openvibers/source.openvibe.games DEPLOYMENT_STATUS.md

DEPLOYMENT_STATUS.md

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1# OpenVibe: Source Deployment Status
2
3**Last updated:** June 28, 2026
4**Status:** Local MVP foundation operational
5
6## What Runs Locally
7
8- Backend API starts and responds on `http://127.0.0.1:3000`.
9- PostgreSQL dev database starts through the repo tooling.
10- Five SRCDS shards boot:
11 - Hub: `ov_hub` on `127.0.0.1:27015`
12 - Prop Hunt: `ph_openvibe_dev` on `127.0.0.2:27016`
13 - Deathrun: `dr_openvibe_dev` on `127.0.0.3:27017`
14 - Fort Wars: `fw_openvibe_dev` on `127.0.0.4:27018`
15 - Traitor Town: `tt_openvibe_dev` on `127.0.0.5:27019`
16- Sidecars register and heartbeat those servers with the backend.
17- Travel requests return live local connect targets for every mode.
18- Maps use direct local connect commands for the current Proton client fallback; regenerate with `OPENVIBE_USE_OV_JOIN=1` after rebuilding/loading the custom OpenVibe client DLL.
19
20## Implemented Pieces
21
22| Component | Status | Notes |
23| --- | --- | --- |
24| Backend API | Complete for MVP | Dev auth, Steam ticket auth route, inventory, shop, travel, rewards, leaderboard, asset manifest, batch match rewards. |
25| PostgreSQL schema | Complete for MVP | Durable players, currency, inventory, servers, join tokens, match results. |
26| Redis sessions | Implemented | Enabled when `SESSION_REDIS_URL` is set. |
27| C++ client travel | Implemented | `ov_join <mode>` calls `/v1/travel/request` and connects with token. |
28| C++ server validation | Implemented | Validates `ov_join_token` against `/v1/travel/validate`. |
29| VGUI menu | Implemented | `openvibe_menu` / `ov_menu` plus `resource/GameMenu.res`. |
30| Prop Hunt disguise | Implemented | Server-side allowlisted model swap/reset. |
31| Fort Wars placement | Implemented | Server-side allowlisted physics prop spawning. |
32| Steam auth | Implemented route | Requires real `STEAM_WEB_API_KEY` and `STEAM_APP_ID` for production. |
33| CDN manifest | Implemented route | Requires real hosted storage under `openvibe.games` for production content. |
34| Production infra | Scaffolded | Docker Compose, Docker Swarm, Kubernetes, nginx CDN config. |
35| Parties/friend invites | Implemented | Create party, invite, accept, capacity-aware party travel. |
36| Moderation/audit | Implemented | Admin audit event write/list routes. |
37| Metrics/backups | Implemented | `/metrics` endpoint and `tools/backup-postgres.sh`. |
38
39## Verified
40
41```bash
42cd ~/src/openvibe-source/backend
43npm run build
44npm test
45```
46
47Result: TypeScript build passed, 11 tests passed.
48
49```bash
50cd ~/src/openvibe-source
51tools/build-sdk-linux.sh
52OPENVIBE_SRCDS_MAP_DELAY=3 OPENVIBE_SRCDS_SMOKE_TIMEOUT=45 tools/smoke-srcds.sh
53```
54
55Result: Source SDK Linux64 build passed. SRCDS smoke test passed for all five maps.
56
57Full stack was also tested with:
58
59```bash
60cd ~/src/openvibe-source
61OPENVIBE_SRCDS_MAP_DELAY=3 tools/dev-up.sh
62node tools/smoke-api.mjs
63tools/dev-down.sh
64```
65
66## Runtime Note
67
68The installed Source SDK Base 2013 Dedicated Server directory provided by the user:
69
70```text
71/mnt/6tb/ssd_offload/home/workstation/.steam/debian-installation/steamapps/common/Source SDK Base 2013 Dedicated Server
72```
73
74contains Windows server binaries in this environment. OpenVibe local Linux testing uses the TF2 Linux64 SRCDS runtime at:
75
76```text
77~/srcds/tf2
78```
79
80## Production Gaps
81
82Before public deployment:
83
84- Configure real Steam app identity and `STEAM_WEB_API_KEY`.
85- Host cosmetic assets under the `openvibe.games` CDN path.
86- Set real production secrets for API, Redis, PostgreSQL, and admin routes.
87- Add alert routing, log shipping, deployment secret management, and regular restore drills.
88- Expand each game mode from prototype rules into full production gameplay.
89- Add moderation/admin UI and anti-abuse controls.
90