# Server Live-State Display Implementation Plan > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** Add a read-side live-state display to the web UI — counts/map/hibernating on the server list, plus a server-detail panel with current + recent players (avatars from Steam) — backed by a persistent history table. **Architecture:** A daemon-thread poller (modeled on the existing `start_state_poller` in `l4d2web/services/job_worker.py:617-647`) polls each running game server's RCON port every 5s, writes run-length-encoded snapshots to `server_live_state`, maintains player session intervals in `server_player_session`, and enriches Steam IDs via the Steam Web API into `steam_user_profile` (24h cache). RCON passwords are per-server, auto-generated, and injected into `server.cfg` via the existing spec yaml pipeline — no host-side changes. **Tech Stack:** Python 3.12+, Flask, SQLAlchemy 2.x, Alembic, `requests` (already used by `steam_workshop.py`), pure-stdlib `socket`/`struct` for the RCON protocol, HTMX for the auto-refreshing detail panel, pytest. **Spec:** `docs/superpowers/specs/2026-05-12-server-live-state-display-design.md` --- ## File Structure **Create:** - `l4d2web/alembic/versions/0010_server_live_state.py` — schema migration: one new column on `servers`, three new tables, password backfill for existing rows - `l4d2web/services/rcon.py` — Source RCON client + `status` parser - `l4d2web/services/steam_users.py` — Steam Web API client (mirrors `l4d2web/services/steam_workshop.py:17-43`) - `l4d2web/services/live_state_poller.py` — daemon thread + poll loop + RLE snapshot + session reconciler - `l4d2web/templates/_live_state.html` — HTMX-refreshed fragment with summary + current + recent blocks - `l4d2web/tests/test_rcon.py`, `l4d2web/tests/test_steam_users.py`, `l4d2web/tests/test_live_state_poller.py` **Modify:** - `l4d2web/models.py` — `Server.rcon_password` column + three new model classes - `l4d2web/services/l4d2_facade.py:28-52` — `build_server_spec_payload` appends `rcon_password "..."` - `l4d2web/routes/server_routes.py:58-83` — `create_server` generates a password; add `live_state_fragment` route - `l4d2web/templates/servers.html` — inline badge column per server row - `l4d2web/templates/server_detail.html` — include `_live_state.html` inside an HTMX wrapper - `l4d2web/app.py` — call `start_live_state_poller(app)` next to existing `start_state_poller` - `l4d2web/config.py` — register seven new config keys - `deploy/templates/etc/left4me/web.env` — add `STEAM_WEB_API_KEY=` - CSP / response headers (find existing setup during Task 11) — add `avatars.*.steamstatic.com` to `img-src` **Reused (no changes):** - `l4d2web/services/job_worker.py:617-647` — pattern reference for daemon-thread / poll-loop - `l4d2web/services/steam_workshop.py:17-43` — pattern reference for the Steam Web API client (`requests.Session`, 30s timeout, threaded executor) - `l4d2host/instances.py:40-58` — already writes `spec.config` verbatim to `server.cfg`, so injected `rcon_password` line lands automatically - `l4d2web/templates/_overlay_build_status.html:1-5` — HTMX polling pattern reference --- ## Task 1: Schema migration + ORM models **Files:** - Create: `l4d2web/alembic/versions/0010_server_live_state.py` - Modify: `l4d2web/models.py` - Test: `l4d2web/tests/test_models.py` (extend or create), `l4d2web/tests/test_migrations.py` (extend or create — check existing test layout) - [ ] **Step 1: Write the failing model + migration tests** Add to `l4d2web/tests/test_models.py` (or create it): ```python import secrets from sqlalchemy import select from l4d2web.db import init_db, session_scope from l4d2web.models import ( Server, ServerLiveState, ServerPlayerSession, SteamUserProfile, User, Blueprint, ) def test_server_has_rcon_password_column(tmp_path, monkeypatch) -> None: monkeypatch.setenv("DATABASE_URL", f"sqlite:///{tmp_path/'t.db'}") init_db() with session_scope() as db: u = User(username="u", password_digest="x") db.add(u); db.flush() bp = Blueprint(user_id=u.id, name="bp", arguments="[]", config="[]") db.add(bp); db.flush() s = Server( user_id=u.id, blueprint_id=bp.id, name="s", port=27500, rcon_password="abc", ) db.add(s); db.flush() assert db.scalar(select(Server.rcon_password).where(Server.id == s.id)) == "abc" def test_server_live_state_table_columns(tmp_path, monkeypatch) -> None: monkeypatch.setenv("DATABASE_URL", f"sqlite:///{tmp_path/'t.db'}") init_db() # Smoke check the table exists with the expected columns by inserting a row. with session_scope() as db: u = User(username="u", password_digest="x"); db.add(u); db.flush() bp = Blueprint(user_id=u.id, name="bp", arguments="[]", config="[]"); db.add(bp); db.flush() s = Server(user_id=u.id, blueprint_id=bp.id, name="s", port=27501, rcon_password="x") db.add(s); db.flush() row = ServerLiveState( server_id=s.id, started_at=now_utc_aware(), last_seen_at=now_utc_aware(), players=2, max_players=4, bots=0, map="c1m1_hotel", hibernating=False, ) db.add(row); db.flush() def test_server_player_session_table_columns(tmp_path, monkeypatch) -> None: monkeypatch.setenv("DATABASE_URL", f"sqlite:///{tmp_path/'t.db'}") init_db() with session_scope() as db: u = User(username="u", password_digest="x"); db.add(u); db.flush() bp = Blueprint(user_id=u.id, name="bp", arguments="[]", config="[]"); db.add(bp); db.flush() s = Server(user_id=u.id, blueprint_id=bp.id, name="s", port=27502, rcon_password="x") db.add(s); db.flush() row = ServerPlayerSession( server_id=s.id, steam_id_64="76561197960828710", joined_at=now_utc_aware(), left_at=None, name_at_join="Crone", min_ping=42, max_ping=185, ) db.add(row); db.flush() def test_steam_user_profile_table_columns(tmp_path, monkeypatch) -> None: monkeypatch.setenv("DATABASE_URL", f"sqlite:///{tmp_path/'t.db'}") init_db() with session_scope() as db: row = SteamUserProfile( steam_id_64="76561197960828710", persona_name="MrCool42", avatar_url="https://avatars.cloudflare.steamstatic.com/abc_medium.jpg", fetched_at=now_utc_aware(), ) db.add(row); db.flush() ``` Add this helper next to the imports (or import `now_utc` from models): ```python from l4d2web.models import now_utc as now_utc_aware ``` - [ ] **Step 2: Run model tests to verify they fail** Run: `pytest l4d2web/tests/test_models.py -v` Expected: FAIL — `ImportError: cannot import name 'ServerLiveState'` (or column missing). - [ ] **Step 3: Add models to `l4d2web/models.py`** After the existing `Server` class (around line 137), add the new column to `Server`: ```python class Server(Base): __tablename__ = "servers" __table_args__ = ( UniqueConstraint("user_id", "name", name="uq_servers_user_name"), ) id: Mapped[int] = mapped_column(Integer, primary_key=True) user_id: Mapped[int] = mapped_column(ForeignKey("users.id"), nullable=False) blueprint_id: Mapped[int] = mapped_column(ForeignKey("blueprints.id"), nullable=False) name: Mapped[str] = mapped_column(String(128), nullable=False) port: Mapped[int] = mapped_column(Integer, unique=True, nullable=False) desired_state: Mapped[str] = mapped_column(String(16), default="stopped", nullable=False) actual_state: Mapped[str] = mapped_column(String(16), default="unknown", nullable=False) actual_state_updated_at: Mapped[datetime | None] = mapped_column(DateTime, nullable=True) last_error: Mapped[str] = mapped_column(Text, default="", nullable=False) rcon_password: Mapped[str] = mapped_column( String(64), nullable=False, default="", server_default="" ) created_at: Mapped[datetime] = mapped_column(DateTime, default=now_utc, nullable=False) updated_at: Mapped[datetime] = mapped_column(DateTime, default=now_utc, nullable=False) ``` Then add at the end of the file (after the last model): ```python class ServerLiveState(Base): __tablename__ = "server_live_state" __table_args__ = ( Index("ix_sls_server_started", "server_id", "started_at"), {"sqlite_autoincrement": True}, ) id: Mapped[int] = mapped_column(Integer, primary_key=True, autoincrement=True) server_id: Mapped[int] = mapped_column( ForeignKey("servers.id", ondelete="CASCADE"), nullable=False ) started_at: Mapped[datetime] = mapped_column(DateTime, nullable=False) last_seen_at: Mapped[datetime] = mapped_column(DateTime, nullable=False) players: Mapped[int] = mapped_column(Integer, nullable=False) max_players: Mapped[int] = mapped_column(Integer, nullable=False) bots: Mapped[int] = mapped_column(Integer, nullable=False) map: Mapped[str] = mapped_column(String(64), nullable=False) hibernating: Mapped[bool] = mapped_column(Boolean, nullable=False) class ServerPlayerSession(Base): __tablename__ = "server_player_session" __table_args__ = ( Index("ix_sps_server_open", "server_id", "left_at"), Index("ix_sps_server_recent", "server_id", "left_at"), Index("ix_sps_steam_history", "steam_id_64", "joined_at"), {"sqlite_autoincrement": True}, ) id: Mapped[int] = mapped_column(Integer, primary_key=True, autoincrement=True) server_id: Mapped[int] = mapped_column( ForeignKey("servers.id", ondelete="CASCADE"), nullable=False ) steam_id_64: Mapped[str] = mapped_column(String(20), nullable=False) joined_at: Mapped[datetime] = mapped_column(DateTime, nullable=False) left_at: Mapped[datetime | None] = mapped_column(DateTime, nullable=True) name_at_join: Mapped[str] = mapped_column(String(64), nullable=False) min_ping: Mapped[int] = mapped_column(Integer, nullable=False) max_ping: Mapped[int] = mapped_column(Integer, nullable=False) class SteamUserProfile(Base): __tablename__ = "steam_user_profile" steam_id_64: Mapped[str] = mapped_column(String(20), primary_key=True) persona_name: Mapped[str] = mapped_column(String(64), nullable=False) avatar_url: Mapped[str] = mapped_column(Text, nullable=False) fetched_at: Mapped[datetime] = mapped_column(DateTime, nullable=False) ``` - [ ] **Step 4: Create the migration file** Create `l4d2web/alembic/versions/0010_server_live_state.py`: ```python """server_live_state schema Revision ID: 0010_server_live_state Revises: 0009_user_password_changed_at