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4 Commits
Author SHA1 Message Date
gregandClaude Opus 5.5 17f6477b71 feat(builder): repair existing templates, a weekly check that queues repairs, and eval
Validate game templates / validate (push) Successful in 20s
Validate game templates / boot-test (push) Successful in 1m11s
Validate game templates / publish (push) Skipped
The builder could only create games; nothing noticed when a live template
stopped working, and there was no way to tell whether a builder change made
it better or worse.

- repair -id ID: boots an existing template as nodes run it; if it fails,
  the same investigation as for a draft runs and the model changes only what
  the diagnosis says. The worker handles "repair" jobs (gameId from the
  panel) and opens "fix(games): repair ..." on draft/<id>; a template that
  boots as it is reports "nothing to repair" and opens no PR. The boot and
  fix loop is now shared by builds and repairs.
- validate.yml runs weekly and boot-tests every game; failed games are sent
  to the panel (X-GBR-Event: games_boot_failed) to queue repairs.
- eval -ids all: builds games that already have a template from scratch,
  blind, and scores each draft against it (boots, same image and app, ports,
  ready line, settings found) into eval.md and eval.json.
- research skips our own sites, so neither research nor eval reads our
  templates back.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 00:27:58 -04:00
gregandClaude Opus 5.5 00cc61aba2 feat(builder): bounded model requests, a safety check, and a clearer PR summary
- The drafter no longer grows one conversation. Each request is the rules
  and facts, the model's latest template, what is wrong now and one line per
  earlier round, so long builds can't push the facts out of the model's
  32K context (Ollama drops the oldest part silently). The image's scripts
  in the facts are capped at 24000 characters in all, and diagnosis check
  results at 16000.
- Every model call logs its prompt and answer tokens, with a warning near
  the context limit.
- unsafeCommands: a draft whose startup command or installConfig pipes a
  download into a shell, decodes base64, uses eval, raw network tools or
  /dev/tcp, sudo/su, setuid bits, writes /etc, touches cron/systemd/firewall,
  or looks like a miner goes back to the model. AUTHORING.md has the rule.
- The PR summary lists every address nodes would download from under
  "Review carefully", marks the measured checks as measured, and labels the
  research notes as the model's reading, not checked.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 00:27:57 -04:00
gregandClaude Opus 5.5 0a80a6ebc5 fix(builder): don't count Docker's init or the Steam client's own files as lost saves
Every container the node-agent starts gets /usr/sbin/docker-init, and SteamCMD
rewrites its own config.vdf on every run. Counted as files written outside the
volumes, they made every build look like it loses saves. A folder whose only
changes were logs no longer counts either, and a folder followed by a
same-named file (worlds, worlds.bak) is no longer taken for a file.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-26 00:27:57 -04:00
gregandClaude Opus 5.5 87dfca1285 feat(boot-test): test.yaml unboundPorts for ports opened only when a player connects
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>
2026-10-26 00:05:37 -04:00
14 changed files with 192 additions and 287 deletions

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-30
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@@ -39,26 +39,10 @@ Know this before writing anything:
- 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.
### The image: SteamCMD first
- If the game's dedicated server is on Steam and ships a Linux build, the template is
`defaultDockerImage: cm2network/steamcmd` with `installMethod: STEAMCMD` and the **server's** app id
(not the game's). Never a community image of that server (`wolveix/...`, `lloesche/...` and the like):
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.
- Community images are only for servers that aren't on Steam for Linux: Windows-only servers that need
Proton or Wine, and games not on Steam.
- Many Linux servers save under `$HOME` (Unreal Engine games: `~/.config/Epic/<Game>/Saved`). In
`cm2network/steamcmd`, `$HOME` is `/home/steam`, outside the volume. Start the command with
`export HOME=/server;` so those saves land in the volume, and list them in `backupPaths` relative to
`/server` (e.g. `.config/Epic/<Game>/Saved/SaveGames`).
### Ports
- `defaultPorts` lists **only what players connect to** (game and query ports). RCON, REST and admin
ports are **never** published.
- Use `"7777/udp"` or `"8211:8211/udp"`. Every port needs its protocol.
- A port the game uses over both protocols is listed twice: `"7777/udp"` and `"7777/tcp"`.
- A game that tells players a second port (a reliable-messaging or query port it announces) needs it as
`{PUBLIC_PORT_<port>}` passed to the game's "external port" option, since nodes may publish it elsewhere.
- Nodes always publish these container ports (only the host side moves when servers share a node).
