12 Commits
Author SHA1 Message Date
MrMahoandClaude Opus 5.5 4cc71aa079 Server 2.10.4: HTTPS for the web panel and hostile client hardening
- Panel over HTTPS on the game port (TLS handshake detected like HTTP); self-signed
  certificate in data/panel_cert.pfx (fingerprint in the log) or an own PFX
  (PanelCertificatePath); remote HTTP is redirected to HTTPS (not locally / behind
  a proxy); cookie Secure over HTTPS; PanelHttps=false turns it off
- Panel login: also locked per user name (16 failures / 15 min), failure lists
  bounded, user names in the log without control characters
- panel_users.json, panel_sessions.json, server.json, certificate: owner-only on Linux
- Players: names/chat without control or direction characters (no fake log lines),
  no '<' '>' in names; '* ' system-style chat, msco.* messages (time/weather) and
  MSCO_INSTALL only from admins; NaN/absurd money changes dropped (could break the
  shared money for good)
- Extra headers: Permissions-Policy, Cross-Origin-Opener-Policy
- 11 new tests (165 pass)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 18:38:54 +02:00
MrMahoandClaude Opus 5.5 d946c95198 Server 2.10.3: browse the MSCO mod list in the web panel
Mods -> MSCO mod list: search the approved mods from msco.mbm.wtf/mods and add or
update one with a click. The server lists and downloads only from the official
keymaster (never from a URL in the answer), checks the SHA-256 and stores it in
data/mods like an uploaded mod. Admins only. 6 new tests (154 pass).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 18:08:37 +02:00
MrMahoandClaude Opus 5.5 3a79c928d1 Server 2.10.0: distribute MSCO mods from data/mods
- ModStore: mods in data/mods (id, name, version, SHA-256), console "mods [reload]"
- ModList is sent before Welcome, files on request in 60 KB parts (once per connection)
- ModMessage relayed between players (max 64 KB)
- Heartbeat reports the mods to the keymaster (automatic "modded" tag)
- Web panel page "Mods": upload, remove, reload (DE/EN)
- Tests for list, download, checksum, relay and limits

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 01:00:23 +02:00
MrMahoandClaude Opus 5.5 835d3ce998 Panel: unticking 'web panel enabled' + restart panel really turns it off (2.9.5)
The restart used to refuse when the panel was disabled, so it stayed
reachable. Now it stops the panel (also the relay on the game port);
'panel on|off' in the console turns it on/off and saves server.json.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 21:07:18 +02:00
MrMahoandClaude Opus 5.5 e94123fa40 New game from the panel instead of an uploaded save (2.9.3)
World & Backups -> Start new game (console: new-game, also when stopped):
the save is backed up and replaced by a new-game marker (also as reset
point). Joining players are told to start a new game; the server pulls the
first player's save and from then on runs normally. Reset world returns to
a new game when the reset point is one.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 17:36:33 +02:00
MrMahoandClaude Opus 5.5 1ab9a01efb Server updates from the web panel with progress screen
- Updater checks git.mbm.wtf every 6 h (and on demand) for a newer <Version>
  on main, shows the new commits and the required mod version
- Install: download the source, build it with dotnet publish into
  data/app/current, warn players and restart (exit code 75 for Docker/systemd,
  self-relaunch on Windows). At startup a newer installed update is loaded in
  its own AssemblyLoadContext; after 3 failed starts the built-in version runs
- Panel: Update page, sidebar badge, full-screen progress overlay (download,
  build, install, restart) that survives the restart and reloads the panel
- Panel sessions survive restarts (hashed tokens in data/panel_sessions.json)
- Docker image is based on the .NET SDK so it can build updates
- Version 2.9.0

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 21:07:09 +02:00
MrMahoandClaude Opus 5.5 14db3ef4f4 License grace period: keep running when the master is down or rejects the key (LicenseGraceHours, default 72 h), start with the last confirmed license, auto-retry; panel restart button (port/panel settings without program restart, login kept); tests
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 20:02:05 +02:00
Nico MeisterandClaude Opus 5.5 d4e5897b7f Docs: neutral wording instead of third-party product names (reverse proxies, Netbird, social networks, IDE)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 18:17:19 +02:00
Nico MeisterandClaude Opus 5.5 7d090d10a8 README/comments: drop the txAdmin comparison
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 21:49:59 +02:00
MrMahoandClaude Opus 5.5 8df6cbcafc Panel: German/English, redesigned sidebar, in-game admins page, Steam Web API key link, RAR/7z save upload (SharpCompress), responsive cards; upload errors return 400; tests
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 19:40:46 +02:00
MrMahoandClaude Opus 5.5 c74c48dfc8 Panel independent of the game server: ServerHost owns port + panel and starts/stops the game server; panel works while stopped/crashed/unconfigured (settings, save ZIP upload, backups, bans offline); crash auto-restart; players told 'offline'; tests
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 19:02:08 +02:00
MrMahoandClaude Opus 5.5 f8aad82d18 Web panel (like txAdmin) on the game port: login/roles/users, players, kick/ban/op, bans, live console, world reset/backups/restore, settings editor, save ZIP upload/download, start/stop/restart; in-process restart loop; tests
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 18:18:58 +02:00