Create Date: 2026-05-12 """ from __future__ import annotations import secrets from typing import Sequence, Union import sqlalchemy as sa from alembic import op revision: str = "0010_server_live_state" down_revision: Union[str, Sequence[str], None] = "0009_user_password_changed_at" branch_labels: Union[str, Sequence[str], None] = None depends_on: Union[str, Sequence[str], None] = None def upgrade() -> None: # 1. Add rcon_password to servers, default '' with op.batch_alter_table("servers") as batch: batch.add_column( sa.Column( "rcon_password", sa.String(length=64), nullable=False, server_default="", ) ) # 2. Backfill every existing row with a freshly generated password. conn = op.get_bind() rows = conn.execute(sa.text("SELECT id FROM servers")).fetchall() for row in rows: conn.execute( sa.text("UPDATE servers SET rcon_password = :pw WHERE id = :id"), {"pw": secrets.token_urlsafe(32), "id": row.id}, ) # 3. server_live_state — run-length-encoded snapshots op.create_table( "server_live_state", sa.Column("id", sa.Integer(), primary_key=True, autoincrement=True), sa.Column( "server_id", sa.Integer(), sa.ForeignKey("servers.id", ondelete="CASCADE"), nullable=False, ), sa.Column("started_at", sa.DateTime(), nullable=False), sa.Column("last_seen_at", sa.DateTime(), nullable=False), sa.Column("players", sa.Integer(), nullable=False), sa.Column("max_players", sa.Integer(), nullable=False), sa.Column("bots", sa.Integer(), nullable=False), sa.Column("map", sa.String(length=64), nullable=False), sa.Column("hibernating", sa.Boolean(), nullable=False), sqlite_autoincrement=True, ) op.create_index( "ix_sls_server_started", "server_live_state", ["server_id", "started_at"], ) # 4. server_player_session — connection intervals op.create_table( "server_player_session", sa.Column("id", sa.Integer(), primary_key=True, autoincrement=True), sa.Column( "server_id", sa.Integer(), sa.ForeignKey("servers.id", ondelete="CASCADE"), nullable=False, ), sa.Column("steam_id_64", sa.String(length=20), nullable=False), sa.Column("joined_at", sa.DateTime(), nullable=False), sa.Column("left_at", sa.DateTime(), nullable=True), sa.Column("name_at_join", sa.String(length=64), nullable=False), sa.Column("min_ping", sa.Integer(), nullable=False), sa.Column("max_ping", sa.Integer(), nullable=False), sqlite_autoincrement=True, ) op.create_index("ix_sps_server_open", "server_player_session", ["server_id", "left_at"]) op.create_index("ix_sps_server_recent", "server_player_session", ["server_id", "left_at"]) op.create_index( "ix_sps_steam_history", "server_player_session", ["steam_id_64", "joined_at"] ) # 5. steam_user_profile — 24h profile cache op.create_table( "steam_user_profile", sa.Column("steam_id_64", sa.String(length=20), primary_key=True), sa.Column("persona_name", sa.String(length=64), nullable=False), sa.Column("avatar_url", sa.Text(), nullable=False), sa.Column("fetched_at", sa.DateTime(), nullable=False), ) def downgrade() -> None: op.drop_table("steam_user_profile") op.drop_index("ix_sps_steam_history", table_name="server_player_session") op.drop_index("ix_sps_server_recent", table_name="server_player_session") op.drop_index("ix_sps_server_open", table_name="server_player_session") op.drop_table("server_player_session") op.drop_index("ix_sls_server_started", table_name="server_live_state") op.drop_table("server_live_state") with op.batch_alter_table("servers") as batch: batch.drop_column("rcon_password") ``` - [ ] **Step 5: Add a migration-applies-and-backfills test** Append to `l4d2web/tests/test_migrations.py` (create it if absent): ```python import secrets import subprocess from pathlib import Path import pytest import sqlalchemy as sa from sqlalchemy import create_engine, inspect def test_migration_0010_backfills_rcon_password(tmp_path: Path, monkeypatch) -> None: db_path = tmp_path / "t.db" db_url = f"sqlite:///{db_path}" monkeypatch.setenv("DATABASE_URL", db_url) # Run alembic up to 0009 only, then seed two servers, then upgrade to 0010. repo_root = Path(__file__).resolve().parents[2] env = {"DATABASE_URL": db_url, "PATH": "/usr/bin:/bin"} subprocess.run( ["alembic", "upgrade", "0009_user_password_changed_at"], cwd=repo_root, env={**env}, check=True, ) engine = create_engine(db_url) with engine.begin() as conn: conn.execute(sa.text( "INSERT INTO users (id, username, password_digest, admin, active, " "created_at, updated_at, password_changed_at) " "VALUES (1, 'u', 'x', 0, 1, '2026-01-01', '2026-01-01', '2026-01-01')" )) conn.execute(sa.text( "INSERT INTO blueprints (id, user_id, name, arguments, config, " "created_at, updated_at) " "VALUES (1, 1, 'bp', '[]', '[]', '2026-01-01', '2026-01-01')" )) conn.execute(sa.text( "INSERT INTO servers (id, user_id, blueprint_id, name, port, " "desired_state, actual_state, last_error, created_at, updated_at) " "VALUES (1, 1, 1, 's1', 27600, 'stopped', 'unknown', '', " "'2026-01-01', '2026-01-01')" )) conn.execute(sa.text( "INSERT INTO servers (id, user_id, blueprint_id, name, port, " "desired_state, actual_state, last_error, created_at, updated_at) " "VALUES (2, 1, 1, 's2', 27601, 'stopped', 'unknown', '', " "'2026-01-01', '2026-01-01')" )) subprocess.run( ["alembic", "upgrade", "0010_server_live_state"], cwd=repo_root, env={**env}, check=True, ) with engine.connect() as conn: rows = conn.execute(sa.text("SELECT id, rcon_password FROM servers ORDER BY id")).fetchall() assert len(rows) == 2 for row in rows: assert len(row.rcon_password) >= 32 assert row.rcon_password.replace("_", "").replace("-", "").isalnum() inspector = inspect(engine) assert "server_live_state" in inspector.get_table_names() assert "server_player_session" in inspector.get_table_names() assert "steam_user_profile" in inspector.get_table_names() ``` If the existing test layout already has a migrations fixture, prefer it. Confirm by skimming `l4d2web/tests/conftest.py` and any `test_migrations.py` once before writing this. - [ ] **Step 6: Run all the new tests, verify pass** Run: `pytest l4d2web/tests/test_models.py l4d2web/tests/test_migrations.py -v` Expected: PASS. - [ ] **Step 7: Full-suite regression** Run: `pytest l4d2web/tests -q` Expected: PASS (no regressions). - [ ] **Step 8: Commit** ```bash git add l4d2web/alembic/versions/0010_server_live_state.py l4d2web/models.py \ l4d2web/tests/test_models.py l4d2web/tests/test_migrations.py git commit -m "feat(live-state): add schema for snapshots, sessions, steam profiles" ``` --- ## Task 2: RCON client — protocol handshake + auth **Files:** - Create: `l4d2web/services/rcon.py` - Test: `l4d2web/tests/test_rcon.py` - [ ] **Step 1: Write the failing handshake tests** Create `l4d2web/tests/test_rcon.py`: ```python """Source RCON client tests against an in-process TCP fixture. The handshake quirk we verified live: after a SERVERDATA_AUTH (type=3) the server sends a SERVERDATA_RESPONSE_VALUE (type=0) FIRST and THEN the SERVERDATA_AUTH_RESPONSE (type=2). The auth response's req_id == -1 means bad password. The client must consume both packets before sending the command. """ from __future__ import annotations import socket import struct import threading from contextlib import contextmanager from typing import Iterator import pytest from l4d2web.services.rcon import ( RconAuthError, RconError, query_status, ) def _pack(req_id: int, ptype: int, body: str) -> bytes: body_bytes = body.encode("utf-8") + b"\x00\x00" size = 4 + 4 + len(body_bytes) return struct.pack(" tuple[int, int, str]: raw_size = conn.recv(4) size = struct.unpack(" Iterator[int]: """Start a TCP server on an ephemeral port; handler(conn) runs in a thread.""" server = socket.socket(socket.AF_INET, socket.SOCK_STREAM) server.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) server.bind(("127.0.0.1", 0)) server.listen(1) port = server.getsockname()[1] server.settimeout(3.0) def serve() -> None: try: conn, _ = server.accept() try: handler(conn) finally: conn.close() except Exception: pass t = threading.Thread(target=serve, daemon=True) t.start() try: yield port finally: server.close() t.join(timeout=1.0) def test_auth_success_then_status(monkeypatch: pytest.MonkeyPatch) -> None: response_body = ( "hostname: Left 4 Dead 2\n" "version : 2.2.4.3 9309 secure (unknown)\n" "udp/ip : 127.0.0.1:27016 [ public 1.2.3.4:27016 ]\n" "os : Linux Dedicated\n" "map : c1m2_streets\n" "players : 1 humans, 0 bots (4 max) (not hibernating) (reserved 1860000e7e5e446)\n" "\n" "# userid name uniqueid connected ping loss state rate adr\n" '# 2 1 "Crone" STEAM_1:0:12376499 00:21 185 20 active 30000 91.55.5.100:27005\n' "#end\n" ) def handler(conn: socket.socket) -> None: req_id, ptype, body = _unpack_one(conn) assert ptype == 3 assert body == "letmein" conn.sendall(_pack(req_id, 0, "")) conn.sendall(_pack(req_id, 2, "")) cmd_id, cmd_type, cmd = _unpack_one(conn) assert cmd_type == 2 assert cmd == "status" conn.sendall(_pack(cmd_id, 0, response_body)) with fake_rcon_server(handler) as port: result = query_status("127.0.0.1", port, "letmein", timeout=2.0) assert result.map == "c1m2_streets" assert result.players == 1 assert result.bots == 0 assert result.max_players == 4 assert result.hibernating is False assert len(result.roster) == 1 p = result.roster[0] assert p.name == "Crone" assert p.steam_id_64 == "76561197985018726" # 76561197960265728 + 0 + 12376499*2 assert p.connected_seconds == 21 assert p.ping == 185 def test_auth_failure_raises(monkeypatch: pytest.MonkeyPatch) -> None: def handler(conn: socket.socket) -> None: req_id, _, _ = _unpack_one(conn) conn.sendall(_pack(req_id, 0, "")) conn.sendall(_pack(-1, 2, "")) # bad password sentinel with fake_rcon_server(handler) as port: with pytest.raises(RconAuthError): query_status("127.0.0.1", port, "wrong", timeout=2.0) def test_timeout_raises(monkeypatch: pytest.MonkeyPatch) -> None: def handler(conn: socket.socket) -> None: import time time.sleep(3.0) with fake_rcon_server(handler) as port: with pytest.raises(RconError): query_status("127.0.0.1", port, "x", timeout=0.3) ``` - [ ] **Step 2: Run the failing tests** Run: `pytest l4d2web/tests/test_rcon.py -v` Expected: FAIL — `ModuleNotFoundError: No module named 'l4d2web.services.rcon'`. - [ ] **Step 3: Implement `l4d2web/services/rcon.py`** ```python """Source RCON client + status parser. Pure stdlib. One TCP connection per query — fine at our scale (loopback ~10-20ms round-trip; pooling not worth the complexity). Source RCON wire format: size : little-endian int32 (count of the bytes that follow) req_id: little-endian int32 ptype : little-endian int32 body : utf-8 string, null-terminated pad : one extra null byte Packet types: SERVERDATA_AUTH = 3 (client -> server) SERVERDATA_EXECCOMMAND = 2 (client -> server) SERVERDATA_AUTH_RESPONSE= 2 (server -> client) SERVERDATA_RESPONSE_VALUE = 0 (server -> client) After auth, the server sends a type=0 empty packet *first* and then the type=2 auth response. req_id == -1 on the auth response = bad password. """ from __future__ import annotations import re import socket import struct from dataclasses import dataclass from typing import Iterable SERVERDATA_AUTH = 3 SERVERDATA_EXECCOMMAND = 2 SERVERDATA_AUTH_RESPONSE = 2 SERVERDATA_RESPONSE_VALUE = 0 _STEAM_ID_BASE = 76561197960265728 class RconError(Exception): """Network, timeout, or protocol error.""" class RconAuthError(RconError): """The server rejected the password.""" @dataclass(slots=True, frozen=True) class PlayerRow: steam_id_64: str name: str connected_seconds: int ping: int @dataclass(slots=True, frozen=True) class StatusResponse: map: str players: int max_players: int bots: int hibernating: bool roster: list[PlayerRow] def query_status( host: str, port: int, password: str, *, timeout: float = 2.0 ) -> StatusResponse: """Connect to the RCON port, authenticate, send `status`, return parsed result.""" sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM) sock.settimeout(timeout) try: try: sock.connect((host, port)) except OSError as exc: raise RconError(f"connect failed: {exc}") from exc try: _send_packet(sock, 1, SERVERDATA_AUTH, password) # Drain the leading empty type-0 packet; then read the real auth response. r1 = _recv_packet(sock) r2 = _recv_packet(sock) auth = r2 if r1[1] == SERVERDATA_RESPONSE_VALUE else r1 if auth[0] == -1: raise RconAuthError("bad rcon password") _send_packet(sock, 2, SERVERDATA_EXECCOMMAND, "status") _, _, body = _recv_packet(sock) except (OSError, socket.timeout) as exc: raise RconError(f"rcon i/o error: {exc}") from exc finally: sock.close() return parse_status(body) def _send_packet(sock: socket.socket, req_id: int, ptype: int, body: str) -> None: body_bytes = body.encode("utf-8") + b"\x00\x00" size = 4 + 4 + len(body_bytes) sock.sendall(struct.pack(" tuple[int, int, str]: size = struct.unpack(" bytes: data = b"" while len(data) < n: chunk = sock.recv(n - len(data)) if not chunk: raise RconError("rcon connection closed") data += chunk return data # --- Status parsing ------------------------------------------------------- _MAP_RE = re.compile(r"^map\s*:\s*(\S+)", re.MULTILINE) _PLAYERS_RE = re.compile( r"^players\s*:\s*(\d+)\s+humans,\s*(\d+)\s+bots\s*\((\d+)\s+max\)" r"\s*\((not hibernating|hibernating)\)", re.MULTILINE, ) # A status player row: starts with `#`, then variable numeric prefixes, # then a quoted name, then STEAM_X:Y:Z, then connected time, then ping. _PLAYER_RE = re.compile( r'^#\s+(?:\d+\s+)+"(?P[^"]*)"\s+' r"(?PSTEAM_\d+:(?P\d+):(?P\d+))\s+" r"(?P[\d:]+)\s+" r"(?P\d+)\s+", re.MULTILINE, ) def parse_status(body: str) -> StatusResponse: map_match = _MAP_RE.search(body) if not map_match: raise RconError(f"status: no map line in response\n{body!r}") players_match = _PLAYERS_RE.search(body) if not players_match: raise RconError(f"status: no players line\n{body!r}") roster: list[PlayerRow] = [] for m in _PLAYER_RE.finditer(body): y = int(m.group("y")) z = int(m.group("z")) roster.append( PlayerRow( steam_id_64=str(_STEAM_ID_BASE + (z * 2) + y), name=m.group("name"), connected_seconds=_parse_duration(m.group("connected")), ping=int(m.group("ping")), ) ) return StatusResponse( map=map_match.group(1), players=int(players_match.group(1)), bots=int(players_match.group(2)), max_players=int(players_match.group(3)), hibernating=(players_match.group(4) == "hibernating"), roster=roster, ) def _parse_duration(text: str) -> int: """Parse Source's connected duration: HH:MM:SS or MM:SS -> seconds.""" parts = [int(p) for p in text.split(":")] if len(parts) == 2: return parts[0] * 60 + parts[1] if len(parts) == 3: return parts[0] * 3600 + parts[1] * 60 + parts[2] raise RconError(f"unparseable connected duration: {text!r}") ``` Note on Steam ID conversion: `STEAM_X:Y:Z` → SteamID64 = `76561197960265728 + Z*2 + Y`. The earlier inline math in this plan said `Y*2 + Z`; the correct formula is `Z*2 + Y` (Y is the lowest bit). The test expectation `76561197985018726` reflects the correct math for `STEAM_1:0:12376499`. - [ ] **Step 4: Run the RCON tests, verify pass** Run: `pytest l4d2web/tests/test_rcon.py -v` Expected: PASS. - [ ] **Step 5: Commit** ```bash git add l4d2web/services/rcon.py l4d2web/tests/test_rcon.py git commit -m "feat(rcon): add Source RCON client + status parser" ``` --- ## Task 3: Append RCON password to spec yaml **Files:** - Modify: `l4d2web/services/l4d2_facade.py:28-52` - Test: `l4d2web/tests/test_l4d2_facade.py` - [ ] **Step 1: Write the failing facade tests** Append to `l4d2web/tests/test_l4d2_facade.py`: ```python from l4d2web.models import Blueprint, Server from l4d2web.services.l4d2_facade import build_server_spec_payload def _make_server_blueprint(rcon: str = "") -> tuple[Server, Blueprint]: bp = Blueprint( id=1, user_id=1, name="bp", arguments='["-tickrate","60"]', config='["sv_consistency 1","mp_gamemode coop"]', ) srv = Server( id=1, user_id=1, blueprint_id=1, name="s", port=27500, rcon_password=rcon, ) return srv, bp def test_build_server_spec_payload_appends_rcon_password_last() -> None: srv, bp = _make_server_blueprint(rcon="topsecret123") overlays = [(7, "/overlays/7", True), (8, "/overlays/8", False)] spec = build_server_spec_payload(srv, bp, overlays) cfg = spec["config"] # rcon_password line is the LAST entry — overlay exec lines + blueprint # config + rcon_password. assert cfg[-1] == 'rcon_password "topsecret123"' # Lines before our injection still contain the blueprint config. assert "sv_consistency 1" in cfg assert "mp_gamemode coop" in cfg def test_build_server_spec_payload_omits_rcon_password_when_empty() -> None: srv, bp = _make_server_blueprint(rcon="") spec = build_server_spec_payload(srv, bp, []) for line in spec["config"]: assert not line.startswith("rcon_password ") ``` - [ ] **Step 2: Run failing tests** Run: `pytest l4d2web/tests/test_l4d2_facade.py -v -k rcon_password` Expected: FAIL — assertion errors (line not appended). - [ ] **Step 3: Modify `l4d2web/services/l4d2_facade.py:28-52`** Replace the existing `build_server_spec_payload` body that ends with `return { ... "config": exec_lines + json.loads(blueprint.config) }` with: ```python def build_server_spec_payload( server: Server, blueprint: Blueprint, overlay_rows: list[tuple[int, str, bool]], ) -> dict: overlays: list[dict] = [] for overlay_id, path, expose in overlay_rows: if expose: overlays.append({"path": path, "alias": f"overlay_{overlay_id}"}) else: overlays.append({"path": path}) # Source `exec` is last-wins. First list entry = topmost overlay = highest # precedence, so its exec runs LAST. Emit in reverse position order. exec_lines = [ f"exec server_overlay_{overlay_id}" for overlay_id, _, expose in reversed(overlay_rows) if expose ] config_lines: list[str] = exec_lines + json.loads(blueprint.config) # rcon_password is appended LAST so neither overlays nor user blueprint # config can override it (Source's cvar semantics are last-wins). if server.rcon_password: config_lines.append(f'rcon_password "{server.rcon_password}"') return { "port": server.port, "overlays": overlays, "arguments": json.loads(blueprint.arguments), "config": config_lines, } ``` - [ ] **Step 4: Run, verify pass** Run: `pytest l4d2web/tests/test_l4d2_facade.py -v` Expected: PASS (all existing + new). - [ ] **Step 5: Commit** ```bash git add l4d2web/services/l4d2_facade.py l4d2web/tests/test_l4d2_facade.py git commit -m "feat(facade): append rcon_password as final server.cfg line" ``` --- ## Task 4: Generate `rcon_password` on server create **Files:** - Modify: `l4d2web/routes/server_routes.py:58-83` - Test: `l4d2web/tests/test_server_routes.py` (extend) - [ ] **Step 1: Write the failing test** Append to `l4d2web/tests/test_server_routes.py`: ```python def test_create_server_generates_rcon_password(user_client) -> None: res = user_client.post( "/servers", data={"name": "fresh", "blueprint_id": "1"}, headers={"X-CSRF-Token": "test-token"}, ) assert res.status_code in (200, 201, 302) with session_scope() as db: row = db.scalar(select(Server).where(Server.name == "fresh")) assert row is not None assert len(row.rcon_password) >= 32 ``` If the `user_client` fixture and a default blueprint seed already exist in the test suite, reuse them. If not, mirror the existing `create_server` test you find next to this one. - [ ] **Step 2: Run, verify it fails** Run: `pytest l4d2web/tests/test_server_routes.py -v -k rcon_password` Expected: FAIL — `rcon_password` is empty. - [ ] **Step 3: Modify `create_server` in `l4d2web/routes/server_routes.py:58-83`** At the top of the file, add to the imports: ```python import secrets ``` In `create_server`, replace the `Server(...)