fix(deploy): supply Steam credentials to the control plane, refresh stale status

The Steam adapter took --steam-publisher-key/--steam-app-id and the
matching env vars, but no manifest supplied them, so a deployed control
plane would have kept sign-in returning 503 even once the App ID from
#15 arrived -- that issue would have unblocked nothing on landing.

Mount them from a new cosmic-clash-steam Secret, into the control-plane
Deployment alone: the publisher key is issued to us, never to a client,
and no other workload (least of all a game server) has any use for it. A
manifest test asserts both the wiring and that the Secret appears in no
other manifest; verified it fails in both directions.

Both keys are optional, so the Deployment still rolls out before the App
ID exists and sign-in simply stays 503.

Also correct task rows this branch made stale: 7.4 (durable ban storage
landed), 8.7 (adapter, bans and secret store landed), 8.39 (cross-replica
fan-out landed), and 8.5's migration range, which stopped at 0013.

Move the branch review into docs/ with a header marking it a point-in-time
artefact -- all thirteen findings are addressed, and its present tense
would otherwise read as current behaviour.

Record gotcha 52: the integration scripts use `docker run --rm`, which
reclaims the container but not its anonymous volume. Sixty-four of them,
~4 GB, accumulated during this session until PostgreSQL stopped starting
-- surfacing only as the script's own readiness timeout, not as a disk
error. That is the real cause behind the "Docker storage exhausted
locally" notes those rows carried.
This commit is contained in:
Josh Creek
2026-09-05 12:38:15 +01:00
parent 0a8f3924d0
commit a4b362cb01
4 changed files with 69 additions and 7 deletions
+298
View File
@@ -0,0 +1,298 @@
# Branch review findings — `feat/multiplayer`, September 2026
> **Point-in-time artefact, not living documentation.** This records the state
> of the branch at `089c127c`. **All thirteen findings below have since been
> addressed** — every one was verified against the code first, and each fix
> carries a test confirmed to fail against the defect it covers. Do not read
> the present tense here as describing current behaviour.
>
> For what is actually outstanding, see [`multiplayer-next.md`](../multiplayer-next.md)
> §0 and §7. For the design the fixes implement, see
> [`MATCHMAKING.md`](MATCHMAKING.md). It is kept because the reasoning about
> *why* each defect mattered is worth preserving, and because several fixes are
> only intelligible alongside the failure they close.
>
> Two things the review did not cover, found while fixing it and recorded in
> `multiplayer-next.md` rather than here: `predicted_rtt` was persisted as a
> JSONB scalar `null` (so `RecordProbe` could never have worked even once the
> probe endpoint was wired), and the ranked-rating gap existed on the Redis
> path too, via the candidate built at enqueue rather than the candidate query.
Review scope: `feat/multiplayer` at `089c127c`, compared with merge-base
`3aa0f5b9` (`origin/master`). This is a second, stricter adversarial pass over
the complete branch.
## [P0] Ship runnable control-plane and matcher workloads
**Location:** `Dockerfile:51-100`, `deploy/k8s/base/kustomization.yaml:3-18`,
`deploy/k8s/base/control-plane-deployment.yaml:48-50`
The Kubernetes base deploys a `control-plane` image, but the Dockerfile neither
builds `cmd/control-plane` nor defines a `control-plane` target. Conversely, the
Dockerfile does build a matcher image, but the Kubernetes base contains no
matcher Deployment at all. Applying the checked-in base therefore cannot
produce the advertised production topology: there is no repository-defined
artifact for one required workload, and no running process that consumes
queued tickets for the other. Tickets can be created but can never become
proposals.
Add a production control-plane image target (not the fake-login `testkit-api`
target), add separately configured casual and ranked matcher Deployments plus
their network policies/health checks, and make the release pipeline build and
pin every referenced target. Add a rendered-manifest test that asserts every
required role is present and every image maps to a real Docker target.
