Commit Graph
137 Commits
Author SHA1 Message Date
josh 1350e6df7c Show friendly map titles in fleet cards 2026-09-17 17:34:44 -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 60e44636aa Fix initial artifact deployment and drift file replacement 2026-09-17 16:15:47 -04:00
josh e8e7332365 Automatically deploy the lowest available lobby with exact ID preview 2026-09-17 15:59:29 -04:00
josh ae173517b6 Persist Plutonium keys by server ID and add key management 2026-09-17 15:54:10 -04:00
josh e4505a3be8 Set telemetry server ID when creating Komodo servers 2026-09-17 15:28:23 -04:00
josh 858704bb10 adds round telemetry support 2026-09-17 14:35:42 -04:00
josh 3f0d6dd87d Apply selected server maps automatically without config overlays 2026-09-17 11:05:01 -04:00
josh 1cd4eb6f09 Use UpdateResourceMeta to apply Komodo deployment tags 2026-09-17 09:45:18 -04:00
josh 5c674615d3 Tag Komodo deployments with game + canonical map name
New deployments get two tags attached (e.g. "t5" and "zombie_pentagon")
so operators can filter the Komodo deployment list by game and by map.
Tags are ensured via read/ListTags + write/CreateTag fallback, then
attached with write/UpdateTagsOnResource against the deployment name.

Tag application runs fire-and-forget after CreateDeployment: any failure
logs a warning and the server creation proceeds. Tags are cosmetic
organization inside Komodo, not a correctness requirement.
2026-09-17 09:15:00 -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 8186bb1ccc Anchor game timer to first player join, not InitGame
An idle map load emits InitGame in games_sp.log without anyone joining,
which was falsely surfacing the game timer on empty servers. Track the
first `J;<guid>;<slot>;<name>` line inside each InitGame cycle instead
and back-compute the wall-clock start from that line's in-game MM:SS.
Removes the coarse client-side activeSince gate since the scanner is
now the source of truth.
2026-09-13 21:55:05 -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
josh 79b2ba1464 corrected map aliases 2026-09-13 19:30:17 -04:00
joshandClaude Opus 4.7 be9cf10e02 Wait for container teardown before deleting Komodo deployment entity
execute/DestroyDeployment queues the container removal and returns before
it actually completes. write/DeleteDeployment refuses while a container
still exists for the deployment, so the entity survived every teardown.

Poll komodoInspectHealthy between the two calls until it stops reporting
a running container (up to 30s), then delete the entity.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-09-13 19:01:13 -04:00
joshandClaude Opus 4.7 58f48c6906 Fix container port mapping to match host port
PLUTAINER_PORT sets the port the container listens on, so the mapping
should be <port>:<port>, not <port>:28960 — otherwise the container is
bound to a port nothing inside is listening on.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-09-13 18:47:24 -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
joshandClaude Opus 4.7 30b0d1d4da Fix delete FK exhaustively; unset-scope surfaces as drift
deleteScript: previous fix missed beta_servers.prior_version_id,
beta_server_scripts.prior_version_id, and deployments.beta_id. Cascade
from betas.script_id -> beta_servers/beta_server_scripts left dangling
prior_version_id refs, and deletions of cascaded betas dangled
deployments.beta_id. Now nulls every NO ACTION reference before the
DELETE inside a single transaction.

Scope unset no longer touches disk from the API. Instead it detaches
inventory rows for scripts/plugins so drift Pass 1 flags the on-disk
copies as untracked; configs rely on drift Pass 2's compose-diff, which
already handles scope=null naturally. The operator reconciles from
/deployments using the existing rescan + reconcile buttons — same
visible flow as any other drift, no more silent synchronous file
removal.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-09-12 23:59:43 -04:00
joshandClaude Opus 4.7 34dc2ff00f Fix delete-script FK error; trigger drift on scope change
- deleteScript: null out deployments.script_id/script_version_id/prior_version_id
  and deployment_scripts.prior_version_id inside a transaction before the
  cascade. These are historical audit FKs (NO ACTION), so the cascade from
  script_versions was blowing up any delete of a promoted script.
- Scope endpoint fires runDriftDeployment in the background after any scope
  mutation so orphan/missing files from the change get reconciled.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-09-12 23:46:56 -04:00
joshandClaude Opus 4.7 f716036d89 Small UI cleanup, auto-refresh, and per-kind artifact routes
- 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>
2026-09-12 23:30:04 -04:00
josh f10f0cefef drift update 2026-09-12 23:15:14 -04:00
josh 6ae9004ed2 Drift now covers all three destinations 2026-09-12 19:16:14 -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 edfe4dfc09 Add drift detection and removal as a real deployment
A drift deployment scans each server's sp/ tree for files not in the
server_scripts inventory (untracked scripts left over from before EC was
managing the fleet), deletes them, and records the removed bytes in
deployment_files for audit. The existing sweep then runs the standard
wait-for-empty → Komodo restart cycle on each affected server.

To make that cycle safer, the sweep now has a second phase: after Komodo
restart succeeds we wait for komodoInspectHealthy + RCON to both come
back green before marking the deployment_server row 'done'. If either
stays broken the row stays pending and keeps retrying.

New: /api/drift (GET scan, POST run), drift panel on /deployments.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-09-12 13:44:52 -04:00
joshandClaude Opus 4.7 590f803d93 Auto-derive server.game and server.map from the server name
Server folders encode the game and map (e.g. t5_ascension_1 = game t5, map
alias ascension, lobby 1). A T5_MAP_ALIASES table translates the friendly
alias to the canonical mapname RCON reports (ascension → zombie_cosmodrome),
covering every base + Rezurrection map. seedServerRegistry now populates
game and map at insert time and backfills existing NULL rows on every boot;
unknown aliases log a warning so we know when to add them.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-09-12 13:35:43 -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 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 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