Brings in ANALYSIS.md, HOW_IT_WORKS.md, and CHERRY_PICK.md generated from deep analysis of the arma-server-web-admin benchmark project. These docs inform the Arma 3 UX enhancement plan (.claude/plan/arma3-ux-enhancement.md) and provide context for implementing agents without needing to re-read the source project.
315 lines
9.1 KiB
Markdown
315 lines
9.1 KiB
Markdown
# How Arma Server Web Admin Works
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## Application Boot Sequence
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```
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node app.js
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├── Load config.js
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├── Create Express app + HTTP server
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├── Attach Socket.IO to HTTP server
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├── Instantiate: Settings, Missions, Mods, Manager
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├── Manager.load() → read servers.json, restore Server instances
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├── Register event bridges (manager/missions/mods → io.emit)
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├── Mount routes (/api/*)
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├── Serve public/ (SPA)
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├── Optional: setup-basic-auth middleware
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└── http.listen(config.port)
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```
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---
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## Core Flow: Server Lifecycle
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### Start a Server
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```
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POST /api/servers/:id/start
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→ routes/servers.js → manager.startServer(id)
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→ lib/server.js Server.start()
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├── Instantiate ArmaServer.Server with merged config
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├── Write server.cfg to filesystem (via arma-server lib)
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├── Spawn child process:
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│ Windows → arma3server.exe [params]
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│ Linux → ./arma3server [params]
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│ Wine → wine arma3server.exe [params]
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├── On Linux: pipe stdout/stderr to dated .rpt log file
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├── Start queryStatusInterval every 5 s (Gamedig)
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├── If number_of_headless_clients > 0 → startHeadlessClients()
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└── Emit 'state' event → manager bubbles → io.emit('servers', ...)
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```
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### Stop a Server
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```
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POST /api/servers/:id/stop
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→ Server.stop()
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├── instance.kill() (SIGTERM)
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├── setTimeout(5000) → instance.kill() if still alive (SIGKILL)
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├── stopHeadlessClients()
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├── clearInterval(queryStatusInterval)
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└── On 'close' → emit 'state'
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```
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### Status Polling (every 5 seconds)
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```
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setInterval → Server.queryStatus()
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→ Gamedig.query({ type: 'arma3', host: '127.0.0.1', port })
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→ On success: store { players, mission, status } in server.state
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→ On failure: set state = 'stopped' if instance.exitCode set
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→ Emit 'state' → manager → io.emit('servers', getServers())
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```
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### Persistence
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```
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Any mutation (add/edit/delete/start/stop)
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→ Manager.save()
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→ JSON.stringify(serversArr.map(s => s.toJSON()))
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→ Write to servers.json
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→ Emit 'servers' event → io.emit('servers', ...)
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```
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---
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## Core Flow: Mission Management
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### List Missions
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```
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GET /api/missions/
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→ missions.missions (pre-loaded array)
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→ [ { name, world, filename, size, created, modified }, ... ]
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```
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### Upload Missions
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```
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POST /api/missions (multipart/form-data, field: "missions")
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→ multer stores files to temp dir
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→ Filter: only .pbo extension allowed
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→ async.parallelLimit(8): fs.move(temp → mpmissions/filename)
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→ missions.updateMissions()
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→ fs.readdir(mpmissions/)
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→ stat each file → build metadata object
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→ update this.missions array
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→ io.emit('missions', missions.missions)
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```
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### Steam Workshop Download
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```
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POST /api/missions/workshop { id: "workshop_id" }
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→ steamWorkshop.downloadFile(id, mpmissionsDir)
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→ missions.updateMissions()
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→ io.emit('missions', ...)