` construction (around line 87) with: ```python server = Server( user_id=user.id, blueprint_id=blueprint.id, name=name, port=port, desired_state="stopped", actual_state="unknown", last_error="", rcon_password=secrets.token_urlsafe(32), ) ``` - [ ] **Step 4: Run, verify pass** Run: `pytest l4d2web/tests/test_server_routes.py -v` Expected: PASS. - [ ] **Step 5: Commit** ```bash git add l4d2web/routes/server_routes.py l4d2web/tests/test_server_routes.py git commit -m "feat(servers): generate rcon_password on server create" ``` --- ## Task 5: Steam Web API client **Files:** - Create: `l4d2web/services/steam_users.py` - Test: `l4d2web/tests/test_steam_users.py` - [ ] **Step 1: Write the failing tests** Create `l4d2web/tests/test_steam_users.py`: ```python from __future__ import annotations from typing import Any import pytest from l4d2web.services import steam_users class _FakeResponse: def __init__(self, json_body: dict[str, Any], status: int = 200) -> None: self._body = json_body self.status_code = status def raise_for_status(self) -> None: if self.status_code >= 400: raise RuntimeError(f"http {self.status_code}") def json(self) -> dict[str, Any]: return self._body def _patched_get(monkeypatch: pytest.MonkeyPatch, body: dict, capture: list) -> None: def fake_get(url: str, params: dict, timeout: float = 30.0) -> _FakeResponse: capture.append({"url": url, "params": params, "timeout": timeout}) return _FakeResponse(body) monkeypatch.setattr(steam_users, "_session_get", fake_get) def test_fetch_profiles_batch_builds_correct_request(monkeypatch: pytest.MonkeyPatch) -> None: captured: list = [] body = {"response": {"players": [ {"steamid": "76561197960828710", "personaname": "Alice", "avatarmedium": "https://avatars.../alice_medium.jpg"}, ]}} _patched_get(monkeypatch, body, captured) profiles = steam_users.fetch_profiles_batch( ["76561197960828710", "76561198021234567"], api_key="KEY" ) assert captured[0]["url"].endswith("/GetPlayerSummaries/v0002/") assert captured[0]["params"]["key"] == "KEY" assert captured[0]["params"]["steamids"] == "76561197960828710,76561198021234567" assert len(profiles) == 1 p = profiles[0] assert p.steam_id_64 == "76561197960828710" assert p.persona_name == "Alice" assert p.avatar_url.endswith("alice_medium.jpg") def test_fetch_profiles_batch_skips_private_or_missing(monkeypatch: pytest.MonkeyPatch) -> None: # The Steam API simply omits non-resolvable IDs from the response. Caller # should accept that and return only what's there. body = {"response": {"players": [ {"steamid": "76561197960828710", "personaname": "Alice", "avatarmedium": "https://avatars.../alice_medium.jpg"}, ]}} _patched_get(monkeypatch, body, []) profiles = steam_users.fetch_profiles_batch( ["76561197960828710", "76561197999999999"], api_key="KEY" ) assert len(profiles) == 1 assert profiles[0].steam_id_64 == "76561197960828710" def test_fetch_profiles_batch_chunks_by_100(monkeypatch: pytest.MonkeyPatch) -> None: ids = [str(76561197960000000 + i) for i in range(150)] calls: list = [] body = {"response": {"players": []}} _patched_get(monkeypatch, body, calls) steam_users.fetch_profiles_batch(ids, api_key="KEY") assert len(calls) == 2 assert calls[0]["params"]["steamids"].count(",") == 99 # 100 ids -> 99 commas assert calls[1]["params"]["steamids"].count(",") == 49 # 50 ids ``` - [ ] **Step 2: Run, verify failures** Run: `pytest l4d2web/tests/test_steam_users.py -v` Expected: FAIL — module missing. - [ ] **Step 3: Implement `l4d2web/services/steam_users.py`** ```python """Steam Web API client for player profile lookups. Mirrors the shape of l4d2web/services/steam_workshop.py:17-43: - single thread-local requests.Session - 30s timeout - HTTPS only Difference: GetPlayerSummaries requires an API key in the querystring, unlike the anonymous workshop endpoints. """ from __future__ import annotations import threading from dataclasses import dataclass from typing import Iterable import requests GET_PLAYER_SUMMARIES_URL = ( "https://api.steampowered.com/ISteamUser/GetPlayerSummaries/v0002/" ) REQUEST_TIMEOUT_SECONDS = 30.0 MAX_IDS_PER_CALL = 100 _session_local = threading.local() def _session() -> requests.Session: sess = getattr(_session_local, "session", None) if sess is None: sess = requests.Session() _session_local.session = sess return sess def _session_get(url: str, params: dict, timeout: float = REQUEST_TIMEOUT_SECONDS): """Indirection seam so tests can monkeypatch a fake here.""" return _session().get(url, params=params, timeout=timeout) @dataclass(slots=True, frozen=True) class SteamProfile: steam_id_64: str persona_name: str avatar_url: str def fetch_profiles_batch( steam_ids: Iterable[str], *, api_key: str ) -> list[SteamProfile]: """Resolve a batch of SteamID64 strings to persona name + avatar URL. Steam's API caps each call at 100 IDs; this helper chunks transparently. IDs that Steam can't resolve (private, deleted) are simply absent from the response and from the returned list. """ ids = list(steam_ids) out: list[SteamProfile] = [] for i in range(0, len(ids), MAX_IDS_PER_CALL): chunk = ids[i : i + MAX_IDS_PER_CALL] params = {"key": api_key, "steamids": ",".join(chunk)} resp = _session_get(GET_PLAYER_SUMMARIES_URL, params=params) resp.raise_for_status() payload = resp.json() or {} players = (payload.get("response") or {}).get("players") or [] for p in players: out.append( SteamProfile( steam_id_64=str(p["steamid"]), persona_name=str(p.get("personaname", "")), avatar_url=str(p.get("avatarmedium", "")), ) ) return out ``` - [ ] **Step 4: Run, verify pass** Run: `pytest l4d2web/tests/test_steam_users.py -v` Expected: PASS. - [ ] **Step 5: Commit** ```bash git add l4d2web/services/steam_users.py l4d2web/tests/test_steam_users.py git commit -m "feat(steam): add GetPlayerSummaries client" ``` --- ## Task 6: Live-state poller — RLE snapshot writer **Files:** - Create: `l4d2web/services/live_state_poller.py` - Test: `l4d2web/tests/test_live_state_poller.py` - [ ] **Step 1: Write the failing RLE snapshot test** Create `l4d2web/tests/test_live_state_poller.py`: ```python """Live-state poller tests. Each test seeds an app + DB, monkeypatches the RCON client to return a canned StatusResponse, and asserts on what the poller writes. """ from __future__ import annotations from datetime import datetime, timedelta, UTC import pytest from sqlalchemy import select from l4d2web.app import create_app from l4d2web.db import init_db, session_scope from l4d2web.models import ( Blueprint, Server, ServerLiveState, User, ) from l4d2web.services import live_state_poller from l4d2web.services.rcon import PlayerRow, StatusResponse def _seed(tmp_path): db_url = f"sqlite:///{tmp_path/'p.db'}" import os os.environ["DATABASE_URL"] = db_url app = create_app({"TESTING": True, "DATABASE_URL": db_url, "SECRET_KEY": "x"}) init_db() with session_scope() as db: u = User(username="u", password_digest="x"); db.add(u); db.flush() bp = Blueprint(user_id=u.id, name="bp", arguments="[]", config="[]"); db.add(bp); db.flush() s = Server( user_id=u.id, blueprint_id=bp.id, name="s", port=27500, rcon_password="pw", actual_state="running", ) db.add(s); db.flush() return app, s.id def _status(players: int, map_: str = "c1m1_hotel", hibernating: bool = False, roster: list[PlayerRow] | None = None) -> StatusResponse: return StatusResponse( map=map_, players=players, max_players=4, bots=0, hibernating=hibernating, roster=roster or [], ) def test_rle_bumps_last_seen_when_state_unchanged(tmp_path, monkeypatch) -> None: app, sid = _seed(tmp_path) monkeypatch.setattr( live_state_poller, "query_status", lambda host, port, password, timeout: _status(players=0), ) with app.app_context(): live_state_poller.poll_once() live_state_poller.poll_once() with session_scope() as db: rows = db.scalars( select(ServerLiveState).where(ServerLiveState.server_id == sid) .order_by(ServerLiveState.started_at) ).all() assert len(rows) == 1 assert rows[0].players == 0 assert rows[0].last_seen_at >= rows[0].started_at def test_rle_inserts_new_row_on_state_change(tmp_path, monkeypatch) -> None: app, sid = _seed(tmp_path) snapshots = iter([_status(players=0), _status(players=1)]) monkeypatch.setattr( live_state_poller, "query_status", lambda *a, **kw: next(snapshots), ) with app.app_context(): live_state_poller.poll_once() live_state_poller.poll_once() with session_scope() as db: rows = db.scalars( select(ServerLiveState).where(ServerLiveState.server_id == sid) .order_by(ServerLiveState.started_at) ).all() assert [r.players for r in rows] == [0, 1] def test_skips_servers_without_rcon_password(tmp_path, monkeypatch) -> None: app, sid = _seed(tmp_path) with session_scope() as db: s = db.scalar(select(Server).where(Server.id == sid)) s.rcon_password = "" called: list = [] monkeypatch.setattr( live_state_poller, "query_status", lambda *a, **kw: called.append(1) or _status(0), ) with app.app_context(): live_state_poller.poll_once() assert called == [] def test_skips_non_running_servers(tmp_path, monkeypatch) -> None: app, sid = _seed(tmp_path) with session_scope() as db: s = db.scalar(select(Server).where(Server.id == sid)) s.actual_state = "stopped" called: list = [] monkeypatch.setattr( live_state_poller, "query_status", lambda *a, **kw: called.append(1) or _status(0), ) with app.app_context(): live_state_poller.poll_once() assert called == [] ``` - [ ] **Step 2: Run, verify failures** Run: `pytest l4d2web/tests/test_live_state_poller.py -v -k rle or skip` Expected: FAIL — module missing. - [ ] **Step 3: Implement the poller (snapshot-only for now)** Create `l4d2web/services/live_state_poller.py`: ```python """Background poller that maintains live game-server state in the DB. Modeled on l4d2web/services/job_worker.py:617-647. This module owns: - per-server snapshot writes with run-length encoding into `server_live_state` - player-session lifecycle in `server_player_session` (Task 7) - Steam profile enrichment into `steam_user_profile` (Task 8) - retention pruning and stuck-session closure (Task 10) This file is built up across Tasks 6-10. """ from __future__ import annotations import logging import threading import time from datetime import datetime, UTC from typing import Callable from sqlalchemy import select from l4d2web.db import session_scope from l4d2web.models import ( Server, ServerLiveState, ) from l4d2web.services.rcon import RconError, StatusResponse, query_status