Second part of the audit of every screen for a Docker server. What it found, and what now happens: - Play with friends. "Servers open" read the BindIP of the configuration files, which the containers force to 0.0.0.0, so it was green on a fresh server while who can connect is decided by the address the ports are published on (bindAddress in docker.json). Opening and closing now edit bindAddress (and set CoA.AllowRemoteClients), the open state is read from it, and enabling a mode no longer fails on netsh / PowerShell after it already rewrote the files. There is no firewall row on Linux (Docker publishes the ports itself); the Windows reply is unchanged. - The "private services" check (Friends and Diagnostics) could never fail on Linux: it reads the Windows listener table. For a Docker server it is computed from how the ports are published: the database never, the console only on 127.0.0.1, the game servers on bindAddress. - Console, Database tab: read a mysql log file that does not exist; it shows `docker logs` of the database container. - The Overview showed a service that had stopped by itself as "Stopped"; it now says "Stopped unexpectedly". - Settings: a Docker server that was added but never started had no worldserver.conf and the page failed; it is created from its template. A talent file path outside the Core folder is refused (the container cannot see it). - Backups of configuration now include docker.json; verifying the files of an imported Docker server looked for worldserver.exe and reported it missing. - Linux locations: the friend package and the diagnostics go to the desktop folder (from the user directories file) instead of /tmp, the problem report names the distribution, and the size advice for companions reads /proc/meminfo instead of assuming 8 GB. Every Windows branch is the code that was there; the dispatch is the early return on docker::is_docker (or the host flavor for the firewall).
CoA Server Manager
A Windows app that installs and runs your own Conquest of Azeroth server (AzerothCore) with a few clicks: no console, no config files, no database tools. Tauri 2 + Rust + React.
What it does
- One-click install. Downloads a signed, verified server package (resumable, checked file by file), sets up the database and creates your first account. Or import a server you already have.
- Start / Stop / PLAY. One button for the whole server (database, auth, world) with live status, uptime and players online. PLAY starts the game client with the right realmlist.
- Game client. Use the client you already have, or let the Manager download it (about 43 GB, resumable, every file verified). A client the Manager looks after is checked for updates like the server: PLAY turns into UPDATE CLIENT, and files you changed yourself are never replaced unless you say so.
- Safe updates. The Manager checks for a new server version on start and every five minutes; the main button turns into UPDATE. Updates are authenticated (Ed25519), back up first, keep files you changed and can be rolled back.
- Backups. Characters, accounts and settings on demand, automatically before every update; verify and restore from the app.
- CoA / Wildcard realms. Choose the active realm on Overview. A server build with Wildcard support is required; the first switch copies world data and creates an empty character database. Accounts are shared, characters and module settings are separate, and only one world runs. Switching a running server saves characters and restarts it. The closed client's saved realm follows this selection and is checked again before PLAY. If the client is open, the change is applied on the next launch through the Manager. CoA companions are unavailable on Wildcard; other optional modules are experimental. Backups include both realms, and database updates apply to both. See realm profiles and validation.
- Companions (bots). Fill the world with level-appropriate bots, see progress, stop spawning, take them offline, despawn N to relieve the server, and choose how many log in at server start.
- Realmlist switcher. Keep named realmlists (for example Solo and PTR) and switch the game client between them from a drop-down next to PLAY; the file that was replaced is saved first.
- Accounts. See everyone who can log in, change passwords and access levels, rename an account.
- Modules. A page for the server's optional modules (switch on/off, GitHub, settings); it fills up as modules are added.
- Report a problem. A form that prepares a ready bug report for GitHub with your versions filled in.
- Settings without files. Bots and Server pages with plain-language options and presets, a console to the world server, player list with account tools.
- Play with friends. Checks whether your server is reachable, opens firewall rules, finds your router (UPnP), supports LAN, direct and private-network (Tailscale) play, with step-by-step guides and a package to send to friends.
- Updates to the Manager itself download in the background and install when you close it. Your servers are never stopped or changed by a Manager update.
- Languages: English, Russian, German, French, Spanish.
| Install | Ready |
|---|---|
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| Overview | Server updates |
|---|---|
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Install
Download the installer from the Releases page and run it. You need about 10 GB of free disk space for the server. The game client (about 43 GB) is separate: point the Manager at the one you have, or let it download one for you.
Status
Phases 0–10 of the plan in docs/ARCHITECTURE.md are done: foundation, import, start/stop, config engine, backups, clean install from signed packages, updates, companions, client launch, friends, polish. Remaining work (translation review by native speakers, optional extras) is listed in section 9 of that document. Translation notes: docs/TRANSLATIONS.md.
Develop
npm install
cargo test --workspace # core logic (scan, fsx, manifest, process, driver, health, updates, ...)
npx tsc --noEmit # type check
node tools/check-i18n.mjs # translation keys and placeholders
npx vite # UI in a browser uses a mock IPC (src/dev/mock.ts)
cargo build -p coa-server-manager # native app (debug build loads http://localhost:1420)
Layout: crates/coa-core (logic), crates/coa-release (package tools: pack, sign, verify), src-tauri
(command layer), src (UI).
Live checks against a real repack: cargo run -p coa-core --example scan -- <folder> (read-only).
Start/stop testing must use a disposable copy: tools/make-fixture.ps1 builds C:\games\coa-fixture
on offset ports from the pristine packaged database. Never run start/stop against a server in use.
tests/e2e/cdp.mjs drives the real window through WebView2 remote debugging
(WEBVIEW2_ADDITIONAL_BROWSER_ARGUMENTS=--remote-debugging-port=9222).
License
CoA Server Manager is free software under the GNU Affero General Public License v3.0 (AGPL-3.0-only).
- The server it installs is built from a public fork of AzerothCore
(
Corfirean/azerothcore-wotlk-coa), which keeps its own licences (GPL-2.0-or-later for the MaNGOS-derived parts, AGPL-3.0 for AzerothCore-original files), and themod-coa-playerbotsmodule (AGPL-3.0). The exact commits behind every package are written into its manifest, so the matching source is always available. - The bundled MySQL keeps its own GPL-2.0 licence (its text ships in the package's
Licensesfolder). - The game data in the
Datafolder (dbc,maps,vmaps,mmaps) was extracted from the client of the discontinued Ascension "Conquest of Azeroth" realm and is not covered by this licence.