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```
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---
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## Core Flow: Mod Management
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### Discovery Pipeline
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```
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Mods.updateMods()
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→ glob('**/{@*,csla,ef,...}/addons', gamePath)
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→ For each modDir, async.map → resolveModData(modDir)
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├── async.parallel:
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│ folderSize(modDir) → recursive sum of file sizes (symlink-aware)
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│ modFile(modDir) → parse mod.cpp → { name }
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│ steamMeta(modDir) → parse meta.cpp → { id, name }
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└── Merge results into:
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{ name: relative_path, size, formattedSize, modFile, steamMeta }
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→ this.mods = result array
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→ Emit 'mods'
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```
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### Assign Mods to Server
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```
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Client UI: drag/click mod from "Available" → "Selected"
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→ Backbone model update: server.mods = [ 'path/to/@mod', ... ]
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→ PUT /api/servers/:id { mods: [...] }
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→ manager.saveServer(id, body)
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→ Manager.save() → servers.json
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```
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---
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## Core Flow: Log Management
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### Locate Log Files
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```
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Logs.logsPath()
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→ if config.type === 'windows' → AppData/Local/[GameName]/
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→ if config.type === 'linux' → config.path/logs/
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→ if config.type === 'wine' → .wine/drive_c/users/.../AppData/[GameName]/
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Logs.logFiles()
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→ fs.readdir(logsPath)
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→ filter: /\.rpt$/
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→ stat each → { name, size, created, modified }
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→ sort by modified desc
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```
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### Auto-Cleanup
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```
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After any delete or Linux log write:
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Logs.cleanupOldLogFiles()
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→ logFiles() → sort by modified
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→ if count > 20: delete oldest (count - 20) files
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```
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### Linux Real-Time Logging
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```
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Server.start() (Linux)
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→ logStream = fs.createWriteStream(logPath, { flags: 'a' })
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→ process.stdout.pipe(logStream)
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→ process.stderr.pipe(logStream)
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```
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---
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## Real-Time Architecture (Socket.IO)
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```
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Backend (EventEmitter chain)
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Manager/Missions/Mods emit events via Node EventEmitter
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app.js bridges each to Socket.IO:
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manager.on('servers', () => io.emit('servers', manager.getServers()))
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missions.on('missions', (m) => io.emit('missions', m))
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mods.on('mods', (m) => io.emit('mods', m))
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On new client connection:
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socket.emit('missions', missions.missions) // push initial snapshot
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socket.emit('mods', mods.mods)
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socket.emit('servers', manager.getServers())
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socket.emit('settings', settings.getPublicSettings())
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Frontend (Backbone + Socket.IO)
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socket.on('servers', (servers) → serversCollection.set(servers))
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socket.on('missions', (m) → missionsCollection.set(m))
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socket.on('mods', (m) → modsCollection.set(m))
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→ Backbone triggers 'change'/'add'/'remove' → Marionette re-renders views
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```
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---
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## Frontend SPA Architecture
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### Routing
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Five Backbone routes drive the entire SPA:
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| Route | Handler | View |
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|-------|---------|------|
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| `` (home) | `home()` | `ServersListView` — server grid |
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| `logs` | `logs()` | `LogsListView` — log file browser |
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| `missions` | `missions()` | `MissionsView` — upload + list |
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| `mods` | `mods()` | `ModsView` — mod browser |
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| `servers/:id` | `server(id)` | `ServerView` — tabbed detail page |
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### View Hierarchy
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```
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LayoutView (root, persists across route changes)
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├── Region: navigation → NavigationView (server list sidebar)
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└── Region: content → (swapped per route)
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├── ServersListView
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│ └── ServerItemView (per server card)
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├── LogsListView
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│ └── LogItemView (per log file)
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├── MissionsView
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│ ├── UploadView (file input + drag-and-drop)
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│ ├── WorkshopView (Steam ID input)
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│ └── MissionsListView → MissionItemView
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├── ModsView
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│ ├── AvailableModsListView → ModItemView
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│ └── SelectedModsListView → SelectedModItemView
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└── ServerView (tabbed LayoutView)
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├── Tab: Info → InfoView (status, start/stop, PID, players)
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├── Tab: Mods → ServerModsView (split pane)
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├── Tab: Missions → MissionRotationView (add/remove rotation rows)
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├── Tab: Parameters → ParametersView (startup param editor)
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├── Tab: Players → PlayersView (live player table)
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└── Tab: Settings → FormView (full server config form)
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```
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### Settings Form Save Flow
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```
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FormView.save()
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→ Collect: jQuery serializeArray() + checkbox state
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→ Validate: title required
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→ AJAX PUT /api/servers/:id { ...formData }
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→ On 200: server model updated, navigate to /servers/:newId
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→ On error: SweetAlert error dialog
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```
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---
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## Configuration System
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### Global Config (`config.js`)
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```javascript
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{
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game: 'arma3', // Game variant
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path: '/opt/arma3', // Game install path
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port: 3000, // Web UI port
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host: '0.0.0.0',
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type: 'linux', // 'windows' | 'linux' | 'wine'
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parameters: [], // Global startup params (all servers)
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serverMods: [], // Server-side mods (all servers)
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admins: [], // Steam IDs auto-granted admin
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auth: { username, password }, // Optional Basic Auth
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prefix: '', // Prepended to all server hostnames
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suffix: '',
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additionalConfigurationOptions: '' // Appended to all server.cfg
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}
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```
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### Per-Server Config (stored in `servers.json`)
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```javascript
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{
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id: 'my-server', // URL-safe slug of title
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title: 'My Server',
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port: 2302,
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max_players: 32,
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password: '',
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admin_password: '',
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motd: '',
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auto_start: false,
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battle_eye: true,
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persistent: false,
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von: true,
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verify_signatures: false,
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file_patching: false,
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allowed_file_patching: 0,
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forcedDifficulty: '',
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number_of_headless_clients: 0,
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parameters: [],
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additionalConfigurationOptions: '',
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missions: [{ name: 'mission.world', difficulty: '' }],
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mods: ['@CBA_A3', '@ACE']
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}
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```
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---
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## Authentication Flow
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```
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If config.auth defined:
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setupBasicAuth(app, config.auth)
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→ app.use(expressBasicAuth({ users: { username: password } }))
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→ All routes require valid Authorization: Basic ... header
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→ req.auth.user available in all route handlers
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→ Morgan logs include authenticated username
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```
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