");
}
yield return new DynamicTextNotification(
yield return DynamicTextNotification.StreamingDynamicNotification(
title: noteTitle,
textTemplate: textTemplate,
heroPlaceholders: heroPlaceholders,
singleProvinceId: note.ProvinceId,
llmId: notification.LlmId,
provinceIds: new List<int> { note.ProvinceId },
displayedHeroes: new List<HeroView> { factionLeader, hero });
}
}
@@ -0,0 +1,55 @@
using System.Collections.Generic;
using Net.Eagle0.Eagle.Views;
namespace eagle.Notifications.ARNNotifications {
public static class PrisonerExiledDetailsNotificationGenerator {
public static readonly ARNNotificationGenerator Generator = GenerateNotifications;
private static IEnumerable<Notification> GenerateNotifications(
Net.Eagle0.Eagle.Common.Notification notification,
IGameModel currentModel) {
var note = notification.Details.PrisonerExiledDetails;
var hero = currentModel.Heroes[note.ExiledHeroId];
var exilingFactionName = currentModel.FactionName(note.ExilingFactionId);
var factionLeader =
currentModel.Heroes[currentModel.ActiveFactions[note.ExilingFactionId]
.FactionHeadId];
string noteTitle = "Prisoner Exiled";
string textTemplate;
var heroPlaceholders = new Dictionary<string, (string nameTextId, string fallback)>();
if (note.LastFactionId is {} lastFactionId) {
var lastFaction = currentModel.MaybeDestroyedFaction(lastFactionId);
string victimDescription;
if (lastFaction.FactionHeadId == hero.Id) {
victimDescription = "faction leader {HeroName}";
} else if (lastFaction.Leaders.Contains(hero.Id)) {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s sworn {DisplayNames.SiblingDescription(hero.PronounGender)} {{HeroName}}";
} else {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s hero {{HeroName}}";
}
textTemplate = $"{exilingFactionName} has exiled {victimDescription}!\n\n";
heroPlaceholders["HeroName"] = (hero.NameTextId, "the hero");
} else {
textTemplate = $"{exilingFactionName} has exiled {{ExiledHero}}!\n\n";
heroPlaceholders["ExiledHero"] = (hero.NameTextId, "the prisoner");
}
yield return DynamicTextNotification.StreamingDynamicNotification(
title: noteTitle,
textTemplate: textTemplate,
heroPlaceholders: heroPlaceholders,
llmId: notification.LlmId,
provinceIds: new List<int> { note.ProvinceId },
displayedHeroes: new List<HeroView> { factionLeader, hero });
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: be877c33ab14e4b37b6402ca0826efa1
@@ -0,0 +1,55 @@
using System.Collections.Generic;
using Net.Eagle0.Eagle.Views;
namespace eagle.Notifications.ARNNotifications {
public static class PrisonerReleasedDetailsNotificationGenerator {
public static readonly ARNNotificationGenerator Generator = GenerateNotifications;
private static IEnumerable<Notification> GenerateNotifications(
Net.Eagle0.Eagle.Common.Notification notification,
IGameModel currentModel) {
var note = notification.Details.PrisonerReleasedDetails;
var hero = currentModel.Heroes[note.ReleasedHeroId];
var releasingFactionName = currentModel.FactionName(note.ReleasingFactionId);
var factionLeader =
currentModel.Heroes[currentModel.ActiveFactions[note.ReleasingFactionId]
.FactionHeadId];
string noteTitle = "Prisoner Released";
string textTemplate;
var heroPlaceholders = new Dictionary<string, (string nameTextId, string fallback)>();
if (note.LastFactionId is {} lastFactionId) {
var lastFaction = currentModel.MaybeDestroyedFaction(lastFactionId);
string victimDescription;
if (lastFaction.FactionHeadId == hero.Id) {
victimDescription = "faction leader {HeroName}";
} else if (lastFaction.Leaders.Contains(hero.Id)) {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s sworn {DisplayNames.SiblingDescription(hero.PronounGender)} {{HeroName}}";
} else {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s hero {{HeroName}}";
}
textTemplate = $"{releasingFactionName} has released {victimDescription}!\n\n";
