Fix transient health checks and avoid unnecessary recovery
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@@ -1,11 +1,12 @@
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import { maintenanceAllowed } from '../maintenance/policies.js';
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import { resolveRecoveredHealthOperation } from '../maintenance/recovery.js';
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import { db } from '../db/index.js';
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import { komodoConfigured, rconConfigured } from '../config.js';
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import { getServer } from '../fleet/servers.js';
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import { deploymentStage, finishDeployment, REMOVING_SERVER } from './history.js';
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import { processCreations, processDestructions, rebuildServer } from './instances.js';
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import { komodoInspectHealthy, komodoRuntimeAction } from '../integrations/komodo.js';
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import { probePlayerEvidence } from '../fleet/status-evidence.js';
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import { latestGameSubmission, probePlayerEvidence } from '../fleet/status-evidence.js';
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import { refreshRestartRollout, restartInRollout, rolloutBlocker } from './restarts.js';
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import { cancelProvisioning } from './requests.js';
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import type { RuntimeAction } from '../../provisioning.js';
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@@ -158,11 +159,28 @@ async function processOperation(operation: Operation): Promise<void> {
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}
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const reason = blocker(server, id, action);
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if (reason) { deploymentStage(id, reason.message, { phase: 'eligibility', checks: [], blocker: reason }); return; }
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const healthRecovery = watchdog && !!db().prepare(`SELECT 1 FROM provisioning_sources s
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JOIN watchdog_incidents i ON i.id = s.source_id JOIN server_deployments d ON d.id = s.operation_id
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WHERE s.operation_id = ? AND s.kind = 'watchdog' AND i.kind = 'health' AND d.triggered_by LIKE 'watchdog:%'`).get(id);
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const epoch = latestGameSubmission(server);
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const health = await komodoInspectHealthy(server);
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if (healthRecovery && epoch !== latestGameSubmission(server)) return;
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if (healthRecovery && !health.ok && !['stopped','exited','created','dead','unhealthy','starting','restarting'].includes(health.state?.toLowerCase() ?? '')) {
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deploymentStage(id, 'Waiting for current container health before automatic recovery', { phase: 'eligibility', checks: [],
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blocker: { code: 'observation-unavailable', message: health.reason, automatic: true } });
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return;
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}
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if (action !== 'start' && !isStopped(health.state)) {
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const evidence = await probePlayerEvidence(server);
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if (!db().prepare("SELECT 1 FROM server_deployments WHERE id = ? AND server_deleted_at IS NULL AND state = 'waiting'").get(id)) return;
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const players = evidence.players;
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if (healthRecovery && epoch !== latestGameSubmission(server)) return;
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if (healthRecovery && health.ok && players !== null) {
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// The fresh occupancy check also proves that the game recovered.
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// Empty is not a reason to execute an obsolete health restart.
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resolveRecoveredHealthOperation(id, players, evidence.source);
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return;
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}
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recordProgress(id, { phase: 'eligibility', checks: [{ key: 'occupancy', label: 'Player occupancy', result: players === 0 ? 'pass' : players === null ? 'unknown' : 'waiting',
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source: evidence.source, checkedAt: evidence.observedAt, receivedAt: evidence.receivedAt, expected: 0, actual: players }],
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blocker: players === 0 ? null : { code: players === null ? 'players-unknown' : 'players-present',
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