Use sockets for server creation progress
This commit is contained in:
@@ -31,6 +31,7 @@ type ServerService struct {
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steamService *SteamService
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windowsService *WindowsService
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firewallService *FirewallService
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webSocketService *WebSocketService
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instances sync.Map // Track instances per server
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lastInsertTimes sync.Map // Track last insert time per server
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debouncers sync.Map // Track debounce timers per server
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@@ -68,6 +69,7 @@ func NewServerService(
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steamService *SteamService,
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windowsService *WindowsService,
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firewallService *FirewallService,
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webSocketService *WebSocketService,
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) *ServerService {
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service := &ServerService{
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repository: repository,
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@@ -77,6 +79,7 @@ func NewServerService(
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steamService: steamService,
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windowsService: windowsService,
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firewallService: firewallService,
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webSocketService: webSocketService,
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}
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// Initialize server instances
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@@ -203,6 +206,7 @@ func (s *ServerService) updateSessionDuration(server *model.Server, sessionType
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func (s *ServerService) GenerateServerPath(server *model.Server) {
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// Get the base steamcmd path from environment variable
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steamCMDPath := env.GetSteamCMDDirPath()
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server.FromSteamCMD = true
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server.Path = server.GenerateServerPath(steamCMDPath)
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}
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@@ -330,50 +334,139 @@ func (as *ServerService) GetById(ctx *fiber.Ctx, serverID uuid.UUID) (*model.Ser
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return server, nil
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}
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func (s *ServerService) CreateServer(ctx *fiber.Ctx, server *model.Server) error {
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// Validate basic server configuration
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// CreateServerAsync starts server creation asynchronously and returns immediately
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func (s *ServerService) CreateServerAsync(ctx *fiber.Ctx, server *model.Server) error {
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// Perform basic validation first
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if err := server.Validate(); err != nil {
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return err
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}
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// Install server using SteamCMD
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if err := s.steamService.InstallServer(ctx.UserContext(), server.GetServerPath(), &server.ID); err != nil {
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// Generate server path
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s.GenerateServerPath(server)
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// Create a background context that won't be cancelled when the HTTP request ends
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bgCtx := context.Background()
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// Start the actual creation process in a goroutine
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go func() {
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// Create server in background without using fiber.Ctx
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if err := s.createServerBackground(bgCtx, server); err != nil {
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logging.Error("Async server creation failed for server %s: %v", server.ID, err)
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s.webSocketService.BroadcastError(server.ID, "Server creation failed", err.Error())
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s.webSocketService.BroadcastComplete(server.ID, false, fmt.Sprintf("Server creation failed: %v", err))
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}
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}()
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return nil
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}
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func (s *ServerService) CreateServer(ctx *fiber.Ctx, server *model.Server) error {
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// Broadcast step: validation
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s.webSocketService.BroadcastStep(server.ID, model.StepValidation, model.StatusInProgress,
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model.GetStepDescription(model.StepValidation), "")
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// Validate basic server configuration
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if err := server.Validate(); err != nil {
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s.webSocketService.BroadcastStep(server.ID, model.StepValidation, model.StatusFailed,
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"", fmt.Sprintf("Validation failed: %v", err))
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return err
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}
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s.webSocketService.BroadcastStep(server.ID, model.StepValidation, model.StatusCompleted,
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"Server configuration validated successfully", "")
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// Broadcast step: directory creation
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s.webSocketService.BroadcastStep(server.ID, model.StepDirectoryCreation, model.StatusInProgress,
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model.GetStepDescription(model.StepDirectoryCreation), "")
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// Directory creation is handled within InstallServer, so we mark it as completed
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s.webSocketService.BroadcastStep(server.ID, model.StepDirectoryCreation, model.StatusCompleted,
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"Server directories prepared", "")
