# Feature Request: Server Command Center Rebuild **Date:** 2026-04-14 **Topic:** Rebuild Trinity Console server module into a full server command center **Priority:** HIGH — post-launch week, target build start April 15+ **Filed by:** Chronicler #87 **Scope:** Large — multiple new files, DB migration, new npm dependency --- ## Background The current server matrix page (`/admin/servers`) is functional but minimal: - Shows online/offline, whitelist status, last sync, Discord channel status - Sync Now + Toggle Whitelist buttons only - Discord channel detection is broken for many servers (slug derivation from full name fails) - No power controls, no restart scheduling, no createserver/delserver from UI - `_matrix_body.ejs` duplicates all card HTML inline instead of using `_server_card.ejs` Michael wants this page to become a **Server Command Center** — the single place to manage every aspect of every game server without touching the Pterodactyl panel UI. --- ## Session Context (Chronicler #87, April 13-14) Tonight we: - Discovered all Discord channel detection is broken due to slug derivation failures (e.g. "All the Mods 10: To the Sky" → code generates `all-the-mods-10-to-the-sky`, Discord has `atm10-tts`) - Designed the `short_name` system to fix this permanently - Added Pterodactyl Admin API key to Arbiter `.env` and ops manual - Added Uptime Kuma API key to Arbiter `.env` - Confirmed Uptime Kuma 2.1.0 uses Socket.IO (not REST) for monitor management - Established that `/createserver` and `/delserver` move to Trinity Console buttons (slash commands remain as fallback only) - Confirmed 5 Discord channels per server: chat, in-game, forum, status, voice --- ## New Environment Variables (already added to `/opt/arbiter-3.0/.env`) ``` UPTIME_KUMA_URL=http://localhost:3001 UPTIME_KUMA_API_KEY=uk2_-iM8Trb4ftJCedpv2Kcz2JRSD49Zrv-gbNkVyh87 PANEL_ADMIN_KEY=ptla_4eKCnPBofAmvLDjouTGS5OagDpIra58nRetjnXOeoh5 ``` Note: `PANEL_CLIENT_KEY` and `PANEL_APPLICATION_KEY` already exist in `.env`. Use `PANEL_ADMIN_KEY` for power actions and application-level calls. --- ## Part 1: Database Migration ### New table: `server_config` ```sql CREATE TABLE IF NOT EXISTS server_config ( server_identifier VARCHAR(36) PRIMARY KEY, short_name VARCHAR(64) UNIQUE, short_name_locked BOOLEAN DEFAULT false, display_name VARCHAR(128), restart_enabled BOOLEAN DEFAULT true, restart_offset_minutes INTEGER DEFAULT 0, node VARCHAR(8), pterodactyl_name VARCHAR(128), created_at TIMESTAMP DEFAULT NOW(), updated_at TIMESTAMP DEFAULT NOW() ); ``` `restart_enabled` and `restart_offset_minutes` are for Task #94 (Global Restart Scheduler) — include now, use later. --- ## Part 2: New npm Dependency ```bash npm install uptime-kuma-api ``` This is the official Socket.IO wrapper for Uptime Kuma 2.x. REST API only exposes status pages — monitor CRUD requires Socket.IO. --- ## Part 3: New Service Files ### `src/services/uptimeKuma.js` Wrapper around `uptime-kuma-api`. Must handle: - Connect/disconnect lifecycle (don't leave connections open) - `createMonitor(name, hostname, port, discordChannelId)` — creates a Game monitor type, sets Discord notification to the status channel - `deleteMonitor(name)` — finds by name, deletes - Error handling if Kuma is unreachable (don't crash createserver) Monitor config to use: - Type: `port` (TCP port check, works for Minecraft) - Interval: 60 seconds - Name format: `{pterodactyl_name} - {node}` (matches existing monitors e.g. "Stoneblock 4 - TX") - Notification: Discord webhook to the `{short_name}-status` channel **Important:** Look at existing monitors in Uptime