Several independent causes, all of which had to be right before the
Fleet could reach Ready.
The supervisor pointed --sdk-base-url at 127.0.0.1:9357, which is the
Agones sidecar's gRPC port; its HTTP surface is 9358, and that is what
AGONES_SDK_HTTP_PORT carries and what agones_sdk.gd reads. An HTTP
client against the gRPC port could never have worked, in kind or in
production.
The supervisor also treated the sidecar's first incomplete /gameserver
response as fatal. The sidecar accepts requests before the controller
populates status.address and status.ports, so this produced a restart
loop precisely during normal Agones startup. It now polls until the
endpoint is assigned or ReadyTimeout elapses.
server_boot.gd started ServerControl and the Agones SDK only under
--allocated-mode, but the kind smoke deliberately strips that flag, so
nothing served the readiness probe and the GameServer could never become
Ready. Lifecycle now keys on AGONES_SDK_HTTP_PORT, which Agones injects
into every managed container, while allocation and roster semantics stay
tied to --allocated-mode. The SDK node is added to the tree
non-deferred, since start_health() creates a Timer immediately.
Fleet: Agones assigns its own SDK service account and masks that token
from the game container while keeping it for the injected sidecar, so
the manifest must not pin serviceAccountName or
automountServiceAccountToken. Godot stores user:// under HOME, so HOME
points at the writable runtime volume to keep the root filesystem
read-only, and fsGroup makes that volume writable for the non-root user.
Namespace: Agones' Dynamic port policy injects a hostPort, which both
the baseline and restricted Pod Security Standards forbid, so the
workload namespace enforces privileged while continuing to audit and
warn against restricted.
NetworkPolicy: the injected sidecar reaches the Kubernetes API over
HTTPS, and NetworkPolicy applies to the whole Pod rather than to the
container whose token was masked.
The kind runner creates the namespace before Helm so Agones can install
its per-namespace SDK RBAC, scopes gameservers.namespaces to it, forces
the allocator and ping Services to ClusterIP because LoadBalancer
ingress never becomes ready in plain kind, and labels the node so the
production Fleet's on-demand/zone constraints are exercised rather than
edited out of the rendered manifest.
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.
The Kubernetes base deployed a control-plane image the Dockerfile never
built -- cmd/control-plane was absent from the Go build stage and no
target existed -- while the Dockerfile built a matcher image no manifest
ever deployed. Applying the checked-in base therefore could not produce
the advertised topology: one required workload had no repository-defined
artifact, and nothing consumed queued tickets. Tickets could be created
but never became proposals.
Add the production control-plane build and image target, explicitly not
the testkit-api target, which injects a fake login accepting any ticket.
Add casual and ranked matcher Deployments as separate workloads: they
have different match sizes, and separating them keeps a ranked backlog
from delaying casual formation. One replica each -- CreateProposal's
SKIP LOCKED fences make more replicas safe, but they would halve the
candidate pool each worker sees per poll and worsen formation for no
throughput gain at this scale. Their PDB uses maxUnavailable, since
minAvailable against a single replica blocks node drains outright.
Also fix both blocked traffic directions. No ingress policy admitted
UDP/7777 to game-server pods, so an allocated server was unreachable
from the internet under the namespace-wide default deny. And
control-plane ingress admitted only edge-gateway pods, so roster fetch,
registration, connection receipts, shutdown and result submission from
game servers were dropped even inside the cluster, despite their egress
being permitted. The default deny stays.
Manifest tests now assert every required role is deployed, both
playlists are scheduled, every referenced image maps to a real
Dockerfile target, and both traffic directions are permitted. Each was
verified to fail against the defect it covers. The control-plane image
was built and run to confirm the target works.
test_contracts.py required operation ID `recordPlayerConnected`, but
openapi.json names that endpoint `claimPlayerConnection` — the accurate
name, since POST /servers/{id}/connect claims a connection lease and
returns a generation. Align the test on the document and assert the set
difference, so a future mismatch names the missing operation instead of
reporting "False is not true".
test_observability_manifests.py copied only two of the four files the
checker reads, so it died on a missing kustomization.yaml before ever
reaching the mutated namespace. Copy the full fixture, split the
namespace and scrape-path mutations into separate cases so either
defect produces its own diagnostic, and add an unmutated-copy case so a
broken fixture can't make the mutation cases pass vacuously.
Neither suite was invoked by any Make target or workflow, which is why
both could sit red. Add them, plus test_threat_model.py, to
verify_multiplayer_local.sh.