Implement the approved UX review across Fleet, Betas, Library, deployments, and Settings. Add reviewed promotion and reconciliation plans, atomic queued-removal cancellation, recoverable beta drafts and launch inputs, accessible controls, and mobile improvements.
Validated with 473 tests, a clean typecheck, production build, and isolated desktop/mobile browser walkthroughs. Include the review and implementation coverage notes.
Restraint-first design language: neutral gray surfaces + one blue accent
(cyan/amber/red reserved for state), 8pt spacing, softer radii, one
ambient + one raised shadow, standardized motion tokens. Alfa Slab One
demoted to BrandMark only; Inter carries all page copy.
New primitives (Button, Card, Badge, Stat, SectionHeader, Skeleton,
EmptyState, Tabs, Breadcrumbs, StatusPip, Field, Input, Select, Textarea)
plus motion utilities (tweenNumber, viewTransition) and a global toast
system. All eight route surfaces rewritten on top: Fleet gains an
overview hero, Server detail restructures into tabs, Deployments gets a
collapsible drift summary + per-server pipeline visual, and the
scripts/configs/plugins/betas flows adopt the new form primitives.
Sticky translucent nav with backdrop blur, view-transition cross-fades
between routes, staggered card entrance on Fleet, breathing status pip
halo, tabular-numeric player counts. Gmail-style g-key nav shortcuts.
Mobile stacks below 720px; prefers-reduced-motion neutralizes durations.
Legacy tokens preserved as aliases so any un-migrated code still renders.
games_sp.log is not wiped on restart, so old J; lines from prior
sessions were poisoning the anchor. Now the scanner walks the tail
backward to the LATEST InitGame and only considers lines after it,
returning an opaque cycle key (the first J; line) plus a state. The
worker stamps game_started_at/ended_at with Date.now() at observation
time instead of inferring from the log's own timestamps. Same-players
game restarts produce a new key and cleanly re-anchor. When the server
transitions to 0 players, game state is cleared server-side and the
UI also gates the timer display on activeSince.
Adds servers.game_cycle_key column with additive migration.
Fleet cards and the per-server detail hero now show three live-ticking
timers: Active (since players > 0), Inactive (since server emptied), and
Game (since InitGame in games_sp.log, back-computed from the log's own
MM:SS prefix so it stays accurate across restarts). Anchors are
persisted on `servers` and fanned out via the SSE bus; a single 1s
ticker feeds every card. Idle map cycles are filtered out so the game
timer doesn't flicker.
The bounding-rect click-outside check treated native <select> option clicks
(which render below the dialog) as backdrop clicks. Switch to the standard
e.target === dialog check — only clicks on the dialog element itself close.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Full server lifecycle management from Electric Cherry: pick game/mode/map/pluto
key in the Fleet page, EC provisions the deployment via Komodo, allocates a
port in 28960-28980, creates the 0o777 host dir, and starts the container.
Destroy button tears everything down (Komodo Destroy+Delete, rm -rf host dir,
transactional DB cleanup) and surfaces any partial-failure warnings inline.
Same phase cuts over to the new naming scheme (t5_zombie_cosmodrome_1 etc.).
Komodo entity names now match EC server names 1:1 (no more _/- transform), and
the map catalog carries friendly/slug/canonical for each of the 11 t5 zombie
maps. Server rows gain game_mode, map_slug, host_dir, config_file, game_id,
image, created_by, and destroyed_at columns for provisioning + audit.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
- Remove redundant "manage scripts" button and pipeline sidebar from Fleet page
- Bump log tail default 200 -> 1000 lines
- Auto-refresh (5s) on deployments list/detail, betas list, server detail, and artifact detail
- Drift ignores dedicated.cfg (Plutonium MP config; regenerates if deleted)
- Extract ArtifactDetail component; mount under /scripts/[id], /configs/[id], /plugins/[id] so configs and plugins no longer land on /scripts URLs
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
Swap the cherry-red primary for the logo's blue, bump body 13→15px
and h1 32→40px, and add semantic tokens (--bg-*, --accent-*, --text-*)
so future palette shifts are a single-file edit. Cherry-red survives
only for danger states and the brand cherry mark.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Firefox's console was spammed with "downloadable font: download failed
status=2147746065" for every @fontsource family — Inter, Alfa Slab One,
JetBrains Mono. Root cause: the built CSS referenced
./files/inter-latin-400-normal.woff2 but no font files were ever emitted
to build/client/_app/immutable/assets/.
