Files
LuHost/utils/server-manager.js
Nathan Schneider 3aed09b60f Initial commit: LuHost - Luanti Server Management Web Interface
A modern web interface for Luanti (Minetest) server management with ContentDB integration.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-08-23 17:32:37 -06:00

768 lines
26 KiB
JavaScript

const { spawn, exec } = require('child_process');
const fs = require('fs').promises;
const fsSync = require('fs');
const path = require('path');
const EventEmitter = require('events');
const paths = require('./paths');
class ServerManager extends EventEmitter {
constructor() {
super();
this.serverProcess = null;
this.isRunning = false;
this.isReady = false; // Track if server is actually ready to accept connections
this.startTime = null;
this.logBuffer = [];
this.maxLogLines = 1000;
this.serverStats = {
players: 0,
uptime: 0,
memoryUsage: 0,
cpuUsage: 0
};
this.debugFileWatcher = null;
this.lastDebugFilePosition = 0;
}
async getServerStatus() {
// Double-check if process is actually running when we think it is
if (this.isRunning && this.serverProcess && this.serverProcess.pid) {
try {
// Use kill(pid, 0) to check if process exists without sending a signal
process.kill(this.serverProcess.pid, 0);
} catch (error) {
// Process doesn't exist anymore - it was killed externally
this.addLogLine('warning', 'Server process was terminated externally');
this.isRunning = false;
this.isReady = false;
this.serverProcess = null;
this.startTime = null;
// Reset player stats when server stops
this.serverStats.players = 0;
this.serverStats.memoryUsage = 0;
this.serverStats.cpuUsage = 0;
this.emit('exit', { code: null, signal: 'external' });
// Emit status change immediately
this.emit('status', {
isRunning: this.isRunning,
isReady: this.isReady,
uptime: 0,
startTime: null,
players: 0,
memoryUsage: 0,
cpuUsage: 0,
processId: null
});
}
}
// Always check for externally running Luanti servers if we don't have a running one
if (!this.isRunning) {
const externalServer = await this.detectExternalLuantiServer();
if (externalServer) {
this.isRunning = true;
this.isReady = true;
this.startTime = externalServer.startTime;
// Try to get player data from debug log for external servers
const playerData = await this.getExternalServerPlayerData();
this.serverStats.players = playerData.count;
this.addLogLine('info', `Detected external Luanti server (PID: ${externalServer.pid}, World: ${externalServer.world})`);
// Create a mock server process object for tracking
this.serverProcess = { pid: externalServer.pid, external: true };
console.log('ServerManager: Set serverProcess.external = true');
// Start monitoring debug file for external server
this.startDebugFileMonitoring();
}
}
return {
isRunning: this.isRunning,
isReady: this.isReady,
uptime: this.isRunning && this.startTime ? Date.now() - this.startTime : 0,
startTime: this.startTime,
players: this.serverStats.players,
memoryUsage: this.serverStats.memoryUsage,
cpuUsage: this.serverStats.cpuUsage,
processId: this.serverProcess?.pid || null
};
}
async startServer(worldName = null) {
if (this.isRunning) {
throw new Error('Server is already running');
}
try {
// Ensure minetest directory exists
paths.ensureDirectories();
// Build command arguments
const args = [
'--server',
'--config', paths.configFile
];
if (worldName && worldName.trim() !== '') {
if (!paths.isValidWorldName(worldName)) {
throw new Error('Invalid world name');
}
// Check if world exists
const worldPath = paths.getWorldPath(worldName);
try {
await fs.access(worldPath);
} catch (error) {
throw new Error(`World "${worldName}" does not exist. Please create it first in the Worlds section.`);
}
// Read the world's game configuration
const worldConfigPath = path.join(worldPath, 'world.mt');
try {
const worldConfig = await fs.readFile(worldConfigPath, 'utf8');
const gameMatch = worldConfig.match(/gameid\s*=\s*(.+)/);
if (gameMatch) {
const gameId = gameMatch[1].trim();
args.push('--gameid', gameId);
this.addLogLine('info', `Using game: ${gameId} for world: ${worldName}`);
}
} catch (error) {
this.addLogLine('warning', `Could not read world config, using default game: ${error.message}`);
}
args.push('--world', worldPath);
} else {