So the game's own port is **not a setting**: write it into the startup command or config file. A
game that must announce the port players use gets `{PUBLIC_PORT_<port>}`.
@@ -93,20 +77,6 @@ Know this before writing anything:
- Take keys and default values from what the server really writes: run
`gbrgames first-boot -game <id>` and read the settings in its report.
- Every key in `defaultConfig` has a `configSchema` property, and the other way round.
- **Every setting must reach the server.** Settings only arrive as environment variables (and in
`configFilePath`, if set). A server that doesn't read environment variables (most official servers,
every Unreal Engine server) ignores a setting unless the template delivers it: in `configFilePath`, as a
launch option the startup command builds from the variable, or written into the server's own config
file by the startup command before it starts. A setting that nothing reads looks editable in the panel
and does nothing: leave it out instead.
- `configFilePath` writes **every** setting into **one** file. When a server reads its settings from
several files (Unreal: `Game.ini`, `Engine.ini`, `GameUserSettings.ini` under
`<Game>/Saved/Config/LinuxServer/`), leave `configFilePath` out and write each file from the startup
command before the server starts:
`printf '[/Script/Engine.GameSession]\nMaxPlayers=%s\n' "${MAX_PLAYERS:-4}" > "$cfg/Game.ini";`.
The server may rewrite these files when it stops; writing them on every start keeps the panel in charge.
- Never carry over a community image's variable names (`MAXPLAYERS`, `AUTOSAVENUM`, `PUID`, `SKIPUPDATE`...)
into a SteamCMD template: only that image's own scripts read them. Use the game's real setting names.
- Every property has a `title`, a short `description` for a player, a `type`, a `default` equal to the
`defaultConfig` value, and a `category`: one of `Security & Access`, `Gameplay & Rules`,
`World & Environment`, `System & General`. Mark the few that matter when deploying with
+2 -10
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@@ -61,13 +61,5 @@ docker volume prune -af --filter "label!=gbr.cache"
```
Not `docker system prune`: it also deletes the `gbr-boottest` network whenever no container is using it,
and boot tests then refuse to run until `systemctl restart gbr-boottest-network`.
### Steam download cache
Boot tests of Steam games (`installMethod: STEAMCMD`) start from a cached install, one Docker volume per
app (`gbr-steamcache-<app id>`, label `gbr.cache=steam`), the same cache the AI builder uses. The
cache is updated at most once a day; the node-agent's own install then only checks the files and
fetches what changed. So Steam isn't asked for the whole game on every run, which keeps traffic from
this machine's address low. The prune above keeps these volumes. To drop one game's cache:
`docker volume rm gbr-steamcache-<app id>`; `STEAM_CACHE=off` turns the cache off.
and boot tests then refuse to run until `systemctl restart gbr-boottest-network`. Volumes labelled
`gbr.cache` are the AI builder's Steam download cache.
+2 -61
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@@ -4,14 +4,10 @@ import (
"bytes"
"encoding/json"
"errors"
"flag"
"fmt"
"os"
"os/exec"
"regexp"
"strconv"
"strings"
"time"
)
// Every server the builder starts, first boots included, is deployed by the node-agent's own code
@@ -77,25 +73,14 @@ var steamCacheFresh = map[string]bool{}
var numericAppID = regexp.MustCompile(`^\d+$`)
// When the cache was last updated, in the cache volume (not copied into servers)
const steamCacheStamp = ".gbr-cache-updated"
// steamCacheMaxAge: a cache updated more recently isn't updated again, which saves Steam a login and an
// update check per boot; the node-agent's own install still fetches anything newer
const steamCacheMaxAge = 24 * time.Hour
// seedSteamApp fills a server volume from a cached SteamCMD install of the app, so a boot doesn't
// download the whole game again: the node-agent's own install then only checks the files. The cache is
// updated at most once a day. Without it (STEAM_CACHE=off, or the update failing) the agent downloads as usual.
