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No files matched your search
@@ -39,10 +39,26 @@ Know this before writing anything:
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- No real credentials, tokens or IDs anywhere in this repo. A value a server can't start without (a
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player ID, a license token) goes in `test.yaml` under `secrets`, mapped to a CI secret name.
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### The image: SteamCMD first
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- If the game's dedicated server is on Steam and ships a Linux build, the template is
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`defaultDockerImage: cm2network/steamcmd` with `installMethod: STEAMCMD` and the **server's** app id
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(not the game's). Never a community image of that server (`wolveix/...`, `lloesche/...` and the like):
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they keep game files and saves in their own folders (`/config`, `/home/<user>`), outside `/server`, so
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everything is lost on the next start, and no setting can move them.
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- Community images are only for servers that aren't on Steam for Linux: Windows-only servers that need
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Proton or Wine, and games not on Steam.
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- Many Linux servers save under `$HOME` (Unreal Engine games: `~/.config/Epic/<Game>/Saved`). In
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`cm2network/steamcmd`, `$HOME` is `/home/steam`, outside the volume. Start the command with
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`export HOME=/server;` so those saves land in the volume, and list them in `backupPaths` relative to
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`/server` (e.g. `.config/Epic/<Game>/Saved/SaveGames`).
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### Ports
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- `defaultPorts` lists **only what players connect to** (game and query ports). RCON, REST and admin
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ports are **never** published.
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- Use `"7777/udp"` or `"8211:8211/udp"`. Every port needs its protocol.
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- A port the game uses over both protocols is listed twice: `"7777/udp"` and `"7777/tcp"`.
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- A game that tells players a second port (a reliable-messaging or query port it announces) needs it as
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`{PUBLIC_PORT_<port>}` passed to the game's "external port" option, since nodes may publish it elsewhere.
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- Nodes always publish these container ports (only the host side moves when servers share a node).
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So the game's own port is **not a setting**: write it into the startup command or config file. A
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game that must announce the port players use gets `{PUBLIC_PORT_<port>}`.
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@@ -77,6 +93,20 @@ Know this before writing anything:
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- Take keys and default values from what the server really writes: run
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`gbrgames first-boot -game <id>` and read the settings in its report.
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- Every key in `defaultConfig` has a `configSchema` property, and the other way round.
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- **Every setting must reach the server.** Settings only arrive as environment variables (and in
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`configFilePath`, if set). A server that doesn't read environment variables (most official servers,
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every Unreal Engine server) ignores a setting unless the template delivers it: in `configFilePath`, as a
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launch option the startup command builds from the variable, or written into the server's own config
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file by the startup command before it starts. A setting that nothing reads looks editable in the panel
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and does nothing: leave it out instead.
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- `configFilePath` writes **every** setting into **one** file. When a server reads its settings from
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several files (Unreal: `Game.ini`, `Engine.ini`, `GameUserSettings.ini` under
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`<Game>/Saved/Config/LinuxServer/`), leave `configFilePath` out and write each file from the startup
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command before the server starts:
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`printf '[/Script/Engine.GameSession]\nMaxPlayers=%s\n' "${MAX_PLAYERS:-4}" > "$cfg/Game.ini";`.
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The server may rewrite these files when it stops; writing them on every start keeps the panel in charge.
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- Never carry over a community image's variable names (`MAXPLAYERS`, `AUTOSAVENUM`, `PUID`, `SKIPUPDATE`...)
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into a SteamCMD template: only that image's own scripts read them. Use the game's real setting names.
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- Every property has a `title`, a short `description` for a player, a `type`, a `default` equal to the
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`defaultConfig` value, and a `category`: one of `Security & Access`, `Gameplay & Rules`,
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`World & Environment`, `System & General`. Mark the few that matter when deploying with
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@@ -61,5 +61,13 @@ docker volume prune -af --filter "label!=gbr.cache"
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```
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Not `docker system prune`: it also deletes the `gbr-boottest` network whenever no container is using it,
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and boot tests then refuse to run until `systemctl restart gbr-boottest-network`. Volumes labelled
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`gbr.cache` are the AI builder's Steam download cache.
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and boot tests then refuse to run until `systemctl restart gbr-boottest-network`.
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### Steam download cache
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Boot tests of Steam games (`installMethod: STEAMCMD`) start from a cached install, one Docker volume per
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app (`gbr-steamcache-<app id>`, label `gbr.cache=steam`), the same cache the AI builder uses. The
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cache is updated at most once a day; the node-agent's own install then only checks the files and
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fetches what changed. So Steam isn't asked for the whole game on every run, which keeps traffic from
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this machine's address low. The prune above keeps these volumes. To drop one game's cache:
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`docker volume rm gbr-steamcache-<app id>`; `STEAM_CACHE=off` turns the cache off.
