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6 Commits

Author SHA1 Message Date
mohd aca976f667 successful docker build 2026-03-12 01:37:30 +03:00
mohd 80ae7531fe initial 2026-03-12 01:17:55 +03:00
mohd be22de56ca logging and containerization setup 2026-03-12 00:39:53 +03:00
mohd d7352b818d added documentation and decompiled client 2026-03-12 00:27:00 +03:00
mohd 669b8d7455 initial 2026-03-11 18:35:02 +03:00
mohd ee49b82f29 first commit 2026-03-10 00:02:57 +03:00
20 changed files with 686 additions and 258 deletions
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# ---> Python
# Byte-compiled / optimized / DLL files
__pycache__/
*.py[cod]
*$py.class
# C extensions
*.so
# Distribution / packaging
.Python
build/
develop-eggs/
dist/
downloads/
eggs/
.eggs/
lib/
lib64/
parts/
sdist/
var/
wheels/
share/python-wheels/
*.egg-info/
.installed.cfg
*.egg
MANIFEST
# PyInstaller
# Usually these files are written by a python script from a template
# before PyInstaller builds the exe, so as to inject date/other infos into it.
*.manifest
*.spec
# Installer logs
pip-log.txt
pip-delete-this-directory.txt
# Unit test / coverage reports
htmlcov/
.tox/
.nox/
.coverage
.coverage.*
.cache
nosetests.xml
coverage.xml
*.cover
*.py,cover
.hypothesis/
.pytest_cache/
cover/
# Translations
*.mo
*.pot
# Django stuff:
*.log
local_settings.py
db.sqlite3
db.sqlite3-journal
# Flask stuff:
instance/
.webassets-cache
# Scrapy stuff:
.scrapy
# Sphinx documentation
docs/_build/
# PyBuilder
.pybuilder/
target/
# Jupyter Notebook
.ipynb_checkpoints
# IPython
profile_default/
ipython_config.py
# pyenv
# For a library or package, you might want to ignore these files since the code is
# intended to run in multiple environments; otherwise, check them in:
# .python-version
# pipenv
# According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control.
# However, in case of collaboration, if having platform-specific dependencies or dependencies
# having no cross-platform support, pipenv may install dependencies that don't work, or not
# install all needed dependencies.
#Pipfile.lock
# UV
# Similar to Pipfile.lock, it is generally recommended to include uv.lock in version control.
# This is especially recommended for binary packages to ensure reproducibility, and is more
# commonly ignored for libraries.
#uv.lock
# poetry
# Similar to Pipfile.lock, it is generally recommended to include poetry.lock in version control.
# This is especially recommended for binary packages to ensure reproducibility, and is more
# commonly ignored for libraries.
# https://python-poetry.org/docs/basic-usage/#commit-your-poetrylock-file-to-version-control
#poetry.lock
# pdm
# Similar to Pipfile.lock, it is generally recommended to include pdm.lock in version control.
#pdm.lock
# pdm stores project-wide configurations in .pdm.toml, but it is recommended to not include it
# in version control.
# https://pdm.fming.dev/latest/usage/project/#working-with-version-control
.pdm.toml
.pdm-python
.pdm-build/
# PEP 582; used by e.g. github.com/David-OConnor/pyflow and github.com/pdm-project/pdm
__pypackages__/
# Celery stuff
celerybeat-schedule
celerybeat.pid
# SageMath parsed files
*.sage.py
# Environments
.env
.venv
env/
venv/
ENV/
env.bak/
venv.bak/
# Spyder project settings
.spyderproject
.spyproject
# Rope project settings
.ropeproject
# mkdocs documentation
/site
# mypy
.mypy_cache/
.dmypy.json
dmypy.json
# Pyre type checker
.pyre/
# pytype static type analyzer
.pytype/
# Cython debug symbols
cython_debug/
# PyCharm
# JetBrains specific template is maintained in a separate JetBrains.gitignore that can
# be found at https://github.com/github/gitignore/blob/main/Global/JetBrains.gitignore
# and can be added to the global gitignore or merged into this file. For a more nuclear
# option (not recommended) you can uncomment the following to ignore the entire idea folder.
#.idea/
