Commit Graph
366 Commits
Author SHA1 Message Date
joshandClaude Opus 4.7 6aae72f508 Add per-server log viewer (console.log + games_sp.log)
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>
2026-09-12 11:50:19 -04:00
joshandClaude Opus 4.7 d21e8187ff Roster parser: header-driven fixed-width, handle Plutonium T5's 9 columns
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>
2026-09-12 11:37:25 -04:00
joshandClaude Opus 4.7 d8ed0d2572 Always show RCON reply on server detail — raw dump + parsed values
Player count says 1 but roster shows 0 for t5_ascension_1 — a parser
mismatch (likely Plutonium's status body uses Steam IDs instead of the
16+ char hex GUIDs my roster regex expects). To diagnose these without
guessing, always keep the raw RCON reply around and expose it on the
detail page.

rconStatusResult now includes rawReply on success too (used to only
persist it on bad-reply). Worker + probe-rcon endpoint persist it to
last_reply_snippet on every tick, so the byte-level truth about the
reply survives page loads.

New "RCON reply" panel on the detail page (visible whenever we have a
snippet or an endpoint) shows:
  - Probe RCON button (was buried inside the offline-only diagnostic
    panel; now accessible when healthy too)
  - Parsed values in a grid: endpoint, players, map, gametype, roster
    row count, last seen — so mismatches between "what the parser
    extracted" and "what the reply actually said" are one glance apart
  - Raw hex+ASCII dump of the last reply so the operator can read
    literal player rows and see why the roster parser gave 0

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-09-12 11:29:32 -04:00
joshandClaude Opus 4.7 57746eef19 Use status for the RCON probe (Plutonium doesn't wrap-recognize getstatus)
The hex dump surfaced Plutonium's actual reply:
  ff ff ff ff 70 72 69 6e 74 0a  ....print.
  55 6e 6b 6e 6f 77 6e 20 63 6f  Unknown co
  6d 6d 61 6e 64 20 22 67 65 74  mmand "get
  73 74 61 74 75 73 22 0a        status".

Auth was fine — Plutonium just doesn't recognize `getstatus` as an rcon
subcommand. In Q3-derived engines, `getstatus` is an anonymous query
(no rcon wrapper); we were sending `rcon <password> getstatus`, which
made Plutonium treat it as an unknown subcommand.

Switch rconStatusResult to use `status`, same command rconGetPlayerCount
has been using successfully all along. The response is a `print` body
with a `key: value` header (`map: mp_kino\n...`) followed by the
scoreboard, not the `\info\` line the statusResponse dialect uses.

New parseStatusHeader extracts key:value dvars from the header, stopping
at the `--- ---` separator (or the first player row) so guids and names
can't leak into the metadata. rconStatusResult now merges header values
with the statusResponse info line so both dialects produce map/gametype
in the RconStatus shape.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-09-12 11:19:26 -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 a5b9733bd0 Auto-migrate any missing servers column, not just recent additions
Legacy cherry.db files created before commit 854f553 lack the game_port
column (it was added via CREATE TABLE which is a no-op on existing
tables). Users upgrading through several versions were left with a
partial schema, and setServerField('game_port', ...) crashed with
"no such column: game_port" — which the worker's generic catch mislabeled
as an RCON send-error in the UI.

Replaces the hardcoded post-v0.1 migration list with an introspection-
based one: PRAGMA table_info(servers), diff against the desired column
set, ADD COLUMN for anything missing. Covers base columns too (komodo_
server, game_port, rcon_host, last_players, last_checked_at) so legacy
DBs from any past version heal themselves on boot.

Verified manually: created a 3-column legacy servers table, booted the
app, all 13 desired columns present after PRAGMA re-check.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-09-12 11:03:50 -04:00
joshandClaude Opus 4.7 15ea2ddfce extractUdpPort: handle Komodo's newline-string ports form
Real Komodo GetDeployment responses render config.ports as a single
newline-delimited string ("28963:28963/udp\n28963:28963/tcp\n"), not as
the array shapes we already handled. The walker only descended into
arrays and objects, so the string was skipped entirely and every Komodo
probe on a real deployment fell through to no-udp-in-response.

