Clarify server actions and group maintenance failures

This commit is contained in:
2026-10-07 19:21:53 -04:00
parent bcecc42dd1
commit c39563daef
15 changed files with 559 additions and 111 deletions
+13 -8
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@@ -6,8 +6,10 @@
import { pollVisible } from '$ui/poll.js';
import { timeFormat } from '$ui/stores/time-zone.js';
import Button from './primitives/Button.svelte';
import Freshness from './Freshness.svelte';
let { server, history }: { server?: string; history?: ContextualChatEntry[] } = $props();
let { server, history, hostOffline = false, hostName }: { server?: string; history?: ContextualChatEntry[]; hostOffline?: boolean; hostName?: string } = $props();
let updatedAt = $state<number | null>(null);
let liveEntries = $state<ContextualChatEntry[]>([]);
const entries = $derived(history ?? liveEntries);
let timeline = $derived(groupChatTimeline(entries));
@@ -24,7 +26,7 @@
let controller: AbortController | null = null;
async function refresh(manual = false) {
if (!server) return;
if (!server || hostOffline) return;
if (loading) {
if (manual) manualRefreshing = true;
return;
@@ -37,11 +39,11 @@
const response = await fetch(`/api/servers/${encodeURIComponent(server)}/chat`, { signal: request.signal });
const data = await response.json().catch(() => null);
if (!response.ok || !data?.ok) throw new Error('Could not refresh chat. Try again shortly.');
if (request.signal.aborted) return;
if (request.signal.aborted || hostOffline) return;
if (paused && !manual) return;
liveEntries = data.entries ?? [];
missing = !!data.missing;
liveLoaded = true;
liveLoaded = true; updatedAt = Date.now();
error = '';
await tick();
if (follow && body) body.scrollTop = body.scrollHeight;
@@ -50,6 +52,8 @@
} finally { loading = false; manualRefreshing = false; }
}
$effect(() => { if (hostOffline) controller?.abort(); });
function onScroll() {
if (body) follow = body.scrollHeight - body.scrollTop - body.clientHeight < 40;
}
@@ -93,17 +97,17 @@
<section aria-label="Player chat">
<div class="chat-head">
<div class="chat-title"><h2>Chat</h2><span class="update-cadence">{server ? paused ? 'Paused' : 'Live · 5s' : 'Match history'}</span></div>
<div class="chat-title"><h2>Chat</h2>{#if !server}<span class="update-cadence">Match history</span>{:else if hostOffline}<span class="update-cadence">Host offline</span>{:else if paused}<span class="update-cadence">Paused</span>{:else if !error}<Freshness {updatedAt} intervalLabel="every 5 s" />{/if}</div>
{#if server}
<div class="actions">
{#if hasMessages}<Button size="sm" variant="ghost" onclick={() => paused = !paused}>{paused ? 'Resume' : 'Pause'}</Button>{/if}
{#if !follow}<Button size="sm" variant="ghost" onclick={latest}>Latest messages</Button>{/if}
<Button size="sm" onclick={() => refresh(true)} loading={manualRefreshing} ariaLabel={manualRefreshing ? 'Refreshing chat' : 'Refresh chat'}>Refresh</Button>
</div>
{/if}
</div>
{#if error}<p class="ui-error" role="alert">{error} {loaded ? 'Showing the last loaded messages.' : ''}</p>{/if}
{#if !loaded && !error}
{#if hostOffline}<p class="outage">Chat resumes when {hostName ?? 'the host agent'} reconnects.{loaded ? ' Showing the last loaded messages.' : ''}</p>
{:else if error}<p class="ui-error" role="alert">Chat updates paused. {loaded ? 'Showing the last loaded messages.' : 'Could not load messages.'} <Button size="sm" onclick={() => refresh(true)} loading={manualRefreshing}>Retry</Button></p>{/if}
{#if !loaded && !error && !hostOffline}
<p class="empty" role="status">Loading chat…</p>
{:else if loaded && !hasMessages}
<p class="empty">{history !== undefined ? 'No chat messages were saved for this match.' : missing ? 'Waiting for the game log. Player messages will appear here.' : 'No player messages in this match yet.'}</p>
@@ -152,6 +156,7 @@
.chat-title { gap: var(--space-2) var(--space-3); }
h2 { margin: 0; font-size: var(--text-lg); }
.update-cadence { color: var(--text-secondary); font-size: var(--text-xs); }
.outage { color: var(--state-warning); font-size: var(--text-sm); line-height: var(--leading-body); }
.empty { color: var(--text-secondary); font-size: var(--text-sm); padding: 8px 0; margin-bottom: 0; }
.messages { max-height: 360px; overflow: auto; margin-top: var(--space-4); }
.messages:focus-visible { outline: none; box-shadow: inset 0 0 0 2px var(--accent-primary); border-radius: var(--radius-sm); }
