Commit Graph
128 Commits
Author SHA1 Message Date
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 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 bbb1639184 debug 2 2026-09-17 15:09:27 -04:00
josh 85c238fceb debug 2026-09-17 15:01:39 -04:00
josh 858704bb10 adds round telemetry support 2026-09-17 14:35:42 -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 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 1a0f06403d Drop target rel path field from script upload
Every T5 script lands in the flat sp/ directory, so the target path is
always just the uploaded filename. Removed the field from the Scripts
upload form and the server derives targetRelPath from file.name.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-09-12 13:30:05 -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 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 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 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 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 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