The two indexes ix_sps_server_open and ix_sps_server_recent were
byte-identical because SQLAlchemy's Index(name, *cols) form drops the
DESC ordering the spec intended. Rather than reach for text("left_at
DESC"), drop the second index entirely — SQLite scans the ASC index
backwards at no measurable cost. Spec and plan updated to match.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
87 KiB
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 onservers, three new tables, password backfill for existing rowsl4d2web/services/rcon.py— Source RCON client +statusparserl4d2web/services/steam_users.py— Steam Web API client (mirrorsl4d2web/services/steam_workshop.py:17-43)l4d2web/services/live_state_poller.py— daemon thread + poll loop + RLE snapshot + session reconcilerl4d2web/templates/_live_state.html— HTMX-refreshed fragment with summary + current + recent blocksl4d2web/tests/test_rcon.py,l4d2web/tests/test_steam_users.py,l4d2web/tests/test_live_state_poller.py
Modify:
l4d2web/models.py—Server.rcon_passwordcolumn + three new model classesl4d2web/services/l4d2_facade.py:28-52—build_server_spec_payloadappendsrcon_password "..."l4d2web/routes/server_routes.py:58-83—create_servergenerates a password; addlive_state_fragmentroutel4d2web/templates/servers.html— inline badge column per server rowl4d2web/templates/server_detail.html— include_live_state.htmlinside an HTMX wrapperl4d2web/app.py— callstart_live_state_poller(app)next to existingstart_state_pollerl4d2web/config.py— register seven new config keysdeploy/templates/etc/left4me/web.env— addSTEAM_WEB_API_KEY=- CSP / response headers (find existing setup during Task 11) — add
avatars.*.steamstatic.comtoimg-src
Reused (no changes):
l4d2web/services/job_worker.py:617-647— pattern reference for daemon-thread / poll-loopl4d2web/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 writesspec.configverbatim toserver.cfg, so injectedrcon_passwordline lands automaticallyl4d2web/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):
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):
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:
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):
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_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:
"""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_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_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):
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
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:
"""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("<iii", size, req_id, ptype) + body_bytes
def _unpack_one(conn: socket.socket) -> tuple[int, int, str]:
raw_size = conn.recv(4)
size = struct.unpack("<i", raw_size)[0]
payload = b""
while len(payload) < size:
payload += conn.recv(size - len(payload))
req_id, ptype = struct.unpack("<ii", payload[:8])
body = payload[8:].rstrip(b"\x00").decode("utf-8", errors="replace")
return req_id, ptype, body
@contextmanager
def fake_rcon_server(handler) -> 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
"""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("<iii", size, req_id, ptype) + body_bytes)
def _recv_packet(sock: socket.socket) -> tuple[int, int, str]:
size = struct.unpack("<i", _recvall(sock, 4))[0]
payload = _recvall(sock, size)
req_id, ptype = struct.unpack("<ii", payload[:8])
body = payload[8:].rstrip(b"\x00").decode("utf-8", errors="replace")
return req_id, ptype, body
def _recvall(sock: socket.socket, n: int) -> 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<name>[^"]*)"\s+'
r"(?P<sid>STEAM_\d+:(?P<y>\d+):(?P<z>\d+))\s+"
r"(?P<connected>[\d:]+)\s+"
r"(?P<ping>\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
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:
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:
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
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:
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_serverinl4d2web/routes/server_routes.py:58-83
At the top of the file, add to the imports:
import secrets
In create_server, replace the Server(...) construction (around line 87) with:
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
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:
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
"""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
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:
"""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:
"""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
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:
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.pywith session reconciliation
Update the imports at the top:
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:
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:
_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
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:
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.pywith enrichment
Update imports:
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):
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
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:
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):
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:
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:
_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:
"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:
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
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/serversindex renders — confirm) -
Modify:
l4d2web/templates/servers.html -
Test:
l4d2web/tests/test_server_routes.py(ortest_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:
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):
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:
{% set ls = live_state_by_server.get(server.id) %}
<td class="server-live">
{% if server.actual_state != 'running' %}
<span class="muted">—</span>
{% elif ls is none or not ls.fresh %}
<span class="muted" title="no recent data">?</span>
{% elif ls.hibernating %}
{{ ls.players }}/{{ ls.max_players }} · idle · {{ ls.map }}
{% else %}
{{ ls.players }}/{{ ls.max_players }} · {{ ls.map }}
{% endif %}
</td>
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
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:
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
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/<int:server_id>/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
<section class="panel live-state"
hx-get="/servers/{{ server.id }}/live-state"
hx-trigger="every {{ poll_seconds }}s"
hx-swap="outerHTML">
<h2 class="section-title">Live state</h2>
{% if not snapshot or not snapshot_fresh %}
<p class="muted">No data — server is not currently reporting.</p>
{% else %}
<p class="server-live-summary">
{{ snapshot.players }}/{{ snapshot.max_players }}
{% if snapshot.hibernating %}· idle{% endif %}
· {{ snapshot.map }}
<small class="muted">
polled {{ ((now - snapshot.last_seen_at).total_seconds() | int) }}s ago
</small>
</p>
{% endif %}
{% if current_players %}
<h3 class="section-subtitle">Current players</h3>
<ul class="player-grid">
{% for session, profile in current_players %}
<li class="player-card">
{% if profile and profile.avatar_url %}
<img class="avatar" src="{{ profile.avatar_url }}" alt="" loading="lazy">
{% else %}
<span class="avatar placeholder" aria-hidden="true"></span>
{% endif %}
<span class="name">{{ (profile and profile.persona_name) or session.name_at_join }}</span>
<span class="meta">
joined {{ ((now - session.joined_at).total_seconds() // 60) | int }}m ago
· ping {{ session.min_ping }}-{{ session.max_ping }}ms
</span>
</li>
{% endfor %}
</ul>
{% endif %}
{% if recent_players %}
<h3 class="section-subtitle">Recent players</h3>
<ul class="player-grid recent">
{% for row in recent_players %}
<li class="player-card">
{% if row.avatar_url %}
<img class="avatar" src="{{ row.avatar_url }}" alt="" loading="lazy">
{% else %}
<span class="avatar placeholder" aria-hidden="true"></span>
{% endif %}
<span class="name">{{ row.persona_name or row.name_at_join }}</span>
<span class="meta">
last seen {{ ((now - row.last_seen).total_seconds() // 60) | int }}m ago
</span>
</li>
{% endfor %}
</ul>
{% endif %}
</section>
- Step 6: Include the partial in
l4d2web/templates/server_detail.html
Below the existing actions/log sections, add:
{% 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
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
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:
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
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:
ssh left4.me 'sudo cat /opt/l4d2/instances/<name>/server.cfg | tail -5'
- Step 5: Verify poller is writing
After ~10s:
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:
/serversshows the badge change to1/4 · <map>./servers/<id>shows your avatar + persona name + ping range in the "Current players" block.
Disconnect. Within 5-10s:
-
Badge returns to
0/4 · idle · <map>. -
Detail page card moves from "Current" to "Recent players."
-
Step 7: Verify sessions table state
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.pyauto-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.pyif it exists, otherwise create (Task 1 Step 5)
No placeholders or TODOs in test code or implementation.