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// Broadcast step: Steam download
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s.webSocketService.BroadcastStep(server.ID, model.StepSteamDownload, model.StatusInProgress,
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model.GetStepDescription(model.StepSteamDownload), "")
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// Install server using SteamCMD with streaming support
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if err := s.steamService.InstallServerWithWebSocket(ctx.UserContext(), server.Path, &server.ID, s.webSocketService); err != nil {
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s.webSocketService.BroadcastStep(server.ID, model.StepSteamDownload, model.StatusFailed,
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"", fmt.Sprintf("Steam installation failed: %v", err))
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return fmt.Errorf("failed to install server: %v", err)
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}
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// Create Windows service with correct paths
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execPath := filepath.Join(server.GetServerPath(), "accServer.exe")
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serverWorkingDir := filepath.Join(server.GetServerPath(), "server")
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if err := s.windowsService.CreateService(ctx.UserContext(), server.ServiceName, execPath, serverWorkingDir, nil); err != nil {
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// Cleanup on failure
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s.steamService.UninstallServer(server.Path)
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return fmt.Errorf("failed to create Windows service: %v", err)
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}
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s.webSocketService.BroadcastStep(server.ID, model.StepSteamDownload, model.StatusCompleted,
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"Server files downloaded successfully", "")
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s.configureFirewall(server)
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// Broadcast step: config generation
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s.webSocketService.BroadcastStep(server.ID, model.StepConfigGeneration, model.StatusInProgress,
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model.GetStepDescription(model.StepConfigGeneration), "")
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// Find available ports for server
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ports, err := network.FindAvailablePortRange(DefaultStartPort, RequiredPortCount)
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if err != nil {
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s.webSocketService.BroadcastStep(server.ID, model.StepConfigGeneration, model.StatusFailed,
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"", fmt.Sprintf("Failed to find available ports: %v", err))
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return fmt.Errorf("failed to find available ports: %v", err)
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}
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// Use the first port for both TCP and UDP
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serverPort := ports[0]
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// Update server configuration with the allocated port
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if err := s.updateServerPort(server, serverPort); err != nil {
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s.webSocketService.BroadcastStep(server.ID, model.StepConfigGeneration, model.StatusFailed,
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"", fmt.Sprintf("Failed to update server configuration: %v", err))
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return fmt.Errorf("failed to update server configuration: %v", err)
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}
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s.webSocketService.BroadcastStep(server.ID, model.StepConfigGeneration, model.StatusCompleted,
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fmt.Sprintf("Server configuration generated (Port: %d)", serverPort), "")
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// Broadcast step: service creation
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s.webSocketService.BroadcastStep(server.ID, model.StepServiceCreation, model.StatusInProgress,
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model.GetStepDescription(model.StepServiceCreation), "")
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// Create Windows service with correct paths
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execPath := filepath.Join(server.GetServerPath(), "accServer.exe")
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serverWorkingDir := filepath.Join(server.GetServerPath(), "server")
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if err := s.windowsService.CreateService(ctx.UserContext(), server.ServiceName, execPath, serverWorkingDir, nil); err != nil {
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s.webSocketService.BroadcastStep(server.ID, model.StepServiceCreation, model.StatusFailed,
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"", fmt.Sprintf("Failed to create Windows service: %v", err))
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// Cleanup on failure
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s.steamService.UninstallServer(server.Path)
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return fmt.Errorf("failed to create Windows service: %v", err)
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}
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s.webSocketService.BroadcastStep(server.ID, model.StepServiceCreation, model.StatusCompleted,
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fmt.Sprintf("Windows service '%s' created successfully", server.ServiceName), "")
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// Broadcast step: firewall rules
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s.webSocketService.BroadcastStep(server.ID, model.StepFirewallRules, model.StatusInProgress,
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model.GetStepDescription(model.StepFirewallRules), "")
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s.configureFirewall(server)
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tcpPorts := []int{serverPort}
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udpPorts := []int{serverPort}
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if err := s.firewallService.CreateServerRules(server.ServiceName, tcpPorts, udpPorts); err != nil {
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s.webSocketService.BroadcastStep(server.ID, model.StepFirewallRules, model.StatusFailed,
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"", fmt.Sprintf("Failed to create firewall rules: %v", err))
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// Cleanup on failure
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s.windowsService.DeleteService(ctx.UserContext(), server.ServiceName)
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s.steamService.UninstallServer(server.Path)
