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