Vite's CSS `@import` inlines the imported file's *text* but doesn't
crawl the resulting url() references to emit their assets. Since
tokens.css was doing `@import '@fontsource/inter/400.css'` and being
pulled into +layout.svelte via a Svelte <style> @import, the fonts
lived entirely in CSS space where Vite's asset emission never saw them.
Moved the @fontsource imports into src/lib/ui/styles/fonts.ts and
side-effect-import that module from +layout.svelte's <script>. JS
imports go through the module graph, so Vite walks the CSS, sees the
url() references, and emits the woff/woff2 binaries.
Verified: build now emits 80 font files (14 subsets × 5-6 weights)
into build/client/_app/immutable/assets/ and the CSS url()s resolve
to the correct hashed filenames in the same directory.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
New Logs section on the server detail page — tabbed viewer with
auto-refresh every 5s (toggleable), sticky-to-bottom scrolling, and a
manual refresh button. Two whitelisted files per server:
/root/zombies/t5/<name>/logs/console.log
/root/zombies/t5/<name>/logs/games_sp.log
Backend:
- src/lib/server/fleet/logs.ts — safe path resolution + tailLog()
that reads only the last 256 KB of the file, splits on newlines,
drops the (potentially partial) first line if we didn't start at
byte 0, and returns the last N lines with size + mtime + truncated.
Two path-traversal guards: server directory must be a real
subdirectory of SERVERS_ROOT, and the target must resolve inside
it.
- GET /api/servers/[name]/logs/[file]?lines=200 — whitelisted keys
only (console, games_sp), 400 on unknown keys, ok:true+missing:
true when the log file hasn't been written yet.
Frontend:
- LogPanel.svelte with tabs, auto-refresh checkbox, size/mtime meta,
and a <pre> body that snaps to bottom on refresh unless the user
has scrolled up.
- 7 unit tests covering path safety (including .. traversal) and
tail behavior (missing file → null, small file, oversized file
→ truncated, trailing newline handling).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The raw hex dump showed Plutonium T5's `status` reply is a 9-column
format, not the 5-column shape the parser assumed:
num score ping guid name lastmsg address qport rate
--- ----- ---- ------- ---------------- ------- --------------------- ----- -----
0 3040 36 2741626 JoshWright^7 0 68.235.46.100:28960 -14733 25000
Three bugs in the old regex: it required 16+ hex chars for guid (T5
uses 7-digit decimal IDs), it expected name to run to end-of-line
(4 trailing columns get glued on), and it left Plutonium color codes
(^0..^9) in the rendered name.
Rewrote parsePlayerRoster to detect column boundaries from the header
line word positions instead — column N runs from word N's start to
word N+1's start, matching how CoD's status output actually lays out
(values borrow the padding between adjacent columns). Same code path
handles the old 5-column format and the T5 9-column format cleanly.
stripColorCodes() removes ^\d sequences from names in both dialects.
PlayerRoster component only appends `…` when the guid is actually
long enough to need truncation.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
"unparseable reply (34 bytes)" told us Plutonium answered but hid the
actual bytes, forcing another guess-and-check round. rconStatusResult
now emits a formatRawReply() hex + ASCII dump of the raw UDP payload on
every bad-reply, persisted in a new last_reply_snippet column so it
survives page loads.
Wrong-password detection widens beyond the "bad rcon" phrasing to
"(bad|invalid|wrong)…(rcon|password|pass)"; print-body replies that
don't match get their first non-header line surfaced verbatim so at
least *some* server-supplied text reaches the UI.
Probe RCON button (POST /api/servers/[name]/probe-rcon) fires the same
code path as the periodic sweep on demand, cuts the RCON iteration loop
from 30s per attempt to sub-second, and refreshes the header/roster/
health when it succeeds. Snippet <details> auto-opens on bad-reply so
the bytes are one glance away.
migrateServers() picks up the new column automatically via the
introspection path added last commit.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
komodoResolveGamePort silently returned null for six distinct failure
modes (unconfigured, no-name, unreachable, http-error, unparseable,
no-udp-in-response), which made "no game_port — Komodo did not return
one" indistinguishable from an auth failure or an unrecognized response
shape. Adds komodoResolvePortDetailed returning a discriminated union
with the failure reason, HTTP status, and a truncated response snippet.
extractUdpPort broadens to cover four more shapes seen in the wild:
extra host-port field names (HostPort/hostPort/host_port/PublicPort),
`type` as a protocol alias, host-network strings ("28962/udp"), and the
docker-inspect container-keyed form ({ "28960/udp": [{ HostPort }] }).
