feat(cli): provision login/lobby system servers with login env and token replica

setup builds the always-on, reaper-exempt login/lobby MinecraftServers (create-if-absent), bakes the login limbo's non-secret config (internal API URL, root domain, lobby name) into spec.env, and replicates the felis-service-token Secret from the control namespace into the minecraft namespace so the operator's namespace-local secretKeyRef on the login pod resolves.
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flyemoji committed 2026-07-02 19:38:37 +09:00
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package main
import (
"context"
"fmt"
"felis.lolicon.best/internal/apis/felis/v1alpha1"
"felis.lolicon.best/internal/naming"
corev1 "k8s.io/api/core/v1"
apierrors "k8s.io/apimachinery/pkg/api/errors"
"k8s.io/apimachinery/pkg/api/resource"
metav1 "k8s.io/apimachinery/pkg/apis/meta/v1"
"k8s.io/apimachinery/pkg/runtime"
clientgoscheme "k8s.io/client-go/kubernetes/scheme"
"k8s.io/client-go/tools/clientcmd"
ctrl "sigs.k8s.io/controller-runtime"
"sigs.k8s.io/controller-runtime/pkg/client"
)
// System services are the always-on backends Felis provisions for itself after
// setup: the login limbo (LOOHP/Limbo auth gate) and the lobby (Paper + the
// felis-paper /menu hub). Unlike a user server they are created Running, are
// exempt from the world reaper, and carry reserved names — so they take the
// ValidateSystemServerName admission path rather than the user ValidateServerName.
//
// The routing topology and the one security invariant they encode:
//
// connect → login (auth gate, front door) → lobby (/menu hub) → target backend
//
// A stopped/starting server's fallback must land on the LOGIN gate, never on the
// lobby: falling back to the lobby would drop an unauthenticated player past the
// gate. So login has NO fallback (if it is down we refuse the connection rather
// than route onward) and everything else — the lobby included — falls back to
// login. "Rather have login unreachable than abandon authentication."
// systemServerSpec is the small, explicit shape a system service is built from.
// It is intentionally narrower than the user applyRequest: no autostart choice
// (always public), no RCON, no resource overrides — a system service is uniform
// by construction so the invariants above cannot be configured away.
type systemServerSpec struct {
name string
subdomain string
displayName string
image string
memory string // container memory limit == request (§22 ceiling)
storage string // world PVC size
fallbackServer string // "" = none (refuse when down); never the lobby
healthHTTPPort int32 // > 0 → gate readiness on an HTTP health endpoint
// env are extra plain (non-secret) environment variables baked into the pod.
// System-service configuration derived from the deployment (the internal API
// URL, root domain, lobby name) rides here; secrets never do — the service
// token is injected by the operator via secretKeyRef, not as a literal value.
env []v1alpha1.EnvVar
}
// felisLimboHealthPort is the port the felis-limbo readiness plugin serves its
// HTTP health endpoint on. The login system service gates pod readiness on it so
// "the limbo has finished starting" — not merely "the game socket is bound" —
// is what marks it Ready.
const felisLimboHealthPort int32 = 8080
// The felis-limbo login plugin reads its deployment configuration from these
// environment variables (env wins over its felis-link.properties template). The
// non-secret three are baked into the login pod's Spec.Env here at provision time
// (they derive from the deployment: the internal API URL, the root domain, the
// lobby server name); the service-token secret is injected separately by the
// operator via secretKeyRef. Without the token the plugin fail-safes to
// readiness-only, so a login pod that has the URL/domain but not yet the token is
// safe (it simply does not authenticate) rather than broken.
