# CHANGELOG — Corrosion Admin Panel

All notable changes to this project will be documented in this file.

## [Unreleased]

### Changed (Fleet-driven active game + signed-update CI fix — 2026-06-12)

**Frontend — active game follows the deployed fleet:**
- The panel's active game (shell skin + sidebar nav + dashboard terminology) is now **derived from the deployed instances** instead of a localStorage-only toggle. `syncActiveGameFromFleet()` reads the distinct `game` values of the license's instances (`game_instances.game`, reported by the host agent): exactly one game deployed → the shell auto-skins to it; zero or multiple → `all` (neutral house skin). Wired into `DashboardLayout` (the always-mounted admin shell) via a watch on the fleet store.
- A manual GameSwitcher pick still wins — it persists to `cc-active-game` and suppresses auto-derive (operator intent beats the heuristic). Un-overridden panels keep tracking the fleet across sessions.
- **No backend/schema change:** a license's game(s) are the distinct games of its instances — the normalized source of truth. Deliberately did NOT add a `licenses.game` column (would duplicate `game_instances.game` and drift; see Lesson 20).

**CI — signed host-agent build:**
- Fixed the `Sign artifacts (minisign)` step (`Error while loading the secret key file`): a minisign secret key is two lines and CI secret storage mangles the embedded newline. The job now base64-decodes the secret (single-line, mangling-proof) with auto-detect fallback to a raw key. `MINISIGN_SECRET_KEY` must be stored as `base64 < secret.key | tr -d '\n'`. Verified end-to-end: `agent-v2.0.0-alpha.8` Linux + Windows binaries validate against the agent's embedded public key; tampered byte rejected.

### Added (Host-Agent v2 Consumer + SEO Meta — 2026-06-11)

**Backend (NestJS):**
- `HostAgentConsumerService` (new) — consumes wire protocol v2: `corrosion.*.host.heartbeat` updates `companion_last_seen` + `connection_status='connected'` (auto-registers the connection row on first contact); `host.going_offline` flips offline; a 60s staleness sweep marks hosts offline after 180s of silence. Previously NOTHING persisted heartbeats — `connection_status` was set once at setup and never changed again. Tenant-validated (UUID + license existence, cached) per NATS-consumer doctrine
- `NatsBridgeService` — bridges `host_heartbeat` / `host_going_offline` events to the panel WebSocket
- Verified by contract test: real agent → production NATS → captured with the backend's own `nats` lib under the real license; subjects, schema 2, real telemetry, offline beacon all confirmed

**Frontend:**
- Per-route document titles + meta descriptions (router `afterEach`, no new deps): six marketing pages get real titles/descriptions/OG tags (previously every page was "Corrosion Management" with zero meta — invisible to search and link previews); panel views get mechanical "{View} — Corrosion" titles

**CI:**
- `test-runner.yml` — honest per-tool presence checks (was printing "OPERATIONAL" while every toolchain probe failed); on-demand trigger instead of every push

### Added (Corrosion Host Agent — Rust rewrite Phase 0 — 2026-06-11)

**New: `corrosion-host-agent/`** — Rust rewrite of the Go companion agent (which stays in-tree as the behavior reference until parity). Wire protocol v2 (COA-B, Commander-approved): instance-scoped subjects `corrosion.{license}.{instance}.*` with host-level `corrosion.{license}.host.*` — full spec in `corrosion-host-agent/PROTOCOL.md`.

- Multi-instance TOML config baked into the foundation (one agent supervises N game instances; rust/conan/soulmask/dune), env overrides for secrets, strict validation (subject-safe ids, reserved segments)
- NATS layer with the production-proven Vigilance profile: infinite reconnect w/ capped backoff, 30s ping, 8192-msg offline send buffer, `tls://` scheme support
- Host heartbeat with REAL telemetry via sysinfo (CPU/mem/disks/per-instance state) — the Go agent hardcoded disk=50000MB and cpu=0.0; this is the first true Resources data
- Connectivity prober (outbound TCP + latency, periodic jittered + on-demand) — first piece of the support-triage story
- Host command channel (`ping`/`probe`/`sysinfo`, request-reply), going-offline beacon, CancellationToken graceful shutdown
- Version embedding (semver + git hash + build ts) in `--version` and every heartbeat
- Verified live against production NATS: connected, heartbeats published, clean shutdown
- Deploy artifacts verified: 3.7MB fully-static linux-musl binary, 3.8MB windows .exe (static CRT, no VC++ redist needed)

**Next phases**: 1 = process-class adapter (spawn/RCON/SteamCMD/files for Rust/Conan/Soulmask) + NestJS v2 heartbeat consumer; 2 = Dune Docker adapter; 3 = signed self-update (release gate) + service install.

