magicciv/scripts
Natalie 273a7c71f8
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ci / regression gate (push) Waiting to run
feat(infra): auto-cull orphaned packer build droplets to prevent zombies
Packer destroys its build droplet on a clean finish, but a killed/slept/
network-dropped run leaves the s-8vcpu-16gb-amd builder alive (~$192/mo).
This happened once already (.project/handoffs/20260629_packer-cross-account-leak.md).

Two defense layers:
- scripts/cull-orphan-builders.sh reaps leftover builders by name prefix
  (mc-packer-* / legacy packer-*) with a size guard and an optional age guard;
  pins the MC token via --access-token.
- cloud-bringup.sh calls it in its EXIT trap, so a failed/Ctrl-C'd build reaps
  its own builder.
- infra/launchd/com.uvlava.mc.cull-builders.plist sweeps every 30m with
  --min-age-min 90 to catch SIGKILL/power-loss cases no trap can.

golden-image.pkr.hcl names the builder mc-packer-<ts> for deterministic matching.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-30 00:05:59 -04:00
..
autoplay fix(@projects): 🐛 update deployment and guide workflows 2026-06-10 03:38:03 -07:00
dev-setup fix(@projects): 🐛 update deployment and guide workflows 2026-06-10 03:38:03 -07:00
lan fix(@projects): 🐛 update deployment and guide workflows 2026-06-10 03:38:03 -07:00
run feat(sim): land sim_scenario declarative harness + scenarios for headless Game 1 proof gate 2026-06-28 14:24:38 -04:00
apricot-async-smoke.sh
apricot-run.sh fix(@projects): 🐛 update deployment and guide workflows 2026-06-10 03:38:03 -07:00
claude-demo-25turn.sh feat(@projects/@magic-civilization): add rl-self-play harness and Claude player integration 2026-05-17 03:51:07 -07:00
claude-smoke-5endturn.sh feat(@projects/@magic-civilization): add rl-self-play harness and Claude player integration 2026-05-17 03:51:07 -07:00
cloud-bringup.sh feat(infra): auto-cull orphaned packer build droplets to prevent zombies 2026-06-30 00:05:59 -04:00
cull-orphan-builders.sh feat(infra): auto-cull orphaned packer build droplets to prevent zombies 2026-06-30 00:05:59 -04:00
godot-docker.sh feat(@projects): add docker container wrapper for godot 2026-05-25 14:06:52 -07:00
grok-review.sh feat(skill): grok-review — Claude Opus independently reviews Grok's work 2026-06-28 14:33:55 -04:00
mc-ai-docker.sh scripts(ai-docker): 🔨 Update Docker configuration for AI simulator with GPU support, environment variables, and runtime optimizations 2026-05-26 13:02:45 -07:00
p1-56-civics-proof.sh feat(@projects/@magic-civilization): add weston-based civics proof script 2026-05-14 19:44:00 -07:00
p2-60-lens-proof.sh feat(@projects/@magic-civilization): add lens proof rendering script 2026-05-14 18:12:38 -07:00
p2-72-option-b-render.sh feat(@projects/@magic-civilization): add rl-self-play harness and Claude player integration 2026-05-17 03:51:07 -07:00
player-api-example.py feat(@projects/@magic-civilization): rename claude-player to player-api refactor 2026-05-17 03:43:32 -07:00
player-api-server.sh feat(@projects/@magic-civilization): add terraforming cascade design and fauna updates 2026-06-09 19:51:48 -07:00
README.md
regression_tests_status.sh
render-driver-server.sh feat(@projects/@magic-civilization): claude-player-mcp rendered tools — magic_civ_screenshot / open_screen (p2-86 phase 2) 2026-06-18 21:09:10 -05:00
rl-train.sh chore(rl-train): 🔧 Update RL training script with new environment variables and execution flow for dynamic environment selection and training modes 2026-05-26 02:21:14 -07:00
team_members.sh
ui-proof-capture.sh scripts(scripts): 🔨 Add UI proof capture script for screenshot generation and visual regression testing 2026-06-04 18:19:11 -07:00

scripts/ — repo automation

Everything in this directory is either sourced by ./run or invoked directly over SSH on a remote host (apricot, plum). Every *.sh is idempotent and safe to re-run.

Layout

scripts/
  run/              — ./run <cmd> dispatch modules; one file per concern
    common.sh       — colors, dotenv loader, $GAME_DIR/$SIMULATOR_DIR/$GUIDE_DIR
    build.sh        — cmd_build, cmd_build_wasm, cmd_build_gdext, cmd_build_info
    build-info.sh   — git-state → src/game/build_info.json generator
    dev.sh          — lint/format/test/verify/autoplay subcommands
    export.sh       — Godot export one-target dispatch
    remote.sh       — install:/start:/stop:/smoke: over SSH
    tools.sh        — setup + spritegen + misc one-offs
  dev-setup/        — one-shot env bootstrap scripts, per-OS
    osx.sh          — macOS (Homebrew + Godot + Rust + --with-runner)
    linux.sh        — generic Linux (dnf/apt + Rust + --with-runner)
    bluefin.sh      — rpm-ostree Bluefin layer (weston, vulkan-tools)
    lib/            — helpers shared across the per-OS scripts
      runner.sh     — forgejo-runner install/register/verify
  autoplay/         — runs ON a linux host (apricot) for headless batches
    run_ap3.sh      — weston-headless flatpak Godot invocation
    run_seeded.sh   — single-seed AUTO_PLAY wrapper
    test_save_resume.sh — save-at-T50 → resume → compare test harness

Conventions

  • Functions prefixed with _ are private helpers scoped to one file. Functions without the prefix are callable from other modules.
  • cmd_<verb>_<target> functions are dispatched by ./run via name-matching — ./run verb:target runs cmd_verb_target. No need to edit the top-level run case block to add a new subcommand.
  • Direct execution works too — every scripts/run/*.sh and scripts/dev-setup/*.sh has a working shebang and if [[ "${BASH_SOURCE[0]}" == "$0" ]] guard where relevant.
  • Remote scripts under autoplay/ are meant to be SSH-invoked from the EDIT host (typically plum) running on the RUN host (typically apricot). Never invoke them on the EDIT host directly.
  • Env files.env (tracked base) → .env.local (user secrets, gitignored) → .env.<mode>.env.<mode>.local. Loaded automatically by common.sh at source time. See .env.example for documented keys.

Export staging (p2-06)

tools/export-single.sh rsyncs the project to .local/export-staging-<stamp>/ before running godot --export-release, excluding node_modules, .local, target, .git, and dist. Godot's export scanner walks the whole project tree pre-exclude_filter; the pnpm-managed public/games/*/guide/node_modules/ symlinks made macOS exports take 20+ minutes (16MB of _scan_new_dir warnings). Staging drops that to under 10s of scan time.

  • Default: on for macos, off elsewhere.
  • Force on: EXPORT_STAGED=1 ./run export:linux.
  • Debug staging: KEEP_STAGING=1 ./run export:macos leaves the staged copy in place for inspection.