46 KiB
CoA Server Manager — Phase 0 audit & architecture
Status: Phase 0 output. Everything under Audit findings was checked against the real repositories and a real
local install (C:\games\CoA-Repack); nothing there is invented. Everything under Decisions is a proposal
that the phases below implement.
1. Audit findings (facts)
1.1 The repack already defines the on-disk layout
C:\games\CoA-Repack (RELEASE.json mainRevision c3beca68, sourceRevision b8615469, 2026-09-11):
Core\ authserver.exe worldserver.exe, DLLs, configs\, configs\modules\, Logs\, Crashes\
Data\ maps vmaps mmaps dbc (incl. dbc\Ascension) Cameras 3.8 GB
mysql\ MySQL 8.4.9 (mysqld, mysql, mysqladmin, mysqldump), data\ (3.3 GB), data.7z (141 MB)
Runtime\python\ embedded Python used by Scripts\
Scripts\manage.py the launcher/supervisor (604 lines) + gui_server.py (local web GUI)
Settings\ repack.json (ports, RA creds), database.json (generated DB passwords),
*.conf.template (+ .original)
BugReport\ relay.py, reports\, Logs\
Source\ server-source (2.2 GB) + zip + source-manifest.json
.state\ <name>.json = {pid, exe, created(FILETIME)} for mysql/auth/world/supervisor/relay,
control.lock, configuration.json, debug-logs.json
RELEASE.json {mainRevision, sourceRevision, binaries[{Name,SHA256,Bytes}], account, ...}
MANIFEST.json {fileCount 19382, bytes 3.2 GB, files{path:{bytes,sha256}}} <- per-file hashes
*.bat thin wrappers around Runtime\python\python.exe Scripts\manage.py <verb>
Consequences:
- A per-file hash manifest already exists (
MANIFEST.json). It is the baseline for the file-ownership system on imported repacks: file present in MANIFEST with the same hash →core/repack, pristine; present with a different hash →modified; not in MANIFEST →user. No need to hash 3 GB to classify. - Generated configs are overwritten on every start.
manage.py prepare()rendersSettings\*.template→Core\configs\{authserver,worldserver}.confandmodules\mod_ascension_compat.conf(placeholders@DATA@ @LOGS@ @LoginDatabaseInfo@ ...), also writesmysql\my.ini,mysql\admin-client.ini(contains the root password) andmodules\coa_bugreport.conf. The README says so explicitly. The templates, not the.conffiles, are the source of truth for those three configs. Other module confs (e.g.mod_coa_playerbots.conf) are not templated and are edited in place. - Process identity is already solved in the repack the way the spec demands:
{pid, exe, creation FILETIME}viaQueryFullProcessImageNameW+GetProcessTimes; listeners viaGetExtendedTcpTablewith owning PID; a start/stop mutex viamsvcrt.lockingon.state\control.lock(1 byte at offset 0 — compatible withLockFileEx); graceful stop = RAserver shutdown 1s 0, then auth terminate, thenmysqladmin shutdown.stop_allnever hard-kills worldserver. Port offset support exists (--port-offset). - World is started under a supervisor (
watch-world) that also runs the Python bug-report relay; startingworldserver.exedirectly skips the relay. The relay ships reports to the maintainers. - Ports: MySQL 3307 (bind 127.0.0.1), auth 3724, world 8085, RA 3443 (RA user/pass in
repack.json). - DB credentials are the same for every repack download (
database.jsonis packaged, 48-hex passwords). Safe only because MySQL is loopback-only. New Manager-created installs must regenerate them. - Readiness marker in
Core\Logs\Server.log:AzerothCore rev. <12-hex> <date> (main branch) (...) (worldserver-daemon) ready...andWORLD: World Initialized In N Minutes M Seconds. The worldserver banner also reports its own core commit (12 hex) — usable to identify the core version of an imported binary when RELEASE.json is stale.
1.2 The reference machine is a real, customised, running install
Core\worldserver.exesha256b9aa8f36…≠ RELEASE.json (715bd375…): the owner's dev build.Core\holds ~60worldserver.exe.pre-*backups and.pdbs — 157 GB. Import must not walk-and-hash everything; it hashes only what it needs (exes, configs, templates, addon) and enumerates the rest by name/size.mod_coa_playerbots.confhas 71CoaBots.*keys while the repo'sdist/conf/*.disthas ~30: real configs are ahead of the shipped template. The bot schema must therefore tolerate unknown keys (spec §10 already demands it) and be validated against the deployed.dist, not only the repo's.- The worldserver on this machine is running now (pid 22080) and the owner runs long bot experiments on it.
Testing rule: the live install is only ever read. Start/stop/update tests run on a disposable fixture copy
on different ports (
--port-offset), never onC:\games\CoA-Repack. C:has 86 GB free (94 % full). Backup/staging code must check free space before writing and default large artefacts (staging, DB dumps) to a user-selectable location.