// updated once per run. Without it (STEAM_CACHE=off, or the update failing) the agent downloads as usual.
func seedSteamApp(appID, volume string) {
if os.Getenv("STEAM_CACHE") == "off" || !numericAppID.MatchString(appID) {
return
}
cache := "gbr-steamcache-" + appID
if !steamCacheFresh[appID] && steamCacheUpdatedWithin(cache, steamCacheMaxAge) {
fmt.Printf("[steam-cache] the cached install of Steam app %s was updated in the last %s\n", appID, steamCacheMaxAge)
steamCacheFresh[appID] = true
}
if !steamCacheFresh[appID] {
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 {
@@ -113,56 +98,12 @@ func seedSteamApp(appID, volume string) {
fmt.Printf("[steam-cache] update failed (%v); the boot downloads the app itself\n", err)
return
}
runCmd("docker", "run", "--rm", "-v", cache+":/server", "alpine", "sh", "-c",
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", "sh", "-c",
"cp -a /from/. /to/ && rm -f /to/"+steamCacheStamp); err != nil {
if out, err := runCmd("docker", "run", "--rm", "-v", cache+":/from:ro", "-v", volume+":/to", "alpine", "cp", "-a", "/from/.", "/to/"); err != nil {
fmt.Printf("[steam-cache] copying into %s failed (%v: %s); the boot downloads the app itself\n", volume, err, out)
return
}
fmt.Printf("[steam-cache] %s seeded from the cached install of app %s\n", volume, appID)
}
func steamCacheUpdatedWithin(cache string, age time.Duration) bool {
out, err := runCmd("docker", "run", "--rm", "-v", cache+":/c:ro", "alpine", "cat", "/c/"+steamCacheStamp)
if err != nil {
return false
}
return stampWithin(out, time.Now(), age)
}
func stampWithin(stamp string, now time.Time, age time.Duration) bool {
secs, err := strconv.ParseInt(strings.TrimSpace(stamp), 10, 64)
return err == nil && now.Sub(time.Unix(secs, 0)) < age
}
// runBootTest boot-tests one game the way CI does: its real payload, deployed by the node-agent, with
// the Steam download cache. Exits 3 when a secret it needs isn't set, 1 when it fails.
func runBootTest(args []string) error {
fs := flag.NewFlagSet("boot-test", flag.ExitOnError)
gamesDir := fs.String("games", "games", "directory holding one folder per game")
fs.Parse(args)
if fs.NArg() != 1 {
return errors.New("boot-test needs a game id")
}
payload, err := bootTestPayload(*gamesDir, fs.Arg(0), false)
var missing *missingSecretError
if errors.As(err, &missing) {
fmt.Fprintln(os.Stderr, "skip: "+missing.Error())
os.Exit(exitMissingSecret)
}
if err != nil {
return err
}
_, passed, err := runAgentBootTest(payload, agentImageFromEnv())
if err != nil {
return err
}
if !passed {
os.Exit(1)
}
return nil
}
+1 -8
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@@ -153,13 +153,6 @@ func bootTestPayload(gamesDir, id string, fillBlank bool) (map[string]any, error
}
}
// The panel fills {PUBLIC_IP}, {PUBLIC_HOST} and {PUBLIC_PORT_n} in the startup command too
startup := g["defaultStartupCommand"]
if cmd, ok := startup.(string); ok {
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",
"serverId": "boottest-" + id,
@@ -173,7 +166,7 @@ func bootTestPayload(gamesDir, id string, fillBlank bool) (map[string]any, error
"configFilePath": g["configFilePath"],
"configFileFormat": g["configFileFormat"],
"configFormatOptions": g["configFormatOptions"],
"startupCommand": startup,
"startupCommand": g["defaultStartupCommand"],
"memoryLimitMb": g["requiredMemoryMb"],
"containerUser": g["containerUser"],
"dockerNetwork": bootTestNetwork,
-26
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@@ -1,7 +1,6 @@
package main
import (
"time"
"encoding/json"
"errors"
"os"
@@ -122,28 +121,3 @@ func TestBootTestPayloadLeavesOutUnboundPorts(t *testing.T) {
t.Errorf("expectPorts %v", ports)
}
}
func TestSteamCacheStampAge(t *testing.T) {
now := time.Unix(1_800_000_000, 0)
if !stampWithin("1799990000\n", now, 24*time.Hour) {
t.Error("updated 10000s ago should be fresh")
}
if stampWithin("1700000000", now, 24*time.Hour) || stampWithin("", now, 24*time.Hour) || stampWithin("x", now, 24*time.Hour) {
t.Error("old, missing or garbled stamps are not fresh")
}
}
func TestBootTestPayloadFillsPublicPlaceholdersInStartupCommand(t *testing.T) {
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"])
}
}
+1 -1
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@@ -23,7 +23,7 @@ var gameFields = []string{
"defaultConfig", "configSchema", "configFilePath", "configFileFormat", "configFormatOptions",
"agnosticCommandConfig", "clusterConfig",
"logFilePath", "readyPattern", "failPatterns", "backupPaths", "maxBackupSizeMb",
"publicIpConfigKey", "portMode", "maxPlayersConfigKey", "mapConfigKey",
"publicIpConfigKey", "maxPlayersConfigKey", "mapConfigKey",
"aiCoverPrompt",
}
+1 -4
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@@ -4,7 +4,6 @@
// 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
@@ -34,8 +33,6 @@ 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":
