feat(host-agent): Phase 1a process supervision — instance start/stop/restart/status + push state events
Per-instance ProcessSupervisor: tokio child spawn with proper arg list
(fixes Go's naive space-splitting), graceful SIGTERM with 30s budget
then force kill, monitor task classifying ordered-stop vs crash (exit
code captured), watch-channel state observable everywhere. Instance cmd
channel live on corrosion.{license}.{instance}.cmd (start/stop/restart/
status) with state events pushed on {instance}.status (keep-latest
semantics, documented). Heartbeats now carry live process state +
uptime per instance. Crate restructured lib+bin for integration tests.
Verified: 5 integration tests with real OS processes (lifecycle, crash
exit-code, restart recovery, unmanaged rejection, clean spawn failure)
+ live-NATS contract test (request-reply roundtrips, double-start
rejection, push events, heartbeat state) — all green.
Known limitation (documented): no PID adoption yet — agent restart
orphans a running game process to 'stopped' until panel restart.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -49,6 +49,29 @@ pub struct InstanceConfig {
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/// Optional human label shown in the panel.
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#[serde(default)]
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pub label: Option<String>,
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/// Game server executable. Relative paths resolve against `root`.
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/// Absent = unmanaged instance (telemetry only, no process control).
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#[serde(default)]
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pub executable: Option<PathBuf>,
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/// Arguments as a proper list — no shell splitting, quoted values survive.
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#[serde(default)]
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pub args: Vec<String>,
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/// Working directory for the process. Defaults to the executable's directory.
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#[serde(default)]
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pub working_dir: Option<PathBuf>,
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}
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impl InstanceConfig {
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/// Absolute executable path, if this instance is process-managed.
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pub fn resolved_executable(&self) -> Option<PathBuf> {
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self.executable.as_ref().map(|exe| {
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if exe.is_absolute() {
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exe.clone()
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} else {
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self.root.join(exe)
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}
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})
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}
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}
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#[derive(Debug, Clone, Default, Deserialize)]
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