Commit Graph
121 Commits
Author SHA1 Message Date
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 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 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 a2d4a38925 Redesign UI with new token system, primitives, and motion
Restraint-first design language: neutral gray surfaces + one blue accent
(cyan/amber/red reserved for state), 8pt spacing, softer radii, one
ambient + one raised shadow, standardized motion tokens. Alfa Slab One
demoted to BrandMark only; Inter carries all page copy.

New primitives (Button, Card, Badge, Stat, SectionHeader, Skeleton,
EmptyState, Tabs, Breadcrumbs, StatusPip, Field, Input, Select, Textarea)
plus motion utilities (tweenNumber, viewTransition) and a global toast
system. All eight route surfaces rewritten on top: Fleet gains an
overview hero, Server detail restructures into tabs, Deployments gets a
collapsible drift summary + per-server pipeline visual, and the
scripts/configs/plugins/betas flows adopt the new form primitives.

Sticky translucent nav with backdrop blur, view-transition cross-fades
between routes, staggered card entrance on Fleet, breathing status pip
halo, tabular-numeric player counts. Gmail-style g-key nav shortcuts.
Mobile stacks below 720px; prefers-reduced-motion neutralizes durations.
Legacy tokens preserved as aliases so any un-migrated code still renders.
2026-09-14 19:48:48 -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 21d9b54953 Fix deploy modal closing when opening the map dropdown
The bounding-rect click-outside check treated native <select> option clicks
(which render below the dialog) as backdrop clicks. Switch to the standard
e.target === dialog check — only clicks on the dialog element itself close.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-09-13 18:44:34 -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 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
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 47051dc79a Repaint theme blue with larger typography
Swap the cherry-red primary for the logo's blue, bump body 13→15px
and h1 32→40px, and add semantic tokens (--bg-*, --accent-*, --text-*)
so future palette shifts are a single-file edit. Cherry-red survives
only for danger states and the brand cherry mark.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-09-12 12:29:02 -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 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 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 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