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feat(multiplayer): report assignment-ready from the supervisor
Closes the second blocker named last commit. Re-traced the actual code path rather than trusting the earlier assumption: server_boot.gd verifies its mounted roster file synchronously in _ready(), before NetworkManager.host() runs and before ServerControl.set_process_ready is ever called -- so by the time the loopback /ready probe (and thus Agones Ready, and thus process-ready registration) succeeds, Godot has already verified its own roster. And the API's ASSIGNMENT_READY gate (AdvanceServerRegistrationSQL) checks only durable `assignments` rows server-side, nothing Godot reports. No new Godot-side state was needed -- the earlier 'needs Godot's own roster-verification state exposed' claim was overcautious and is corrected here. The supervisor now calls registerControlPlane(ctx, true) right after process-ready succeeds, with a bounded retry (default 5 attempts, 2s apart, both configurable) rather than a single attempt: the durable `assignments` rows the server-side gate checks may not have propagated by the first attempt, and that is expected, not fatal. Unlike a process-ready registration failure, a persistent assignment-ready failure does NOT kill the child -- the process is already legitimately listening and usable, and killing a healthy process over a lagging control-plane read would be actively harmful; it's logged to stderr instead. Covered by two tests: the full process-ready-then-assignment-ready sequence and body shapes, and a retry test that fails the assignment- ready call twice with 409 (simulating the real gate not yet satisfied) before succeeding on the third attempt, asserting Start() still succeeds and the child is never killed.
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@@ -47,6 +47,8 @@ func main() {
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matchIDEnv := options.String("match-id-env", "COSMIC_CLASH_MATCH_ID", "environment variable containing the allocated match ID; if unset/empty, falls back to the cosmic-clash.io/match-id annotation on the allocated GameServer")
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protocolVersion := options.Int("protocol-version", 0, "protocol version reported at registration")
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imageDigestEnv := options.String("image-digest-env", "COSMIC_CLASH_IMAGE_DIGEST", "environment variable containing this build's sha256 image digest")
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assignmentReadyAttempts := options.Int("assignment-ready-attempts", 5, "retry attempts for assignment-ready registration after process-ready succeeds (a slow-to-propagate signed roster is not fatal)")
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assignmentReadyBackoff := options.Duration("assignment-ready-backoff", 2*time.Second, "delay between assignment-ready retry attempts")
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if err := options.Parse(args[:separator]); err != nil {
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os.Exit(2)
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}
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@@ -70,6 +72,9 @@ func main() {
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MatchID: os.Getenv(*matchIDEnv),
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ProtocolVersion: *protocolVersion,
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ImageDigest: os.Getenv(*imageDigestEnv),
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AssignmentReadyAttempts: *assignmentReadyAttempts,
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AssignmentReadyBackoff: *assignmentReadyBackoff,
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})
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if err != nil {
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fmt.Fprintf(os.Stderr, "game-server-supervisor: %v\n", err)
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