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return fmt.Errorf("failed to create firewall rules: %v", err)
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}
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// Update server configuration with the allocated port
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if err := s.updateServerPort(server, serverPort); err != nil {
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return fmt.Errorf("failed to update server configuration: %v", err)
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}
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s.webSocketService.BroadcastStep(server.ID, model.StepFirewallRules, model.StatusCompleted,
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fmt.Sprintf("Firewall rules created for port %d", serverPort), "")
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// Broadcast step: database save
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s.webSocketService.BroadcastStep(server.ID, model.StepDatabaseSave, model.StatusInProgress,
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model.GetStepDescription(model.StepDatabaseSave), "")
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// Insert server into database
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if err := s.repository.Insert(ctx.UserContext(), server); err != nil {
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s.webSocketService.BroadcastStep(server.ID, model.StepDatabaseSave, model.StatusFailed,
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"", fmt.Sprintf("Failed to save server to database: %v", err))
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// Cleanup on failure
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s.firewallService.DeleteServerRules(server.ServiceName, tcpPorts, udpPorts)
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s.windowsService.DeleteService(ctx.UserContext(), server.ServiceName)
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@@ -381,9 +474,150 @@ func (s *ServerService) CreateServer(ctx *fiber.Ctx, server *model.Server) error
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return fmt.Errorf("failed to insert server into database: %v", err)
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}
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s.webSocketService.BroadcastStep(server.ID, model.StepDatabaseSave, model.StatusCompleted,
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"Server saved to database successfully", "")
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// Initialize server runtime
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s.StartAccServerRuntime(server)
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// Broadcast completion
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s.webSocketService.BroadcastStep(server.ID, model.StepCompleted, model.StatusCompleted,
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model.GetStepDescription(model.StepCompleted), "")
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s.webSocketService.BroadcastComplete(server.ID, true,
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fmt.Sprintf("Server '%s' created successfully on port %d", server.Name, serverPort))
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return nil
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}
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// createServerBackground performs server creation in background without fiber.Ctx
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func (s *ServerService) createServerBackground(ctx context.Context, server *model.Server) error {
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// Broadcast step: validation
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s.webSocketService.BroadcastStep(server.ID, model.StepValidation, model.StatusInProgress,
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model.GetStepDescription(model.StepValidation), "")
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// Validate basic server configuration (already done in async method, but double-check)
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if err := server.Validate(); err != nil {
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s.webSocketService.BroadcastStep(server.ID, model.StepValidation, model.StatusFailed,
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"", fmt.Sprintf("Validation failed: %v", err))
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return err
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}
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s.webSocketService.BroadcastStep(server.ID, model.StepValidation, model.StatusCompleted,
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"Server configuration validated successfully", "")
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// Broadcast step: directory creation
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s.webSocketService.BroadcastStep(server.ID, model.StepDirectoryCreation, model.StatusInProgress,
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model.GetStepDescription(model.StepDirectoryCreation), "")
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// Directory creation is handled within InstallServer, so we mark it as completed
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s.webSocketService.BroadcastStep(server.ID, model.StepDirectoryCreation, model.StatusCompleted,
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"Server directories prepared", "")
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// Broadcast step: Steam download
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s.webSocketService.BroadcastStep(server.ID, model.StepSteamDownload, model.StatusInProgress,
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model.GetStepDescription(model.StepSteamDownload), "")
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// Install server using SteamCMD with streaming support
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if err := s.steamService.InstallServerWithWebSocket(ctx, server.GetServerPath(), &server.ID, s.webSocketService); err != nil {
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s.webSocketService.BroadcastStep(server.ID, model.StepSteamDownload, model.StatusFailed,
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"", fmt.Sprintf("Steam installation failed: %v", err))
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return fmt.Errorf("failed to install server: %v", err)
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}
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s.webSocketService.BroadcastStep(server.ID, model.StepSteamDownload, model.StatusCompleted,
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"Server files downloaded successfully", "")
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// Broadcast step: config generation
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s.webSocketService.BroadcastStep(server.ID, model.StepConfigGeneration, model.StatusInProgress,
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model.GetStepDescription(model.StepConfigGeneration), "")
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// Find available ports for server
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ports, err := network.FindAvailablePortRange(DefaultStartPort, RequiredPortCount)
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if err != nil {
