Files
languard-servers-manager/IMPLEMENTATION_PLAN.md
Tran G. (Revernomad) Khoa 624d7594e2 feat: multi-game adapter revamp, council protocol merge, and frontend design doc
- Revamp architecture for modular game server support (Arma 3 first, extensible)
- Merge ConfigSchema into ConfigGenerator per council decision (8→7 protocols)
- Add has_capability() method to GameAdapter protocol for explicit capability probing
- Add FRONTEND.md: production-grade dark neumorphism design with amber/orange palette
- Update all docs (ARCHITECTURE, MODULES, DATABASE, API, IMPLEMENTATION_PLAN, THREADING)
  to reflect protocol merge and multi-game adapter patterns
2026-04-16 17:05:04 +07:00

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# Languard Servers Manager — Implementation Plan
## Prerequisites
Before starting, ensure the following are available:
- Python 3.11+
- A working Arma 3 dedicated server installation (for testing the first adapter)
- Node.js 18+ (for frontend dev server)
- The reference docs: ARCHITECTURE.md, DATABASE.md, API.md, MODULES.md, THREADING.md
---
## Phase 0 — Adapter Framework (New)
**Goal:** Build the adapter protocol + registry system before any other code. This is the foundation that makes every subsequent phase modular.
### Step 0.1 — Adapter protocols, exceptions, and registry
1. Create `backend/adapters/__init__.py` — auto-imports built-in adapters
2. Create `backend/adapters/protocols.py` — all capability Protocol definitions:
- `ConfigGenerator` (merged: schema + generation), `ProcessConfig`, `LogParser`
- `RemoteAdmin`, `RemoteAdminClient`
- `MissionManager`, `ModManager`, `BanManager`
- `GameAdapter` (composite protocol with `has_capability()` method)
- `ConfigGenerator` includes `get_sections()`, `get_sensitive_fields(section)`, `get_config_version()`
- `RemoteAdmin` includes `get_player_data_schema() -> type[BaseModel] | None`
- `MissionManager` includes `get_mission_data_schema() -> type[BaseModel] | None`
- `ModManager` includes `get_mod_data_schema() -> type[BaseModel] | None`
- `BanManager` includes `get_ban_data_schema() -> type[BaseModel] | None`
3. Create `backend/adapters/exceptions.py` — typed adapter exceptions:
- `AdapterError` (base)
- `ConfigWriteError` — atomic write failed (tmp file cleanup done)
- `ConfigValidationError` — adapter Pydantic validation failed
- `LaunchArgsError` — invalid launch arguments
- `RemoteAdminError` — admin protocol communication failed
- `ExeNotAllowedError` — executable not in adapter allowlist
4. Create `backend/adapters/registry.py``GameAdapterRegistry` singleton
5. Add `has_capability(name) -> bool` method to `GameAdapter` protocol — core uses explicit capability probes instead of scattered `None` checks
6. Write unit tests: register adapter, get adapter, list game types, missing adapter raises error, exceptions are catchable by type, has_capability returns correct bools
### Step 0.2 — Arma 3 adapter skeleton
1. Create `backend/adapters/arma3/__init__.py` — exports and registers `ARMA3_ADAPTER`
2. Create `backend/adapters/arma3/adapter.py``Arma3Adapter` class (all methods return stubs initially)
3. Create `backend/adapters/arma3/process_config.py``Arma3ProcessConfig` (full implementation)
4. Create `backend/adapters/arma3/config_generator.py` — Pydantic models (ServerConfig, BasicConfig, ProfileConfig, LaunchConfig, RConConfig) + `Arma3ConfigGenerator` (schema + generation merged)
5. **Third-party adapter loading**: add `languard.adapters` entry_point group to `pyproject.toml`:
```toml
[project.entry-points."languard.adapters"]
arma3 = "adapters.arma3:ARMA3_ADAPTER"
```
Core scans entry_points at startup via `importlib.metadata` in addition to built-in imports.