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@@ -4,10 +4,14 @@ import (
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"bytes"
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"encoding/json"
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"errors"
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"flag"
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"fmt"
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"os"
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"os/exec"
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"regexp"
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"strconv"
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"strings"
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"time"
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)
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// Every server the builder starts, first boots included, is deployed by the node-agent's own code
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@@ -73,14 +77,25 @@ var steamCacheFresh = map[string]bool{}
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var numericAppID = regexp.MustCompile(`^\d+$`)
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// When the cache was last updated, in the cache volume (not copied into servers)
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const steamCacheStamp = ".gbr-cache-updated"
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// steamCacheMaxAge: a cache updated more recently isn't updated again, which saves Steam a login and an
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// update check per boot; the node-agent's own install still fetches anything newer
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const steamCacheMaxAge = 24 * time.Hour
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// seedSteamApp fills a server volume from a cached SteamCMD install of the app, so a boot doesn't
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// download the whole game again: the node-agent's own install then only checks the files. The cache is
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// updated once per run. Without it (STEAM_CACHE=off, or the update failing) the agent downloads as usual.
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// updated at most once a day. Without it (STEAM_CACHE=off, or the update failing) the agent downloads as usual.
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func seedSteamApp(appID, volume string) {
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if os.Getenv("STEAM_CACHE") == "off" || !numericAppID.MatchString(appID) {
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return
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}
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cache := "gbr-steamcache-" + appID
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if !steamCacheFresh[appID] && steamCacheUpdatedWithin(cache, steamCacheMaxAge) {
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fmt.Printf("[steam-cache] the cached install of Steam app %s was updated in the last %s\n", appID, steamCacheMaxAge)
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steamCacheFresh[appID] = true
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}
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||||
if !steamCacheFresh[appID] {
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||||
fmt.Printf("[steam-cache] updating the cached install of Steam app %s\n", appID)
|
||||
if out, err := runCmd("docker", "volume", "create", "--label", "gbr.cache=steam", cache); err != nil {
|
||||
@@ -98,12 +113,56 @@ func seedSteamApp(appID, volume string) {
|
||||
fmt.Printf("[steam-cache] update failed (%v); the boot downloads the app itself\n", err)
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return
|
||||
}
|
||||
runCmd("docker", "run", "--rm", "-v", cache+":/server", "alpine", "sh", "-c",
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||||
fmt.Sprintf("date +%%s > /server/%s", steamCacheStamp))
|
||||
steamCacheFresh[appID] = true
|
||||
}
|
||||
runCmd("docker", "volume", "create", volume)
|
||||
if out, err := runCmd("docker", "run", "--rm", "-v", cache+":/from:ro", "-v", volume+":/to", "alpine", "cp", "-a", "/from/.", "/to/"); err != nil {
|
||||
if out, err := runCmd("docker", "run", "--rm", "-v", cache+":/from:ro", "-v", volume+":/to", "alpine", "sh", "-c",
|
||||
"cp -a /from/. /to/ && rm -f /to/"+steamCacheStamp); err != nil {
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||||
fmt.Printf("[steam-cache] copying into %s failed (%v: %s); the boot downloads the app itself\n", volume, err, out)
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return
|
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}
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fmt.Printf("[steam-cache] %s seeded from the cached install of app %s\n", volume, appID)
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}
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||||
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func steamCacheUpdatedWithin(cache string, age time.Duration) bool {
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out, err := runCmd("docker", "run", "--rm", "-v", cache+":/c:ro", "alpine", "cat", "/c/"+steamCacheStamp)
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||||
if err != nil {
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||||
return false
|
||||
}
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||||
return stampWithin(out, time.Now(), age)
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||||
}
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||||
func stampWithin(stamp string, now time.Time, age time.Duration) bool {
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secs, err := strconv.ParseInt(strings.TrimSpace(stamp), 10, 64)
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return err == nil && now.Sub(time.Unix(secs, 0)) < age
|
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}
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// runBootTest boot-tests one game the way CI does: its real payload, deployed by the node-agent, with
|
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// the Steam download cache. Exits 3 when a secret it needs isn't set, 1 when it fails.
