Fix the red mods CI compile gate (part 2 of #68: decoupled but never repaired) #69
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Context
Follow-up to #68. That fix decoupled the app-image
publishfrom themodscompile job (the P0 that had frozen prod since #60) and landed - prod is unfrozen and current. But #68's part 2, repairing the redmodsjob itself, is not done: themodsCI job has failed on every run since #60 added it, including run 58 on the post-fix HEAD (88325f5). It no longer blocks deploys, but the mod-compile safety signal is still red.Why it matters
The
modsgate is the only automated check that the four C# mods actually compile before they ship to the game server out of band. Those out-of-band mod ships are exactly the queued restart-window work - #55 (stores activation), #31 (jobs-mod rollout), #65 (CitizensApiController) - so a green mods gate is the net that stops a broken mod crash-looping the server (eco-ops#7). Right now that net is down.Ask
Make the
modsjob green. It has never passed - investigatemake build-modsin the CI environment and fix the cause. Likely suspects:Eco.ReferenceAssembliesrestore - the pin was bumped 998 -> 1024 by #66; confirm0.13.0-beta-release-1024actually restores from the feed and that all four mods (jobs,replay,telemetry,stores#55) compile against it,DOTNET_SYSTEM_GLOBALIZATION_INVARIANT.Keep
modsa required status check / signal, but do not re-add it topublish'sneeds(that coupling is what #68 removed).Acceptance
modsjob passes on a fresh push (make build-modscompiles all four mods green in CI).publishstillneeds: [test, frontend]only.Refs
Decouple: #68. Gate origin: #60. Pin bump: #66. Restart-window consumers of the signal: #55, #31, #65. Crash-loop risk: eco-ops#7.
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