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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
|
||||
player ID, a license token) goes in `test.yaml` under `secrets`, mapped to a CI secret name.
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|
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### The image: SteamCMD first
|
||||
- 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
|
||||
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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||||
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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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@@ -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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// 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)
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startup = publicPort.ReplaceAllString(cmd, "$1")
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}
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return map[string]any{
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"command": "DEPLOY_SERVER",
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"serverId": "boottest-" + id,
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@@ -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"],
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"configFormatOptions": g["configFormatOptions"],
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"startupCommand": g["defaultStartupCommand"],
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"startupCommand": startup,
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"memoryLimitMb": g["requiredMemoryMb"],
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"containerUser": g["containerUser"],
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"dockerNetwork": bootTestNetwork,
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|
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@@ -132,3 +132,18 @@ func TestSteamCacheStampAge(t *testing.T) {
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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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func TestBootTestPayloadFillsPublicPlaceholdersInStartupCommand(t *testing.T) {
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dir := t.TempDir()
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game := filepath.Join(dir, "example")
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os.MkdirAll(game, 0o755)
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os.WriteFile(filepath.Join(game, "game.yaml"), []byte("id: example\nname: Example\ndefaultDockerImage: x\n"+
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"defaultStartupCommand: ./server -Port={PUBLIC_PORT_7777} -ip={PUBLIC_IP}\ndefaultPorts:\n - 7777/udp\n"), 0o644)
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p, err := bootTestPayload(dir, "example", false)
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if err != nil {
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t.Fatal(err)
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}
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if p["startupCommand"] != "./server -Port=7777 -ip=127.0.0.1" {
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t.Errorf("startupCommand %v", p["startupCommand"])
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}
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}
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+204
-204
@@ -1,204 +1,204 @@
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package main
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import (
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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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"math"
|
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"os"
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"path/filepath"
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"sort"
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"strings"
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"gopkg.in/yaml.v3"
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)
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// Game fields in the order they are written to game.yaml. Panel-owned business settings
|
||||
// (enabled, allowPaidHosting, allowPrivateHosting, imageUrl) are deliberately left out.
|
||||
var gameFields = []string{
|
||||
"id", "name",
|
||||
"defaultDockerImage", "containerUser", "defaultStartupCommand", "requiredMemoryMb", "requiredDiskMb", "defaultPorts",
|
||||
"installMethod", "installConfig",
|
||||
"defaultConfig", "configSchema", "configFilePath", "configFileFormat", "configFormatOptions",
|
||||
"agnosticCommandConfig", "clusterConfig",
|
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"logFilePath", "readyPattern", "failPatterns", "backupPaths", "maxBackupSizeMb",
|
||||
"publicIpConfigKey", "maxPlayersConfigKey", "mapConfigKey",
|
||||
"aiCoverPrompt",
|
||||
}
|
||||
|
||||
const gameHeader = "# yaml-language-server: $schema=../../schema/game.schema.json\n"
|
||||
const testHeader = "# yaml-language-server: $schema=../../schema/test.schema.json\n" +
|
||||
"# Values CI uses to boot-test this game. Never put real credentials here: map them under 'secrets'.\n"
|
||||
|
||||
func runImport(args []string) error {
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fs := flag.NewFlagSet("import", flag.ExitOnError)
|
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gamesDir := fs.String("games", "games", "directory to write one folder per game into")
|
||||
all := fs.Bool("all", false, "also import games that are disabled in the panel")
|
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fs.Parse(args)
|
||||
if fs.NArg() != 1 {
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||||
return errors.New("import needs the path to a GET /api/v1/admin/games export")
|
||||
}
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||||
|
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raw, err := os.ReadFile(fs.Arg(0))
|
||||
if err != nil {
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||||
return err
|
||||
}
|
||||
var games []map[string]any
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if err := json.Unmarshal(raw, &games); err != nil {
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return fmt.Errorf("export is not a JSON array of games: %w", err)
|
||||
}
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||||
|
||||
for _, g := range games {
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id, _ := g["id"].(string)
|
||||
if id == "" {
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||||
return errors.New("export contains a game without an id")
|
||||
}
|
||||
if g["enabled"] == false && !*all {
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||||
fmt.Printf("skip %s (disabled in panel; use -all to include)\n", id)
|
||||
continue
|
||||
}
|
||||
dir := filepath.Join(*gamesDir, id)
|
||||
if err := os.MkdirAll(dir, 0o755); err != nil {
|
||||
return err
|
||||
}
|
||||
if err := writeGame(filepath.Join(dir, "game.yaml"), g); err != nil {
|
||||
return fmt.Errorf("%s: %w", id, err)
|
||||
}
|
||||
testPath := filepath.Join(dir, "test.yaml")
|
||||
if _, err := os.Stat(testPath); errors.Is(err, os.ErrNotExist) {
|
||||
if err := writeTest(testPath, g); err != nil {
|
||||
return fmt.Errorf("%s: %w", id, err)
|
||||
}
|
||||
}
|
||||
fmt.Printf("wrote %s\n", dir)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func writeGame(path string, g map[string]any) error {
|
||||
doc := &yaml.Node{Kind: yaml.MappingNode}
|
||||
for _, f := range gameFields {
|
||||
v, ok := g[f]
|
||||
if !ok || isEmpty(v) {
|
||||
continue
|
||||
}
|
||||
val, err := toNode(normalize(v))
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
doc.Content = append(doc.Content, &yaml.Node{Kind: yaml.ScalarNode, Value: f}, val)
|
||||
}
|
||||
return writeYAML(path, gameHeader, doc)
|
||||
}
|
||||
|
||||
// writeTest seeds a boot-test fixture: consents (EULAs) accepted, a timeout sized to the install method.
