The 85s v2 intro plays click-to-play in the phone mockup with fully custom
controls (play/pause, green seek bar, live timecode, mute, fullscreen) — no
loop, pause on close, Esc/backdrop/X to dismiss. Opens with sound on the cover
click (user gesture); falls back to muted autoplay if the browser blocks it.
- Transcoded the 163 MB / ~15 Mbps export -> 10.8 MB (720x1280, H.264 CRF 28,
+faststart) so it only downloads when a visitor opts in (preload=metadata).
- Poster = a v2 frame grabbed from the video (drflask-poster.jpg, ~60 KB).
- Source 163 MB master stays untracked in docs/character/.
Verified live via Playwright: video loads (readyState 4, 85s), autoplays on
open, timecode/seek-fill track, play/pause + mute buttons both toggle state.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replaces the compact 3-column table with the full long-form glossary
(Commander + Gemini copy):
- Dr. Flask cover card beside the intro (web-optimized 560px from
docs/character/drflask-final.png, 1.8MB -> 394KB).
- 'In plain English' callout + the Formulae->...->Lab Notes flow strip.
- 8 term cards (Catalyst Console, re-Agent, Substrate, Formulae, Reactions,
Compounds, Lab Notes, The Exchange) — chemistry meaning / Corrosion role /
punchy kicker each.
- Dr. Flask sign-off card with his bio + quips.
- Lab-zone treatment: green accent scoped to .sec--lab so the whole section
reads as a deliberate 'lab' corner, breaking up the orange brand.
Visually verified via Playwright on the dev server (marketing host): 8 cards,
green theming, Dr. Flask cover + sign-off all render; no page errors.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Public-facing brand asset (Oracle + Commander): a glossary section on the FAQ
page mapping each chemistry term to its real role in Corrosion, plus the
chemistry-true pipeline as a flow strip.
- 8-term table (Term / Chemistry meaning / In Corrosion): Catalyst, re-Agent,
Substrate, Formulae, Reaction, Compound, Lab Notes, The Exchange.
- Substrate is the host/bare-metal SURFACE servers run on — NOT the 'automation
layer' (corrected the drift the Commander rejected; re-Agent installs on it,
Reactions execute against it).
- Flow strip + closer: Formula defines -> Catalyst kicks off -> re-Agent runs it
on the Substrate as a Reaction -> Lab Notes record the result.
Verified live via Playwright on the dev server (marketing host): table, flow
strip, and closer all render correctly; no errors from the page.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Commander copy pass:
- 'Multi-game expansion — game Formulae' -> 'Multi-game Formulae' (cleaner grammar)
- 'API access and integrations' -> 'Operator API and integrations' (operator-grade framing)
- 'Integrated storefront' -> 'The Exchange' (chemistry-flavored; ion-exchange nod,
no collision with the locked 'Compound' = stack group)
- 'Fleet Block capacity management' gains a clarifier note: pooled host capacity,
allocation, and utilization
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Settings was missing self-service account security and any API-key UI:
- Account security (new Security tab): change password (POST /auth/change-password
— verifies current via Argon2, rejects unchanged), enable 2FA (wires the
existing /auth/2fa/setup QR + /auth/2fa/verify), and disable 2FA (new
POST /auth/2fa/disable, requires a current code so a hijacked session can't
strip the second factor).
- New API tab: create/list/revoke per-license API keys (the overnight backend
had no UI), plaintext shown once, plus an 'API docs' button to /api/docs (Swagger).
Root-cause RBAC fix — the system-default Owner role enumerated per-resource
wildcards (server.*, wipe.*, ...) and drifted: apikeys, webhooks, alerts,
analytics, chat, schedules, notifications, map, users and ALL plugin-config
modules (plus singular plugin.* vs granted plugins.*) were locked out for any
non-super-admin Owner. Owner = full control of its license:
- migration 025 sets the Owner role to {"*": true}
- PermissionsGuard honors '*' as allow-all
- frontend hasPermission honors '*' and resource.* wildcards (was exact-match
only, so wildcard-based roles silently failed)
Backend tsc + frontend build green. NOTE: migration 025 auto-applies on a fresh
DB (Saturday); the live DB needs the one-line UPDATE applied to unlock the API
tab for a non-super-admin owner.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Closes the 'Public REST API' last mile: external callers authenticate with a
per-license API key instead of a JWT. Additive and zero-regression:
- JwtAuthGuard: a corr_-prefixed bearer token (or X-API-Key header) is
validated via ApiKeysService.validateKey and sets request.user shaped like a
JWT user, scoped to the key's license. JWTs are eyJ... and never collide with
the corr_ prefix, so the existing JWT path is byte-for-byte unchanged.
