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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@@ -23,7 +23,7 @@ export async function GET() {
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// Derived endpoint — same logic as endpointFor() but without asking
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// Komodo. If we don't have a port yet, endpoint is null.
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endpoint: s.game_port ? { host: s.rcon_host ?? rconHost, port: s.game_port } : null,
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held: [...heldByBeta(s.name).entries()].map(([target, slug]) => ({ target, slug }))
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held: [...heldByBeta(s.name).entries()].map(([target, betaId]) => ({ target, betaId }))
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}));
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return json({
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servers,
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