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fix(agones): stop a dead health loop from passing as a healthy server
Every allocated GameServer reached Ready and was recycled by Agones ~20s later. Health pings are the game process's job by design -- the supervisor has no health implementation at all -- so a server that stops pinging is exactly what Agones is built to reclaim. start_health() armed a Timer on a node that might not be inside the SceneTree. A Timer only ticks inside the tree, so the node reported itself configured, sent nothing, and said nothing about it. It now returns a bool, refuses loudly when unconfigured, and defers to _ready() when called before parenting, so the SDK arms its own timer and no caller has to get the ordering right. server_boot.gd defers the add like every sibling does (§9 gotcha 27) and logs when AGONES_SDK_HTTP_PORT is missing, which previously read identically to a healthy start. Also bounded the in-flight latch: it is set across an await, so a request that never completes would silence health permanently. Defence in depth rather than an observed fault. Tests target the contract rather than the mechanism: a test that parents the SDK correctly and asserts pings passes with the bug present, because the defect was in the wiring. The unit tests assert start_health() cannot claim success out of tree, and were confirmed to fail against the previous code. The smoke gains a counting sidecar and asserts a *repeating* ping -- it reports "health pings in 3.0s = 1, want at least 2" when the loop is broken, which is the production symptom exactly. It is also now actually run: nothing referenced it before. Two diagnostic fixes, both of which changed conclusions during this work: The kind gate only built the game-server image when the tag was absent, so a local rerun silently verified whatever was built last. That is why local runs and CI disagreed about the same commit. It now builds by default, with KIND_REUSE_GAME_SERVER_IMAGE=1 as the opt-in fast path. The failure dump logged only not-ready pods, and used --all-containers with a shared tail. A GameServer recycled after reaching Ready leaves no unready pod behind, and the Agones sidecar out-logs the game server, so the relevant output was never captured. It now dumps every pod, per container, current and previous, plus the GameServer and Fleet resources -- Agones' own state machine is what rejects these.
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@@ -48,6 +48,18 @@ echo "local multiplayer gate: bounded fuzz targets"
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echo "local multiplayer gate: Godot harness"
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run_godot_harness
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# The Agones SDK smoke needs a live SceneTree and awaits an HTTP round trip, so
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# it cannot live in test_runner.tscn -- that runner calls test methods without
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# awaiting. It covers the property the unit tests structurally cannot: that
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# start_health() produces a *repeating* ping, which is what Agones enforces and
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# whose absence silently recycled every allocated GameServer.
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echo "local multiplayer gate: Agones SDK smoke"
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if [[ -x "$godot_bin" ]]; then
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"$godot_bin" --headless --path "$root_dir/Game" --script res://tests/agones_sdk_smoke.gd
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else
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echo "local multiplayer gate: skipping Agones SDK smoke, Godot executable not found ($godot_bin)" >&2
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fi
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echo "local multiplayer gate: contracts and manifests"
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python3 -m json.tool "$root_dir/server/contracts/v1/openapi.json" >/dev/null
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# json.tool only proves the contract parses. test_contracts.py is what actually
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