# Ruff stuff:
.ruff_cache/
# PyPI configuration file
.pypirc
# ---> C
# Prerequisites
*.d
# Object files
*.o
*.ko
*.obj
*.elf
# Linker output
*.ilk
*.map
*.exp
# Precompiled Headers
*.gch
*.pch
# Libraries
*.lib
*.a
*.la
*.lo
# Shared objects (inc. Windows DLLs)
*.dll
*.so
*.so.*
*.dylib
# Executables
*.exe
*.out
*.app
*.i*86
*.x86_64
*.hex
# Debug files
*.dSYM/
*.su
*.idb
*.pdb
# Kernel Module Compile Results
*.mod*
*.cmd
.tmp_versions/
modules.order
Module.symvers
Mkfile.old
dkms.conf
# ---> Go
# If you prefer the allow list template instead of the deny list, see community template:
# https://github.com/github/gitignore/blob/main/community/Golang/Go.AllowList.gitignore
#
# Binaries for programs and plugins
*.exe
*.exe~
*.dll
*.so
*.dylib
# Test binary, built with `go test -c`
*.test
# Output of the go coverage tool, specifically when used with LiteIDE
*.out
# Dependency directories (remove the comment below to include it)
# vendor/
# Go workspace file
go.work
go.work.sum
# env file
.env
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# Repository Guidelines
## Project Structure & Module Organization
- `hearthmod/` contains legacy orchestration scripts and original docs.
- Core C services live in `hm_gameserver/`, `hm_lobbyserver/`, and shared code in `hm_base/`.
- Web UI is in `hm_web/` (Python `web.py`, templates, and static assets).
- Card rendering lives in `hm_sunwell/` (Node-based renderer).
- TLS proxy and web server components live in `hm_stud/` and `hm_nginx/`.
- Database snapshot/seed data is in `hm_database/`.
## Build, Test, and Development Commands
- `make -C hm_base target=game` builds the shared base library.
- `make -C hm_gameserver` builds the gameserver binary.
- `make -C hm_lobbyserver` builds the lobbyserver binary.
- `bash hearthmod/host_ctl_ubuntu.sh start <ip>` starts the legacy stack.
When adding new workflows, prefer a single entrypoint script (e.g., `./dev`) or
container orchestration; keep legacy scripts untouched unless required.
## Coding Style & Naming Conventions
- C code uses 4-space indentation and snake_case identifiers.
- Python uses 4-space indentation; prefer explicit names over abbreviations.
- Avoid one-letter variable names except for simple loop counters.
- Centralize ports and credentials in config or env variables.
## Testing Guidelines
- There is no dedicated test suite today.
- If you add tests, keep them close to the component (e.g., `hm_web/tests/`).
- Favor smoke tests that validate service ports and Couchbase connectivity.
## Commit & Pull Request Guidelines
- Git history is limited here; use concise imperative commit messages.
- Pull requests should include a short summary and testing notes.
- If you touch configuration or workflows, update the README.
## Modernization Roadmap (Maintainability)
The long-term goal is to replace components one at a time while keeping protocol
compatibility. Suggested phases:
- Baseline: document current behavior and add logs/health checks.
- Gateway: add a thin protocol gateway to route traffic to legacy services.
- Lobby: reimplement lobby features behind the gateway with canary routing.
- Game: reimplement game loop and compare state snapshots for parity.
- Data: introduce a new data layer, mirror writes, then flip reads.
- Decommission: remove unused legacy components once traffic is migrated.
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Proposed Direction
- Single core language: Go for all server runtime (gateway + lobby + game logic).
- Web/UI: TypeScript (Next.js or simple React/Vite) only.
- Goal: Keep binary protocol compatibility via a Gateway while the Core Monolith evolves.
———
Architecture (Monolith First)
[Game Client] ⇄ [Go Gateway] ⇄ [Go Core Monolith]
├─ Lobby module
├─ Matchmaking module
├─ Game loop module
└─ Data access layer
- Gateway: speaks binary protocol; maps opcodes to internal RPC/handlers.