@@ -62,6 +59,6 @@ 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 | 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]")
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]")
os.Exit(2)
}
+7 -25
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@@ -174,10 +174,9 @@ 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) 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" +
"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" +
"- 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" +
@@ -312,7 +311,7 @@ func verifyVariants(res *researchResult) {
}
}
apps := steamApps(appIDs)
anyRunnable, linuxSteam := false, false
anyRunnable := false
for i := range res.Variants {
v := &res.Variants[i]
var images []string
@@ -334,8 +333,7 @@ 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 {
linuxSteam = true
v.Verified = append(v.Verified, "it ships a Linux server, so it is installed with SteamCMD into /server")
v.Verified = append(v.Verified, "it ships a Linux server, so the SteamCMD option (installing it into /server) is recommended")
}
} else {
v.Problems = append(v.Problems, "Steam app "+v.SteamAppID+" not found for anonymous SteamCMD")
@@ -354,26 +352,10 @@ 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) {
@@ -440,7 +422,7 @@ 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 is the only route: it installs into /server, which nodes keep, while ready-made images keep their
// it goes first: it installs into /server, which nodes keep, while ready-made images often 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
@@ -450,7 +432,7 @@ func withSteamCMD(images []string, linux bool) []string {
}
}
if linux {
return []string{"cm2network/steamcmd"}
return append([]string{"cm2network/steamcmd"}, others...)
}
return append(others, "cm2network/steamcmd")
}
+3 -15
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@@ -59,10 +59,10 @@ func TestParseAppInfoFindsLinuxServers(t *testing.T) {
}
}
func TestWithSteamCMDIsTheOnlyRouteForLinuxServers(t *testing.T) {
func TestWithSteamCMDGoesFirstOnlyForLinuxServers(t *testing.T) {
images := []string{"someone/example-server", "cm2network/steamcmd", "other/example"}
got := withSteamCMD(images, true)
if len(got) != 1 || got[0] != "cm2network/steamcmd" {
if len(got) != 3 || got[0] != "cm2network/steamcmd" || got[1] != "someone/example-server" {
t.Errorf("linux: %v", got)
}
got = withSteamCMD([]string{"someone/proton-example"}, false)
@@ -89,22 +89,10 @@ 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: []string{"cm2network/steamcmd", "someone/example-server"},
Images: withSteamCMD([]string{"someone/example-server"}, true),
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={PUBLIC_PORT_7777} -BeaconPort={PUBLIC_PORT_8888}
defaultStartupCommand: ./RSDragonwildsServer.sh -log -Port=7777
requiredMemoryMb: 10240
requiredDiskMb: 20480
defaultPorts:
@@ -106,13 +106,12 @@ agnosticCommandConfig:
Save:
type: UNSUPPORTED
playerJoinRegex: 'LogNet: Join succeeded: ([^\r\n]+)'
playerLeaveRegex: 'LogDomMatcherSession: Player Removed from session \[[^\]]*\]-\[([^\]]+)\]'
playerLeaveRegex: 'LogNet: UNetConnection::.*Player(?: name)?:\s*([^,\r\n]+)'
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.'
+155 -90
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@@ -1,115 +1,165 @@
# 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 $HOME/.config/Epic/FactoryGame, so HOME is pointed at the server
# volume; otherwise they would land in /home/steam and be lost on the next start.
# The server reads no environment variables, so the startup command writes the settings into its
# Game.ini and Engine.ini before every start, and passes the rest as launch options.
id: satisfactory-vanilla-stable
name: Satisfactory
defaultDockerImage: cm2network/steamcmd
defaultStartupCommand: >-
export HOME=/server;
cfg=FactoryGame/Saved/Config/LinuxServer;
mkdir -p "$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[@]}"
name: Satisfactory (Vanilla Stable)
defaultDockerImage: wolveix/satisfactory-server:latest
requiredMemoryMb: 8192
requiredDiskMb: 20480
requiredDiskMb: 16384
defaultPorts:
- 7777/udp
- 7777/tcp
- 7777/udp
- 8888/tcp
installMethod: STEAMCMD
installConfig:
appId: "1690800"
installMethod: NONE
defaultConfig:
MaxPlayers: 4
AutosaveNum: 5
MaxTickRate: 30
ConnectionTimeout: 30
MaxObjects: 2162688
ServerStreaming: true
DisableSeasonalEvents: false
Multihome: ""
ExternalReliablePort: '{PUBLIC_PORT_8888}'
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
configSchema:
$schema: http://json-schema.org/draft-07/schema#
type: object
properties:
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
AUTOSAVENUM:
category: World & Environment
default: 5
MaxTickRate:
title: Max Tick Rate
description: The highest simulation tick rate the server runs at, in Hz.
