feat(dragonwilds): MATCH_PUBLIC so the join code works behind a relay
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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@@ -23,7 +23,7 @@ var gameFields = []string{
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"defaultConfig", "configSchema", "configFilePath", "configFileFormat", "configFormatOptions",
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"agnosticCommandConfig", "clusterConfig",
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"logFilePath", "readyPattern", "failPatterns", "backupPaths", "maxBackupSizeMb",
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"publicIpConfigKey", "maxPlayersConfigKey", "mapConfigKey",
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"publicIpConfigKey", "portMode", "maxPlayersConfigKey", "mapConfigKey",
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"aiCoverPrompt",
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}
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@@ -2,7 +2,7 @@
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id: runescape-dragonwilds-native-linux
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name: 'RuneScape: Dragonwilds (Native Linux Server)'
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defaultDockerImage: cm2network/steamcmd:root
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defaultStartupCommand: ./RSDragonwildsServer.sh -log -Port=7777
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defaultStartupCommand: ./RSDragonwildsServer.sh -log -Port={PUBLIC_PORT_7777} -BeaconPort={PUBLIC_PORT_8888}
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requiredMemoryMb: 10240
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requiredDiskMb: 20480
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defaultPorts:
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@@ -113,5 +113,6 @@ backupPaths:
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- RSDragonwilds/Saved
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maxBackupSizeMb: 5000
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publicIpConfigKey: MULTIHOME
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portMode: MATCH_PUBLIC
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maxPlayersConfigKey: MaxPlayers
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aiCoverPrompt: 'A cinematic wide shot of Ashenfall in the fantasy world of Gielinor from RuneScape: Dragonwilds. Ancient stone spires and forgotten fortresses rise amidst untamed wilderness. Colossal ancient dragons circle through stormy twilight skies illuminated by magical embers, while adventurers gather around a runic encampment wielding enchanted sorcery and survival gear.'
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@@ -69,6 +69,10 @@
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"maxBackupSizeMb": { "type": ["integer", "null"], "minimum": 1 },
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"publicIpConfigKey": { "description": "Config key that receives the server's public address.", "type": ["string", "null"] },
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"portMode": {
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"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.",
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"enum": ["DEFAULT", "MATCH_PUBLIC", null]
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},
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"maxPlayersConfigKey": { "description": "Config key locked to the pricing tier's player count.", "type": ["string", "null"] },
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"mapConfigKey": { "type": ["string", "null"] },
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