### Fixed (Site Audit — Fake Data, Resilience, Fonts — 2026-06-11)

**Frontend:**
- `SetupWizardView.vue` — Replaced fake install instructions (`get.corrosionmgmt.com | sh` install script and `corrosion-agent` binary, neither of which exists) with the real host-agent download + run commands matching ServerView; multi-game copy on the completion step
- Marketing views (Landing, Pricing, HowItWorks, Roadmap, EarlyAccess) — Replaced "View live demo" CTA (no demo exists; it linked to the panel login) with an honest "Sign in" link
- `ErrorBoundary.vue` — Error state now resets on route change (previously one failed view bricked the entire SPA, including marketing pages, until manual reload); added `content` variant
- `DashboardLayout.vue` — Routed views are now wrapped in a content-scoped ErrorBoundary so the sidebar/topbar survive a view failure instead of the whole panel unmounting
- `index.html` / `styles/tokens/fonts.css` — Google Fonts moved from CSS `@import` to `<link>` tags. The bundler silently dropped the mid-bundle `@import`, so production shipped system fallback fonts (Geist/JetBrains Mono/Oxanium never loaded)
- `StatusPageView.vue` — Platform KPIs show "—" until the first successful fetch instead of fake zeros
- `LoginView.vue` — Added missing "Forgot password?" link (route + backend endpoint already existed)

**Backend (NestJS):**
- `AdminSeedService` (new, auth module) — Bootstraps a super-admin user + active license from `ADMIN_EMAIL`/`ADMIN_PASSWORD`/`ADMIN_USERNAME`/`ADMIN_LICENSE_KEY` when the users table is empty. A fresh deploy previously had a schema but no possible login. Compose already passes the env vars

**Purpose:** Findings from the full-site fake-data audit. Show real data or honest empty states — never invented values, dead URLs, or fabricated zeros.

### Fixed (Safe Formatting Utilities — 2026-02-15)

**Frontend:**
- `AnalyticsView.vue` — Replaced unsafe `.toFixed()` calls with `safeFixed()` for avg_players and uptime_percentage (2 occurrences)
- `WipeAnalyticsView.vue` — Replaced unsafe `.toFixed()` calls with `safeFixed()` for all metrics properties: success_rate_percent, population_curve stats, wipe durations, and CSV export (5 occurrences)
- `PlayerRetentionView.vue` — Replaced unsafe `.toFixed()` calls with `safeFixed()` for retention percentages and session durations (5 occurrences in template + 1 in tooltip formatter)
- `MapAnalyticsView.vue` — Replaced unsafe `.toFixed()` calls with `safeFixed()` for rotation effectiveness, map performance metrics, and table display (6 occurrences)

**Purpose:** Prevents runtime errors from calling `.toFixed()` on null/undefined values in analytics views. Uses the safe formatting utilities from `@/utils/formatters.ts` with optional chaining for all numeric display operations.

### Fixed (NestJS Entity Alignment — 2026-02-15)

**Backend (NestJS):**
- `NotificationsConfig` entity — Renamed `email_alerts_enabled` → `email_enabled`, added `email_address` column
- `NotificationsConfig` entity — Renamed notification columns to match service expectations: `notify_on_start`, `notify_on_stop`, `notify_on_crash`, `notify_on_wipe_start`, `notify_on_wipe_complete`, `notify_on_wipe_failure`, `notify_on_player_threshold`, `player_threshold`
- `ScheduledTask` entity — Renamed `is_active` → `is_enabled`, added `last_run` column
- `TeamMember` entity — Renamed `accepted_at` → `joined_at` to match service expectations
- `Role` entity — Added `description` column
- `JwtStrategy` — Updated to reference `joined_at` instead of `accepted_at`
- Resolved all 12 TypeScript compilation errors caused by entity/service column mismatches

### Added (Frontend Gap Closure — 2026-02-15)

**New Views:**
- `SchedulesView.vue` — Scheduled task management with CRUD operations for server automation (restart, announcement, command, plugin reload tasks)
- `MigrationView.vue` — Data export/import interface with export history and file upload for server migration
- `ChangelogView.vue` — Paginated platform changelog feed with category badges and version display
- `ForgotPasswordView.vue` — Password reset flow with email submission and success state
- `AlertsView.vue` — Alert configuration dashboard with threshold sliders, notification channel toggles, and alert history table

**Component Updates:**
- `ErrorBoundary.vue` — Global error handler component with retry functionality
- `DashboardLayout.vue` — Mobile responsive sidebar with hamburger menu, permission-based nav visibility, and new nav items (Schedules, Alerts, Changelog)
- `ServerInfoView.vue` — Complete rewrite for public server info page with header image, MOTD, wipe schedule, mods list, and Discord integration

**Store & API Integration:**
- `plugins.ts` — Implemented all stubbed methods with real API calls (fetchPlugins, installPlugin, uninstallPlugin, reloadPlugin, updatePluginConfig, searchPlugins)
- `useApi.ts` — Token refresh interceptor with automatic retry on 401, prevents infinite refresh loops
- `auth.ts` — Added `hasPermission()` helper with basic permission checking

**Router:**
- Added routes: `/schedules`, `/migration`, `/changelog`, `/alerts`, `/forgot-password`
- Added catch-all route redirecting to home
- All new routes under authenticated dashboard layout

**App Structure:**
- Wrapped root `<RouterView>` with `ErrorBoundary` for global error handling

**Purpose:** Closes frontend implementation gaps identified during Phase 4. Implements critical missing views (scheduled tasks, alerts, migration tools), hardens auth flow with token refresh, adds permission-based UI visibility, and improves mobile UX with responsive sidebar.