1.3 mod-coa-playerbots is not a plug-in — it is a rebuilt worldserver
Corfirean/mod-coa-playerbots (master, no GitHub Releases yet) ships dist\:
bin\worldserver.exe (not in git) Install-CoaBots.ps1/.bat Uninstall-CoaBots.ps1/.bat
conf\mod_coa_playerbots.conf.dist reference\ascensionsidekick-level-builds.json (282 KB)
addon\CoABotUI\{CoABotUI.lua,.toc} sql\2026_09_15_00_ascension_character_selection.sql
release.json {builtForRepack{mainRevision, sourceRevision}, originalWorldserverSha256[], patchedWorldserverSha256[]}
- The module is compiled statically into
worldserver.exe(-DMODULES=static) and needs three small core patches (docs/core-patches.md:LoginQueryHoldermoved toWorldSession.h,IWorld::AddQueryHolderCallback,Group::GetRolls, plus an Ascension talent accessor). The doc says some of these were still uncommitted in the core working tree — must be verified before CI can build bots from clean commits (§6 risk R1). - "Install bots" today = replace
Core\worldserver.exe(backup →.orig), drop.conf.dist, create.confonly if absent, copyCore\reference\ascensionsidekick-level-builds.json, copy the addon to<repack>\Client\Interface\AddOns\CoABotUI(aClient\folder that the repack does not have — the client is distributed separately), applydist\sql\*.sqlto the characters DB with the password read out ofworldserver.conf(visible on the command line). - The installer already does hash-gated binary replacement (original ∈ known hashes or patched ∈ known
hashes, else refuse unless
-Force) and refuses if worldserver is running. The Manager generalises this. - Bots are real characters on their own accounts (
CoaBotHost*) inacore_characters; no extra database. Bot creation throttles (BatchSize 5 / 500 ms) exist because a 1000-bot synchronous spawn once killed the server — presets must never lower these. (Confirmed by the owner's own incident notes.) - The
.conf.distis well commented prose — usable as the source for the initialschemas/bots.json.
1.4 azerothcore-wotlk-coa (core)
main, 1.1 GB, no releases, no tags, no Windows build workflow. Onlyquality.yml(ubuntu, source boundaries) exists. CI for binaries must be written from scratch.- Build: CMake ≥ out-of-source,
-DSCRIPTS=static -DMODULES=static, C++20, Boost.PropertyTree (vcpkgboost-property-tree), OpenSSL 3, MySQL client libs. Repo rules (AGENTS.md): never editdata/sql/base|archive|updates/db_*; new SQL goes only indata/sql/updates/pending_db_*/; automatic DB updater is disabled in this project's config (the bots doc:AUTOUPDATER: ... disabled). So schema migrations are not applied by worldserver — the Manager must own a tracked migration runner (spec §18). modules\contains 24 in-tree modules (mod-ascension, mod-coa-*, …); bots would be the 25th. Runtime module configs areCore\configs\modules\*.conf(+.dist).- Core HEAD 442cf4c9 (2026-09-30) is ahead of the repack's
mainRevision c3beca68and the running binary (3567e2f8e9d5): three different revisions are in play on one machine. The compatibility matrix must be keyed by exact core commit, never by "latest".
1.5 Toolchain on this machine
Node 26, npm 11, git 2.55, gh (authed as Corfirean), VS 18 Insiders with MSVC 14.51 and WebView2 present.
Rust was not installed; rustup stable 1.98.1 (msvc) was installed as part of this task. cmake/pnpm absent
(npm is used; CMake is only needed by the build repo, on the CI runner).
2. Decisions (architecture)
D1. One supported layout: the "CoA Repack layout v1"
Both flows converge on the same folder shape:
- Import adopts an existing repack-shaped folder (classification: Healthy / Partial / Unknown-custom / Incompatible, §5).
- New install downloads the base package (= a repack) and extracts it into staging, verifies, then moves it into place. Every install is therefore a repack plus Manager metadata.
Result: one code path for process control, config, DB and update. "Unknown custom server" gets the restricted mode from spec §52 (start/stop via detected exes, backups, console, no update/bots).
A Layout trait isolates this (RepackLayout now; a hypothetical NativeLayout later) so nothing hardcodes
Core\worldserver.exe; paths come from Installation.layout.
D2. Manager metadata lives next to, not inside, the server folder
D:\CoA-Repack ⇒ D:\CoA-Repack.manager\ (the example in the spec). Rationale: import stays byte-for-byte
read-only on the server folder, folder can be copied/moved without dragging Manager state, backups get a
natural home the user can redirect to another drive.
<install>.manager\
install.json identity + detected versions + db info (no secrets) + client path
state.json last known process state, update-transaction status pointer
ownership.sqlite (or ownership.json in v1) path → {owner, hash, version, replacePolicy, origin}
manifests\ copies of every applied release manifest
backups\<id>\ recovery points (each has backup.json + payload)
migrations\ applied-migration ledger (mirrors the DB table, see D7)
staging\ update/install staging (same volume as install → atomic rename)
logs\ manager.log (rotated 5×2 MB) ; cache\
A registry at %LOCALAPPDATA%\CoAServerManager\installs.json maps installationId → path, so a moved folder
is re-linkable (the .manager folder holds the id; if the path is gone the UI offers "Locate server").
Secrets (DB/RA passwords generated by the Manager) go to Windows DPAPI-protected files in the same
.manager folder (secrets.bin, CryptProtectData, user scope). Imported servers keep their own
Settings\database.json; the Manager reads it in memory, never displays or logs it.