// If no world specified, we need to create a default world or let the server create one
this.addLogLine('info', 'Starting server without specifying a world. Server will use default world settings.');
}
// Check if minetest/luanti executable exists
const executable = await this.findMinetestExecutable();
this.serverProcess = spawn(executable, args, {
cwd: paths.minetestDir,
stdio: ['pipe', 'pipe', 'pipe']
});
this.isRunning = true;
this.isReady = false; // Server started but not ready yet
this.startTime = Date.now();
// Handle process events
this.serverProcess.on('error', (error) => {
this.emit('error', error);
this.isRunning = false;
this.isReady = false;
this.serverProcess = null;
});
this.serverProcess.on('exit', (code, signal) => {
this.emit('exit', { code, signal });
this.isRunning = false;
this.isReady = false;
this.serverProcess = null;
this.startTime = null;
this.stopDebugFileMonitoring();
});
// Handle output streams
this.serverProcess.stdout.on('data', (data) => {
const lines = data.toString().split('\n').filter(line => line.trim());
lines.forEach(line => this.addLogLine('stdout', line));
this.parseServerStats(data.toString());
});
this.serverProcess.stderr.on('data', (data) => {
const lines = data.toString().split('\n').filter(line => line.trim());
lines.forEach(line => this.addLogLine('stderr', line));
});
this.emit('started', { pid: this.serverProcess.pid });
// Start monitoring debug.txt file for server ready messages
this.startDebugFileMonitoring();
return {
success: true,
pid: this.serverProcess.pid,
message: `Server started successfully with PID ${this.serverProcess.pid}`
};
} catch (error) {
this.isRunning = false;
this.isReady = false;
this.serverProcess = null;
throw error;
}
}
async stopServer(force = false) {
if (!this.isRunning || !this.serverProcess) {
throw new Error('Server is not running');
}
return new Promise((resolve, reject) => {
const timeout = setTimeout(() => {
if (this.serverProcess && this.isRunning) {
// Force kill if graceful shutdown failed
this.serverProcess.kill('SIGKILL');
resolve({ success: true, message: 'Server force-stopped' });
}
}, 10000); // 10 second timeout
this.serverProcess.on('exit', () => {
clearTimeout(timeout);
resolve({ success: true, message: 'Server stopped gracefully' });
});
// Try graceful shutdown first
if (force) {
this.serverProcess.kill('SIGTERM');
} else {
// Send shutdown command to server
try {
this.serverProcess.stdin.write('/shutdown\n');
} catch (error) {
// If stdin fails, use SIGTERM
this.serverProcess.kill('SIGTERM');
}
}
});
}
async restartServer(worldName = null) {
if (this.isRunning) {
await this.stopServer();
// Wait a moment for clean shutdown
await new Promise(resolve => setTimeout(resolve, 2000));
}
return await this.startServer(worldName);
}
async findGamePath(gameId) {
try {
// Use the paths utility to find installed games
const games = await paths.getInstalledGames();
const game = games.find(g => g.name === gameId);
if (game) {
return game.path;
}
return null;
} catch (error) {
this.addLogLine('warning', `Error finding game path for "${gameId}": ${error.message}`);
return null;
}
}
async findMinetestExecutable() {
// Whitelist of allowed executable names to prevent command injection
const allowedExecutables = ['luanti', 'minetest', 'minetestserver'];
const foundExecutables = [];
for (const name of allowedExecutables) {
try {
// Validate executable name against whitelist
if (!/^[a-zA-Z0-9_-]+$/.test(name)) {
continue;
}
const execPath = await new Promise((resolve, reject) => {
// Use spawn instead of exec to avoid command injection
const { spawn } = require('child_process');
const whichProcess = spawn('which', [name], { stdio: ['ignore', 'pipe', 'pipe'] });
let stdout = '';
let stderr = '';
whichProcess.stdout.on('data', (data) => {
stdout += data.toString();
});
whichProcess.stderr.on('data', (data) => {
stderr += data.toString();
});
whichProcess.on('close', (code) => {
if (code === 0) {
resolve(stdout.trim());
} else {
reject(new Error(`which command failed: ${stderr}`));
}
});
whichProcess.on('error', (error) => {
reject(error);
});
});
// Validate that the returned path is safe
if (execPath && path.isAbsolute(execPath)) {
foundExecutables.push({ name, path: execPath });