### Added (NestJS Backend — Core Modules)

**Auth Module (`modules/auth/`):**
- Complete authentication system with JWT and refresh tokens
- DTOs: `LoginDto`, `RegisterDto`, `RefreshTokenDto`, `VerifyTotpDto`, `UpdateProfileDto`, `ForgotPasswordDto`, `ResetPasswordDto`
- `JwtStrategy` — Passport strategy with user lookup, license resolution, and role permissions injection
- `AuthService` — Full auth lifecycle:
  - `register()` — User creation with auto-generated license key (CORR-XXXX-XXXX-XXXX format)
  - `login()` — Credential validation, TOTP verification, token generation
  - `refresh()` — Access token refresh from valid refresh token
  - `setupTotp()` — TOTP secret generation with QR code (otpauth + qrcode libraries)
  - `verifyTotp()` — TOTP code validation and 2FA enablement
  - `getProfile()` / `updateProfile()` — User profile management
  - `forgotPassword()` / `resetPassword()` — Password recovery stubs (SMTP integration pending)
- `AuthController` — 9 REST endpoints:
  - `POST /auth/login` — Email/password login with optional TOTP
  - `POST /auth/register` — New user registration with auto-license creation
  - `POST /auth/refresh` — Token refresh
  - `POST /auth/2fa/setup` — Generate TOTP QR code (authenticated)
  - `POST /auth/2fa/verify` — Enable 2FA (authenticated)
  - `GET /auth/me` — Current user profile (authenticated)
  - `PUT /auth/profile` — Update profile (authenticated)
  - `POST /auth/forgot-password` — Request password reset (public)
  - `POST /auth/reset-password` — Reset with token (public)
- Password hashing via argon2, TOTP via otpauth with 30-second window validation
- License key auto-generation on registration (random hex parts)
- JWT payload includes: sub (user ID), email, username, is_super_admin, license_id, permissions
- Strategy enriches JWT with license context (owner or team member lookup) and role permissions

**Users Module (`modules/users/`):**
- Simple CRUD wrapper around User repository
- `UsersService` — `findById()`, `findByEmail()`, `findAll()` with password_hash excluded from select
- `UsersController` — Admin-only endpoints:
  - `GET /users` — List all users (requires `users.view` permission)
  - `GET /users/:id` — Get user by ID (requires `users.view` permission)
- Password fields excluded from all query results

**Licenses Module (`modules/licenses/`):**
- License management with owner authorization
- DTO: `ValidateKeyDto` — License key validation input
- `LicensesService`:
  - `findById()` — License lookup with owner/super admin authorization check
  - `findByKey()` — Key-based lookup
  - `findByOwner()` — All licenses owned by user
  - `create()` — New license generation with CORR-XXXX-XXXX-XXXX format
  - `validateKey()` — Public key validation returning status and metadata
- `LicensesController`:
  - `GET /licenses/:id` — Get license (owner or super admin only)
  - `POST /licenses/validate-key` — Public key validation endpoint
- License key format: `CORR-{4-hex}-{4-hex}-{4-hex}` (e.g., CORR-A1B2-C3D4-E5F6)
- Ownership enforced: non-super-admin users can only access their own licenses

**Patterns Applied:**
- All DTOs use class-validator decorators (@IsEmail, @IsString, @MinLength, etc.)
- All controllers use @ApiTags and @ApiBearerAuth for Swagger documentation
- All routes use @ApiOperation for endpoint descriptions
- Custom decorators: @Public(), @CurrentUser(), @CurrentTenant(), @RequirePermission()
- Entity imports from `../../entities/` directory
- ConfigService for environment variables (JWT_SECRET, JWT_ACCESS_EXPIRY_SECONDS, JWT_REFRESH_EXPIRY_SECONDS)
- Multi-tenant isolation: License lookup respects ownership unless super admin
- JwtStrategy enriches request.user with license_id and permissions for downstream guards

**Security:**
- Argon2 password hashing (not bcrypt — more resistant to GPU attacks)
- TOTP 6-digit codes with ±1 period window validation
- Refresh tokens with separate expiry (default 7 days vs 1 hour access token)
- Password fields never returned in API responses
- License access requires ownership or super admin flag

**Status:** Core auth, users, and licenses modules operational. Registration creates user + license atomically. Login returns JWT with license context. TOTP 2FA flow complete. Password reset stubbed pending SMTP integration. All endpoints documented via Swagger.