## [P0] Wire production Steam authentication and the client sign-in flow
**Location:** `server/cmd/control-plane/main.go:129-157`,
`server/api/service.go:321-340`, `Game/scripts/control_plane_client.gd:15-23`,
`Game/scripts/control_plane_client.gd:157-168`,
`Game/scripts/control_plane_client.gd:218-221`,
`Game/scripts/main_menu.gd:194-195`
`newAPIService` never supplies `SteamLogin`, so the production
`POST /v1/session/steam` handler always returns `503 auth_unavailable`. On the
other side, the game starts with an empty token and a localhost base URL; it
has `configure` and `login_steam` methods, but no production code calls either
one and the menu enters matchmaking directly. All matchmaking HTTP operations
then fail locally with `ERR_UNAUTHORIZED`. Only `cmd/testkit-api` supplies an
authentication provider, so the passing integration path is not a deployable
or secure player path.
Implement and configure the real Steam ticket adapter, expose explicit
control-plane endpoint configuration for release builds, obtain a Steam Web
API ticket through the platform integration, and complete login before
enabling Find Match. Add an end-to-end test using the production binary wiring
(with the external Steam boundary stubbed), rather than the testkit service.
## [P0] Populate server-derived RTT or every queued candidate is invalid
**Location:** `server/cmd/control-plane/main.go:134-154`,
`server/api/service.go:1143-1168`, `server/store/queue_sql.go:134-181`,
`server/store/queue_sql.go:208-227`, `server/domain/matcher.go:159-168`,
`Game/scripts/control_plane_client.gd:205-221`,
`server/api/service.go:1175-1181`
Queue creation persists an empty `predicted_rtt` map, while `validCandidate`
rejects every candidate whose map remains empty. The production control plane
sets `ProbeRecorder` but never sets the `Probe` provider, so the probe endpoint
always returns `503 probe_unavailable`; the Godot client also implements no
probe request at all. As a result, even if a matcher Deployment is added, no
real client-created ticket can participate in a formation. There is a second
cache-coherency failure behind that blocker: a successful probe updates only
PostgreSQL and does not refresh `CandidateIndex`, leaving a previously inserted
Redis candidate with its empty RTT map. In a busy shared keyspace whose TTL is
continually refreshed, that stale candidate need not repair itself.
Wire regional probe adapters into the production service and have the client
complete authenticated probe collection for supported regions after queuing
(or before making a candidate visible to the matcher), and update/invalidate
the Redis projection after probe persistence. Add a full production-wiring
test proving a newly logged-in client can acquire RTT evidence and be selected
through both the PostgreSQL and Redis paths without direct database seeding.
## [P0] Publish signed assignment rosters before starting allocated servers
**Location:** `server/allocator/worker.go:34-79`,
`server/cmd/allocator/main.go:81-93`, `server/allocator/service.go:84-91`,
`server/store/assignment_sql.go:178-331`,
`server/supervisor/supervisor.go:198-224`,
`server/supervisor/supervisor.go:313-388`
The worker stops after binding the provider allocation. Although
`Service.PublishRoster` and `SaveVerifiedAssignmentRoster` exist, the
production allocator configures no roster store/signing key and never calls
them. The allocated supervisor fetches a non-empty roster before it launches
the game child, so every real allocation fails at that fetch and can never
reach assignment-ready or accept a player. Existing tests seed assignments
directly and therefore bypass the missing production hand-off.
Define the signing-key ownership and rotation model, build one signed join
authorisation per participant, persist the assignment and roster atomically
with the allocation transition, and make retries idempotent. Exercise the real
allocator worker through supervisor startup without fixture-seeding the
assignment tables.
## [P0] Allow both game traffic and workload callbacks through NetworkPolicy
**Location:** `deploy/k8s/base/network-policies.yaml:1-92`,
`deploy/k8s/base/fleet.yaml:54-83`
The namespace-wide policy selects every pod and denies ingress and egress. No
ingress policy allows UDP/7777 to `game-server` pods, so public players cannot
reach an allocated ENet server. Independently, game-server egress permits TCP
8080 to the control plane, but control-plane ingress permits only pods labelled
`edge-gateway`; the game-server source is not allowed. Consequently roster
fetch, registration, connection receipts, shutdown, and result submission are
all blocked even inside the cluster.