6. Write unit tests: adapter registers, protocols satisfied, config schema produces valid JSON Schema
**Test:** Import adapters module → `GameAdapterRegistry.get("arma3")` returns a valid adapter. `GameAdapterRegistry.list_game_types()` returns `[{"game_type": "arma3", "display_name": "Arma 3", ...}]`.
---
## Phase 1 — Foundation
**Goal:** Running FastAPI server with DB, auth, and basic server CRUD using the adapter framework.
### Step 1.1 — Project scaffold
```
mkdir backend
cd backend
python -m venv venv
venv/Scripts/activate
pip install fastapi uvicorn[standard] sqlalchemy python-jose[cryptography] passlib[bcrypt] cryptography psutil apscheduler python-multipart slowapi pytest pytest-asyncio httpx
pip freeze > requirements.txt
```
Create:
- `backend/config.py` — Settings class
- `backend/main.py` — FastAPI app factory, startup/shutdown hooks
- `backend/conftest.py` — pytest fixtures (in-memory SQLite, test client)
- `.env.example` — All env vars documented
### Step 1.2 — Database + Migrations
1. Create `backend/core/migrations/001_initial_schema.sql` — all core tables:
- `schema_migrations`, `users`, `servers` (with `game_type`), `game_configs`
- `mods` (with `game_type`, `game_data`), `server_mods`
- `missions`, `mission_rotation` (with `game_data`)
- `players` (with `slot_id` TEXT, `game_data`), `player_history`
- `bans` (with `game_data`), `logs`, `metrics`, `server_events`
- Include all CHECK constraints and indexes
- Include `PRAGMA busy_timeout=5000` in engine setup
2. Create `backend/core/dal/event_repository.py`
3. Create `backend/database.py`:
- `get_engine()` with WAL + FK pragma
- `run_migrations()`
- `get_db()` — FastAPI dependency
- `get_thread_db()` — thread-local session factory
4. Call `run_migrations()` in `main.py:on_startup()`
**Test:** Start app, confirm `languard.db` created with all tables. Run `pytest` with in-memory SQLite.
### Step 1.3 — Auth module
1. `backend/core/auth/utils.py` — `hash_password`, `verify_password`, `create_access_token`, `decode_access_token`
2. `backend/core/auth/schemas.py` — `LoginRequest`, `TokenResponse`, `UserResponse`
3. `backend/core/auth/service.py` — `AuthService`
4. `backend/core/auth/router.py` — login, me, users CRUD
5. `backend/dependencies.py` — `get_current_user`, `require_admin`, `get_adapter_for_server`
6. `main.py` — seed default admin user on first startup (random password printed to stdout)
7. Add rate limiting to `POST /auth/login` (5 attempts/minute per IP via slowapi)
**Test:** `POST /api/auth/login` returns JWT. `GET /api/auth/me` with token returns user. Rate limiting returns 429 after 5 failed attempts.
### Step 1.4 — Server CRUD (no process management yet)
1. `backend/core/dal/server_repository.py`
2. `backend/core/dal/config_repository.py` — manages `game_configs` table
3. `backend/core/servers/schemas.py` — `CreateServerRequest` (includes `game_type`)
4. `backend/core/servers/router.py` — GET, POST, PUT, DELETE /servers
5. `backend/core/servers/service.py` — CRUD methods + `create_server` seeds config sections from adapter defaults
6. `backend/core/utils/file_utils.py` — `ensure_server_dirs()` (uses adapter's `get_server_dir_layout()`)
7. `backend/core/utils/port_checker.py` — `is_port_in_use()`, `check_server_ports_available()`
- **Full cross-game port checking**: query ALL running servers, resolve each adapter, get port conventions for each, check the full derived port set
- Example: Arma 3 uses game port + 1 (Steam query), BattlEye RCon port; another game may use different conventions — all checked
**Test:** Create server via API with `game_type: "arma3"` → confirm DB row + `game_configs` rows + directory created. Create a second server with a port that conflicts with derived ports of the first → confirm 409 error.
