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.
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9.1 KiB
How Arma Server Web Admin Works
Application Boot Sequence
node app.js
├── Load config.js
├── Create Express app + HTTP server
├── Attach Socket.IO to HTTP server
├── Instantiate: Settings, Missions, Mods, Manager
├── Manager.load() → read servers.json, restore Server instances
├── Register event bridges (manager/missions/mods → io.emit)
├── Mount routes (/api/*)
├── Serve public/ (SPA)
├── Optional: setup-basic-auth middleware
└── http.listen(config.port)
Core Flow: Server Lifecycle
Start a Server
POST /api/servers/:id/start
→ routes/servers.js → manager.startServer(id)
→ lib/server.js Server.start()
├── Instantiate ArmaServer.Server with merged config
├── Write server.cfg to filesystem (via arma-server lib)
├── Spawn child process:
│ Windows → arma3server.exe [params]
│ Linux → ./arma3server [params]
│ Wine → wine arma3server.exe [params]
├── On Linux: pipe stdout/stderr to dated .rpt log file
├── Start queryStatusInterval every 5 s (Gamedig)
├── If number_of_headless_clients > 0 → startHeadlessClients()
└── Emit 'state' event → manager bubbles → io.emit('servers', ...)
Stop a Server
POST /api/servers/:id/stop
→ Server.stop()
├── instance.kill() (SIGTERM)
├── setTimeout(5000) → instance.kill() if still alive (SIGKILL)
├── stopHeadlessClients()
├── clearInterval(queryStatusInterval)
└── On 'close' → emit 'state'
Status Polling (every 5 seconds)
setInterval → Server.queryStatus()
→ Gamedig.query({ type: 'arma3', host: '127.0.0.1', port })
→ On success: store { players, mission, status } in server.state
→ On failure: set state = 'stopped' if instance.exitCode set
→ Emit 'state' → manager → io.emit('servers', getServers())
Persistence
Any mutation (add/edit/delete/start/stop)
→ Manager.save()
→ JSON.stringify(serversArr.map(s => s.toJSON()))
→ Write to servers.json
→ Emit 'servers' event → io.emit('servers', ...)
Core Flow: Mission Management
List Missions
GET /api/missions/
→ missions.missions (pre-loaded array)
→ [ { name, world, filename, size, created, modified }, ... ]
Upload Missions
POST /api/missions (multipart/form-data, field: "missions")
→ multer stores files to temp dir
→ Filter: only .pbo extension allowed
→ async.parallelLimit(8): fs.move(temp → mpmissions/filename)
→ missions.updateMissions()
→ fs.readdir(mpmissions/)
→ stat each file → build metadata object
→ update this.missions array
→ io.emit('missions', missions.missions)
Steam Workshop Download
POST /api/missions/workshop { id: "workshop_id" }
→ steamWorkshop.downloadFile(id, mpmissionsDir)
→ missions.updateMissions()
→ io.emit('missions', ...)
Core Flow: Mod Management
Discovery Pipeline
Mods.updateMods()
→ glob('**/{@*,csla,ef,...}/addons', gamePath)
→ For each modDir, async.map → resolveModData(modDir)
├── async.parallel:
│ folderSize(modDir) → recursive sum of file sizes (symlink-aware)
│ modFile(modDir) → parse mod.cpp → { name }
│ steamMeta(modDir) → parse meta.cpp → { id, name }
└── Merge results into:
{ name: relative_path, size, formattedSize, modFile, steamMeta }
→ this.mods = result array
→ Emit 'mods'
Assign Mods to Server
Client UI: drag/click mod from "Available" → "Selected"
→ Backbone model update: server.mods = [ 'path/to/@mod', ... ]
→ PUT /api/servers/:id { mods: [...] }
→ manager.saveServer(id, body)
→ Manager.save() → servers.json
Core Flow: Log Management
Locate Log Files
Logs.logsPath()
→ if config.type === 'windows' → AppData/Local/[GameName]/
→ if config.type === 'linux' → config.path/logs/
→ if config.type === 'wine' → .wine/drive_c/users/.../AppData/[GameName]/
Logs.logFiles()
→ fs.readdir(logsPath)
→ filter: /\.rpt$/
→ stat each → { name, size, created, modified }
→ sort by modified desc
Auto-Cleanup
After any delete or Linux log write:
Logs.cleanupOldLogFiles()
→ logFiles() → sort by modified