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s.webSocketService.BroadcastStep(server.ID, model.StepConfigGeneration, model.StatusFailed,
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"", fmt.Sprintf("Failed to find available ports: %v", err))
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return fmt.Errorf("failed to find available ports: %v", err)
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}
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// Use the first port for both TCP and UDP
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serverPort := ports[0]
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// Update server configuration with the allocated port
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if err := s.updateServerPort(server, serverPort); err != nil {
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s.webSocketService.BroadcastStep(server.ID, model.StepConfigGeneration, model.StatusFailed,
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"", fmt.Sprintf("Failed to update server configuration: %v", err))
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return fmt.Errorf("failed to update server configuration: %v", err)
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}
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s.webSocketService.BroadcastStep(server.ID, model.StepConfigGeneration, model.StatusCompleted,
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fmt.Sprintf("Server configuration generated (Port: %d)", serverPort), "")
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// Broadcast step: service creation
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s.webSocketService.BroadcastStep(server.ID, model.StepServiceCreation, model.StatusInProgress,
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model.GetStepDescription(model.StepServiceCreation), "")
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// Create Windows service with correct paths
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execPath := filepath.Join(server.GetServerPath(), "accServer.exe")
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serverWorkingDir := filepath.Join(server.GetServerPath(), "server")
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if err := s.windowsService.CreateService(ctx, server.ServiceName, execPath, serverWorkingDir, nil); err != nil {
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s.webSocketService.BroadcastStep(server.ID, model.StepServiceCreation, model.StatusFailed,
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"", fmt.Sprintf("Failed to create Windows service: %v", err))
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// Cleanup on failure
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s.steamService.UninstallServer(server.Path)
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return fmt.Errorf("failed to create Windows service: %v", err)
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}
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s.webSocketService.BroadcastStep(server.ID, model.StepServiceCreation, model.StatusCompleted,
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fmt.Sprintf("Windows service '%s' created successfully", server.ServiceName), "")
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// Broadcast step: firewall rules
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s.webSocketService.BroadcastStep(server.ID, model.StepFirewallRules, model.StatusInProgress,
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model.GetStepDescription(model.StepFirewallRules), "")
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s.configureFirewall(server)
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tcpPorts := []int{serverPort}
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udpPorts := []int{serverPort}
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if err := s.firewallService.CreateServerRules(server.ServiceName, tcpPorts, udpPorts); err != nil {
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s.webSocketService.BroadcastStep(server.ID, model.StepFirewallRules, model.StatusFailed,
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"", fmt.Sprintf("Failed to create firewall rules: %v", err))
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// Cleanup on failure
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s.windowsService.DeleteService(ctx, server.ServiceName)
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s.steamService.UninstallServer(server.Path)
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return fmt.Errorf("failed to create firewall rules: %v", err)
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}
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s.webSocketService.BroadcastStep(server.ID, model.StepFirewallRules, model.StatusCompleted,
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fmt.Sprintf("Firewall rules created for port %d", serverPort), "")
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// Broadcast step: database save
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s.webSocketService.BroadcastStep(server.ID, model.StepDatabaseSave, model.StatusInProgress,
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model.GetStepDescription(model.StepDatabaseSave), "")
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// Insert server into database
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if err := s.repository.Insert(ctx, server); err != nil {
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s.webSocketService.BroadcastStep(server.ID, model.StepDatabaseSave, model.StatusFailed,
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"", fmt.Sprintf("Failed to save server to database: %v", err))
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// Cleanup on failure
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s.firewallService.DeleteServerRules(server.ServiceName, tcpPorts, udpPorts)
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s.windowsService.DeleteService(ctx, server.ServiceName)
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s.steamService.UninstallServer(server.Path)
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return fmt.Errorf("failed to insert server into database: %v", err)
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}
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s.webSocketService.BroadcastStep(server.ID, model.StepDatabaseSave, model.StatusCompleted,
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"Server saved to database successfully", "")
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// Initialize server runtime
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s.StartAccServerRuntime(server)
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// Broadcast completion
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s.webSocketService.BroadcastStep(server.ID, model.StepCompleted, model.StatusCompleted,
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model.GetStepDescription(model.StepCompleted), "")
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s.webSocketService.BroadcastComplete(server.ID, true,
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fmt.Sprintf("Server '%s' created successfully on port %d", server.Name, serverPort))
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return nil
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}
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Reference in New Issue
Block a user