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
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