this.addLogLine('info', `Found executable: ${name} at ${execPath}`);
return execPath; // Return the full path for security
}
} catch (error) {
// Continue to next possibility
}
}
// Provide detailed error message
const errorMsg = `Minetest/Luanti executable not found. Please install Luanti or add it to your PATH.\n` +
`Searched for: ${allowedExecutables.join(', ')}\n` +
`Try: sudo apt install luanti (Ubuntu/Debian) or your system's package manager`;
this.addLogLine('error', errorMsg);
throw new Error(errorMsg);
}
addLogLine(type, content) {
const timestamp = new Date().toISOString();
const logEntry = {
timestamp,
type,
content: content.trim()
};
this.logBuffer.push(logEntry);
// Keep only the last N lines
if (this.logBuffer.length > this.maxLogLines) {
this.logBuffer = this.logBuffer.slice(-this.maxLogLines);
}
this.emit('log', logEntry);
}
parseServerStats(output) {
// Parse server output for statistics and ready state
const lines = output.split('\n');
for (const line of lines) {
// Look for player count
const playerMatch = line.match(/(\d+) players? online/i);
if (playerMatch) {
this.serverStats.players = parseInt(playerMatch[1]);
}
// Look for performance stats if available
const memMatch = line.match(/Memory usage: ([\d.]+)MB/i);
if (memMatch) {
this.serverStats.memoryUsage = parseFloat(memMatch[1]);
}
// Check if server is ready - look for common Luanti server ready messages
if (!this.isReady && this.isRunning) {
const readyIndicators = [
/Server for gameid=".*?" listening on/i,
/listening on \[::\]:\d+/i,
/listening on 0\.0\.0\.0:\d+/i,
/World at \[.*?\]/i,
/Server started/i,
/Loading environment/i
];
for (const indicator of readyIndicators) {
if (indicator.test(line)) {
this.isReady = true;
this.addLogLine('info', 'Server is now ready to accept connections');
console.log(`Server ready detected from line: ${line}`); // Debug log
// Emit status change when server becomes ready
this.emit('status', {
isRunning: this.isRunning,
isReady: this.isReady,
uptime: this.startTime ? Date.now() - this.startTime : 0,
startTime: this.startTime,
players: this.serverStats.players,
memoryUsage: this.serverStats.memoryUsage,
cpuUsage: this.serverStats.cpuUsage,
processId: this.serverProcess?.pid || null
});
break;
}
}
// Also check for error conditions that indicate startup failure
const errorIndicators = [
/ERROR\[Main\]:/i,
/FATAL ERROR/i,
/Could not find or load game/i,
/Failed to/i
];
for (const errorIndicator of errorIndicators) {
if (errorIndicator.test(line)) {
// Don't mark as ready if we see critical errors
this.addLogLine('warning', 'Server startup may have failed - check logs for errors');
break;
}
}
}
}
this.emit('stats', this.serverStats);
}
getLogs(lines = 100) {
return this.logBuffer.slice(-lines);
}
getRecentLogs(since = null) {
if (!since) {
return this.logBuffer.slice(-50);
}
const sinceTime = new Date(since);
return this.logBuffer.filter(log =>
new Date(log.timestamp) > sinceTime
);
}
async sendCommand(command) {
if (!this.isRunning || !this.serverProcess) {
throw new Error('Server is not running');
}
// Check if this is an external server
if (this.serverProcess.external) {
throw new Error('Cannot send commands to external servers. Commands can only be sent to servers started through this dashboard.');
}
// Validate and sanitize command
const sanitizedCommand = this.validateServerCommand(command);
return new Promise((resolve, reject) => {
try {
this.serverProcess.stdin.write(sanitizedCommand + '\n');
this.addLogLine('info', `Command sent: ${sanitizedCommand}`);
resolve({ success: true, message: 'Command sent successfully' });
} catch (error) {
reject(error);
}
});
}
validateServerCommand(command) {
if (!command || typeof command !== 'string') {
throw new Error('Command must be a non-empty string');
}
// Remove any control characters and limit length
const sanitized = command.replace(/[\x00-\x1F\x7F]/g, '').trim();
if (sanitized.length === 0) {
throw new Error('Command cannot be empty after sanitization');
}
if (sanitized.length > 500) {
throw new Error('Command too long (max 500 characters)');
}
// Whitelist of allowed command prefixes for safety
const allowedCommands = [
'/say', '/tell', '/kick', '/ban', '/unban', '/status', '/time', '/weather',
