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docs: add a version inventory to TECH_STACK.md, refresh stale claims
TECH_STACK.md explained why each choice was made but never listed what is actually pinned, so there was no single place to answer "what version of X do we use". Adds a Version inventory section covering the shipped game, the Go control plane's four direct dependencies, the datastore/platform versions and the exactly-pinned training stack, plus a Verification toolchain subsection for the Make/Docker/kind/Kustomize/Actions harness. Also corrects two things the doc had outgrown: the allocation pipeline is now wired end to end and gated in CI, so only the provider deployment remains; and the Steam section covered only the GodotSteam client transport, omitting the server-side Web API ticket verifier in server/steam.
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@@ -105,6 +105,15 @@ port-forwarding requirement and to supply verified player identity —
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direct-IP ENet's slot-reclaim logic is keyed by display name today, which is
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insecure against a public server (`multiplayer-next.md` §0, known defect C).
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There is a **second, independent** use of Steam that does not involve
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GodotSteam at all: `server/steam/` verifies session tickets server-side against
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Valve's `ISteamUserAuth/AuthenticateUserTicket` Web API over plain HTTP, which
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is what turns a claimed identity into a trusted one for matchmaking and for
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slot reclaim. It distinguishes "Valve rejected this ticket" (401) from "Valve
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is unreachable" (503) so an outage cannot be mistaken for an authentication
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failure, and refuses family-shared and banned accounts. It needs a **publisher
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Web API key**, which is a server-side secret and must never reach a client.
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## Dedicated server hosting: Docker (primary) or native systemd
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The dedicated server is not a separately-written service — it's the same
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@@ -206,6 +215,81 @@ file and runs **inside the game** in pure GDScript — shipped bots need no
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Python, no .NET, no network." Keeping the shipped game GDScript-only (no
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.NET Godot build) is consistent with the rest of the stack.
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## Version inventory
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Everything the project actually pins, in one place. The rest of this document
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explains *why* these were chosen; this is *what* is in use. Versions here are
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the source of truth's values at the time of writing — when they disagree with
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the files named, the files win.
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### Shipped game and dedicated server
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| Thing | Version | Pinned in |
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|---|---|---|
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| Godot | 4.7.1 | `Dockerfile` (digest-pinned `barichello/godot-ci`) |
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| Physics | Jolt | `Game/project.godot` — `3d/physics_engine="Jolt Physics"` |
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| Runtime dependencies | none | pure GDScript; no .NET, no ONNX, no native extensions in the default build |
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| GodotSteam | custom build, opt-in | `steam-dependencies.lock.json` |
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The shipped client and server carry **no third-party runtime dependency at
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all** in the default ENet build. That is a deliberate constraint, not an
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accident of scope — see "What's deliberately absent".
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### Matchmaking control plane (Go)
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| Thing | Version | Notes |
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|---|---|---|
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| Go | 1.23 | `server/go.mod` |
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| `jackc/pgx/v5` | 5.7.4 | PostgreSQL driver; used through `database/sql` for pooling, and directly for `LISTEN`/`NOTIFY`, which needs a dedicated session |
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| `redis/go-redis/v9` | 9.7.0 | transient candidate index only; the durable queue is PostgreSQL |
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| `alicebob/miniredis/v2` | 2.38.0 | test-only in-process Redis |
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Four direct dependencies, three of them drivers. There is no web framework, no
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ORM, no DI container and no code generation: HTTP is `net/http` with a hand-
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written mux (`server/api/service.go`), SQL is hand-written, and migrations are
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numbered `.sql` files under `server/migrations/` — each with a `down/`
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counterpart — applied by the `cmd/migrate` binary. That is a deliberate choice
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about a service whose whole job is a small number of carefully-fenced
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transactions.
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Rating maths is Glicko-2, implemented in `server/domain/rating.go` rather than
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taken from a library.
