fix(bootstrap): 在源码构建后安装分布式节点防火墙
首次源码安装或旧发布版升级时,等待新二进制构建完成后调用 node firewall;worker 的源码安装也按所请求的版本重新构建。补充安装顺序回归检查和 main 接入说明,更新单机默认与多节点运维边界。 验证:Linux VM 上 bootstrap shell 测试全量通过;go test ./cmd/felis;shell 语法和 git diff --check。
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@@ -97,14 +97,13 @@ The installer also makes the system journal persistent (capped at
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`FELIS_JOURNAL_MAX_USE`, default 1G; `FELIS_MANAGE_JOURNAL=0` skips it) and writes the
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admin kubeconfig `/etc/rancher/k3s/k3s.yaml` root-only: run `sudo k3s kubectl`.
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One node is the whole supported shape. A world volume is a ReadWriteOnce claim on the
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node's local-path storage, so a game server's pod is pinned to the node that first
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scheduled it and cannot move when that node fails; the operator and felis-api each run
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as a single replica without leader election, so an upgrade or a node restart pauses
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wakes and stops until their pod is back. Joining k3s agents to the cluster is untested
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and gains no failover. A multi-node shape would need, at least, storage that can follow a
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pod to another node and leader election in felis-operator (controller-runtime's
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`LeaderElection`) so a second replica can stand by.
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Single-node deployment remains the default. The opt-in [distributed mode](distributed.md)
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keeps the sole API and operator on A and runs games on approved k3s agents. A world is
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a ReadWriteOnce claim on its node's local-path storage; moving it requires an explicit
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stopped migration through A's archive service. There is no automatic failover or
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standby controller. An A restart pauses control operations until its workloads return;
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a lost worker leaves its worlds on that node. Cross-node networking still requires the
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three-machine acceptance described in the distributed runbook.
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### Where the binary and the images come from
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