const (
envAPIBaseURL = "FELIS_API_BASE_URL"
envRootDomain = "FELIS_ROOT_DOMAIN"
envLobbyServer = "FELIS_LOBBY_SERVER"
)
// buildSystemServer constructs an always-on, reaper-exempt MinecraftServer from
// a systemServerSpec. It is a pure function (no K8s, no I/O) so it is unit
// testable without a cluster. Unlike buildMinecraftServerFromApplyRequest it:
// - permits reserved names (login/lobby) via ValidateSystemServerName,
// - sets DesiredState=Running (the service is up the moment it exists),
// - sets ReaperExempt=true and AutostartPolicy=public,
// - leaves RCON disabled (LOOHP/Limbo has none; readiness is gated on pod
// TCP/HTTP health, not an RCON probe — see the operator reconciler).
func buildSystemServer(in systemServerSpec, namespace string) (*v1alpha1.MinecraftServer, error) {
if err := naming.ValidateSystemServerName(in.name); err != nil {
return nil, fmt.Errorf("invalid name: %w", err)
}
if err := naming.ValidateSystemServerName(in.subdomain); err != nil {
return nil, fmt.Errorf("invalid subdomain: %w", err)
}
if in.image == "" {
return nil, fmt.Errorf("image is required for system server %q", in.name)
}
// A system service must never fall back onto the lobby: that would route an
// unauthenticated player past the login gate. Refuse to build one that does,
// rather than silently ship the bypass.
if in.fallbackServer == naming.SystemLobbyServer {
return nil, fmt.Errorf("system server %q must not fall back to the lobby (%q) — it would bypass the login gate; fall back to %q or leave it empty",
in.name, naming.SystemLobbyServer, naming.SystemLoginServer)
}
memQ, err := resource.ParseQuantity(in.memory)
if err != nil {
return nil, fmt.Errorf("invalid memory %q for %q: %w", in.memory, in.name, err)
}
if memQ.Sign() <= 0 {
return nil, fmt.Errorf("memory must be positive for %q", in.name)
}
storageQ, err := resource.ParseQuantity(in.storage)
if err != nil {
return nil, fmt.Errorf("invalid storage %q for %q: %w", in.storage, in.name, err)
}
if storageQ.Sign() <= 0 {
return nil, fmt.Errorf("storage must be positive for %q", in.name)
}
limits := corev1.ResourceList{corev1.ResourceMemory: memQ}
requests := corev1.ResourceList{corev1.ResourceMemory: memQ}
return &v1alpha1.MinecraftServer{
ObjectMeta: metav1.ObjectMeta{
Name: in.name,
Namespace: namespace,
},
Spec: v1alpha1.MinecraftServerSpec{
Subdomain: in.subdomain,
DisplayName: in.displayName,
Image: in.image,
JavaMemory: deriveApplyJavaHeap(memQ),
DesiredState: v1alpha1.DesiredRunning,
AutostartPolicy: v1alpha1.AutostartPublic,
ReaperExempt: true,
FallbackServer: in.fallbackServer,
// Behind the Velocity proxy (which enforces online-mode and modern
// forwarding), backends run offline-mode; the proxy is the one place
// online-mode is true (spec §8, §11).
OnlineMode: false,
Rcon: v1alpha1.RconSpec{Enabled: false},
Storage: v1alpha1.StorageSpec{Size: storageQ.String()},
Resources: corev1.ResourceRequirements{Limits: limits, Requests: requests},
Startup: v1alpha1.StartupSpec{HealthHTTPPort: in.healthHTTPPort},
Env: in.env,
},
}, nil
}
// loginSystemServer is the LOOHP/Limbo auth gate. It is the front door and the
// only safe fallback, so it carries no fallback of its own: if it is down the
// proxy refuses the connection rather than routing onward past authentication.