+20 -29
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@@ -1,15 +1,15 @@
<script lang="ts">
import { goto } from '$app/navigation';
import { lifecycleImpact } from '$ui/lifecycle-actions.js';
import { serverTitle } from '$ui/server-labels.js';
import Button from './primitives/Button.svelte';
import Dialog from './primitives/Dialog.svelte';
let { open = $bindable(false), name, players }: { open?: boolean; name: string; players: number | null } = $props();
let dialog = $state<HTMLDialogElement>();
let { open = $bindable(false), name, players, round = null }: { open?: boolean; name: string; players: number | null; round?: number | null } = $props();
let submitting = $state(false);
let error = $state('');
$effect(() => {
if (!dialog) return;
if (open && !dialog.open) { error = ''; dialog.showModal(); }
else if (!open && dialog.open) dialog.close();
if (open) error = '';
});
async function destroy() {
@@ -19,7 +19,7 @@
try {
const res = await fetch(`/api/servers/${encodeURIComponent(name)}`, { method: 'DELETE' });
const body = await res.json();
if (!res.ok || !body.ok || !body.deploymentId) throw new Error(body.error ?? 'Could not queue destruction. Please retry.');
if (!res.ok || !body.ok || !body.deploymentId) throw new Error(body.error ?? 'Could not queue server removal. Please retry.');
await goto(`/provisioning/${encodeURIComponent(body.deploymentId)}`);
open = false;
} catch (err) { error = (err as Error).message; }
@@ -27,33 +27,24 @@
}
</script>
<dialog bind:this={dialog} aria-labelledby="destroy-title" onclose={() => open = false}
oncancel={(event) => { if (submitting) event.preventDefault(); }}>
<form onsubmit={(event) => { event.preventDefault(); void destroy(); }}>
<h2 id="destroy-title">Queue server removal?</h2>
<p class="name">{name}</p>
<p>This stops and removes the container, its writable server files, and campaign details. Shared game libraries, provisioning history, and the saved server key are retained.</p>
<div class="notice">
{#if players !== null && players > 0}<strong>{players} player{players === 1 ? '' : 's'} currently online.</strong>{/if}
Removal waits until a live check confirms the server is empty. Follow progress or cancel the waiting request on the provisioning page.
</div>
<Dialog bind:open title={`Remove ${serverTitle(name)}?`} busy={submitting}>
<div class="fields">
<p class="notice">{lifecycleImpact('destroy', players, round)}</p>
<p>This stops and removes the container, its writable server files, and registration. Shared game libraries, recorded history, and the saved server key are retained.</p>
<p>Follow progress or cancel the waiting request on the provisioning page.</p>
<p class="irreversible">You can cancel while waiting. Once removal begins, it cannot be undone.</p>
{#if error}<p role="alert" class="error">{error}</p>{/if}
<footer>
<Button variant="ghost" disabled={submitting} onclick={() => open = false}>Cancel</Button>
<Button variant="danger" type="submit" loading={submitting}>Queue server removal</Button>
</footer>
</form>
</dialog>
</div>
{#snippet actions()}
<Button disabled={submitting} onclick={() => open = false}>Cancel</Button>
<Button variant="danger" disabled={submitting} loading={submitting} onclick={destroy}>Remove server when empty</Button>
{/snippet}
</Dialog>
<style>
dialog { width: min(520px, calc(100vw - 32px)); padding: 0; border: 1px solid var(--border-strong); border-radius: var(--radius-lg); background: var(--surface); color: var(--text-primary); }
dialog::backdrop { background: rgb(0 0 0 / .65); backdrop-filter: blur(4px); }
form { padding: 28px; } h2 { margin: 0 0 12px; font-size: 22px; }
p { line-height: 1.6; color: var(--text-secondary); }
.name { font-family: var(--font-mono); color: var(--text-primary); overflow-wrap: anywhere; }
.fields { display: grid; gap: 16px; }
p { margin: 0; line-height: 1.6; color: var(--text-secondary); }
.notice { padding: 16px; background: var(--surface-raised); border-radius: var(--radius-md); line-height: 1.6; }
strong { display: block; color: var(--state-warning); margin-bottom: 4px; }
.notice { color: var(--text-primary); }
.irreversible { font-size: 13px; } .error { color: var(--state-danger); }
footer { display: flex; justify-content: flex-end; flex-wrap: wrap; gap: 12px; margin-top: 24px; }
</style>
+10 -9
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@@ -1,4 +1,5 @@
<script lang="ts">
