Rework as scripts-centric, upload-only, gated beta lifecycle
Scripts become first-class: named, versioned, uploaded via the UI, optionally scoped to a game or map. Any change that would land on scope-matched servers (marking-required or new version of a scoped script) must first pass a beta. The beta runs a per-server state machine — deploy -beta.gsc → wait empty → Komodo restart → wait healthy → optionally wait for a real match end (games_sp.log 'ExitLevel: executed') — before it's eligible for promotion. Rollback is always available and restores from .OLD. The shared/scripts mirror and its betas/ staging folder are gone. Every server now has a tracked script inventory (server_scripts table), populated only by explicit upload flows. New: /scripts, /scripts/[id], /betas/[id] UI; /api/scripts + /api/betas + /api/servers/[name]/scripts endpoints; scripts.ts, inventory.ts, beta.ts (rewritten), beta-runner.ts, match-log.ts, komodoInspectHealthy(). Removed: push.ts, /api/push, BetaPanel, legacy importer. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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import { db } from '../db/index.js';
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import { emit } from './bus.js';
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import type { BetaStage } from './bus.js';
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import { komodoConfigured, rconConfigured } from '../config.js';
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import { rconGetPlayerCount, rconStatusResult } from '../integrations/rcon.js';
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import { komodoRestart, komodoInspectHealthy } from '../integrations/komodo.js';
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import { scanForMatchEnd } from '../fleet/match-log.js';
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interface BetaServerActiveRow {
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beta_id: number;
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server: string;
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stage: BetaStage;
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healthy_at: string | null;
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wait_for_health: number;
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wait_for_match: number;
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}
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function nowIso(): string {
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return new Date().toISOString();
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}
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function integrationsOn(): boolean {
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return komodoConfigured() && rconConfigured();
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}
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const setStage = () =>
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db().prepare(
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`UPDATE beta_servers
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SET stage = ?, error = ?, updated_at = ?,
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restarted_at = CASE WHEN ? = 'awaiting-health' OR ? = 'ready' THEN COALESCE(restarted_at, ?) ELSE restarted_at END,
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healthy_at = CASE WHEN ? = 'awaiting-match' OR (? = 'ready' AND healthy_at IS NULL) THEN COALESCE(healthy_at, ?) ELSE healthy_at END,
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match_seen_at = CASE WHEN ? = 'ready' AND match_seen_at IS NULL THEN ? ELSE match_seen_at END
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WHERE beta_id = ? AND server = ?`
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);
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function transition(
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betaId: number,
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server: string,
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stage: BetaStage,
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error: string | null = null
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): void {
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const t = nowIso();
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setStage().run(
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stage,
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error,
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t,
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stage,
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stage,
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t,
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stage,
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stage,
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t,
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stage,
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t,
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betaId,
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server
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);
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emit({ type: 'beta-server-stage', betaId, server, stage, error });
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}
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// Bump beta.state to ready-promote when every one of its beta_servers is ready.
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// A single failed row is enough to keep the beta in 'running' (operator retries).
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function reconcileBetaState(betaId: number): void {
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const rows = db()
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.prepare(`SELECT stage FROM beta_servers WHERE beta_id = ?`)
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.all(betaId) as Array<{ stage: BetaStage }>;
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if (rows.length === 0) return;
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if (rows.every((r) => r.stage === 'ready')) {
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db()
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.prepare(`UPDATE betas SET state = 'ready-promote' WHERE id = ? AND state = 'running'`)
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.run(betaId);
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emit({ type: 'beta-state', betaId, state: 'ready-promote' });
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}
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}
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export async function betaTick(): Promise<{ processed: number }> {
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if (!integrationsOn()) return { processed: 0 };
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const rows = db()
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.prepare(
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`SELECT bs.beta_id AS beta_id, bs.server AS server, bs.stage AS stage,
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bs.healthy_at AS healthy_at,
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b.wait_for_health AS wait_for_health, b.wait_for_match AS wait_for_match
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FROM beta_servers bs
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JOIN betas b ON b.id = bs.beta_id
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WHERE b.state = 'running'
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AND bs.stage IN ('awaiting-empty','restarting','awaiting-health','awaiting-match')`
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)
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.all() as BetaServerActiveRow[];
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if (rows.length === 0) return { processed: 0 };
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const touchedBetas = new Set<number>();
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for (const row of rows) {
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try {
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await advance(row);
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} catch (err) {
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transition(row.beta_id, row.server, 'failed', `runner: ${(err as Error).message}`);
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}
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touchedBetas.add(row.beta_id);
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}
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for (const id of touchedBetas) reconcileBetaState(id);
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return { processed: rows.length };
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}
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async function advance(row: BetaServerActiveRow): Promise<void> {
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switch (row.stage) {
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case 'awaiting-empty': {
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const players = await rconGetPlayerCount(row.server);
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if (players === null) return; // hold — RCON unreachable, try next tick
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if (players > 0) return; // hold — still populated
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transition(row.beta_id, row.server, 'restarting');
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// Fall through to restart on the same tick for lower latency.
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await advance({ ...row, stage: 'restarting' });
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return;
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}
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case 'restarting': {
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const r = await komodoRestart(row.server);
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if (!r.ok) {
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transition(row.beta_id, row.server, 'failed', `komodo: ${r.message}`);
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return;
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}
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const next = row.wait_for_health ? 'awaiting-health' : row.wait_for_match ? 'awaiting-match' : 'ready';
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transition(row.beta_id, row.server, next);
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return;
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}
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case 'awaiting-health': {
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const h = await komodoInspectHealthy(row.server);
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if (!h.ok) return; // hold — try next tick
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const rcon = await rconStatusResult(row.server);
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if (!rcon.ok) return; // container reports up but game not answering yet
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const next = row.wait_for_match ? 'awaiting-match' : 'ready';
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transition(row.beta_id, row.server, next);
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return;
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}
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case 'awaiting-match': {
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const since = row.healthy_at ?? nowIso();
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const result = await scanForMatchEnd(row.server, since);
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if (!result.ended) return;
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transition(row.beta_id, row.server, 'ready');
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return;
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}
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}
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}
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