logger = logging.getLogger(__name__) def _now() -> datetime: return datetime.now(UTC).replace(tzinfo=None) def poll_once() -> None: """One pass over all running servers with a configured rcon_password.""" with session_scope() as db: servers = db.scalars( select(Server) .where(Server.actual_state == "running") .where(Server.rcon_password != "") ).all() targets = [(s.id, s.port, s.rcon_password) for s in servers] for server_id, port, password in targets: try: status = query_status("127.0.0.1", port, password, timeout=2.0) except RconError: logger.warning("rcon query failed for server %d", server_id, exc_info=True) continue _record_snapshot(server_id, status) def _record_snapshot(server_id: int, status: StatusResponse) -> None: """RLE write: bump last_seen_at if state matches, else insert a new row.""" now = _now() with session_scope() as db: latest = db.scalars( select(ServerLiveState) .where(ServerLiveState.server_id == server_id) .order_by(ServerLiveState.started_at.desc()) .limit(1) ).first() if latest is not None and _matches(latest, status): latest.last_seen_at = now return db.add( ServerLiveState( server_id=server_id, started_at=now, last_seen_at=now, players=status.players, max_players=status.max_players, bots=status.bots, map=status.map, hibernating=status.hibernating, ) ) def _matches(row: ServerLiveState, status: StatusResponse) -> bool: return ( row.players == status.players and row.max_players == status.max_players and row.bots == status.bots and row.map == status.map and row.hibernating == status.hibernating ) ``` - [ ] **Step 4: Run, verify pass** Run: `pytest l4d2web/tests/test_live_state_poller.py -v -k "rle or skip"` Expected: PASS. - [ ] **Step 5: Commit** ```bash git add l4d2web/services/live_state_poller.py l4d2web/tests/test_live_state_poller.py git commit -m "feat(live-state): poller writes RLE snapshots to server_live_state" ``` --- ## Task 7: Live-state poller — session reconciliation **Files:** - Modify: `l4d2web/services/live_state_poller.py` - Modify: `l4d2web/tests/test_live_state_poller.py` - [ ] **Step 1: Write the failing session tests** Append to `l4d2web/tests/test_live_state_poller.py`: ```python from l4d2web.models import ServerPlayerSession def _player(steam_id: str = "76561197960828710", name: str = "Alice", connected: int = 21, ping: int = 60) -> PlayerRow: return PlayerRow( steam_id_64=steam_id, name=name, connected_seconds=connected, ping=ping, ) def test_new_player_opens_session_with_backfilled_join(tmp_path, monkeypatch) -> None: app, sid = _seed(tmp_path) monkeypatch.setattr( live_state_poller, "query_status", lambda *a, **kw: _status(players=1, roster=[_player(connected=30)]), ) with app.app_context(): live_state_poller.poll_once() with session_scope() as db: sessions = db.scalars( select(ServerPlayerSession).where(ServerPlayerSession.server_id == sid) ).all() assert len(sessions) == 1 s = sessions[0] assert s.steam_id_64 == "76561197960828710" assert s.name_at_join == "Alice" assert s.left_at is None assert s.min_ping == 60 assert s.max_ping == 60 # joined_at should be ~30s before now delta = (datetime.now(UTC).replace(tzinfo=None) - s.joined_at).total_seconds() assert 25 <= delta <= 60 def test_session_closes_when_player_no_longer_in_roster(tmp_path, monkeypatch) -> None: app, sid = _seed(tmp_path) snapshots = iter([ _status(players=1, roster=[_player()]), _status(players=0, roster=[]), ]) monkeypatch.setattr( live_state_poller, "query_status", lambda *a, **kw: next(snapshots), ) with app.app_context(): live_state_poller.poll_once() live_state_poller.poll_once() with session_scope() as db: sessions = db.scalars( select(ServerPlayerSession).where(ServerPlayerSession.server_id == sid) ).all() assert len(sessions) == 1 assert sessions[0].left_at is not None def test_session_ping_range_extends(tmp_path, monkeypatch) -> None: app, sid = _seed(tmp_path) snapshots = iter([ _status(players=1, roster=[_player(ping=60)]), _status(players=1, roster=[_player(ping=200)]), _status(players=1, roster=[_player(ping=40)]), ]) monkeypatch.setattr( live_state_poller, "query_status", lambda *a, **kw: next(snapshots), ) with app.app_context(): live_state_poller.poll_once() live_state_poller.poll_once() live_state_poller.poll_once() with session_scope() as db: s = db.scalar(select(ServerPlayerSession).where(ServerPlayerSession.server_id == sid)) assert s.min_ping == 40 assert s.max_ping == 200 def test_session_skips_bots(tmp_path, monkeypatch) -> None: # Bots have non-STEAM uniqueid; our parser already drops them, but verify # that even if a non-STEAM steam_id_64 makes it through, sessions filter # it out. We exercise the filter directly by giving a string that doesn't # match the expected SteamID64 numeric form. app, sid = _seed(tmp_path) monkeypatch.setattr( live_state_poller, "query_status", lambda *a, **kw: _status( players=0, roster=[_player(steam_id="BOT", name="Coach")] ), ) with app.app_context(): live_state_poller.poll_once() with session_scope() as db: sessions = db.scalars( select(ServerPlayerSession).where(ServerPlayerSession.server_id == sid) ).all() assert sessions == [] ``` - [ ] **Step 2: Run, verify failures** Run: `pytest l4d2web/tests/test_live_state_poller.py -v -k session` Expected: FAIL. - [ ] **Step 3: Extend `live_state_poller.py` with session reconciliation** Update the imports at the top: ```python from datetime import datetime, timedelta, UTC from sqlalchemy import and_, select from l4d2web.models import ( Server, ServerLiveState, ServerPlayerSession, ) from l4d2web.services.rcon import PlayerRow, RconError, StatusResponse, query_status ``` Replace the `poll_once` body with: ```python def poll_once() -> None: """One pass over all running servers with a configured rcon_password.""" with session_scope() as db: servers = db.scalars( select(Server) .where(Server.actual_state == "running") .where(Server.rcon_password != "") ).all() targets = [(s.id, s.port, s.rcon_password) for s in servers] for server_id, port, password in targets: try: status = query_status("127.0.0.1", port, password, timeout=2.0) except RconError: logger.warning("rcon query failed for server %d", server_id, exc_info=True) continue _record_snapshot(server_id, status) _reconcile_sessions(server_id, status) ``` Add the session reconciler: ```python _STEAM_ID_64_PREFIX = "7656" # all SteamID64s start with this; bots/anon do not def _is_valid_steam_id_64(value: str) -> bool: return value.startswith(_STEAM_ID_64_PREFIX) and value.isdigit() and len(value) >= 16 def _reconcile_sessions(server_id: int, status: StatusResponse) -> None: """Open new sessions, update ping ranges, close departed sessions.""" now = _now() roster = [p for p in status.roster if _is_valid_steam_id_64(p.steam_id_64)] seen_ids = {p.steam_id_64 for p in roster} with session_scope() as db: open_rows = db.scalars( select(ServerPlayerSession).where( ServerPlayerSession.server_id == server_id, ServerPlayerSession.left_at.is_(None), ) ).all() open_by_sid = {r.steam_id_64: r for r in open_rows} # Close sessions for players no longer in the roster. for sid, row in open_by_sid.items(): if sid not in seen_ids: row.left_at = now # Open / update sessions for current roster. for p in roster: existing = open_by_sid.get(p.steam_id_64) if existing is None: db.add( ServerPlayerSession( server_id=server_id, steam_id_64=p.steam_id_64, joined_at=now - timedelta(seconds=p.connected_seconds), left_at=None, name_at_join=p.name, min_ping=p.ping, max_ping=p.ping, ) ) else: if p.ping < existing.min_ping: existing.min_ping = p.ping if p.ping > existing.max_ping: existing.max_ping = p.ping ``` - [ ] **Step 4: Run, verify pass** Run: `pytest l4d2web/tests/test_live_state_poller.py -v` Expected: PASS (all earlier tests + new session tests). - [ ] **Step 5: Commit** ```bash git add l4d2web/services/live_state_poller.py l4d2web/tests/test_live_state_poller.py git commit -m "feat(live-state): reconcile player sessions on each poll" ``` --- ## Task 8: Live-state poller — Steam profile enrichment **Files:** - Modify: `l4d2web/services/live_state_poller.py` - Modify: `l4d2web/tests/test_live_state_poller.py` - [ ] **Step 1: Write the failing enrichment tests** Append to `l4d2web/tests/test_live_state_poller.py`: ```python from l4d2web.models import SteamUserProfile from l4d2web.services import steam_users def test_enriches_missing_profile(tmp_path, monkeypatch) -> None: app, sid = _seed(tmp_path) app.config["STEAM_WEB_API_KEY"] = "KEY" monkeypatch.setattr( live_state_poller, "query_status", lambda *a, **kw: _status(players=1, roster=[_player()]), ) captured: list = [] def fake_fetch(ids, *, api_key): captured.append((list(ids), api_key)) return [steam_users.SteamProfile( steam_id_64="76561197960828710", persona_name="Alice", avatar_url="https://avatars.../alice_medium.jpg", )] monkeypatch.setattr(live_state_poller, "fetch_profiles_batch", fake_fetch) with app.app_context(): live_state_poller.poll_once() assert captured and captured[0][1] == "KEY" with session_scope() as db: p = db.scalar(select(SteamUserProfile)) assert p is not None assert p.persona_name == "Alice" def test_skips_enrichment_when_api_key_unset(tmp_path, monkeypatch) -> None: app, sid = _seed(tmp_path) app.config["STEAM_WEB_API_KEY"] = "" monkeypatch.setattr( live_state_poller, "query_status", lambda *a, **kw: _status(players=1, roster=[_player()]), ) monkeypatch.setattr( live_state_poller, "fetch_profiles_batch", lambda ids, *, api_key: pytest.fail("must not call without key"), ) with app.app_context(): live_state_poller.poll_once() def test_skips_enrichment_when_cache_is_fresh(tmp_path, monkeypatch) -> None: app, sid = _seed(tmp_path) app.config["STEAM_WEB_API_KEY"] = "KEY" with session_scope() as db: db.add(SteamUserProfile( steam_id_64="76561197960828710", persona_name="cached", avatar_url="cached.jpg", fetched_at=datetime.now(UTC).replace(tzinfo=None), )) monkeypatch.setattr( live_state_poller, "query_status", lambda *a, **kw: _status(players=1, roster=[_player()]), ) called: list = [] monkeypatch.setattr( live_state_poller, "fetch_profiles_batch", lambda ids, *, api_key: called.append(list(ids)) or [], ) with app.app_context(): live_state_poller.poll_once() assert called == [] ``` - [ ] **Step 2: Run, verify failures** Run: `pytest l4d2web/tests/test_live_state_poller.py -v -k enrich or api_key or cache_is_fresh` Expected: FAIL. - [ ] **Step 3: Extend `live_state_poller.py` with enrichment** Update imports: ```python from flask import current_app from l4d2web.models import ( Server, ServerLiveState, ServerPlayerSession, SteamUserProfile, ) from l4d2web.services.steam_users import SteamProfile, fetch_profiles_batch ``` Replace `poll_once` (now adding an enrichment phase at the end of each per-server iteration): ```python def poll_once() -> None: with session_scope() as db: servers = db.scalars( select(Server) .where(Server.actual_state == "running") .where(Server.rcon_password != "") ).all() targets = [(s.id, s.port, s.rcon_password) for s in servers] api_key = current_app.config.get("STEAM_WEB_API_KEY", "") or "" ttl_seconds = int(current_app.config.get("STEAM_PROFILE_TTL_SECONDS", 86400)) for server_id, port, password in targets: try: status = query_status("127.0.0.1", port, password, timeout=2.0) except RconError: logger.warning("rcon query failed for server %d", server_id, exc_info=True) continue _record_snapshot(server_id, status) _reconcile_sessions(server_id, status) if api_key: _enrich_profiles(status, api_key=api_key, ttl_seconds=ttl_seconds) def _enrich_profiles(status: StatusResponse, *, api_key: str, ttl_seconds: int) -> None: """Fetch+cache Steam profile data for any roster IDs missing or stale.""" roster_ids = {p.steam_id_64 for p in status.roster if _is_valid_steam_id_64(p.steam_id_64)} if not roster_ids: return cutoff = _now() - timedelta(seconds=ttl_seconds) with session_scope() as db: fresh = set(db.scalars( select(SteamUserProfile.steam_id_64).where( SteamUserProfile.steam_id_64.in_(roster_ids), SteamUserProfile.fetched_at >= cutoff, ) ).all()) needs_fetch = sorted(roster_ids - fresh) if not needs_fetch: return try: profiles = fetch_profiles_batch(needs_fetch, api_key=api_key) except Exception: # network / API errors are soft-fail logger.warning("steam profile enrichment failed", exc_info=True) return now = _now() with session_scope() as db: for p in profiles: row = db.get(SteamUserProfile, p.steam_id_64) if row is None: db.add(SteamUserProfile( steam_id_64=p.steam_id_64, persona_name=p.persona_name, avatar_url=p.avatar_url, fetched_at=now, )) else: row.persona_name = p.persona_name row.avatar_url = p.avatar_url row.fetched_at = now ``` - [ ] **Step 4: Run, verify pass** Run: `pytest l4d2web/tests/test_live_state_poller.py -v` Expected: PASS. - [ ] **Step 5: Commit** ```bash git add l4d2web/services/live_state_poller.py l4d2web/tests/test_live_state_poller.py git commit -m "feat(live-state): enrich roster with cached Steam profiles" ``` --- ## Task 9: Live-state poller — retention + stuck-session close + thread startup **Files:** - Modify: `l4d2web/services/live_state_poller.py` - Modify: `l4d2web/app.py` - Modify: `l4d2web/config.py` - Modify: `l4d2web/tests/test_live_state_poller.py` - [ ] **Step 1: Write the failing tests** Append to `l4d2web/tests/test_live_state_poller.py`: ```python def test_retention_trims_old_rows(tmp_path, monkeypatch) -> None: app, sid = _seed(tmp_path) app.config["LIVE_STATE_HISTORY_DAYS"] = 30 long_ago = datetime.now(UTC).replace(tzinfo=None) - timedelta(days=45) with session_scope() as db: db.add(ServerLiveState( server_id=sid, started_at=long_ago, last_seen_at=long_ago, players=0, max_players=4, bots=0, map="old", hibernating=True, )) db.add(ServerPlayerSession( server_id=sid, steam_id_64="76561197960828710", joined_at=long_ago, left_at=long_ago, name_at_join="OldPlayer", min_ping=10, max_ping=10, )) with app.app_context(): live_state_poller.prune_history() with session_scope() as db: snaps = db.scalars(select(ServerLiveState)).all() sess = db.scalars(select(ServerPlayerSession)).all() assert snaps == [] assert sess == [] def test_close_stuck_sessions_after_threshold(tmp_path, monkeypatch) -> None: app, sid = _seed(tmp_path) app.config["STUCK_SESSION_SECONDS"] = 60 way_back = datetime.now(UTC).replace(tzinfo=None) - timedelta(hours=2) with session_scope() as db: db.add(ServerPlayerSession( server_id=sid, steam_id_64="76561197960828710", joined_at=way_back, left_at=None, name_at_join="GhostPlayer", min_ping=10, max_ping=10, )) # Server is in `targets` but the RCON call fails — i.e., we haven't seen # this server respond in a long time. Poller must close stuck sessions. def boom(*a, **kw): from l4d2web.services.rcon import RconError raise RconError("simulated outage") monkeypatch.setattr(live_state_poller, "query_status", boom) with app.app_context(): live_state_poller.poll_once() with session_scope() as db: row = db.scalar(select(ServerPlayerSession)) assert row.left_at is not None def test_start_live_state_poller_skipped_during_testing(monkeypatch, tmp_path) -> None: from l4d2web import app as app_module called: list = [] monkeypatch.setattr( app_module, "start_live_state_poller", lambda app: called.append(app) ) app_module.create_app({"TESTING": True, "DATABASE_URL": f"sqlite:///{tmp_path/'x.db'}", "SECRET_KEY": "k"}) assert called == [] def test_start_live_state_poller_started_outside_testing(monkeypatch, tmp_path) -> None: from l4d2web import app as app_module called: list = [] monkeypatch.setattr( app_module, "start_live_state_poller", lambda app: called.append(app) ) app = app_module.create_app( {"TESTING": False, "DATABASE_URL": f"sqlite:///{tmp_path/'x.db'}", "SECRET_KEY": "k"} ) assert called == [app] ``` - [ ] **Step 2: Run, verify failures** Run: `pytest l4d2web/tests/test_live_state_poller.py -v -k retention or stuck or start_live_state_poller` Expected: FAIL. - [ ] **Step 3: Extend `live_state_poller.py`** Add to the module (after `_enrich_profiles`): ```python def prune_history() -> None: """Delete snapshots and closed sessions older than retention.""" days = int(current_app.config.get("LIVE_STATE_HISTORY_DAYS", 30)) cutoff = _now() - timedelta(days=days) with session_scope() as db: db.query(ServerLiveState).filter( ServerLiveState.last_seen_at < cutoff ).delete(synchronize_session=False) db.query(ServerPlayerSession).filter( ServerPlayerSession.left_at.is_not(None), ServerPlayerSession.left_at < cutoff, ).delete(synchronize_session=False) def _close_stuck_sessions(server_id: int) -> None: """If a server has open sessions whose joined_at is older than threshold AND we've failed to observe them, close them as stuck.""" seconds = int(current_app.config.get("STUCK_SESSION_SECONDS", 60)) cutoff = _now() - timedelta(seconds=seconds) with session_scope() as db: rows = db.scalars( select(ServerPlayerSession).where( ServerPlayerSession.server_id == server_id, ServerPlayerSession.left_at.is_(None), ServerPlayerSession.joined_at < cutoff, ) ).all() for row in rows: row.left_at = _now() ``` Update `poll_once` to call `_close_stuck_sessions` when RCON fails: ```python def poll_once() -> None: with session_scope() as db: servers = db.scalars( select(Server) .where(Server.actual_state == "running") .where(Server.rcon_password != "") ).all() targets = [(s.id, s.port, s.rcon_password) for s in servers] api_key = current_app.config.get("STEAM_WEB_API_KEY", "") or "" ttl_seconds = int(current_app.config.get("STEAM_PROFILE_TTL_SECONDS", 86400)) timeout = float(current_app.config.get("LIVE_STATE_QUERY_TIMEOUT_SECONDS", 2.0)) for server_id, port, password in targets: try: status = query_status("127.0.0.1", port, password, timeout=timeout) except RconError: logger.warning("rcon query failed for server %d", server_id, exc_info=True) _close_stuck_sessions(server_id) continue _record_snapshot(server_id, status) _reconcile_sessions(server_id, status) if api_key: _enrich_profiles(status, api_key=api_key, ttl_seconds=ttl_seconds) ``` Add thread-start helpers at the end: ```python _poller_started_lock = threading.Lock() _poller_started = False def start_live_state_poller(app) -> None: """Spawn the daemon poller thread once per process.""" global _poller_started with _poller_started_lock: if _poller_started: return _poller_started = True interval = float(app.config.get("LIVE_STATE_POLL_SECONDS", 5)) retention_every = max(1, int(app.config.get("LIVE_STATE_RETENTION_EVERY_TICKS", 60))) thread = threading.Thread( target=_poller_loop, args=(app, interval, retention_every), name="left4me-live-state-poller", daemon=True, ) thread.start() def _poller_loop(app, interval: float, retention_every: int) -> None: tick = 0 while True: try: with app.app_context(): poll_once() if tick % retention_every == 0: prune_history() except Exception: logger.exception("live-state poller loop exception") tick += 1 time.sleep(interval) ``` - [ ] **Step 4: Register config keys in `l4d2web/config.py`** Find the existing config defaults block (mirroring `JOB_WORKER_POLL_SECONDS`) and add: ```python "LIVE_STATE_POLL_SECONDS": 5, "LIVE_STATE_QUERY_TIMEOUT_SECONDS": 2.0, "LIVE_STATE_STALE_SECONDS": 30, "LIVE_STATE_HISTORY_DAYS": 30, "LIVE_STATE_RETENTION_EVERY_TICKS": 60, "STUCK_SESSION_SECONDS": 60, "STEAM_PROFILE_TTL_SECONDS": 86400, "STEAM_WEB_API_KEY": "", ``` The env-var loading should follow the existing pattern; if `STEAM_WEB_API_KEY` is sourced from `web.env`, ensure the existing env-loader picks it up (it likely already does via a generic mechanism — verify before duplicating logic). - [ ] **Step 5: Wire into `l4d2web/app.py`** Find the line that calls `start_state_poller(app)` (or `start_job_workers(app)`). Immediately below it, add: ```python from l4d2web.services.live_state_poller import start_live_state_poller # ... if not app.config.get("TESTING"): start_live_state_poller(app) ``` If `start_state_poller` already runs only outside TESTING, hook in the same way. - [ ] **Step 6: Run, verify