### Step 1.5 — Game type discovery endpoints
1. `backend/core/games/router.py` — `GET /games`, `GET /games/{type}`, `GET /games/{type}/config-schema`, `GET /games/{type}/defaults`
**Test:** `GET /api/games` returns `[{"game_type": "arma3", ...}]`. `GET /api/games/arma3/config-schema` returns JSON Schema for all 5 Arma 3 config sections.
### Step 1.6 — Migration script for existing Arma 3 data
If upgrading from the single-game schema, create a migration script:
1. Create `backend/core/migrations/002_migrate_arma3_config.py`
2. Column type map: `max_players` INT→JSON `maxPlayers`, `hostname` TEXT→JSON `hostname`, etc.
3. `migrate_config_table()`: read old Arma 3 config table rows → build `game_configs` JSON blobs → insert into new table → delete old rows
4. `migrate_player_data()`: convert `player_num` INTEGER → `slot_id` TEXT
5. Transaction + rollback: all migration runs inside a single DB transaction; on failure, full rollback
6. Row count verification: after migration, assert row counts match between old and new tables
7. Idempotent: safe to run multiple times (checks if migration already applied)
**Test:** Create test DB with old single-game schema + sample data → run migration script → verify all data in new tables → verify old tables dropped.
---
## Phase 2 — Arma 3 Adapter Implementation
**Goal:** Complete the Arma 3 adapter with config generation and process management. This phase proves the adapter architecture works end-to-end with the primary game.
### Step 2.1 — Config Generator (Arma 3 adapter)
1. `backend/adapters/arma3/config_generator.py` — `Arma3ConfigGenerator`
2. **Use a structured builder** (NOT f-strings) — escape double quotes and newlines in all user-supplied string values
3. Write `server.cfg` covering all params from config schema, including mission rotation as `class Missions {}` block
4. Write `basic.cfg`
5. Write `server.Arma3Profile` — written to `servers/{id}/server/server.Arma3Profile`
6. Write `beserver.cfg` — creates `battleye/` directory, writes RCon config
7. `build_launch_args()` — assembles full CLI arg list including `-bepath=./battleye`
8. `preview_config()` — renders all files without writing to disk, returns `dict[str, str]` of label→content (filenames for file-based, variable names for env-var, argument names for CLI)
9. Set file permissions 0600 on config files containing passwords
10. **Atomic write pattern**: all config files written to `.tmp` files first, then `os.replace()` for atomic rename. On any write failure, all `.tmp` files are cleaned up and original files remain untouched. Raises `ConfigWriteError` on failure.
**Test:** `Arma3ConfigGenerator.write_configs(server_id, dir, config)` → inspect all generated files. Test config injection prevention: set hostname to `X"; passwordAdmin = "pwned"; //` — verify generated server.cfg does NOT contain the injected directive. Test atomic write: mock `os.replace()` to raise OSError → confirm `.tmp` files are cleaned up and original files are untouched.
### Step 2.2 — Process Manager (core)
1. `backend/core/servers/process_manager.py` — `ProcessManager` singleton (game-agnostic)
2. `start(server_id, exe_path, args, cwd=servers/{id}/)`
3. `stop(server_id, timeout=30)` — on Windows: `terminate()` = hard kill
4. `kill()`, `is_running()`, `get_pid()`
5. `recover_on_startup()` — verify PID is alive AND process name matches adapter allowlist (prevents PID reuse)
6. Wire `ServerService.start()` and `ServerService.stop()` — both delegate to adapter for exe validation and config generation
7. Add `POST /servers/{id}/start`, `POST /servers/{id}/stop`, `POST /servers/{id}/kill` endpoints
8. **Typed exception handling in start flow**: catch and map adapter exceptions to HTTP responses:
- `ConfigWriteError` → 500 (atomic write failed, tmp cleaned)
- `ConfigValidationError` → 422 (invalid config values)
- `LaunchArgsError` → 400 (invalid launch arguments)
- `ExeNotAllowedError` → 403 (executable not in adapter allowlist)
**Test:** Start a server via API → confirm process appears in Task Manager. Stop it → confirm process ends. Test error paths: set invalid exe path → confirm 403 ExeNotAllowedError response.
