# Changelog ## 1.0.7 — 2026-06-02 ### SSH — fix false "SSH exited with code 1" on battlegroup commands - **Root cause** — Interactive SSH (`-tt`) was spawned with stdin closed. OpenSSH exits code 1 with no output in that case, so status/start/stop looked broken even when the VM was fine. - **`lib/ssh.js`** — Pipe stdin when a pseudo-TTY is requested; treat PTY sessions with stdout as success when stderr is only "Connection closed". ## 1.0.6 — 2026-06-02 ### SSH key path — fix battlegroup failure after reboot (WSL) - **Root cause** — When the manager runs from WSL, `LOCALAPPDATA` is unset. SSH was given a relative path (`AppData/Local/DuneAwakeningServer/sshKey`) instead of the real key at `C:\Users\\AppData\Local\DuneAwakeningServer\sshKey`. - **`lib/paths.js`** — Resolves Windows `LOCALAPPDATA` via PowerShell when env vars are missing; mirrors the key into `~/.dune-awakening-server-manager/sshKey` with `0600` permissions for WSL OpenSSH. - **Status / battlegroup** — `/api/status` reports `ssh.keyPresent`; battlegroup routes fail fast with a clear message; dashboard shows an SSH key warning banner. ## 1.0.5 — 2026-06-02 ### Start VM — fix silent failure on low host RAM - **Root cause** — Dashboard **Start VM** called Hyper-V with the VM's configured startup RAM (often 30 GB). When the Windows host couldn't allocate that much, Hyper-V returned `OutOfMemory` / `0x8007000E`. The error only appeared in the collapsed console, so it looked like nothing happened. - **`lib/vm.js`** — Shared `startVm()` helper with automatic memory step-down (40→32→30→24→20→18→16→14→12 GB) when the host is low on RAM, plus clearer error messages. - **`POST /api/vm/start`** — Uses `startVm()`; accepts optional `{ memoryGB }` for manual retry; returns HTTP 507 with `startFailed: true` on OOM. - **Dashboard UI** — Shows an alert on failure, auto-expands the console, and displays a **Retry Start** panel with a memory selector when start fails. - **Status** — VM card shows configured startup memory when the VM is off. - **Setup import** — Also uses auto step-down on first start. ## 1.0.4 — 2026-06-02 ### Tech tree — Unlock All Recipes fix - **Root cause** — The old endpoint only flipped `UnlockedState` on recipes already present in the character save (~128 entries). The in-game tech tree has **356** nodes (`DA_GRP_*` groups + `DA_REC_*` recipes) that were never added to the save, so they stayed locked even after “Unlock All.” - **`public/data/tech-recipe-catalog.json`** — Full tech node list extracted from game pak files via `tools/Cue4ParsePatents` (regenerate with `dotnet run` in that folder). - **`POST /api/characters/:id/tech/unlock-all`** — Merges every catalog node into `m_TechKnowledgeData` as `Purchased`, preserves existing `RCP_*` / `BLD_*` save entries, and sets `m_TechKnowledgePoints` to 99999. - **UI** — Tech Tree badge shows `purchased / in save / in game`; unlock result reports how many nodes were added. Reminder to stop battlegroup and relog after changes. ## 1.0.3 — 2026-06-03 ### Incomplete bootstrap repair - **`needsBootstrap` in `/api/status`** — Detects the “No resources found in funcom-seabass-… namespace” state (VM imported but bootstrap never finished). - **`POST /api/setup/repair`** — Deletes empty seabass namespace(s) when no battlegroup CR exists, then re-runs bootstrap automatically. - **Dashboard repair panel** — Yellow banner with token/world/region form when incomplete setup is detected. ## 1.0.2 — 2026-06-03 ### Setup — delete and start fresh - **Setup tab → Delete & Start Fresh** — When pre-flight detects an existing `dune-awakening` VM, a reset panel appears on step 1. - **`POST /api/setup/reset`** — Stops the battlegroup (if reachable), removes the Hyper-V VM, deletes `DuneAwakeningServer` folders on all drives, removes SSH keys, and clears cached manager state. - Requires typing **DELETE** to confirm. Re-runs pre-flight automatically after reset so you can walk through the wizard again. ## 1.0.1 — 2026-06-03 ### Server finder / WAN visibility fixes - **Reliable visibility IP writes** — `settings.conf` is now written via base64 over SSH instead of fragile `printf` escaping. Line 4 is what the gateway reads at startup as `GameRmqAddress` when registering with Funcom. - **Stop then start required** — UI and console now clearly state that visibility changes require a full battlegroup **stop → start** (not just restart-in-place). The gateway only publishes the join address on startup. - **WAN port-forward guide** — When Public (WAN) or custom public IP is selected in **Game Config → Server Visibility**, a port-forward checklist appears: - **31982 TCP** — queue/matchmaking (commonly missed; required for server finder) - **Director NodePort TCP** — from your Dashboard (e.g. 31402) - **7777–7810 UDP** — game traffic All forwards must target the **VM IP**, not the Windows host. - **Setup wizard** — Same port-forward notice when choosing a public/custom player IP during initial setup. - **Experimental tab reminder** — Self-hosted worlds appear under **Servers → Experimental** in the game client, not Official or Private. - **API** — `GET /api/server-visibility` now returns `directorPort`, `isWan`, and structured `portForward` info. `POST` returns restart guidance. ### Other - Improved **Server Display Name** field hint in Game Config (empty sietch names can hide servers in the browser).