D3. Process model (Rust, process module)
ProcessIdentity {pid, exe_path, creation_time_filetime}— identical to.state\*.json, so records are interchangeable with the repack's own scripts.- A process "belongs" to an installation iff
exe_pathis under the installation root (or equals a configured exe) and creation time matches a recorded identity or it owns a listening socket on a configured port. Never by image name alone; never by bare PID. - Discovery on startup = scan running processes for the installation's exes +
GetExtendedTcpTableowner PIDs → rebuild state (works after a Manager crash, PC crash → stale PID dropped because creation-time/exe mismatch). - Start/stop are serialised with the repack's
.state\control.lockviaLockFileEx(same byte), so Manager and.batfiles cannot race. - Driver strategy. Phase 2 delegates start/stop to the repack's own
manage.pythrough its bundled Python (Runtime\python\python.exe -B Scripts\manage.py start-all|stop-all), because it already handles config rendering, relay, RA shutdown and readiness, and because behaviour must not regress on a production install. Observation (identity, ports, health, logs) is native from day one. A native Rust driver for the same sequence replaces the delegate later, gated behind the sameServerDrivertrait and validated against the delegate by the same integration tests. Startup order/health follows spec §7–8. - States:
Stopped | Starting | Running | Stopping | Crashed | Updating | Unknown; overall health addsReady | NeedsAttentionusing: process alive → port owned by that PID → logready...marker after this start's timestamp → noFATAL/ERRORstartup lines. - Forced kill exists only as an explicit, warned last resort after graceful stop times out.
D4. Config engine (config module)
- Line-preserving parser: keeps comments, blank lines, unknown keys, line endings and encoding (UTF-8, LF/CRLF
detected). A
set(key, value)rewrites only that key's line; missing keys are appended under a# Added by CoA Server Managercomment. Never re-serialises the file. - Layered targets via the layout: for templated configs the edit is applied to
Settings\<name>.template(source of truth) and the rendered.conf(so the running/next state agrees without a restart of the renderer); formod_coa_playerbots.confedit in place. - Save = validate against schema → write
<file>.tmpin same dir → re-parse and compare → snapshot previous into.manager\backups\config\→MoveFileEx(REPLACE_EXISTING). - Merge (
.distv1 → v2): add keys present in new.distbut missing; never overwrite user values; keys removed upstream → flaggeddeprecated, kept. - Schemas:
schemas/bots.json,schemas/server.json(curated whitelist), fields exactly per spec §10 (key type category title description default min max options advanced restartRequired dangerous;restartRequired ∈ runtime|world|full). Presets are separate JSON diffs shown as "will change N settings".
D5. File ownership & manifests
Every release ships manifest.json:
{
"schema": 1,
"kind": "base|update|bots",
"version": "0.4.1",
"core": { "commit": "<40 hex>" },
"bots": { "commit": "<40 hex>" | null },
"builtAt": "2026-…Z",
"minManagerVersion": "0.1.0",
"requires": { "core": ["<commit>"|"range"], "dbSchema": ">=N" },
"files": [ { "path":"Core/worldserver.exe", "sha256":"…", "size":123, "owner":"core|bots|manager",
"policy":"replace|replace-if-pristine|merge-config|create-if-missing|never-touch" } ],
"migrations": [ { "id":"2026_09_15_00_…", "db":"characters", "sha256":"…", "destructive":false } ],
"signature": { "alg":"ed25519", "keyId":"…", "sig":"…" } // verified when a public key is embedded (§54)
}
ownership table per install: path, owner(core|bots|manager|user), sha256_at_install, installed_version, policy, origin(imported|installed). Update algorithm compares current hash vs recorded hash vs incoming
hash: current == recorded → safe to replace; current ≠ recorded → modified outside Manager → prompt
(Keep / Replace / Compare / Cancel); path unknown → user, never touched. Import seeds the table from
MANIFEST.json where present (imports are read-only; hashes computed lazily and only for managed paths).
D6. Update transaction (Prepare → Verify → Snapshot → Apply → Validate → Commit)
- Prepare — fetch manifest (HTTPS only, signature checked), compatibility matrix check, disk-space check on staging volume and backup volume.
- Download to
staging\<txid>\dl\with.partfiles, HTTP Range resume, retry/backoff, cancel, progress. - Verify — SHA-256 of every artefact; nothing is executed or extracted into the live tree before this.
- Snapshot — server must be stopped (never copy over a running worldserver); create recovery point:
replaced binaries, changed managed configs, module state, full dumps of every managed realm database;
write
txn.json {state: Snapshotted}. - Apply into
staging\<txid>\tree\, resolve ownership conflicts, merge configs, then swap file-by-file with same-volume atomic renames, journaling each step (txn.jsonlists done/undone operations). - Migrate — durably mark SQL as running before execution. Failure restores the full database recovery point before restoring files. Interrupted SQL is never automatically replayed.
- Validate — check database structure, start server, require ten seconds of continuous readiness with timeout.
- Commit — ownership table +
install.jsonversion bump, mark txnCommitted, prune staging. Any crash before Commit leavestxn.jsonin a non-terminal state; on next launch the Manager detects it and offers Roll forward or Roll back — the install is "recoverable" by construction.