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func runBootTest(args []string) error {
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fs := flag.NewFlagSet("boot-test", flag.ExitOnError)
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gamesDir := fs.String("games", "games", "directory holding one folder per game")
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fs.Parse(args)
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if fs.NArg() != 1 {
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return errors.New("boot-test needs a game id")
|
||||
}
|
||||
payload, err := bootTestPayload(*gamesDir, fs.Arg(0), false)
|
||||
var missing *missingSecretError
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||||
if errors.As(err, &missing) {
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||||
fmt.Fprintln(os.Stderr, "skip: "+missing.Error())
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os.Exit(exitMissingSecret)
|
||||
}
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
_, passed, err := runAgentBootTest(payload, agentImageFromEnv())
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||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
if !passed {
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||||
os.Exit(1)
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}
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||||
return nil
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||||
}
|
||||
@@ -153,6 +153,13 @@ func bootTestPayload(gamesDir, id string, fillBlank bool) (map[string]any, error
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}
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}
|
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|
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// The panel fills {PUBLIC_IP}, {PUBLIC_HOST} and {PUBLIC_PORT_n} in the startup command too
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startup := g["defaultStartupCommand"]
|
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if cmd, ok := startup.(string); ok {
|
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cmd = strings.NewReplacer("{PUBLIC_IP}", "127.0.0.1", "{PUBLIC_HOST}", "127.0.0.1").Replace(cmd)
|
||||
startup = publicPort.ReplaceAllString(cmd, "$1")
|
||||
}
|
||||
|
||||
return map[string]any{
|
||||
"command": "DEPLOY_SERVER",
|
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"serverId": "boottest-" + id,
|
||||
@@ -166,7 +173,7 @@ func bootTestPayload(gamesDir, id string, fillBlank bool) (map[string]any, error
|
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"configFilePath": g["configFilePath"],
|
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"configFileFormat": g["configFileFormat"],
|
||||
"configFormatOptions": g["configFormatOptions"],
|
||||
"startupCommand": g["defaultStartupCommand"],
|
||||
"startupCommand": startup,
|
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"memoryLimitMb": g["requiredMemoryMb"],
|
||||
"containerUser": g["containerUser"],
|
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"dockerNetwork": bootTestNetwork,
|
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|
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@@ -1,6 +1,7 @@
|
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package main
|
||||
|
||||
import (
|
||||
"time"
|
||||
"encoding/json"
|
||||
"errors"
|
||||
"os"
|
||||
@@ -121,3 +122,28 @@ func TestBootTestPayloadLeavesOutUnboundPorts(t *testing.T) {
|
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t.Errorf("expectPorts %v", ports)
|
||||
}
|
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}
|
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|
||||
func TestSteamCacheStampAge(t *testing.T) {
|
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now := time.Unix(1_800_000_000, 0)
|
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if !stampWithin("1799990000\n", now, 24*time.Hour) {
|
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t.Error("updated 10000s ago should be fresh")
|
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}
|
||||
if stampWithin("1700000000", now, 24*time.Hour) || stampWithin("", now, 24*time.Hour) || stampWithin("x", now, 24*time.Hour) {
|
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t.Error("old, missing or garbled stamps are not fresh")
|
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}
|
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}
|
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|
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func TestBootTestPayloadFillsPublicPlaceholdersInStartupCommand(t *testing.T) {
|
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dir := t.TempDir()
|
||||
game := filepath.Join(dir, "example")
|
||||
os.MkdirAll(game, 0o755)
|
||||
os.WriteFile(filepath.Join(game, "game.yaml"), []byte("id: example\nname: Example\ndefaultDockerImage: x\n"+
|
||||
"defaultStartupCommand: ./server -Port={PUBLIC_PORT_7777} -ip={PUBLIC_IP}\ndefaultPorts:\n - 7777/udp\n"), 0o644)
|
||||
p, err := bootTestPayload(dir, "example", false)
|
||||
if err != nil {
|
||||
t.Fatal(err)
|
||||
}
|
||||
if p["startupCommand"] != "./server -Port=7777 -ip=127.0.0.1" {
|
||||
t.Errorf("startupCommand %v", p["startupCommand"])
|
||||
}
|
||||
}
|
||||
@@ -23,7 +23,7 @@ var gameFields = []string{
|
||||
"defaultConfig", "configSchema", "configFilePath", "configFileFormat", "configFormatOptions",
|
||||
"agnosticCommandConfig", "clusterConfig",
|
||||
"logFilePath", "readyPattern", "failPatterns", "backupPaths", "maxBackupSizeMb",
|
||||
"publicIpConfigKey", "maxPlayersConfigKey", "mapConfigKey",
|
||||
"publicIpConfigKey", "portMode", "maxPlayersConfigKey", "mapConfigKey",
|
||||
"aiCoverPrompt",
|
||||
}
|
||||
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
// go run ./cmd/gbrgames import export.json # write games/<id>/ from GET /api/v1/admin/games
|
||||
// go run ./cmd/gbrgames export -out p.json # build the games_published payload CI sends to the panel
|
||||
// go run ./cmd/gbrgames boottest-payload ID # build the deploy message the node-agent's BootTest runs
|
||||
// go run ./cmd/gbrgames boot-test ID # boot-test a game with the node-agent, as CI does (Steam cache)
|
||||