### Added (Phase 4 — Module Licensing Backend)

**Backend Infrastructure:**
- Migration `009_module_licensing.sql` — Module marketplace database schema:
  - `modules` table — Registry of available modules (slug, name, description, category, price, features, version, plugin URL)
  - `module_purchases` table — License-module ownership tracking with transaction logging
  - `module_installations` table — Deployment status tracking (pending, installing, installed, failed)
  - Seed data: Loot Manager module ($9.99) with features array
- `backend/src/models/modules.rs` — Domain models:
  - `Module` struct with rust_decimal pricing support
  - `ModuleWithOwnership` — Catalog display with is_purchased flag
  - `ModulePurchase`, `ModuleInstallation` — Purchase and deployment records
  - `PurchasedModule` — Combined view for user's module library
- `backend/src/db/modules.rs` — Data access layer (11 query functions):
  - `get_module_catalog()` — All available modules
  - `get_catalog_with_ownership(license_id)` — Annotated catalog with purchase status
  - `get_purchased_modules(license_id)` — User's module library with installation status
  - `is_module_purchased(license_id, module_id)` — Ownership validation
  - `record_module_purchase()` — Transaction logging with PayPal ID support
  - `get_module_installation_status()` / `update_installation_status()` — Deployment tracking
  - `get_module_by_id()` / `get_module_by_slug()` — Module lookup
- `backend/src/api/modules.rs` — REST endpoints with auth middleware:
  - `GET /api/modules/catalog` — Returns modules with is_purchased flag for current license
  - `GET /api/modules/my-modules` — Purchased modules with installation details
  - `POST /api/modules/purchase` — Records purchase (stub transaction for Phase 4 MVP — payment integration deferred to XO's direct touch)
  - `POST /api/modules/install` — Triggers module installation via ModuleInstaller service
  - `GET /api/modules/:module_id/installation-status` — Real-time deployment status polling
- Router integration in `main.rs` at `/api/modules` with JWT auth requirement
- `Cargo.toml` dependency: `rust_decimal` for DECIMAL field support

**Multi-Tenancy Enforcement:**
- All queries scoped by `license_id` from JWT claims
- Foreign key constraints enforce license-module binding
- Purchase validation prevents cross-tenant access
- Installation status isolated per license

**Payment Integration Strategy:**
- Purchase endpoint stubs transaction with "STUB_TRANSACTION" ID
- PayPal integration deferred to XO's direct implementation
- `transaction_id` and `amount_paid` fields ready for real gateway

**Status:** Module licensing backend operational. Catalog queryable, purchases recordable, ownership enforceable, installation status trackable. Payment gateway integration pending.

### Added (Phase 4 — Loot Manager Plugin Skeleton)

**Plugin Skeleton:**
- `plugin/modules/LootManager.cs` — First paid module (skeleton implementation)
  - Configuration: Loot profiles with container multipliers + custom loot tables
  - Hooks: `OnLootSpawn()` and `OnEntitySpawned()` for container loot modification
  - Profile switching: Multiplier-based (2x, 5x, 10x) and full custom loot table support
  - Container types: Normal crate, elite, mine, barrel, food, military, default fallback
  - Chat command: `/loot.profile [name]` — In-game profile switching for admins
  - Item support: Shortname, min/max amount, spawn chance, skin ID
- `plugin/modules/README.md` — Module documentation
  - Price: $9.99
  - Features: Visual loot table editor (dashboard integration TBD), profile switching, skin support
  - Installation: Auto-deploy via module store (implementation TBD)

**Database:**
- Migration 009 already includes Loot Manager seed data in `modules` table

**Status:** Skeleton complete. Hooks functional. Profile switching works via chat command. Dashboard UI integration and deployment automation pending future iteration.

### Added (Phase 4 — Module Auto-Installation Pipeline)

**Backend Service:**
- `backend/src/services/module_installer.rs` — Automated module deployment orchestrator:
  - `ModuleInstaller::install_module(license_id, module_id)` — Main entry point
  - Purchase verification against `module_purchases` table
  - Module metadata fetch (plugin_file_url, slug)
  - Server connection detection (AMP, Pterodactyl, bare metal)
  - Multi-adapter dispatch with automatic failover
  - Installation status tracking (pending → installing → installed/failed)
  - Background task spawning for async installation
- Panel adapter integration:
  - `install_via_amp()` — Downloads plugin, uploads to `oxide/plugins/`, executes `oxide.reload *`
  - `install_via_pterodactyl()` — Same flow using Pterodactyl client API
  - `install_via_companion()` — Publishes NATS command to bare metal agent
- HTTP client integration: `reqwest` for plugin file download from CDN
- Encryption support: Decrypts panel API keys using `services::encryption::decrypt()`
- Error handling: Comprehensive context wrapping with installation failure logging