heroPlaceholders["HeroName"] = (hero.NameTextId, "the hero");
} else {
textTemplate = $"{releasingFactionName} has released {{ReleasedHero}}!\n\n";
heroPlaceholders["ReleasedHero"] = (hero.NameTextId, "the prisoner");
}
yield return DynamicTextNotification.StreamingDynamicNotification(
title: noteTitle,
textTemplate: textTemplate,
heroPlaceholders: heroPlaceholders,
llmId: notification.LlmId,
provinceIds: new List<int> { note.ProvinceId },
displayedHeroes: new List<HeroView> { factionLeader, hero });
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 21603b7e9604d459ea6141801d820f2e
@@ -0,0 +1,58 @@
using System.Collections.Generic;
using Net.Eagle0.Eagle.Views;
namespace eagle.Notifications.ARNNotifications {
public static class PrisonerReturnedDetailsNotificationGenerator {
public static readonly ARNNotificationGenerator Generator = GenerateNotifications;
private static IEnumerable<Notification> GenerateNotifications(
Net.Eagle0.Eagle.Common.Notification notification,
IGameModel currentModel) {
var note = notification.Details.PrisonerReturnedDetails;
var hero = currentModel.Heroes[note.ReturnedHeroId];
var returningFactionName = currentModel.FactionName(note.ReturningFactionId);
var toFactionName = currentModel.FactionName(note.ToFactionId);
var factionLeader =
currentModel.Heroes[currentModel.ActiveFactions[note.ReturningFactionId]
.FactionHeadId];
string noteTitle = "Prisoner Returned";
string textTemplate;
var heroPlaceholders = new Dictionary<string, (string nameTextId, string fallback)>();
if (note.LastFactionId is {} lastFactionId) {
var lastFaction = currentModel.MaybeDestroyedFaction(lastFactionId);
string victimDescription;
if (lastFaction.FactionHeadId == hero.Id) {
victimDescription = "faction leader {HeroName}";
} else if (lastFaction.Leaders.Contains(hero.Id)) {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s sworn {DisplayNames.SiblingDescription(hero.PronounGender)} {{HeroName}}";
} else {
victimDescription =
$"{DisplayNames.ResolvedFactionString(lastFaction, currentModel)}'s hero {{HeroName}}";
}
textTemplate =
$"{returningFactionName} has returned {victimDescription} to {toFactionName}!\n\n";
heroPlaceholders["HeroName"] = (hero.NameTextId, "the hero");
} else {
textTemplate =
$"{returningFactionName} has returned {{ReturnedHero}} to {toFactionName}!\n\n";
heroPlaceholders["ReturnedHero"] = (hero.NameTextId, "the prisoner");
}
yield return DynamicTextNotification.StreamingDynamicNotification(
title: noteTitle,
textTemplate: textTemplate,
heroPlaceholders: heroPlaceholders,
llmId: notification.LlmId,
provinceIds: new List<int> { note.ProvinceId },
displayedHeroes: new List<HeroView> { factionLeader, hero });
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9c378d55ca4214d53b63c2bb14a614a4
@@ -1,19 +1,134 @@
using System;
using System.Collections.Generic;
using Net.Eagle0.Eagle.Common;
using Net.Eagle0.Eagle.Views;
namespace eagle.Notifications.ARNNotifications {
using ProvinceId = Int32;
using HeroId = Int32;
public static class ProfessionGainedDetailsNotificationGenerator {
public static readonly ARNNotificationGenerator Generator = GenerateNotifications;
private static readonly Random Random = new();
private static readonly Dictionary<Profession, string> ProfessionNames = new() {
{ Profession.Mage, "Mage" },
{ Profession.Necromancer, "Necromancer" },
{ Profession.Engineer, "Engineer" },
{ Profession.Paladin, "Paladin" },
{ Profession.Ranger, "Ranger" },
{ Profession.Champion, "Champion" }
};
private static readonly Dictionary<Profession, List<string>> ProfessionTitles = new() {
{ Profession.Mage,
new List<string> {
"Arcane Awakening",
"The Gift Revealed",
"Touched by Magic",
"Mystical Ascension",
"Power Unbound",
"The Arcane Path",
"Secrets of the Weave",
"Spellborn",
"Wielder of the Unseen",
"Flames of Knowledge"
} },
{ Profession.Necromancer,
new List<string> {
