# Languard Server Manager ## Quick Start ```bash # Backend (from backend/) python -m uvicorn main:app --host 0.0.0.0 --port 8000 --reload # Frontend (from frontend/) npx vite --host ``` - Backend API: http://localhost:8000 (docs: http://localhost:8000/docs) - Frontend: http://localhost:5173 - Default admin: `admin` / (random, printed at first startup; reset via `python -c "from core.auth.utils import hash_password; print(hash_password('admin123'))"` then update SQLite) ## Architecture FastAPI + SQLite backend, React 19 + TypeScript + Vite frontend. See ARCHITECTURE.md for full details. ### Key Rules - Frontend types must match API response shapes, NOT database schema columns - There is no REST endpoint for logs — logs are only pushed via WebSocket events - WebSocket `onEvent` callback is the mechanism for receiving real-time log entries - Config updates use optimistic locking (config_version) — 409 on conflict - Sensitive config fields are encrypted at rest with Fernet ## Current Implementation Status ### Backend: Fully implemented (42+ endpoints) All routers, services, repositories, game adapter system, WebSocket, background threads, and scheduled cleanup are complete. ### Frontend: Fully implemented (baseline) | Route | Status | Notes | |-------|--------|-------| | `/login` | Complete | Zod + react-hook-form validation | | `/` | Complete | Dashboard with server grid + Start/Stop/Restart quick actions | | `/servers/:id` | Complete | 7-tab detail page (overview, config, players, bans, missions, mods, logs) | | `/servers/new` | Complete | 4-step wizard with per-step validation via `trigger()` | | `/settings` | Complete | Password change + admin user management | ### Frontend Type Mapping (API → Frontend) | API Resource | Frontend Type | Key Fields | |---|---|---| | Server (enriched) | `Server` in useServers.ts | `game_port`, `current_players`, `max_players`, `cpu_percent`, `ram_mb` | | Mission | `Mission` in useServerDetail.ts | `name`, `filename`, `size_bytes`, `terrain` | | Mod | `Mod` in useServerDetail.ts | `name`, `path`, `size_bytes`, `enabled`, `display_name`, `workshop_id` | | Ban | `Ban` in useServerDetail.ts | `id`, `server_id`, `guid`, `name`, `reason`, `banned_by`, `banned_at`, `expires_at`, `is_active`, `game_data` | | Player | `Player` in useServerDetail.ts | `id`, `slot_id`, `name`, `guid`, `ip`, `ping` | | LogFile | `LogFile` in useServerDetail.ts | `filename`, `size_bytes`, `modified_at` | ### UX Enhancement Plan — ALL PHASES COMPLETE **Plan file:** `.claude/plan/arma3-ux-enhancement.md` | Phase | Feature | Status | |-------|---------|--------| | 1 | Config field UI widgets (textarea/toggle/select/tag-list per field) | **Done** | | 2 | Mission rotation table + multi-file upload | **Done** | | 3 | Mod display names (mod.cpp) + split-pane selector | **Done** | | 4 | Player Kick/Ban from Players tab via RCon | **Done** | | 5 | Historical log file browser + live log level filter | **Done** | **Endpoints added:** - `GET /api/servers/{id}/config/schema` — per-field widget hints - `GET|PUT /api/servers/{id}/missions/rotation` — mission rotation with optimistic locking - `POST /api/servers/{id}/players/{slot_id}/kick` — kick via RCon - `POST /api/servers/{id}/players/{slot_id}/ban` — ban via RCon + DB record - `GET /api/servers/{id}/logfiles` — list `.rpt` log files - `GET /api/servers/{id}/logfiles/{filename}/download` — download log file - `DELETE /api/servers/{id}/logfiles/{filename}` — delete log file ## Test Commands ```bash # Frontend unit tests cd frontend && npx vitest run # Frontend type check cd frontend && npx tsc --noEmit # Backend (no test suite yet) ``` ## Key Implementation Notes - `BanRepository.create()` takes `expires_at` (ISO string), not `duration_minutes` — convert in service - `slot_id` is stored as a string in the `players` table — cast with `str(slot_id)` in queries - Config field names in `ServerConfig` Pydantic model: `password_admin` (not `admin_password`), `battleye` (not `battle_eye`), `disable_von` (not `von`) - **Arma 3 log files** are located at `{exe_path_parent}/server/*.rpt` (next to the .exe), NOT in languard's `servers/{id}/` data directory. Code that finds log files must use `Path(server["exe_path"]).parent` to resolve the log directory. - Config UI schema now covers all ~80 Arma 3 fields across 5 sections (server, basic, profile, launch, rcon) with per-field widget hints (text, toggle, select, number, password, tag-list, hidden, textarea, key-value). The `missions` field in the server section is marked `hidden` because mission rotation is managed via the dedicated Missions tab. - **Arma 3 per-mission params**: `ServerConfig.missions` is now `list[MissionRotationItem]` (adds optional `params: dict`). A new `default_mission_params` field holds server-wide defaults. Config version bumped to `"1.1.0"`. `_render_server_cfg()` now emits a `class Missions { ... }` block when the rotation is non-empty; `class Params` inside each mission uses per-mission params → global defaults → omit (in that priority order). The `MissionRotationEntry.params` is edited per-row in the Missions tab via `MissionParamsEditor`; `default_mission_params` is edited in the Config tab via the `key-value` widget. - **Config version migration**: `migrate_config("1.0.0", ...)` backfills `params: {}` on each existing rotation entry and adds `default_mission_params: {}`. `normalize_section()` does the same on reads for stored rows that pre-date the migration run. ## Known Bugs — Mods Tab (fix next session) Three bugs prevent the Mods tab from working correctly: ### Bug 1 — Save fails with TypeError (critical) `Arma3ModManager.set_enabled_mods()` calls `config_repo.upsert_section()` with wrong keyword argument names: - Passes `data=` → should be `config_data=` - Passes `expected_version=` → should be `expected_config_version=` - Missing required `game_type=` argument - Missing required `schema_version=` argument **File:** `backend/adapters/arma3/mod_manager.py`, `set_enabled_mods()` method (~line 127) ### Bug 2 — Mods not applied on server start (critical) `service.py` `start_server()` reads mods from a `server_mods` JOIN `mods` table (SQLAlchemy query, ~line 246) — but those tables are never populated by the Mods tab UI. The correct source is `config_repo.get_section(server_id, "mods")["enabled_mods"]`. The start flow needs to read from `config_repo` instead of the dead `server_mods` table join. **File:** `backend/core/servers/service.py`, `start_server()` method (~line 242–255) ### Bug 3 — Wrong mod folder location (UX) `list_available_mods()` scans the server root (`get_server_dir()`) for `@*` folders. Mods should live in a `mods/` subfolder: `{server_dir}/mods/@ModName`. Needs: 1. Change scan path: `server_dir / "mods"` instead of `server_dir` 2. Ensure the `mods/` subdirectory is created by `ensure_server_dirs` (add `"mods"` to the Arma3 `get_server_dir_layout()`) 3. Update CLAUDE.md + user docs to say mods go in `D:/ImContainer/Arma3Server/{id}/mods/@ModName` **File:** `backend/adapters/arma3/mod_manager.py`, `list_available_mods()` and `_server_dir()` (~line 47–88) Also: `backend/adapters/arma3/adapter.py`, `get_server_dir_layout()` (add `"mods"` entry)