Console, Events & Logs
Trace a server from Kubernetes scheduling through container startup and game readiness, then use the live console without losing diagnostic context.
Events explain why a workload could not start; logs explain what happened after a container started.
Start with events
Events are the control-plane timeline for scheduling, images, volumes, probes, and reconciliation.
The /servers/{name}/events endpoint returns a snapshot of the 50 most recent Kubernetes Events affecting the server’s pod and its parent objects.
Use console and RCON safely
The live console is an operational channel, not a substitute for configuration or an audit trail.
Console modes
PTY mode (consoleMode: pty): Attaches the browser directly to the container’s stdin/stdout via the Kubernetes pod-attach API. The dashboard streams live output and forwards keystrokes as raw input. Use this for interactive debugging or live monitoring.
RCON mode (consoleMode: rcon): Sends line-based commands to a game server admin protocol (Minecraft Java’s RCON, Valheim’s RCON, etc.). Responses come back as discrete log lines. Commands typed here are sent to the game’s RCON protocol as-is; use the pre-built Action buttons (validated by the agent’s gameaction module against the template’s schema) for anything that should be schema-checked before it reaches the server.
Both modes appear under the same Console tab in the dashboard. The template’s spec.consoleMode field (or the default when spec.rcon is configured) determines which mode is available.
Command history
The console input bar keeps the last 100 commands you sent (v0.3.0). Press ArrowUp to recall earlier commands and ArrowDown to move forward; pressing ArrowDown past the newest command restores the line you had not sent yet. History lasts only while the Console tab stays open and is never saved.
Diagnose with logs
Switch between container and game logs, follow live output, and export evidence before changing state.
Container logs
Container startup logs (stdout/stderr from the game process) stream via the Kubernetes pod-logs API as Container output in the dashboard. This is the earliest output from the container’s entry point before the game’s own log file exists.
Game logs
The game’s primary log file is configured in the template’s spec.logPath (e.g., /data/logs/latest.log for Minecraft). The agent sidecar tails this file and streams it to the Game log source of the Logs tab via the /logs/tail WebSocket endpoint. Download the full log file without interrupting the stream using the Download button.
Log replay on tab open (v0.3.0): When you open the Logs tab, the dashboard replays the last 500 lines of the game log before following new output, so the tab no longer opens empty. The agent caps any replay at 20,000 lines and 4 MiB, still delivers lines written while the history is sent, and does not replay again after a log rotation.