import { serverTitle } from '$ui/server-labels.js';
import { isDialogBackdrop } from '$ui/dialog.js';
import Button from './primitives/Button.svelte';
@@ -36,7 +37,7 @@
const body = await res.json();
if (!res.ok) {
if (res.status === 409) servers = null;
throw new Error(body.error ?? 'Could not queue destruction.');
throw new Error(body.error ?? 'Could not queue server removal.');
}
open = false;
onqueued(body.deployments.length);
@@ -45,21 +46,21 @@
}
</script>
<dialog bind:this={dialog} aria-label="Destroy fleet" onclick={event => { if (isDialogBackdrop(event, dialog) && !busy) open = false; }} oncancel={event => { if (busy) event.preventDefault(); }} onclose={() => open = false}>
<dialog bind:this={dialog} aria-label="Remove fleet servers" onclick={event => { if (isDialogBackdrop(event, dialog) && !busy) open = false; }} oncancel={event => { if (busy) event.preventDefault(); }} onclose={() => open = false}>
<div class="content">
<header><h2>Queue fleet removal</h2></header>
<p>Queue destruction of every server, including servers being created. Each waits until a fresh player count confirms it is empty. Unreachable servers stay queued.</p>
<p>Destruction removes containers, server files, and fleet registrations. Saved keys and collections are kept.</p>
<header><h2>Remove fleet servers?</h2></header>
<p>Queue removal of every server, including servers being created. Each waits until a fresh player count confirms it is empty. Unreachable servers stay queued.</p>
<p>Removal deletes containers, server files, and fleet registrations. Saved keys and collections are kept.</p>
<p>In Provisioning’s Active tab, cancel individual waiting requests or all waiting removals. Once a server begins removal, that removal cannot be cancelled or undone.</p>
{#if error}<p class="error" role="alert">{error}</p>{/if}
{#if servers}
<strong>{servers.length ? `${servers.length} server${servers.length === 1 ? '' : 's'} to destroy` : 'The house is already empty.'}</strong>
{#if servers.length}<ul>{#each servers as server}<li>{server}</li>{/each}</ul><p class="caption">Existing destruction requests are reused. Servers added after this request are not included.</p>{/if}
<strong>{servers.length ? `${servers.length} server${servers.length === 1 ? '' : 's'} to remove` : 'No servers to remove.'}</strong>
{#if servers.length}<ul>{#each servers as server}<li>{serverTitle(server)}</li>{/each}</ul><p class="caption">Existing removal requests are reused. Servers added after this request are not included.</p>{/if}
{:else}<p>{busy ? 'Reviewing the fleet…' : 'Refresh the preview to review the current fleet.'}</p>{/if}
<div class="actions">
<Button variant="ghost" disabled={busy} onclick={() => open = false}>Cancel</Button>
{#if !servers}<Button disabled={busy} onclick={review}>Refresh preview</Button>
{:else}<Button variant="danger" loading={busy} disabled={busy || !servers.length} onclick={launch}>Queue destruction of {servers.length} server{servers.length === 1 ? '' : 's'}</Button>{/if}
{:else}<Button variant="danger" loading={busy} disabled={busy || !servers.length} onclick={launch}>Remove {servers.length} server{servers.length === 1 ? '' : 's'}</Button>{/if}
</div>
</div>
</dialog>
@@ -70,6 +71,6 @@
.content { display: grid; gap: 20px; padding: 28px; } h2, p { margin: 0; } h2 { font-size: 25px; }
p { color: var(--text-secondary); font-size: 13px; line-height: 1.6; } .error { color: var(--state-danger); } .caption { font-size: 12px; }
ul { margin: 0; padding: 12px 12px 12px 30px; max-height: 220px; overflow: auto; background: var(--surface-sunken); border-radius: var(--radius-md); }
li { padding: 5px 0; font-family: var(--font-mono); font-size: 12px; overflow-wrap: anywhere; }
li { padding: 5px 0; font-family: var(--font-body); font-size: 12px; overflow-wrap: anywhere; }
.actions { display: flex; gap: 12px; justify-content: flex-end; flex-wrap: wrap; }
</style>
+73 -22
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@@ -1,41 +1,79 @@
<script lang="ts">
import { untrack } from 'svelte';
import { goto } from '$app/navigation';
import { runtimeActions, actionLabels, runtimeDescriptions, type RuntimeAction } from '$lib/provisioning.js';
import { currentRound, freshServer, type FleetServer } from '$lib/fleet-overview.js';
import { actionLabels, runtimeDescriptions, type RuntimeAction } from '$lib/provisioning.js';
import { applicableRuntimeActions, lifecycleImpact } from '$ui/lifecycle-actions.js';
