Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
100 lines
4.8 KiB
Markdown
100 lines
4.8 KiB
Markdown
# Deploying __NAME__
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Every game is a room on a small Node process that keeps it as an
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append-only ledger of moves in /var/lib/__SLUG__/rooms. Production is the
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shared Kestrel's Hall host: Caddy terminates TLS with automatic
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certificates, serves the static build from /opt/__SLUG__/build, and proxies
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/api and /ws to the game server on port __PORT__, which runs as the
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`__SLUG__` user under systemd from /opt/__SLUG__/app.
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## The shared host
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The games of Kestrel's Hall share one droplet, `hall` (nyc3, s-1vcpu-1gb,
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$6 a month, tag `kestrels-hall`, IP 159.203.115.252). Each game keeps its
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own Caddy site file in /etc/caddy/sites/<slug>.caddy, its own port,
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service user, /opt/<slug> and /var/lib/<slug> trees, access log
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(/var/lib/caddy/<slug>-access.log), cron file and ops scripts;
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/etc/caddy/Caddyfile only says `import sites/*.caddy`. A game server is one
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small Node process capped at 300 MB by its unit file, and a room is a few
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kilobytes of ledger, so the host carries several. Each game needs a port
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of its own on the host: wizwar 8787, waving-hands 8788, hnefatafl 8789,
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dip 8790.
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## Current production
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- Host: __IP__
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- URLs: https://__DOMAIN__ (A record at Hover, where kestrelsnest.social's
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DNS lives) and https://__SLUG__.__IP__.sslip.io (always works, zero DNS).
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- Everyday deploy: `deploy/deploy.sh __IP__`
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- Players' reports: `deploy/pull-reports.sh` mirrors /var/lib/__SLUG__/feedback.jsonl
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and the screenshots to ~/Desktop/__SLUG__-reports with a digest;
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`deploy/report-reply.sh __IP__ <id> <status> "text"` answers one.
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## Adding this game to the host
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1. `scp deploy/setup-droplet.sh deploy/Caddyfile.tmpl root@<ip>:/root/ && ssh root@<ip> \
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"bash /root/setup-droplet.sh '__DOMAIN__, __SLUG__.<ip>.sslip.io'"`
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It installs Caddy and Node if the host lacks them, writes this game's
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site file, and touches nothing of another game's. Point the A record at
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the host first, or leave the real name out until it is; running it again
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with the new line is how a name is added later.
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2. `deploy/deploy.sh <ip>`
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A fresh host, when one is needed: `doctl compute droplet create hall --region nyc3 \
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--size s-1vcpu-1gb --image ubuntu-24-04-x64 --ssh-keys <your-key-ids> \
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--tag-name kestrels-hall --wait`, then step 1.
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## Operations scripts on the droplet
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`deploy.sh` installs these to /usr/local/bin, the `traffic.py` they share to
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/usr/local/lib/__SLUG__, and the cron file to /etc/cron.d/__SLUG__ on every
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deploy, so the live copies are the repo copies:
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- `__SLUG__-visitors.sh [day]`: who is here now and who came that day.
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- `__SLUG__-pulse.sh`: the weekly health check (service, errors, rollup
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trend, backup, box).
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- `__SLUG__-rollup.sh [day]`: one JSON line per day of counts, run
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nightly at 00:12 UTC into /var/lib/__SLUG__/rollup.jsonl.
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- `__SLUG__-backup.sh`: nightly at 07:23 UTC, mirrors /var/lib/__SLUG__
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to the `kestrel-wizwar-backups` Space under `__SLUG__/` (a current copy
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less the rollup, and dated snapshots kept 90 days). It needs rclone with the Spaces
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credentials in /root/.config/rclone/rclone.conf, copied by hand from the
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wizwar droplet; until then it logs "skipped".
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Errors from the game server go to Sentry, project `__SLUG__` in the
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locallygrownnet organisation; the DSN is in the unit file. The nightly rollup
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and backup check in with Sentry Crons when /root/.__SLUG__-sentry-cron-rollup
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and /root/.__SLUG__-sentry-cron hold their check-in URLs (the ingest
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URL with the project's cron path and public key), so a missed night is noticed.
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To have every new issue, regression and reappearance posted to Slack the way
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wizwar's are, run `deploy/sentry-slack-alert.sh [#channel]` once from your own
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shell with `SENTRY_TOKEN` (an org auth token with alerts:write) and
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`SLACK_CHANNEL_ID` (the channel's Slack ID) set; the token never leaves the
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shell.
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Before every deploy, `deploy/verify-ledgers.sh <ip>` fetches every production
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ledger and replays it with the local engine, comparing each room with what the
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server shows. A ledger the new engine refuses or replays differently stops the
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deploy: the server would rewrite that game on restart.
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## Everyday deploys
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deploy/deploy.sh <ip>
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Runs the type-checks, the tests and the build locally, rsyncs `build/` to
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the droplet keeping the previous week's hashed assets, rsyncs the server and
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engine sources, installs dependencies, and restarts the game server, then
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waits up to twenty seconds for it to answer HTTP and fails with the tail of
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its journal if it does not. A room is replayed from its ledger when the
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server comes back, which takes a few seconds; Caddy holds requests that
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land in the gap.
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## Operations
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- Logs: `ssh root@<ip> journalctl -u __SLUG__ -f` for the game server,
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`journalctl -u caddy -f` and /var/lib/caddy/__SLUG__-access.log for the web side.
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- Restart: `ssh root@<ip> systemctl restart __SLUG__`
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- Rooms: `/var/lib/__SLUG__/rooms/<CODE>.jsonl`, one ledger per game; the
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nightly backup keeps them in the Space.
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