pass** Run: `pytest l4d2web/tests/test_live_state_poller.py -v` Expected: PASS. Run: `pytest l4d2web/tests -q` Expected: PASS (no regressions). - [ ] **Step 7: Commit** ```bash git add l4d2web/services/live_state_poller.py l4d2web/app.py l4d2web/config.py \ l4d2web/tests/test_live_state_poller.py git commit -m "feat(live-state): start daemon poller, prune history, close stuck sessions" ``` --- ## Task 10: Server-list live-state badge **Files:** - Modify: `l4d2web/routes/page_routes.py` (or wherever `/servers` index renders — confirm) - Modify: `l4d2web/templates/servers.html` - Test: `l4d2web/tests/test_server_routes.py` (or `test_page_routes.py`) - [ ] **Step 1: Locate the servers index handler** Run: `grep -n "servers\.html\|/servers\b" l4d2web/routes/*.py` Note the handler function and which route renders `servers.html`. - [ ] **Step 2: Write the failing test** Append to the appropriate test file: ```python def test_servers_index_renders_live_state_badge(user_client) -> None: # Seed one server with a recent snapshot, one without. now = datetime.now(UTC).replace(tzinfo=None) with session_scope() as db: u = db.scalar(select(User).where(User.username == "user")) bp = db.scalar(select(Blueprint).where(Blueprint.user_id == u.id)) s_active = Server(user_id=u.id, blueprint_id=bp.id, name="active", port=27700, rcon_password="x", actual_state="running") s_stale = Server(user_id=u.id, blueprint_id=bp.id, name="stale", port=27701, rcon_password="x", actual_state="running") db.add_all([s_active, s_stale]); db.flush() db.add(ServerLiveState( server_id=s_active.id, started_at=now, last_seen_at=now, players=2, max_players=4, bots=0, map="c1m2_streets", hibernating=False, )) old = now - timedelta(minutes=5) db.add(ServerLiveState( server_id=s_stale.id, started_at=old, last_seen_at=old, players=0, max_players=4, bots=0, map="c1m1_hotel", hibernating=True, )) res = user_client.get("/servers") html = res.get_data(as_text=True) assert "2/4" in html assert "c1m2_streets" in html # stale row should not render fresh counts; just a dim placeholder assert "c1m1_hotel" not in html or "stale" in html.lower() ``` - [ ] **Step 3: Run, verify failure** Run: `pytest l4d2web/tests/test_server_routes.py -v -k live_state_badge` Expected: FAIL. - [ ] **Step 4: Update the servers index handler** In the route handler (found in Step 1), after loading the user's servers, also load the latest snapshot per server in one query, and pass a `live_state_by_server` dict into the template. Example sketch (adapt to the existing handler shape): ```python from datetime import datetime, timedelta, UTC from sqlalchemy import select, func from l4d2web.models import ServerLiveState # ... inside the handler, after loading `servers`: stale_seconds = current_app.config.get("LIVE_STATE_STALE_SECONDS", 30) cutoff = datetime.now(UTC).replace(tzinfo=None) - timedelta(seconds=stale_seconds) server_ids = [s.id for s in servers] latest_rows: dict[int, ServerLiveState] = {} if server_ids: # SQLite-friendly latest-per-server pattern. subq = ( select( ServerLiveState.server_id, func.max(ServerLiveState.started_at).label("mx"), ) .where(ServerLiveState.server_id.in_(server_ids)) .group_by(ServerLiveState.server_id) .subquery() ) rows = db.scalars( select(ServerLiveState).join( subq, (ServerLiveState.server_id == subq.c.server_id) & (ServerLiveState.started_at == subq.c.mx), ) ).all() for r in rows: latest_rows[r.server_id] = r live_state_by_server = {} for sid, row in latest_rows.items(): fresh = row.last_seen_at >= cutoff live_state_by_server[sid] = { "fresh": fresh, "players": row.players, "max_players": row.max_players, "map": row.map, "hibernating": row.hibernating, } ``` Pass `live_state_by_server=live_state_by_server` to `render_template("servers.html", ...)`. - [ ] **Step 5: Update `l4d2web/templates/servers.html`** Within the row markup for each server, add an inline live-state cell: ```jinja {% set ls = live_state_by_server.get(server.id) %} {% if server.actual_state != 'running' %} {% elif ls is none or not ls.fresh %} ? {% elif ls.hibernating %} {{ ls.players }}/{{ ls.max_players }} · idle · {{ ls.map }} {% else %} {{ ls.players }}/{{ ls.max_players }} · {{ ls.map }} {% endif %} ``` Place this within the existing per-server row, between or alongside the existing state/name cells — match the surrounding markup. Style class is just a hook for later CSS. - [ ] **Step 6: Run, verify pass** Run: `pytest l4d2web/tests/test_server_routes.py -v -k live_state_badge` Expected: PASS. Run: `pytest l4d2web/tests -q` Expected: PASS. - [ ] **Step 7: Commit** ```bash git add l4d2web/routes/*.py l4d2web/templates/servers.html l4d2web/tests/test_server_routes.py git commit -m "feat(servers): show live counts + map badge in server list" ``` --- ## Task 11: Server-detail live-state fragment + route **Files:** - Modify: `l4d2web/routes/server_routes.py` - Create: `l4d2web/templates/_live_state.html` - Modify: `l4d2web/templates/server_detail.html` - Modify: response-headers / CSP setup file (locate during step 1) - Test: `l4d2web/tests/test_server_routes.py` - [ ] **Step 1: Locate the CSP / response-headers code** Run: `grep -rn "Content-Security-Policy\|img-src\|after_request" l4d2web/` If a CSP is set, find the `img-src` directive — we need to add the Steam avatar CDN hosts. - [ ] **Step 2: Write the failing fragment route test** Append to `l4d2web/tests/test_server_routes.py`: ```python def test_live_state_fragment_renders_current_and_recent(user_client) -> None: now = datetime.now(UTC).replace(tzinfo=None) with session_scope() as db: u = db.scalar(select(User).where(User.username == "user")) bp = db.scalar(select(Blueprint).where(Blueprint.user_id == u.id)) srv = Server(user_id=u.id, blueprint_id=bp.id, name="srv", port=27800, rcon_password="x", actual_state="running") db.add(srv); db.flush() db.add(ServerLiveState( server_id=srv.id, started_at=now, last_seen_at=now, players=1, max_players=4, bots=0, map="c1m2_streets", hibernating=False, )) db.add(ServerPlayerSession( server_id=srv.id, steam_id_64="76561197960828710", joined_at=now - timedelta(minutes=5), left_at=None, name_at_join="Crone", min_ping=40, max_ping=60, )) db.add(ServerPlayerSession( server_id=srv.id, steam_id_64="76561198021234567", joined_at=now - timedelta(hours=2), left_at=now - timedelta(hours=1), name_at_join="OldPlayer", min_ping=20, max_ping=80, )) db.add(SteamUserProfile( steam_id_64="76561197960828710", persona_name="MrCool42", avatar_url="https://avatars.cloudflare.steamstatic.com/cur_medium.jpg", fetched_at=now, )) db.add(SteamUserProfile( steam_id_64="76561198021234567", persona_name="OldPersona", avatar_url="https://avatars.cloudflare.steamstatic.com/old_medium.jpg", fetched_at=now, )) srv_id = srv.id res = user_client.get(f"/servers/{srv_id}/live-state") assert res.status_code == 200 html = res.get_data(as_text=True) # Summary assert "1/4" in html assert "c1m2_streets" in html # Current player block assert "MrCool42" in html assert "cur_medium.jpg" in html assert "40-60" in html or "40–60" in html # Recent block — only OldPlayer, not MrCool42 assert "OldPersona" in html assert "old_medium.jpg" in html ``` - [ ] **Step 3: Run, verify failure** Run: `pytest l4d2web/tests/test_server_routes.py -v -k live_state_fragment` Expected: FAIL — route 404. - [ ] **Step 4: Add the fragment route in `l4d2web/routes/server_routes.py`** ```python from datetime import datetime, timedelta, UTC from flask import current_app, render_template from sqlalchemy import select, func from l4d2web.models import ServerLiveState, ServerPlayerSession, SteamUserProfile @bp.get("/servers//live-state") @require_login def live_state_fragment(server_id: int) -> Response: user = current_user() assert user is not None with session_scope() as db: server = db.scalar(select(Server).where( Server.id == server_id, Server.user_id == user.id, )) if server is None: return Response(status=404) stale_seconds = current_app.config.get("LIVE_STATE_STALE_SECONDS", 30) cutoff = datetime.now(UTC).replace(tzinfo=None) - timedelta(seconds=stale_seconds) latest = db.scalar( select(ServerLiveState) .where(ServerLiveState.server_id == server.id) .order_by(ServerLiveState.started_at.desc()) .limit(1) ) current_rows = db.execute( select(ServerPlayerSession, SteamUserProfile) .outerjoin( SteamUserProfile, SteamUserProfile.steam_id_64 == ServerPlayerSession.steam_id_64, ) .where( ServerPlayerSession.server_id == server.id, ServerPlayerSession.left_at.is_(None), ) .order_by(ServerPlayerSession.joined_at) ).all() current_ids = [r[0].steam_id_64 for r in current_rows] recent_cutoff = datetime.now(UTC).replace(tzinfo=None) - timedelta( days=current_app.config.get("LIVE_STATE_HISTORY_DAYS", 30) ) recent_rows = db.execute( select( ServerPlayerSession.steam_id_64, func.max(ServerPlayerSession.left_at).label("last_seen"), ServerPlayerSession.name_at_join, SteamUserProfile.persona_name, SteamUserProfile.avatar_url, ) .outerjoin( SteamUserProfile, SteamUserProfile.steam_id_64 == ServerPlayerSession.steam_id_64, ) .where( ServerPlayerSession.server_id == server.id, ServerPlayerSession.left_at.is_not(None), ServerPlayerSession.left_at >= recent_cutoff, ~ServerPlayerSession.steam_id_64.in_(current_ids) if current_ids else True, ) .group_by( ServerPlayerSession.steam_id_64, SteamUserProfile.persona_name, SteamUserProfile.avatar_url, ServerPlayerSession.name_at_join, ) .order_by(func.max(ServerPlayerSession.left_at).desc()) .limit(20) ).all() return render_template( "_live_state.html", server=server, snapshot=latest, snapshot_fresh=(latest is not None and latest.last_seen_at >= cutoff), current_players=current_rows, recent_players=recent_rows, now=datetime.now(UTC).replace(tzinfo=None), poll_seconds=current_app.config.get("LIVE_STATE_POLL_SECONDS", 5), ) ``` - [ ] **Step 5: Create `l4d2web/templates/_live_state.html`** ```jinja

Live state

{% if not snapshot or not snapshot_fresh %}

No data — server is not currently reporting.

