"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>
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.