### Step 2.3 — Config endpoints (core + adapter validation)
1. `GET /servers/{id}/config` — reads all sections from `game_configs`
2. `GET /servers/{id}/config/{section}` — reads single section, response includes `_meta` with `config_version` and `schema_version`
3. `PUT /servers/{id}/config/{section}` — validates against adapter's Pydantic model, encrypts sensitive fields via `adapter.get_sensitive_fields(section)`, stores in `game_configs`
- **Optimistic locking**: client must send `config_version` in request body; if it doesn't match the current row's `config_version`, return 409 Conflict with `CONFIG_VERSION_CONFLICT` error code
- On successful write, increment `config_version` in the row
4. `GET /servers/{id}/config/preview` — delegates to adapter's `preview_config()`, returns `dict[str, str]` of label→content
5. `GET /servers/{id}/config/download/{filename}` — filename validated against adapter allowlist
**Test:** Update hostname via API → regenerate and start server → confirm new hostname appears in server browser. Test optimistic locking: two concurrent PUT requests with same config_version → one succeeds (200), one fails (409 Conflict).
---
## Phase 3 — Background Threads (Core + Adapter)
**Goal:** Live monitoring — process crash detection, log tailing, metrics.
### Step 3.1 — Thread infrastructure
1. `backend/core/threads/base_thread.py` — `BaseServerThread`
2. `backend/core/threads/thread_registry.py` — `ThreadRegistry` (adapter-aware)
3. Wire `start_server_threads()` / `stop_server_threads()` into `ServerService.start()` / `ServerService.stop()`
### Step 3.2 — Process Monitor Thread (core)
1. `backend/core/threads/process_monitor.py`
2. Crash detection + status update in DB
3. Auto-restart with exponential backoff (daemon cleanup thread pattern)
**Test:** Start server → kill process manually → confirm DB status changes to 'crashed'.
**Test:** Enable auto_restart → kill → confirm server restarts automatically.
### Step 3.3 — Log Parser (Arma 3 adapter) + Log Tail Thread (core)
1. `backend/adapters/arma3/log_parser.py` — `RPTParser` implementing `LogParser` protocol
2. `backend/core/threads/log_tail.py` — `LogTailThread` (generic, takes adapter's `LogParser`)
3. `backend/core/dal/log_repository.py`
4. `backend/core/logs/service.py`
5. `backend/core/logs/router.py` — `GET /servers/{id}/logs`
**Test:** Start server → `GET /api/servers/{id}/logs` returns recent RPT lines.
### Step 3.4 — Metrics Collector Thread (core)
1. `backend/core/metrics/service.py`
2. `backend/core/dal/metrics_repository.py`
3. `backend/core/threads/metrics_collector.py`
4. `backend/core/metrics/router.py` — `GET /servers/{id}/metrics`
**Test:** Running server → query metrics endpoint → see CPU/RAM data points.
---
## Phase 4 — Remote Admin (Arma 3: BattlEye RCon)
**Goal:** Real-time player list, in-game admin commands via the adapter's RemoteAdmin protocol.
### Step 4.1 — RCon Client (Arma 3 adapter)
1. `backend/adapters/arma3/rcon_client.py` — `BERConClient`
2. Implement BE RCon UDP protocol:
- Packet structure: `'BE'` + CRC32 (little-endian) + type byte + payload
- Login: type `0x00`, payload = password
- Command: type `0x01`, payload = sequence byte + command string
- Keepalive: type `0x02`, payload = empty
3. **Request multiplexer**: track pending requests by sequence byte, route responses to correct caller via `threading.Event` per request
4. `parse_players_response()` — parse `players` command output
5. Handle unsolicited server messages (type 0x02)
**Test:** Connect BERConClient to a running server with BattlEye → successfully login → send `players` → receive response.
