panel v0.9.1 — open-source game server manager
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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# Barotrauma — panel-native dedicated server module.
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#
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# Native Linux binary from SteamCMD app 1026340. NO RCON of any kind:
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# verified 2026-07-14 — the server prints "Redirected input is detected but
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# is not supported by this application. Input will be ignored." on boot, so
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# even the stdio adapter can never deliver commands. Admin = in-game host
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# console / clientpermissions.xml only.
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#
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# Reference: https://github.com/CubeCoders/AMPTemplates (Barotrauma.kvp)
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id: barotrauma
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name: "Barotrauma"
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version: 0.1.0
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authors:
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- panel contributors
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supported_modes:
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- docker
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runtime:
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docker:
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image: panel-barotrauma:latest
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# Host networking -- container shares the host net namespace, so
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# any port the game/mod binds is directly on the LAN. AMP-like
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# model. Multi-instance safety comes from env-driven per-instance
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# ports (panel allocator + env: mapping on each ports entry).
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network_mode: host
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browseable_root: /game-saves
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browseable_roots:
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- name: "Saves & Configs"
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path: /game-saves
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hint: "serversettings.xml + saves/ + clientpermissions.xml"
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- name: "Game Files"
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path: /game
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hint: "Server binaries, Mods/"
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env:
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SERVER_NAME: "panel Barotrauma"
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MAX_PLAYERS: "16"
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SERVER_PASSWORD: ""
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# Steam server-browser listing. ALSO gates the Steamworks A2S query
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# port: with False the required query port never binds (verified).
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# AMP defaults True too.
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IS_PUBLIC: "True"
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# Pre-declared so the agent's resolve.go filter lets panel-allocated
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# ports flow through to the container env. Barotrauma has no CLI port
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# args (AMP injects XML attributes too) — the entrypoint seeds/patches
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# port= / queryport= in serversettings.xml from these on every boot.
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GAME_PORT: "27015"
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QUERY_PORT: "27016"
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volumes:
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- { type: volume, name: "panel-$INSTANCE_ID-saves", container: "/game-saves" }
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- { type: volume, name: "panel-$INSTANCE_ID-game", container: "/game" }
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- { target: "$DATA_PATH/logs", container: "/game-saves/logs" }
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ports:
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- { name: game, proto: udp, default: 27015, required: true, env: GAME_PORT }
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- { name: query, proto: udp, default: 27016, required: true, env: QUERY_PORT }
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resources:
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min_ram_mb: 1024
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recommended_ram_mb: 2048
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# No rcon block: the dedicated server explicitly ignores redirected stdin
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# (see header comment), and there is no network RCON in the game.
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# Log-derived player events. Regexes converted from CubeCoders'
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# AMPTemplates (barotrauma.kvp) — .NET (?<n>) syntax -> Go (?P<n>).
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# Sourced-from-template; not yet exercised against a live client.
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events:
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join:
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pattern: '(?P<name>.+?) has joined the server\.$'
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kind: join
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leave:
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pattern: '(?P<name>.+?) has left the server\.$'
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kind: leave
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update_providers:
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- id: stable
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kind: steamcmd
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app_id: "1026340"
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install_path: /game
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# --- Manifest-driven UI metadata (WI-07) --------------------------
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# Consumed by the CONTROLLER/dashboard only (the controller loads its
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# own ./modules copy at startup); the agent ignores these at runtime.
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# ready_pattern is a JavaScript regex (slash-delimited when it needs
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# flags) moved verbatim from the dashboard's READY_PATTERNS map.
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ready_pattern: '/Server started|Listening to \w+ connections/i'
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appearance:
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emoji: "🚢"
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grad: "linear-gradient(135deg,#1e3a5f,#3b6e8c)"
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art: "/game-art/barotrauma.jpg"
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steam: "602960"
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