"Dark Pact Sealed",
"Beyond the Veil",
"Death's Apprentice",
"Whispers from Beyond",
"The Forbidden Art",
"Shadow Covenant",
"Secrets of the Grave",
"Communion with Darkness",
"The Deathless Path",
"Embrace of Shadow"
} },
{ Profession.Engineer,
new List<string> {
"Genius Unleashed",
"Master of Mechanisms",
"The Inventor's Spark",
"Gears of Progress",
"Mind of Innovation",
"Builder of Wonders",
"The Tinkerer's Art",
"Siege Mastery",
"Architect of War",
"Mechanical Brilliance"
} },
{ Profession.Paladin,
new List<string> {
"Divine Calling",
"Holy Vows Taken",
"Blessed Champion",
"The Righteous Path",
"Shield of the Faith",
"Anointed Warrior",
"Oath of Light",
"Heaven's Chosen",
"Sacred Duty",
"Defender of the Realm"
} },
{ Profession.Ranger,
new List<string> {
"One with the Wild",
"Voice of the Forest",
"The Untamed Path",
"Nature's Guardian",
"Shadow of the Woods",
"Hunter's Instinct",
"Wild Heart",
"The Wanderer's Way",
"Beast Companion",
"Eyes of the Hawk"
} },
{ Profession.Champion,
new List<string> {
"Born for Battle",
"Blade Mastery",
"The Warrior's Edge",
"Forged in Combat",
"Unmatched Prowess",
"Heart of Steel",
"The Victor's Path",
"Legend in the Making",
"Master of Arms",
"Glory Awaits"
} }
};
private static string GetProfessionName(Profession profession) {
return profession switch { Profession.Mage => "Mage",
Profession.Necromancer => "Necromancer",
Profession.Engineer => "Engineer",
Profession.Paladin => "Paladin",
Profession.Ranger => "Ranger",
Profession.Champion => "Champion",
_ => "Unknown" };
return ProfessionNames.TryGetValue(profession, out var name) ? name : "Unknown";
}
private static string GetArticle(string word) {
if (string.IsNullOrEmpty(word)) return "a";
char firstChar = char.ToLower(word[0]);
return (firstChar == 'a' || firstChar == 'e' || firstChar == 'i' || firstChar == 'o' ||
firstChar == 'u')
? "an"
: "a";
}
private static string GetProfessionTitle(Profession profession) {
if (ProfessionTitles.TryGetValue(profession, out var titles) && titles.Count > 0) {
return titles[Random.Next(titles.Count)];
}
return "Profession Gained";
}
private static ProvinceId? FindProvinceForHero(HeroId heroId, IGameModel model) {
foreach (var province in model.Provinces.Values) {
if (province.FullInfo?.RulingFactionHeroIds.Contains(heroId) == true) {
return province.Id;
}
}
return null;
}
private static IEnumerable<Notification> GenerateNotifications(
@@ -21,20 +136,45 @@ namespace eagle.Notifications.ARNNotifications {
IGameModel currentModel) {
var details = notification.Details.ProfessionGainedDetails;
var hero = currentModel.Heroes[details.HeroId];
var factionName = currentModel.FactionName(details.FactionId);
var professionName = GetProfessionName(details.NewProfession);
var article = GetArticle(professionName);
var affectedProvinces = currentModel.ProvincesForFaction(details.FactionId);
string textTemplate;
List<ProvinceId> affectedProvinces;
string textTemplate =
$"{{Hero}} of {factionName} gained the {professionName} profession.\n\n";
if (details.FactionId == currentModel.PlayerId) {
// Player's own hero - vary text based on faction leader status
string heroDescription;
if (hero.IsFactionLeader) {
heroDescription =
$"Your sworn {DisplayNames.SiblingDescription(hero.PronounGender)}";
} else {
heroDescription = "Your vassal";
}
var heroProvinceId = FindProvinceForHero(details.HeroId, currentModel);
if (heroProvinceId.HasValue) {
var provinceName = currentModel.Provinces[heroProvinceId.Value].Name;
textTemplate =
$"{heroDescription} {{Hero}} in {provinceName} became {article} {professionName}.\n\n";
affectedProvinces = new List<ProvinceId> { heroProvinceId.Value };
} else {
textTemplate =
$"{heroDescription} {{Hero}} became {article} {professionName}.\n\n";
affectedProvinces = currentModel.ProvincesForFaction(details.FactionId);
}
} else {
// Another faction's hero
