What a builder boot sees is now what a node does: - First boots (untouched, or -as-deployed with exactly a new server's settings) are deployed by the node-agent's BootTest in keep mode; the builder only watches the console and inspects what's left. The Go copy of the deploy (its own docker run, mounts and startup prefix) is gone. It had drifted: it gave the image's VOLUME folders their own volumes, which nodes don't, so saves there looked safe while every start loses them. - Files written outside /server and /data are counted whatever their type (it only counted config-like extensions, so .sav or .db saves went unseen), including the image's VOLUME folders; logs, pid and lock files and system folders are left out. - Boot tests ask the server to stay up holdSec (60 s, test.yaml can set it) after its ready line and to listen on every published container port (needs the node-agent's matching BootTest). - Steam apps are downloaded once per build into a gbr.cache volume and copied into each boot, so later boots only check the files (STEAM_CACHE=off). - RUNNER.md no longer suggests docker system prune, which deletes the gbr-boottest network when nothing is using it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GBR Hosting game templates
Every game you can host on GBR Hosting is defined by a template in this repo. They're public so you can see exactly what your server runs: the Docker image, the startup command, the install script, and every default setting.
Layout
games/<id>/game.yaml the template
games/<id>/test.yaml values CI uses to boot-test it
schema/ JSON Schemas for both files
cmd/gbrgames/ validator and importer
Reading a template
| Field | What it means |
|---|---|
defaultDockerImage |
The container image your server runs in. |
defaultStartupCommand |
The command started inside that container. |
installMethod / installConfig |
How game files are installed: STEAMCMD (anonymous SteamCMD download of appId), BASH_SCRIPT (the script shown in full), or NONE (the image already contains the game). |
defaultPorts |
Ports opened for players. |
defaultConfig |
Starting value for every setting. |
configSchema |
Which settings you can edit in the panel, with their types and limits. |
configFilePath / configFileFormat |
Where settings are written in your server's files, and in what format (INI, JSON or ENV). |
backupPaths |
What's included in backups. |
Your settings vs. the defaults
When you create a server, it starts with defaultConfig. Anything you change in the panel overrides
that one setting for your server only; everything else keeps following the template. A few settings
are fixed by your plan. For example, the key named in maxPlayersConfigKey always matches your plan's
player count.
Values filled in for you
Some defaults are placeholders the panel replaces when your server starts:
| Placeholder | Becomes |
|---|---|
{SERVER_NAME} |
Your server's name. |
{PUBLIC_IP}, {PUBLIC_HOST}, {PUBLIC_PORT_n} |
The address players connect to. |
{saved:KEY} |
A value you stored under Saved Values (e.g. a password or token). |
Generated passwords
Admin and RCON passwords are never shared between servers. A setting marked x-generate is left blank
in the template, and if you leave it blank when you deploy, your server gets its own easy password like
otter-maple-42. You can see it and change it any time in your server's settings. Values under
replace are old shared defaults: a server still using one gets a fresh password the next time it starts.
Agreements
A setting marked x-consent in configSchema (a game's EULA, for example) is never accepted for you.
You tick it yourself when you deploy.
Changes
Templates are maintained by GBR Hosting. Every change is a commit here, so the history shows what changed for each game and when. Want a game added or something fixed? Open an issue.
Tooling
go run ./cmd/gbrgames validate # what CI runs on every push
go run ./cmd/gbrgames import admin-games.export.json # pull templates from GET /api/v1/admin/games
go run ./cmd/gbrgames inspect-image -game <id> pulls the game's Docker image and reads what it needs
without starting the game: its user, home folder permissions, ports, tools and startup scripts. It then
checks the template against that, e.g. an image built around its own user needs containerUser, and a
startup command must read settings under the names the node gives them (RCONPort arrives as
RCONPORT). Boot tests run it first, so these fail in seconds. -json prints the facts for tooling.
Besides the schemas, validate checks that each folder name matches its id, that referenced config
keys exist, that consents don't default to accepted, and that no credentials or private network
addresses end up in a template.