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>
Beta deploys used to rename foo.gsc -> foo.OLD and write beta bytes to
a foo-beta.gsc sidecar, forcing the mod loader to know the naming
convention. Now the beta content lives at the actual target filename
(same as configs already did) and the pre-beta bytes are captured in
a new beta_file_snapshots table for rollback.
- schema.sql: new beta_file_snapshots(beta_id, server, rel_path,
prior_content BLOB, prior_sha256, prior_size). Handles scripts,
plugins, and the composed dedicated_sp.cfg uniformly.
- db/index.ts: assertSnapshotSchemeSafe boot guard refuses to start
if a legacy running/ready-promote beta is present on first upgrade.
A settings sentinel (snapshots_v1) makes it one-shot.
- beta.ts openBeta: read prior bytes, insert snapshot, overwrite
target directly.
- beta.ts rollbackBeta: restore from snapshot if had_original, else
delete the fresh file. Drop snapshot rows after restore.
- beta.ts promoteBeta: no more rm -beta / rm .OLD calls, pull prior
content from the snapshot table for the deployment audit, drop
snapshots after promote.
- files.ts: delete betaFile() and oldFile().
- drift.ts: docstring updated; no special-casing needed since beta
bytes and inventory now agree on the target rel_path.
- servers/[name]/+page.svelte: drop dead -beta/.OLD row filters.
- tests: plugin write asserts the target filename; unused
betaFile/oldFile tests removed.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Turns promotion into a first-class deployment (action='promote') so it lands
in the deployments UI with before/after content, per-server restart tracking,
and one-click rollback. Non-beta matching-scope servers get restart_state=
pending so the existing sweep drains and restarts them the same way drift does.
Also adds a per-version state (untested/tested/test-failed) so the upload
flow can visibly signal that a beta must land before promotion, and swaps
the scope-value text box for game/map dropdowns populated from the fleet.
Beta rollback at ready-promote is now labelled Reject and marks the version
test-failed.
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>
"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>
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.
Ports push_scripts.sh (1497 lines of bash) to a SvelteKit + SQLite web app
that manages a fleet of T5 Plutonium servers running on Komodo. Same push
and beta workflow as the shell script, with a live SSE pipeline view, a
!rt-token-gated auth modal that hard-pauses deployments on stale tokens,
per-file audit diffs, and a Komodo-container deployment target.
- Push/beta engines port the exact filter, held-by-beta, conflict, and
stale-backup rules from the shell script
- SQLite (better-sqlite3) replaces script_metadata.json; a one-shot
importer moves legacy state over on first boot
- 16 vitest tests cover push add/update/skip, beta open→rollback,
open→promote, conflict guards, sweep frozen/manual branches, and IW4M
login/status parsing
- docker/ + komodo/stack.toml deploy as a managed container on the same
host as the game servers, /root/zombies bind-mounted at the same path
the shell script used