fix(felis): 启动失败的服可在面板重试或停止,玩家入服时直接告知启动失败

This commit is contained in:
Lemon-miaow committed 2026-09-26 22:08:29 +08:00
1 parent c1025274e1
commit 22d1e834ad
28 files changed
+775 -75

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+13 -1
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@@ -1,5 +1,5 @@
import { describe, it, expect } from "vitest";
import { PHASE_COLOR, phaseColor, phaseVariant } from "@/components/PhaseBadge";
import { PHASE_COLOR, phaseColor, phaseVariant, startFailure } from "@/components/PhaseBadge";
import type { Phase } from "@/lib/types";
// The closed lifecycle set felis-api can emit — the Go source of truth is
@@ -47,3 +47,15 @@ describe("unmodelled phase fallback", () => {
expect(phaseVariant(future)).toBe(phaseVariant("Unknown"));
});
});
describe("start failure", () => {
// A Failed phase only reads as a failed start while the server still wants to
// run; a stopped Failed server needs nothing from its owner.
it("reads a failed start only while the server wants to run", () => {
expect(startFailure({ phase: "Running", desiredState: "Running" })).toBeNull();
expect(startFailure({ phase: "Failed", desiredState: "Stopped" })).toBeNull();
expect(startFailure({ phase: "Failed" })).toBeNull();
expect(startFailure({ phase: "Failed", desiredState: "Running" })).toBe("retrying");
expect(startFailure({ phase: "Failed", desiredState: "Running", startGaveUp: true })).toBe("gaveUp");
});
});
+40 -4
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@@ -52,18 +52,54 @@ export function phaseVariant(phase: Phase): BadgeVariant {
return VARIANT[phase] ?? VARIANT.Unknown;
}
export function PhaseBadge({ phase }: { phase: Phase }) {
/** MAX_AUTO_RESTARTS mirrors the operator's v1alpha1.MaxAutoRestarts: how often it
* recreates the pod of a start that timed out before leaving it Failed. */
export const MAX_AUTO_RESTARTS = 3;
export type StartFailure = "retrying" | "gaveUp";
/** startFailure reads how a Failed start stands from the owner detail. "retrying"
* means the operator's next automatic attempt is coming; "gaveUp" means nothing
* will start it again until a person does. A Failed server meant to stop, or a
* public view without the owner detail, reads as null: there is no retry to
* offer there, and the badge stays the plain Failed one. */
export function startFailure(s: {
phase?: Phase;
desiredState?: string;
startGaveUp?: boolean;
}): StartFailure | null {
if (s.phase !== "Failed" || s.desiredState !== "Running") return null;
return s.startGaveUp ? "gaveUp" : "retrying";
}
export function PhaseBadge({
phase,
failure = null,
autoRestarts = 0,
}: {
phase: Phase;
/** From startFailure: a Failed start between automatic retries pulses and says so. */
failure?: StartFailure | null;
autoRestarts?: number;
}) {
const { t } = useTranslation();
const retrying = phase === "Failed" && failure === "retrying";
const hint =
phase !== "Failed" || failure === null
? undefined
: retrying
? t("servers:server_failed_retrying_body", { used: autoRestarts, max: MAX_AUTO_RESTARTS })
: t("servers:server_failed_body");
return (
<Badge variant={phaseVariant(phase)} className="gap-1.5 whitespace-nowrap">
