Files
CosmicClash/scripts/verify_kind_agones.sh
Josh Creek 52ee181042 fix(kind): validate the allocation response Agones actually returns
With the Fleet readiness wait corrected, the gate reached the allocation
check for the first time and failed with "allocation did not return a
GameServer" -- while the cluster dump shows the allocation plainly
succeeded: one GameServer Allocated, Fleet reporting ALLOCATED 1.

GameServerAllocationStatus is flat: state, gameServerName, address,
ports, nodeName. It does not embed the allocated GameServer. The
validator read status.gameServer.metadata.name and
status.gameServer.status.{address,ports}, a shape Agones never sends,
and its unit tests asserted that same invented shape -- so validator and
tests agreed with each other while both disagreed with Agones. Nothing
caught it because the gate had never once allocated anything.

Read the real fields, keeping every existing check: non-empty name,
address neither blank nor unspecified, exactly one named "game" port in
range.

Also print the response body when validation fails. work_dir is removed
by the EXIT trap, so a shape mismatch was otherwise invisible from CI --
which is how this survived. If the shape is still not what I expect, the
next run says so instead of costing another round trip.
2026-09-05 22:03:41 +01:00

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#!/usr/bin/env bash
set -euo pipefail
# Disposable integration gate for multiplayer-next.md §8.49. This deliberately
# does not touch an existing cluster: kind creates an isolated cluster and the
# EXIT trap removes only that named cluster.
root_dir="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
cd "$root_dir"
cluster_name="${KIND_CLUSTER_NAME:-cosmic-clash-agones-smoke}"
agones_version="${AGONES_VERSION:-1.49.0}"
game_server_image="${GAME_SERVER_IMAGE:-cosmic-clash-game-server:kind}"
kind_node_image="${KIND_NODE_IMAGE:-kindest/node:v1.33.1}"
work_dir="$(mktemp -d "${TMPDIR:-/tmp}/cosmic-clash-agones.XXXXXX")"
# This gate fails in CI with nothing but Helm's "context deadline exceeded",
# and the EXIT trap then deletes the cluster, so there is no way to learn why
# the pods never became Available. Dump enough cluster state on failure that a
# CI run explains itself without needing a local reproduction -- which is not
# equivalent anyway, since a developer machine has different resources and a
# different container runtime.
#
# Set KIND_KEEP_ON_FAILURE=1 to retain the cluster for interactive inspection.
on_error() {
echo "kind/Agones gate failed at ${BASH_SOURCE[0]}:$1" >&2
echo "--- failing command: ${BASH_COMMAND}" >&2
}
trap 'on_error "$LINENO"' ERR
dump_cluster_state() {
echo "=== node capacity and conditions ===" >&2
kubectl get nodes -o wide >&2 2>&1 || true
kubectl describe nodes 2>&1 | grep -A 12 -E "Allocated resources|Conditions:" >&2 || true
for ns in agones-system cosmic-clash; do
echo "=== namespace ${ns}: pods ===" >&2
kubectl -n "$ns" get pods -o wide >&2 2>&1 || true
echo "=== namespace ${ns}: services ===" >&2
kubectl -n "$ns" get services -o wide >&2 2>&1 || true
# Events explain scheduling/image/probe failures that pod status alone
# does not: FailedScheduling, ImagePullBackOff, readiness probe errors.
echo "=== namespace ${ns}: recent events ===" >&2
kubectl -n "$ns" get events --sort-by=.lastTimestamp 2>&1 | tail -40 >&2 || true
# Log EVERY pod, not only the not-ready ones. A GameServer that reaches
# Ready and is then recycled on a health check leaves no unready pod
# behind: the failures are already deleted and the survivors read 2/2
# Running, so filtering on readiness dumped nothing useful and the game
# server's own output went unseen for several CI runs.
for pod in $(kubectl -n "$ns" get pods -o jsonpath='{range .items[*]}{.metadata.name}{"\n"}{end}' 2>/dev/null); do
ready="$(kubectl -n "$ns" get pod "$pod" -o jsonpath='{.status.containerStatuses[*].ready}' 2>/dev/null || true)"