{% else %}

{{ snapshot.players }}/{{ snapshot.max_players }} {% if snapshot.hibernating %}· idle{% endif %} · {{ snapshot.map }} polled {{ ((now - snapshot.last_seen_at).total_seconds() | int) }}s ago

{% endif %} {% if current_players %}

Current players

    {% for session, profile in current_players %}
  • {% if profile and profile.avatar_url %} {% else %} {% endif %} {{ (profile and profile.persona_name) or session.name_at_join }} joined {{ ((now - session.joined_at).total_seconds() // 60) | int }}m ago · ping {{ session.min_ping }}-{{ session.max_ping }}ms
  • {% endfor %}
{% endif %} {% if recent_players %}

Recent players

    {% for row in recent_players %}
  • {% if row.avatar_url %} {% else %} {% endif %} {{ row.persona_name or row.name_at_join }} last seen {{ ((now - row.last_seen).total_seconds() // 60) | int }}m ago
  • {% endfor %}
{% endif %}
``` - [ ] **Step 6: Include the partial in `l4d2web/templates/server_detail.html`** Below the existing actions/log sections, add: ```jinja {% include "_live_state.html" %} ``` The route always returns the section with its HTMX wrapper, so the include and the fragment endpoint produce identical markup. - [ ] **Step 7: Extend the CSP** Find the existing CSP / response-headers code (located in Step 1). Add to the `img-src` directive: ``` 'self' https://avatars.cloudflare.steamstatic.com https://avatars.akamai.steamstatic.com https://avatars.steamstatic.com https://steamuserimages-a.akamaihd.net ``` If no CSP exists, skip this step and note it in the PR description so a follow-up can address it. - [ ] **Step 8: Run, verify pass** Run: `pytest l4d2web/tests/test_server_routes.py -v -k live_state_fragment` Expected: PASS. Run: `pytest l4d2web/tests -q` Expected: PASS. - [ ] **Step 9: Commit** ```bash git add l4d2web/routes/server_routes.py l4d2web/templates/_live_state.html \ l4d2web/templates/server_detail.html l4d2web/tests/test_server_routes.py # include the CSP file if you edited one git commit -m "feat(servers): add live-state panel with current and recent players" ``` --- ## Task 12: Deploy template — Steam API key in `web.env` **Files:** - Modify: `deploy/templates/etc/left4me/web.env` - [ ] **Step 1: Add the new var to the env template** Open `deploy/templates/etc/left4me/web.env`. Append: ``` # Steam Web API key for ISteamUser/GetPlayerSummaries — used to resolve # player Steam IDs to persona names + avatars in the server live-state # panel. Free at https://steamcommunity.com/dev/apikey. Optional: if # empty, the live-state panel still shows counts/map and the in-game # name from RCON, just with placeholder avatars. STEAM_WEB_API_KEY= ``` If `web.env` is templated via `envsubst` or similar at deploy time, also add `STEAM_WEB_API_KEY` to the build-side variable list. - [ ] **Step 2: Commit** ```bash git add deploy/templates/etc/left4me/web.env git commit -m "deploy: add STEAM_WEB_API_KEY to web.env template" ``` --- ## Task 13: Smoke test against prod (manual) No code changes. Verification only. - [ ] **Step 1: Full suite + lint** Run: `pytest l4d2web/tests -q` Expected: PASS. If `ruff` or similar is wired into CI, run it too. - [ ] **Step 2: Deploy to `left4.me`** Follow the standard deploy path (`deploy/deploy-test-server.sh left4.me` or whatever the project uses). After deploy: ```bash ssh left4.me 'systemctl status left4me-web.service' ssh left4.me 'journalctl -u left4me-web.service -n 50 --no-pager' ``` Expected: service is `active (running)`, no crash-loop, journal mentions the live-state poller starting. - [ ] **Step 3: Confirm migration backfilled passwords** ```bash ssh left4.me 'sudo -u left4me sqlite3 /var/lib/left4me/l4d2web.db \ "SELECT id, name, length(rcon_password) FROM servers"' ``` Expected: every row has `length >= 32`. - [ ] **Step 4: Re-initialize and restart each existing server** In the web UI, click `initialize` then `start` for each existing server. (Or the equivalent from `l4d2ctl`.) Confirm `rcon_password "..."` is the last non-blank line in each `server.cfg`: ```bash ssh left4.me 'sudo cat /opt/l4d2/instances//server.cfg | tail -5' ``` - [ ] **Step 5: Verify poller is writing** After ~10s: ```bash ssh left4.me 'sudo -u left4me sqlite3 /var/lib/left4me/l4d2web.db \ "SELECT server_id, started_at, last_seen_at, players, map, hibernating \ FROM server_live_state ORDER BY server_id, started_at DESC LIMIT 6"' ``` Expected: one fresh row per server. `last_seen_at` is recent. - [ ] **Step 6: Join a server from the L4D2 client** Connect to one of the prod servers. Within 5-10s: - `/servers` shows the badge change to `1/4 · `. - `/servers/` shows your avatar + persona name + ping range in the "Current players" block. Disconnect. Within 5-10s: - Badge returns to `0/4 · idle · `. - Detail page card moves from "Current" to "Recent players." - [ ] **Step 7: Verify sessions table state** ```bash ssh left4.me 'sudo -u left4me sqlite3 /var/lib/left4me/l4d2web.db \ "SELECT steam_id_64, name_at_join, joined_at, left_at, min_ping, max_ping \ FROM server_player_session ORDER BY joined_at DESC LIMIT 5"' ``` Expected: one row per connection. `left_at` is non-null after disconnect; `min_ping <= max_ping`. - [ ] **Step 8: Failure-path checks** a. Set `STEAM_WEB_API_KEY=` (empty) in `/etc/left4me/web.env`, restart service. Confirm the UI still renders (in-game names, placeholder avatars) and the journal has no stack traces. b. Edit one server's `rcon_password` in the DB to garbage. Confirm the journal logs "rcon query failed" and the badge goes stale; other servers are unaffected. c. Wait for the stuck-session threshold to pass. Confirm any open sessions for the broken server get closed. --- ## Self-Review **Spec coverage**: Schema (3 tables + 1 column) → Task 1. RCON client → Task 2. Spec injection → Task 3. Password generation → Task 4. Steam API → Task 5. Poller (RLE / sessions / enrichment / retention / startup) → Tasks 6-9. UI (list / detail) → Tasks 10-11. Deploy env → Task 12. Verification → Task 13. **Type consistency**: `StatusResponse`, `PlayerRow`, `SteamProfile`, `ServerLiveState`, `ServerPlayerSession`, `SteamUserProfile` are referenced identically across tasks. `query_status`, `fetch_profiles_batch`, `start_live_state_poller`, `poll_once`, `prune_history` keep their signatures throughout. Config keys (`LIVE_STATE_POLL_SECONDS`, `STEAM_PROFILE_TTL_SECONDS`, `STUCK_SESSION_SECONDS`, `STEAM_WEB_API_KEY`, `LIVE_STATE_HISTORY_DAYS`, `LIVE_STATE_QUERY_TIMEOUT_SECONDS`, `LIVE_STATE_STALE_SECONDS`, `LIVE_STATE_RETENTION_EVERY_TICKS`) are referenced consistently. **Open items deferred to implementation time** (called out explicitly in the relevant tasks rather than left as TBDs): - Exact CSP wiring location (Task 11 Step 1) - Whether `l4d2web/config.py` auto-loads env vars or needs explicit registration (Task 9 Step 4) - Existing test fixtures (`user_client`, default blueprint seed) — reuse if present (Tasks 4, 10, 11) - Servers-index handler location (Task 10 Step 1) - Migration test layout — extend existing `test_migrations.py` if it exists, otherwise create (Task 1 Step 5) **No placeholders or TODOs** in test code or implementation.