→ if count > 20: delete oldest (count - 20) files
Linux Real-Time Logging
Server.start() (Linux)
→ logStream = fs.createWriteStream(logPath, { flags: 'a' })
→ process.stdout.pipe(logStream)
→ process.stderr.pipe(logStream)
Real-Time Architecture (Socket.IO)
Backend (EventEmitter chain)
Manager/Missions/Mods emit events via Node EventEmitter
app.js bridges each to Socket.IO:
manager.on('servers', () => io.emit('servers', manager.getServers()))
missions.on('missions', (m) => io.emit('missions', m))
mods.on('mods', (m) => io.emit('mods', m))
On new client connection:
socket.emit('missions', missions.missions) // push initial snapshot
socket.emit('mods', mods.mods)
socket.emit('servers', manager.getServers())
socket.emit('settings', settings.getPublicSettings())
Frontend (Backbone + Socket.IO)
socket.on('servers', (servers) → serversCollection.set(servers))
socket.on('missions', (m) → missionsCollection.set(m))
socket.on('mods', (m) → modsCollection.set(m))
→ Backbone triggers 'change'/'add'/'remove' → Marionette re-renders views
Frontend SPA Architecture
Routing
Five Backbone routes drive the entire SPA:
| Route | Handler | View |
|---|---|---|
| `` (home) | home() |
ServersListView — server grid |
logs |
logs() |
LogsListView — log file browser |
missions |
missions() |
MissionsView — upload + list |
mods |
mods() |
ModsView — mod browser |
servers/:id |
server(id) |
ServerView — tabbed detail page |
View Hierarchy
LayoutView (root, persists across route changes)
├── Region: navigation → NavigationView (server list sidebar)
└── Region: content → (swapped per route)
├── ServersListView
│ └── ServerItemView (per server card)
├── LogsListView
│ └── LogItemView (per log file)
├── MissionsView
│ ├── UploadView (file input + drag-and-drop)
│ ├── WorkshopView (Steam ID input)
│ └── MissionsListView → MissionItemView
├── ModsView
│ ├── AvailableModsListView → ModItemView
│ └── SelectedModsListView → SelectedModItemView
└── ServerView (tabbed LayoutView)
├── Tab: Info → InfoView (status, start/stop, PID, players)
├── Tab: Mods → ServerModsView (split pane)
├── Tab: Missions → MissionRotationView (add/remove rotation rows)
├── Tab: Parameters → ParametersView (startup param editor)
├── Tab: Players → PlayersView (live player table)
└── Tab: Settings → FormView (full server config form)
Settings Form Save Flow
FormView.save()
→ Collect: jQuery serializeArray() + checkbox state
→ Validate: title required
→ AJAX PUT /api/servers/:id { ...formData }
→ On 200: server model updated, navigate to /servers/:newId
→ On error: SweetAlert error dialog
Configuration System
Global Config (config.js)
{
game: 'arma3', // Game variant
path: '/opt/arma3', // Game install path
port: 3000, // Web UI port
host: '0.0.0.0',
type: 'linux', // 'windows' | 'linux' | 'wine'
parameters: [], // Global startup params (all servers)
serverMods: [], // Server-side mods (all servers)
admins: [], // Steam IDs auto-granted admin
auth: { username, password }, // Optional Basic Auth
prefix: '', // Prepended to all server hostnames
suffix: '',
additionalConfigurationOptions: '' // Appended to all server.cfg
}
Per-Server Config (stored in servers.json)
{
id: 'my-server', // URL-safe slug of title
title: 'My Server',
port: 2302,
max_players: 32,
password: '',
admin_password: '',
motd: '',
auto_start: false,
battle_eye: true,
persistent: false,
von: true,
verify_signatures: false,
file_patching: false,
allowed_file_patching: 0,
forcedDifficulty: '',
number_of_headless_clients: 0,
parameters: [],
additionalConfigurationOptions: '',
missions: [{ name: 'mission.world', difficulty: '' }],
mods: ['@CBA_A3', '@ACE']
}
Authentication Flow
If config.auth defined:
setupBasicAuth(app, config.auth)
→ app.use(expressBasicAuth({ users: { username: password } }))
→ All routes require valid Authorization: Basic ... header
→ req.auth.user available in all route handlers
→ Morgan logs include authenticated username