//
// apiBaseURL is the felis-api internal face the login plugin authenticates to and
// rootDomain builds the console URL the plugin links players at; both are baked in
// as plain env. The service token is NOT passed here — the operator injects it via
// secretKeyRef so the credential never lands in the CRD.
func loginSystemServer(image, namespace, apiBaseURL, rootDomain string) (*v1alpha1.MinecraftServer, error) {
return buildSystemServer(systemServerSpec{
name: naming.SystemLoginServer,
subdomain: naming.SystemLoginServer,
displayName: "Login",
image: image,
memory: "512Mi",
storage: "1Gi",
fallbackServer: "", // none — refuse if the gate is down
healthHTTPPort: felisLimboHealthPort,
env: []v1alpha1.EnvVar{
{Name: envAPIBaseURL, Value: apiBaseURL},
{Name: envRootDomain, Value: rootDomain},
{Name: envLobbyServer, Value: naming.SystemLobbyServer},
},
}, namespace)
}
// lobbySystemServer is the post-auth /menu hub (Paper + felis-paper). It falls
// back to the login gate — never to itself and never onward — so a lobby that is
// briefly down still routes players through authentication first.
func lobbySystemServer(image, namespace string) (*v1alpha1.MinecraftServer, error) {
return buildSystemServer(systemServerSpec{
name: naming.SystemLobbyServer,
subdomain: naming.SystemLobbyServer,
displayName: "Lobby",
image: image,
memory: "1Gi",
storage: "2Gi",
fallbackServer: naming.SystemLoginServer,
}, namespace)
}
// buildSystemServerClient builds a controller-runtime client for the setup-time
// system-service provisioner. It is deliberately best-effort and never calls
// ctrl.SetupSignalHandler (setup owns its own context): it first honours the
// standard resolution (in-cluster, then $KUBECONFIG / --kubeconfig, then
// ~/.kube/config) and, failing that, falls back to the k3s admin kubeconfig the
// host bootstrap writes at hostBootstrapKubeconfigPath — the common case when
// setup runs as root directly on a single-node control-plane host. A returned
// error is not fatal to setup; the caller degrades to printed guidance.
func buildSystemServerClient() (client.Client, error) {
scheme := runtime.NewScheme()
if err := clientgoscheme.AddToScheme(scheme); err != nil {
return nil, err
}
if err := v1alpha1.AddToScheme(scheme); err != nil {
return nil, err
}
cfg, err := ctrl.GetConfig()
if err != nil {
cfg, err = clientcmd.BuildConfigFromFlags("", hostBootstrapKubeconfigPath)
if err != nil {
return nil, fmt.Errorf("no reachable kubeconfig (tried in-cluster/$KUBECONFIG/~/.kube and %s): %w", hostBootstrapKubeconfigPath, err)
}
}
return client.New(cfg, client.Options{Scheme: scheme})
}
// systemServerOutcome records what ensureSystemServers did with one service so
// setup can report it without the provisioner deciding on the output format.
type systemServerOutcome struct {
name string
created bool // true = we created it this run
skipped string // non-empty = why it was skipped (image unset / already exists)
err error // non-nil = create failed
}
// ensureSystemServers idempotently creates the login and lobby system services.
// It create-if-absent per service: an existing CRD is left untouched (so an
// operator's later edits to a system service survive re-runs of setup), a
// service whose image is unset in config is skipped with a reason, and any other
// service is created. It never deletes or overwrites. The caller supplies the
// K8s client and namespace; this function performs no signal-handler or client
// setup of its own.
func ensureSystemServers(ctx context.Context, cl client.Client, namespace, loginImage, lobbyImage, apiBaseURL, rootDomain string) []systemServerOutcome {
type plan struct {
name string
image string
build func(image, namespace string) (*v1alpha1.MinecraftServer, error)
}
plans := []plan{
{name: naming.SystemLoginServer, image: loginImage, build: func(image, ns string) (*v1alpha1.MinecraftServer, error) {
return loginSystemServer(image, ns, apiBaseURL, rootDomain)
}},
{name: naming.SystemLobbyServer, image: lobbyImage, build: lobbySystemServer},
}
outcomes := make([]systemServerOutcome, 0, len(plans))
for _, p := range plans {
if p.image == "" {
outcomes = append(outcomes, systemServerOutcome{name: p.name, skipped: "image not configured"})
continue
}
ms, err := p.build(p.image, namespace)
if err != nil {
outcomes = append(outcomes, systemServerOutcome{name: p.name, err: err})
continue
}
// Create-if-absent: check first so an existing service is reported as a
// deliberate skip rather than an AlreadyExists error.
