# Deploying __NAME__ Every game is a room on a small Node process that keeps it as an append-only ledger of moves in /var/lib/__SLUG__/rooms. Production is the shared Kestrel's Hall host: Caddy terminates TLS with automatic certificates, serves the static build from /opt/__SLUG__/build, and proxies /api and /ws to the game server on port __PORT__, which runs as the `__SLUG__` user under systemd from /opt/__SLUG__/app. ## The shared host The games of Kestrel's Hall share one droplet, `hall` (nyc3, s-1vcpu-1gb, $6 a month, tag `kestrels-hall`, IP 159.203.115.252). Each game keeps its own Caddy site file in /etc/caddy/sites/.caddy, its own port, service user, /opt/ and /var/lib/ trees, access log (/var/lib/caddy/-access.log), cron file and ops scripts; /etc/caddy/Caddyfile only says `import sites/*.caddy`. A game server is one small Node process capped at 300 MB by its unit file, and a room is a few kilobytes of ledger, so the host carries several. Each game needs a port of its own on the host: wizwar 8787, waving-hands 8788, hnefatafl 8789, dip 8790. ## Current production - Host: __IP__ - URLs: https://__DOMAIN__ (A record at Hover, where kestrelsnest.social's DNS lives) and https://__SLUG__.__IP__.sslip.io (always works, zero DNS). - Everyday deploy: `deploy/deploy.sh __IP__` - Players' reports: `deploy/pull-reports.sh` mirrors /var/lib/__SLUG__/feedback.jsonl and the screenshots to ~/Desktop/__SLUG__-reports with a digest; `deploy/report-reply.sh __IP__ "text"` answers one. ## Adding this game to the host 1. `scp deploy/setup-droplet.sh deploy/Caddyfile.tmpl root@:/root/ && ssh root@ \ "bash /root/setup-droplet.sh '__DOMAIN__, __SLUG__..sslip.io'"` It installs Caddy and Node if the host lacks them, writes this game's site file, and touches nothing of another game's. Point the A record at the host first, or leave the real name out until it is; running it again with the new line is how a name is added later. 2. `deploy/deploy.sh ` A fresh host, when one is needed: `doctl compute droplet create hall --region nyc3 \ --size s-1vcpu-1gb --image ubuntu-24-04-x64 --ssh-keys \ --tag-name kestrels-hall --wait`, then step 1. ## Operations scripts on the droplet `deploy.sh` installs these to /usr/local/bin and the `traffic.py` they share to /usr/local/lib/__SLUG__ on every deploy, so the live copies are the repo copies. The cron file goes to /etc/cron.d/__SLUG__ only on a box of the game's own: on the hall's shared host, `hall-nightly.sh` (in the kit's `gamehall/ops`) runs every game's rollup and backup from /etc/cron.d/gamehall. - `__SLUG__-visitors.sh [day]`: who is here now and who came that day. - `__SLUG__-reseat.sh ROOM [SEAT]`: who sits at a table; with a seat, a new token for a player locked out of it, as a link to send them. - `__SLUG__-pulse.sh`: the weekly health check (service, errors, rollup trend, backup, box). - `__SLUG__-rollup.sh [day]`: one JSON line per day of counts, run nightly at 00:12 UTC into /var/lib/__SLUG__/rollup.jsonl. - `__SLUG__-backup.sh`: nightly at 07:23 UTC, mirrors /var/lib/__SLUG__ to the `kestrel-wizwar-backups` Space under `__SLUG__/` (a current copy less the rollup, and dated snapshots kept 90 days). It needs rclone with the Spaces credentials in /root/.config/rclone/rclone.conf, copied by hand from the wizwar droplet; until then it logs "skipped". Errors from the game server go to Sentry, project `__SLUG__` in the locallygrownnet organisation; the DSN is in the unit file. On the shared host the hall's nightly job checks in with Sentry Crons once for every game's rollup and once for every backup (monitors `hall-rollup` and `hall-backup` in the `gamehall` project), and each game's script reports by its exit status. A game on its own box checks in for itself when /root/.__SLUG__-sentry-cron-rollup and /root/.__SLUG__-sentry-cron hold check-in URLs (the ingest URL with the project's cron path and public key); absent, it sends nothing. To have every new issue, regression and reappearance posted to Slack the way wizwar's are, run `deploy/sentry-slack-alert.sh [#channel]` once from your own shell with `SENTRY_TOKEN` (an org auth token with alerts:write) and `SLACK_CHANNEL_ID` (the channel's Slack ID) set; the token never leaves the shell. Before every deploy, `deploy/verify-ledgers.sh ` fetches every production ledger and replays it with the local engine, comparing each room with what the server shows. A ledger the new engine refuses or replays differently stops the deploy: the server would rewrite that game on restart. ## Everyday deploys deploy/deploy.sh Runs the type-checks, the tests and the build locally, rsyncs `build/` to the droplet keeping the previous week's hashed assets, rsyncs the server and engine sources, installs dependencies, and restarts the game server, then waits up to twenty seconds for it to answer HTTP and fails with the tail of its journal if it does not. A room is replayed from its ledger when the server comes back, which takes a few seconds; Caddy holds requests that land in the gap. ## Operations - Logs: `ssh root@ journalctl -u __SLUG__ -f` for the game server, `journalctl -u caddy -f` and /var/lib/caddy/__SLUG__-access.log for the web side. - Restart: `ssh root@ systemctl restart __SLUG__` - Rooms: `/var/lib/__SLUG__/rooms/.jsonl`, one ledger per game; the nightly backup keeps them in the Space.