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Fixes for deployed game monitors#127

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piersy wants to merge 5 commits intodevelopfrom
piersy/game-monitor-deployment
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Fixes for deployed game monitors#127
piersy wants to merge 5 commits intodevelopfrom
piersy/game-monitor-deployment

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@piersy piersy commented Mar 20, 2026

  • Fixes the logging so that we do not log non-existent cost estimator log files.
  • Uses finalized blocks for the game count lookup
  • Make retries configurable and set the default to 1
  • Add restart resilience (track latest contiguous completed game)

Relates to https://github.com/celo-org/celo-blockchain-planning/issues/1275

piersy added 2 commits March 20, 2026 13:40
Previously the cost estimator log would be moved to a ...-failure.log or
...success.log after printting the log when cleaning up the process,
this meant that the logged log no longer existed.
The previous hardcoded value of 3 was causing the monitor to get
overloaded, so made it configurable and set the default to 1.
@piersy piersy requested a review from ezdac March 20, 2026 17:03
@piersy piersy marked this pull request as ready for review March 20, 2026 17:03
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max_history_length,
max_retries,
history_file,
sequence_tracker: SequenceTracker::new(next_game_index),
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P2 Badge Initialize sequence tracker from last completed index

MonitorState::new seeds SequenceTracker with next_game_index, but next_game_index is the next item to process (e.g. progress.last_contiguous + 1), not the last contiguous completion. That makes the first processed game after startup look like an already-accounted index, so mark_game_completed does not advance and save_progress is skipped. In practice, if only one new game is processed before a restart, the monitor resumes from the same index and re-runs that game again, defeating the new persisted progress behavior.

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