var existing v1alpha1.MinecraftServer
getErr := cl.Get(ctx, client.ObjectKeyFromObject(ms), &existing)
if getErr == nil {
outcomes = append(outcomes, systemServerOutcome{name: p.name, skipped: "already exists"})
continue
}
if !apierrors.IsNotFound(getErr) {
outcomes = append(outcomes, systemServerOutcome{name: p.name, err: getErr})
continue
}
if err := cl.Create(ctx, ms); err != nil {
if apierrors.IsAlreadyExists(err) {
outcomes = append(outcomes, systemServerOutcome{name: p.name, skipped: "already exists"})
continue
}
outcomes = append(outcomes, systemServerOutcome{name: p.name, err: err})
continue
}
outcomes = append(outcomes, systemServerOutcome{name: p.name, created: true})
}
return outcomes
}
// ensureServiceTokenReplica copies the internal-API service-token Secret from the
// control namespace into the minecraft namespace so the login system server's pod
// can mount it via secretKeyRef. A secretKeyRef is namespace-local, but the login
// pod runs in the minecraft namespace while the source Secret lives beside the
// control plane — so without this replica the operator's injected secretKeyRef
// would dangle and wedge the login pod in CreateContainerConfigError. It is
// create-if-absent: an existing replica is left untouched so a hand-rotated token
// in the minecraft namespace is never clobbered (to rotate, delete the replica and
// re-run setup). Best-effort like the rest of the provisioner: a missing source or
// a create failure degrades to a reported outcome, never a hard setup failure. It
// copies only Type and Data — never labels/annotations/ownerRefs — so the replica
// carries no accidental GC owner or managed-by lineage.
func ensureServiceTokenReplica(ctx context.Context, cl client.Client, controlNamespace, minecraftNamespace string) systemServerOutcome {
const name = "service-token (minecraft ns)"
if controlNamespace == minecraftNamespace {
// Same namespace — the operator's secretKeyRef already resolves in place.
return systemServerOutcome{name: name, skipped: "control and minecraft namespaces coincide"}
}
// Never overwrite an existing replica (it may hold a rotated token).
var existing corev1.Secret
getErr := cl.Get(ctx, client.ObjectKey{Namespace: minecraftNamespace, Name: naming.ServiceTokenSecretName}, &existing)
if getErr == nil {
return systemServerOutcome{name: name, skipped: "already exists"}
}
if !apierrors.IsNotFound(getErr) {
return systemServerOutcome{name: name, err: getErr}
}
// Read the source of truth from the control namespace.
var src corev1.Secret
if err := cl.Get(ctx, client.ObjectKey{Namespace: controlNamespace, Name: naming.ServiceTokenSecretName}, &src); err != nil {
if apierrors.IsNotFound(err) {
return systemServerOutcome{name: name, skipped: fmt.Sprintf(
"source Secret %s/%s not found — provision it (deploy/bootstrap.sh), then re-run setup",
controlNamespace, naming.ServiceTokenSecretName)}
}
return systemServerOutcome{name: name, err: err}
}
replica := &corev1.Secret{
ObjectMeta: metav1.ObjectMeta{Name: naming.ServiceTokenSecretName, Namespace: minecraftNamespace},
Type: src.Type,
Data: src.Data,
}
if err := cl.Create(ctx, replica); err != nil {
if apierrors.IsAlreadyExists(err) {
return systemServerOutcome{name: name, skipped: "already exists"}
}
return systemServerOutcome{name: name, err: err}
}
return systemServerOutcome{name: name, created: true}
}