- Step-by-step backend setup: venv, secret key generation (openssl + Fernet), .env configuration with annotated minimum values - VS Code launch.json snippets for backend (debugpy/uvicorn) and frontend (Chrome with source maps) - Vite proxy detail (/api → :8000, /ws → ws://:8000) - Backend pytest commands alongside existing frontend test section - Playwright headed/UI mode instructions for E2E debugging - Updated unit test count to 173; removed stale E2E count - CLAUDE.md quick start trimmed to point at README for full setup
107 lines
6.2 KiB
Markdown
107 lines
6.2 KiB
Markdown
# Languard Server Manager
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## Quick Start
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```bash
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# Backend (from backend/, venv must be active)
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uvicorn main:app --host 0.0.0.0 --port 8000 --reload
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# Frontend (from frontend/)
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npm run dev
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```
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- Backend API: http://localhost:8000 (docs: http://localhost:8000/docs)
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- Frontend: http://localhost:5173 (Vite proxies /api and /ws to :8000)
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- Default admin: `admin` / (random, printed at first startup)
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- Full setup instructions (secrets, venv, debug configs): see README.md
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## Architecture
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FastAPI + SQLite backend, React 19 + TypeScript + Vite frontend. See ARCHITECTURE.md for full details.
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### Key Rules
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- Frontend types must match API response shapes, NOT database schema columns
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- There is no REST endpoint for logs — logs are only pushed via WebSocket events
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- WebSocket `onEvent` callback is the mechanism for receiving real-time log entries
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- Config updates use optimistic locking (config_version) — 409 on conflict
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- Sensitive config fields are encrypted at rest with Fernet
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## Current Implementation Status
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### Backend: Fully implemented (42+ endpoints)
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All routers, services, repositories, game adapter system, WebSocket, background threads, and scheduled cleanup are complete.
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### Frontend: Fully implemented (baseline)
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| Route | Status | Notes |
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|-------|--------|-------|
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| `/login` | Complete | Zod + react-hook-form validation |
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| `/` | Complete | Dashboard with server grid + Start/Stop/Restart quick actions |
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| `/servers/:id` | Complete | 7-tab detail page (overview, config, players, bans, missions, mods, logs) |
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| `/servers/new` | Complete | 4-step wizard with per-step validation via `trigger()` |
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| `/settings` | Complete | Password change + admin user management |
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### Frontend Type Mapping (API → Frontend)
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| API Resource | Frontend Type | Key Fields |
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|---|---|---|
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| Server (enriched) | `Server` in useServers.ts | `game_port`, `current_players`, `max_players`, `cpu_percent`, `ram_mb` |
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| Mission | `Mission` in useServerDetail.ts | `name`, `filename`, `size_bytes`, `terrain` |
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| Mod | `Mod` in useServerDetail.ts | `name`, `path`, `size_bytes`, `enabled`, `display_name`, `workshop_id` |
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| Ban | `Ban` in useServerDetail.ts | `id`, `server_id`, `guid`, `name`, `reason`, `banned_by`, `banned_at`, `expires_at`, `is_active`, `game_data` |
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| Player | `Player` in useServerDetail.ts | `id`, `slot_id`, `name`, `guid`, `ip`, `ping` |
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| LogFile | `LogFile` in useServerDetail.ts | `filename`, `size_bytes`, `modified_at` |
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### UX Enhancement Plan — ALL PHASES COMPLETE
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**Plan file:** `.claude/plan/arma3-ux-enhancement.md`
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| Phase | Feature | Status |
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|-------|---------|--------|
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| 1 | Config field UI widgets (textarea/toggle/select/tag-list per field) | **Done** |
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| 2 | Mission rotation table + multi-file upload | **Done** |
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| 3 | Mod display names (mod.cpp) + split-pane selector | **Done** |
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| 4 | Player Kick/Ban from Players tab via RCon | **Done** |
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| 5 | Historical log file browser + live log level filter | **Done** |
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**Endpoints added:**
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- `GET /api/servers/{id}/config/schema` — per-field widget hints
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- `GET|PUT /api/servers/{id}/missions/rotation` — mission rotation with optimistic locking
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- `POST /api/servers/{id}/players/{slot_id}/kick` — kick via RCon
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- `POST /api/servers/{id}/players/{slot_id}/ban` — ban via RCon + DB record
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- `GET /api/servers/{id}/logfiles` — list `.rpt` log files
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- `GET /api/servers/{id}/logfiles/{filename}/download` — download log file
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- `DELETE /api/servers/{id}/logfiles/{filename}` — delete log file
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## Test Commands
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```bash
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# Frontend unit tests
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cd frontend && npx vitest run
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# Frontend type check
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cd frontend && npx tsc --noEmit
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# Backend (no test suite yet)
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```
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## Key Implementation Notes
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- `BanRepository.create()` takes `expires_at` (ISO string), not `duration_minutes` — convert in service
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- `slot_id` is stored as a string in the `players` table — cast with `str(slot_id)` in queries
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- Config field names in `ServerConfig` Pydantic model: `password_admin` (not `admin_password`), `battleye` (not `battle_eye`), `disable_von` (not `von`)
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- **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.
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- 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.
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- **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.
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- **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.
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## Mods Tab — Implementation Notes
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- Mods go in `{server_data_dir}/{server_id}/mods/@ModName` (e.g. `D:/ImContainer/Arma3Server/1/mods/@CBA_A3/`)
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- Enabled mods config schema: `{"enabled_mods": [{"name": "@CBA_A3", "is_server_mod": false}]}`
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- Old string-list format is auto-migrated to the dict format on read
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- `is_server_mod: true` → `-serverMod=` arg; `false` → `-mod=` arg
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- `list_available_mods()` scans `{server_dir}/mods/` for `@*` directories
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- `set_enabled_mods()` stores the new dict format; validates names against disk
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- Server start reads mods from `game_configs` via `config_repo`, NOT from the dead `server_mods` table
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- Directory scaffold: all 4 Arma3 subdirs (`server/`, `battleye/`, `mpmissions/`, `mods/`) are created on server create and backfilled on startup; each gets a `README.txt` if not already present |