// go run ./cmd/gbrgames inspect-image -game ID # read the image's facts and check the template against them
|
||||
// go run ./cmd/gbrgames first-boot -game ID # start the server once, untouched; record its log and files
|
||||
// go run ./cmd/gbrgames draft -name N -image I # have an AI model write a new game's template from those facts
|
||||
@@ -33,6 +34,8 @@ func main() {
|
||||
err = runExport(os.Args[2:])
|
||||
case "boottest-payload":
|
||||
err = runBootTestPayload(os.Args[2:])
|
||||
case "boot-test":
|
||||
err = runBootTest(os.Args[2:])
|
||||
case "inspect-image":
|
||||
err = runInspectImage(os.Args[2:])
|
||||
case "first-boot":
|
||||
@@ -59,6 +62,6 @@ func main() {
|
||||
}
|
||||
|
||||
func usage() {
|
||||
fmt.Fprintln(os.Stderr, "usage: gbrgames validate [-games DIR] | import [-games DIR] [-all] EXPORT.json | export [-repo R] [-commit SHA] [-out FILE] | boottest-payload [-out FILE] ID | inspect-image [-game ID] [-json] [-no-pull] [IMAGE] | first-boot [-game ID | -image IMAGE] [-env K=V] [-max D] [-quiet D] [-out DIR] | draft -name NAME -image IMAGE [-steam-app ID] [-first-boot REPORT] [-provider ollama|gemini] [-model M] | research -name NAME [-notes N] [-out FILE] | build -name NAME -variant JSON|@FILE [-out FILE] | repair -id ID [-reason R] | eval [-ids all] [-out eval.md] | worker [-once]")
|
||||
fmt.Fprintln(os.Stderr, "usage: gbrgames validate [-games DIR] | import [-games DIR] [-all] EXPORT.json | export [-repo R] [-commit SHA] [-out FILE] | boottest-payload [-out FILE] ID | boot-test ID | inspect-image [-game ID] [-json] [-no-pull] [IMAGE] | first-boot [-game ID | -image IMAGE] [-env K=V] [-max D] [-quiet D] [-out DIR] | draft -name NAME -image IMAGE [-steam-app ID] [-first-boot REPORT] [-provider ollama|gemini] [-model M] | research -name NAME [-notes N] [-out FILE] | build -name NAME -variant JSON|@FILE [-out FILE] | repair -id ID [-reason R] | eval [-ids all] [-out eval.md] | worker [-once]")
|
||||
os.Exit(2)
|
||||
}
|
||||
@@ -174,9 +174,10 @@ const researchPrompt = "You research how to host a game's dedicated server for G
|
||||
"the ways this game's dedicated server can be run (variants): separate editions of the game with their own server, " +
|
||||
"crossplay builds, or notably different server images. For each variant give:\n" +
|
||||
"- images: how to run this server, best first. When the game has a dedicated server on Steam that runs on Linux, " +
|
||||
"cm2network/steamcmd (the plain SteamCMD route, installing the server into /server) always comes first and that " +
|
||||
"variant is the recommended one. Then Docker Hub images that appear in the pages and run as a non-root user " +
|
||||
"(needed for servers that only exist for Windows).\n" +
|
||||
"cm2network/steamcmd (the plain SteamCMD route, installing the server into /server) is its only image, and " +
|
||||
"there is no separate variant for a community image of the same server: those keep their saves outside /server. " +
|
||||
"Docker Hub images that appear in the pages and run as a non-root user are only for servers that aren't on Steam " +
|
||||
"for Linux (Windows-only servers that need Proton or Wine, games not on Steam).\n" +
|
||||
"- steamAppId: the Steam app id of the DEDICATED SERVER (not the game itself), if installed via SteamCMD; else \"\".\n" +
|
||||
"- startupHint: the command that starts the server from its install folder /server, with the launch options " +
|
||||
"for name, port, world and save location exactly as the pages document them; \"\" if unknown.\n" +
|
||||
@@ -311,7 +312,7 @@ func verifyVariants(res *researchResult) {
|
||||
}
|
||||
}
|
||||
apps := steamApps(appIDs)
|
||||
anyRunnable := false
|
||||
anyRunnable, linuxSteam := false, false
|
||||
for i := range res.Variants {
|
||||
v := &res.Variants[i]
|
||||
var images []string
|
||||
@@ -333,7 +334,8 @@ func verifyVariants(res *researchResult) {
|
||||
v.Verified = append(v.Verified, fmt.Sprintf("Steam app %s is %q", v.SteamAppID, app.name))
|
||||
v.Images = withSteamCMD(v.Images, app.linux)
|
||||
if app.linux {
|
||||
v.Verified = append(v.Verified, "it ships a Linux server, so the SteamCMD option (installing it into /server) is recommended")
|
||||
linuxSteam = true
|
||||
v.Verified = append(v.Verified, "it ships a Linux server, so it is installed with SteamCMD into /server")
|
||||
}
|
||||
} else {
|
||||
v.Problems = append(v.Problems, "Steam app "+v.SteamAppID+" not found for anonymous SteamCMD")
|
||||
@@ -352,10 +354,26 @@ func verifyVariants(res *researchResult) {
|
||||
res.Reason = "unknown"
|
||||
res.Message = "No variant has a Docker image or Steam app that could be confirmed. " + res.Message
|
||||
}
|
||||
if linuxSteam {
|
||||
res.Variants = steamCMDOnly(res.Variants)
|
||||
}
|
||||
res.Variants = oneOptionPerImage(res.Variants)
|
||||
recommend(res.Variants)
|
||||
}
|
||||
|
||||
// steamCMDOnly keeps only the SteamCMD options once the game has a Linux server on Steam. Ready-made images
|
||||
// of such servers keep their files and saves in their own folders (/config, /home/...), outside /server,
|
||||
// and read settings from their own variables, so they can't be made or repaired into a working template.
|
||||
func steamCMDOnly(variants []variant) []variant {
|
||||
var out []variant
|
||||
for _, v := range variants {
|
||||
if len(v.Images) > 0 && isSteamCMDImage(v.Images[0]) && v.SteamAppID != "" {
|
||||
out = append(out, v)
|
||||
}
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
// recommend marks exactly one variant recommended, among the runnable ones. A variant that installs a Linux
|
||||
// server with SteamCMD comes before the model's choice: it keeps everything under /server, as nodes need.
|
||||
func recommend(variants []variant) {
|
||||
@@ -422,7 +440,7 @@ func steamApps(apps []string) map[string]steamApp {
|
||||
}
|
||||
|
||||
// withSteamCMD adds the plain SteamCMD route to a variant's images. When the Steam app ships a Linux server
|
||||
// it goes first: it installs into /server, which nodes keep, while ready-made images often keep their
|
||||
// it is the only route: it installs into /server, which nodes keep, while ready-made images keep their
|
||||
// files elsewhere. For Windows-only servers it stays last, behind images that bring Proton or Wine.