Rollback restores files, configuration and installation metadata. Once migrations started, it also restores all databases from the full pre-update recovery point. Failed recovery remains unfinished and blocks startup and another update. The same journal protects Repair. Old transactions without a full recovery point cannot roll back database changes automatically. Independent database restore remains available for other recovery points.
D7. Database strategy (db module)
- Driver: talk to the repack's own
mysql.exe/mysqldump.exe/mysqladmin.exe(bundled, 8.4.9). Passwords are passed via a temp--defaults-extra-filewith restrictive ACL, deleted immediately — never on argv. A native Rust client (mysql_async) is used for health pings and migration ledger reads. - Ledger: table
acore_world.coa_manager_migrations(id, db, sha256, applied_at, status, error)(created by the Manager, in a dedicated table — no core schema is changed) mirrored to.manager\migrations\. StatusesApplied | Pending | Failed | Running. Each file runs in a single connection; DDL is not transactional, so "destructive" migrations (flag in manifest, or heuristic scan forDROP|TRUNCATE|DELETE|ALTER ... DROP) force a fresh DB backup first and require explicit confirmation. - Backups:
mysqldump --single-transaction --routines --quickper DB. Quick = characters + auth + configs + metadata; Full adds world (large); Config-only; DB-only. Compressed with zstd. Restore is always to a staging schema first (…_restore), swapped only after a row-count sanity check, with the current DB dumped beforehand. - Never:
DROP DATABASEor resetting characters. Update recovery restores databases into staging schemas and keeps the replaced tables in separate schemas. Delete/ reset lives only in Settings → Advanced → Danger Zone, deletes tracked files only, and refuses to remove a directory that still contains untracked files. - Clean install: extract
mysql\data.7z(packaged data dir), then rotate root/app passwords to fresh random values (ALTER USER), rewriteSettings\database.json/templates via the layout renderer, store copies in DPAPI.bind-address=127.0.0.1enforced.
D8. Bot install/update (needs server-side cooperation — see §4)
Compatibility matrix compat.json (published with releases): [{manager, core, bots, dbSchema}] keyed by exact
core commit. Bots install = "install the bot-enabled worldserver.exe built for this core commit" +
conf.dist + talent JSON + SQL migration + (if client attached) addon. Same hash-gated + backup-first rules as
the existing Install-CoaBots.ps1, executed through the D6 transaction. Force-install on unknown core =
Advanced override, snapshot first.
D9. Client integration
The client is a separate object. By default the Manager only detects it (Wow.exe/Ascension.exe + Data\), reads/writes
realmlist.wtf after backing it up, and copies Interface\AddOns\CoABotUI (backing that one directory up only if
its files differ from the manifest). No touching of WTF, Cache, other AddOns, or the exe. Downloading or updating
a client is opt-in and described in section 9 (game client download); an existing client is never changed without asking.
Reference machine note: C:\games\Ascension is a heavily modified Ascension client (custom d3d9.dll,
renderer files, many .baks) — client detection must be strictly read-only + additive.
D10. Network / friends
Detect LAN IP and public IP (HTTPS to a small set of IP-echo endpoints, user-toggle), listening check via
outbound self-test, CGNAT heuristic (WAN address of router ∈ 100.64.0.0/10 or private / ≠ public IP),
UPnP/NAT-PMP later. Firewall rules created only through a separate elevated helper (UAC on demand, never whole
app as admin), fixed names CoA Server Manager - Auth / - World, idempotent (query before add), delete only
own rules. Never exposed: MySQL 3307, RA 3443, Manager control channel (Tauri IPC only, no listener). Private
network = Tailscale detection/guided enable in v1; interface NetworkProvider so "CoA Connect" can slot in.
Friend package contains only realmlist/instructions/optional addon; secrets structurally excluded (whitelist
copy, not blacklist).
D11. Stack & code layout
coa-server-manager/
docs/ ARCHITECTURE.md, flows, wireframes
schemas/ bots.json, server.json, presets/, manifest.schema.json, compat.schema.json
src-tauri/src/
main.rs, commands/ thin Tauri command layer (validate → call service)
fsx/ path validation, safe join, atomic write/replace, disk space, ownership
layout/ RepackLayout, detection & classification
registry/ installs.json, .manager dir, install.json
process/ identity, listeners, lock, drivers (delegate → native)
health/ probes, log-marker scan, error translation
config/ parser, merge, schema, presets
db/ mysql tool wrapper, ledger, migrations, dump/restore
backup/ recovery points, retention
update/ manifest, download, verify, txn (journal), rollback
client/ detection, realmlist, addon
net/ ips, ports, cgnat, firewall, tailscale
errors/ error catalogue → human message + actions
diag/ diagnostics, export package (redacting)
src/ React + TS + Vite + Tailwind + shadcn/ui (presentation only)
tests/ integration fixtures (fake repack generator), failure-injection harness
coa-server-build/ (separate repo) workflows + packaging + manifest signing
All destructive filesystem operations exist only in fsx; frontend never has fs scope in Tauri capabilities.