- API-key calls act AS the license owner: validateKey now resolves
license.owner_user_id so sub is a real UUID — any @CurrentUser/created_by FK
insert works and attributes correctly. (ApiKeysModule gains the License repo.)
- PermissionsGuard: is_api_key principals get full access to their own license
(always tenant-scoped). Future: scoped/read-only keys.
Backend tsc green. Untested at runtime (no local DB) — needs a curl smoke test
on Saturday's fresh stack before the roadmap item flips to shipped.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Webhook events and per-license API key management shipped (commits 55c9893,
0effaaf, a1768bd). Moved 'API access and integrations' to in-progress with
per-item notes; key-authenticated external API access is the remaining piece.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Multi-game rebrand (no more Rust-only leftovers): game-neutral setup wizard +
deploy/store defaults; player-id labels driven by game profile (Steam ID only
for Rust); blueprint wipe type + verify-plugins gated to uMod games; oxide
command examples + Rust-only plugin pages (AutoDoors/FurnaceSplitter/BetterChat)
guarded behind mods==='umod' with empty-states for other games.
Honesty: webstore checkout shows coming-soon (backend now 503s); 'integrated
webstore' marketed as coming-soon; Discord references neutralized to
community/webhook; migration FAQ marked in-development; analytics dev phase
labels removed; Network pricing tier set to Custom/Contact (was a confusing
duplicate of Operator); docs/PRICING.md rewritten to match live subscriptions.
UX/bugs: fixed ServerView oxide-status operator-precedence bug; dead 'Deploy
server' button wired; non-functional topbar search removed; alert()/confirm()
replaced with toasts across schedules/alerts/migration/public store+server;
analytics chart arrays null-guarded; production console.logs gated to DEV.
Frontend build (vue-tsc + vite) green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
COA-B cleanup:
- Sidebar agent-health footer now reads the fleet store (host count / online
count / per-host status + last heartbeat) instead of the single legacy
server.connection row, which disagreed with the multi-host fleet. Removed the
legacy useServerStore dependency from the shell.
- Removed the unused 'vuefinder' dependency (replaced by the native file
manager): dep + main.ts plugin/CSS registration. Main JS chunk 588kB -> 165kB.
Recon reclassified the 'dead cmd.server v1' item: it is the LIVE license-level
command path (module config applies, plugin install, schedules, legacy
start/stop) served only by the Go agent — a Rust-agent parity gap, not dead
code. Left intact.
Build-green (vue-tsc) + boots clean in-browser (0 console errors).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The shell skin / sidebar nav / dashboard terminology now follow the games
actually deployed (game_instances.game, agent-reported) instead of a
localStorage-only toggle. syncActiveGameFromFleet() derives: one game ->
auto-skin to it; zero/multiple -> 'all' neutral. A manual GameSwitcher pick
persists and overrides the heuristic. Wired into DashboardLayout via a watch
on the fleet store.
No schema change: a license's games are the distinct games of its instances
(the normalized source of truth) — deliberately not duplicating into a
licenses.game column that would drift (Lesson 20).
Build-green (vue-tsc) + boots clean in-browser (0 console errors, theming
initializes). Authenticated auto-derive confirms live on next instance deploy.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
FileManagerView rewritten as a native DS browser on the per-instance
file bridge: instance selector, breadcrumb nav, dir-first listing
(name/size/modified), folder drill-down, inline file editor (read/save),
toolbar (new folder/file/refresh), per-row rename + delete-confirm.
New files store wraps the /instances/:id/files* endpoints. VueFinder
import + RemoteDriver fully removed — no more retired-protocol /api/files.