import { serverHealth } from '$ui/server-health.js';
import { serverTitle } from '$ui/server-labels.js';
import { serverTimeNow, syncServerTime, uiNow } from '$ui/stores/servers.js';
import Dialog from './primitives/Dialog.svelte';
import Button from './primitives/Button.svelte';
let { open = $bindable(false), initialServer = '', initialAction = 'start' }:
{ open?: boolean; initialServer?: string; initialAction?: RuntimeAction } = $props();
let servers = $state<{ name: string }[]>([]);
let server = $state('');
let action = $state<RuntimeAction | 'destroy'>('start');
let { open = $bindable(false), initialServer = '', initialAction = 'start', serverContext = null, players = null, round = null }:
{ open?: boolean; initialServer?: string; initialAction?: RuntimeAction; serverContext?: FleetServer | null; players?: number | null; round?: number | null } = $props();
let servers = $state<FleetServer[]>([]);
let server = $state(untrack(() => initialServer));
let action = $state<RuntimeAction | 'destroy'>(untrack(() => initialAction));
let busy = $state(false);
let loading = $state(false);
let error = $state('');
let confirmed = $state(false);
const selected = $derived(serverContext?.name === server ? serverContext : servers.find(item => item.name === server));
const available = $derived(selected ? applicableRuntimeActions(selected, $uiNow) : []);
const applicable = $derived(action === 'destroy' || available.includes(action));
const destructive = $derived(action === 'rebuild' || action === 'destroy');
const health = $derived(selected ? serverHealth(selected, $uiNow) : null);
const impactPlayers = $derived(initialServer ? players : selected && health?.state === 'online' && freshServer(selected, $uiNow) ? selected.last_players : null);
const impactRound = $derived(initialServer ? round : selected ? currentRound(selected, selected.telemetry, $uiNow) : null);
const title = $derived(initialServer ? `${actionLabels[action]} ${serverTitle(initialServer)}?` : 'Manage server');
const submitLabel = $derived(action === 'start' ? 'Start server' : action === 'destroy' ? 'Remove server when empty' : `${actionLabels[action]} when empty`);
$effect(() => {
if (open) { server = initialServer; action = initialAction; confirmed = false; error = ''; void load(); }
if (!open) return;
const fixedServer = initialServer;
const requestedAction = initialAction;
const controller = new AbortController();
// Live context and match reports update the copy and eligibility without
// reopening the dialog or clearing a deliberate confirmation.
untrack(() => {
server = fixedServer; action = requestedAction; confirmed = false; error = ''; servers = [];
loading = false;
if (!fixedServer || serverContext?.name !== fixedServer) void load(fixedServer, controller.signal);
});
return () => controller.abort();
});
async function load() {
async function load(fixedServer: string, signal: AbortSignal) {
loading = true;
try {
const response = await fetch('/api/servers');
const response = await fetch(fixedServer ? `/api/servers/${encodeURIComponent(fixedServer)}` : '/api/servers', { signal });
if (!response.ok) throw new Error('Could not load servers.');
servers = (await response.json()).servers;
} catch (err) { error = (err as Error).message; }
finally { loading = false; }
const body = await response.json();
if (signal.aborted) return;
servers = body.servers;
syncServerTime(body.serverNow);
} catch (err) { if (!signal.aborted) error = (err as Error).message; }
finally { if (!signal.aborted) loading = false; }
}
function chooseServer(event: Event & { currentTarget: EventTarget & HTMLSelectElement }) {
server = event.currentTarget.value;
confirmed = false; error = '';
const item = servers.find(item => item.name === server);
const actions = item ? applicableRuntimeActions(item, serverTimeNow()) : [];
action = actions[0] ?? 'destroy';
}
async function submit() {
if (busy || !server || (destructive && !confirmed)) return;
if (action !== 'destroy' && (!selected || !applicableRuntimeActions(selected, serverTimeNow()).includes(action))) {
error = 'The server status has changed. Close this dialog and choose an action from its current status.';
return;
}
busy = true; error = '';
try {
const response = action === 'destroy'
? await fetch(`/api/servers/${encodeURIComponent(server)}`, { method: 'DELETE' })
: await fetch('/api/provisioning', { method: 'POST', headers: { 'Content-Type': 'application/json' }, body: JSON.stringify({ server, action }) });
