Files
Felis/cmd/felis/systemservers.go
T
flyemoji a0064adfdd fix(setup): stop the login gate sending players to the old console after a re-domain
Changing root_domain updated felis.toml and the panel, but the login gate kept
pointing players at the hostname it was created with. FELIS_ROOT_DOMAIN and
FELIS_PANEL_HOSTNAME are baked into the login MinecraftServer at provisioning time,
FelisLimboPlugin reads them to build the link an unauthenticated player is told to
open, and ensureSystemServers is create-if-absent — so nothing in the install ever
rewrote them. On the demo host the CR still carried
console.159.223.32.51.nip.io hours after the domain had moved to
mc.flyemoji.network: every joining player was handed a link that bypasses the
tunnel, hits the node directly and trips a certificate warning, on the one screen
someone with no account is guaranteed to see.

setup now converges these values on an existing system service instead of skipping
it. Create-if-absent stays the rule for everything else, and the comment on it is
still true — an operator's edits to a system service must survive a re-run. These
three names are the exception because they are not the operator's to own: they are a
copy of config that is wrong the moment config changes, and there is no other writer
who could notice.

The convergence is deliberately narrow. Only a name already present with a different
value is rewritten, so env the operator added by hand is untouched and the rest of
the spec — image, memory, storage — is not read at all. A derived name that is
absent from the live object is left absent rather than added back: a deliberate
removal and drift look identical from here, and re-adding it would mean fighting the
operator on every run. The outcome string reports the refresh so a setup run does not
silently rewrite the front door.

This closes one surface of a re-domain, not the whole of it. The write-once panel
certificate at deploy/bootstrap.sh keeps its old SANs, and so do the Velocity config
and the forwarding material; the warning in bootstrap.sh that says so is still
accurate. What changes is that the surface players actually walk through now catches
up when setup is re-run.

Checks: a login gate built with the old domain converges onto the new one and says
so; an env var the operator added and a hand-raised javaMemory both survive that
same run; and an install whose config already matches reports no refresh, so a
routine setup does not read like a re-domain. The middle one is the one worth having
— converging config must not turn into a licence to clobber the edits
create-if-absent exists to protect.
2026-07-21 00:47:04 +09:00