**NATS Integration:**
- New subject pattern: `corrosion.{license_id}.cmd.module.install`
- Request/reply timeout: 60 seconds for companion agent response
- Expected payload:
  ```json
  {
    "module_id": "loot-manager",
    "download_url": "https://cdn.corrosionmgmt.com/modules/LootManager.cs",
    "filename": "LootManager.cs",
    "target_path": "oxide/plugins/"
  }
  ```
- Expected response:
  ```json
  {
    "module_id": "loot-manager",
    "success": true|false,
    "error": "optional error message"
  }
  ```
- Subject pattern already covered by existing `corrosion.*.cmd.>` wildcard in STREAM_AGENT_COMMANDS

**API Updates:**
- `backend/src/api/modules.rs`:
  - Updated `POST /api/modules/install` — Replaced stub with real ModuleInstaller invocation
  - Spawn background task for async installation
  - Return immediately with "installing" status
  - `GET /api/modules/:module_id/installation-status` — Already existed, now returns real data from `module_installations` table
- ModuleInstaller instantiation with encryption key from AppConfig

**Documentation:**
- `docs/COMPANION_AGENT_MODULE_INSTALL.md` — Companion agent NATS contract specification:
  - Subject patterns and payload schemas
  - Expected agent behavior (download, install, reload, respond)
  - Error handling requirements
  - Example pseudocode implementation (Go)
  - Testing procedures and failure scenarios

**Dependencies:**
- `Cargo.toml`: Added `rust_decimal` feature to `sqlx` for DECIMAL field support

**Status:** Backend pipeline fully operational. Modules install automatically to AMP/Pterodactyl servers. Companion agent NATS contract documented. Companion agent implementation (Go) pending future iteration.

### Added (Phase 4 — Module Store Frontend)

**Frontend:**
- Complete `ModuleStoreView.vue` implementation — Customer-facing module marketplace with:
  - **Catalog Tab:**
    - Module grid with preview images, prices, category badges, purchase status
    - Search functionality (name/description)
    - Category filter (Loot, Events, Economy, Kits, Admin, PVP, PVE, Building)
    - Hover animations and professional card layout
  - **My Modules Tab:**
    - Purchased modules with installation status tracking
    - "Install" button for purchased-but-not-installed modules
    - Empty state prompting catalog browsing
  - **Module Detail Modal:**
    - Full-screen module preview with screenshots gallery
    - Expanded description and complete features list
    - Version display and pricing details
    - Direct purchase/install CTA from modal
  - **Purchase Confirmation Modal:**
    - Shows module name, license binding, total price
    - Error handling with inline error display
    - Non-refundable disclaimer
    - Processing state during purchase flow
  - **Payment Flow:**
    - Instant purchase confirmation (MVP)
    - External payment URL redirect support (Stripe/PayPal)
    - State refresh after successful purchase
- TypeScript types (`types/index.ts`):
  - `Module` interface with full marketplace metadata (id, slug, name, description, price, category, images, features, version, purchase/install status)
  - `PurchaseRequest` interface for API integration
- **API Integration:**
  - `GET /api/modules/catalog` — Browse all available modules
  - `GET /api/modules/my-modules` — Fetch purchased modules for current license
  - `POST /api/modules/purchase` — Initiate module purchase (returns payment URL or instant confirmation)
  - `POST /api/modules/install` — Trigger deployment to game server

**Design Details:**
- Professional marketplace UI using existing Tailwind patterns
- Color-coded category badges (8 categories supported)
- Preview image with hover scale effect
- "Purchased" badge overlay on owned modules
- Three-state purchase flow: Not Purchased → Purchased → Installed
- Mobile-responsive grid (1/2/3 columns)
- Empty states for zero results and zero purchases
- Price display prominently in catalog cards and modals

**Purpose:** Enables server admins to browse, preview, purchase, and install premium gameplay modules (Loot systems, Events, Economy plugins, Kits) directly from the dashboard. Customers pay real money here — UI polish critical.

### Added (Phase 2 — Alerting System)

**Backend:**
- Migration 008: Alert configuration and history tables
  - `alert_config` table with threshold settings per license (population drop %, FPS threshold)
  - `alert_history` table logging all triggered alerts with metadata
  - Default alert config created for all existing licenses
- Alert service (`services/alerting.rs`):
  - `check_population_anomaly()` — Detects player count drops exceeding threshold
  - `check_fps_degradation()` — Monitors server performance degradation
  - Spam prevention (30-minute duplicate suppression)
  - Multi-channel notifications (Discord + Pushbullet + Email)
  - Severity levels: Info, Warning, Critical
- Alert database layer (`db/alerts.rs`):
  - `get_alert_config()` / `update_alert_config()` — Threshold configuration
  - `insert_alert()` / `mark_alert_notified()` — Alert history tracking
  - `check_recent_alert()` — Duplicate detection
  - `cleanup_old_alerts()` — 90-day retention cleanup
- Updated `db/notifications.rs` — Notification config retrieval with webhook/API key support

**Alert Types:**
- Population Drop — Triggers when player count drops >X% in 1 hour
- FPS Degradation — Triggers when FPS falls below configurable threshold
- Server Crash — Critical alert for auto-recovery failures
- Wipe Failed — Alert when wipe execution fails

**Purpose:** Proactive monitoring for server health issues. Alerts server admins via Discord/Pushbullet when anomalies detected (population crashes, performance degradation). Configurable thresholds per license.

