Files
corrosion-admin-panel/CHANGELOG.md
Vantz Stockwell 8cd792eb75 feat: Implement NestJS Auth, Users, and Licenses modules
Complete authentication system with JWT, refresh tokens, and TOTP 2FA.
Auto-generates license keys on registration (CORR-XXXX-XXXX-XXXX format).
JwtStrategy enriches payload with license_id and permissions from roles.
Multi-tenant isolation enforced at license access layer.

Auth Module:
- 9 REST endpoints (login, register, refresh, 2FA setup/verify, profile, password reset)
- Argon2 password hashing, TOTP with QR code generation
- Public endpoints: login, register, forgot-password, reset-password, validate-key
- Authenticated endpoints require JWT Bearer token

Users Module:
- Admin CRUD for user management (requires users.view permission)
- Password fields excluded from all responses

Licenses Module:
- License lookup with owner authorization
- Public key validation endpoint for plugin verification
- License key generation via random hex parts

All DTOs use class-validator, all controllers documented via Swagger.
Custom decorators: @Public(), @CurrentUser(), @RequirePermission().

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-15 21:13:57 -05:00

575 lines
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Markdown

# CHANGELOG — Corrosion Admin Panel
All notable changes to this project will be documented in this file.
## [Unreleased]
### Added (NestJS Backend — Core Modules)
**Auth Module (`modules/auth/`):**
- Complete authentication system with JWT and refresh tokens
- DTOs: `LoginDto`, `RegisterDto`, `RefreshTokenDto`, `VerifyTotpDto`, `UpdateProfileDto`, `ForgotPasswordDto`, `ResetPasswordDto`
- `JwtStrategy` — Passport strategy with user lookup, license resolution, and role permissions injection
- `AuthService` — Full auth lifecycle:
- `register()` — User creation with auto-generated license key (CORR-XXXX-XXXX-XXXX format)
- `login()` — Credential validation, TOTP verification, token generation
- `refresh()` — Access token refresh from valid refresh token
- `setupTotp()` — TOTP secret generation with QR code (otpauth + qrcode libraries)
- `verifyTotp()` — TOTP code validation and 2FA enablement
- `getProfile()` / `updateProfile()` — User profile management
- `forgotPassword()` / `resetPassword()` — Password recovery stubs (SMTP integration pending)
- `AuthController` — 9 REST endpoints:
- `POST /auth/login` — Email/password login with optional TOTP
- `POST /auth/register` — New user registration with auto-license creation
- `POST /auth/refresh` — Token refresh
- `POST /auth/2fa/setup` — Generate TOTP QR code (authenticated)
- `POST /auth/2fa/verify` — Enable 2FA (authenticated)
- `GET /auth/me` — Current user profile (authenticated)
- `PUT /auth/profile` — Update profile (authenticated)
- `POST /auth/forgot-password` — Request password reset (public)
- `POST /auth/reset-password` — Reset with token (public)
- Password hashing via argon2, TOTP via otpauth with 30-second window validation
- License key auto-generation on registration (random hex parts)
- JWT payload includes: sub (user ID), email, username, is_super_admin, license_id, permissions
- Strategy enriches JWT with license context (owner or team member lookup) and role permissions
**Users Module (`modules/users/`):**
- Simple CRUD wrapper around User repository
- `UsersService``findById()`, `findByEmail()`, `findAll()` with password_hash excluded from select
- `UsersController` — Admin-only endpoints:
- `GET /users` — List all users (requires `users.view` permission)
- `GET /users/:id` — Get user by ID (requires `users.view` permission)
- Password fields excluded from all query results
**Licenses Module (`modules/licenses/`):**
- License management with owner authorization
- DTO: `ValidateKeyDto` — License key validation input
- `LicensesService`:
- `findById()` — License lookup with owner/super admin authorization check
- `findByKey()` — Key-based lookup
- `findByOwner()` — All licenses owned by user
- `create()` — New license generation with CORR-XXXX-XXXX-XXXX format
- `validateKey()` — Public key validation returning status and metadata
- `LicensesController`:
- `GET /licenses/:id` — Get license (owner or super admin only)
- `POST /licenses/validate-key` — Public key validation endpoint
- License key format: `CORR-{4-hex}-{4-hex}-{4-hex}` (e.g., CORR-A1B2-C3D4-E5F6)
- Ownership enforced: non-super-admin users can only access their own licenses
**Patterns Applied:**
- All DTOs use class-validator decorators (@IsEmail, @IsString, @MinLength, etc.)
- All controllers use @ApiTags and @ApiBearerAuth for Swagger documentation
- All routes use @ApiOperation for endpoint descriptions
- Custom decorators: @Public(), @CurrentUser(), @CurrentTenant(), @RequirePermission()
- Entity imports from `../../entities/` directory
- ConfigService for environment variables (JWT_SECRET, JWT_ACCESS_EXPIRY_SECONDS, JWT_REFRESH_EXPIRY_SECONDS)
- Multi-tenant isolation: License lookup respects ownership unless super admin
- JwtStrategy enriches request.user with license_id and permissions for downstream guards
**Security:**
- Argon2 password hashing (not bcrypt — more resistant to GPU attacks)
- TOTP 6-digit codes with ±1 period window validation
- Refresh tokens with separate expiry (default 7 days vs 1 hour access token)
- Password fields never returned in API responses
- License access requires ownership or super admin flag
**Status:** Core auth, users, and licenses modules operational. Registration creates user + license atomically. Login returns JWT with license context. TOTP 2FA flow complete. Password reset stubbed pending SMTP integration. All endpoints documented via Swagger.
### Added (Phase 4 — Module Licensing Backend)
**Backend Infrastructure:**
- Migration `009_module_licensing.sql` — Module marketplace database schema:
- `modules` table — Registry of available modules (slug, name, description, category, price, features, version, plugin URL)
- `module_purchases` table — License-module ownership tracking with transaction logging
- `module_installations` table — Deployment status tracking (pending, installing, installed, failed)
- Seed data: Loot Manager module ($9.99) with features array
- `backend/src/models/modules.rs` — Domain models:
- `Module` struct with rust_decimal pricing support
- `ModuleWithOwnership` — Catalog display with is_purchased flag
- `ModulePurchase`, `ModuleInstallation` — Purchase and deployment records
- `PurchasedModule` — Combined view for user's module library
- `backend/src/db/modules.rs` — Data access layer (11 query functions):
- `get_module_catalog()` — All available modules
- `get_catalog_with_ownership(license_id)` — Annotated catalog with purchase status
- `get_purchased_modules(license_id)` — User's module library with installation status
- `is_module_purchased(license_id, module_id)` — Ownership validation
- `record_module_purchase()` — Transaction logging with PayPal ID support
- `get_module_installation_status()` / `update_installation_status()` — Deployment tracking
- `get_module_by_id()` / `get_module_by_slug()` — Module lookup
- `backend/src/api/modules.rs` — REST endpoints with auth middleware:
- `GET /api/modules/catalog` — Returns modules with is_purchased flag for current license
- `GET /api/modules/my-modules` — Purchased modules with installation details
- `POST /api/modules/purchase` — Records purchase (stub transaction for Phase 4 MVP — payment integration deferred to XO's direct touch)
- `POST /api/modules/install` — Triggers module installation via ModuleInstaller service
- `GET /api/modules/:module_id/installation-status` — Real-time deployment status polling
- Router integration in `main.rs` at `/api/modules` with JWT auth requirement
- `Cargo.toml` dependency: `rust_decimal` for DECIMAL field support
**Multi-Tenancy Enforcement:**
- All queries scoped by `license_id` from JWT claims
- Foreign key constraints enforce license-module binding
- Purchase validation prevents cross-tenant access
- Installation status isolated per license
**Payment Integration Strategy:**
- Purchase endpoint stubs transaction with "STUB_TRANSACTION" ID
- PayPal integration deferred to XO's direct implementation
- `transaction_id` and `amount_paid` fields ready for real gateway
**Status:** Module licensing backend operational. Catalog queryable, purchases recordable, ownership enforceable, installation status trackable. Payment gateway integration pending.
### 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 Auto-Installation Pipeline)
**Backend Service:**
- `backend/src/services/module_installer.rs` — Automated module deployment orchestrator:
- `ModuleInstaller::install_module(license_id, module_id)` — Main entry point
- Purchase verification against `module_purchases` table
- Module metadata fetch (plugin_file_url, slug)
- Server connection detection (AMP, Pterodactyl, bare metal)
- Multi-adapter dispatch with automatic failover
- Installation status tracking (pending → installing → installed/failed)
- Background task spawning for async installation
- Panel adapter integration:
- `install_via_amp()` — Downloads plugin, uploads to `oxide/plugins/`, executes `oxide.reload *`
- `install_via_pterodactyl()` — Same flow using Pterodactyl client API
- `install_via_companion()` — Publishes NATS command to bare metal agent
- HTTP client integration: `reqwest` for plugin file download from CDN
- Encryption support: Decrypts panel API keys using `services::encryption::decrypt()`
- Error handling: Comprehensive context wrapping with installation failure logging
**NATS Integration:**
- New subject pattern: `corrosion.{license_id}.cmd.module.install`
- Request/reply timeout: 60 seconds for companion agent response
- Expected payload:
```json
{
"module_id": "loot-manager",
"download_url": "https://cdn.corrosionmgmt.com/modules/LootManager.cs",
"filename": "LootManager.cs",
"target_path": "oxide/plugins/"
}
```
- Expected response:
```json
{
"module_id": "loot-manager",
"success": true|false,
"error": "optional error message"
}
```
- Subject pattern already covered by existing `corrosion.*.cmd.>` wildcard in STREAM_AGENT_COMMANDS
**API Updates:**
- `backend/src/api/modules.rs`:
- Updated `POST /api/modules/install` — Replaced stub with real ModuleInstaller invocation
- Spawn background task for async installation
- Return immediately with "installing" status
- `GET /api/modules/:module_id/installation-status` — Already existed, now returns real data from `module_installations` table
- ModuleInstaller instantiation with encryption key from AppConfig
**Documentation:**
- `docs/COMPANION_AGENT_MODULE_INSTALL.md` — Companion agent NATS contract specification:
- Subject patterns and payload schemas
- Expected agent behavior (download, install, reload, respond)
- Error handling requirements
- Example pseudocode implementation (Go)
- Testing procedures and failure scenarios
**Dependencies:**
- `Cargo.toml`: Added `rust_decimal` feature to `sqlx` for DECIMAL field support
**Status:** Backend pipeline fully operational. Modules install automatically to AMP/Pterodactyl servers. Companion agent NATS contract documented. Companion agent implementation (Go) 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
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**Format:** `type: Short description`
**Types:** feat, fix, docs, refactor, test, chore, perf, ci