Add a featured live ServerCard to the landing (replaces the static ServerListPanel in hero + status sections): server favicon, color MOTD, online/offline pill, players online/max with fill bar, and a player-head row rendered by our own NMSR from Drasl skins. Progressive enhancement — SSG skeleton degrades gracefully when JS or the API is unavailable. Back it with a self-hosted pinger instead of the public api.mcstatus.io: mcstatus.io's API service is closed-source (only the mcutil library is open), so docker/mc-status wraps mcutil and re-emits its v2 JSON shape, keeping the frontend unchanged. The service ignores the path address and only pings MC_STATUS_TARGET (no SSRF relay), with a 30s TTL cache. Exposed same-origin via caddy at the apex /api/mcstatus/* path (no new DNS subdomain or LE cert change, no CORS). Uptime Kuma stays the uptime history + alerting backend; see plan/15-mc-status.md. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
56 lines
2.6 KiB
Markdown
56 lines
2.6 KiB
Markdown
# 10 — Uptime Kuma
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> Distinct from **`plan/15-mc-status.md`**: Kuma is the uptime *history* +
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> alerting backend; mc-status is the live data feed for the landing's server
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> card. Both ping `minecraft` over `mcnet` but serve different purposes.
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Status monitoring + public status page. Service `uptime-kuma`
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(`louislam/uptime-kuma:1`), web UI on `:3001`, reached only through caddy at
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`https://status.${BASE_DOMAIN}`. Joined to `mcnet`, so it can probe every other
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service by its internal container name.
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## Add a Minecraft monitor
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Uptime Kuma 1.x ships a built-in **Minecraft Server** monitor type. It uses the
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Server List Ping protocol (the same ping the vanilla multiplayer list uses):
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unauthenticated, so it works fine with `ONLINE_MODE=FALSE` /
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`ENFORCE_SECURE_PROFILE=FALSE`. It reports latency, online/max players, and MOTD.
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1. Open `https://status.${BASE_DOMAIN}` and log in (admin account created on
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first run).
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2. **+ Add New Monitor**.
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3. **Monitor Type**: `Minecraft Server`.
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4. Fill in one of the two probe targets below.
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5. **Heartbeat Interval**: `60` s (fine for a friends' server).
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6. **Retries**: `2`, **Retry Interval**: `30` s — avoids flapping on a GC pause.
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7. **Save**.
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### Two targets — add both
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| Monitor | Server | Port | What it proves |
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|---|---|---|---|
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| `MC (internal)` | `minecraft` | `25565` | The server process is up and accepting pings inside `mcnet`. |
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| `MC (public)` | `mc.${BASE_DOMAIN}` | `25565` | The full path works: DNS → host firewall → docker port publish → server. |
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The **public** monitor is the one that catches "I can't connect" outages —
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firewall, DNS, or an unpublished port all show red here while the internal
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monitor stays green. Run both to tell *server down* apart from *path broken*.
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> Internal `minecraft` resolves because uptime-kuma is on `mcnet` (the container
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> name is the hostname). It is **not** routed through caddy — caddy only fronts
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> HTTP vhosts, and MC is raw TCP. Do not point the monitor at `caddy` or any
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> `status.`/`pack.` alias.
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## Notes
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- The Minecraft monitor pings TCP `25565`; it does **not** check Simple Voice
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Chat (`24454/udp`). Add a separate **TCP Port** monitor against UDP if you want
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voice coverage — but Kuma's TCP monitor is TCP-only, so UDP voice has no clean
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probe; rely on the player report instead.
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- Put both MC monitors on the public **status page**
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(Settings → Status Pages) so guests can self-check before pinging you.
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- Optional companion HTTP monitors for the web stack:
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`https://auth.${BASE_DOMAIN}`, `https://pack.${BASE_DOMAIN}/pack.toml`,
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`https://${BASE_DOMAIN}` — a red `pack.toml` here explains client mod-mismatch
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join failures.
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