### Added (Phase 2 — Wipe Performance Analytics)

**Backend:**
- `backend/src/db/wipes.rs` — Comprehensive wipe analytics query layer:
  - `get_wipe_success_rate()` — Success vs failure rate over time range
  - `get_average_wipe_duration()` — Average execution time for successful wipes
  - `get_wipe_to_peak_population()` — Hours from wipe completion to peak player count (24h window)
  - `get_population_curve_by_cycle()` — Day 1 vs Day 2 vs Day 3 average player counts post-wipe
  - `get_optimal_wipe_timing()` — Recommends best day of week + hour based on historical peak populations
  - `get_wipe_analytics_entries()` — Detailed per-wipe records for charting (duration, peak pop, success)
  - All queries use hourly aggregates (`server_stats_hourly`) with 90-day retention
- `backend/src/api/analytics.rs` — Wipe performance endpoint:
  - `GET /api/analytics/wipes/performance?range=90d` — Returns full wipe performance metrics
  - Supports range params: `6d`, `12d`, `90d`, `all` (converted to wipe count estimates)
  - Response includes: success rate, avg duration, population curve, optimal timing, individual wipe entries

**Frontend:**
- `WipeAnalyticsView.vue` — Complete wipe performance dashboard:
  - **ECharts Visualizations:**
    - Wipe success timeline (scatter plot: green = success, red = failed)
    - Population curve bar chart (Day 1/Day 2/Day 3 average players post-wipe)
    - Wipe duration trend (line chart showing execution time evolution)
  - **Insight Cards:**
    - Success rate percentage with total wipe count
    - Average wipe duration (formatted as minutes:seconds)
    - Peak population day identifier
    - Optimal wipe timing recommendation (day + hour)
  - **Actionable Recommendations Banner:**
    - Optimal wipe day/hour based on post-wipe player peaks
    - Weekly vs bi-weekly wipe suggestion (if Day 1 >> Day 2 population)
    - Duration optimization alerts (if avg > 10 minutes)
    - Rollback protection warnings (if failures detected)
  - Time range selector: Last 6 wipes / Last 12 wipes / All time
  - CSV export functionality
- Added route `/wipes/analytics` to router
- TypeScript interfaces: `WipePerformanceMetrics`, `WipeAnalyticsEntry`, `PopulationCurve`

**Purpose:** Answers critical questions: "How long do wipes take? When do players peak post-wipe? What's my success rate? When should I schedule wipes for max population?" Enables data-driven wipe timing optimization and operational insights.

### Added (Phase 3 — Public Status Page)

**Backend:**
- Migration 007: Added `status_page_description` TEXT column to `public_site_config`
- Public API models (`models/public.rs`):
  - `PublicServerStatus` — Server status with live stats for public display
  - `PlatformHealth` — Platform-wide health metrics (total servers, online count, total players, uptime)
  - `StatusPageResponse` — Complete status page data structure
  - `PublicSiteConfig` — Full public site configuration model
- Public database queries (`db/public.rs`):
  - `get_public_servers()` — Retrieves all opted-in servers with current stats, uptime percentages (24h/7d/30d), wipe schedules
  - `get_platform_health()` — Calculates platform-wide aggregate metrics
  - `calculate_uptime_percentage()` — Uptime calculation from hourly stats
  - `format_cron_expression()` — Human-readable wipe schedule formatting
  - `get_public_site_config()` / `create_public_site_config()` / `update_public_site_config()` — Config management
- Public API endpoint (`api/public.rs`):
  - `GET /api/public/status` — Public status page data (no auth required)
- Settings API (`api/settings.rs`):
  - `GET /api/settings/public-site` — Fetch public site config (auth required)
  - `PUT /api/settings/public-site` — Update status page opt-in and description (auth required)

**Frontend:**
- `StatusPageView.vue` — Complete public status page with:
  - Platform health header (total servers, online now, total players, platform uptime)
  - Server grid with status indicators (green/yellow/red), player counts, uptime badges (24h/7d/30d)
  - Wipe schedule display with countdown timers
  - Server search/filter functionality
  - Auto-refresh every 10 seconds via polling
  - Mobile-responsive grid layout
  - "Powered by Corrosion" footer with panel link
- Settings dashboard integration (`SettingsView.vue`):
  - New "Public Status" tab with toggle for `show_on_status_page`
  - Text area for `status_page_description`
  - Save endpoint integration

**Infrastructure:**
- nginx already configured for `status.corrosionmgmt.com` routing
- Router already configured with `/status` route on both panel and marketing domains

**Purpose:** Public-facing marketing page showcasing all Corrosion servers. Drives platform visibility and attracts new customers ("I want this for my server too").

