feat(dragonwilds): MATCH_PUBLIC so the join code works behind a relay
Validate game templates / validate (push) Successful in 28s
Validate game templates / boot-test (push) Failing after 3m51s
Validate game templates / publish (push) Skipped

The server advertises the address its outgoing traffic comes from, so it
binds its public ports (-Port / -BeaconPort from {PUBLIC_PORT_n}) and, behind
Public Bypass, sends its traffic out through the relay. Adds portMode to the
schema and to import's field order.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MZxvxViV6QwAtVWT3saGvs
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Greg ReedandClaude Opus 5.5 committed 2026-11-08 01:32:23 +00:00
1 parent cb79e172b9
commit 1a28f6c52e
3 files changed
+210 -205

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@@ -69,6 +69,10 @@
"maxBackupSizeMb": { "type": ["integer", "null"], "minimum": 1 },
"publicIpConfigKey": { "description": "Config key that receives the server's public address.", "type": ["string", "null"] },
"portMode": {
"description": "MATCH_PUBLIC: for games that advertise the address their own traffic comes from. The container binds the port players use (the relay port behind Public Bypass) and, behind a relay, all its outgoing traffic leaves through the relay. Tell the game its port with {PUBLIC_PORT_<defaultPort>} in defaultStartupCommand.",
"enum": ["DEFAULT", "MATCH_PUBLIC", null]
},
"maxPlayersConfigKey": { "description": "Config key locked to the pricing tier's player count.", "type": ["string", "null"] },
"mapConfigKey": { "type": ["string", "null"] },