### Step 4.2 — RCon Service (Arma 3 adapter) + Remote Admin Poller Thread (core)
1. `backend/adapters/arma3/rcon_service.py` — `Arma3RConService` implementing `RemoteAdmin` protocol
2. `backend/core/threads/remote_admin_poller.py` — `RemoteAdminPollerThread` (generic, takes adapter's `RemoteAdmin`)
3. `backend/core/dal/player_repository.py`
4. `backend/core/players/service.py`
5. `backend/core/players/router.py` — `GET /servers/{id}/players`
**Test:** Players join server → `GET /players` returns them with pings.
### Step 4.3 — Admin Actions via Remote Admin
1. `POST /servers/{id}/players/{slot_id}/kick` — delegates to adapter's `remote_admin.kick_player()`
2. `POST /servers/{id}/players/{slot_id}/ban` — delegates to adapter's `remote_admin.ban_player()`
3. `POST /servers/{id}/remote-admin/command` — delegates to adapter's `remote_admin.send_command()`
4. `POST /servers/{id}/remote-admin/say` — delegates to adapter's `remote_admin.say_all()`
5. `backend/core/dal/ban_repository.py`
6. `GET/POST/DELETE /servers/{id}/bans`
### Step 4.4 — Ban Manager (Arma 3 adapter)
1. `backend/adapters/arma3/ban_manager.py` — `Arma3BanManager` implementing `BanManager` protocol
2. **ban.txt bidirectional sync**: on ban add/delete via API, also write to `battleye/ban.txt`; on startup, read `ban.txt` and upsert into DB
**Test:** Kick a player via API → confirm player disconnected from server.
---
## Phase 5 — WebSocket Real-Time
**Goal:** Live updates to React frontend without polling. **Fully game-agnostic.**
### Step 5.1 — Broadcast infrastructure
1. `backend/core/websocket/broadcaster.py` — `BroadcastThread` + `enqueue()`
2. `backend/core/websocket/manager.py` — `ConnectionManager`
3. Store event loop reference in `main.py:on_startup()`
4. Start `BroadcastThread` in `on_startup()`
5. Wire `BroadcastThread.enqueue()` calls into all background threads
### Step 5.2 — WebSocket endpoint
1. `backend/core/websocket/router.py`
2. JWT validation from query param
3. Subscribe/unsubscribe message handling
4. Ping/pong keepalive
**Test:** Connect to `ws://localhost:8000/ws/1?token=...` → see live log lines stream in terminal.
### Step 5.3 — Integrate all event sources
Wire `BroadcastThread.enqueue()` into:
- `ProcessMonitorThread` → status updates, crash events
- `LogTailThread` → log lines
- `MetricsCollectorThread` → metrics snapshots
- `RemoteAdminPollerThread` → player list updates
- `ServerService.start/stop` → status transitions
**Test:** React frontend connects to WS → server starts → see status, logs, metrics all update in real time.
---
## Phase 6 — Mission & Mod Management (Arma 3 Adapter)
### Step 6.1 — Missions
1. `backend/adapters/arma3/mission_manager.py` — `Arma3MissionManager` implementing `MissionManager` protocol
2. `backend/core/missions/router.py` — generic endpoints (delegate to adapter if capability supported)