|
||||
func writeTest(path string, g map[string]any) error {
|
||||
cfg := map[string]any{}
|
||||
for key, p := range schemaProperties(g) {
|
||||
if prop, ok := p.(map[string]any); ok {
|
||||
if c, ok := prop["x-consent"]; ok && c != false {
|
||||
cfg[key] = true
|
||||
}
|
||||
}
|
||||
}
|
||||
timeout := 900
|
||||
if g["installMethod"] == "STEAMCMD" {
|
||||
timeout = 2400
|
||||
}
|
||||
test := map[string]any{"timeoutSec": timeout}
|
||||
if len(cfg) > 0 {
|
||||
test["config"] = cfg
|
||||
}
|
||||
var doc yaml.Node
|
||||
if err := doc.Encode(test); err != nil {
|
||||
return err
|
||||
}
|
||||
return writeYAML(path, testHeader, &doc)
|
||||
}
|
||||
|
||||
func writeYAML(path, header string, doc *yaml.Node) error {
|
||||
var b strings.Builder
|
||||
b.WriteString(header)
|
||||
enc := yaml.NewEncoder(&b)
|
||||
enc.SetIndent(2)
|
||||
if err := enc.Encode(doc); err != nil {
|
||||
return err
|
||||
}
|
||||
enc.Close()
|
||||
return os.WriteFile(path, []byte(b.String()), 0o644)
|
||||
}
|
||||
|
||||
// toNode builds the YAML node tree by hand because yaml.v3's Node.Encode turns a string made only of
|
||||
// whitespace, like a "\n" config separator, into "" and the value is silently lost.
|
||||
func toNode(v any) (*yaml.Node, error) {
|
||||
switch x := v.(type) {
|
||||
case map[string]any:
|
||||
n := &yaml.Node{Kind: yaml.MappingNode}
|
||||
keys := make([]string, 0, len(x))
|
||||
for k := range x {
|
||||
keys = append(keys, k)
|
||||
}
|
||||
sort.Strings(keys)
|
||||
for _, k := range keys {
|
||||
val, err := toNode(x[k])
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
n.Content = append(n.Content, &yaml.Node{Kind: yaml.ScalarNode, Tag: "!!str", Value: k}, val)
|
||||
}
|
||||
return n, nil
|
||||
case []any:
|
||||
n := &yaml.Node{Kind: yaml.SequenceNode}
|
||||
for _, e := range x {
|
||||
val, err := toNode(e)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
n.Content = append(n.Content, val)
|
||||
}
|
||||
return n, nil
|
||||
case string:
|
||||
if x != "" && strings.TrimSpace(x) == "" {
|
||||
return &yaml.Node{Kind: yaml.ScalarNode, Tag: "!!str", Value: x, Style: yaml.DoubleQuotedStyle}, nil
|
||||
}
|
||||
}
|
||||
n := &yaml.Node{}
|
||||
if err := n.Encode(v); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return n, nil
|
||||
}
|
||||
|
||||
// normalize turns whole-number floats from encoding/json back into ints so YAML shows 25565, not 25565.0.
