Add active/inactive/game-time timers to fleet + server pages

Fleet cards and the per-server detail hero now show three live-ticking
timers: Active (since players > 0), Inactive (since server emptied), and
Game (since InitGame in games_sp.log, back-computed from the log's own
MM:SS prefix so it stays accurate across restarts). Anchors are
persisted on `servers` and fanned out via the SSE bus; a single 1s
ticker feeds every card. Idle map cycles are filtered out so the game
timer doesn't flicker.
This commit is contained in:
2026-09-13 21:45:54 -04:00
parent 79b2ba1464
commit 3d111880d3
11 changed files with 403 additions and 13 deletions
+4
View File
@@ -18,6 +18,10 @@ export interface ServerStatusEntry {
endpoint: RconEndpoint | null;
reason: RconFailure | null;
replySnippet: string | null;
activeSince: string | null;
inactiveSince: string | null;
gameStartedAt: string | null;
gameEndedAt: string | null;
}
export type BetaStage =
+87 -6
View File
@@ -6,6 +6,7 @@ import { rconStatusResult } from '../integrations/rcon.js';
import type { RconFailure } from '../integrations/rcon.js';
import { listServers, seedServerRegistry, setServerField } from '../fleet/servers.js';
import { classifyHealth } from '../fleet/health.js';
import { scanMatchState } from '../fleet/match-log.js';
const TICK_MS = 15_000;
const STATUS_REFRESH_MS = 30_000;
@@ -28,6 +29,58 @@ async function tick(): Promise<void> {
} catch (err) {
console.error('[worker] beta-runner error:', err);
}
try {
await scanMatches();
} catch (err) {
console.error('[worker] match-scan error:', err);
}
}
/**
* Read every server's games_sp.log tail to advance game_started_at /
* game_ended_at. Concurrency-capped so 15 servers don't hammer disk at once.
*/
async function scanMatches(): Promise<void> {
const servers = listServers();
if (servers.length === 0) return;
let cursor = 0;
async function pump(): Promise<void> {
while (true) {
const i = cursor++;
if (i >= servers.length) return;
const srv = servers[i];
const result = await scanMatchState(srv.name).catch((err) => {
console.error(`[worker] scanMatchState(${srv.name}) failed:`, err);
return { kind: 'no-signal' as const };
});
const persistedInProgress = !!srv.game_started_at && !srv.game_ended_at;
if (result.kind === 'in-progress' && result.startedAt) {
// Transition to in-progress on fresh state OR when a new match
// has begun after a crash left us with a stale in-progress
// anchor. The back-computed startedAt for the SAME match stays
// stable across polls (log time and wall time advance in
// lockstep), so a new anchor >30s later means a new match.
const newStart = new Date(result.startedAt).getTime();
const persistedStart = srv.game_started_at
? new Date(srv.game_started_at).getTime()
: 0;
if (!persistedInProgress || newStart > persistedStart + 30_000) {
setServerField(srv.name, 'game_started_at', result.startedAt);
setServerField(srv.name, 'game_ended_at', null);
}
} else if (result.kind === 'ended') {
if (persistedInProgress && result.endedAt) {
setServerField(srv.name, 'game_ended_at', result.endedAt);
}
}
// 'idle' / 'no-signal': leave state alone. If we were previously
// in-progress and the log has rolled past the match, we'll only
// learn that later when a new InitGame appears — that's fine.
}
}
await Promise.all(Array.from({ length: STATUS_CONCURRENCY }, pump));
}
/**
@@ -61,8 +114,26 @@ async function fanoutStatus(): Promise<void> {
const now = new Date().toISOString();
if (result.ok) {
// Compare against the previously persisted count BEFORE we
// overwrite last_players — occupancy transitions are anchored
// to that boundary.
const prevPlayers = srv.last_players;
const nextPlayers = result.status.players;
let activeSince = srv.active_since;
let inactiveSince = srv.inactive_since;
if (nextPlayers > 0 && (activeSince === null || prevPlayers === 0 || prevPlayers === null)) {
activeSince = now;
inactiveSince = null;
setServerField(srv.name, 'active_since', activeSince);
setServerField(srv.name, 'inactive_since', null);
} else if (nextPlayers === 0 && (inactiveSince === null || (prevPlayers !== null && prevPlayers > 0))) {
inactiveSince = now;
activeSince = null;
setServerField(srv.name, 'inactive_since', inactiveSince);
setServerField(srv.name, 'active_since', null);
}
// Persist last-observed state. last_seen_at is the health anchor.
setServerField(srv.name, 'last_players', result.status.players);
setServerField(srv.name, 'last_players', nextPlayers);
setServerField(srv.name, 'last_map', result.status.map);
setServerField(srv.name, 'last_gametype', result.status.gametype);
setServerField(srv.name, 'last_roster', JSON.stringify(result.status.roster));
@@ -72,7 +143,7 @@ async function fanoutStatus(): Promise<void> {
setServerField(srv.name, 'last_reply_snippet', result.rawReply);
entries[i] = {
server: srv.name,
players: result.status.players,
players: nextPlayers,
map: result.status.map,
gametype: result.status.gametype,
roster: result.status.roster,
@@ -81,11 +152,17 @@ async function fanoutStatus(): Promise<void> {
lastError: null,
endpoint: result.endpoint,
reason: null,
replySnippet: result.rawReply
replySnippet: result.rawReply,
activeSince,
inactiveSince,
gameStartedAt: srv.game_started_at,
gameEndedAt: srv.game_ended_at
};
} else {
// RCON unreachable — leave last_seen_at alone (health decays
// to offline naturally), record the structured failure.
// RCON unreachable — leave last_seen_at, active_since, and
// inactive_since alone (health decays to offline naturally;
// occupancy timers survive transient outages). Record the
// structured failure.
const encoded = encodeError(result.reason, result.detail);
const snippet = result.rawReply ?? null;
setServerField(srv.name, 'last_checked_at', now);
@@ -102,7 +179,11 @@ async function fanoutStatus(): Promise<void> {
lastError: encoded,
endpoint: result.endpoint,
reason: result.reason,
replySnippet: snippet
replySnippet: snippet,
activeSince: srv.active_since,
inactiveSince: srv.inactive_since,
gameStartedAt: srv.game_started_at,
gameEndedAt: srv.game_ended_at
};
}
}