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:
npc0-hue
2026-09-15 13:30:15 +08:00
parent 4ea27bda6a
commit 05f5a97ba9
39 changed files with 1197 additions and 56 deletions
+1 -1
View File
@@ -23,7 +23,7 @@ Default landing page for server owners and server administrators. Shows searchab
## 服务器详情
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.
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.
## 插件市场
@@ -1,7 +1,7 @@
import { describe, expect, it } from "vitest";
import { canStartServer, canStopServer, runtimeObservationFreshness } from "./serverManagement";
import type { RunEndpointResponse, ServerInstanceResponse, ServerInstanceState } from "../api/types";
import { canRestartServer, canStartServer, canStopServer, canUpdateServerGame, gameUpdateStatusFromProbe, gameUpdateStatusLabel, steamUpdateProbe, runtimeObservationFreshness } from "./serverManagement";
import type { DependencyCatalogResponse, DependencyProbeViewResponse, RunEndpointResponse, ServerInstanceResponse, ServerInstanceState } from "../api/types";
describe("server management lifecycle contracts", () => {
it("allows explicit starts from recoverable non-running states", () => {
@@ -17,6 +17,41 @@ describe("server management lifecycle contracts", () => {
expect(canStopServer("failed")).toBe(false);
});
it("keeps restart and update dispatch inside the states the platform accepts", () => {
const restartable: ServerInstanceState[] = ["running", "stopped"];
const updatable: ServerInstanceState[] = ["running", "stopped", "ready", "failed"];
expect(restartable.every(canRestartServer)).toBe(true);
expect((["draft", "installing", "ready", "failed", "deleted"] as ServerInstanceState[]).some(canRestartServer)).toBe(false);
expect(updatable.every(canUpdateServerGame)).toBe(true);
expect((["draft", "installing", "deleted"] as ServerInstanceState[]).some(canUpdateServerGame)).toBe(false);
});
it("reads the Steam build probe evidence into an update decision", () => {
const catalog = {
serverInstanceId: "server-1",
pluginId: "game.scum",
pluginVersion: "0.1.16",
profileKey: "run-local",
targetOs: "windows",
targetArch: "amd64",
updatedAt: "2026-09-15T00:00:00Z",
plans: [],
probes: [{ key: "scum-server-build", kind: "steam.update", required: false, state: "present", evidence: "installed=100 latest=200 update=yes" }]
} as DependencyCatalogResponse;
const probe = steamUpdateProbe(catalog);
expect(probe?.key).toBe("scum-server-build");
const status = gameUpdateStatusFromProbe(probe);
expect(status).toEqual({ availability: "available", installed: "100", latest: "200" });
expect(gameUpdateStatusLabel(status)).toBe("发现新版本");
const current = gameUpdateStatusFromProbe({ ...probe, evidence: "installed=200 latest=200 update=no" } as DependencyProbeViewResponse);
expect(current?.availability).toBe("up-to-date");
const unknown = gameUpdateStatusFromProbe({ ...probe, evidence: "installed=none latest=200 update=yes" } as DependencyProbeViewResponse);
expect(unknown).toEqual({ availability: "available", installed: "none", latest: "200" });
const missing = gameUpdateStatusFromProbe({ ...probe, kind: "java.version" } as DependencyProbeViewResponse);
expect(missing).toBeUndefined();
});
it("distinguishes a fresh Run observation from an unverified historical lifecycle state", () => {
const instance = { id: "server-1", state: "running", runEndpointId: "run-1" } as ServerInstanceResponse;
const endpoint = { id: "run-1", status: "online", lastHeartbeatAt: "2026-08-07T10:00:00Z" } as RunEndpointResponse;
@@ -1,4 +1,6 @@
import type {
DependencyCatalogResponse,
DependencyProbeViewResponse,
GamePluginResponse,
JobResponse,
RunEndpointResponse,
@@ -120,6 +122,61 @@ export function canStopServer(state: ServerInstanceState): boolean {
return state === "running";
}
export function canRestartServer(state: ServerInstanceState): boolean {
return state === "running" || state === "stopped";
}
export function canUpdateServerGame(state: ServerInstanceState): boolean {
return state === "running" || state === "stopped" || state === "ready" || state === "failed";
}
export type GameUpdateAvailability = "unknown" | "available" | "up-to-date";
export interface GameUpdateStatus {
availability: GameUpdateAvailability;
installed?: string;
latest?: string;
}
export function steamUpdateProbe(catalog?: DependencyCatalogResponse): DependencyProbeViewResponse | undefined {
return catalog?.probes.find((probe) => probe.kind === "steam.update");
}
export function gameUpdateStatusFromProbe(probe?: DependencyProbeViewResponse): GameUpdateStatus | undefined {
if (!probe || probe.kind !== "steam.update") {
return undefined;
}
const update = dependencyEvidenceValue(probe.evidence, "update");
return {
availability: update === "yes" ? "available" : update === "no" ? "up-to-date" : "unknown",
installed: dependencyEvidenceValue(probe.evidence, "installed"),
latest: dependencyEvidenceValue(probe.evidence, "latest")
};
}
export function gameUpdateStatusLabel(status?: GameUpdateStatus): string {
switch (status?.availability) {
case "available": return "发现新版本";
case "up-to-date": return "已是最新版本";
case "unknown": return "版本未知";
default: return "尚未检查";
}
}
function dependencyEvidenceValue(evidence: string | undefined, key: string): string | undefined {
if (!evidence) {
return undefined;
}
for (const token of evidence.split(/\s+/)) {
const separator = token.indexOf("=");
if (separator <= 0 || token.slice(0, separator) !== key) {
continue;
}
return token.slice(separator + 1) || undefined;
}
return undefined;
}
export function isPendingJobState(state: JobResponse["state"]): boolean {
return state === "queued" || state === "accepted" || state === "running" || state === "retrying";
}