- Core Monolith: simple Go service with clear module boundaries; no network protocol details here.
- Data: Postgres + Redis (optional) behind a DAL.
———
Phase 0: Baseline Observability (immediate)
- Add request/session IDs at the lobby entrypoint.
- Add JSON logs (opcode, account, session, latency).
- Add packet capture/replay harness (proxy or gateway shim).
This sets up parity testing for any rewrite.
———
Phase 1: Go Gateway (binary protocol fidelity)
- Implement binary parsing and encoding in Go.
- Map each opcode to a handler interface.
- For now, proxy handlers to legacy C servers (so clients keep working).
This becomes the compatibility anchor.
———
Phase 2: Go Core Monolith (first rewrite)
- Implement core modules in Go and progressively cut traffic over.
- Start with lobby/auth/deck APIs (lower risk).
- Add game loop later with deterministic state checks.
———
Phase 3: Data Migration
- Introduce Postgres schemas.
- Mirror writes (old → new), then flip reads.
- Eventually remove Couchbase.
———
Why this fits your preferences
- Only Go + TS.
- Monolith first with future separation if needed.
- Fully off C while maintaining client compatibility.
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# Protocol Notes
## Opcode Decoder Map (Client)
Source: `hs-client/Assembly-CSharp/ConnectAPI.cs`.
- `116``PongPacketDecoder`
- `169``Deadend`
- `167``DeadendUtil`
- `123``DebugConsoleCommand`
- `124``DebugConsoleResponse`
- `14``AllOptions`
- `5``DebugMessage`
- `17``EntityChoices`
- `13``EntitiesChosen`
- `16``GameSetup`
- `19``PowerHistory`
- `15``UserUI`
- `9``TurnTimer`
- `10``NAckOption`
- `12``GameCanceled`
- `23``ServerResult`
- `24``SpectatorNotify`
- `289``Disconnected`
- `202``DeckList`
- `207``Collection`
- `215``GetDeckContentsResponse`
- `216``DBAction`
- `217``DeckCreated`
- `218``DeckDeleted`
- `219``DeckRenamed`
- `212``ProfileNotices`
- `224``BoosterList`
- `226``BoosterContent`
- `208``GamesInfo`
- `231``ProfileDeckLimit`
- `262``ArcaneDustBalance`
- `278``GoldBalance`
- `233``ProfileProgress`
- `270``PlayerRecords`
- `271``RewardProgress`
- `232``MedalInfo`
- `241``ClientOptions`
- `246``DraftBeginning`
- `247``DraftRetired`
- `248``DraftChoicesAndContents`
- `249``DraftChosen`
- `288``DraftRewardsAcked`
- `251``DraftError`
- `252``Achieves`
- `285``ValidateAchieveResponse`
- `282``CancelQuestResponse`
- `264``GuardianVars`
- `260``CardValues`
- `258``BoughtSoldCard`
- `269``MassDisenchantResponse`
- `265``BattlePayStatusResponse`
- `295``ThirdPartyPurchaseStatusResponse`
- `272``PurchaseMethod`
- `275``CancelPurchaseResponse`
- `256``PurchaseResponse`
- `238``BattlePayConfigResponse`
- `280``PurchaseWithGoldResponse`
- `283``HeroXP`
- `254``NoOpPacketDecoder`
- `286``PlayQueue`
- `330``CheckAccountLicensesResponse`
- `331``CheckGameLicensesResponse`
- `236``CardBacks`
- `292``SetCardBackResponse`
- `296``SetProgressResponse`
- `299``TriggerEventResponse`
- `300``NotSoMassiveLoginReply`
- `304``AssetsVersionResponse`
- `306``AdventureProgressResponse`
- `307``UpdateLoginComplete`
- `311``AccountLicenseAchieveResponse`
- `315``SubscribeResponse`
- `316``TavernBrawlInfo`
- `317``TavernBrawlPlayerRecordResponse`