574 lines
25 KiB
Go

package main
import (
"context"
"fmt"
"time"
"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/meta"
"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
// rcon opts a system service into the RCON write channel. It is per-service and
// NOT a default, because enabling it on a backend that runs no RCON listener is
// actively destructive rather than merely useless: the operator gates readiness
// on the probe, so the server would never leave Starting and would eventually be
// marked Failed. The login limbo is exactly that case (LOOHP/Limbo has no RCON),
// and it is the front door — taking it down locks everyone out.
rcon bool
// 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
}
// systemRcon renders the RCON block for a system service. The secret name comes
// from naming.RconSecretName — the same convention felis-api writes for user
// servers and the operator provisions against — so a system service is not a
// second, parallel way of doing this. Port is left 0 so the operator's default is
// the only place the number lives.
func systemRcon(in systemServerSpec) v1alpha1.RconSpec {
if !in.rcon {
return v1alpha1.RconSpec{Enabled: false}
}
return v1alpha1.RconSpec{
Enabled: true,
SecretRef: v1alpha1.SecretKeyRef{
Name: naming.RconSecretName(in.name),
Key: naming.RconSecretKey,
},
}
}
// 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 four 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
// resolved panel host, 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"
envPanelHostname = "FELIS_PANEL_HOSTNAME"
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,
// - enables RCON only where the image actually serves it (in.rcon): the lobby
// is Paper and needs the write channel like any user server, while the login
// limbo has no RCON listener at all and gates readiness on pod TCP/HTTP
// health instead — 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,
Labels: map[string]string{
v1alpha1.LabelSystemRole: in.name,
},
},
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: systemRcon(in),
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;
// panelHostname is the resolved console/panel host the plugin links players at (the
// single source of truth for that host — see defaultPanelHostname), and rootDomain
// is kept for the plugin's own console.<root> fallback when the panel env is absent
// (an older operator). All three 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, panelHostname 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: envPanelHostname, Value: panelHostname},
{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,
// Paper serves RCON, and the lobby is administered through the panel like any
// other server — online players, console, permissions all ride this channel.
rcon: true,
}, 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
available bool // true = the required object now exists
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, panelHostname 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, panelHostname)
}},
{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. Never adopt a
// legacy user server that happens to occupy a reserved system name.
var existing v1alpha1.MinecraftServer
getErr := cl.Get(ctx, client.ObjectKeyFromObject(ms), &existing)
if getErr == nil {
if existing.Labels[v1alpha1.LabelSystemRole] != p.name {
outcomes = append(outcomes, systemServerOutcome{
name: p.name,
err: fmt.Errorf(
"existing MinecraftServer %s/%s is not marked as the Felis %q system role; remove or rename it, then rerun setup",
namespace, p.name, p.name,
),
})
continue
}
refreshed, err := refreshDerivedEnv(ctx, cl, &existing, ms)
if err != nil {
outcomes = append(outcomes, systemServerOutcome{name: p.name, err: err})
continue
}
skipped := "already exists"
if refreshed {
skipped = "already exists; refreshed the console hostnames it points players at"
}
outcomes = append(outcomes, systemServerOutcome{name: p.name, available: true, skipped: skipped})
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) {
// Close the Get/Create race without trusting the object that won it.
var raced v1alpha1.MinecraftServer
if getErr := cl.Get(ctx, client.ObjectKeyFromObject(ms), &raced); getErr != nil {
outcomes = append(outcomes, systemServerOutcome{name: p.name, err: getErr})
continue
}
if raced.Labels[v1alpha1.LabelSystemRole] != p.name {
outcomes = append(outcomes, systemServerOutcome{
name: p.name,
err: fmt.Errorf(
"concurrent MinecraftServer %s/%s is not marked as the Felis %q system role; refusing to adopt it",
namespace, p.name, p.name,
),
})
continue
}
outcomes = append(outcomes, systemServerOutcome{name: p.name, available: true, skipped: "already exists"})
continue
}
outcomes = append(outcomes, systemServerOutcome{name: p.name, err: err})
continue
}
outcomes = append(outcomes, systemServerOutcome{name: p.name, created: true, available: true})
}
return outcomes
}
// derivedSystemEnv are the system-server env vars whose values setup computes from
// config rather than inventing. They are the exception to create-if-absent, and the
// exception is narrow on purpose.
//
// Everything else on an existing system service is left alone so an operator's edits
// survive a re-run — but these are not the operator's to own, they are a copy of
// config that goes stale the moment config changes. That is not hypothetical: after
// a root-domain change the login gate keeps handing every joining player a console
// link built from the OLD domain, which is the one screen an unauthenticated player
// is guaranteed to see. Nothing else in the install rewrites them, so a re-run of
// setup is the only chance they get to catch up.
var derivedSystemEnv = map[string]bool{
envAPIBaseURL: true,
envRootDomain: true,
envPanelHostname: true,
}
// refreshDerivedEnv converges the config-derived env of an existing system server
// onto what setup just computed, and reports whether anything actually changed.
//
// It only ever overwrites a name that is already present with a different value, and
// only for the names above: env the operator added by hand is untouched, and a name
// missing from the live object is left missing rather than added back, since a
// deliberate removal is indistinguishable from drift and re-adding it would fight the
// operator every run.
func refreshDerivedEnv(ctx context.Context, cl client.Client, existing, desired *v1alpha1.MinecraftServer) (bool, error) {
want := make(map[string]string, len(derivedSystemEnv))
