feat(host-agent): Phase 2 — Dune docker-compose adapter via Supervisor trait
Introduce a Supervisor trait (async-trait) so the agent manages games with different models behind one wire contract. ProcessSupervisor (spawned process: rust/conan/soulmask) and the new DockerComposeSupervisor (dune) both impl it; Agent.supervisors is now HashMap<String, Arc<dyn Supervisor>> and instancecmd dispatch is game-agnostic — start/stop/restart/status identical across games, selected by a per-game factory in main. InstanceState moved to the shared supervisor module. DockerComposeSupervisor drives docker-compose up-d / stop / restart against the instance's compose project, with -f/-p/single-service support and a configurable compose binary. New [instance.docker_compose] config block. First cut = lifecycle + cached state; container crash-detection + restart adoption deferred to Phase 3b (reconcilable with a compose ps probe). Trait choice (dyn over enum) per Commander: scales to future planes (kubectl, AMP/podman, SSH) as new struct+impl, no central match. 56 tests green (6 new docker-compose mock-binary tests + 5 refactored process tests), zero warnings. Live verification pending a real Dune stack. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -101,8 +101,16 @@ Payload: `{}`.
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Lifecycle and control for one game instance.
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The same `start`/`stop`/`restart`/`status` funcs work for **every** game: the
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agent picks a `Supervisor` impl per game — a spawned-process supervisor for
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Rust/Conan/Soulmask, a **docker-compose supervisor for Dune** (`docker compose
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up -d` / `stop` / `restart` against the instance's compose project, configured
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via `[instance.docker_compose]`). The wire contract is identical; only the
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management model behind it differs.
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Implemented funcs: `start`, `stop` (graceful with 30s budget, then force
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kill), `restart`, `status` (returns `state` + `uptime_seconds`), and
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kill — process supervisor; Dune maps stop to `docker compose stop`), `restart`,
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`status` (returns `state` + `uptime_seconds`), and
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`rcon` — `{ "func": "rcon", "command": "<console command>" }` returns
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`{ "status": "success", "output": <server response> }`. Protocol per game:
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WebRCON (WebSocket JSON) for rust, Source RCON (Valve TCP) for
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@@ -118,7 +126,10 @@ streaming progress lines to `corrosion.{license}.{instance}.steam_status`
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and replying on completion.
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Planned funcs: `oxide_install` (rust), plus game-adapter-specific
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commands (Dune: docker lifecycle, RabbitMQ bus commands, Coriolis reset).
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commands (Dune: RabbitMQ admin-bus commands, Coriolis reset, Postgres admin
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surface). Dune **lifecycle** is already covered by the shared
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start/stop/restart funcs above; container crash-detection and state adoption on
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agent restart land with Phase 3b.
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### `corrosion.{license_id}.{instance_id}.steam_status` (agent → backend, publish) — LIVE
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