- `318``FavoriteHeroesResponse`
- `320``SetFavoriteHeroResponse`
- `324``DebugCommandResponse`
- `325``AccountLicensesInfoResponse`
- `326``GenericResponse`
- `328``ClientRequestResponse`
- `322``GetAssetResponse`
## Opcode Encoder Map (Client → Server)
Game server outbound (QueueGamePacket):
- `22``SpectatorHandshake`
- `168``Handshake`
- `1``GetGameState`
- `115``Ping`
- `11``Concede`
- `3``ChooseEntities`
- `2``ChooseOption`
- `15``UserUI` (emote + mouse)
- `25``InviteToSpectate`
- `26``RemoveSpectators`
- `123``DebugConsoleCommand`
Debug console outbound (QueueDebugPacket):
- `124``DebugConsoleResponse`
Util server outbound (ClientRequestManager/UtilOutbound):
- `319``SetFavoriteHero`
- `279``PurchaseWithGold`
- `312``StartThirdPartyPurchase`
- `293``SubmitThirdPartyReceipt`
- `294``GetThirdPartyPurchaseStatus`
- `250``GetPurchaseMethod`
- `273``DoPurchase`
- `274``CancelPurchase`
- `237``GetBattlePayConfig`
- `255``GetBattlePayStatus`
- `268``MassDisenchantRequest`
- `235``DraftBegin`
- `242``DraftRetire`
- `287``DraftAckRewards`
- `244``DraftGetPicksAndContents`
- `245``DraftMakePick`
- `201``GetAccountInfo`
- `327``GenericRequestList`
- `205``UpdateLogin`
- `214``GetDeckContents`
- `209``CreateDeck`
- `210``DeleteDeck`
- `211``RenameDeck`
- `332``DeckSetTemplateSource`
- `222``DeckSetData`
- `213``AckNotice`
- `225``OpenBooster`
- `230``SetProgress`
- `298``TriggerLaunchDayEvent`
- `303``GetAssetsVersion`
- `308``AckWingProgress`
- `309``AcknowledgeBanner`
- `310``SetAdventureOptions`
- `223``AckCardSeen`
- `240``GetOptions`
- `239``SetOptions`
- `253``GetAchieves`
- `284``ValidateAchieve`
- `281``CancelQuest`
- `243``AckAchieveProgress`
- `297``CheckAccountLicenseAchieve`
- `305``GetAdventureProgress`
- `257``BuySellCard`
- `267``CheckAccountLicenses`
- `276``CheckGameLicenses`
- `291``SetCardBack`
- `321``GetAssetRequest`
- `329``Unsubscribe`
- `322``DebugCommandRequest`
## Learnings
- Client maintains deferred response maps for async requests in `Network.cs`.
- Opcode map is a key compatibility anchor for the Go gateway.
## Protobuf Definitions (Source)
The repo does not contain the protobuf class definitions for most message
types. They live in the client assemblies that were not decompiled here.
To generate Go structs, extract `.proto` from the client install:
- `PegasusGame.dll` (game server packets)
- `PegasusUtil.dll` (utility/account/collection packets)
- `SpectatorProto.dll` (spectator packets)
- `BobNetProto.dll` (misc/legacy)
- `PegasusShared.dll` (shared types: `CardDef`, `BnetId`, enums)
Suggested mapping (verify by decompiling those DLLs):
- `PegasusGame`: `GameSetup`, `PowerHistory`, `EntityChoices`, `EntitiesChosen`,
`UserUI`, `TurnTimer`, `NAckOption`, `GameCanceled`, `ServerResult`,
`Disconnected`, `Handshake`, `GetGameState`, `Ping`, `Concede`,
`ChooseEntities`, `ChooseOption`.
- `SpectatorProto`: `SpectatorHandshake`, `SpectatorNotify`, `InviteToSpectate`,
`RemoveSpectators`.
- `PegasusUtil`: everything in the decoder/encoder maps that relates to
collection, login, decks, purchases, achievements, and assets (most of the
`UtilOutbound` messages).
- `BobNetProto`: `Deadend`, `DeadendUtil` (verify).