3. Upload file validation (extension from adapter's `MissionManager.file_extension`)
4. Mission rotation CRUD
**Test:** Upload a `.pbo` → appears in `GET /missions` → set as rotation → start server → mission available.
### Step 6.2 — Mods
1. `backend/adapters/arma3/mod_manager.py` — `Arma3ModManager` implementing `ModManager` protocol
2. `backend/core/mods/router.py` — generic endpoints (delegate to adapter if capability supported)
3. `build_mod_args()` — assemble `-mod=` and `-serverMod=` args
4. Wire mod args into `Arma3ConfigGenerator.build_launch_args()`
**Test:** Register `@CBA_A3` → enable on server → start → server loads mod.
---
## Phase 7 — Polish & Production
### Step 7.1 — APScheduler jobs
```python
from apscheduler.schedulers.background import BackgroundScheduler
scheduler = BackgroundScheduler()
scheduler.add_job(log_service.cleanup_old_logs, 'cron', hour=3)
scheduler.add_job(metrics_service.cleanup_old_metrics, 'cron', hour=3, minute=30)
scheduler.add_job(player_service.cleanup_old_history, 'cron', hour=4)
scheduler.start()
```
### Step 7.2 — Startup recovery
In `on_startup()` → `ProcessManager.recover_on_startup()`:
- Query DB for servers with `status='running'`
- Check if PID still alive (`psutil.pid_exists(pid)`)
- Validate process name against adapter's `get_allowed_executables()`
- If alive: re-attach threads (skip process start, just start monitoring threads)
- If dead: mark as `crashed`, clear players
### Step 7.3 — Events log
1. `backend/core/dal/event_repository.py`
2. Insert events for: start, stop, crash, kick, ban, config change, mission change
3. `GET /servers/{id}/events` endpoint
### Step 7.4 — Security hardening
1. Encrypt sensitive DB fields in `game_configs` JSON (passwords, rcon_password)
- `backend/core/utils/crypto.py` with Fernet
- `LANGUARD_ENCRYPTION_KEY` must be a Fernet base64 key
- **Adapter declares sensitive fields**: `adapter.get_sensitive_fields(section) -> list[str]`
- ConfigRepository handles Fernet encrypt/decrypt transparently: encrypts declared fields on write, decrypts on read
2. Content-Security-Policy headers for frontend
3. Penetration testing and security audit
### Step 7.5 — Frontend integration checklist
Verify React app can:
- [ ] Login and store JWT
- [ ] See list of supported game types
- [ ] Create server with game type selection
- [ ] List servers with live status (any game type)
- [ ] Start/stop server and see status update via WebSocket
- [ ] View streaming log output (parsed by adapter)
- [ ] See player list update (via adapter's remote admin)
- [ ] See CPU/RAM charts update
- [ ] Edit config sections (dynamic form from adapter's JSON Schema)
- [ ] Upload a mission file (if adapter supports missions)
- [ ] Manage mods (if adapter supports mods)
- [ ] Kick/ban a player (if adapter supports remote admin)
- [ ] Send a message to all players (if adapter supports remote admin)
---
## Phase 8 — Second Adapter (Validation)
**Goal:** Prove the architecture works by adding a second game adapter. This validates that new games require zero core changes.
### Choose a second game (examples):
- **Minecraft Java Edition** — Has RCON (Source protocol), server.properties config, JAR executable, world/ directory, plugins/ mods
- **Rust** — Has RCON (websocket-based), server.cfg, RustDedicated.exe, oxide/mods
- **Valheim** — Has no RCON, start_server.sh config, valheim_server.exe, mods via BepInEx
### Steps for a new adapter:
1. Create `backend/adapters/<game_type>/` directory (built-in) or separate Python package (third-party)
2. Implement required protocols: `ConfigGenerator` (schema + generation), `ProcessConfig`, `LogParser`
3. Implement optional protocols as needed: `RemoteAdmin`, `MissionManager`, `ModManager`, `BanManager`
4. Create adapter class implementing `GameAdapter`
5. Register adapter:
- **Built-in**: add to `backend/adapters/<game_type>/__init__.py` and auto-import in `adapters/__init__.py`
- **Third-party**: add `languard.adapters` entry_point in `pyproject.toml`:
```toml
[project.entry-points."languard.adapters"]
mygame = "my_package.adapters:MYGAME_ADAPTER"
```
Core discovers these via `importlib.metadata` at startup.