<Badge variant={phaseVariant(phase)} className="gap-1.5 whitespace-nowrap" title={hint}>
<span
className={cn(
"h-1.5 w-1.5 rounded-full",
TRANSIENT.has(phase) && "animate-pulse",
(TRANSIENT.has(phase) || retrying) && "animate-pulse",
)}
style={{ backgroundColor: phaseColor(phase) }}
/>
{t(PHASE_KEY[phase] ?? PHASE_KEY.Unknown)}
{retrying ? t("servers:phase_failed_retrying") : t(PHASE_KEY[phase] ?? PHASE_KEY.Unknown)}
</Badge>
);
}
+29
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@@ -103,4 +103,33 @@ describe("PowerButton", () => {
expect(wake).toHaveBeenCalledOnce();
});
it("offers a failed server a retry, which is the wake", async () => {
wake.mockResolvedValue(undefined);
const onChanged = vi.fn();
render(<PowerButton name="lobby" live={false} failed onChanged={onChanged} />);
expect(screen.queryByRole("button", { name: t("servers:wake") })).toBeNull();
await userEvent.click(screen.getByRole("button", { name: t("servers:retry_start") }));
expect(wake).toHaveBeenCalledWith("lobby");
expect(stop).not.toHaveBeenCalled();
expect(onChanged).toHaveBeenCalledOnce();
});
it("stops a failed server without asking, and only the pressed button spins", async () => {
let resolve!: () => void;
stop.mockReturnValue(new Promise<void>((r) => (resolve = r)));
const onChanged = vi.fn();
render(<PowerButton name="lobby" live={false} failed playerCountUnknown onChanged={onChanged} />);
await userEvent.click(screen.getByRole("button", { name: t("servers:stop") }));
expect(stop).toHaveBeenCalledWith("lobby");
expect(screen.queryByText(t("servers:stop_confirm_unknown"))).toBeNull();
expect(screen.getByRole("button", { name: t("servers:stopping") })).toHaveProperty("disabled", true);
expect(screen.getByRole("button", { name: t("servers:retry_start") })).toHaveProperty("disabled", true);
resolve();
await vi.waitFor(() => expect(onChanged).toHaveBeenCalledOnce());
});
});
+34 -25
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@@ -1,5 +1,5 @@
import { useState } from "react";
import { Loader2, Play, Square } from "lucide-react";
import { Loader2, Play, RotateCcw, Square } from "lucide-react";
import { useTranslation } from "react-i18next";
import { Button } from "@/components/ui/button";
import { api, humanizeError } from "@/lib/api";
@@ -9,6 +9,8 @@ interface Props {
name: string;
/** A pod is up or on its way (Starting/Running/Stopping): offer Stop. */
live: boolean;
/** Its start Failed while meant to run: offer a retry and a stop. */
failed?: boolean;
playersOnline?: number;
/** The operator cannot read the player count, so players may be online. */
playerCountUnknown?: boolean;
@@ -21,10 +23,14 @@ interface Props {
// PowerButton starts or stops one server. It is busy while the call runs (no
// double send), shows why a call was refused (quota, cooldown, a phase that
// moved on), and asks before a stop that would disconnect players: the count
// is in the question, and an unreadable count asks too.
// is in the question, and an unreadable count asks too. A server whose start
// failed gets both ways out: retry (the wake, which felis-api turns into a fresh
// start) and stop. Nobody is on a server that never came up, so that stop does
// not ask.
