# CHANGELOG — Corrosion Admin Panel All notable changes to this project will be documented in this file. ## [Unreleased] ### 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 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