Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
Deploying NAME
The single-player game runs entirely in the browser. Duels between people
go through a small Node process that keeps each room as an append-only
ledger of moves in /var/lib/SLUG/rooms. Production is one
DigitalOcean droplet: 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.
Sizing
The smallest droplet, s-1vcpu-512mb-10gb ($4 a month), carries both Caddy
and the game server comfortably: the server is one small Node process capped
at 300 MB by its unit file, and a room is a few kilobytes of ledger.
The zero-cost alternative is a second site block in an existing Caddy server's configuration pointing at a second directory; the deploy script works unchanged against that host. A droplet of its own keeps this site's uptime and upgrades independent of anything else.
Current production
- Droplet:
__SLUG__(nyc3, s-1vcpu-512mb-10gb, tag__SLUG__), IP 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.shmirrors /var/lib/SLUG/feedback.jsonl and the screenshots to ~/Desktop/SLUG-reports with a digest;deploy/report-reply.sh __IP__ <id> <status> "text"answers one.
New droplet from scratch
doctl compute droplet create __SLUG__ --region nyc3 \ --size s-1vcpu-512mb-10gb --image ubuntu-24-04-x64 \ --ssh-keys <your-key-ids> --tag-name __SLUG__ --waitscp deploy/setup-droplet.sh deploy/Caddyfile.tmpl root@<ip>:/root/ && ssh root@<ip> \ "bash /root/setup-droplet.sh '__DOMAIN__, __SLUG__.<ip>.sslip.io'"(point the A record at the new IP first, or leave the real name out until it is).scp deploy/setup-server.sh deploy/Caddyfile.tmpl root@<ip>:/root/ && ssh root@<ip> "bash /root/setup-server.sh"deploy/deploy.sh <ip>
The sslip.io hostname works with no DNS at all. To add a real name, point an
A record at the droplet and add the name to the first line of
/etc/caddy/Caddyfile (space separated), then systemctl reload caddy; Caddy
fetches the certificate on first request.
Operations scripts on the droplet
deploy.sh installs these to /usr/local/bin and the cron file to
/etc/cron.d/SLUG on every deploy, so the live copies are the repo copies:
__SLUG__-visitors.sh [day]: who is here now and who came that day.__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 thekestrel-wizwar-backupsSpace under__SLUG__/(a current copy 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. The nightly rollup
and backup check in with Sentry Crons when /root/.SLUG-sentry-cron-rollup
and /root/.SLUG-sentry-cron hold their check-in URLs (the ingest
URL with the project's cron path and public key), so a missed night is noticed.
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 set; the token never leaves the shell.
Before every deploy, deploy/verify-ledgers.sh <ip> 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 <ip>
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. A
single-player game is in the player's own browser and loses nothing. 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@<ip> journalctl -u __SLUG__ -ffor the game server,journalctl -u caddy -fand /var/lib/caddy/access.log for the web side. - Restart:
ssh root@<ip> systemctl restart __SLUG__ - Who has been playing:
ssh root@<ip> __SLUG__-visitors.sh [YYYY-MM-DD]prints today's visitors from Caddy's log (people and bots apart, by page), every room opened today with how far it got, and the names seated, marking those seen for the first time. - Rooms:
/var/lib/__SLUG__/rooms/<CODE>.jsonl, one ledger per game. Copy that directory to back them up; single-player games are in players' browsers.