Kuma to match the exact format. Run this to see existing monitor names: ```bash # Check existing monitor names via Kuma API ``` ### `src/services/pterodactyl.js` Consolidate Pterodactyl API calls. Must handle: - `powerAction(identifier, signal)` — start/stop/restart/kill - `sendCommand(identifier, command)` — send console command - `getServerResources(identifier)` — CPU, RAM, player count (via SFTP query or resources endpoint) - Uses `PANEL_CLIENT_KEY` for client endpoints, `PANEL_ADMIN_KEY` for application endpoints --- ## Part 4: Backend Route Changes ### `src/routes/admin/servers.js` — major additions #### POST `/:identifier/set-short-name` - Validates `short_name` is URL-safe (lowercase, hyphens, numbers only) - Checks uniqueness against `server_config` table - If not locked: saves to DB, sets `short_name_locked = false` - Returns updated card HTML via HTMX #### POST `/:identifier/lock-short-name` - Sets `short_name_locked = true` — **IRREVERSIBLE** - Returns updated card HTML (lock button disappears, field becomes read-only) #### POST `/:identifier/createserver` - Requires `short_name_locked = true` — reject if not - Creates Discord category: `🎮 {pterodactyl_name}` - Creates 5 channels under category: - `{short_name}-chat` (text) - `{short_name}-in-game` (text) - `{short_name}-forum` (forum) - `{short_name}-status` (text — Uptime Kuma posts here) - `{pterodactyl_name}` (voice) - Creates Uptime Kuma monitor linked to status channel - Returns success/error to card #### POST `/:identifier/delserver` - Confirmation required (HTMX confirm dialog) - Deletes all 5 channels + category from Discord - Deletes Uptime Kuma monitor - Does NOT delete `server_config` row (keep history) - Does NOT touch Pterodactyl (server stays in panel) #### POST `/:identifier/power` - Body: `{ signal: 'start' | 'stop' | 'restart' | 'kill' }` - Calls `pterodactyl.powerAction()` - Returns inline status to card #### POST `/:identifier/console` - Body: `{ command: string }` - Calls `pterodactyl.sendCommand()` - Used for the restart warning title/tellraw commands --- ## Part 5: View Changes ### `src/views/admin/servers/_server_card.ejs` — full rebuild Each card should display: **Header row:** - Server name (bold) - Node badge (🔥 TX1 or ❄️ NC1) - Online/offline pill (green pulse or gray) **Short name section (shown if not locked):** - Text input: "Discord short name (e.g. atm10-tts)" - "Save" button → `hx-post="/:id/set-short-name"` - "Lock In" button (red, confirm dialog) → `hx-post="/:id/lock-short-name"` - Warning: "⚠️ Once locked, this cannot be changed" **Short name section (shown if locked):** - Shows `short-name` as read-only badge - No edit option **Stats row (2-col grid):** - Whitelist: ✅ Enabled / 🔓 Disabled - Last Sync: timestamp **Discord channels status:** - If locked: show each of 5 channels with ✅/❌ - If not locked: show "Set short name to enable channel detection" **Action buttons:** - ⚡ Sync Now - Toggle Whitelist - 🚀 Create Server (Discord) — only if locked, only if channels missing - 🗑️ Delete Server (Discord) — only if channels exist, red, confirm required - Power: ▶️ Start | ⏹ Stop | 🔄 Restart (only if online status known) ### `src/views/admin/servers/_matrix_body.ejs` Refactor to use `<%- include('./_server_card', { server }) %>` instead of duplicating card HTML. --- ## Part 6: Discord Channel Detection Fix Update `checkServerChannels()` in `servers.js` to use `short_name` from `server_config` instead of deriving from the full server name. ```javascript // NEW: use short_name from DB function checkServerChannels(shortName, serverName, allChannels) { if (!shortName) return { missing: [], found: [], complete: false, unconfigured: true }; const expectedChannels = [ { name: `${shortName}-chat`, type: 'text' }, { name: `${shortName}-in-game`, type: 'text' }, { name: `${shortName}-forum`, type: 'forum' }, { name: `${shortName}-status`, type: 'text' }, { name: serverName.split(' - ')[0].replace(/\s*\([^)]*\)/g, '').trim(), type: 'voice' } ]; // ... rest of detection logic } ``` --- ## Part 7: Existing Short Names to Pre-Populate These are already confirmed from Discord channel audit (Chronicler #87): | Pterodactyl Name | short_name | Node | |-----------------|------------|------| | All the Mods 10: To the Sky | atm10-tts | NC1 | | All the Mons | all-the-mons | NC1 | | Mythcraft 5 | mythcraft-5 | NC1 | | All of Create (Creative) | all-of-create | NC1 | | DeceasedCraft | deceasedcraft | NC1 | | Sneak's Pirate Pack | sneaks-pirate-pack | NC1 | | Otherworld [Dungeons & Dragons] | otherworld | NC1 | | Farm Crossing 6 | farm-crossing-6 | NC1 | | Homestead - A Cozy Survival Experience | homestead | NC1 | | Stoneblock 4 | stoneblock-4 | TX1 | | Society: Sunlit Valley | society-sunlit-valley | TX1 | | Submerged 2 | submerged-2 | TX1 | | Beyond Depth | beyond-depth | TX1 | | Beyond Ascension | beyond-ascension | TX1 | | Cottage Witch | cottage-witch | TX1 | | All The Mons (Private) - TX | all-the-mons-private | TX1 | | Wold's Vaults | wolds-vaults | TX1 | Write a migration script that pre-populates `server_config` with these AND sets `short_name_locked = true` for all of them — they're already live in Discord, locking is appropriate. Farm Crossing 6 is missing its `-status` channel — note this in the card UI so Michael can run createserver for just that channel (or we handle partial channel creation). --- ## Part 8: Files to Create/Modify | File | Action | |------|--------| | `src/services/uptimeKuma.js` | **NEW** | | `src/services/pterodactyl.js` | **NEW** | | `src/routes/admin/servers.js` | **MODIFY** (major) | | `src/views/admin/servers/_server_card.ejs` | **REBUILD** | | `src/views/admin/servers/_matrix_body.ejs` | **REFACTOR** | | `package.json` | **MODIFY** (add uptime-kuma-api) | | `migrations/add-server-config.sql` | **NEW** | | `migrations/seed-server-config.sql` | **NEW** | --- ## Part 9: What NOT to Build Yet These are on the roadmap but NOT in this request: - **Restart scheduler UI** — Task #94, separate request after this lands - **Console command input on card** — Phase 2 - **RAM/CPU/player count display** — Phase 2 - **Partial channel creation** (create only missing channels) — Phase 2 Build the foundation clean. Phase 2 adds to it. --- ## Deployment Notes - Run `npm install` after adding `uptime-kuma-api` - Run migration SQL before deploying new code - Pre-populate `server_config` with seed data before first load - Test `createserver` on a non-live server first (use All of Create Creative as test bed — it has no subscribers) - Standard deploy pattern: clone to `/tmp`, rsync to `/opt/arbiter-3.0`, restart `arbiter-3` --- ## Questions for Code Before Starting 1. Does `uptime-kuma-api` npm package support Uptime Kuma 2.1.0? Verify before using. 2. What's the correct Discord category structure — should all 5 channels live under one `🎮 {name}` category, or does the voice channel go in a separate voice category? 3. Farm Crossing 6 is missing only the `-status` channel — should `createserver` handle partial creation (only create missing channels) or always create all 5? --- *Filed by Chronicler #87 — April 14, 2026* *This is the foundation of the Server Command Center. Build it clean.*