'/give', '/teleport', '/tp', '/spawn', '/help', '/list', '/who', '/shutdown',
'/stop', '/save-all', '/whitelist', '/op', '/deop', '/gamemode', '/difficulty',
'/seed', '/defaultgamemode', '/gamerule', '/reload', '/clear', '/experience',
'/xp', '/effect', '/enchant', '/summon', '/kill', '/scoreboard', '/team',
'/trigger', '/clone', '/execute', '/fill', '/setblock', '/testforblock',
'/blockdata', '/entitydata', '/testfor', '/stats', '/worldborder'
];
// Check if command starts with allowed prefix or is a direct server command
const isAllowed = allowedCommands.some(prefix =>
sanitized.toLowerCase().startsWith(prefix.toLowerCase())
) || /^[a-zA-Z0-9_-]+(\s+[a-zA-Z0-9_.-]+)*$/.test(sanitized);
if (!isAllowed) {
throw new Error('Command not allowed or contains invalid characters');
}
return sanitized;
}
async getServerInfo() {
try {
const configExists = await fs.access(paths.configFile).then(() => true).catch(() => false);
const debugLogExists = await fs.access(paths.debugFile).then(() => true).catch(() => false);
let configMtime = null;
if (configExists) {
const stats = await fs.stat(paths.configFile);
configMtime = stats.mtime;
}
return {
configFile: {
exists: configExists,
path: paths.configFile,
lastModified: configMtime
},
debugLog: {
exists: debugLogExists,
path: paths.debugFile
},
directories: {
minetest: paths.minetestDir,
worlds: paths.worldsDir,
mods: paths.modsDir
}
};
} catch (error) {
throw new Error(`Failed to get server info: ${error.message}`);
}
}
startDebugFileMonitoring() {
const debugFilePath = path.join(paths.minetestDir, 'debug.txt');
try {
// Get initial file size to start monitoring from the end
const stats = fsSync.existsSync(debugFilePath) ? fsSync.statSync(debugFilePath) : null;
this.lastDebugFilePosition = stats ? stats.size : 0;
// Watch for changes to debug.txt
this.debugFileWatcher = fsSync.watchFile(debugFilePath, { interval: 500 }, (current, previous) => {
if (current.mtime > previous.mtime) {
this.readDebugFileChanges(debugFilePath);
}
});
} catch (error) {
this.addLogLine('warning', `Could not monitor debug.txt: ${error.message}`);
}
}
stopDebugFileMonitoring() {
if (this.debugFileWatcher) {
const debugFilePath = path.join(paths.minetestDir, 'debug.txt');
fsSync.unwatchFile(debugFilePath);
this.debugFileWatcher = null;
}
}
async readDebugFileChanges(debugFilePath) {
try {
const stats = fsSync.statSync(debugFilePath);
if (stats.size > this.lastDebugFilePosition) {
const stream = fsSync.createReadStream(debugFilePath, {
start: this.lastDebugFilePosition,
end: stats.size - 1
});
let buffer = '';
stream.on('data', (chunk) => {
buffer += chunk.toString();
});
stream.on('end', () => {
const lines = buffer.split('\n').filter(line => line.trim());
lines.forEach(line => {
this.addLogLine('debug-file', line);
this.parseServerStats(line); // Parse each line for ready indicators
// For external servers, also update player count from new log entries
if (this.serverProcess?.external) {
this.updatePlayerCountFromLogLine(line);
}
});
});
this.lastDebugFilePosition = stats.size;
}
} catch (error) {
// Ignore errors when reading debug file changes
}
}
updatePlayerCountFromLogLine(line) {
// Update player count based on join/leave messages in log
const joinMatch = line.match(/\[Server\]: (\w+) joined the game/);
const leaveMatch = line.match(/\[Server\]: (\w+) left the game/);
if (joinMatch || leaveMatch) {
// Player joined or left - update player data
this.getExternalServerPlayerData().then(playerData => {
this.serverStats.players = playerData.count;
});
}
}
async detectExternalLuantiServer() {
try {
const { spawn } = require('child_process');
return new Promise((resolve) => {
const psProcess = spawn('ps', ['aux'], { stdio: ['ignore', 'pipe', 'pipe'] });
let stdout = '';
psProcess.stdout.on('data', (data) => {
stdout += data.toString();
});
psProcess.on('close', (code) => {
if (code === 0) {
const lines = stdout.split('\n');
for (const line of lines) {
// Look for luanti or minetest server processes (exclude this dashboard process)
if ((line.includes('luanti') || line.includes('minetest')) &&
(line.includes('--server') || line.includes('--worldname')) &&
!line.includes('node app.js')) {
const parts = line.trim().split(/\s+/);
const pid = parseInt(parts[1]);
