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docs(reference): import Dune: Awakening server-manager references
Phase 2 references for the host-agent Dune adapter, moved out of volatile /tmp
into docs/reference-repos/ (per Commander). Three upstream projects, .git +
node_modules + compiled binaries stripped (16MB source). Nested AI-instruction
files (.claude/, CLAUDE.md) removed so they don't pollute Corrosion sessions.

- icehunter/    dune-admin (Go+React) — 4 control planes; SETUP_DOCKER.md is the
                closest analog to our agent's Dune docker control plane (compose
                lifecycle, docker logs, RabbitMQ-via-exec, dune Postgres schema)
- adainrivers/  Rust/Tauri desktop — SSH+k8s BattleGroup control, maintenance
                daemon, in-game admin console (Rust idiom reference)
- the4rchangel/ Node web UI replacing battlegroup.bat — matches the Commander's
                Hyper-V self-host path + game-config schema

See docs/reference-repos/README.md for the full index + how we use each.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-11 21:08:05 -04:00

5.4 KiB
Raw Blame History

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\<you>\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 writessettings.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)
    • 77777810 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.
  • APIGET /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).