export function PowerButton({
name,
live,
failed = false,
playersOnline,
playerCountUnknown,
onChanged,
@@ -32,13 +38,13 @@ export function PowerButton({
className,
}: Props) {
const { t } = useTranslation("servers");
const [busy, setBusy] = useState(false);
const [busy, setBusy] = useState<"wake" | "stop" | null>(null);
const [confirming, setConfirming] = useState(false);
const [error, setError] = useState<string | null>(null);
async function run(kind: "wake" | "stop") {
if (busy) return;
setBusy(true);
setBusy(kind);
setError(null);
try {
await (kind === "wake" ? api.wake(name) : api.stop(name));
@@ -47,20 +53,36 @@ export function PowerButton({
} catch (e) {
setError(humanizeError(e));
} finally {
setBusy(false);
setBusy(null);
}
}
const players = playersOnline ?? 0;
const askFirst = players > 0 || playerCountUnknown === true;
const spinner = <Loader2 className="animate-spin" />;
const stopButton = (variant: "destructive" | "outline", onClick: () => void) => (
<Button size={size} variant={variant} onClick={onClick} disabled={busy !== null}>
{busy === "stop" ? spinner : <Square />}
{busy === "stop" ? t("stopping") : t("stop")}
</Button>
);
let control;
if (!live) {
if (failed) {
control = (
<Button size={size} onClick={() => void run("wake")} disabled={busy}>
{busy ? spinner : <Play />}
{busy ? t("waking") : t("wake")}
<div className="flex flex-wrap items-center justify-end gap-2">
<Button size={size} onClick={() => void run("wake")} disabled={busy !== null}>
{busy === "wake" ? spinner : <RotateCcw />}
{busy === "wake" ? t("retrying_start") : t("retry_start")}
</Button>
{stopButton("outline", () => void run("stop"))}
</div>
);
} else if (!live) {
control = (
<Button size={size} onClick={() => void run("wake")} disabled={busy !== null}>
{busy === "wake" ? spinner : <Play />}
{busy === "wake" ? t("waking") : t("wake")}
</Button>
);
} else if (confirming) {
@@ -71,27 +93,14 @@ export function PowerButton({
? t("stop_confirm_players", { count: players })
: t("stop_confirm_unknown")}
</span>
<Button size={size} variant="ghost" onClick={() => setConfirming(false)} disabled={busy}>
<Button size={size} variant="ghost" onClick={() => setConfirming(false)} disabled={busy !== null}>
{t("common:cancel")}
</Button>
<Button size={size} variant="destructive" onClick={() => void run("stop")} disabled={busy}>
{busy ? spinner : <Square />}
{busy ? t("stopping") : t("stop")}
</Button>
{stopButton("destructive", () => void run("stop"))}
</div>
);
} else {
control = (
<Button
size={size}
variant="destructive"
onClick={() => (askFirst ? setConfirming(true) : void run("stop"))}
disabled={busy}
>
{busy ? spinner : <Square />}
{busy ? t("stopping") : t("stop")}
</Button>
);
control = stopButton("destructive", () => (askFirst ? setConfirming(true) : void run("stop")));
}
return (
+7 -2
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@@ -11,7 +11,8 @@
"phase_starting": "Starting",
"phase_stopping": "Stopping",
"phase_stopped": "Stopped",
"phase_failed": "Failed",
"phase_failed": "Failed to start",
"phase_failed_retrying": "Timed out · retrying",
"phase_unknown": "Unknown",
"online": "online",
"console": "Console",
@@ -23,12 +24,16 @@
"stopping": "Stopping…",
"wake": "Wake",
"waking": "Waking…",
"retry_start": "Retry start",
"retrying_start": "Retrying…",
"server_asleep_title": "Server is asleep",
"server_asleep_body": "Wake it to boot a pod — the live console attaches automatically the moment it starts up.",
"server_shutting_down_title": "Server is shutting down",
"server_shutting_down_body": "The pod is terminating, so the live console has detached. It will be asleep in a moment.",
"server_failed_title": "Server failed to start",
"server_failed_body": "No pod is running, so there is nothing to stream. Wake it to retry; the console attaches once a pod comes back up.",
"server_failed_body": "Its automatic retries are spent. The console holds the log of the last attempt; fix the cause, then press Retry start.",
"server_failed_retrying_title": "Start timed out — retrying",
"server_failed_retrying_body": "The operator recreates the pod and tries again ({{used}} of {{max}} retries used). Press Retry start to go now instead.",
"console_offline_title": "Console is offline",
"console_offline_body": "The live console attaches automatically as soon as the server is running.",
"my_servers_breadcrumb": "My servers",
+6 -1
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@@ -12,6 +12,7 @@
"phase_stopping": "停止中",
"phase_stopped": "已停止",
"phase_failed": "启动失败",
"phase_failed_retrying": "启动超时·重试中",
"phase_unknown": "未知",
"online": "人在线",
"console": "控制台",
@@ -23,12 +24,16 @@
"stopping": "停止中…",
"wake": "启动",
"waking": "启动中…",
"retry_start": "重试启动",
"retrying_start": "重试中…",
"server_asleep_title": "服务器已休眠",
"server_asleep_body": "启动后将拉起 Pod,实时控制台会自动连接。",