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### Datastores and platform
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| Thing | Version | Pinned in |
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|---|---|---|
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| PostgreSQL | 17 (alpine) | `compose.*.yml`, `scripts/run_*_integration.sh` |
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| Redis | 7 (alpine) | `compose.*.yml`, `scripts/run_redis_integration.sh` |
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| Agones | 1.49.0 | `scripts/verify_kind_agones.sh` (`AGONES_VERSION`) |
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| Kubernetes | 1.33 in CI | `kindest/node:v1.33.1` |
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| Manifests | Kustomize | `deploy/k8s/base` + `overlays/{eu,na}` |
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| Metrics | Prometheus | `deploy/observability/` — ServiceMonitors and PrometheusRules |
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Container images are referenced by digest, never by tag; `scripts/verify_supply_chain.py`
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fails the build on any mutable reference. All six digests under `deploy/` are
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currently all-zero placeholders, and the `ghcr.io/cosmic-clash/*` registry
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namespace does not exist yet — publishing the images is the open work tracked
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in issue #31, and is the last thing standing between the manifests and a real
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deployment.
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### Training (out-of-process, not shipped)
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| Thing | Version |
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|---|---|
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| Python | 3.12 |
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| `godot-rl` | 0.8.2 |
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| `stable-baselines3` | 2.4.0 |
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| `torch` | 2.13.0 |
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| `gymnasium` | 1.0.0 |
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| `tensorboard` | 2.21.0 |
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Pinned exactly, and `training/requirements.txt` explains why in unusual detail:
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the curriculum depends on specific library *internals* rather than documented
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public APIs, so an unpinned reinstall could silently change behaviour partway
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through a 12-hour training stage. None of this ships — the game runs exported
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policies through a pure-GDScript MLP.
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## Tooling (not shipped with the game)
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- **`mcp/godot-mcp`** (git submodule, Node/TypeScript) — drives a live
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@@ -218,6 +302,29 @@ Python, no .NET, no network." Keeping the shipped game GDScript-only (no
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(Blender's embedded Python, plus texture generators) used to produce the
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project's original meshes and textures.
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### Verification toolchain
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Everything is driven from `Makefile` targets so that CI and a local run are the
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same command:
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- **GNU Make** — the single entry point (`verify-phase6`,
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`verify-enet-integration`, `verify-kind-agones`, `verify-supply-chain`, …).
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- **Docker and Docker Compose** — the multi-process gates. The game gates use
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a staged `Dockerfile`; the control-plane gates use `compose.*.yml` fixtures.
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- **kind** (`kindest/node:v1.33.1`) **and Helm** — a throwaway Kubernetes
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cluster with Agones installed, for the allocation gate.
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- **Kustomize** — `deploy/k8s/base` plus `overlays/{eu,na}`, validated by
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`kubectl kustomize` in CI rather than only at deploy time.
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- **GitHub Actions** — eight workflows under `.github/workflows/`, each one a
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thin wrapper around a Make target, with path filters so a docs-only change
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doesn't spin up a Kubernetes cluster.
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- **`scripts/verify_supply_chain.py`** — fails the build on any mutable image
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reference, which is why every manifest pins by digest.
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Godot itself has **no build step and no linter** — the project runs from
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source, so "the tests pass" is the only mechanical check that exists on the
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GDScript side.
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## What's deliberately absent
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- **No C# or .NET runtime anywhere in the shipped game or server.** The
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@@ -238,8 +345,11 @@ Python, no .NET, no network." Keeping the shipped game GDScript-only (no
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- **The remaining Go matchmaking control-plane deployment** — independently
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runnable matcher, allocator and maintenance roles backed by PostgreSQL and
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Redis, deployed on provider-portable Kubernetes with Agones-managed game
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fleets. The authenticated API boundary exists; durable production wiring and
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provider deployment remain. The cloud provider remains deliberately
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replaceable; the application stack is locked.
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fleets. The durable wiring now exists end to end — queue, latency probes,
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proposal, allocation, signed assignment rosters and result submission — and
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is exercised by Compose and kind/Agones gates in CI. What remains is the
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provider deployment itself: a registry to publish the images to, and a live
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cluster. The cloud provider remains deliberately replaceable; the application
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stack is locked.
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This is a 1.0 launch blocker and the single largest departure from "one
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Godot project, no backend". See [`MATCHMAKING.md`](MATCHMAKING.md).
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