fix: honor Komodo health and prefer fresh telemetry across fleet status
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@@ -1,6 +1,7 @@
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import { selectServerObservation } from '$lib/server-observation.js';
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import { derived, writable } from 'svelte/store';
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import { browser } from '$app/environment';
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import { statusByServer, statusReceivedAt, syncServerTime, matchEventsByServer } from './servers.js';
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import { statusByServer, statusReceivedAt, syncServerTime, matchEventsByServer, telemetryByServer, uiNow } from './servers.js';
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import { type FleetServer, type FleetOperation } from '$lib/fleet-overview.js';
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export const fleet = writable<{ servers: FleetServer[]; operations: FleetOperation[]; receivedAt: number }>({
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@@ -10,18 +11,24 @@ export const fleetError = writable('');
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export const fleetRefreshing = writable(false);
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export const fleetIntegrations = writable<{ rcon: boolean; komodo: boolean; rconTimeoutMs: number; defaultRconHost: string } | null>(null);
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export const fleetServers = derived([fleet, statusByServer, statusReceivedAt, matchEventsByServer], ([snapshot, live, received, matches]) =>
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export const fleetServers = derived([fleet, statusByServer, statusReceivedAt, matchEventsByServer, telemetryByServer, uiNow], ([snapshot, live, received, matches, reports, now]) =>
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snapshot.servers.map(server => {
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const status = received > snapshot.receivedAt ? live.get(server.name) : undefined;
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const current = status ? { ...server, last_players: status.players, last_map: status.map,
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const base = status ? { ...server, last_players: status.players, last_map: status.map,
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last_gametype: status.gametype, last_seen_at: status.lastSeenAt, last_error: status.lastError,
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roster: status.roster, health: status.health, endpoint: status.endpoint, replySnippet: status.replySnippet, active_since: status.activeSince,
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inactive_since: status.inactiveSince, game_started_at: status.gameStartedAt,
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game_ended_at: status.gameEndedAt } : server;
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game_ended_at: status.gameEndedAt, container_state: status.containerState ?? server.container_state,
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container_checked_at: status.containerCheckedAt ?? server.container_checked_at,
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telemetry_after: status.telemetryAfter ?? server.telemetry_after, rcon_status: status.rconStatus,
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telemetry: status.telemetry ?? server.telemetry } : server;
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const current = selectServerObservation(base, reports.get(server.name), now);
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const match = matches.get(server.name);
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// Apply lifecycle events immediately, until a newer status observes them
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// or confirms that the lobby has emptied.
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if (!match || Date.parse(match.receivedAt) <= Date.parse(current.last_seen_at ?? '')
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if (!match || current.health !== 'online'
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|| (current.telemetry_after && Date.parse(match.receivedAt) <= Date.parse(current.telemetry_after))
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|| Date.parse(match.receivedAt) <= Date.parse(current.last_seen_at ?? '')
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|| match.receivedAt < (current.game_started_at ?? '')
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|| match.receivedAt < (current.game_ended_at ?? '')) return current;
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return { ...current, game_started_at: match.event === 'game_start' ? match.receivedAt : current.game_started_at,
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