if (pid && !isNaN(pid)) {
// Extract world name from command line
let world = 'unknown';
const worldNameMatch = line.match(/--worldname\s+(\S+)/);
const worldPathMatch = line.match(/--world\s+(\S+)/);
if (worldNameMatch) {
world = worldNameMatch[1];
} else if (worldPathMatch) {
world = path.basename(worldPathMatch[1]);
}
// Estimate start time (this is rough, but better than nothing)
const startTime = Date.now() - 60000; // Assume started 1 minute ago
resolve({
pid: pid,
world: world,
startTime: startTime
});
return;
}
}
}
}
resolve(null);
});
psProcess.on('error', () => {
resolve(null);
});
});
} catch (error) {
return null;
}
}
async getExternalServerPlayerData() {
try {
const fs = require('fs').promises;
const debugFilePath = path.join(paths.minetestDir, 'debug.txt');
// Read the last 100 lines of debug.txt to find recent player activity
const data = await fs.readFile(debugFilePath, 'utf8');
const lines = data.split('\n').slice(-100);
// Look for recent player actions to determine who's online
const playerData = new Map(); // Map to store player name -> player info
const cutoffTime = new Date(Date.now() - 10 * 60 * 1000); // 10 minutes ago (extended from 5)
console.log('DEBUG: Looking for players active since:', cutoffTime.toISOString());
for (const line of lines.reverse()) {
// Parse timestamp from log line
const timestampMatch = line.match(/^(\d{4}-\d{2}-\d{2} \d{2}:\d{2}:\d{2}):/);
if (timestampMatch) {
const logTime = new Date(timestampMatch[1]);
if (logTime < cutoffTime) break; // Stop looking at older entries
// Look for player actions with more detail
const actionPatterns = [
{ pattern: /ACTION\[Server\]: (\w+) (.+)/, type: 'action' },
{ pattern: /\[Server\]: (\w+) joined the game/, type: 'joined' },
{ pattern: /\[Server\]: (\w+) left the game/, type: 'left' }
];
for (const { pattern, type } of actionPatterns) {
const match = line.match(pattern);
if (match && match[1]) {
const playerName = match[1];
const actionDescription = match[2] || type;
console.log('DEBUG: Found potential player:', playerName, 'action:', actionDescription);
// Filter out obvious non-player names and false positives
if (!playerName.includes('Entity') &&
!playerName.includes('SAO') &&
!playerName.includes('Explosion') &&
playerName !== 'Player' && // Generic "Player" is not a real username
playerName !== 'Server' &&
playerName !== 'Main' &&
playerName.length > 2 && // Too short usernames are likely false positives
playerName.length < 20 &&
/^[a-zA-Z0-9_]+$/.test(playerName)) {
console.log('DEBUG: Player passed filters:', playerName);
// Update player data with most recent activity
if (!playerData.has(playerName) || logTime > playerData.get(playerName).lastSeen) {
let lastAction = actionDescription;
// Simplify common actions for display
if (lastAction.includes('digs ')) {
lastAction = 'Mining';
} else if (lastAction.includes('places ') || lastAction.includes('puts ')) {
lastAction = 'Building';
} else if (lastAction.includes('uses ') || lastAction.includes('activates ')) {
lastAction = 'Using items';
} else if (lastAction.includes('punched ') || lastAction.includes('damage')) {
lastAction = 'Combat';
} else if (type === 'joined') {
lastAction = 'Just joined';
} else if (type === 'left') {
lastAction = 'Left game';
} else {
lastAction = 'Active';
}
// Count activities for this player
const existingData = playerData.get(playerName) || { activityCount: 0 };
playerData.set(playerName, {
name: playerName,
lastSeen: logTime,
lastAction: lastAction,
activityCount: existingData.activityCount + 1,
online: type !== 'left' // Mark as offline if they left
});
}
} else {
console.log('DEBUG: Player filtered out:', playerName, 'reason: failed validation');
}
}
}
}
}
// Convert to array of player objects, filtering out players who left
const players = Array.from(playerData.values())
.filter(player => player.online)
.map(player => ({
name: player.name,
lastSeen: player.lastSeen,
lastAction: player.lastAction,
activityCount: player.activityCount,
online: true
}));
return {
count: players.length,
players: players
};
} catch (error) {
console.error('Error reading debug file for player data:', error);
return { count: 0, players: [] };
}
}
}
module.exports = ServerManager;