echo "=== ${ns}/${pod} (ready=${ready:-unknown}) ===" >&2
kubectl -n "$ns" describe pod "$pod" 2>&1 | tail -35 >&2 || true
# Per container, not --all-containers: the Agones sidecar is far chattier
# than the game server, so a shared tail hides exactly the output needed,
# and --previous without -c resolves to a container that never restarted.
for container in $(kubectl -n "$ns" get pod "$pod" -o jsonpath='{range .spec.containers[*]}{.name}{"\n"}{end}' 2>/dev/null); do
echo "--- ${ns}/${pod}[${container}] logs (current) ---" >&2
kubectl -n "$ns" logs "$pod" -c "$container" --tail=60 >&2 2>&1 || true
echo "--- ${ns}/${pod}[${container}] logs (previous, if it restarted) ---" >&2
kubectl -n "$ns" logs "$pod" -c "$container" --previous --tail=60 >&2 2>&1 || true
done
done
done
# Agones' own view: a GameServer can be Unhealthy while its Pod looks fine,
# which is precisely the shape of a failed health check.
echo "=== Agones GameServers and Fleets ===" >&2
kubectl get gameservers --all-namespaces -o wide >&2 2>&1 || true
kubectl get fleets --all-namespaces -o wide >&2 2>&1 || true
echo "=== helm releases ===" >&2
helm list --all-namespaces >&2 2>&1 || true
}
cleanup() {
local status=$?
# No reachability guard here: every command inside dump_cluster_state is
# already `|| true`, so a gone cluster costs a few harmless errors, whereas
# a guard that misjudges reachability silently suppresses the whole dump --
# which is exactly what happened on its first run.
if [[ "$status" != 0 ]]; then
dump_cluster_state
fi
if [[ "$status" != 0 && "${KIND_KEEP_ON_FAILURE:-}" == 1 ]]; then
echo "kind cluster retained for inspection: kind-${cluster_name} (delete with: kind delete cluster --name ${cluster_name})" >&2
rm -rf "$work_dir"
exit "$status"
fi
kind delete cluster --name "$cluster_name" >/dev/null 2>&1 || true
rm -rf "$work_dir"
exit "$status"
}
trap cleanup EXIT
for tool in docker kind kubectl helm; do
command -v "$tool" >/dev/null 2>&1 || {
echo "8.49 requires '$tool'; install Docker, kind, kubectl, and Helm to run the disposable gate" >&2
exit 2
}
done
if ! docker info >/dev/null 2>&1; then
echo "8.49 requires a running Docker daemon" >&2
exit 2
fi
kind delete cluster --name "$cluster_name" >/dev/null 2>&1 || true
# Build by default. Reusing whatever happens to be tagged locally silently
# verifies stale code: a developer fixes the game server, reruns this gate, and
# it exercises the previous build because the tag already exists. CI never hits
# that because a fresh runner has no image, which is precisely how a local pass
# and a CI failure can disagree about the same commit.
if [[ "${KIND_REUSE_GAME_SERVER_IMAGE:-}" == 1 ]] && docker image inspect "$game_server_image" >/dev/null 2>&1; then
echo "Reusing existing $game_server_image (KIND_REUSE_GAME_SERVER_IMAGE=1); it may not contain local changes"
else
echo "Building $game_server_image from the pinned game-server target"
docker build --target game-server -t "$game_server_image" .
fi
kind create cluster --name "$cluster_name" --image "$kind_node_image" --wait 120s
kind load docker-image "$game_server_image" --name "$cluster_name"
