Add graceful SCUM stop, restart, and version update flow
SCUM 停止/重启/更新以前只有“结束进程”这一条路,插件没有声明任何优雅关闭方式,
平台也没有把停止后重新启动串起来。现在插件声明自己的关闭脚本,run 先执行它,
平台在停止或更新成功后再自动拉起服务。
run:
- lifecycle stop 支持插件声明的 gracefulStop(可执行文件、参数、环境、超时、
fallback=report|terminate);关闭命令超时且声明 report 时任务失败,不再默默杀进程。
- 新增 steam.update 依赖探针:调用 steamcmd +app_info_print 获取公开分支 buildid,
与本地 steamapps/appmanifest_<appid>.acf 的 buildid 比较,输出
installed/latest/update=yes|no|unknown。
platform:
- 新增 POST /api/v1/server-instances/{id}/restart 与 /update。
- restart 派发插件 stop 动作(走优雅关闭),终态成功后入队 start 作业。
- update 派发插件 install 动作;插件在更新前必须先优雅关闭 SCUM,关闭失败直接拒绝
SteamCMD 更新,成功后平台再拉起服务。
- 依赖检查输入带上插件声明的服务器安装根目录,供 steam.update 读取 appmanifest。
plugin (SCUM server plugin 0.1.16):
- bin/scum-stop.cmd:解析已声明的可执行文件路径,定位同路径正在运行的 SCUMServer.exe,
通过本地 RCON 公告并发送关闭命令,等待进程自行退出;不再使用 taskkill。
- bin/scum-rcon.ps1:插件自有的 Source RCON 客户端,从 UE4SS mod config.ini 读取
密码/端口,密钥不离开本机。
- actions/stop.json 声明 gracefulStop;actions/install.json 更新前先执行同一关闭脚本。
platform_web:
- 服务器详情新增“重启”按钮和“SCUM 版本更新”面板;点“检查更新”查询公开分支版本,
只有检测到更新时“更新版本”按钮才会置为可用并高亮,点击后先确认再派发更新任务。
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@@ -14,6 +14,7 @@ import (
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var (
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runtimeDLLModKeyPattern = regexp.MustCompile(`^[a-z0-9][a-z0-9_-]{0,79}$`)
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runtimeDLLABIPattern = regexp.MustCompile(`^[A-Za-z0-9._-]{1,80}$`)
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steamAppIDPattern = regexp.MustCompile(`^[0-9]{1,10}$`)
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)
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func ValidateGamePluginRuntimeProfiles(profiles domain.GamePluginRuntimeProfiles) error {
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@@ -74,10 +75,17 @@ func ValidateGamePluginRuntimeProfiles(profiles domain.GamePluginRuntimeProfiles
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violations = append(violations, validateProfileKey(prefix+".key", probe.Key)...)
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violations = append(violations, recordRuntimeProfileKey(dependencyKeys, prefix+".key", probe.Key)...)
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violations = append(violations, validateProfileKey(prefix+".targetKey", probe.TargetKey)...)
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if !oneOf(probe.Kind, "command.version", "service.exists", "port.available", "steam.app", "java.version", "docker.available", "package.installed", "file.exists") {
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if !oneOf(probe.Kind, "command.version", "service.exists", "port.available", "steam.app", "steam.update", "java.version", "docker.available", "package.installed", "file.exists") {
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violations = append(violations, prefix+".kind is invalid")
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}
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violations = append(violations, validateSafeRuntimeValue(prefix+".minimumVersion", probe.MinimumVersion)...)
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if probe.Kind == "steam.update" {
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if !steamAppIDPattern.MatchString(probe.SteamAppID) {
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violations = append(violations, prefix+".steamAppId is invalid for a Steam build probe")
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}
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} else if probe.SteamAppID != "" {
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violations = append(violations, prefix+".steamAppId is allowed only for steam.update probes")
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}
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violations = append(violations, validateRuntimePlatforms(prefix+".platforms", probe.Platforms)...)
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}
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for i, plan := range profiles.InstallPlans {
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@@ -24,3 +24,20 @@ func TestValidateGamePluginRuntimeProfilesRejectsManualStepExecutionFields(t *te
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t.Fatalf("expected manual execution field rejection, got %v", err)
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}
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}
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func TestValidateGamePluginRuntimeProfilesChecksSteamBuildProbeAppID(t *testing.T) {
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valid := domain.GamePluginRuntimeProfiles{DependencyProbes: []domain.RuntimeDependencyProbe{{Key: "game-build", Kind: "steam.update", TargetKey: "steamcmd", SteamAppID: "3792580"}}}
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if err := ValidateGamePluginRuntimeProfiles(valid); err != nil {
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t.Fatalf("expected declared steam build probe to validate, got %v", err)
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}
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missing := domain.GamePluginRuntimeProfiles{DependencyProbes: []domain.RuntimeDependencyProbe{{Key: "game-build", Kind: "steam.update", TargetKey: "steamcmd"}}}
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if err := ValidateGamePluginRuntimeProfiles(missing); err == nil || !strings.Contains(err.Error(), "steamAppId is invalid for a Steam build probe") {
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t.Fatalf("expected missing steam app id rejection, got %v", err)
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}
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misplaced := domain.GamePluginRuntimeProfiles{DependencyProbes: []domain.RuntimeDependencyProbe{{Key: "java-21", Kind: "java.version", TargetKey: "java", SteamAppID: "3792580"}}}
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if err := ValidateGamePluginRuntimeProfiles(misplaced); err == nil || !strings.Contains(err.Error(), "steamAppId is allowed only for steam.update probes") {
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t.Fatalf("expected misplaced steam app id rejection, got %v", err)
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}
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}
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@@ -36,7 +36,7 @@ func ValidateServerLifecycleCommand(command domain.ServerLifecycleCommand) error
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func ValidateServerLifecycleAction(action domain.ServerLifecycleAction) error {
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switch action {
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case domain.ServerLifecycleActionCreate, domain.ServerLifecycleActionStart, domain.ServerLifecycleActionStop, domain.ServerLifecycleActionStatus:
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case domain.ServerLifecycleActionCreate, domain.ServerLifecycleActionStart, domain.ServerLifecycleActionStop, domain.ServerLifecycleActionRestart, domain.ServerLifecycleActionUpdate, domain.ServerLifecycleActionStatus:
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return nil
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default:
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return ValidationError{Violations: []string{fmt.Sprintf("action %q is invalid", action)}}
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