### Added (Phase 2.2 — Player Retention Analytics)

**Backend:**
- Migration `004_player_sessions.sql` — Player session tracking table with indexes for retention queries
- `backend/src/db/player_sessions.rs` — Complete player session tracking and retention analysis:
  - `track_player_join()` / `track_player_leave()` — Record individual player sessions
  - `calculate_retention_after_wipe()` — Calculate 24h/48h/72h return rates per wipe
  - `get_unique_player_count()` / `get_avg_session_duration()` — Session metrics
  - `get_new_vs_returning_ratio()` — New vs returning player analysis
  - `get_recent_wipe_retention_metrics()` — Multi-wipe retention trends
  - `cleanup_old_player_sessions()` — 90-day retention cleanup
- `backend/src/api/plugin.rs` — Plugin event endpoints:
  - `POST /api/plugin/player-event` — Track player join/leave events
  - `POST /api/plugin/checkin` — Plugin registration on server start
- Extended `backend/src/api/analytics.rs` with retention endpoints:
  - `GET /api/analytics/retention?wipe_count=6` — Multi-wipe retention metrics
  - `GET /api/analytics/retention/export` — CSV export of retention data

**Frontend:**
- `PlayerRetentionView.vue` — Complete retention analytics dashboard:
  - ECharts retention curve (24h/48h/72h lines across multiple wipes)
  - Summary cards: unique players, avg session duration, new vs returning ratio
  - Wipe selector (last 3/6/10/20 wipes)
  - Detailed wipe table with retention percentages
  - CSV export functionality
- Added route `/retention` to router
- TypeScript interfaces: `WipeRetentionMetric`, `SessionSummary`, `RetentionResponse`

**Plugin:**
- Updated `CorrosionCompanion.cs` to track player events via `/api/plugin/player-event`
- Modified `OnPlayerConnected` / `OnPlayerDisconnected` hooks with license_key authentication

**Purpose:** Answers critical question: "What percentage of players return 24h/48h/72h after a wipe?" Enables data-driven wipe timing optimization and player retention analysis.

### Added (Phase 2.2 — Map Analytics System)

**Backend:**
- Migration 005: Added `map_id` FK to `server_stats` and `wipe_history` for map effectiveness tracking
- Stats consumer now captures `current_map_id` from `server_config` when persisting stats
- Map analytics database queries (`db/maps.rs`):
  - `get_map_analytics()` — Returns performance metrics per map (avg/peak players, times used, effectiveness score)
  - `get_map_population_trends()` — Player count trends per map over wipe cycles
  - Effectiveness scoring algorithm: (avg_players / peak_players) * 100
- Analytics API endpoint (`api/analytics.rs`):
  - `GET /api/analytics/maps?range=90d` — Map performance summary with rotation effectiveness

**Frontend:**
- `MapAnalyticsView.vue` — Complete map effectiveness dashboard with:
  - Summary cards: Best performing map, rotation effectiveness %, total maps tracked
  - ECharts bar chart comparing avg vs peak players per map
  - Sortable performance table with effectiveness color coding (green ≥80%, yellow ≥60%, red <60%)
  - Actionable insights section recommending rotation improvements
  - CSV export functionality
  - Time range selector (30d/90d/all)
- TypeScript types: `MapPerformanceMetrics`, `MapAnalyticsSummary`
- Router: Added `/maps/analytics` route under admin dashboard

**Purpose:** Answers "Which maps drive the most players? Is my rotation working?" Enables data-driven map selection for wipe day.

### Added (Phase 2 — Data Aggregation Pipeline)

**Backend:**
- Stats ingestion consumer service (`stats_consumer.rs`) subscribing to `corrosion.*.stats` NATS subject
- Complete stats database queries (`db/stats.rs`) with support for:
  - Raw stats insertion and retrieval
  - Hourly aggregation queries
  - Analytics summary calculations (peak/avg players, uptime)
  - Data retention cleanup (7 days raw, 90 days hourly)
- Hourly stats aggregation scheduler job (runs at :05 past every hour)
- Daily cleanup scheduler job (runs at 03:00 UTC)
- Analytics API endpoints (`api/analytics.rs`):
  - `GET /api/analytics/summary` — Peak/avg players, uptime percentage
  - `GET /api/analytics/timeseries` — Time-series data for charting (hourly/raw granularity)
  - `GET /api/analytics/export` — CSV export of server stats
- Background service initialization in main.rs (stats consumer + scheduler)

**Frontend:**
- Analytics TypeScript types (`AnalyticsSummary`, `TimeseriesData`, `HourlyStats`)
- Complete `AnalyticsView.vue` implementation with:
  - Real-time data fetching from analytics API
  - Apache ECharts integration for Player Count and Server Performance charts
  - Time range selector (24h/7d/30d)
  - CSV export functionality
  - Loading states and responsive layout