var factionName = currentModel.FactionName(details.FactionId);
textTemplate = $"{{Hero}} of {factionName} became {article} {professionName}.\n\n";
affectedProvinces = currentModel.ProvincesForFaction(details.FactionId);
}
var heroPlaceholders = new Dictionary<string, (string nameTextId, string fallback)> {
{ "Hero", (hero.NameTextId, "A hero") }
};
yield return DynamicTextNotification.StreamingDynamicNotification(
title: "Profession Gained",
title: GetProfessionTitle(details.NewProfession),
textTemplate: textTemplate,
heroPlaceholders: heroPlaceholders,
llmId: notification.LlmId,
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 11e2f9347861144c8983e71df3abef74
@@ -31,7 +31,13 @@ namespace eagle.Notifications.ARNNotifications {
};
if (playerId.HasValue && playerId.Value == paidToFactionId) {
// no notification
yield return DynamicTextNotification.StreamingDynamicNotification(
title: "Ransom Accepted",
textTemplate: $"We have accepted the ransom from {currentModel.FactionName(paidByFactionId)} for {{RansomedHero}}.\n\n",
heroPlaceholders: heroPlaceholders,
llmId: notification.LlmId,
provinceIds: new List<ProvinceId>(),
displayedHeroes: new List<HeroView> { ransomedHero, offeringFactionHead });
} else if (playerId.HasValue && playerId.Value == paidByFactionId) {
yield return DynamicTextNotification.StreamingDynamicNotification(
title: "Ransom Accepted",
@@ -9,6 +9,7 @@ namespace eagle.Notifications {
private List<GeneratedTextListener> textListeners = new();
private string textTemplate;
private Dictionary<string, string> placeholderValues = new();
private Dictionary<string, string> fallbackValues = new();
public DynamicTextNotification(
string title,
@@ -72,6 +73,9 @@ namespace eagle.Notifications {
string nameTextId = kvp.Value.nameTextId;
string fallback = kvp.Value.fallback;
// Store fallback so UpdateText can use it for missing placeholders
fallbackValues[placeholder] = fallback;
if (!string.IsNullOrEmpty(nameTextId)) {
var listener = new GeneratedTextListener(
nameTextId,
@@ -95,6 +99,15 @@ namespace eagle.Notifications {
private void UpdateText() {
string result = textTemplate;
// First apply fallbacks for any placeholder without a loaded value
foreach (var kvp in fallbackValues) {
if (!placeholderValues.ContainsKey(kvp.Key)) {
result = result.Replace($"{{{kvp.Key}}}", kvp.Value);
}
}
// Then apply actual loaded values
foreach (var kvp in placeholderValues) {
result = result.Replace($"{{{kvp.Key}}}", kvp.Value);
}
@@ -102,6 +102,11 @@ namespace eagle.Notifications {
}
public void Append(string text, List<ProvinceId> provinceIds) {
// Skip if this exact text is already in the notification (prevents duplicates
// when the same update is processed multiple times, e.g., after resuming from
// background)
if (Text.Contains(text)) { return; }
if (ShouldAppend) {
Text += "\n" + text;
ProvinceIds.AddRange(provinceIds);
@@ -12,7 +12,8 @@ public class EagleConnection : IDisposable {
public readonly string playerName;
public readonly Metadata credentials;
public readonly string authHeader;
private const double KeepAliveSeconds = 45.0;
// Reduced from 45s to 15s for better NAT/firewall traversal
private const double KeepAliveSeconds = 15.0;
public static CancellationToken EagleCancellationToken =>
ConnectionKiller.EagleCancellationToken;
@@ -27,11 +28,7 @@ public class EagleConnection : IDisposable {
_channel = GrpcChannel.ForAddress(
"https://" + url,
new GrpcChannelOptions {
HttpHandler =
new YetAnotherHttpHandler {
Http2Only = true,
Http2KeepAliveInterval = TimeSpan.FromSeconds(KeepAliveSeconds)
},
HttpHandler = CreateHttpHandler(),
DisposeHttpClient = true,
LoggerFactory = _loggerFactory,
MaxReceiveMessageSize = null
@@ -41,6 +38,25 @@ public class EagleConnection : IDisposable {
return invoker;
}
/// <summary>
/// Create HTTP handler with timeouts configured for reliable connection management.