Arrays reached via a ports-flavored key now win over accidental matches
elsewhere in the tree.
New POST /api/servers/[name]/probe-komodo triggers a fresh lookup,
caches the port on success, and returns the structured result. The RCON
diagnostic panel gains a Probe Komodo button (shown when endpoint is
unresolved and Komodo is configured) that renders the snippet inline —
so unrecognized shapes surface directly instead of vanishing.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
rconGetStatus previously collapsed at least five distinct failure modes
(no password, no port, socket error, timeout, bad reply) into a single
null return, so the UI could only say "rcon unreachable" — useless when
diagnosing a real Alcatraz outage.
Refactored to rconStatusResult() returning a discriminated union with a
RconFailure reason and human-facing detail. The worker persists these as
"<reason>:<detail>" in last_error (no schema change). /api/servers now
returns the derived endpoint (host:port) per server plus a top-level
integrations block (rcon/komodo configured, timeout, default host).
Server detail page gains an RCON diagnostic panel when health is not
online: shows the exact endpoint being dialed, integration status,
timeout, a color-coded reason tag, the detail, and a targeted fix hint.
Wrong-password replies are detected via "bad rcon" text in the print
body.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Themes the fleet manager around the Electric Cherry perk-a-cola from Mob of
the Dead — cherry-red art-deco label with electric cyan discharge. New
design tokens (Alfa Slab One + Inter + JetBrains Mono, self-hosted), full
redesign of layout/dashboard/cards/detail page, tokens pass on
deployments/betas/pipeline/beta/diff, cherry+lightning favicon.
Lights up server data that RCON was already fetching but the UI dropped.
parsePlayerRoster() extracts num/score/ping/guid/name from both status
dialects. Worker persists last_map/last_gametype/last_roster/last_seen_at/
last_error (new columns with idempotent boot-time ALTERs) and emits them
over SSE. Fleet cards now show health dot, map · gametype, top-3 roster
preview, and last-seen. Detail page adds a sortable full roster with
distinct empty-lobby vs offline states. New health classifier
(online/stale/offline) drives the visual state.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
IW4M kept hitting a network wall (container -> host LAN IP -> IW4M
loopback bind) that we couldn't cleanly punch through, and the two-minute
!rt token added enough operational friction that the pause-all-deployments
gate never got a fair test. RCON gives us the same fact — how many
players are on a server right now — direct from each game server over
UDP, with no session, no token, no proxy.
- Add integrations/rcon.ts: dgram UDP client. rconGetPlayerCount() and
rconGetStatus() parse both `status` (print + scoreboard) and
`statusResponse` (info line + rows) dialects. Timeout via
RCON_TIMEOUT_MS.
- Add komodoResolveGamePort() + extractUdpPort(). Reads Komodo's read
API for a server, walks both docker-compose-style port objects and
docker-run-style "host:container/udp" strings, caches into
servers.game_port on first success.
- Replace pipelineReady() guard in sweep with a simple
integrations-configured check. Same held/failed/manual outcomes,
but keyed on RCON+Komodo instead of IW4M+auth-state.
- Worker's status refresh fans out per-server over RCON at concurrency=4
so a 15-server fleet doesn't spike UDP.
- Schema: drop iw4m_match/iw4m_value, add game_port + rcon_host.
- Delete every auth artifact: TokenModal, auth store, auth-state module,
/api/auth/token, /api/events/auth, iw4m.test.ts. Layout no longer
mounts the modal, pipeline store no longer tracks a frozen state.
- README + .env.example + docker-compose.yml + komodo/stack.toml swap
IW4M_* env for RCON_PASSWORD / RCON_HOST / RCON_TIMEOUT_MS. Same
host.docker.internal:host-gateway extra_hosts entry, repurposed
for RCON reach.
- Tests: add rcon.test.ts and komodo.test.ts, update sweep.test.ts to
drop the auth-freeze case. 23/23 passing.
The !rt token is case-sensitive and often contains capitals, but the
input CSS lowercased typed characters visually (misleading) and the
placeholder "abcd" implied lowercase-only. Server-side validation and
loginWithToken() already preserved case — only the UI was wrong.
- Drop text-transform: lowercase from the input
- Placeholder abcd -> aB3d