Add narrowly scoped game-server UDP ingress for the chosen Agones/public relay
source and control-plane TCP ingress from the game-server pod selector. Keep
the default deny and add policy tests for both directions, including a real
NetworkPolicy-enforcing cluster smoke test.
## [P1] Emit a valid initial-connect outbox envelope so one row cannot poison the queue
**Location:** `server/store/initial_connect_sql.go:155-164`,
`server/api/outbox.go:95-106`, `server/api/outbox.go:168-195`,
`server/store/outbox.go:46-51`
`ApplyInitialConnectPlan` writes `state_changed` payloads containing only
`match_id`, `state`, and `action`. The state dispatcher requires `event`,
`revision`, `resource_id`, `occurred_at`, and a non-empty `player_ids` list, so
delivery always rejects that row. Dispatch stops on the first error and the row
is never acknowledged; because reads are ordered oldest-first, the malformed
row is retried forever and can prevent all later state events in the batch from
being delivered.
Construct the same complete envelope used by the other lifecycle writers (or
centralize envelope creation), include the authoritative participant list, and
add a store-to-dispatch integration test for both LIVE and CANCELLED initial-
connect outcomes. Also isolate/dead-letter permanently invalid rows so one bad
event cannot globally head-of-line block publication.
## [P1] Load authoritative ratings into ranked matcher candidates
**Location:** `server/store/queue_sql.go:61-66`,
`server/store/queue_sql.go:105-131`, `server/domain/matcher.go:171-186`,
`server/domain/matcher.go:220-239`, `server/domain/teams.go:59-93`
The production candidate query does not join or otherwise read the `ratings`
table, and its scan never sets `domain.Candidate.Rating`. All PostgreSQL-
sourced ranked candidates therefore have the Go zero value. Rating tolerance,
selection scoring, and team partitioning all consume that field, so ranked
matchmaking treats every player as identically rated regardless of their
authoritative profile. Unit tests mask the defect by constructing candidates
with ratings directly.
Populate ranked candidates from the authoritative rating row (with an explicit
default for a genuinely new profile), carry it through Redis, and add store-
backed matcher tests with deliberately distant ratings and a team-balancing
assertion. Never accept a client-supplied rating.
## [P1] Partition and bound Redis snapshots before filtering by playlist
**Location:** `server/store/redis_candidates.go:80-85`,
`server/store/redis_candidates.go:141-188`,
`server/cmd/matcher/main.go:67-93`
Both playlists share one Redis hash/sorted set. `Snapshot` performs an
unbounded `ZRANGEBYSCORE` and `HMGET`, materializes and decodes the whole queue,
then the matcher truncates to its candidate limit *before* filtering by
playlist. A large casual prefix can therefore make the ranked worker see zero
candidates indefinitely even when ranked tickets exist later in the set. A
repair is worse: each matcher captures only its selected playlist as the
durable source, but `Rebuild` replaces the shared keys, so a casual repair can
erase ranked projections and vice versa. The unbounded read also makes each
one-second poll allocate and transfer data proportional to total queue depth.
Use playlist-specific keys and make the snapshot API accept a hard limit that
is applied by Redis (`LIMIT 0 N`) before transfer. Rebuild only the matching
playlist namespace. Add mixed-playlist and large-backlog tests proving neither
worker can erase/starve the other and that Redis never receives an unbounded
range/HMGET.
## [P1] Enforce durable identity bans during session issuance and authentication
**Location:** `server/migrations/0001_initial.sql:5-10`,
`server/store/session_sql.go:16-22`, `server/store/session_sql.go:49-63`,
`server/domain/auth.go:166-197`
The durable schema has `banned_until` and `ban_reason`, but production session
authentication reads only the `sessions` row and no production store code
reads either ban column. The only ban check is an in-memory `TicketVerifier`
used by domain tests. Once real Steam login is wired, a banned identity can
continue using every existing session until expiry and, unless the future
adapter independently duplicates this policy, can receive new sessions too.
This defeats the server-authoritative anti-abuse boundary.