"server_shutting_down_title": "服务器正在关闭",
"server_shutting_down_body": "Pod 正在终止,实时控制台已断开。关闭完成后将进入休眠。",
"server_failed_title": "服务器启动失败",
"server_failed_body": "当前无运行中的 Pod,无法获取日志流。重新启动后控制台将自动连接。",
"server_failed_body": "自动重试已用完。控制台里是最后一次启动的日志,找到原因修好后点「重试启动」。",
"server_failed_retrying_title": "启动超时,正在自动重试",
"server_failed_retrying_body": "operator 会重建 Pod 再试(已重试 {{used}}/{{max}} 次)。不想等可以点「重试启动」立即再来。",
"console_offline_title": "控制台未连接",
"console_offline_body": "服务器运行后,实时控制台将自动连接。",
"my_servers_breadcrumb": "我的服务器",
+13 -3
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@@ -167,7 +167,7 @@ export interface paths {
put?: never;
/**
* Domain-autostart wake driven by velocity for a joining player (spec §9.1).
* @description velocity holds no web Principal, so it drives the wake lever with its service token, identifying the player by online-mode UUID. Gated by the server's autostartPolicy and the per-server wake cooldown.
* @description velocity holds no web Principal, so it drives the wake lever with its service token, identifying the player by online-mode UUID. Gated by the server's autostartPolicy and the per-server wake cooldown. A server whose start failed with its automatic retries spent answers 409 start_failed: a join never resets the retry budget, so velocity queues no one for it.
*/
post: operations["internalWake"];
delete?: never;
@@ -419,7 +419,10 @@ export interface paths {
};
get?: never;
put?: never;
/** Wake your own server. */
/**
* Wake your own server.
* @description On a server whose start Failed (phase Failed, desiredState Running) this is a retry: the operator recreates the pod and starts it over with a fresh automatic-restart budget. It is audited as retry_start.
*/
post: operations["wake"];
delete?: never;
options?: never;
@@ -2398,6 +2401,13 @@ export interface components {
autostartPolicy?: "ownerOnly" | "public" | "allowlist";
/** @description Owned rows only. Present and true while the operator cannot read the player count, so a stop may disconnect players. */
playerCountUnknown?: boolean;
/**
* Format: int32
* @description Owned rows only. How often the operator recreated the pod of this start after it timed out.
*/
autoRestarts?: number;
/** @description Owned rows only. Present and true for a Failed server no automatic retry will bring up; waking it from the panel starts it over. */
startGaveUp?: boolean;
};
/** @description One world backup (internal/api/repo.go BackupView). backup_ref is withheld (spec §286). */
BackupView: {
@@ -3148,7 +3158,7 @@ export interface operations {
401: components["responses"]["Unauthorized"];
403: components["responses"]["Forbidden"];
404: components["responses"]["NotFound"];
/** @description A restore, backup or file write holds the server's world volume (maintenance_in_progress); nothing was started. */
/** @description Nothing was started. maintenance_in_progress: a restore, backup or file write holds the server's world volume. start_failed: the last start failed and its automatic retries are spent (ServerInfo.startGaveUp); the server stays down until a person starts it from the panel. */
409: {
headers: {
[name: string]: unknown;
+4
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@@ -36,6 +36,10 @@ export interface MyServerView {
autostartPolicy?: AutostartPolicy;
/** True while the operator cannot read the player count; a stop may drop players. */
playerCountUnknown?: boolean;
/** How often the operator recreated the pod of this start after it timed out. */
autoRestarts?: number;
/** True for a Failed server no automatic retry will bring up. */
startGaveUp?: boolean;
}
/** ServerStatus is GET /servers/{name}/status (Go ServerInfo). It never carries
+78
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@@ -0,0 +1,78 @@
// @vitest-environment jsdom
import { describe, it, expect, vi, beforeEach } from "vitest";
import { render, screen, within } from "@testing-library/react";
import { MemoryRouter, Route, Routes } from "react-router-dom";
import { ServerConsole } from "./ServerConsole";
const calls = vi.hoisted(() => ({ status: vi.fn(), myServers: vi.fn() }));
vi.mock("@/lib/tier", () => ({
useTier: () => ({
loading: false,
identity: { user_id: "admin-1", email: "[email protected]", role: "admin" },
isAdmin: true,
isOwner: false,
}),
}));
vi.mock("@/lib/config", async (importActual) => {
const actual = await importActual<typeof import("@/lib/config")>();
return {
...actual,
loadConfig: () => Promise.resolve({ apiBase: "/api/v1", rootDomain: "example.test", gamePort: 25570 }),
};
});
vi.mock("@/lib/api", async (importActual) => {
const actual = await importActual<typeof import("@/lib/api")>();
return { ...actual, api: { ...actual.api, ...calls } };
});
// The live log is a WebSocket; here it only matters whether the page shows it.
