Commit Graph
4 Commits
Author SHA1 Message Date
git_pipelineandClaude Opus 5.5 a918704ec6 fix(satisfactory): restore server settings, written to Game.ini/Engine.ini each start
Validate game templates / validate (push) Successful in 19s
Validate game templates / boot-test (push) Successful in 4m2s
Validate game templates / publish (push) Skipped
The official server reads no env vars, so the startup command writes Max Players, autosave count, tick rate, timeout, object limit and server streaming into its ini files, and passes seasonal events and multihome as launch options.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MZxvxViV6QwAtVWT3saGvs
2026-11-07 01:54:26 +00:00
git_pipelineandClaude Opus 5.5 b9d445c57d fix(satisfactory): run the official SteamCMD server instead of wolveix/satisfactory-server
Validate game templates / validate (push) Successful in 45s
Validate game templates / boot-test (push) Successful in 5m57s
Validate game templates / publish (push) Skipped
The wolveix image keeps its game files and saves in /config and /home/steam, outside the server volume, so they were lost on every start and the weekly boot test failed. Now: cm2network/steamcmd with Steam app 1690800, HOME=/server, ports 7777/udp+tcp and 8888/tcp, MaxPlayers in Game.ini, -ExternalReliablePort for the public reliable port.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MZxvxViV6QwAtVWT3saGvs
2026-11-07 01:45:00 +00:00
gregandClaude Opus 5.5 e9ff989246 ci: boot-test changed games before publishing
Validate game templates / validate (push) Successful in 9m32s
Validate game templates / publish (push) Canceled after 0s
Validate game templates / boot-test (push) Canceled after 5m15s
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>
2026-10-24 17:49:19 -04:00
gregandClaude Opus 5.5 822b44e2e5 feat: game templates, schemas and validator
Validate game templates / validate (push) Successful in 10m6s
Public game templates for GBR Hosting, one games/<id>/game.yaml per game,
imported from the panel. A Go tool validates them against JSON Schemas and
checks for credentials, private addresses and consents that default to
accepted; CI runs it on every push.

Admin/RCON passwords are no longer shared defaults: they are blank with
x-generate so the panel creates one per server, and Palworld/ARK no longer
publish their RCON/REST ports.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 16:54:21 -04:00