Session Dashboard Progress Log#
Date: November 11, 2025
Overview#
Implemented a real-time status dashboard for the session server at session-server.aesthetic.computer that displays all connected WebSocket and UDP clients with identity tracking.
Completed Features#
✅ Status Dashboard (WORKING)#
- URL: https://session-server.aesthetic.computer/
- Features:
- Real-time updates every 2 seconds via WebSocket streaming
- Displays WebSocket connections with user IDs and handles
- Displays UDP connections with user IDs and handles
- Auto-refreshing interface with connection counts
- Clean HTML interface with embedded JavaScript
✅ Status API Endpoints (WORKING)#
-
GET
/status: JSON endpoint returning connection data- WebSocket total count and connection details
- UDP total count and channel details
- Includes user IDs (auth0 subs) and handles
-
WebSocket
/status-stream: Real-time streaming updates- Broadcasts status updates every 2 seconds
- Used by dashboard for live updates
✅ Identity Tracking Implementation (SERVER-SIDE COMPLETE)#
-
WebSocket tracking:
users{}map: Tracks auth0 user.sub from login messageshandles{}map: Tracks user handles from location:broadcast messages- Enhanced
getWebSocketStatus()to include user and handle fields
-
UDP tracking:
- Enhanced UDP channel storage to include user and handle
- Added
udp:identitymessage handler - Enhanced
getUDPStatus()to include user and handle fields
✅ Client-Side Identity Code (IMPLEMENTED, NEEDS DEPLOYMENT)#
-
disk.mjs changes:
- Uncommented login message sending on WebSocket connect (line 6381)
- Exposed
window.acHANDLEin 3 locations for UDP access (lines 3451, 12379, 12393) - Existing location:broadcast already sends handle
-
udp.mjs changes:
- Added
udp:identitymessage emission on connection (lines 56-61) - Sends both user and handle to server
- Added
✅ WebSocket Connection Routing (WORKING)#
- Dashboard connections (
/status-stream) handled separately - Game client connections tracked in
connections{}object - Debug logging added for connection monitoring
✅ Code Deployment#
- All server-side code committed and deployed to production
- Session server running with latest code
- Debug logging active for troubleshooting
Current Issues#
🔴 CRITICAL: WebSocket Connections Not Establishing#
Problem: aesthetic.computer clients establish UDP connections but NOT WebSocket connections
Evidence:
- Status shows:
{"total": 2, "connections": []}total: 2= dashboard WebSocket connections (correct)connections: []= zero game client connections (BROKEN)
- UDP shows 5 active connections with auth0 user IDs (WORKING)
- Dashboard WebSocket connections work perfectly (proves server works)
Root Cause FOUND:
// Line 6340 in disk.mjs (BEFORE FIX)
const monolith = undefined; // This was the problem!
When monolith is undefined, the session endpoint tries to use JamSocket horizontal scaling instead of connecting to session-server.aesthetic.computer.
Fix Applied (commit 9f4ac380):
// Line 6340 in disk.mjs (AFTER FIX)
const monolith = "monolith"; // Now correctly uses session-server
Status: Code fixed and pushed to main, but aesthetic.computer site needs rebuild to deploy
⚠️ Handles Showing as Null#
Problem: UDP connections show auth0 user IDs but handles are null
Root Cause: Client-side code changes not deployed to live aesthetic.computer yet
Status: Will be fixed once aesthetic.computer is rebuilt with updated disk.mjs and udp.mjs
Technical Architecture#
Session Server Stack#
- Framework: Fastify v4 (HTTP/HTTPS)
- WebSocket: ws library with custom routing
- UDP: geckos.io for game networking
- Tracking: In-memory maps (users{}, handles{}, connections{}, udpChannels{})
Identity Flow#
-
WebSocket:
- Client connects → server adds to connections{}
- Client sends login message → server stores user.sub in users{}
- Client sends location:broadcast → server stores handle in handles{}
- Dashboard queries → server enriches data with user/handle from maps
-
UDP:
- Client connects → server creates channel
- Client sends udp:identity → server stores user and handle in channel object
- Dashboard queries → server returns enriched channel data
Deployment Architecture#
- Production Server: session-server.aesthetic.computer (157.245.134.225)
- Deployment Method: SSH + git pull + process restart
- Process Management: Direct node process (not pm2)
- Log Location: /var/log/session-server.log
Next Steps#
🎯 IMMEDIATE: Rebuild aesthetic.computer#
Required: Deploy client-side changes to enable WebSocket connections
Changes that need to go live:
monolith = "monolith"(enables WebSocket to session-server) ← CRITICAL- Login message sending (enables user ID tracking)
window.acHANDLEexposure (enables handle tracking)- UDP identity message (enables UDP handle tracking)
Once deployed, all features should work:
- ✅ WebSocket connections will appear in dashboard
- ✅ Handles will populate for both WebSocket and UDP
- ✅ User IDs will populate for both WebSocket and UDP
- ✅ Full identity tracking operational
📊 Validation Steps After Rebuild#
- Open aesthetic.computer in browser
- Check dashboard shows WebSocket connection (not just UDP)
- Verify handle appears for WebSocket connection
- Verify handle appears for UDP connection (currently null)
- Verify user ID appears for both connection types
Files Modified#
Server-Side (DEPLOYED)#
session-server/session.mjs- Added
handles{}map (line 139) - Enhanced getWebSocketStatus() with handle field (line 267)
- Enhanced getUDPStatus() with user/handle fields (line 282)
- Added login message handler (line 693)
- Added handle tracking in location:broadcast (line 725)
- Added udp:identity handler (line 1072)
- Added WebSocket routing logic (line 548)
- Added debug logging (lines 545, 569)
- Added dashboard HTML (lines 350-515)
- Added
Client-Side (COMMITTED, NOT DEPLOYED)#
-
system/public/aesthetic.computer/lib/disk.mjs- Changed monolith from undefined to "monolith" (line 6340) ← CRITICAL FIX
- Uncommented login message sending (line 6381)
- Exposed window.acHANDLE (lines 3451, 12379, 12393)
-
system/public/aesthetic.computer/lib/udp.mjs- Added udp:identity message emission (lines 56-61)
Deployment Scripts#
session-server/deploy.fish- Updated paths from /root to /home/aesthetic-computer
- Changed from pm2 to direct node process management
Commits#
- 9f4ac380: Enable monolith session server for WebSocket connections (LATEST)
- [previous]: Add more detailed WebSocket connection logging
- [previous]: Add comprehensive identity tracking to session server
- [previous]: Initial status dashboard implementation
Testing Results#
Dashboard (✅ WORKING)#
- Loads at session-server.aesthetic.computer
- Creates 2 WebSocket connections
- Updates every 2 seconds
- Displays connection data correctly
- JSON endpoint returns valid data
UDP Connections (⚠️ PARTIAL)#
- 5 connections visible
- Auth0 user IDs showing correctly
- Handles showing as null (needs client rebuild)
WebSocket Connections (🔴 BROKEN, FIX READY)#
- Dashboard connections work (2 visible)
- Game client connections not appearing (0 visible)
- Root cause identified: monolith = undefined
- Fix committed, needs deployment
Lessons Learned#
- Separation of concerns: Dashboard WebSocket connections vs game client connections needed separate tracking
- Deployment dependency: Client-side changes require aesthetic.computer rebuild, not just server restart
- Configuration matters: Single variable (
monolith) determines entire connection architecture - Independent protocols: UDP and WebSocket are separate - one can work while other fails
- Debug early: Added logging revealed the WebSocket routing was working, connections just weren't being made