Every command that mutates goes through fsx::Transaction-style helpers that (a) validate the path is inside a
registered installation or the .manager dir, (b) refuse symlink/junction escapes, (c) log an audit record.
D12. Build/release repo (coa-server-build)
Windows runner: checkout exact core SHA and bots SHA from workflow inputs (refuse branch names), place bots at
modules/mod-coa-playerbots, verify core patches are already in the core commit (fail the build if the patch set
is not applied — never apply ad-hoc patches at build time unless they are versioned .patch files in the build
repo), vcpkg-cached deps, CMake Release/RelWithDebInfo static, produce two binaries per core commit:
worldserver (no bots) and worldserver+bots, then authserver, DLLs, config .dists, talent JSON, addon, SQL
migrations, RELEASE.json, manifest.json (+SHA256, +ed25519 signature), zstd-compressed update package.
Base package (≈3.2 GB; Data 3.8 GB + mysql data) is split into ≤ 1.9 GB parts (GitHub release asset cap is 2 GiB)
with a parts manifest. Reproducibility: pinned runner image label, recorded compiler/vcpkg versions, source SHAs,
build timestamp written into RELEASE.json.
D13. Linux: the servers run in Docker (experimental)
Linux has no repack launcher and no Win32 process API, and the host should need nothing but Docker. A server folder
that contains Settings/docker.json is a Docker installation; every other folder is a repack, handled by the
code above without any change. driver::run, process::observe and layout::scan check for the marker first and
hand over to coa_core::docker; nothing else needed to change for start, stop, status and the server list.
- Containers (
docker/lifecycle.rs):coa-<project>-db(officialmysql:8.4, data in a named volume, not published on the host),-worldand-auth(a small runtime image holding only the shared libraries; the binaries are mounted fromCore/, so an update replaces files and never rebuilds an image). The image tag is a hash of its Dockerfile. - Why the
dockercommand line and notdocker compose: the compose plugin is missing from some distributions' Docker packages, and the plan is to ask for as little as possible on the host. The command line is wrapped by aDockertrait (docker/cli.rs), so the logic is tested with an in-memory fake. - Same folder shape as a repack where it matters:
Core/configs,Core/Logs,Settings/repack.json(ports, RA login),Settings/database.jsonandData/. Configuration editing, log tailing and the RA console therefore work as they do on Windows. The container runs as the owner of the folder and starts inCore/. - Settings forced by environment (the core reads
AC_<KEY>before the.conf):AC_BIND_IP=0.0.0.0(the published address,bindAddress, decides who can connect),AC_DATA_DIR,AC_LOGS_DIR,AC_RA_ENABLE,AC_RA_IP, andAC_UPDATES_ENABLE_DATABASES=0: the server's own database updater needs amysqlclient program and stops the server without one; the Manager applies database updates itself (section 1.4). The remote console is published on127.0.0.1only. - Secrets go to
dockerby environment (--env NAMEwithout a value), never on a command line. - Order: database healthy, then world listening, then auth. The auth server exits when no realm is online. Readiness is a connection that stays open: Docker's proxy accepts connections on a published port before the server inside listens, so a plain connect proves nothing.
- Configuration path in the binaries: Linux builds must use
-DCONF_DIR=configs(seecoa-server-build), otherwise the core looks for module configs in a path baked in at build time. - Database access (
db.rs): for a Docker installationDbrunsmysql,mysqldumpandmysqladmininside the database container withdocker exec -i, connecting over TCP on the container's loopback exactly as the repack's commands do on the host (password throughMYSQL_PWD, never on a command line). Nothing else changes: accounts, backups, the population query, migrations and the RA service account all go throughDb, and the host needs no MySQL client. A repack keeps using its bundled tools. - Not done yet: installation and the database setup (schemas,
acoreuser), updates, port conflict detection, the firewall and exposure checks, the Wildcard realm profiles, and the client under Wine/Proton.
3. Flows
3.1 First run
Welcome → [Install new server] | [I already have a server] | (link) Manage another install.
New: choose folder (default C:\Games\CoA Server; checks: free space ≥ base+backup headroom, folder empty or
absent, not a client folder, not Documents/system dirs, not already registered) → single progress screen
(Download → Verify → Extract → Database → Bots(optional) → Start → Health) → "Your server is ready" →
Create account → PLAY. Technical log behind "Show details" only.
3.2 Existing-server import (strictly read-only)
select folder → layout::scan() (read-only opens, FILE_SHARE_READ|WRITE so a live server is unaffected) →
report: core exes + hashes vs RELEASE.json/MANIFEST.json, detected core commit (RELEASE.json → else banner rev in
Server.log → else unknown), configs & modules present, DB running/reachable (ping only), bots detected (conf
present ∧ patched-hash or CoaBots.* keys), client detected, classification + "No files will be changed" →
[Add server] writes only <folder>.manager\ and the registry entry. Import never "fixes" anything.
Verification for the fixture test: recursive (path,size,mtime) snapshot of the server folder excluding
files the running server itself changes, diffed before/after.
3.3 Update — see D6. Failure matrix (spec §60) is executable via a fault-injection harness: kill at step k,
disk-full at write n, network cut at byte n, migration returns error, new worldserver exits non-zero, port taken, exe quarantined (file vanishes), folder moved, user-modified managed file, unknown config keys.