vi.mock("@/components/LogConsole", () => ({ LogConsole: () => <div data-testid="log-stream" /> }));
beforeEach(() => {
calls.status.mockReset();
calls.myServers.mockReset();
calls.myServers.mockResolvedValue([]);
});
function renderConsole() {
render(
<MemoryRouter initialEntries={["/servers/survival"]}>
<Routes>
<Route path="/servers/:name" element={<ServerConsole />} />
</Routes>
</MemoryRouter>,
);
}
function status(over: Record<string, unknown>) {
return { name: "survival", subdomain: "survival", phase: "Failed", ready: false, playersOnline: 0, playersMax: 20, ...over };
}
describe("ServerConsole failed start", () => {
it("shows the failed attempt's log under what the owner can do once retries are spent", async () => {
calls.status.mockResolvedValue(status({ desiredState: "Running", startGaveUp: true, autoRestarts: 3 }));
renderConsole();
const notice = await screen.findByRole("status", { name: "Server failed to start" });
expect(within(notice).getByText(/automatic retries are spent/)).toBeTruthy();
expect(await screen.findByTestId("log-stream")).toBeTruthy();
expect(screen.getByRole("button", { name: /Retry start/ })).toBeTruthy();
});
it("counts the retries used while the operator is still retrying", async () => {
calls.status.mockResolvedValue(status({ desiredState: "Running", autoRestarts: 1 }));
renderConsole();
const notice = await screen.findByRole("status", { name: "Start timed out — retrying" });
expect(within(notice).getByText(/1 of 3 retries used/)).toBeTruthy();
expect(screen.getByText("Timed out · retrying")).toBeTruthy();
});
it("asks nothing of the owner once a failed server is being stopped", async () => {
calls.status.mockResolvedValue(status({ desiredState: "Stopped" }));
renderConsole();
expect(await screen.findByTestId("log-stream")).toBeTruthy();
expect(screen.queryByRole("status", { name: /failed to start|timed out/ })).toBeNull();
expect(screen.queryByRole("button", { name: /Retry start/ })).toBeNull();
});
});
+41 -12
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@@ -1,10 +1,10 @@
import { useState, useRef, useCallback, useLayoutEffect, type KeyboardEvent } from "react";
import { useState, useRef, useCallback, useId, useLayoutEffect, type KeyboardEvent } from "react";
import { Link, useParams } from "react-router-dom";
import { Terminal, Moon, Shield, ShieldAlert, HelpCircle, Loader2, Users, Archive, FolderOpen, ChevronRight, type LucideIcon } from "lucide-react";
import { useTranslation } from "react-i18next";
import { Card, CardContent } from "@/components/ui/card";
import { BackLink } from "@/components/BackLink";
import { PhaseBadge } from "@/components/PhaseBadge";
import { MAX_AUTO_RESTARTS, PhaseBadge, startFailure, type StartFailure } from "@/components/PhaseBadge";
import { PageHeader } from "@/components/PageHeader";
import { LogConsole } from "@/components/LogConsole";
import { Loading, ErrorState } from "@/components/States";
@@ -39,12 +39,6 @@ function useNotStreamingCopy(phase: Phase): { icon: LucideIcon; title: string; b
title: t("server_shutting_down_title"),
body: t("server_shutting_down_body"),
};
case "Failed":
return {
icon: ShieldAlert,
title: t("server_failed_title"),
body: t("server_failed_body"),
};
default:
return {
icon: HelpCircle,
@@ -67,6 +61,34 @@ function NotStreaming({ phase }: { phase: Phase }) {
);
}
// FailedStartNotice heads the console of a server whose start failed: whether the
// operator will try again on its own, and what the owner can do. The log below it
// is the attempt that failed, which is what they need to find the cause.