|
||||
func withSteamCMD(images []string, linux bool) []string {
|
||||
var others []string
|
||||
@@ -432,7 +450,7 @@ func withSteamCMD(images []string, linux bool) []string {
|
||||
}
|
||||
}
|
||||
if linux {
|
||||
return append([]string{"cm2network/steamcmd"}, others...)
|
||||
return []string{"cm2network/steamcmd"}
|
||||
}
|
||||
return append(others, "cm2network/steamcmd")
|
||||
}
|
||||
|
||||
@@ -59,10 +59,10 @@ func TestParseAppInfoFindsLinuxServers(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
func TestWithSteamCMDGoesFirstOnlyForLinuxServers(t *testing.T) {
|
||||
func TestWithSteamCMDIsTheOnlyRouteForLinuxServers(t *testing.T) {
|
||||
images := []string{"someone/example-server", "cm2network/steamcmd", "other/example"}
|
||||
got := withSteamCMD(images, true)
|
||||
if len(got) != 3 || got[0] != "cm2network/steamcmd" || got[1] != "someone/example-server" {
|
||||
if len(got) != 1 || got[0] != "cm2network/steamcmd" {
|
||||
t.Errorf("linux: %v", got)
|
||||
}
|
||||
got = withSteamCMD([]string{"someone/proton-example"}, false)
|
||||
@@ -89,10 +89,22 @@ func TestRecommendPrefersTheSteamCMDVariant(t *testing.T) {
|
||||
}
|
||||
}
|
||||
|
||||
func TestSteamCMDOnlyDropsImageVariantsOfLinuxSteamGames(t *testing.T) {
|
||||
// A Linux Steam server researched as two variants: SteamCMD, and a community image under its own title
|
||||
got := steamCMDOnly([]variant{
|
||||
{ID: "dedicated", SteamAppID: "1000000", Images: []string{"cm2network/steamcmd"}},
|
||||
{ID: "vanilla-stable", Images: []string{"someone/example-server"}},
|
||||
})
|
||||
if len(got) != 1 || got[0].ID != "dedicated" {
|
||||
t.Errorf("got %+v", got)
|
||||
}
|
||||
}
|
||||
|
||||
func TestOneOptionPerImageThenSteamCMDRecommended(t *testing.T) {
|
||||
// A variant runnable two ways becomes one option per way, SteamCMD recommended
|
||||
v := oneOptionPerImage([]variant{{
|
||||
ID: "dedicated", Title: "Example Dedicated Server", Recommended: true, SteamAppID: "1000000",
|
||||
Images: withSteamCMD([]string{"someone/example-server"}, true),
|
||||
Images: []string{"cm2network/steamcmd", "someone/example-server"},
|
||||
Verified: []string{"image someone/example-server exists", "Steam app 1000000 is \"Example Dedicated Server\""},
|
||||
}})
|
||||
recommend(v)
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
id: runescape-dragonwilds-native-linux
|
||||
name: 'RuneScape: Dragonwilds (Native Linux Server)'
|
||||
defaultDockerImage: cm2network/steamcmd:root
|
||||
defaultStartupCommand: ./RSDragonwildsServer.sh -log -Port=7777
|
||||
defaultStartupCommand: ./RSDragonwildsServer.sh -log -Port={PUBLIC_PORT_7777} -BeaconPort={PUBLIC_PORT_8888}
|
||||
requiredMemoryMb: 10240
|
||||
requiredDiskMb: 20480
|
||||
defaultPorts:
|
||||
@@ -106,12 +106,13 @@ agnosticCommandConfig:
|
||||
Save:
|
||||
type: UNSUPPORTED
|
||||
playerJoinRegex: 'LogNet: Join succeeded: ([^\r\n]+)'
|
||||
playerLeaveRegex: 'LogNet: UNetConnection::.*Player(?: name)?:\s*([^,\r\n]+)'
|
||||
playerLeaveRegex: 'LogDomMatcherSession: Player Removed from session \[[^\]]*\]-\[([^\]]+)\]'
|
||||
queryType: LOG_ONLY
|
||||
logFilePath: RSDragonwilds/Saved/Logs/RSDragonwilds.log
|
||||
backupPaths:
|
||||
- RSDragonwilds/Saved
|
||||
maxBackupSizeMb: 5000
|
||||
publicIpConfigKey: MULTIHOME
|
||||
portMode: MATCH_PUBLIC
|
||||
maxPlayersConfigKey: MaxPlayers
|
||||
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.'
