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>
40 lines
1.5 KiB
Bash
40 lines
1.5 KiB
Bash
# Filesystem paths — inside the Komodo container, these mirror the host layout
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SERVERS_ROOT=/root/zombies/t5
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REL_DEST=runtime/plutonium/storage/t5/raw/scripts/sp
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# On-disk archive of active beta files (cleared per-beta on promote/rollback)
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BETA_ARCHIVE_DIR=/root/zombies/beta-archive
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# SQLite location
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DB_PATH=/data/cherry.db
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# Retention (days) for deployment rows and blob diffs
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DEPLOY_KEEP_DAYS=7
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# Komodo
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KOMODO_ADDRESS=https://komodo.example.internal
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KOMODO_API_KEY=
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KOMODO_API_SECRET=
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# Komodo server (host) that new deployments land on. Must match the exact
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# name shown on the Servers page in the Komodo UI. Required to deploy new
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# servers from the Fleet page.
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KOMODO_TARGET_SERVER=
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# Optional overrides for the plutainer defaults used when EC creates a new
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# server. Change these if you fork the image or use a different docker network.
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# PLUTAINER_IMAGE=ghcr.io/ayymoss/plutainer:latest
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# PLUTAINER_NETWORK=komodo_default
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# PLUTAINER_GAMEFILES_VOLUME=t5_game_files
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# Port range EC picks from when auto-assigning a game_port to a new server.
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# Must correspond to what's actually forwarded on the Komodo host firewall.
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# SERVER_PORT_MIN=28960
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# SERVER_PORT_MAX=28980
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# RCON — shared across the fleet (every server uses the same rcon_password).
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# Host defaults to host.docker.internal so the container can reach game
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# servers on the same Docker host; override if RCON lives elsewhere.
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RCON_PASSWORD=
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RCON_HOST=host.docker.internal
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RCON_TIMEOUT_MS=3000
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# HTTP (Komodo API)
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HTTP_TIMEOUT_MS=10000
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