/// These settings help detect and recover from dead connections, especially on Windows
/// where firewalls may silently drop HTTP/2 keep-alive pings.
/// </summary>
private static YetAnotherHttpHandler CreateHttpHandler() {
return new YetAnotherHttpHandler {
Http2Only = true,
// Send keep-alive pings every 15 seconds
Http2KeepAliveInterval = TimeSpan.FromSeconds(KeepAliveSeconds),
// Close connection if ping not acknowledged within 5 seconds
Http2KeepAliveTimeout = TimeSpan.FromSeconds(5),
// Continue pinging even when idle to detect dead connections
Http2KeepAliveWhileIdle = true,
// Don't wait forever for initial connection
ConnectTimeout = TimeSpan.FromSeconds(10)
};
}
public EagleConnection(string playerName, string password, string url) {
this.playerName = playerName;
credentials = new Metadata { { "user", playerName } };
File diff suppressed because it is too large Load Diff
@@ -1,12 +1,21 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using Debug = UnityEngine.Debug;
public class MainQueue : MonoBehaviour {
static MainQueue __singletonInstance;
private readonly Queue<Action> _actionQueue = new();
private readonly Queue<Action> _nextUpdateQueue = new();
// Time budget per frame to prevent blocking when resuming from background
// 8ms leaves room for rendering within a 16ms (60fps) frame budget
private const long MaxMillisecondsPerFrame = 8;
// Track queue depth for logging
private int _lastLoggedQueueDepth = 0;
private MainQueue() {}
void Awake() {
@@ -15,6 +24,29 @@ public class MainQueue : MonoBehaviour {
// Update is called once per frame
void Update() {
int queueDepthBefore;
lock (_actionQueue) { queueDepthBefore = _actionQueue.Count; }
// Fast path: skip processing if queue is empty
if (queueDepthBefore == 0) {
lock (_nextUpdateQueue) {
if (_nextUpdateQueue.Count > 0) {
foreach (Action action in _nextUpdateQueue) { Enqueue(action); }
_nextUpdateQueue.Clear();
}
}
return;
}
// Log when queue has built up (e.g., after resuming from background)
if (queueDepthBefore > 100 && queueDepthBefore != _lastLoggedQueueDepth) {
Debug.Log($"[MainQueue] Processing backlog: {queueDepthBefore} actions queued");
_lastLoggedQueueDepth = queueDepthBefore;
} else if (queueDepthBefore <= 100) {
_lastLoggedQueueDepth = 0;
}
var stopwatch = Stopwatch.StartNew();
Action possibleAction;
do {
possibleAction = null;
@@ -23,7 +55,7 @@ public class MainQueue : MonoBehaviour {
}
if (possibleAction != null) { possibleAction.Invoke(); }
} while (possibleAction != null);
} while (possibleAction != null && stopwatch.ElapsedMilliseconds < MaxMillisecondsPerFrame);
lock (_nextUpdateQueue) {
foreach (Action action in _nextUpdateQueue) { Enqueue(action); }

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