const body = await response.json();
if (!response.ok) throw new Error(body.error ?? 'Could not queue this operation.');
if (!response.ok || !body.deploymentId) throw new Error(body.error ?? 'Could not queue this operation.');
await goto(`/provisioning/${encodeURIComponent(body.deploymentId)}`);
open = false;
} catch (err) { error = (err as Error).message; }
@@ -43,23 +81,34 @@
}
</script>
<Dialog bind:open title="Manage server" {busy}>
<Dialog bind:open {title} {busy}>
<div class="fields">
<label>Server <select bind:value={server} disabled={busy || loading} onchange={() => confirmed = false}>
{#if !initialServer}
<label>Server <select bind:value={server} disabled={busy || loading} onchange={chooseServer}>
<option value="">{loading ? 'Loading servers…' : 'Choose a server'}</option>
{#each servers as item}<option value={item.name}>{serverTitle(item.name)} · {item.name}</option>{/each}
{#each servers as item (item.name)}<option value={item.name}>{serverTitle(item.name)}</option>{/each}
</select></label>
<label>Action <select bind:value={action} disabled={busy} onchange={() => confirmed = false}>
{#each runtimeActions as value}<option value={value}>{actionLabels[value]}</option>{/each}
<option value="destroy">Destroy</option>
<label>Action <select bind:value={action} disabled={busy || !server || loading} onchange={() => { confirmed = false; error = ''; }}>
{#if !server}<option value="start">Choose a server first</option>{/if}
{#if server && !applicable}<option value={action} disabled>{actionLabels[action]} unavailable</option>{/if}
{#each available as value}<option value={value}>{actionLabels[value]}</option>{/each}
{#if server}<option value="destroy">Remove server</option>{/if}
</select></label>
<p>{action === 'destroy' ? 'Destroy the container and remove its writable server files and registration after the server is empty. Shared game libraries, provisioning history, and the key saved separately in Keys are retained.' : runtimeDescriptions[action]}</p>
{#if destructive}<label class="confirmation"><input type="checkbox" bind:checked={confirmed} disabled={busy} /> I understand that all files and data in this instance will be permanently deleted.</label>{/if}
{/if}
{#if loading}<p role="status">Checking the latest server status…</p>
{:else if server}
{#if applicable}
<p class="impact">{lifecycleImpact(action, impactPlayers, impactRound)}</p>
<p>{action === 'destroy' ? 'Remove the container, its writable server files, and registration after the server is empty. Shared game libraries, recorded history, and the key saved separately in Keys are retained.' : runtimeDescriptions[action]}</p>
{#if action !== 'start'}<p class="help">Follow progress or cancel the waiting request on the provisioning page.</p>{/if}
{:else}<p role="status">{actionLabels[action]} is unavailable. {health?.reason ?? 'The current server status could not be verified.'} Close this dialog and choose an action from its current status.</p>{/if}
{#if applicable && destructive}<label class="confirmation"><input type="checkbox" bind:checked={confirmed} disabled={busy} /> I understand that this instance’s writable files and data will be permanently deleted.</label>{/if}
{/if}
{#if error}<p class="ui-error" role="alert">{error}</p>{/if}
</div>
{#snippet actions()}
<Button disabled={busy} onclick={() => open = false}>Cancel</Button>
<Button variant={destructive ? 'danger' : 'primary'} disabled={busy || loading || !server || (destructive && !confirmed)} loading={busy} onclick={submit}>Queue {actionLabels[action].toLowerCase()}</Button>
<Button variant={destructive ? 'danger' : 'primary'} disabled={busy || loading || !server || !applicable || (destructive && !confirmed)} loading={busy} onclick={submit}>{submitLabel}</Button>
{/snippet}
</Dialog>
@@ -67,4 +116,6 @@
.fields { display: grid; gap: 16px; } label { display: grid; gap: 8px; }
select { padding: 10px; border: 1px solid var(--border-strong); border-radius: var(--radius-sm); background: var(--surface); color: var(--text-primary); }
p { margin: 0; line-height: 1.6; color: var(--text-secondary); } .confirmation { display: flex; align-items: flex-start; gap: 12px; line-height: 1.5; }
.impact { padding: var(--space-4); border-radius: var(--radius-md); background: var(--surface-raised); color: var(--text-primary); }
.help { font-size: var(--text-sm); }
</style>