Commit Graph
47 Commits
Author SHA1 Message Date
josh 7c76851252 Queue native collection launches before async placement 2026-10-05 11:35:50 -04:00
josh 1405114a14 Keep native collection launches responsive 2026-10-05 10:48:38 -04:00
josh dbd2940d29 Fix blocking collection matching with large plugins 2026-10-05 10:15:48 -04:00
josh c7d71c63ba Link personal bests to their recorded matches 2026-10-01 12:12:21 -04:00
josh 3fb59cd598 Complete provisioning job detail pages and lifecycle evidence 2026-09-28 14:17:19 -04:00
josh 2fa3792482 Fix active and match timer drift between status polls
Persist occupancy transitions with telemetry and carry timer anchors through live updates. Cover delayed polling, lobby rejoining, and lifecycle boundaries with regression tests.

Fixes #47
2026-09-27 23:29:04 -04:00
josh fb48f64de1 Defer server file changes until guarded restart activation
Persist beta, promotion, drift, and rollback payloads until occupancy and restart-capacity checks pass. Preserve rollback snapshots and campaign ordering, and allow held rollback campaigns to resume safely.

Fixes #28

Validation: 805 tests passed, Svelte checks clean, production build passed.
2026-09-27 23:06:16 -04:00
josh 981fb27c1c Preserve deleted server history
Retain historical server identities, results, and evidence after deletion. Mark archived entries as Deleted and prevent old work from targeting servers that reuse the same name.

Fixes #16.
2026-09-27 21:48:55 -04:00
josh 8ea696417f fix: honor Komodo health and prefer fresh telemetry across fleet status 2026-09-27 15:34:30 -04:00
josh b9f5902945 feat: add Watchdog recovery and drift rebuild workflows 2026-09-27 15:13:38 -04:00
josh df265d1900 refactor: make provisioning own instance lifecycle operations 2026-09-27 14:45:00 -04:00
josh cfed584614 feat: add provisioning lifecycle actions
Rename Deployments to Provisioning with compatible redirects and APIs. Add durable Start, Restart, Stop, and Rebuild operations alongside Create and Destroy; rebuild wipes the instance and recreates it in the same slot and port.

Add lifecycle, migration, recovery, and Komodo command tests. Type checks and production build pass; the full suite retains a telemetry assertion failure reproduced on the unchanged branch.

Refs #39
2026-09-27 14:20:04 -04:00
josh 0b0e5b5bdb feat: match fleet to blueprint targets exactly
Add an optional exact blueprint mode with keep/create/remove previews, atomic queueing, cancellation of unstarted excess creations, and persistent dependencies for safe port reuse. Track removals alongside creations and preserve fill mode as the default.

Validation: type check, production build, and 103 deployment tests passed. The full suite has one telemetry assertion failure also reproduced on the previous commit.

Fixes #42
2026-09-27 13:36:08 -04:00
josh 47d6dc07b7 Add Plutonium version checks and scheduled rolling restarts 2026-09-21 18:47:24 -04:00
josh 3a63e6d3ce Add Metrics tab with historical server utilization and map capacity 2026-09-20 21:58:08 -04:00
josh 3c8b5b2e40 Add global match history and ending timestamps 2026-09-20 21:44:36 -04:00
josh fc681c56c9 Add persistent match history to server pages 2026-09-20 21:35:35 -04:00
josh 345839fbd4 Use current promoted files for blueprint launches 2026-09-19 19:58:30 -04:00
josh 41891b4209 Add per-server telemetry request diagnostics 2026-09-19 18:59:30 -04:00
josh a182aeb950 Add persistent player leaderboards from game telemetry 2026-09-18 16:43:44 -04:00
josh 5bb49a776e Simplify telemetry to three game events 2026-09-18 15:35:21 -04:00
josh 3c49437bf9 Add GitHub plugin release imports and update discovery 2026-09-18 01:29:38 -04:00
josh a718efc9e7 Add publisher release versions to plugins 2026-09-18 01:16:45 -04:00
josh 989931a0f2 Add multi-server blueprint collections and atomic launches 2026-09-18 00:08:54 -04:00
josh 782c7c0bda Add deployment blueprints and reviewed launch recipes 2026-09-17 23:43:12 -04:00
josh a50eae9d21 Add configurable beta test plans and staged rollout 2026-09-17 21:35:28 -04:00
josh 5b5266da3a Add operation flows and activity logs for betas and campaigns 2026-09-17 19:34:26 -04:00
josh 885abbdffe Use database fleet registry and gate RCON polling on container readiness 2026-09-17 17:28:38 -04:00
josh c2ad5cc95a Queue server creation and verify health and selected map before completion 2026-09-17 17:14:36 -04:00
josh a611850649 new destruction flow 2026-09-17 16:57:08 -04:00
josh 6f83700161 Separate campaigns from server deployment lifecycle tracking 2026-09-17 16:42:37 -04:00
josh ae173517b6 Persist Plutonium keys by server ID and add key management 2026-09-17 15:54:10 -04:00
josh 858704bb10 adds round telemetry support 2026-09-17 14:35:42 -04:00
josh 8e04a190b3 Roll deployment restarts through a shared fleet-wide recovery limit 2026-09-17 11:25:06 -04:00
josh efd4a4fa66 Fix game timer: cycle-key tracking, wall-clock only, active gate
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.
2026-09-13 22:47:03 -04:00
josh 3d111880d3 Add active/inactive/game-time timers to fleet + server pages
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.
2026-09-13 21:45:54 -04:00
joshandClaude Opus 4.7 13a29e5ace Add deploy + destroy server flow; migrate to t5_<mode>_<slug>_<n> naming
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>
2026-09-13 18:38:42 -04:00
joshandClaude Opus 4.7 8c15cae80d Replace -beta sidecar and .OLD backup with DB snapshots
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>
2026-09-13 17:57:43 -04:00
josh bb1e5c6a95 fix config 2026-09-12 19:41:13 -04:00
josh 8c40bbeff1 config and plugin 2026-09-12 19:11:44 -04:00
josh 85bcb05a7d multi script beta 2026-09-12 18:23:56 -04:00
joshandClaude Opus 4.7 1afdfddc87 Promote as a real deployment; version state and scope dropdowns
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>
2026-09-12 14:24:35 -04:00
joshandClaude Opus 4.7 93d5a8e2e5 Rework as scripts-centric, upload-only, gated beta lifecycle
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>
2026-09-12 13:25:06 -04:00
joshandClaude Opus 4.7 8affb11b57 Surface raw RCON reply bytes + Probe RCON button
"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>
2026-09-12 11:12:50 -04:00
joshandClaude Opus 4.7 9bff47a9a4 Perk-a-cola redesign + surface RCON map/gametype/roster/health
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>
2026-09-12 08:20:54 -04:00
josh 854f5532a9 Replace IW4MAdmin with direct RCON for player counts
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.
2026-09-12 01:33:06 -04:00
josh d99711563e Initial commit — SvelteKit fleet manager for T5 Plutonium servers
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
2026-09-12 00:23:51 -04:00