The first real run of the port check found that the crossplay Minecraft
server opens no UDP socket at startup: Bedrock goes through Geyser's
NetherNet transport, and 19132/udp is not open after boot. It is listed as
unboundPorts in that game's test.yaml, with the reason, until a Bedrock
client confirms how players reach it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
What a builder boot sees is now what a node does:
- First boots (untouched, or -as-deployed with exactly a new server's
settings) are deployed by the node-agent's BootTest in keep mode; the
builder only watches the console and inspects what's left. The Go copy of
the deploy (its own docker run, mounts and startup prefix) is gone. It had
drifted: it gave the image's VOLUME folders their own volumes, which nodes
don't, so saves there looked safe while every start loses them.
- Files written outside /server and /data are counted whatever their type
(it only counted config-like extensions, so .sav or .db saves went
unseen), including the image's VOLUME folders; logs, pid and lock files
and system folders are left out.
- Boot tests ask the server to stay up holdSec (60 s, test.yaml can set it)
after its ready line and to listen on every published container port
(needs the node-agent's matching BootTest).
- Steam apps are downloaded once per build into a gbr.cache volume and copied
into each boot, so later boots only check the files (STEAM_CACHE=off).
- RUNNER.md no longer suggests docker system prune, which deletes the
gbr-boottest network when nothing is using it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CI's boot test gave every blank password-like setting a throwaway value. A
real deploy only fills x-generate fields, so a template whose server won't
start without one passed CI and failed for the first owner who deployed it.
boottest-payload now fills only x-generate fields, for CI and the builder
alike. The old behaviour is kept as -fill-blank-passwords, used only by
the builder's second boot to tell whether an empty setting is why a draft
fails. Messages and AUTHORING.md no longer say boot tests fill passwords;
a server that needs a join password gets x-generate.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The builder's boot test filled every blank password-like setting with a
throwaway value. A real deploy only fills x-generate fields, so a draft whose
server refuses to run with an empty join password passed the builder and CI,
and then shut down on its first real deploy.
The builder now boots drafts with boottest-payload -as-deployed: only
x-generate fields are filled, everything else exactly as the template's
defaults. A server that won't run with its own defaults fails the build, and
the model is told that empty settings stay empty, so the value must come from
a default or x-generate. CI's boot test is unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ARK's image is built around user gameserver (uid 25000) and locks
/home/gameserver to it, so under the node's default 1000:1000 the
startup script got "Permission denied" and the server restart-looped,
on real nodes as well as in boot tests. Set containerUser 25000:25000
(needs node-agent and panel support for containerUser).
The startup command read ${RCON_PORT}, but the node passes the RCONPort
setting as RCONPORT, so custom RCON ports were ignored for 27020.
Boot-tested in the Linux agent image: up 30 minutes with no restart.
The test now waits 10 minutes, covering the first ~13 GB download.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The payload builder filled anything matching the validator's broad
credential pattern that wasn't a non-empty string, so RCON_PORT,
ENABLE_RCON and ARK's RCONEnabled/RCONPort became 'boot-123456' in the
first runner run. Only fill keys named like passwords (or x-generate),
and only when missing or an empty string. Adds a test.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Only games whose folder changed are boot-tested (against the previous
main commit, or against main on branches; manual runs pick games). Each
one is deployed by the node-agent's real deploy code on a dedicated
game-test runner, in a network that can reach the internet but not the
LAN. Publishing to the panel runs only if they all booted.
- boottest-payload builds the DEPLOY_SERVER message the panel would send
- readyPattern/failPatterns in game.yaml; readyExample in test.yaml is
checked against the pattern during validation
- secrets in test.yaml come from CI; a game missing one is skipped
- Minecraft gets a ready pattern; Dragonwilds needs DRAGONWILDS_OWNER_ID
- RUNNER.md + scripts/runner: runner, isolated network, systemd unit
Also fixes newline values ("\n" separators/footers) that yaml.v3 wrote
as "" on import, which would have broken ARK and Dragonwilds config
files once synced, and adds a round-trip test for the importer.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>