function FailedStartNotice({ failure, autoRestarts }: { failure: StartFailure; autoRestarts: number }) {
const { t } = useTranslation("servers");
const retrying = failure === "retrying";
const titleId = useId();
return (
<div
role="status"
aria-labelledby={titleId}
className="flex items-start gap-3 border-b border-zinc-800 bg-red-950/40 px-4 py-3 text-sm text-zinc-300"
>
<ShieldAlert className="mt-0.5 h-4 w-4 shrink-0 text-red-400" />
<div className="space-y-0.5">
<p id={titleId} className="font-medium text-zinc-100">
{retrying ? t("server_failed_retrying_title") : t("server_failed_title")}
</p>
<p>
{retrying
? t("server_failed_retrying_body", { used: autoRestarts, max: MAX_AUTO_RESTARTS })
: t("server_failed_body")}
</p>
</div>
</div>
);
}
function loadHistory(name: string): string[] {
try {
const raw = localStorage.getItem(HISTORY_KEY(name));
@@ -206,8 +228,11 @@ export function ServerConsole() {
// during BOTH Starting and Running — the operator marks Starting once the pod
// is up but RCON is not yet reachable (it only flips to Running after RCON
// readiness). Boot logs flow precisely in that Starting window, which is when a
// read most wants them, so the gate streams for both, not Running alone.
const streamable = data?.phase === "Running" || data?.phase === "Starting";
// read most wants them, so the gate streams for both, not Running alone. A
// Failed start usually leaves its pod behind, and that pod's log is how the
// owner finds out why it failed, so Failed streams too.
const streamable = data?.phase === "Running" || data?.phase === "Starting" || data?.phase === "Failed";
const failure = data ? startFailure(data) : null;
return (
<div className="flex flex-col lg:h-[calc(100vh-3.5rem)] lg:min-h-[35rem] gap-4 min-h-0">
@@ -227,10 +252,11 @@ export function ServerConsole() {
subtitle={cfg ? <CopyAddress address={joinAddress(data.subdomain, cfg)} /> : undefined}
actions={
<div className="flex items-center gap-2">
<PhaseBadge phase={data.phase} />
<PhaseBadge phase={data.phase} failure={failure} autoRestarts={data.autoRestarts} />
<PowerButton
name={name}
live={streamable || data.phase === "Stopping"}
live={data.phase === "Running" || data.phase === "Starting" || data.phase === "Stopping"}
failed={failure !== null}
playersOnline={data.playersOnline}
playerCountUnknown={data.playerCountUnknown}
onChanged={reload}
@@ -251,6 +277,9 @@ export function ServerConsole() {
</div>
) : cfg ? (
<div className="flex-1 flex flex-col lg:min-h-0 min-h-0 bg-black">
{failure && (
<FailedStartNotice failure={failure} autoRestarts={data.autoRestarts ?? 0} />
)}
<LogConsole
key={name}
url={consoleStreamURL(cfg.apiBase, name)}
@@ -139,3 +139,27 @@ describe("ServersPage addresses", () => {
expect(survival.getByRole("button", { name: "Copy address survival.example.test:25570" })).toBeTruthy();
});
});
describe("ServersPage failed starts", () => {
it("offers a failed start a retry and a stop, and tells retrying from given up", async () => {
calls.fleet.mockResolvedValue([
row("broken", { phase: "Failed", desiredState: "Running", startGaveUp: true, autoRestarts: 3, owned: true }),