for _, e := range desired.Spec.Env {
if derivedSystemEnv[e.Name] {
want[e.Name] = e.Value
}
}
changed := false
for i, e := range existing.Spec.Env {
if v, ok := want[e.Name]; ok && v != e.Value {
existing.Spec.Env[i].Value = v
changed = true
}
}
if !changed {
return false, nil
}
if err := cl.Update(ctx, existing); err != nil {
return false, fmt.Errorf("refresh %s env: %w", existing.Name, err)
}
return true, nil
}
// The login gate is a hard prerequisite of the Owner bind, so setup waits for it
// rather than racing it. The ceiling covers a cold image pull on a fresh node;
// the poll is fast enough that a warm start feels immediate.
const (
loginGateReadyTimeout = 5 * time.Minute
loginGatePollInterval = 3 * time.Second
)
// awaitLoginGateReady blocks until the login system server reports status.ready.
//
// The Owner claims their seat by JOINING the game and running /link, so the gate
// being up is not a nicety — it is the precondition for the very next thing setup
// asks of the operator. progress is called on each phase change so the caller can
// show movement during a cold image pull; it may be nil.
func awaitLoginGateReady(ctx context.Context, cl client.Client, namespace string, timeout, poll time.Duration, progress func(v1alpha1.Phase)) error {
key := client.ObjectKey{Namespace: namespace, Name: naming.SystemLoginServer}
deadline := time.Now().Add(timeout)
last := v1alpha1.Phase("")
for {
var ms v1alpha1.MinecraftServer
switch err := cl.Get(ctx, key, &ms); {
case err == nil:
if ms.Status.Ready {
return nil
}
if ms.Status.Phase != last {
last = ms.Status.Phase
if progress != nil {
progress(last)
}
}
// The operator only marks Failed once its OWN startup deadline has already
// elapsed, so Failed is a settled verdict rather than a transient — sitting
// out the rest of our timeout on top of it would only hide the reason.
if ms.Status.Phase == v1alpha1.PhaseFailed {
return fmt.Errorf("the login gate failed to start: %s", readyConditionMessage(&ms))
}
case !apierrors.IsNotFound(err):
return err
}
if !time.Now().Before(deadline) {
return fmt.Errorf("timed out after %s waiting for the login gate to become ready (last phase: %s)", timeout, phaseOrPending(last))
}
select {
case <-ctx.Done():
return ctx.Err()
case <-time.After(poll):
}
}
}
// readyConditionMessage is the operator's own account of why the gate is not
// ready — far more useful to an operator than "phase: Failed".
func readyConditionMessage(ms *v1alpha1.MinecraftServer) string {
if c := meta.FindStatusCondition(ms.Status.Conditions, v1alpha1.ConditionReady); c != nil && c.Message != "" {
return c.Message
}
return "no Ready condition was reported"
}
// phaseOrPending names the empty phase, which means the operator has not
// reconciled the server yet (commonly: the operator itself is not running).
func phaseOrPending(p v1alpha1.Phase) string {
if p == "" {
return "not yet reconciled — is the felis operator running?"
}
return string(p)
}
// ensureSecretReplica copies one Secret from the control namespace into the minecraft
// namespace so a backend pod can mount it via secretKeyRef. A secretKeyRef is
// namespace-local, but the backends run in the minecraft namespace while the sources
// of truth live beside the control plane — so without this replica the operator's
// injected secretKeyRef would dangle and wedge the pod in CreateContainerConfigError.
//
// Two Secrets need it, for different reasons: the service token (login only — it
// authenticates the limbo plugin to the felis-api internal face) and the Velocity
// modern-forwarding secret (every backend — it is how a backend knows a login really
// came from the proxy, and so that the player's UUID is Mojang-verified rather than
// offline-derived).
//
// It is create-if-absent: an existing replica is left untouched so a hand-rotated
// value 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 ensureSecretReplica(ctx context.Context, cl client.Client, controlNamespace, minecraftNamespace, secretName, secretKey, label string) systemServerOutcome {
name := label + " (minecraft ns)"
validate := func(secret *corev1.Secret, location, skipped string) systemServerOutcome {
if len(secret.Data[secretKey]) == 0 {
return systemServerOutcome{name: name, skipped: fmt.Sprintf(
"Secret %s/%s has no non-empty %q key", location, secretName, secretKey)}
}
return systemServerOutcome{name: name, available: true, skipped: skipped}
}
if controlNamespace == minecraftNamespace {
// Same namespace needs no replica, but the source still has to exist.
var existing corev1.Secret
err := cl.Get(ctx, client.ObjectKey{Namespace: minecraftNamespace, Name: secretName}, &existing)
if err == nil {
return validate(&existing, minecraftNamespace, "control and minecraft namespaces coincide")
}
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, secretName)}
}
return systemServerOutcome{name: name, err: err}
}
// Never overwrite an existing replica (it may hold a rotated value).
var existing corev1.Secret
getErr := cl.Get(ctx, client.ObjectKey{Namespace: minecraftNamespace, Name: secretName}, &existing)
if getErr == nil {
return validate(&existing, minecraftNamespace, "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: secretName}, &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, secretName)}
}
return systemServerOutcome{name: name, err: err}
}
if out := validate(&src, controlNamespace, ""); !out.available {
return out
}
replica := &corev1.Secret{
ObjectMeta: metav1.ObjectMeta{Name: secretName, Namespace: minecraftNamespace},
Type: src.Type,
Data: src.Data,
}
if err := cl.Create(ctx, replica); err != nil {
if apierrors.IsAlreadyExists(err) {
if getErr := cl.Get(ctx, client.ObjectKey{Namespace: minecraftNamespace, Name: secretName}, &existing); getErr != nil {
return systemServerOutcome{name: name, err: getErr}
}
return validate(&existing, minecraftNamespace, "already exists")
}
return systemServerOutcome{name: name, err: err}
}
return systemServerOutcome{name: name, created: true, available: true}
}
func requiredProvisioningError(outcomes []systemServerOutcome) error {
required := map[string]struct{}{
"service-token (minecraft ns)": {},
"forwarding-secret (minecraft ns)": {},
naming.SystemLoginServer: {},
}
for _, o := range outcomes {
if o.err != nil {
return fmt.Errorf("%s: %w", o.name, o.err)
}
if _, ok := required[o.name]; ok && !o.available {
reason := o.skipped
if reason == "" {
reason = "object was not created"
}
return fmt.Errorf("%s unavailable: %s", o.name, reason)
}
}
return nil
}