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# hsmod # Hearthmod Modernization Notes
This workspace contains the Hearthmod stack (game server, lobby server, web UI,
and supporting components). The current goal is to stabilize the development
environment and improve maintainability without changing client protocol
compatibility.
## Component-by-Component Replacement Plan
Replacing services incrementally is the safest path. It preserves existing
behavior while enabling modernization behind compatibility boundaries.
1. **Baseline and observability**: document startup order, ports, and data flows;
add basic health checks and structured logs.
2. **Gateway layer**: introduce a thin gateway that speaks the legacy protocol
and routes to existing lobby/game services.
3. **Lobby replacement**: implement lobby endpoints behind the gateway, canary
traffic to validate parity.
4. **Game server replacement**: implement the game loop and compare deterministic
state snapshots with the legacy server before shifting traffic.
5. **Data layer swap**: add a DAL in new services, mirror writes to a new store,
then flip reads after validation.
6. **Decommission legacy**: remove unused services and dependencies once traffic
is fully migrated.
## Maintainability Priorities
- Keep configuration centralized (env or config files).
- Prefer a single entrypoint script or container orchestration for local dev.
- Add small smoke tests to validate service health and database connectivity.
## Local Dev (C Services)
If Couchbase is running on `localhost:8091` with bucket `hbs` (password `aci`),
use the repo-local entrypoint to build and run the core servers:
```sh
./dev build
./dev start
./dev logs
```
Override targets via env vars:
```sh
HM_GAMESERVER_IP=127.0.0.1 HM_GAMESERVER_PORT=3724 ./dev start
```
Stop with:
```sh
./dev stop
```
For the full Ubuntu install flow (Couchbase + web + client), use
`hearthmod/host_ctl_ubuntu.sh`.
## Docker Dev
Docker runs Couchbase plus the C servers. Start with:
```sh
./dev docker-build
./dev docker-start
./dev docker-logs
```
Stop with:
```sh
./dev docker-stop
```
## Protocol Notes
See `PROTOCOL-NOTES.md` for the current opcode decoder map and client-derived
learnings used for compatibility work.
Executable
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#!/usr/bin/env bash
set -euo pipefail
ROOT_DIR=$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)
LOG_DIR=${HM_LOG_DIR:-"$ROOT_DIR/hm_log"}
GAMESERVER_IP=${HM_GAMESERVER_IP:-"127.0.0.1"}
GAMESERVER_PORT=${HM_GAMESERVER_PORT:-"3724"}
GAMESERVER_BIN="$ROOT_DIR/hm_gameserver/hm_gameserver"
LOBBYSERVER_BIN="$ROOT_DIR/hm_lobbyserver/hm_lobbyserver"
GAMESERVER_PID="$LOG_DIR/hm_gameserver.pid"
LOBBYSERVER_PID="$LOG_DIR/hm_lobbyserver.pid"
usage() {
cat <<EOF
Usage: ./dev <command>
Commands:
build Build gameserver and lobbyserver
start Start gameserver and lobbyserver
stop Stop running servers
status Show server status
logs Tail server logs
docker-build Build docker images
docker-start Start dockerized stack
docker-stop Stop dockerized stack
docker-status Show docker stack status
docker-logs Tail dockerized logs
Environment:
HM_LOG_DIR Log directory (default: ./hm_log)
HM_GAMESERVER_IP Lobby points to this IP (default: 127.0.0.1)
