Commit Graph

11 Commits

Author SHA1 Message Date
Vantz Stockwell
e23b6a7e69 feat(brand): chemistry rebrand across panel + marketing
Some checks failed
CI / backend-types (push) Successful in 10s
CI / frontend-build (push) Successful in 16s
CI / agent-tests (push) Failing after 34s
CI / integration (push) Has been skipped
The logged-in panel is now Catalyst Console (by Corrosion); the marketing site
keeps Corrosion as the platform/company and introduces the lexicon.

- Wordmark: panel/auth Logo lockup -> 'Catalyst' / 'by Corrosion'; the shared
  C-core house mark (CorrosionMark) is untouched. Marketing nav/footer keep the
  'Corrosion' wordmark.
- Titles: panel routes -> '{View} · Catalyst'; auth -> Catalyst; document.title
  fallback + index.html -> 'Catalyst Console'. Marketing titles stay '— Corrosion'.
- Host agent user-facing copy -> 're-Agent' across panel + marketing (the
  binary filename / CDN URLs / config paths / domains are UNCHANGED — that's the
  separate infra/binary-rename sprint; 'Download re-Agent' fetching
  corrosion-host-agent-* is the intended intermediate state).
- Deploy-recipe 'blueprint/template' -> 'Formula/Formulae' in marketing + roadmap;
  Rust in-game 'blueprint wipe' kept (game term).
- docs/BRANDING.md added (Oracle review + locked lexicon).

vue-tsc + vite green; rendered clean both faces (Catalyst panel / Corrosion
marketing), 0 console errors.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 01:19:01 -04:00
Vantz Stockwell
6f783bfac8 feat(panel): Beta sweep — multi-game coherence, honesty, UX fixes
All checks were successful
CI / backend-types (push) Successful in 10s
CI / frontend-build (push) Successful in 15s
CI / agent-tests (push) Successful in 45s
CI / integration (push) Successful in 22s
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>
2026-06-11 22:06:10 -04:00
Vantz Stockwell
180631989a fix(panel): real auto-updating version + remove fake agent footer; rename companion -> Corrosion host agent
All checks were successful
Build Host Agent / build (push) Successful in 28s
Test Asgard Runner / test (push) Successful in 3s
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>
2026-06-11 09:03:37 -04:00
Vantz Stockwell
23decd9b08 feat(panel): per-game UI adaptation — sidebar, Server view, and dashboard transform by selected game
All checks were successful
Test Asgard Runner / test (push) Successful in 3s
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>
2026-06-11 08:37:03 -04:00
Vantz Stockwell
f2b09b281a feat(panel): GameProfile registry + real-data dashboard (remove all mock/fake data)
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>
2026-06-11 04:52:12 -04:00
Vantz Stockwell
f91ef84832 feat(redesign): design-system tokens, 23 Vue components, game-aware shell + Fleet/Solo dashboard
All checks were successful
Test Asgard Runner / test (push) Successful in 4s
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>
2026-06-11 02:12:35 -04:00
Vantz Stockwell
0fdbad0d07 fix: Resolve TypeScript build errors blocking Docker nginx build
All checks were successful
Test Asgard Runner / test (push) Successful in 3s
- DashboardView: Add non-null assertion on upcoming[0] (guarded by length check)
- EarlyAccessView: Add missing `computed` import from Vue

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 14:21:58 -05:00
Vantz Stockwell
8bb6cc0890 feat: Waves 3+4 — frontend wiring, NATS integration, stores (19 files)
All checks were successful
Test Asgard Runner / test (push) Successful in 2s
Frontend:
- Wire Dashboard quick actions (start/stop/trigger wipe) + next wipe schedule
- Wire Console WebSocket streaming for real-time output
- Implement TOTP 2FA challenge flow in LoginView
- Wire Plugin load/unload toggle + uninstall buttons with confirmations
- Wire WipesView profile selector, disable trigger when no profiles
- Build full WipeProfiles create/edit modal with all config fields
- Wire MapsView file upload with multipart FormData
- Fix SettingsView empty catch blocks → toast error messages
- Fix stale localStorage token reads in CSV exports → auth store
- Fix auth store hardcoded permissions → JWT-decoded role permissions
- Fix wipe store onMounted lifecycle bug → explicit subscribe action
- Update EarlyAccessView from countdown to "Now Live" state

Backend:
- Wire wipe trigger to publish NATS cmd (corrosion.{id}.cmd.wipe)
- Wire plugin reload/uninstall to publish NATS cmd
- Expand NatsBridgeService: add files, wipe status, server status subs
- Add PATCH schedules/:id/toggle endpoint for task toggling

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-21 13:34:09 -05:00
Vantz Stockwell
a53cb4d8a5 feat: Implement server endpoints, store, and live dashboard
Backend: Server connection/config/admins DB queries, server API routes
with auth-gated endpoints (overview, config CRUD, admin management).
Frontend: Server store wired to API, dashboard fetches server data on
mount with live status indicators, uptime formatting, and server
config display. Logout now redirects to /login.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 21:51:49 -05:00
Vantz Stockwell
9217f77998 feat: Implement login, register, and dashboard views
Build complete auth flow with dark-themed CORROSION branding,
loading states, error handling, client-side validation, and
placeholder dashboard with stat cards and quick actions.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 21:46:35 -05:00
Vantz Stockwell
e2f2f64d33 scaffold: Vue 3 frontend — router, stores, views, composables, layouts
Complete frontend skeleton: Vite + Vue 3 + TypeScript + Tailwind CSS,
Pinia stores (auth, server, wipe, plugins), authenticated API composable,
full route tree with auth guards, DashboardLayout with sidebar nav,
23 view stubs across auth/admin/public, all TypeScript interfaces.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-14 21:42:21 -05:00