**Infrastructure:**
- Made `NatsBridge.jetstream` public for service consumer access

### Added (Sovereign Infrastructure Stack)

**Services Deployed:**
- **Gitea** (git.corrosionmgmt.com) — Self-hosted Git with Actions support
  - Container: `corrosion-gitea` on port 8090 (HTTP) and 8095 (SSH)
  - SQLite database (self-contained, persistent)
  - Replaces GitHub dependency for source control
  - Gitea Actions enabled for CI/CD
- **SeaweedFS** (cdn.corrosionmgmt.com) — S3-compatible object storage and CDN
  - Container: `corrosion-cdn` with integrated Master/Volume/Filer/S3
  - Filer UI at port 8091 (cdn.corrosionmgmt.com)
  - Master UI at port 8093 (admin.cdn.corrosionmgmt.com)
  - S3 API at port 8092 (internal access)
  - Purpose: Map hosting, plugin packages, companion binaries, backups
- **Gitea Act Runner** (asgard build server) — CI/CD execution environment
  - Runs on Ryzen 9 7945HX (16C/32T, 64GB DDR5)
  - Docker-based job execution
  - Go 1.21+ and Rust toolchains available
  - Connects to public Gitea instance remotely

**CI/CD Workflows:**
- `test-runner.yml` — Runner capability validation (hostname, resources, toolchains)
- `build-companion.yml` — Production companion agent build pipeline:
  - Triggers on version tags (v*.*.*)
  - Cross-compiles for Linux AMD64 and Windows AMD64
  - Generates SHA256 checksums
  - Creates Gitea release with auto-generated installation instructions
  - Uploads binaries and checksums as release assets

**Documentation:**
- `infra/docker-compose.yml` — Infrastructure stack definition
- `infra/README.md` — Deployment guide and architecture overview
- `infra/NPM-CONFIG.md` — Nginx Proxy Manager configuration
- `infra/ASGARD-RUNNER.md` — Act runner setup guide

**Repository Migration:**
- Migrated from GitHub to self-hosted Gitea
- Remote updated to `git@git.corrosionmgmt.com:vantzs/corrosion-admin-panel.git`
- All future development on sovereign infrastructure

### Technical Details

**Data Flow:**
```
Plugin/Agent publishes stats (60s interval)
  → NATS JetStream (corrosion.*.stats)
  → StatsConsumerService persists to server_stats table
  → Hourly aggregation job rolls up to server_stats_hourly
  → Analytics API queries aggregated data
  → Frontend renders charts via ECharts
```

**Database Schema:**
- `server_stats` table (raw stats, 7-day retention)
- `server_stats_hourly` table (aggregated hourly data, 90-day retention)

**Scheduler Jobs:**
- Hourly aggregation: `0 5 * * * *` (at :05 past every hour)
- Daily cleanup: `0 0 3 * * *` (at 03:00 UTC)

### Installation Notes

**Frontend:**
```bash
cd frontend && npm install echarts
```

**Backend:**
No additional dependencies beyond existing `Cargo.toml`.

### Deferred to Phase 2.2

- Player retention tracking (new vs returning players, session duration)
- Wipe-correlated analytics
- Player activity heatmaps (time-of-day patterns)
- Anomaly alerting system

---

## [2025-02-15] — Phase 1 Complete

### Added (Phase 1 — Foundation)

**Backend Services:**
- Core control plane (Axum + Tokio)
- Auto-wiper with rollback (`wipe_engine.rs`)
- Plugin management system
- WebSocket/NATS bridge for real-time data
- Companion agent adapter (bare metal server management)
- Panel adapters (AMP + Pterodactyl)

**Frontend:**
- Vue 3 dashboard with 19 admin sub-views
- Wipe management UI with real-time progress
- Toast notification system
- Plugin management interface
- Public server site

**Infrastructure:**
- PostgreSQL schema (migrations 001-003)
- NATS JetStream streams (6 streams configured)
- Docker Compose deployment (4 services)
- JWT auth with refresh tokens, TOTP 2FA

**Companion Agent:**
- Go binary for bare metal server management
- NATS-based command execution
- Process lifecycle control
- File operations support

**uMod Plugin:**
- C# plugin for Rust game server integration
- Stats publishing every 60 seconds
- Server lifecycle event reporting

### Commits

- `c5d0571` — feat: Complete Phase 1 frontend — WebSocket + Wipe feature end-to-end
- `590765f` — feat: Complete Phase 1 backend services and WebSocket/NATS bridge
- `8320591` — docs: Update companion agent language choice to Go
- `3c39345` — docs: Add CLAUDE.md and Claude Code settings
- `81eeb3b` — docs: Add AGENTS.md roster and resource discipline

---

**Format:** `type: Short description`

**Types:** feat, fix, docs, refactor, test, chore, perf, ci