6. **No core code changes needed**
7. **No DB migrations needed**
8. Test: create a server with the new game_type, start it, monitor it
---
## Testing Strategy
### Unit tests (pytest)
- `GameAdapterRegistry` — register, get, list, missing adapter
- `Arma3ConfigGenerator` — Pydantic model validation for each section (merged schema + generation)
- `Arma3ConfigGenerator.write_server_cfg()` — compare output against expected string; test config injection prevention
- `Arma3ConfigGenerator._escape_config_string()` — test double-quote and newline escaping
- `RPTParser.parse_line()` — test all log formats
- `BERConClient.parse_players_response()` — test with sample output
- `AuthService.login()` — correct/wrong password / rate limiting
- Repository methods — use in-memory SQLite (`:memory:`)
- `check_server_ports_available()` — test derived port validation (via adapter conventions)
- `sanitize_filename()` — test path traversal prevention
- Protocol conformance — verify Arma3Adapter satisfies all GameAdapter protocol methods
### Integration tests
- Full start/stop cycle with a real arma3server.exe (manual — requires licensed Arma 3)
- WebSocket message delivery (can be automated with httpx test client)
- RCon command round-trip (manual — requires running server with BattlEye)
- Adapter resolution: create server with game_type, verify correct adapter is used throughout
### Adapter contract tests
- Template test suite that any new adapter should pass
- Tests: ConfigGenerator produces valid sections and valid config files, ProcessConfig returns allowed executables, LogParser parses sample lines
### Load notes
- SQLite with WAL handles concurrent reads from 4 threads per server well
- For >10 simultaneous servers, consider connection pool size tuning
- WebSocket broadcast scales to ~100 concurrent connections without issue
---
## Environment Setup (Developer)
```bash
# 1. Clone repo
git clone <repo>
cd languard-servers-manager
# 2. Backend
cd backend
python -m venv venv
source venv/bin/activate # or venv\Scripts\activate on Windows
pip install -r requirements.txt
# 3. Environment
cp .env.example .env
# Edit .env: set game-specific paths (LANGUARD_ARMA3_DEFAULT_EXE, etc.)
# 4. Run backend
uvicorn main:app --reload --host 0.0.0.0 --port 8000
# 5. Frontend (separate)
cd ../frontend
npm install
npm run dev
```
Backend auto-creates `languard.db`, seeds an admin user on first run, and registers the Arma 3 adapter automatically.
---
## Phase Summary
| Phase | Deliverable | Key Change from Single-Game |
|-------|-------------|------------------------------|
| 0 | Adapter framework (protocols + exceptions + registry) | **NEW** — foundation for modularity |
| 1 | Foundation (auth + server CRUD + game discovery + migration) | Core tables, `game_type` field, `game_configs` JSON, migration from old schema |
| 2 | Arma 3 adapter: config gen + process mgmt | Config generation in adapter, atomic writes, typed exceptions, optimistic locking |
| 3 | Background threads (core + adapter injection) | Generic threads + adapter parsers/clients, per-server lock for RemoteAdmin |
| 4 | Remote admin (Arma 3: BattlEye RCon) | RCon in adapter, generic poller in core |
| 5 | WebSocket real-time | No change — fully game-agnostic |
| 6 | Mission + mod management (Arma 3 adapter) | In adapter, generic endpoints in core |
| 7 | Polish, security, recovery | Adapter-declared sensitive fields, Fernet encryption |
| 8 | Second game adapter | **NEW** — validates zero core changes, entry_points for third-party |
Implement phases in order — each phase builds on the previous and is independently testable. Phase 0 must come first as it defines the contract that all subsequent code depends on.