Make ban state part of the durable authentication transaction: refuse session
issuance for an active ban and join/check identities on every authenticated
request (or revoke all sessions atomically when applying a ban). Add tests for
immediate enforcement across two control-plane replicas and for expiry/unban
semantics.
## [P1] Fan out outbox events to every control-plane replica
**Location:** `deploy/k8s/base/control-plane-deployment.yaml:8-14`,
`server/api/events.go:55-117`, `server/api/events.go:217-230`,
`server/api/outbox.go:69-90`, `server/store/outbox.go:46-60`
The Deployment runs two replicas, but WebSocket subscribers live only in each
process's in-memory hub. Every replica races to read the same global unpublished
outbox rows, and publishing succeeds even when the winning replica has no
matching local subscriber; that replica then sets the single global
`published_at`. A client connected to the other replica never receives the
event. The REST recovery polls eventually converge, but WebSocket delivery
degrades as replicas are added and short-lived proposal transitions can be
observed late.
Publish committed events through a shared fan-out transport, or maintain a
durable per-replica/consumer-group cursor so every connection-owning replica
sees them. Do not globally acknowledge merely because a local hub accepted an
event for zero subscribers. Add a two-replica integration test with the client
connected to the non-consuming replica.
## [P1] Add retention for high-volume idempotency and outbox records
**Location:** `server/migrations/0001_initial.sql:13-29`,
`server/migrations/0001_initial.sql:147-177`,
`Game/scripts/matchmaking.gd:38-52`,
`Game/scripts/control_plane_client.gd:794-795`,
`server/store/queue_sql.go:262-320`, `server/cmd/maintenance/main.go:57-104`
Each ten-second queue heartbeat gets a fresh idempotency key and permanently
inserts a new row. Published outbox rows and expired/revoked sessions are also
never purged; the maintenance role performs lifecycle reconciliation only.
At 10,000 queued players, heartbeats alone add roughly 60,000 durable rows per
minute, causing unbounded table/index growth, vacuum pressure, backup growth,
and progressively slower recovery on a service intended to scale horizontally.
Define retention windows longer than every supported retry/recovery horizon,
index cleanup predicates, and delete/archive in bounded `SKIP LOCKED` batches.
Expose deletion lag/row-count metrics and load-test sustained heartbeat volume
to verify that steady-state storage remains bounded.
## [P2] Make the observability verifier test reach its intended assertion
**Location:** `server/security/test_observability_manifests.py:20-32`,
`scripts/verify_observability_manifests.py:16-22`
`test_checker_rejects_wrong_namespace_and_broad_scrape` copies only the
control-plane ServiceMonitor and rules into its temporary directory. The
verifier first requires `kustomization.yaml` and the allocator ServiceMonitor,
so the test fails on a missing file before it examines the mutated namespace
or scrape path. The security suite is red and the stated regression case is
not covered.
Copy the complete minimum fixture (including kustomization and allocator
ServiceMonitor), then assert the namespace and `/metrics` mutations separately
so either defect produces the intended diagnostic.
## [P2] Synchronize the contract test with the renamed connection operation
**Location:** `server/contracts/v1/test_contracts.py:21-28`,
`server/contracts/v1/openapi.json:54`
The OpenAPI document calls the endpoint `claimPlayerConnection`, while the
structural test still requires `recordPlayerConnected`. The checked-in
contract suite therefore fails despite the endpoint being present, making the
gate noisy and capable of obscuring real compatibility regressions.
Choose the intended public operation ID and update the test or document. If
the rename is intentional, document the generated-client compatibility impact
and assert `claimPlayerConnection` consistently.
## Verification notes
- `go test ./...`: passed.
- `go test -race ./...`: passed.
- `go vet ./...`: passed.
- Godot unit suite: 220 tests passed with the project-compatible headless
renderer flags.
- Training unit suite: 16 focused generation/evaluation tests passed in
`training/.venv`; the reviewed training changes keep new distributions and
team reward sharing opt-in, so no training-regression finding was raised.
- Contract suite: one failure, recorded above.
- Security manifest suite: one failure, recorded above.
- Script verifier unit suite: 10 tests passed.