|
||||
@@ -1,165 +1,115 @@
|
||||
# yaml-language-server: $schema=../../schema/game.schema.json
|
||||
# The official dedicated server (Steam app 1690800), installed by the node with anonymous SteamCMD.
|
||||
# Satisfactory keeps its saves under $HOME/.config/Epic/FactoryGame, so HOME is pointed at the server
|
||||
# volume; otherwise they would land in /home/steam and be lost on the next start.
|
||||
# The server reads no environment variables, so the startup command writes the settings into its
|
||||
# Game.ini and Engine.ini before every start, and passes the rest as launch options.
|
||||
id: satisfactory-vanilla-stable
|
||||
name: Satisfactory (Vanilla Stable)
|
||||
defaultDockerImage: wolveix/satisfactory-server:latest
|
||||
name: Satisfactory
|
||||
defaultDockerImage: cm2network/steamcmd
|
||||
defaultStartupCommand: >-
|
||||
export HOME=/server;
|
||||
cfg=FactoryGame/Saved/Config/LinuxServer;
|
||||
mkdir -p "$HOME/.steam/sdk64" "$cfg";
|
||||
cp -f /home/steam/steamcmd/linux64/steamclient.so "$HOME/.steam/sdk64/" 2>/dev/null;
|
||||
case "${SERVER_STREAMING:-true}" in true|True|1) ss=1;; *) ss=0;; esac;
|
||||
printf '[/Script/Engine.GameSession]\nMaxPlayers=%s\n' "${MAX_PLAYERS:-4}" > "$cfg/Game.ini";
|
||||
printf '[/Script/FactoryGame.FGSaveSession]\nmNumRotatingAutosaves=%s\n\n[/Script/OnlineSubsystemUtils.IpNetDriver]\nNetServerMaxTickRate=%s\nConnectionTimeout=%s\nInitialConnectTimeout=%s\n\n[/Script/Engine.GarbageCollectionSettings]\ngc.MaxObjectsInEditor=%s\ngc.MaxObjectsInGame=%s\n\n[ConsoleVariables]\nwp.Runtime.EnableServerStreaming=%s\n'
|
||||
"${AUTOSAVE_NUM:-5}" "${MAX_TICK_RATE:-30}" "${CONNECTION_TIMEOUT:-30}" "${CONNECTION_TIMEOUT:-30}"
|
||||
"${MAX_OBJECTS:-2162688}" "${MAX_OBJECTS:-2162688}" "$ss" > "$cfg/Engine.ini";
|
||||
args=(-Port=7777 -ReliablePort=8888 -ExternalReliablePort="${EXTERNAL_RELIABLE_PORT:-8888}" -log -unattended);
|
||||
case "${DISABLE_SEASONAL_EVENTS:-false}" in true|True|1) args+=(-DisableSeasonalEvents);; esac;
|
||||
[ -n "${MULTIHOME:-}" ] && args+=(-multihome="$MULTIHOME");
|
||||
exec ./FactoryServer.sh "${args[@]}"
|
||||
requiredMemoryMb: 8192
|
||||
requiredDiskMb: 16384
|
||||
requiredDiskMb: 20480
|
||||
defaultPorts:
|
||||
- 7777/tcp
|
||||
- 7777/udp
|
||||
- 7777/tcp
|
||||
- 8888/tcp
|
||||
installMethod: NONE
|
||||
installMethod: STEAMCMD
|
||||
installConfig:
|
||||
appId: "1690800"
|
||||
defaultConfig:
|
||||
AUTOSAVENUM: 5
|
||||
DEBUG: false
|
||||
DISABLESEASONALEVENTS: false
|
||||
LOG: false
|
||||
MAXOBJECTS: 2162688
|
||||
MAXPLAYERS: 4
|
||||
MAXTICKRATE: 30
|
||||
MULTIHOME: '::'
|
||||
PGID: 1000
|
||||
PUID: 1000
|
||||
SERVERGAMEPORT: 7777
|
||||
SERVERMESSAGINGPORT: 8888
|
||||
SERVERSTREAMING: true
|
||||
SKIPUPDATE: false
|
||||
STEAMBETA: false
|
||||
STEAMBETAID: ""
|
||||
STEAMBETAKEY: ""
|
||||
TIMEOUT: 30
|
||||
VMOVERRIDE: false
|
||||
MaxPlayers: 4
|
||||
AutosaveNum: 5
|
||||
MaxTickRate: 30
|
||||
ConnectionTimeout: 30
|
||||
MaxObjects: 2162688
|
||||
ServerStreaming: true
|
||||
DisableSeasonalEvents: false
|
||||
Multihome: ""
|
||||
ExternalReliablePort: '{PUBLIC_PORT_8888}'
|
||||
configSchema:
|
||||
$schema: http://json-schema.org/draft-07/schema#
|
||||
type: object
|
||||
properties:
|
||||
AUTOSAVENUM:
|
||||
MaxPlayers:
|
||||
title: Max Players
|
||||
description: How many players can be on the server at once. Set by your plan.
|
||||
type: integer
|
||||
category: Gameplay & Rules
|
||||
default: 4
|
||||
AutosaveNum:
|
||||
title: Autosave Rotation Count
|
||||
description: How many rotating autosave files to keep in the save folder.
|
||||
type: integer
|
||||
minimum: 1
|
||||
category: World & Environment
|
||||
default: 5
|
||||
description: The number of rotating autosave files to keep in the save folder.
|
||||
title: Autosave Rotation Count
|
||||
MaxTickRate:
|
||||
title: Max Tick Rate
|
||||
description: The highest simulation tick rate the server runs at, in Hz.
|
||||
type: integer
|
||||
DEBUG:
|
||||
minimum: 10
|
||||
maximum: 120
|
||||
category: System & General
|
||||
default: false
|
||||
description: Prints diagnostic environment and system details on startup, then stops.
|
||||
title: Debug Mode
|
||||
type: boolean
|
||||
DISABLESEASONALEVENTS:
|
||||
category: Gameplay & Rules
|
||||
default: false
|
||||
description: Disables seasonal in-game events such as FICSMAS holiday events.
