# electric-cherry Web app that manages a fleet of T5 Plutonium servers running under Komodo. Successor to `push_scripts.sh` — same job (push shared GSC scripts, run beta tests, restart empty servers, track deployments) with a live UI and real audit diffs. ## Stack - SvelteKit (adapter-node) + TypeScript - SQLite via better-sqlite3 (replaces `script_metadata.json` as the source of truth) - Server-sent events for live pipeline / server-status streams - RCON (UDP) direct-to-game-server for player counts - Komodo API for restarts and per-server game-port discovery - Runs as a single Komodo-managed container on the same host as the game servers, with `/root/zombies` bind-mounted in ## Layout - `src/lib/server/db/` — schema, migrations, better-sqlite3 handle - `src/lib/server/fleet/` — file walking, push/beta engines - `src/lib/server/integrations/` — Komodo, RCON - `src/lib/server/pipeline/` — sweep loop, event bus, worker singleton - `src/routes/api/` — REST + SSE endpoints - `src/routes/` — UI pages (dashboard, deployments, betas, per-server) - `Dockerfile`, `docker-compose.yml`, `entrypoint.sh` — container build - `komodo/` — Komodo stack definition - `scripts/` — legacy JSON importer, fixture seeder - `tests/` — vitest unit tests ## How restarts stay safe Every push (or beta open) creates a `deployment` row and marks each affected server `pending`. A background sweep runs every 15s and: 1. Asks each server over RCON: how many players are on right now? 2. If 0 → tell Komodo to restart the server → row goes `done`. 3. If >0 → hold the row `pending` with the player count; try again next tick. 4. If RCON unreachable → hold `pending` with `error='rcon unreachable'`. No token, no session, no auth freeze. If Komodo or RCON aren't configured, the sweep marks pending rows `manual` so nothing hangs forever. ## Local dev Windows or macOS — no `/root/zombies` on disk, so seed a fixture tree first. ```bash npm install npm run seed:fixture # Point env at the fixture (PowerShell) $env:SHARED_SCRIPTS = "$PWD/test-fixtures/zombies/shared/scripts" $env:SERVERS_ROOT = "$PWD/test-fixtures/zombies/t5" $env:DB_PATH = "$PWD/data/cherry.db" npm run dev # open http://localhost:3000 ``` Without RCON_PASSWORD / KOMODO_* set, the pipeline marks pending rows `manual` after a sweep — the UI still works, you just don't get real restarts. Enough to develop the push/beta flow. ## Map selection and configs The map selected when deploying a T5 zombies server controls its startup rotation automatically. No map-choice config overlay is required. New servers use the promoted game baseline and matching overlays when available; otherwise Plutainer seeds its usual defaults and Electric Cherry applies the selected map through a generated `configs/electric_cherry_map.cfg`, loaded after the main config and before map rotation. This file is tracked and restored by drift reconciliation; operators do not need to create or promote it. The launch order uses Plutainer's [extra arguments and map-rotation controls](https://github.com/Ayymoss/Plutainer/blob/main/docs/configuration.md). Plutainer's default main config is preserved until a game baseline is promoted. Beta previews, promotion, and config drift repair all apply the server's stored catalog map after composing the baseline and overlays. An old `sv_maprotation` overlay cannot override that selection, but its other settings still apply. Existing servers receive this behavior on their next config deployment or drift reconciliation; this change does not immediately rewrite or restart them. Servers with an unknown map retain their existing config behavior. Rollback restores the exact prior config bytes. ## Tests ```bash npm test ``` Covers push (add/update/skip), beta lifecycle (open → rollback, open → promote, conflict blocks), sweep (integrations-off manual branch), and RCON parsing (fake UDP socket). ## Deploy to the Komodo host 1. Build the image once locally or on the host: ```bash docker compose build ``` 2. Import `komodo/stack.toml` into Komodo (or point Komodo at the `docker-compose.yml` at repo root). 3. Set the env vars in Komodo: ``` KOMODO_ADDRESS, KOMODO_API_KEY, KOMODO_API_SECRET RCON_PASSWORD # single shared password across every T5 server RCON_HOST # optional; defaults to host.docker.internal ``` 4. First boot triggers the legacy import: if `/root/zombies/script_metadata.json` exists and `/data/cherry.db` is empty, `entrypoint.sh` runs `scripts/import-legacy.ts` before starting the server. The source JSON gets renamed to `.migrated`. 5. Load the app on the LAN or over tailscale (no web-app auth by design). ## What still lives in the shell script Nothing that's needed at runtime. Move `push_scripts.sh` to `archive/` once you've run a side-by-side parity check between the shell's dry-run and the app's `POST /api/push { dryRun: true }`. ## Non-goals - **Editing GSC files in-browser.** Do that in your editor of choice; the web app only cares about what's on disk in `SHARED_SCRIPTS`. - **Multi-user auth.** LAN/tailscale scoping is the security model. - **Two-way sync with `script_metadata.json`.** The importer runs once. If the shell script is ever used again after that, it'll write to the JSON file and the web app won't see it. ## References into the old script Every port carries a `// Ports push_scripts.sh:NN` comment pointing back to the original for the parts that had non-obvious behavior. Grep those if a behavior seems wrong — the shell script is the reference implementation until the parity check passes.