|
||||
func normalize(v any) any {
|
||||
switch x := v.(type) {
|
||||
case float64:
|
||||
if x == math.Trunc(x) && math.Abs(x) < 1<<53 {
|
||||
return int64(x)
|
||||
}
|
||||
case map[string]any:
|
||||
for k, e := range x {
|
||||
x[k] = normalize(e)
|
||||
}
|
||||
case []any:
|
||||
for i, e := range x {
|
||||
x[i] = normalize(e)
|
||||
}
|
||||
}
|
||||
return v
|
||||
}
|
||||
|
||||
func isEmpty(v any) bool {
|
||||
switch x := v.(type) {
|
||||
case nil:
|
||||
return true
|
||||
case string:
|
||||
return x == ""
|
||||
case map[string]any:
|
||||
return len(x) == 0
|
||||
case []any:
|
||||
return len(x) == 0
|
||||
}
|
||||
return false
|
||||
}
|
||||
package main
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"errors"
|
||||
"flag"
|
||||
"fmt"
|
||||
"math"
|
||||
"os"
|
||||
"path/filepath"
|
||||
"sort"
|
||||
"strings"
|
||||
|
||||
"gopkg.in/yaml.v3"
|
||||
)
|
||||
|
||||
// Game fields in the order they are written to game.yaml. Panel-owned business settings
|
||||
// (enabled, allowPaidHosting, allowPrivateHosting, imageUrl) are deliberately left out.
|
||||
var gameFields = []string{
|
||||
"id", "name",
|
||||
"defaultDockerImage", "containerUser", "defaultStartupCommand", "requiredMemoryMb", "requiredDiskMb", "defaultPorts",
|
||||
"installMethod", "installConfig",
|
||||
"defaultConfig", "configSchema", "configFilePath", "configFileFormat", "configFormatOptions",
|
||||
"agnosticCommandConfig", "clusterConfig",
|
||||
"logFilePath", "readyPattern", "failPatterns", "backupPaths", "maxBackupSizeMb",
|
||||
"publicIpConfigKey", "portMode", "maxPlayersConfigKey", "mapConfigKey",
|
||||
"aiCoverPrompt",
|
||||
}
|
||||
|
||||
const gameHeader = "# yaml-language-server: $schema=../../schema/game.schema.json\n"
|
||||
const testHeader = "# yaml-language-server: $schema=../../schema/test.schema.json\n" +
|
||||
"# Values CI uses to boot-test this game. Never put real credentials here: map them under 'secrets'.\n"
|
||||
|
||||
func runImport(args []string) error {
|
||||
fs := flag.NewFlagSet("import", flag.ExitOnError)
|
||||
gamesDir := fs.String("games", "games", "directory to write one folder per game into")
|
||||
all := fs.Bool("all", false, "also import games that are disabled in the panel")
|
||||
fs.Parse(args)
|
||||
if fs.NArg() != 1 {
|
||||
return errors.New("import needs the path to a GET /api/v1/admin/games export")
|
||||
}
|
||||
|
||||
raw, err := os.ReadFile(fs.Arg(0))
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
var games []map[string]any
|
||||
if err := json.Unmarshal(raw, &games); err != nil {
|
||||
return fmt.Errorf("export is not a JSON array of games: %w", err)
|
||||
}
|
||||
|
||||
for _, g := range games {
|
||||
id, _ := g["id"].(string)
|
||||
if id == "" {
|
||||
return errors.New("export contains a game without an id")
|
||||
}
|
||||
if g["enabled"] == false && !*all {
|
||||
fmt.Printf("skip %s (disabled in panel; use -all to include)\n", id)
|
||||
continue
|
||||
}
|
||||
dir := filepath.Join(*gamesDir, id)
|
||||
if err := os.MkdirAll(dir, 0o755); err != nil {
|
||||
return err
|
||||
}
|
||||
if err := writeGame(filepath.Join(dir, "game.yaml"), g); err != nil {
|
||||
return fmt.Errorf("%s: %w", id, err)
|
||||
}
|
||||
testPath := filepath.Join(dir, "test.yaml")
|
||||
if _, err := os.Stat(testPath); errors.Is(err, os.ErrNotExist) {
|
||||
if err := writeTest(testPath, g); err != nil {
|
||||
return fmt.Errorf("%s: %w", id, err)
|
||||
}
|
||||
}
|
||||
fmt.Printf("wrote %s\n", dir)
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
func writeGame(path string, g map[string]any) error {
|
||||
doc := &yaml.Node{Kind: yaml.MappingNode}
|
||||
for _, f := range gameFields {
|
||||
v, ok := g[f]
|
||||
if !ok || isEmpty(v) {
|
||||
continue
|
||||
}
|
||||
val, err := toNode(normalize(v))
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
doc.Content = append(doc.Content, &yaml.Node{Kind: yaml.ScalarNode, Value: f}, val)
|
||||
}
|
||||
return writeYAML(path, gameHeader, doc)
|
||||
}
|
||||
|
||||
// writeTest seeds a boot-test fixture: consents (EULAs) accepted, a timeout sized to the install method.
