8 Commits

Author SHA1 Message Date
Josh Creek aa446cfbfe fix(multiplayer): reconcile authoritative initial connections 2026-09-03 00:02:04 +01:00
Josh Creek 75cb8faac4 feat(multiplayer): acknowledge supervisor shutdown 2026-09-01 16:54:40 +01:00
Josh Creek 68e76b5feb feat(multiplayer): deliver allocated server rosters 2026-09-01 15:54:07 +01:00
Josh Creek 544f76c502 feat(multiplayer): deliver signed workload tokens via Agones allocation annotation
Closes the remaining gap the previous two commits left open: WorkloadVerify
itself worked, but nothing minted a real token at allocation time or handed
it to a running pod, so it had no real caller yet.

agones.Client gains WorkloadSecret/WorkloadTokenTTL. When set, Allocate
mints a signed workload token for the allocation (allocation_id is known at
request-construction time, before Agones has picked a server -- see the
previous commit for why that's the only identifier the token can bind) and
requests it as a third cosmic-clash.io/workload-token annotation, alongside
the existing match-id/allocation-id ones. Left unset (the default), Allocate
requests no such annotation, so a deployment not yet using this path is
unaffected. cmd/allocator wires it from a new --workload-secret /
COSMIC_CLASH_WORKLOAD_SECRET flag (must match cmd/control-plane's own), with
a startup warning if left unset.

supervisor.Supervisor.workloadToken() resolves the bearer credential for
control-plane registration: an explicitly configured --workload-token-path
always wins (kept for a future Kubernetes-projected-JWT WorkloadVerify path,
not yet wired server-side), otherwise it falls back to the
cosmic-clash.io/workload-token annotation on the allocated GameServer --
the same annotation-fallback pattern matchID already used for
cosmic-clash.io/match-id. WorkloadTokenPath is accordingly no longer
required at construction time when ControlPlaneURL is set.

Verified: new agones test proves the annotation is requested (and parses/
verifies against the same secret, naming the right allocation) when
WorkloadSecret is configured, and that it's absent when it isn't; new
supervisor tests prove the annotation-sourced token is what's actually sent
as the Authorization bearer, and that Start fails closed with neither a
configured path nor an annotation present. Full
`go build ./... && go vet ./... && gofmt -l . && go test ./... -race` and
`go test -tags integration ./... -race` both clean.
2026-09-01 14:57:45 +01:00
Josh Creek 4cad0f0cce 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.
2026-09-01 13:44:27 +01:00
Josh Creek fd18cf6ac0 feat(multiplayer): propagate match ID to an already-allocated pod via annotations
Investigated the Fleet-manifest wiring task flagged last commit and
found a deeper, previously-undesigned gap: Kubernetes env vars are
fixed at pod creation, but Agones allocates a match to an already-
running Ready pod well after it starts -- so there was no channel at
all for match-specific data (match ID) to reach that pod's processes.

Close it using the Agones GameServerAllocation API's documented
spec.metadata.annotations field, which Agones applies to the allocated
GameServer's own object_meta on success: server/agones.Client.Allocate
now requests cosmic-clash.io/match-id and cosmic-clash.io/allocation-id
annotations, and the supervisor reads them back from the same
/gameserver SDK call it already makes for the assigned port/address
(GameServer.ObjectMeta.Annotations), falling back to them for its own
control-plane registration only when MatchID isn't explicitly
configured -- an explicit value always wins, and a match ID resolvable
from neither source fails Start() closed before any HTTP call.

The exact object_meta vs objectMeta JSON key from a live Agones SDK
sidecar is not independently verified from this sandbox; documented
inline, and the fallback degrades safely (empty annotations map, same
as before this change) if it turns out to be wrong.

Covered by two new tests: the annotation actually flowing through to
the registration body, and fail-closed with neither config nor
annotation supplying a match ID (registerCalled stays false, not just
that Start() errors).
2026-09-01 13:34:08 +01:00
Josh Creek 0bad9e07db feat(multiplayer): report process-ready to the control plane from the supervisor
Add opt-in control-plane registration to server/supervisor: once Agones
Ready succeeds, POST /v1/servers/{id}/register (assignment_ready=false)
using a workload token read fresh from disk each call -- matching how a
Kubernetes projected service account token is rotated in place by
kubelet, unlike a cached/env-var secret. ControlPlaneURL empty (the
default) is a total no-op, so direct/Compose mode and allocated-without-
control-plane mode are both byte-for-byte unaffected; New() rejects a
half-configured registration (URL set without token path/server/match/
digest) rather than silently skipping it.

ServerID/MatchID/ImageDigest are read from env vars named by CLI flags
(--server-id-env, --match-id-env, --image-digest-env), matching the
existing --drain-token-env convention in this same binary, rather than
parsed out of the Agones SDK's own GameServer JSON -- that shape isn't
independently verifiable from here, whereas the Kubernetes Downward API
(fieldRef: metadata.name) populating an env var is a standard, safe
pattern already used elsewhere in this codebase for exactly this class
of secret.

A registration failure now kills the child (matching the existing
waitReady failure path) rather than leaving Agones-Ready-but-
control-plane-unregistered process running -- a real gap the second new
test (TestControlPlaneRegistrationFailureKillsChildRatherThanRunningUnregistered)
had to be corrected to actually exercise: its first draft omitted
ReadyURL and was failing at waitReady, before ever reaching the code
path it claimed to test.
2026-09-01 13:27:43 +01:00
Josh Creek 4d83ec1525 feat: add signal-bound server supervisor command 2026-09-01 09:19:25 +01:00