HM_GAMESERVER_PORT Lobby points to this port (default: 3724)
HM_SKIP_COUCHBASE_CHECK=1 Skip Couchbase availability check
EOF
}
docker_compose() {
if command -v docker >/dev/null 2>&1 && docker compose version >/dev/null 2>&1; then
docker compose "$@"
return
fi
if command -v docker-compose >/dev/null 2>&1; then
docker-compose "$@"
return
fi
echo "docker compose not found" >&2
exit 1
}
require_bin() {
if ! command -v "$1" >/dev/null 2>&1; then
echo "Missing required binary: $1" >&2
exit 1
fi
}
check_couchbase() {
if [ "${HM_SKIP_COUCHBASE_CHECK:-}" = "1" ]; then
return 0
fi
if command -v curl >/dev/null 2>&1; then
if ! curl -s --max-time 2 http://localhost:8091/pools >/dev/null; then
echo "Couchbase not reachable on localhost:8091." >&2
echo "Start Couchbase and restore bucket 'hbs' or set HM_SKIP_COUCHBASE_CHECK=1." >&2
exit 1
fi
else
echo "curl not found; cannot verify Couchbase availability." >&2
echo "Install curl or set HM_SKIP_COUCHBASE_CHECK=1." >&2
exit 1
fi
}
build() {
require_bin make
make -C "$ROOT_DIR/hm_gameserver"
make -C "$ROOT_DIR/hm_lobbyserver"
}
start() {
check_couchbase
mkdir -p "$LOG_DIR"
if [ ! -x "$GAMESERVER_BIN" ] || [ ! -x "$LOBBYSERVER_BIN" ]; then
echo "Binaries missing; run ./dev build first." >&2
exit 1
fi
if [ -f "$GAMESERVER_PID" ] || [ -f "$LOBBYSERVER_PID" ]; then
echo "PID files exist; run ./dev stop first." >&2
exit 1
fi
nohup "$GAMESERVER_BIN" > "$LOG_DIR/hm_gameserver.out" 2>&1 &
echo $! > "$GAMESERVER_PID"
nohup "$LOBBYSERVER_BIN" \
--gameserver="$GAMESERVER_IP" \
--gameserver_port="$GAMESERVER_PORT" \
> "$LOG_DIR/hm_lobbyserver.out" 2>&1 &
echo $! > "$LOBBYSERVER_PID"
echo "Servers started. Logs in $LOG_DIR"
}
stop() {
if [ -f "$GAMESERVER_PID" ]; then
kill "$(cat "$GAMESERVER_PID")" 2>/dev/null || true
rm -f "$GAMESERVER_PID"
fi
if [ -f "$LOBBYSERVER_PID" ]; then
kill "$(cat "$LOBBYSERVER_PID")" 2>/dev/null || true
rm -f "$LOBBYSERVER_PID"
fi
}
status() {
if [ -f "$GAMESERVER_PID" ] && kill -0 "$(cat "$GAMESERVER_PID")" 2>/dev/null; then
echo "hm_gameserver running (pid $(cat "$GAMESERVER_PID"))"
else
echo "hm_gameserver not running"
fi
if [ -f "$LOBBYSERVER_PID" ] && kill -0 "$(cat "$LOBBYSERVER_PID")" 2>/dev/null; then
echo "hm_lobbyserver running (pid $(cat "$LOBBYSERVER_PID"))"
else
echo "hm_lobbyserver not running"
fi
}
logs() {
tail -f "$LOG_DIR/hm_gameserver.out" "$LOG_DIR/hm_lobbyserver.out"
}
case "${1:-}" in
build)
build
;;
start)
start
;;
stop)
stop
;;
status)
status
;;
logs)
logs
;;
docker-build)
docker_compose build
;;
docker-start)
docker_compose up -d
;;
docker-stop)
docker_compose down
;;
docker-status)
docker_compose ps
;;
docker-logs)
docker_compose logs -f --tail=200 gameserver lobbyserver
;;
*)
usage
exit 1
;;
esac
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version: "3.8"
services:
couchbase:
image: couchbase:community-6.6.0
ports:
- "8091-8096:8091-8096"
- "11210:11210"
volumes:
- couchbase-data:/opt/couchbase/var
couchbase-init:
image: couchbase:community-6.6.0
depends_on:
- couchbase
entrypoint: ["/bin/bash", "/init-couchbase.sh"]
volumes:
- ./docker/couchbase-init.sh:/init-couchbase.sh:ro
environment:
COUCHBASE_HOST: couchbase
COUCHBASE_ADMIN_USER: Administrator
COUCHBASE_ADMIN_PASS: password
COUCHBASE_BUCKET: hbs
COUCHBASE_BUCKET_PASS: aci
gameserver:
build:
context: .