|
||||
func writeTest(path string, g map[string]any) error {
|
||||
cfg := map[string]any{}
|
||||
for key, p := range schemaProperties(g) {
|
||||
if prop, ok := p.(map[string]any); ok {
|
||||
if c, ok := prop["x-consent"]; ok && c != false {
|
||||
cfg[key] = true
|
||||
}
|
||||
}
|
||||
}
|
||||
timeout := 900
|
||||
if g["installMethod"] == "STEAMCMD" {
|
||||
timeout = 2400
|
||||
}
|
||||
test := map[string]any{"timeoutSec": timeout}
|
||||
if len(cfg) > 0 {
|
||||
test["config"] = cfg
|
||||
}
|
||||
var doc yaml.Node
|
||||
if err := doc.Encode(test); err != nil {
|
||||
return err
|
||||
}
|
||||
return writeYAML(path, testHeader, &doc)
|
||||
}
|
||||
|
||||
func writeYAML(path, header string, doc *yaml.Node) error {
|
||||
var b strings.Builder
|
||||
b.WriteString(header)
|
||||
enc := yaml.NewEncoder(&b)
|
||||
enc.SetIndent(2)
|
||||
if err := enc.Encode(doc); err != nil {
|
||||
return err
|
||||
}
|
||||
enc.Close()
|
||||
return os.WriteFile(path, []byte(b.String()), 0o644)
|
||||
}
|
||||
|
||||
// toNode builds the YAML node tree by hand because yaml.v3's Node.Encode turns a string made only of
|
||||
// whitespace, like a "\n" config separator, into "" and the value is silently lost.
|
||||
func toNode(v any) (*yaml.Node, error) {
|
||||
switch x := v.(type) {
|
||||
case map[string]any:
|
||||
n := &yaml.Node{Kind: yaml.MappingNode}
|
||||
keys := make([]string, 0, len(x))
|
||||
for k := range x {
|
||||
keys = append(keys, k)
|
||||
}
|
||||
sort.Strings(keys)
|
||||
for _, k := range keys {
|
||||
val, err := toNode(x[k])
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
n.Content = append(n.Content, &yaml.Node{Kind: yaml.ScalarNode, Tag: "!!str", Value: k}, val)
|
||||
}
|
||||
return n, nil
|
||||
case []any:
|
||||
n := &yaml.Node{Kind: yaml.SequenceNode}
|
||||
for _, e := range x {
|
||||
val, err := toNode(e)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
n.Content = append(n.Content, val)
|
||||
}
|
||||
return n, nil
|
||||
case string:
|
||||
if x != "" && strings.TrimSpace(x) == "" {
|
||||
return &yaml.Node{Kind: yaml.ScalarNode, Tag: "!!str", Value: x, Style: yaml.DoubleQuotedStyle}, nil
|
||||
}
|
||||
}
|
||||
n := &yaml.Node{}
|
||||
if err := n.Encode(v); err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return n, nil
|
||||
}
|
||||
|
||||
// normalize turns whole-number floats from encoding/json back into ints so YAML shows 25565, not 25565.0.
|
||||
func normalize(v any) any {
|
||||
switch x := v.(type) {
|
||||
case float64:
|
||||
if x == math.Trunc(x) && math.Abs(x) < 1<<53 {
|
||||
return int64(x)
|
||||
}
|
||||
case map[string]any:
|
||||
for k, e := range x {
|
||||
x[k] = normalize(e)
|
||||
}
|
||||
case []any:
|
||||
for i, e := range x {
|
||||
x[i] = normalize(e)
|
||||
}
|
||||
}
|
||||
return v
|
||||
}
|
||||
|
||||
func isEmpty(v any) bool {
|
||||
switch x := v.(type) {
|
||||
case nil:
|
||||
return true
|
||||
case string:
|
||||
return x == ""
|
||||
case map[string]any:
|
||||
return len(x) == 0
|
||||
case []any:
|
||||
return len(x) == 0
|
||||
}
|
||||
return false
|
||||
}
|
||||
@@ -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"] },
|
||||
|
||||
|
||||
Reference in new issue
Block a user