When the walker hits a value under a ports-keyed field that's a string,
split it on \r\n , ; and treat the resulting parts as a preferred string
array — the existing "host:container/udp" and "container/udp" regexes
handle each part.

Fixture pulled verbatim from the t5-nacht-1 response the fleet UI
surfaced. Also covers single-line, host-network (no host prefix), and
TCP-only-shouldn't-match cases.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-09-12 10:59:07 -04:00
joshandClaude Opus 4.7 1e9d08f27e Diagnose network button: raw TCP probe matrix
The Komodo probe answers a specific question (can we resolve a port from
Komodo's API), but leaves ambiguity when it fails: is DNS broken, is the
route blocked, is the target port unreachable, or is the target refusing?
A 10-second timeout looks the same for all of those.

Adds a second button, "diagnose network", that fires parallel raw TCP
connect attempts (no HTTP, no auth, no bytes sent) at a fixed matrix of
candidate hosts against the configured Komodo port:

  - 127.0.0.1  (sanity — container loopback)
  - host.docker.internal  (bridge-gateway alias)
  - 172.17.0.1  (raw default bridge gateway)
  - the KOMODO_ADDRESS host (if different)
  - RCON_HOST (if different)

Each row shows resolved IP, outcome (connected/refused/timeout/dns-fail/
unreachable/error), elapsed ms, and detail. Together they pinpoint which
network layer the traffic dies at without guessing.

New helper: src/lib/server/integrations/netProbe.ts — DNS lookup + net.
createConnection with explicit timeout, classifying errors by errno
(ECONNREFUSED, EHOSTUNREACH, ENOTFOUND). Runs trials in parallel so the
whole diagnostic completes in one probe-timeout budget.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-09-12 09:48:27 -04:00
joshandClaude Opus 4.7 08de5a4064 Unwrap fetch errors + show URL in Komodo probe result
The probe surfaced "unreachable: This operation was aborted" — technically
correct (an AbortController fired the fetch timeout) but useless for
diagnosing whether it's a wrong URL, blocked route, or firewall. Node's
fetch also hides real network causes (ECONNREFUSED, ENOTFOUND,
EHOSTUNREACH) under `.cause`, and the default message just says
"fetch failed".

describeFetchError() now unwraps AbortError to "timed out after 10000ms
dialing <url>" and pulls `.cause.code/.cause.message` for network
failures. KomodoPortResult gains a `url` field, always populated, so the
probe panel can surface the exact URL we dialed in a code block —
operators can then `curl` it from the container to confirm reachability.

komodoRestart benefits from the same unwrapping since it uses the same
komodoCall() transport.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-09-12 09:28:15 -04:00
joshandClaude Opus 4.7 1d05f5df1b Structured Komodo port diagnostics + probe button
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>
2026-09-12 09:21:36 -04:00
joshandClaude Opus 4.7 7b4e6e0565 Surface structured RCON failure reasons in the fleet UI
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>
2026-09-12 09:06:27 -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 f118c179cd Preserve case in !rt token input
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
2026-09-12 01:04:06 -04:00
josh 2a6009270d Move Dockerfile, entrypoint.sh, docker-compose.yml to repo root
Komodo's build ran `docker build -f Dockerfile .` from inside docker/,
which set the build context to docker/ — a directory that contains neither
package.json nor a nested docker/entrypoint.sh, so both COPY steps failed.
Moving these three files to the repo root makes `docker build .` from the
repo root work with default Komodo settings (no per-build-tool config).

- Dockerfile: update COPY entrypoint.sh path (drops docker/ prefix)
- docker-compose.yml: build.context = . (drops dockerfile: override)
- README.md: docker compose build (drops -f docker/docker-compose.yml)
2026-09-12 00:41:57 -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