|
||||
title: Disable Seasonal Events
|
||||
type: boolean
|
||||
LOG:
|
||||
default: 30
|
||||
ConnectionTimeout:
|
||||
title: Connection Timeout
|
||||
description: Seconds before a player who stops responding is disconnected.
|
||||
type: integer
|
||||
minimum: 5
|
||||
category: System & General
|
||||
default: false
|
||||
description: Disables automatic pruning of previous Satisfactory server log files on container startup.
|
||||
title: Retain Old Logs
|
||||
type: boolean
|
||||
MAXOBJECTS:
|
||||
default: 30
|
||||
MaxObjects:
|
||||
title: Max Objects Limit
|
||||
description: Unreal Engine object limit. Raise it for very large late-game factories.
|
||||
type: integer
|
||||
category: World & Environment
|
||||
default: 2162688
|
||||
description: Unreal Engine garbage collector UObject limit to support large late-game factories.
|
||||
title: Max Objects Limit
|
||||
type: integer
|
||||
MAXPLAYERS:
|
||||
category: System & General
|
||||
default: 4
|
||||
description: Sets the maximum number of concurrent players allowed on the server.
|
||||
title: Max Players
|
||||
type: integer
|
||||
MAXTICKRATE:
|
||||
category: System & General
|
||||
default: 30
|
||||
description: Sets the maximum simulation tick rate for the server in Hz.
|
||||
title: Max Tick Rate
|
||||
type: integer
|
||||
MULTIHOME:
|
||||
category: System & General
|
||||
default: '::'
|
||||
description: 'Network interface binding IP address (defaults to :: for dual-stack IPv4/IPv6).'
|
||||
title: Multihome Address
|
||||
type: string
|
||||
PGID:
|
||||
category: System & General
|
||||
default: 1000
|
||||
description: Sets the Linux group ID under which the dedicated server process runs.
|
||||
title: Process Group ID
|
||||
type: integer
|
||||
PUID:
|
||||
category: System & General
|
||||
default: 1000
|
||||
description: Sets the Linux user ID under which the dedicated server process runs.
|
||||
title: Process User ID
|
||||
type: integer
|
||||
SERVERGAMEPORT:
|
||||
category: System & General
|
||||
default: 7777
|
||||
description: Primary game port for UDP and TCP network communication.
|
||||
title: Server Game Port
|
||||
type: integer
|
||||
SERVERMESSAGINGPORT:
|
||||
category: System & General
|
||||
default: 8888
|
||||
description: Port used for reliable server messaging and beacon network traffic.
|
||||
title: Server Messaging Port
|
||||
type: integer
|
||||
SERVERSTREAMING:
|
||||
ServerStreaming:
|
||||
title: Server Streaming
|
||||
description: Lets the server stream world data in and out instead of keeping it all loaded.
|
||||
type: boolean
|
||||
category: System & General
|
||||
default: true
|
||||
description: Toggles whether the game server utilizes Unreal Engine World Partition asset streaming.
|
||||
title: Server Streaming
|
||||
DisableSeasonalEvents:
|
||||
title: Disable Seasonal Events
|
||||
description: Turns off seasonal events such as FICSMAS.
|
||||
type: boolean
|
||||
SKIPUPDATE:
|
||||
category: System & General
|
||||
category: Gameplay & Rules
|
||||
default: false
|
||||
description: Skips automatic SteamCMD game file update checks on container startup.
|
||||
title: Skip Update
|
||||
type: boolean
|
||||
STEAMBETA:
|
||||
category: System & General
|
||||
default: false
|
||||
description: When enabled, updates and runs the Experimental branch instead of the stable release.
|
||||
title: Steam Beta Branch
|
||||
type: boolean
|
||||
STEAMBETAID:
|
||||
Multihome:
|
||||
title: Multihome Address
|
||||
description: Bind the server to one IP address instead of all of them. Leave empty unless you know you need it.
|
||||
type: string
|
||||
category: System & General
|
||||
default: ""
|
||||
description: Specific beta branch identifier to download via SteamCMD.
|
||||
title: Steam Beta Branch Name
|
||||
ExternalReliablePort:
|
||||
title: Reliable Messaging Port (public)
|
||||
description: The port players' games use for reliable messaging. Filled in for you; only change it if you know you need to.
|
||||
type: string
|
||||
STEAMBETAKEY:
|
||||
category: Security & Access
|
||||
default: ""
|
||||
description: Password required to access a private Steam beta branch.
|
||||
title: Steam Beta Password
|
||||
type: string
|
||||
TIMEOUT:
|
||||
category: System & General
|
||||
default: 30
|
||||
description: Client network connection timeout threshold in seconds.
|
||||
title: Connection Timeout
|
||||
type: integer
|
||||
VMOVERRIDE:
|
||||
category: System & General
|
||||
default: false
|
||||
description: Skips CPU model checking on hypervisors to prevent crash warnings on KVM/QEMU hosts.
