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。
This commit is contained in:
@@ -23,7 +23,7 @@ Default landing page for server owners and server administrators. Shows searchab
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## 服务器详情
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Daily operations hub for one server. Status header shows online state, player count, TPS, latency, CPU/memory/disk progress, metric freshness, and confirmed start/stop lifecycle actions. Plugin-declared pages render as first-class server tabs before platform sections, so each game owns its safe menu surface; SCUM user and vehicle pages read platform-maintained SCUM tables while plugin-owned squads, map settings, gifts, and workflows stay in scoped plugin records. Built-in sections are 管理 (deployment status, metadata, administrators) and AI 助手 (LLM suggestions produce reviewable config diffs or typed workflow drafts; no raw AI keys reach the frontend). Raw logs, management terminal/RCON input, arbitrary config workbench, generic operation history, runtime-binding, and generic plugin-control tabs must not be exposed in server detail.
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Daily operations hub for one server. Status header shows online state, player count, TPS, latency, CPU/memory/disk progress, metric freshness, and confirmed start, stop, restart, and plugin-declared graceful-update lifecycle actions, plus a game-version module that checks the plugin-declared Steam build probe and only lights up the update action when a newer public build is reported. Plugin-declared pages render as first-class server tabs before platform sections, so each game owns its safe menu surface; SCUM user and vehicle pages read platform-maintained SCUM tables while plugin-owned squads, map settings, gifts, and workflows stay in scoped plugin records. Built-in sections are 管理 (deployment status, metadata, administrators) and AI 助手 (LLM suggestions produce reviewable config diffs or typed workflow drafts; no raw AI keys reach the frontend). Raw logs, management terminal/RCON input, arbitrary config workbench, generic operation history, runtime-binding, and generic plugin-control tabs must not be exposed in server detail.
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## 插件市场
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@@ -1,7 +1,7 @@
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import { describe, expect, it } from "vitest";
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import { canStartServer, canStopServer, runtimeObservationFreshness } from "./serverManagement";
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import type { RunEndpointResponse, ServerInstanceResponse, ServerInstanceState } from "../api/types";
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import { canRestartServer, canStartServer, canStopServer, canUpdateServerGame, gameUpdateStatusFromProbe, gameUpdateStatusLabel, steamUpdateProbe, runtimeObservationFreshness } from "./serverManagement";
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import type { DependencyCatalogResponse, DependencyProbeViewResponse, RunEndpointResponse, ServerInstanceResponse, ServerInstanceState } from "../api/types";
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describe("server management lifecycle contracts", () => {
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it("allows explicit starts from recoverable non-running states", () => {
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@@ -17,6 +17,41 @@ describe("server management lifecycle contracts", () => {
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expect(canStopServer("failed")).toBe(false);
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});
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it("keeps restart and update dispatch inside the states the platform accepts", () => {
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const restartable: ServerInstanceState[] = ["running", "stopped"];
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const updatable: ServerInstanceState[] = ["running", "stopped", "ready", "failed"];
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expect(restartable.every(canRestartServer)).toBe(true);
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expect((["draft", "installing", "ready", "failed", "deleted"] as ServerInstanceState[]).some(canRestartServer)).toBe(false);
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expect(updatable.every(canUpdateServerGame)).toBe(true);
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expect((["draft", "installing", "deleted"] as ServerInstanceState[]).some(canUpdateServerGame)).toBe(false);
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});
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it("reads the Steam build probe evidence into an update decision", () => {
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const catalog = {
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serverInstanceId: "server-1",
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pluginId: "game.scum",
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pluginVersion: "0.1.16",
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profileKey: "run-local",
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targetOs: "windows",
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targetArch: "amd64",
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updatedAt: "2026-09-15T00:00:00Z",
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plans: [],
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probes: [{ key: "scum-server-build", kind: "steam.update", required: false, state: "present", evidence: "installed=100 latest=200 update=yes" }]
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} as DependencyCatalogResponse;
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const probe = steamUpdateProbe(catalog);
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expect(probe?.key).toBe("scum-server-build");
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const status = gameUpdateStatusFromProbe(probe);
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expect(status).toEqual({ availability: "available", installed: "100", latest: "200" });
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expect(gameUpdateStatusLabel(status)).toBe("发现新版本");
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const current = gameUpdateStatusFromProbe({ ...probe, evidence: "installed=200 latest=200 update=no" } as DependencyProbeViewResponse);
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expect(current?.availability).toBe("up-to-date");
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const unknown = gameUpdateStatusFromProbe({ ...probe, evidence: "installed=none latest=200 update=yes" } as DependencyProbeViewResponse);
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expect(unknown).toEqual({ availability: "available", installed: "none", latest: "200" });
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const missing = gameUpdateStatusFromProbe({ ...probe, kind: "java.version" } as DependencyProbeViewResponse);
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expect(missing).toBeUndefined();
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});
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it("distinguishes a fresh Run observation from an unverified historical lifecycle state", () => {
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const instance = { id: "server-1", state: "running", runEndpointId: "run-1" } as ServerInstanceResponse;
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const endpoint = { id: "run-1", status: "online", lastHeartbeatAt: "2026-08-07T10:00:00Z" } as RunEndpointResponse;
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@@ -1,4 +1,6 @@
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import type {
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DependencyCatalogResponse,
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DependencyProbeViewResponse,
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GamePluginResponse,
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JobResponse,
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RunEndpointResponse,
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@@ -120,6 +122,61 @@ export function canStopServer(state: ServerInstanceState): boolean {
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return state === "running";
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}
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export function canRestartServer(state: ServerInstanceState): boolean {
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return state === "running" || state === "stopped";
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}
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export function canUpdateServerGame(state: ServerInstanceState): boolean {
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return state === "running" || state === "stopped" || state === "ready" || state === "failed";
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}
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export type GameUpdateAvailability = "unknown" | "available" | "up-to-date";
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export interface GameUpdateStatus {
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availability: GameUpdateAvailability;
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installed?: string;
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latest?: string;
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}
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export function steamUpdateProbe(catalog?: DependencyCatalogResponse): DependencyProbeViewResponse | undefined {
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return catalog?.probes.find((probe) => probe.kind === "steam.update");
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}
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export function gameUpdateStatusFromProbe(probe?: DependencyProbeViewResponse): GameUpdateStatus | undefined {
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if (!probe || probe.kind !== "steam.update") {
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return undefined;
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}
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const update = dependencyEvidenceValue(probe.evidence, "update");
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return {
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availability: update === "yes" ? "available" : update === "no" ? "up-to-date" : "unknown",
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installed: dependencyEvidenceValue(probe.evidence, "installed"),
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latest: dependencyEvidenceValue(probe.evidence, "latest")
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};
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}
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export function gameUpdateStatusLabel(status?: GameUpdateStatus): string {
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switch (status?.availability) {
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case "available": return "发现新版本";
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case "up-to-date": return "已是最新版本";
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case "unknown": return "版本未知";
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default: return "尚未检查";
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}
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}
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function dependencyEvidenceValue(evidence: string | undefined, key: string): string | undefined {
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if (!evidence) {
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return undefined;
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}
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for (const token of evidence.split(/\s+/)) {
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const separator = token.indexOf("=");
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if (separator <= 0 || token.slice(0, separator) !== key) {
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continue;
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}
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return token.slice(separator + 1) || undefined;
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}
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return undefined;
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}
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export function isPendingJobState(state: JobResponse["state"]): boolean {
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return state === "queued" || state === "accepted" || state === "running" || state === "retrying";
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}
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