row("flaky", { phase: "Failed", desiredState: "Running", autoRestarts: 1, owned: true }),
]);
render(
<MemoryRouter>
<ServersPage />
</MemoryRouter>,
);
const broken = await tableRow("broken");
expect(broken.getByText("Failed to start")).toBeTruthy();
expect(broken.getByRole("button", { name: /Retry start/ })).toBeTruthy();
expect(broken.getByRole("button", { name: /Stop/ })).toBeTruthy();
expect(broken.queryByRole("button", { name: /Wake/ })).toBeNull();
const flaky = await tableRow("flaky");
expect(flaky.getByText("Timed out · retrying")).toBeTruthy();
expect(flaky.getByRole("button", { name: /Retry start/ })).toBeTruthy();
});
});
+10 -3
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@@ -30,7 +30,7 @@ import {
SelectContent,
SelectItem,
} from "@/components/ui/select";
import { PhaseBadge, PHASE_KEY, PHASE_COLOR } from "@/components/PhaseBadge";
import { PhaseBadge, PHASE_KEY, PHASE_COLOR, startFailure } from "@/components/PhaseBadge";
import { PowerButton } from "@/components/PowerButton";
import { Loading, ErrorState, EmptyState } from "@/components/States";
import { Pagination } from "@/components/Pagination";
@@ -81,6 +81,8 @@ interface UnifiedServer {
playersOnline: number;
playersMax: number;
playerCountUnknown?: boolean;
autoRestarts?: number;
startGaveUp?: boolean;
owner?: string;
endpointAddress?: string | null;
claimable?: boolean;
@@ -133,6 +135,8 @@ export function ServersPage() {
playersOnline: s.playersOnline,
playersMax: s.playersMax,
playerCountUnknown: s.playerCountUnknown,
autoRestarts: s.autoRestarts,
startGaveUp: s.startGaveUp,
owner: s.owner,
endpointAddress: s.endpointAddress,
claimable: s.claimable,
@@ -152,6 +156,8 @@ export function ServersPage() {
playersOnline: s.playersOnline,
playersMax: s.playersMax,
playerCountUnknown: s.playerCountUnknown,
autoRestarts: s.autoRestarts,
startGaveUp: s.startGaveUp,
owner: s.owned ? t("servers:owned_filter_mine") || "me" : undefined,
claimable: s.claimable,
owned: s.owned,
@@ -509,6 +515,7 @@ function ServerActions({
<PowerButton
name={server.name}
live={live}
failed={startFailure(server) !== null}
playersOnline={server.playersOnline}
playerCountUnknown={server.playerCountUnknown}
onChanged={onChanged}
@@ -610,7 +617,7 @@ function ServerRow({
<td className="px-4 py-3 align-middle text-left">
<div className="flex items-center gap-2">
<ServerName server={server} />
<PhaseBadge phase={server.phase} />
<PhaseBadge phase={server.phase} failure={startFailure(server)} autoRestarts={server.autoRestarts} />
</div>
{address && <CopyAddress address={address} className="md:max-w-[16rem]" />}
</td>
@@ -669,7 +676,7 @@ function ServerMobileCard({
<div className="flex min-w-0 items-baseline gap-2">
<ServerName server={server} />
</div>
<PhaseBadge phase={server.phase} />
<PhaseBadge phase={server.phase} failure={startFailure(server)} autoRestarts={server.autoRestarts} />
</div>
{/* Its own line: the join address is what a player came for, so it
gets the card's full width rather than sharing it with the badge. */}