|
||||
title: VM CPU Check Override
|
||||
type: boolean
|
||||
default: '{PUBLIC_PORT_8888}'
|
||||
required: []
|
||||
type: object
|
||||
configFileFormat: INI
|
||||
configFormatOptions:
|
||||
assignment: =
|
||||
falseValue: "false"
|
||||
footer: ""
|
||||
header: ""
|
||||
quoteStrings: false
|
||||
separator: "\n"
|
||||
trueValue: "true"
|
||||
unquotedKeys: []
|
||||
uppercaseKeys: false
|
||||
maxPlayersConfigKey: MaxPlayers
|
||||
logFilePath: FactoryGame/Saved/Logs/FactoryGame.log
|
||||
readyPattern: 'Engine is initialized'
|
||||
agnosticCommandConfig:
|
||||
queryType: LOG_ONLY
|
||||
playerJoinRegex: 'LogNet: Join succeeded: ([^\r\n]+)'
|
||||
playerLeaveRegex: 'UNetConnection::Close:.*?\[PlayerName:\s*([^\]]+)\]'
|
||||
actions:
|
||||
Ban:
|
||||
type: UNSUPPORTED
|
||||
@@ -169,22 +119,7 @@ agnosticCommandConfig:
|
||||
type: UNSUPPORTED
|
||||
Save:
|
||||
type: UNSUPPORTED
|
||||
pingPort: null
|
||||
pingPortKey: null
|
||||
playerJoinRegex: '.*Join succeeded: (\S+).*'
|
||||
playerLeaveRegex: .*UNetConnection::Close:.*?\[PlayerName:\s*([^\]]+)\].*
|
||||
playersCommand: null
|
||||
playersFormat: null
|
||||
playersRegex: null
|
||||
queryPortKey: null
|
||||
queryType: LOG_ONLY
|
||||
rconPasswordKey: null
|
||||
rconPortKey: null
|
||||
restEndpoint: null
|
||||
restPasswordKey: null
|
||||
restPortKey: null
|
||||
restUser: null
|
||||
backupPaths:
|
||||
- saved
|
||||
maxBackupSizeMb: 1024
|
||||
maxPlayersConfigKey: MAXPLAYERS
|
||||
- .config/Epic/FactoryGame/Saved/SaveGames
|
||||
- FactoryGame/Saved/Config
|
||||
maxBackupSizeMb: 2048
|
||||
@@ -1,3 +1,5 @@
|
||||
# yaml-language-server: $schema=../../schema/test.schema.json
|
||||
# Values CI uses to boot-test this game. Never put real credentials here: map them under 'secrets'.
|
||||
timeoutSec: 900
|
||||
# SteamCMD install of ~8 GB plus first start
|
||||
timeoutSec: 2400
|
||||
readyExample: "LogInit: Display: Engine is initialized. Leaving FEngineLoop::Init()"
|
||||
@@ -69,6 +69,10 @@
|
||||
"maxBackupSizeMb": { "type": ["integer", "null"], "minimum": 1 },
|
||||
|
||||
"publicIpConfigKey": { "description": "Config key that receives the server's public address.", "type": ["string", "null"] },
|
||||
"portMode": {
|
||||
"description": "MATCH_PUBLIC: for games that advertise the address their own traffic comes from. The container binds the port players use (the relay port behind Public Bypass) and, behind a relay, all its outgoing traffic leaves through the relay. Tell the game its port with {PUBLIC_PORT_<defaultPort>} in defaultStartupCommand.",
|
||||
"enum": ["DEFAULT", "MATCH_PUBLIC", null]
|
||||
},
|
||||
"maxPlayersConfigKey": { "description": "Config key locked to the pricing tier's player count.", "type": ["string", "null"] },
|
||||
"mapConfigKey": { "type": ["string", "null"] },
|
||||
|
||||
|
||||
+7
-17
@@ -30,24 +30,14 @@ for id in "$@"; do
|
||||
echo "::endgroup::"
|
||||
continue
|
||||
fi
|
||||
payload=$("$gbrgames" boottest-payload "$id")
|
||||
# The node-agent's BootTest with the game's real payload. Steam games start from the runner's download
|
||||
# cache (volumes gbr-steamcache-<app>, kept by RUNNER.md's prune), so Steam isn't asked for the whole
|
||||
# game on every run
|
||||
AGENT_IMAGE="$AGENT_IMAGE" "$gbrgames" boot-test "$id"
|
||||
code=$?
|
||||
if [ $code -eq 3 ]; then
|
||||
skipped+=("$id")
|
||||
echo "::endgroup::"
|
||||
continue
|
||||
elif [ $code -ne 0 ]; then
|
||||
failed+=("$id")
|
||||
echo "::endgroup::"
|
||||
continue
|
||||
fi
|
||||
|
||||
docker run --rm -i \
|
||||
-v /var/run/docker.sock:/var/run/docker.sock \
|
||||
--entrypoint java "$AGENT_IMAGE" \
|
||||
-Dloader.main=com.gbreed.gbr.nodeagent.BootTest -cp app.jar \
|
||||
org.springframework.boot.loader.launch.PropertiesLauncher <<< "$payload"
|
||||
if [ $? -eq 0 ]; then passed+=("$id"); else failed+=("$id"); fi
|
||||
if [ $code -eq 3 ]; then skipped+=("$id")
|
||||
elif [ $code -eq 0 ]; then passed+=("$id")
|
||||
else failed+=("$id"); fi
|
||||
echo "::endgroup::"
|
||||
done
|
||||
|
||||
|
||||
Reference in new issue
Block a user