Honest empty (no instance -> Server page) + error (retry) states, never
the global error boundary.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Server page's config-honesty note now leads somewhere real: a
Configuration file panel that loads a config file from the instance
(prefilled with the game's primaryConfigFile hint — server.cfg,
ServerSettings.ini, GameXishu.json), edits it in a mono textarea, and
saves it straight to the host through the jailed agent file bridge.
Not-found is handled gracefully (empty editor to create). Works across
games; gameProfiles gains primaryConfigFile per game.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The agent reply is authoritative for the action just taken; the fleet
DB only updates on the next heartbeat (~10s), so the immediate refetch
read a stale state and reverted the UI (Start -> still Stopped). Now
apply the reply's state/uptime directly to the instance.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Server page now manages the selected GAME INSTANCE, not the legacy
host connection. New instances store flattens the fleet and drives the
command bridge. New 'Game instance' panel: real state badge
(running/stopped/crashed/configured), uptime, host, and an instance
selector when >1. Start/Stop/Restart/Refresh wired to POST
/api/instances/:id/lifecycle — gated on the actual instance state (not
host connectivity), with telemetry-only instances flagged. Works across
all four games (state + lifecycle are game-agnostic).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Self-service host removal. DELETE /api/fleet/hosts/:id (server.manage,
tenant-guarded): refuses while the host is 'connected' (409 — a live
agent re-registers on its next heartbeat, stop it first), deletes the
host's game_instances explicitly (FK is SET NULL, would otherwise
orphan them; instance_stats cascade), and clears the legacy
server_connections row if it was the license's last host. Fleet view:
offline host cards get a Remove button with inline confirm + toast.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Server page Host-agent panel now fetches GET /api/servers/agent-
credentials and renders the real agent.toml (license UUID, nats_user,
nats_password) instead of the broken LICENSE_ID=license_key env
commands that would never connect. Password masked by default with a
reveal toggle; copy-to-clipboard uses the real value. Setup commands
point at --config /etc/corrosion/agent.toml.
Configuration panel: World size / Current seed (Rust-only Facepunch
concepts) gated behind isRust; Conan/Soulmask/Dune get an honest note
pointing to the File Manager for their real config files instead of
fake Rust fields.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Tenant-scoped fleet read: GET /api/fleet returns agent_hosts (host
metrics) each with their game_instances, plus a summary
(host/instance/online counts). FleetView lists host cards (status, CPU/
mem/disk/uptime/last-heartbeat) with their instances (game, state badge,
uptime); honest empty state -> Server page when no hosts. New 'Fleet'
sidebar nav item across all four game profiles, /fleet route. Store
follows the no-throw-on-fetch pattern (error state, never bricks). The
marketing hero made real from the live fleet tables.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A stale or revoked token previously rendered the full panel chrome and
only collapsed on the first API call. App boot now calls /auth/me
through useApi (401 -> refresh -> logout already handled there); user
profile refreshes on success, and non-auth failures (network, 5xx)
never log the user out.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Exact-match on 'corrosionmgmt.com' meant www. or any staging host
silently served the panel instead of the marketing site. Hosts now come
from VITE_MARKETING_HOSTS (comma-separated, defaults cover bare + www).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Every page previously titled 'Corrosion Management' with zero meta -
marketing invisible to search and link previews. Router afterEach now
sets title/description/og per route (no new deps); marketing pages get
real content-backed descriptions, panel views mechanical titles.
index.html carries defaults for pre-JS crawlers. Verified in-browser
per page via Playwright.
test-runner.yml: per-tool presence checks instead of green-lighting
missing toolchains; workflow_dispatch instead of every push.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
discord.gg/corrosion is an Unknown Invite (verified via Discord API) -
no dead community promises on the marketing site. Re-add when a real
server exists. Discord *webhook* feature copy stays; that's shipped.
