Begin Wyrm from the game kit
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#!/usr/bin/env bash
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# Build locally, push the static site and the game server to the droplet,
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# and restart the server. Usage: deploy/deploy.sh <droplet-ip-or-host>
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set -euo pipefail
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HOST="${1:?usage: deploy.sh <droplet-ip-or-host>}"
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# The family list is the kit's; a game deploys with the kit's latest copy when the kit is beside it.
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KIT_FAMILY="$(dirname "$0")/../../game-kit/family.json"
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[ -f "$KIT_FAMILY" ] && cp "$KIT_FAMILY" static/family.json
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npm run check
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npm run check:server
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npm test
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npm run build
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# Every production ledger must replay identically with the engine about to ship.
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deploy/verify-ledgers.sh "$HOST"
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# Old hashed chunks stay a week: a page loaded before this deploy can still
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# fetch the module it was built against instead of failing mid-game.
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rsync -az --delete --filter='P _app/immutable/*' \
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build/ "root@$HOST:/opt/wyrm/build/"
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# The server runs from source with tsx and carries its own small manifest;
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# it needs only its code and the engine. Ledgers live outside this tree.
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rsync -az --delete --exclude='/server/node_modules' \
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--include='/server/***' --include='/src/' --include='/src/lib/' --include='/src/lib/game/***' --include='/src/lib/net/' --include='/src/lib/net/view.ts' \
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--include='/deploy/' --include='/deploy/wyrm.service' --include='/deploy/wyrm.cron' --include='/deploy/*.sh' --include='/deploy/traffic.py' \
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--exclude='*' \
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./ "root@$HOST:/opt/wyrm/app/"
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ssh "root@$HOST" '
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find /opt/wyrm/build/_app/immutable -type f -mtime +7 -delete
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chown -R root:caddy /opt/wyrm/build
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chmod -R g+rX /opt/wyrm/build
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cd /opt/wyrm/app/server && npm install --no-audit --no-fund
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chown -R wyrm:wyrm /opt/wyrm/app
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cp /opt/wyrm/app/deploy/wyrm.service /etc/systemd/system/wyrm.service
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# The ops scripts run from /usr/local/bin and share traffic.py: install them
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# on every deploy so the live copies are always the repo copies.
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install -m 755 /opt/wyrm/app/deploy/wyrm-visitors.sh /usr/local/bin/wyrm-visitors.sh
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install -m 755 /opt/wyrm/app/deploy/wyrm-pulse.sh /usr/local/bin/wyrm-pulse.sh
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install -m 755 /opt/wyrm/app/deploy/wyrm-rollup.sh /usr/local/bin/wyrm-rollup.sh
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install -m 755 /opt/wyrm/app/deploy/wyrm-backup.sh /usr/local/bin/wyrm-backup.sh
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install -m 755 /opt/wyrm/app/deploy/wyrm-reseat.sh /usr/local/bin/wyrm-reseat.sh
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install -m 755 /opt/wyrm/app/deploy/wyrm-say.sh /usr/local/bin/wyrm-say.sh
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# The key to the keeper door: made once, readable by root (the reseat script) and the game user (the server) alone.
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if [ ! -s /etc/wyrm/keeper.key ]; then
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install -d -m 750 -o root -g wyrm /etc/wyrm
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(umask 037; openssl rand -hex 32 > /etc/wyrm/keeper.key)
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chown root:wyrm /etc/wyrm/keeper.key
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fi
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install -m 644 -D /opt/wyrm/app/deploy/traffic.py /usr/local/lib/wyrm/traffic.py
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# On a host the hall shares, its hall-nightly.sh runs the rollup and backup
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# of every game and checks in with Sentry once for all; a game on a box of
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# its own schedules its own.
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if [ -f /etc/cron.d/gamehall ]; then rm -f /etc/cron.d/wyrm
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else install -m 644 /opt/wyrm/app/deploy/wyrm.cron /etc/cron.d/wyrm; fi
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mkdir -p /var/log/wyrm
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systemctl daemon-reload
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systemctl enable --now wyrm
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systemctl restart wyrm
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systemctl reload caddy
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# "active" means only that the process started: wait for it to answer HTTP,
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# so a server that dies loading its code fails the deploy instead of looping.
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for i in $(seq 20); do
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if curl -s -o /dev/null http://127.0.0.1:8791/api/rooms/ZZZZ; then
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systemctl --no-pager -l status wyrm | head -3
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exit 0
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fi
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sleep 1
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done
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echo "the game server is not answering:" >&2
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journalctl -u wyrm -n 25 --no-pager >&2
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exit 1
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'
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echo "deployed."
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