3.4 Rollback — restore the pre-update databases when migrations started, followed by files and metadata
The UI explains that progress after the recovery point is lost. SQL failures before startup recover automatically; failed health checks keep the installation blocked until the owner chooses recovery. Every recovery point and staging schema has a unique identifier, and corrupt update journals fail closed.
4. Required changes in the two source repositories
Prefer server-side cleanliness over Manager hacks. Proposed (each is an issue/PR on the owner's side, none is made without approval):
| # | Repo | Change | Why |
|---|---|---|---|
| S1 | mod-coa-playerbots | Master switch CoaBots.Enable (0 = module registered but inert; no login/hooks/commands) |
Lets a single worldserver ship for everyone. "Disable bots" becomes a config flip with restart, not a binary swap; drops the 2-binary matrix and most of §D8 risk. |
| S2 | mod-coa-playerbots | Commit all core patches in the core repo; delete "uncommitted working-tree" state from docs | CI must build from clean SHAs (R1). |
| S3 | mod-coa-playerbots | Real Releases + dist/release.json replaced by the shared manifest.json schema; TalentBuildsPath default = Core/reference/…, remove the hard-coded dev path fallback |
Manager and installer share one truth; no absolute dev paths. |
| S4 | mod-coa-playerbots | Ship a machine-readable config schema (conf/…schema.json) next to .dist, or generate it in CI from the .dist comments |
Avoid schema drift (71 vs 30 keys today). |
| S5 | core | Windows build+release workflow (or the build repo builds it); publish worldserver --version --json (core commit, bots commit, DB schema id) |
Reliable version detection instead of log scraping. |
| S6 | core | Health endpoint alternative: worldserver already prints ready...; add a stable machine line (COA-READY {...}) or a tiny loopback status file Core\Logs\ready.json |
Health without regex on human text. |
| S7 | core/repack | Ship a manager-hooks.json in the repack describing service names, ports, exes, config templates, RA settings |
Layout detection without hard-coded knowledge; unknown custom builds can opt in. |
| S8 | core | Keep the auto DB updater disabled but expose --dry-run-updates listing pending updates |
Manager migration UI without re-implementing the updater. |
| S9 | repack | Per-download random DB passwords and Settings\database.json generated on first start, not packaged |
Security (§1.1). Manager does it itself for new installs meanwhile. |
Everything still works without S1–S9 (Manager has fallbacks), they just remove fragility.
5. Import classification rules
- Healthy —
Core\{worldserver,authserver}.exe,Core\configs\*.conf,Data\dbc,mysql\bin\mysqld.exe+mysql\data\acore_{auth,characters,world},Settings\repack.json,Scripts\manage.py, all present. - Partial — a repack skeleton with pieces missing (e.g. no Data\maps, DB dirs absent).
- Unknown/custom — has
worldserver.exe+authserver.exebut not the repack scaffolding. - Incompatible — not a 3.3.5 AzerothCore layout / two installations nested / client folder. The reference install classifies as Healthy (customised): repack shape, binary hash differs from RELEASE.json.
6. Risks & open questions
- R1 (blocking for Phase 7/6) — are all core patches committed? Owner action: confirm/commit (S2).
- R2 — Legal/hosting of the base package:
Data\(maps/vmaps/mmaps/dbc) derives from the game client; and Ascension-specific DBC. Where does the owner want to host the 3–4 GB base (GitHub Releases in the build repo, parts ≤ 1.9 GB; or own storage)? The Manager's downloader is source-agnostic; the choice affects Phase 5–6. - R3 — Manager signing key: needs an Ed25519 key pair generated by the owner; public key embedded in the app, private key in GitHub Actions secrets. Phase 6 can start with unsigned + hash-only and flip the enforcement flag.
- R4 — Bug-report relay (Python, sends reports to maintainers) is part of the repack's world startup; Manager
keeps it (privacy note surfaced in Settings, user can disable via the existing
coa_bugreport.confmechanism only if the repack supports it — currently it forcesEnable = 1on every start; not touched by Manager). - R5 — Tauri updater needs a hosted, signed
latest.json; Manager self-update is Phase 10. - R6 — Windows long paths / non-ASCII install paths: repack requires a Latin path (uses 8.3 short names); new-install folder chooser enforces it.