AGENTS.md Scout tier haiku -> sonnet[1m] confirmed by Commander:
marginal price difference, 1m context window pays for itself on recon.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Full-site fake-data audit findings:
- SetupWizard showed a curl|sh installer (get.corrosionmgmt.com) and a
'corrosion-agent' binary that don't exist -> real host-agent commands
- 'View live demo' CTA on 5 marketing pages linked to a login, not a
demo -> honest 'Sign in'
- Google Fonts @import was silently dropped from the production CSS
bundle (mid-bundle @import) -> <link> tags in index.html; prod was
shipping system fallback fonts
- App-root ErrorBoundary bricked the entire SPA (incl. marketing) on a
single failed fetch until manual reload -> resets on route change +
content-scoped boundary inside DashboardLayout so nav chrome survives
- Status page KPIs showed fake zeros while the fetch failed -> em dash
- Login lacked the forgot-password link (flow already existed end-to-end)
- AdminSeedService: fresh DB had schema but no login possible; seeds
super-admin + license from ADMIN_* env when users table is empty
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Version badge: was hardcoded '1.0.8' — now single-sourced from frontend/package.json (1.0.0) via Vite define __APP_VERSION__, so it auto-updates on release. Sidebar agent footer: removed the FABRICATED 'asgard-01' host name and the fake 'Agent v1.0.8' line — now shows real server.connection data, or an honest 'No host agent connected' empty state when nothing is deployed (the operator's actual state). Renamed 'Companion agent' -> 'Corrosion host agent' across the UI (ServerView/SetupWizard/Dashboard/Plugins), the binary names (corrosion-host-agent-<os>-<arch>) + CDN path (/host-agent/), the Go Makefile build output, and the Gitea CI workflow — frontend download links and CI output now match. Marketing hero mock host names neutralized (asgard-01 -> rust-host/dune-host/conan-host). DB column names (companion_last_seen) left intact. Build green; zero 'asgard'/'1.0.8' remain in frontend/src.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Drives the panel off the active game (GameSwitcher selection) + the GameProfile registry, so each game visibly differs (not just accent color). Sidebar nav: Rust = full (uMod plugins + plugin configs); Conan/Soulmask/Dune drop uMod + plugin-configs and relabel reset (Wipe World / World Reset / Deep Desert), Dune relabels Console->Broadcast (no RCON) and is Docker-managed. ServerView: management-model badge + game-appropriate panels (Rust deploy + Oxide; Dune Docker/BattleGroup-Sietches; Conan clans/thralls/avatars/purge; Soulmask main-client cluster) with HONEST EmptyStates where no backend data exists yet. Dashboard: per-game reset terminology + stat labels. No invented routes (all map to existing router entries); no fabricated data. Build green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Five marketing sub-pages built to match the landing's design language, all real content: Pricing (4 real tiers + Fleet Block + commercial-use definition + feature-comparison table + self-service support model), How it works (one agent -> N game instances, BYOS, no-SSH), FAQ (real support/product/games/billing Q&A reflecting the self-service model), Roadmap (honest Shipped/In-progress/Planned, no fake dates), Early access (real signup form). 3 icons added (circle/send/help-circle). Visually verified via Playwright; 0 console errors. Build green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
MarketingLayout + LandingView rebuilt from the delivered design as a multi-game platform site (was Rust-only stub): hero with per-game re-skin + panel mockup, 8-pain problem grid, agent-model shift, 4 self-themed game blueprints (Rust/Dune/Conan/Soulmask), core capabilities, wipe orchestration, built-like-infrastructure, public sites/storefront, pricing, serious-admins, final CTA, footer. REAL pricing (Hobby $9.99 / Community $19.99 / Operator $99.99 / Network $99.99 + $49.99 fleet block) + commercial-use definition + self-service support model ($125/hr prepaid blocks, 'a tool, not a managed service'). marketing.css ported (token-based). 6 icons added to the registry. No fabricated metrics/testimonials. Build green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
