panel v0.9.2 — open-source game server manager
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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# VEIN — panel-native dedicated server module.
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#
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# Native Linux dedicated server. UE4-class survival game. SteamCMD app
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# 2131400 (the DEDICATED SERVER app id — distinct from the game app id
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# 1857950, which the server reports itself as to Steam via SteamAppId).
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# Anonymous Steam login works. Admin console is stdin-only (no network
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# RCON), so the panel drives the console via the stdio adapter — same
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# model as Enshrouded / Sons of the Forest.
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#
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# Reference: https://github.com/CubeCoders/AMPTemplates (vein.kvp)
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id: vein
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name: "VEIN"
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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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# Built locally from ./Dockerfile. Rebuild with:
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# docker build -t panel-vein:latest modules/vein
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image: panel-vein:latest
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# Host networking -- container shares the host net namespace, so
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# any port the game binds is directly on the LAN. AMP-like model.
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# Multi-instance safety comes from env-driven per-instance ports
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# (panel allocator + env: mapping on each ports entry below).
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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: "Vein/Saved/ savegame data + Config/LinuxServer/Game.ini"
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- name: "Game Files"
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path: /game
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hint: "Vein/Binaries/Linux/ server binary + steamclient libs"
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# Pre-declare every env key that any config_value below maps to. The
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# agent's resolve.go ONLY propagates config_values whose key is already
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# present in `docker.env` — keys not listed here get silently filtered
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# out. Empty-string defaults mean "leave Game.ini alone" (the entrypoint
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# stamps only non-empty values, so a recreate with empty env preserves
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# whatever the operator set previously via the Config/Files tab).
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env:
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# Steamworks client runtime init context — the dedicated-server app
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# (2131400) reports itself to Steam as VEIN (1857950). AMP sets this
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# too; without it the server's Steam socket init / master-server
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# listing fails.
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STEAM_APP_ID: "1857950"
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# --- Per-instance ports ---
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# MUST be pre-declared here or resolve.go silently drops the allocator's
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# injected values (it only overrides docker.env keys that already exist),
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# and the entrypoint falls back to these defaults → two VEIN servers on
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# one host both bind 7777 and collide. The `env:` on each ports entry
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# below maps the panel-allocated HOST port into these vars at start.
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GAME_PORT: "7777"
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QUERY_PORT: "27015"
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RCON_PORT: "7878"
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# --- Identity & access (stamped into Game.ini sections) ---
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SERVER_NAME: ""
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SERVER_DESCRIPTION: ""
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SERVER_PASSWORD: ""
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MAX_PLAYERS: ""
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SERVER_PUBLIC: "" # bPublic — list on the public browser
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HEARTBEAT_INTERVAL: ""
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ENABLE_VAC: "" # bVACEnabled under [OnlineSubsystemSteam]
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SHOW_SCOREBOARD_BADGES: ""
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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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# Multi-instance safety: `env:` tells the agent which container env var to
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# set with the allocated host port. The entrypoint reads these to build
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# VEIN's `-Port` / `-QueryPort` launch flags so two VEIN servers on the
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# same agent get distinct, non-colliding sockets (avoids the Valheim
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# hardcoded-port collision class of bug).
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ports:
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- { name: game, proto: udp, default: 7777, required: true, env: GAME_PORT }
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- { name: query, proto: udp, default: 27015, required: true, env: QUERY_PORT }
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# VEIN declares an RCON port but the admin path is STDIO; we expose it for
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# completeness / firewalling but do NOT wire a network rcon adapter to it.
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- { name: rcon, proto: udp, default: 7878, internal: true, env: RCON_PORT }
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resources:
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min_ram_mb: 4096
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recommended_ram_mb: 8192
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rcon:
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# VEIN admin console is stdin-only (no network RCON). The stdio adapter
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# auto-enables container OpenStdin (agent resolve.go) and the Console tab
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# "Send" box writes commands to the server process's stdin. Output comes
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# back via the docker-logs live tail, not a correlated reply.
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adapter: stdio
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# Log-derived player events. Regexes converted from CubeCoders'
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# AMPTemplates (vein.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: 'LogNet: Login request: (?:\?Password=[^?]*)?\?Name=(?P<name>.+?)\?\?ID=(?P<id>\d+)\?Ticket='
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kind: join
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leave:
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pattern: 'LogNet: UChannel::CleanUp: ChIndex == \d+\. Closing connection\..*RemoteAddr: (?P<id>\d+):\d+'
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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: "2131400"
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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: '/LogRamjetNetworking: Steamworks server initialized with SteamID \d+|LogRamjetNetworking: Heartbeating with IP /i'
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appearance:
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emoji: "🩸"
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grad: "linear-gradient(135deg,#2a0a0a,#7a1010)"
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art: "/game-art/vein.jpg"
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steam: "1857950"
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