7. Phase plan (each phase ends: compile → tests → run against fixture → verify live install untouched → commit)
| Phase | Deliverable | Done when |
|---|---|---|
| 1 | Tauri+Rust+React skeleton, fsx, registry, .manager layout, logging w/ rotation, manifest structs + JSON schema, error catalogue skeleton |
cargo test green; app launches; metadata round-trips |
| 2 | Read-only scan/classify/import; process discovery; Start/Stop via delegate driver; health | Import of C:\games\CoA-Repack leaves it byte-identical (proved by snapshot diff); Start/Stop verified on fixture copy, offset ports |
| 3 | Config parser/merge/atomic save; bots+server schemas; presets; UI | Property tests: unknown keys/comments preserved; round-trip identity |
| 4 | Recovery points, DB dumps, config snapshots, restore-to-staging | Backup→restore fixture test; fails safe when disk full |
| 5 | Clean install from base package; DB bootstrap + password rotation; account creation | Fresh VM/folder install reaches "ready" |
| 6 | Build repo & workflows; signed manifests; update transaction, rollback | Fault-injection suite green (spec §60) |
| 7 | Bots install/update via txn; compat matrix; GUI settings | Install → disable → restore on fixture |
| 8 | Client detection, addon, realmlist, PLAY | Client tree hash unchanged except addon dir + realmlist |
| 9 | Friends: net diagnostics, firewall service, Tailscale | Idempotent rule add/remove test |
| 10 | Error translation, diagnostics, repair, a11y, self-update | Spec §61 checklist |
8. Decisions recorded after owner review (2026-09-30)
- Core changes go through our own fork. We are not maintainers of
jealous-sound/azerothcore-wotlk-coa, so the bot-enabling core patches (and the S1/S5/S6/S7 style changes) live in a fork owned by the bot/manager project; the build repo pins exact fork SHAs. Upstream is tracked as a remote and merged periodically; the compatibility matrix is keyed by fork commit. The fork is created when Phase 6/7 needs it (nothing is pushed before then). This supersedes S2 (no upstream commits required) and removes risk R1. - Base package is compressed and split. Payloads are zstd/LZMA-compressed and cut into parts below the
2 GiB GitHub asset limit (target 1.9 GB) with a parts list in the manifest; the downloader verifies each part
and the reassembled archive. Actual ratios will be measured in Phase 5 (the packaged database already shrinks
3.3 GB -> 141 MB;
Data\maps/vmaps/mmaps are expected to compress far less). - Manifest signing (R3 resolved). Ed25519 key generated. Public key:
keys/manifest-signing.pub, embedded in the app (signing::EMBEDDED_PUBLIC_KEY). Private key:%USERPROFILE%\.coa-manager\signing\(outside the repo, never committed); CI receives it as theCOA_SIGNING_KEYsecret, which the owner must add manually. Signatures are detached (manifest.json.sig, over the exact manifest bytes), so the embeddedsignaturefield in the manifest was removed. Back up the private key — losing it means shipping a new app to rotate.
8.1 Fork created (2026-09-30)
- Fork:
Corfirean/azerothcore-wotlk-coa(fromjealous-sound/azerothcore-wotlk-coa). Default branch iscoa-bots(a branch namedcoais impossible: the fork inherits upstream'scoa/...branches).mainstays a pure mirror of upstream. coa-bots= upstreammain+ a small, reviewable patch series (audit of the owner's 38 local commits, 2026-09-30):Core/Botshooks:LFGMgr::GetProposalIdForPlayer,PlayerScript::OnPetitionOffered,GuildfriendBotMgr.- Crash fixes seen under bot load:
CombatManager::PutReference,Unit::RemoveFromWorlddangling delayed-visibility pointer,InstanceMap::UnloadAllteleport race,IsStatisticAchievementmissing category. AscensionClassServiceBridge+AscensionResourceQuery(needed by the bot module) and the socketless-bot appearance-sync guard.- RA: no throw on abrupt client disconnect (the Manager's RA client does exactly that).
- CI workflow
coa-bots-build.yml: builds core + bots module on Windows, runsworldserver --version.
- Discovery: the bot chassis (
LoginQueryHolder,IWorld::AddQueryHolderCallback,Group::GetRolls) is already in upstream (feat(Core): add mod-playerbots hooks and CoA API (#3069)), so it is not carried;docs/core-patches.mdin the bots repo is outdated. - Deliberately NOT carried (owner's other local work, decide separately): CoA mechanic corrections,
AscensionClassTester(dev harness; couples core to the bots module), respecSpecId==0guard,cs_daynight, aura/spell null-guards inSpellAuras.h/Spell.cpp, class-contract data, debugLOG_ERRORtraces in Petition/Query handlers, fleet log appenders inworldserver.conf.dist,apps/coa-dbcbinaries,height_querytool. - Sync policy:
mainfast-forwards from upstream automatically;coa-botsis rebased/merged onto it nightly by a workflow in the build repository (conflict => issue, no release). Channels:edge(every green nightly) andstable(promoted by the owner).