DashboardView now renders the REAL server from useServerStore (connection/config + live WebSocket stats) + real 24h history from /analytics/timeseries, with honest EmptyStates ('install the companion agent') when there is no data. DELETED _dashboardMock.ts (the fake 8-server fleet/feed/wipes). PlayersChart hardened: removed the DEFAULT_SERIES fallback, renders an 'awaiting telemetry' empty state instead of a fabricated curve. New gameProfiles.ts: real per-game capability/terminology/stat registry (rust/conan/soulmask/dune; dune managementModel=docker-compose), ready to wire when the backend gains a per-license game field. No fake data. Build green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The nested ./styles/corrosion.css barrel (8 @import token files) was placed after `@import "tailwindcss"`. Once Tailwind v4 expands in place, those nested @imports no longer precede all statements, so PostCSS DROPPED them (the 8 'should be written before any other statement' warnings). Result: every design token (--surface-*, --accent, --text-*, --font-brand, --space-*) was empty and the entire re-skin rendered unstyled (white bg, no surfaces/accent) despite a green build. Fix: import the 8 token files directly + contiguous in style.css. Verified live via Playwright — tokens resolve (--accent #f26622, canvas #0a0b0e) and the login renders correctly.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Auth (Login/Register/ForgotPassword/SetupWizard) + account cluster (Settings/Team/Notifications) re-skinned onto design-system components + tokens. JPEG login banner replaced with the C-gauge mark + Oxanium wordmark. All logic/store/router/handlers preserved (TOTP flow, validators, save handlers, API endpoints). Build green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Tokens ported 1:1 from the Claude Design bundle (colors/game-themes/type/spacing/elevation/motion/fonts) with the data-theme/data-game theming contract via useThemeGame (+ cc-skin-swap repaint guard). 23 design-system components reimplemented as Vue SFCs (core/forms/data/navigation/feedback/brand). DashboardLayout rebuilt as the game-aware shell (GameSwitcher, grouped nav with permission gating preserved, agent-health footer, topbar). DashboardView: Fleet + Solo with per-game GAME_FIELDS rows and the themed ECharts PlayersChart; Solo wired to the real server store, Fleet on representative data pending the multi-instance backend. All four game skins (Rust/Dune/Conan/Soulmask). vue-tsc + vite build green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Replace individual plugin config sidebar entries with a single "Plugin Configs"
link that opens a card-based landing page. Cards show status (Active/Configured/
Not Configured), config count, and link to existing editor views. Search bar for
filtering. All existing plugin routes preserved for direct navigation.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replaces flat 25-item navItems array with 6 labeled sections:
Dashboard, Server, Plugin Configs, Operations, Monitoring, Management.
Section headers only render when at least one item is visible to the
user's permissions. Platform Admin section restyled to match.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
KitsView: cast v-for Items array to fix string|number index type mismatch.
TimedExecuteView: remove unused X icon import.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Migration 021: raidablebases_configs table with JSONB config_data
- Entity, module, controller (7 endpoints), service with NATS deploy/import
- Frontend: 4-tab editor (General, Difficulty, NPC, Loot & Rewards)
- Pinia store, types, router route, sidebar nav with Swords icon
- Top 30 most common settings with actual RaidableBases.json key paths
- Difficulty sub-tabs for Easy/Medium/Hard/Expert/Nightmare with spawn day toggles
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- DB migrations 017 (betterchat_configs) and 020 (timedexecute_configs) applied
- TypeORM entities matching production schema exactly
- NestJS modules with full CRUD + apply-to-server + import-from-server
- Pinia stores following teleport config pattern
- BetterChatView: Chat Groups editor with color pickers, font sizes, format strings; Settings tab with word filter, anti-flood, player tagging
- TimedExecuteView: TimerRepeat with presets, RealTime-Timer, OnConnect/OnDisconnect command lists
- Wired into app.module.ts, router, DashboardLayout nav
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
POST /servers/install-oxide endpoint, NATS bridge for oxide.status,
server store installOxide method, ServerView Install Oxide card with
progress tracker matching the Deploy card pattern.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Implements the complete frontend for BetterLoot profile management:
- Pinia store (loot.ts) with CRUD, import/export, apply-to-server actions
- LootBuilderView orchestrator with profile bar, modals, two-column layout
- LootContainerSidebar with categorized container list, search, config indicators
- LootItemEditor for per-container item settings and ungrouped item table
- LootItemPicker modal with searchable/filterable Rust item grid
- LootGroupEditor for reusable loot group management
- Router integration at /loot-builder
- Sidebar nav item with Crosshair icon and loot.view permission
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Prev/Next buttons at top and bottom of results table. New search
resets to page 1. Buttons disable at bounds and during loading.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>