description: The number of rotating autosave files to keep in the save folder.
title: Autosave Rotation Count
type: integer
minimum: 10
maximum: 120
DEBUG:
category: System & General
default: 30
ConnectionTimeout:
title: Connection Timeout
description: Seconds before a player who stops responding is disconnected.
type: integer
minimum: 5
category: System & General
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
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
DisableSeasonalEvents:
title: Disable Seasonal Events
description: Turns off seasonal events such as FICSMAS.
default: false
description: Prints diagnostic environment and system details on startup, then stops.
title: Debug Mode
type: boolean
DISABLESEASONALEVENTS:
category: Gameplay & Rules
default: false
Multihome:
description: Disables seasonal in-game events such as FICSMAS holiday events.
title: Disable Seasonal Events
type: boolean
LOG:
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:
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
description: Bind the server to one IP address instead of all of them. Leave empty unless you know you need it.
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:
category: System & General
default: true
description: Toggles whether the game server utilizes Unreal Engine World Partition asset streaming.
title: Server Streaming
type: boolean
SKIPUPDATE:
category: System & General
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:
category: System & General
default: ""
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.
description: Specific beta branch identifier to download via SteamCMD.
title: Steam Beta Branch Name
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: '{PUBLIC_PORT_8888}'
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
required: []
maxPlayersConfigKey: MaxPlayers
logFilePath: FactoryGame/Saved/Logs/FactoryGame.log
readyPattern: 'Engine is initialized'
type: object
configFileFormat: INI
configFormatOptions:
assignment: =
falseValue: "false"
footer: ""
header: ""
quoteStrings: false
separator: "\n"
trueValue: "true"
unquotedKeys: []
uppercaseKeys: false
agnosticCommandConfig:
queryType: LOG_ONLY
playerJoinRegex: 'LogNet: Join succeeded: ([^\r\n]+)'
playerLeaveRegex: 'UNetConnection::Close:.*?\[PlayerName:\s*([^\]]+)\]'
actions:
Ban:
type: UNSUPPORTED
@@ -119,7 +169,22 @@ 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:
- .config/Epic/FactoryGame/Saved/SaveGames
- FactoryGame/Saved/Config
maxBackupSizeMb: 2048
- saved
maxBackupSizeMb: 1024
maxPlayersConfigKey: MAXPLAYERS
+1 -3
View File
@@ -1,5 +1,3 @@
# yaml-language-server: $schema=../../schema/test.schema.json
# Values CI uses to boot-test this game. Never put real credentials here: map them under 'secrets'.
# SteamCMD install of ~8 GB plus first start
timeoutSec: 2400
readyExample: "LogInit: Display: Engine is initialized. Leaving FEngineLoop::Init()"
timeoutSec: 900
-4
View File
@@ -69,10 +69,6 @@
"maxBackupSizeMb": { "type": ["integer", "null"], "minimum": 1 },
"publicIpConfigKey": { "description": "Config key that receives the server's public address.", "type": ["string", "null"] },
"portMode": {
"description": "MATCH_PUBLIC: for games that advertise the address their own traffic comes from. The container binds the port players use (the relay port behind Public Bypass) and, behind a relay, all its outgoing traffic leaves through the relay. Tell the game its port with {PUBLIC_PORT_<defaultPort>} in defaultStartupCommand.",
"enum": ["DEFAULT", "MATCH_PUBLIC", null]
},
"maxPlayersConfigKey": { "description": "Config key locked to the pricing tier's player count.", "type": ["string", "null"] },
"mapConfigKey": { "type": ["string", "null"] },
+17 -7
View File
@@ -30,14 +30,24 @@ for id in "$@"; do
echo "::endgroup::"
continue
fi
# 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 "$id"
payload=$("$gbrgames" boottest-payload "$id")
code=$?
if [ $code -eq 3 ]; then skipped+=("$id")
elif [ $code -eq 0 ]; then passed+=("$id")
else failed+=("$id"); fi
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
echo "::endgroup::"
done