9. Backlog (owner requests)
-
Interface languages: English (default), Russian, German, French, Spanish (requested 2026-09-30). Plan: i18n layer in the React UI (string catalogue per locale, ICU-style plurals, locale picked from the OS with a switch in Settings, persisted per user); all user-facing strings currently written in English move into catalogues; the Rust error catalogue (
error.rstitles/messages/actions) is keyed byErrorCodeand translated on the UI side (backend keeps stable codes; technical details stay untranslated for bug reports); dates, sizes and numbers useIntl; settings-schema titles/descriptions (schemas/*.json) get per-locale overlays (schemas/i18n/<locale>.json); translations are reviewed by native speakers before release, with an English fallback for missing keys and a CI check that every locale has every key. Do this before the first public release so strings are not retro-fitted.Status (2026-09-30, updated): catalogue + picker + every screen translated (en/ru/de/fr/es drafts); settings-schema titles, descriptions, categories, presets, options and units are translated through overlays in
src/i18n/schema/; diagnostics checks, update steps, companion sizes and friends notes are recognised and translated in the UI.tools/check-i18n.mjsverifies keys, placeholders and overlay coverage. Still English: free-form backend technical messages. Native-speaker review is still needed (seedocs/TRANSLATIONS.md). -
Language choice on the very first screen (requested 2026-09-30): the welcome screen must offer the language picker right away (before any other text is read), preselected from the OS language; the choice is persisted and shared with Settings. Done 2026-09-30: shared
LanguagePicker(top-right of the welcome screen and in Settings). -
Clean-install gap found by the owner (2026-09-30): installing from the default URL fails with 404 because the
baserelease does not exist yet (onlyedgeis published). The message is now human ("package not available yet"). Also open: the base package has noData\(maps/dbc/vmaps, ~3.8 GB); the installer needs a "use my existing Data folder / download" step, and the owner must decide hosting/legal for game data beforebaseis published. -
Modules tab (requested 2026-09-30): install/manage optional server modules (bots, AH bot, Solocraft, ...). Design decision: AzerothCore modules are compiled into
worldserver.exe, so "install" cannot mean "drop files in". Plan: CI builds one binary containing a curated set of modules, every one disabled by default; the Manager only enables/disables and configures them (Core/configs/modules/<name>.conf, schema-driven settings editor as for bots). Amodules.jsoncatalogue travels with update packages (id, title, description, category, source repo + commit, licence, conf file, enable key, settings schema, needed DB migrations, conflicts, status tested/experimental). Adding a module = add it to the CI build list + catalogue entry, released as an ordinary update. Only modules tested against the CoA fork and licence-compatible (AGPL/GPL, because the binary is distributed) are listed. The fork's own CoA features (dynamic XP, ethereal bazaar, ...) appear in the same tab as "built in" toggles. -
Known launcher leftovers: the repack's
Scripts/manage.pystill rendersmod_ascension_compat.confat every start; the core now ignores it ("is no longer read ... move its settings into coa.conf") - harmless warning, clean up together with a launcher refresh. Migration-runner root cause for the re-createditem_template_ascension_compattable (a module script older than the rename is seen as pending) is worked around inclean-base, not fixed in the runner. -
Bug found by the owner on the first clean install (2026-09-30): login worked at the auth step but the game dropped the connection. Causes: (1) the package shipped the maintainer's Trace-level logging templates (gigabytes of log per hour, world thread stalled); (2) no active
coa.conf(CoA.Enable = 1) because packages contain only*.conf.dist. Fixed:clean-baserestores quiet templates,assemble-treeshipscoa.conf.dist, and the Manager creates missing module.conffiles from their.diston install and before each start of a Manager-installed server. -
Game client download and update through the Manager (built 2026-10-01,
coa-core::clientdl). The community PTR launcher ("Conquest of AzerothCore" Electron app) reads its client fromhttps://launcher-api.coa-development.org/downloads/client/latest.json({schema, version, publishedAt, files:[{path,size,sha256}]}; ~200 files, 43 GiB:Ascension.exe, DLLs and ~40 bigData/*.MPQ) and fetches each file as the content-addressed object.../downloads/client/objects/<sha256>. The Manager uses the same endpoints with its own resumable, hash-verified downloader:- State lives in the client folder (
.coa-manager/client-state.json: manifest version, per file size/mtime/sha256). A routine check (every 5 minutes, like the server) is one small manifest request compared with the recorded version; no game file is read. - Plan, then apply (like server updates): files are compared by size and mtime against the state, and hashed only when those
no longer match. Each file is
Missing,Changed(still as the Manager left it) orModified(the player changed it, e.g. a customd3d9.dllor a patched exe). Modified files are kept on request (and remembered: asked again only when the published file changes) or replaced after being moved to.coa-manager/replaced/<time>/. Objects are staged in.coa-manager/staging/<sha>and moved into place only after the hash matches; state is saved after every file, so cancel, crash or reboot resume where they stopped. - Never touched:
WTF,Cache,Errors,Logs,*.log,realmlist.wtf,Interface/AddOns/CoABotUI(those have their own paths). - UI: PLAY becomes UPDATE CLIENT when a tracked client is outdated (with "Play without updating"); with no client linked it
becomes Set up game client (choose an existing folder, or download into
<chosen folder>/CoA Clientwith a free-space check). An existing client that is not tracked can be adopted from Settings > Game client ("Keep this client up to date"). A fresh download getsrealmlist.wtffor each installed locale (the manifest has none) and, for local hosts, the companion addon. - Joining another server: the welcome screen offers hosting or joining. Joining uses a separate player profile in
the Manager's
remote-client/connection.json, storing the host address and client folder without a server registry entry, installation metadata, database or server processes. Only Overview and application Settings appear in the sidebar. Downloading, adopting and updating clients use the same verified downloader; Play applies the saved realmlist without forcing a local realm selection. The player can return to hosting without removing their saved connection. - Open points: ask the launcher maintainers before putting heavy load on their API; DBCs live inside the MPQ patch archives
(extracting them would need an MPQ reader), so the server's
Data\dbcstill comes from ourbasepackage for now.
- State lives in the client folder (