dockerfile: docker/Dockerfile
depends_on:
- couchbase-init
working_dir: /workspace
volumes:
- .:/workspace
environment:
HM_COUCHBASE_HOST: couchbase
command: ["bash", "-lc", "make -C hm_gameserver && ./hm_gameserver/hm_gameserver"]
ports:
- "3724:3724"
lobbyserver:
build:
context: .
dockerfile: docker/Dockerfile
depends_on:
- couchbase-init
- gameserver
working_dir: /workspace
volumes:
- .:/workspace
environment:
HM_COUCHBASE_HOST: couchbase
command: ["bash", "-lc", "make -C hm_lobbyserver && ./hm_lobbyserver/hm_lobbyserver --gameserver=gameserver --gameserver_port=3724"]
ports:
- "45678:45678"
volumes:
couchbase-data:
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FROM ubuntu:18.04
ENV DEBIAN_FRONTEND=noninteractive
RUN apt-get update && apt-get install -y \
ca-certificates \
curl \
gnupg \
software-properties-common \
&& add-apt-repository universe \
&& curl -fsSL https://packages.couchbase.com/ubuntu/couchbase.key \
| gpg --dearmor -o /usr/share/keyrings/couchbase.gpg \
&& echo "deb [signed-by=/usr/share/keyrings/couchbase.gpg] https://packages.couchbase.com/ubuntu bionic bionic/main" \
> /etc/apt/sources.list.d/couchbase.list \
&& apt-get update && apt-get install -y \
build-essential \
cmake \
libev-dev \
libjson-c-dev \
libcouchbase-dev \
python \
python-pip \
&& rm -rf /var/lib/apt/lists/*
WORKDIR /workspace
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#!/usr/bin/env bash
set -euo pipefail
HOST=${COUCHBASE_HOST:-couchbase}
ADMIN_USER=${COUCHBASE_ADMIN_USER:-Administrator}
ADMIN_PASS=${COUCHBASE_ADMIN_PASS:-password}
BUCKET=${COUCHBASE_BUCKET:-hbs}
BUCKET_PASS=${COUCHBASE_BUCKET_PASS:-aci}
echo "Waiting for Couchbase at ${HOST}:8091..."
until curl -s "http://${HOST}:8091/pools" >/dev/null; do
sleep 2
done
status=$(curl -s -o /dev/null -w "%{http_code}" "http://${HOST}:8091/pools/default")
if [ "$status" != "200" ]; then
couchbase-cli cluster-init -c "${HOST}:8091" \
--cluster-username "${ADMIN_USER}" \
--cluster-password "${ADMIN_PASS}" \
--cluster-ramsize 512 \
--services data
fi
if ! couchbase-cli bucket-list -c "${HOST}:8091" -u "${ADMIN_USER}" -p "${ADMIN_PASS}" | grep -q "${BUCKET}"; then
couchbase-cli bucket-create -c "${HOST}:8091" \
-u "${ADMIN_USER}" -p "${ADMIN_PASS}" \
--bucket="${BUCKET}" \
--bucket-password="${BUCKET_PASS}" \
--bucket-type=couchbase \
--bucket-ramsize=200 \
--bucket-replica=1 \
--wait
fi
echo "Couchbase initialized."
Submodule
+1
Submodule hearthmod added at a15949d603
Submodule
+1
Submodule hm_base added at 48079d6c74
Submodule
+1
Submodule hm_client added at e4a2c8baac
Submodule
+1
Submodule hm_database added at 8f07d16612
Submodule
+1
Submodule hm_gameserver added at 4bf34a228b
+1
Submodule hm_lobbyserver added at 6537d9989a
Submodule
+1
Submodule hm_nginx added at 8fac3084e2
Submodule
+1
Submodule hm_stud added at 5ef075eda2
Submodule
+1
Submodule hm_sunwell added at 8d9f22cdb2
Submodule
+1
Submodule hm_web added at a198222e7c
Submodule
+1
Submodule hs-client added at 67b3ddf12c