test(multiplayer): verify domain fuzz targets

This commit is contained in:
Josh Creek
2026-09-01 17:10:26 +01:00
parent c5f6c95ca5
commit f1b9527d3f
+2
View File
@@ -1446,3 +1446,5 @@ The matchmaking UI now exposes that retained replay through its existing action
The control plane now exports bounded Prometheus-compatible API request counters and latency summaries at `GET /metrics`, with fixed operation/status labels and no event-stream wrapping. Production and testkit services wire the collector; adversarial tests verify unknown paths cannot inject label cardinality or leak URL secrets, and full Go/race/vet checks pass. Durable SLO dashboards and alert routing remain operational work.
`make verify-multiplayer-local` now provides one cloud-free regression gate for the current implementation: the complete Go suite, the Godot harness, OpenAPI parsing, and the migration/Fleet/Kubernetes/supply-chain checks. It fails clearly when the configured Godot executable is unavailable and does not weaken or replace the existing Phase 6/ENet gates; PostgreSQL, Redis, Steam, Agones, and multi-process Internet gates remain separate.
The three declared domain fuzz targets have now each completed a bounded 4-second run (`FuzzQueueCreateDoesNotPanic`, `FuzzResultDigestIsDeterministic`, and `FuzzSyncEventApplicationDoesNotPanic`) with no failures; this closes the locally runnable fuzz portion of 8.46. Live Redis failover, further transaction races, and cloud/runtime gates remain explicitly unverified.