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.
The root blocker (issue #14). The worker bound the provider allocation
and stopped. Service.PublishRoster and store.SaveVerifiedAssignmentRoster
both existed, fully tested, with zero non-test callers, and the
production allocator configured neither a roster store nor a signing
key. Nothing ever wrote the assignments table.
The allocated supervisor fetches a non-empty roster before it launches
the game child, so every real allocation failed at that fetch: no match
could reach ASSIGNMENT_READY or accept a player. Existing tests seeded
assignments directly, which is exactly why the missing hand-off went
unnoticed.
The worker now builds one join authorisation per durable participant,
signs each with the active key, and publishes them. Participants are
read through the same query SaveVerifiedAssignmentRoster re-validates
against, so the allocator cannot construct a roster the persistence
boundary would reject. The manifest commits to a digest over the whole
roster, so a server cannot be handed a truncated roster whose surviving
entries are each individually valid.
Persist the provider endpoint on the allocation: it arrived on the
provider response and was never stored, so a worker crashing between
allocating and publishing had no endpoint to recover and would have
stranded the match permanently. Republishing is idempotent, so that
crash now simply retries.
cmd/allocator refuses to start without key material rather than running
an allocator that binds allocations and silently strands every match.
The k8s allocator Deployment mounts the same key set the Fleet does, and
both now take the JSON key map so a rotation can publish several.
New integration test drives the real worker through to the supervisor's
own roster read path without seeding the assignments table. Verified it
fails with "assignments = 0, want 2" when the publish step is removed.