Rebuild Fleet around attention and compact live matches

This commit is contained in:
2026-10-07 18:52:26 -04:00
parent e35b84475d
commit 9999e80226
7 changed files with 614 additions and 512 deletions
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import type { FleetServer } from '../fleet-overview.js';
import { freshStatusTimestamp } from '../server-freshness.js';
import { decodeRconError } from './rconError.js';
import { statusPresentation } from './status.js';
export type ServerHealthState = 'online' | 'host-offline' | 'not-responding' | 'stopped' | 'starting' | 'provisioning' | 'unknown';
export interface ServerHealthPresentation {
state: ServerHealthState;
label: string;
reason: string;
actionLabel: string;
actionHref: string;
/** Last relevant evidence, not an inferred time when the state began. */
since: string | null;
}
function observedAt(value: string | null | undefined, now: number): string | null {
const time = Date.parse(value ?? '');
return Number.isFinite(time) && time <= now + 1_000 ? value! : null;
}
/** Explain the available evidence without treating a missing report as a stopped game. */
export function serverHealth(server: FleetServer, now: number): ServerHealthPresentation {
const evidence = healthEvidence(server, now);
return { ...evidence, label: statusPresentation(evidence.state).label };
}
function healthEvidence(server: FleetServer, now: number): Omit<ServerHealthPresentation, 'label'> {
const href = `/servers/${encodeURIComponent(server.name)}`;
const diagnostics = `${href}?tab=diagnostics`;
const host = server.host;
const hostId = host?.id || server.host_id;
const hostOffline = !!host && (host.connectionState === 'offline' || !host.connected
|| !freshStatusTimestamp(host.lastHeartbeat, now));
if (hostOffline) return {
state: 'host-offline', reason: `${host.name ? `${host.name}'s host agent` : 'The host agent'} is unavailable. The game may still be running.`,
actionLabel: hostId ? 'Check host' : 'Open diagnostics', actionHref: hostId ? `/hosts/${encodeURIComponent(hostId)}` : diagnostics,
since: observedAt(host.lastHeartbeat, now)
};
if (server.health === 'provisioning') return {
state: 'provisioning', reason: 'Server setup is in progress. It will be ready after its health checks pass.',
actionLabel: 'View progress', actionHref: `${href}?tab=history`, since: observedAt(server.telemetry_after, now)
};
if (server.health === 'starting') return {
state: 'starting', reason: 'The game is starting. Waiting for a successful status report.',
actionLabel: 'View progress', actionHref: `${href}?tab=history`,
since: observedAt(server.telemetry_after, now) ?? observedAt(server.container_checked_at, now)
};
const containerAt = observedAt(server.container_checked_at, now);
const gameAt = observedAt(server.last_seen_at, now);
// A last game check cannot renew a container observation. Reports predating
// the most recent lifecycle submission describe the previous process.
const containerCurrent = freshStatusTimestamp(containerAt, now)
&& (!server.telemetry_after || Date.parse(containerAt!) > Date.parse(server.telemetry_after));
const gameCurrent = freshStatusTimestamp(gameAt, now)
&& (!server.telemetry_after || Date.parse(gameAt!) > Date.parse(server.telemetry_after));
const hostMissing = !!server.host_id && !host;
if (!hostMissing && containerCurrent && ['stopped', 'exited', 'created', 'dead'].includes(server.container_state ?? '')
&& (!gameAt || Date.parse(gameAt) < Date.parse(containerAt!))) return {
state: 'stopped', reason: 'The latest container check confirmed that the game is stopped.',
actionLabel: 'Start server', actionHref: `${href}?action=start`, since: containerAt
};
const containerAllowsOnline = !server.container_state || server.container_state === 'unknown'
|| server.container_state === 'running' && (!server.container_checked_at || containerCurrent);
if (!hostMissing && server.health === 'online' && !server.last_error && gameCurrent && containerAllowsOnline) return {
state: 'online', reason: 'The game is responding.', actionLabel: 'View server', actionHref: href, since: gameAt
};
if (gameCurrent && !server.last_error) return {
state: 'unknown', reason: 'The game recently responded, but its current container state has not been verified.',
actionLabel: hostMissing ? 'Check host' : 'Open diagnostics',
actionHref: hostMissing ? `/hosts/${encodeURIComponent(server.host_id!)}` : diagnostics, since: gameAt
};
const error = decodeRconError(server.last_error);
const errorReason = error ? {
'no-config': 'The game connection is not configured.',
'no-port': 'The game connection has no port configured.',
'send-error': 'The latest game connection attempt could not be completed.',
timeout: 'The game did not answer the latest status check.',
'bad-reply': 'The latest game response could not be read.',
'no-players': 'The latest game report did not include a player count.'
}[error.reason] : null;
if (!hostMissing && server.container_state === 'running' && containerCurrent) return {
state: 'not-responding', reason: errorReason ?? 'The container is running, but the game has no current status report.',
actionLabel: 'Test connection', actionHref: diagnostics, since: gameAt ?? observedAt(server.last_checked_at, now)
};
if (!hostMissing && (server.health === 'stale' || server.health === 'online') && gameAt
&& (!server.telemetry_after || Date.parse(gameAt) > Date.parse(server.telemetry_after))) return {
state: 'not-responding', reason: errorReason ?? 'The last game report is no longer current. Player count is unknown.',
actionLabel: 'Test connection', actionHref: diagnostics, since: gameAt
};
return {
state: 'unknown', reason: errorReason ?? 'There is no current evidence of the game or container state.',
actionLabel: hostMissing ? 'Check host' : 'Open diagnostics',
actionHref: hostMissing ? `/hosts/${encodeURIComponent(server.host_id!)}` : diagnostics,
since: gameAt ?? containerAt
};
}