# Agones creates its SDK service account and namespaced RBAC in each configured
# GameServer namespace. The namespace must therefore exist before Helm runs.
kubectl apply -f deploy/k8s/base/namespace.yaml
helm repo add agones https://agones.dev/chart/stable >/dev/null
helm repo update >/dev/null
# Agones 1.49 otherwise requests 10,100 MiB of ephemeral storage for both its
# controller and extensions pods, which exceeds a default single-node kind
# cluster before the Fleet can be exercised. Its allocator and ping Services
# also default to LoadBalancer, whose ingress never becomes ready in plain kind.
# These are smoke-only bounds; production sizing and exposure remain
# deployment-owned.
helm upgrade --install agones agones/agones \
--namespace agones-system --create-namespace \
--version "$agones_version" \
--set 'gameservers.namespaces[0]=cosmic-clash' \
--set agones.crds.cleanup.enabled=true \
--set agones.controller.replicas=1 \
--set agones.controller.resources.requests.ephemeral-storage=128Mi \
--set agones.controller.resources.limits.ephemeral-storage=512Mi \
--set agones.extensions.replicas=1 \
--set agones.extensions.resources.requests.ephemeral-storage=128Mi \
--set agones.extensions.resources.limits.ephemeral-storage=512Mi \
--set agones.allocator.replicas=1 \
--set agones.allocator.service.serviceType=ClusterIP \
--set agones.ping.http.serviceType=ClusterIP \
--set agones.ping.udp.serviceType=ClusterIP \
--wait --timeout 5m
kubectl wait --for=condition=available deployment/agones-controller \
-n agones-system --timeout=180s
kubectl wait --for=condition=available deployment/agones-allocator \
-n agones-system --timeout=180s
# The production Fleet only schedules on explicitly on-demand, zoned nodes.
# Give the disposable node equivalent labels so this gate exercises those
# constraints instead of rewriting them out of the rendered Fleet.
kubectl label nodes --all \
cosmic-clash.io/capacity-type=on-demand \
topology.kubernetes.io/zone=kind-smoke \
--overwrite
# The base Fleet intentionally carries a release-time digest placeholder. For
# this isolated run only, replace that exact placeholder with the image loaded
# into kind. No repository manifest is modified and no mutable image is used
# outside the disposable cluster.
#
# This runner is intentionally an Agones lifecycle smoke, not a substitute for
# the production control-plane gate: there is no PostgreSQL/API/roster backend
# in this disposable cluster. Disable only those production-only child paths so
# the real supervisor can validate the assigned endpoint, launch the exported
# server, and call the Agones SDK Ready endpoint.
zero_digest="$(printf '0%.0s' {1..64})"
sed -e "s|ghcr.io/cosmic-clash/game-server@sha256:${zero_digest}|$game_server_image|" \
-e 's|--control-plane-url=http://control-plane.cosmic-clash.svc.cluster.local:8080|--control-plane-url=|' \
-e '/- --roster-path=\/run\/cosmic-clash\/join-roster.json/d' \
-e '/- --allocated-mode$/d' \
deploy/k8s/base/fleet.yaml > "$work_dir/fleet.yaml"
kubectl -n cosmic-clash create secret generic cosmic-clash-game-server \
--from-literal=drain-token=kind-smoke-drain-token \
--from-literal=join-signing-keys.json='{"kind-smoke-key":"a2luZC1zbW9rZS1zaWduaW5nLWtleQ=="}' \
--from-literal=join-signing-key-id=kind-smoke-key \
--dry-run=client -o yaml | kubectl apply -f -
kubectl apply -f deploy/k8s/base/service-accounts.yaml
kubectl apply -f "$work_dir/fleet.yaml"
# The field is readyReplicas, not ready: an Agones Fleet's status carries
# replicas/readyReplicas/reservedReplicas/allocatedReplicas, and the READY
# column printed by kubectl is readyReplicas. Waiting on `.status.ready` could
# never match however healthy the Fleet was, which masked itself as "the Fleet
# never became ready" and sent three separate investigations after the game
# server instead of the assertion.
kubectl wait --for=jsonpath='{.status.readyReplicas}'=2 \
fleet/cosmic-clash-game -n cosmic-clash --timeout=5m
cat > "$work_dir/allocation.yaml" <<'EOF'
apiVersion: allocation.agones.dev/v1
kind: GameServerAllocation
metadata:
generateName: cosmic-clash-smoke-
namespace: cosmic-clash
spec:
fleet:
name: cosmic-clash-game
EOF
kubectl create -f "$work_dir/allocation.yaml" -o json > "$work_dir/allocation.json"
# Print the response when validation fails. work_dir is deleted by the EXIT
# trap, so a mismatch between what Agones returns and what the validator
# expects is otherwise unknowable from CI -- which is exactly how a validator
# reading a field Agones never sends survived undetected.
if ! python3 scripts/verify_agones_allocation_response.py "$work_dir/allocation.json"; then
echo "--- allocation response as returned by Agones ---" >&2
cat "$work_dir/allocation.json" >&2 || true
echo >&2
exit 1
fi