panel v0.9.2 — open-source game server manager
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
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#!/bin/bash
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# panel-native Windrose entrypoint.
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#
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# Contract:
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# /game — SteamCMD-installed Windows build of Windrose (volume,
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# populated by the panel's SteamCMD updater sidecar).
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# If missing, exit with EX_CONFIG and a helpful message.
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# /game-saves — ServerDescription.json + R5/Saved/ tree (volume).
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#
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# Runs as root for its opening stage (fix ownership after the SteamCMD
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# sidecar wrote as root, nuke stale X lock, symlink /Logs + R5/Saved into
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# the save volume), then drops to the `panel` user for Wine + Xvfb + the
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# game. Wine refuses to run as root, so the drop is load-bearing.
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set -euo pipefail
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log() { printf '[panel-windrose] %s\n' "$*"; }
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# ----- stage 1: root-only bootstrap -----
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if [[ "$(id -u)" = "0" ]]; then
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chown -R panel:panel /game /game-saves /home/panel 2>/dev/null || true
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# Remove Debian/Ubuntu's "127.0.1.1 <hostname>" mapping from the
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# container's /etc/hosts (docker manages a per-container copy at
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# /var/lib/docker/containers/<id>/hosts, so this does NOT touch the
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# host file).
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#
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# Why: Windrose's UE5 / Wine ICE stack does gethostname() +
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# gethostbyname(), gets 127.0.1.1, then enumerates it as a host
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# ICE candidate. When a player joins via cloud P2P the server
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# tries to send STUN from 127.0.1.1 to the peer's relay, the
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# Linux kernel rejects with EACCES (loopback can't route
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# externally), Windrose retries a few times then crashes the
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# *server* process. Removing the mapping makes gethostbyname
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# fall through, ICE skips the loopback candidate, and joins work.
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# Note: /etc/hosts is a docker bind mount of the per-container
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# /var/lib/docker/containers/<id>/hosts; `sed -i` fails with
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# "Device or resource busy" on rename, so we filter then truncate-
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# write in place via grep|tee.
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#
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# Two-stage fix:
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# 1) Strip any "127.0.1.1 <hostname>" line.
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# 2) Pin "127.0.0.1 <hostname>" so NSS-files wins before DNS —
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# otherwise systemd-resolved on the host (which the container's
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# resolv.conf points at via 127.0.0.53 under network_mode=host)
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# synthesizes <hostname>=>127.0.1.1 from thin air, undoing
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# step 1. With <hostname>=>127.0.0.1 in /etc/hosts, ICE's
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# loopback filter actually catches it and the candidate is
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# dropped instead of becoming an EACCES STUN.
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if [[ -w /etc/hosts ]]; then
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HOSTNAME_VAL="$(hostname 2>/dev/null || cat /etc/hostname 2>/dev/null || echo localhost)"
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grep -vE '^127\.0\.1\.[0-9]+[[:space:]]' /etc/hosts > /tmp/hosts.new || true
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if [[ -s /tmp/hosts.new ]]; then
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cat /tmp/hosts.new > /etc/hosts
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fi
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if ! grep -qE "^127\\.0\\.0\\.1[[:space:]].*\\b${HOSTNAME_VAL}\\b" /etc/hosts; then
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printf '127.0.0.1 %s\n' "${HOSTNAME_VAL}" >> /etc/hosts
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fi
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rm -f /tmp/hosts.new
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fi
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# UE5 under Wine writes to Z:\Logs (= /Logs) and Z:\<Project>\Saved etc.
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# Pre-create /Logs as a symlink into the save volume so logs survive
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# container recreate and show up in the Files tab.
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mkdir -p /game-saves/WindroseLogs
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chown -R panel:panel /game-saves/WindroseLogs
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if [[ ! -e /Logs || -L /Logs ]]; then
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ln -sfn /game-saves/WindroseLogs /Logs
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fi
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log "dropping privileges to panel (UID 1000)"
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exec setpriv --reuid=panel --regid=panel --clear-groups \
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--inh-caps=-all --bounding-set=-all \
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env \
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HOME=/home/panel \
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WINEPREFIX=/home/panel/.wine \
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WINEDEBUG=-all \
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SERVER_NAME="${SERVER_NAME:-panel Windrose}" \
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DIRECT_PORT="${DIRECT_PORT:-7777}" \
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USE_DIRECT_CONNECTION="${USE_DIRECT_CONNECTION:-true}" \
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PATH=/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin \
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/entrypoint.sh "$@"
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fi
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GAME_DIR=/game
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SAVE_DIR=/game-saves
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# --- locate the server binary ---
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# Windrose's StartServerForeground.bat launches the shipping binary directly:
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# start /abovenormal R5\Binaries\Win64\WindroseServer-Win64-Shipping.exe -log
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# The WindroseServer.exe at the game root is a ~260KB launcher stub, not the
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# real server. Prefer the shipping binary; fall back to any match if Windrose
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# changes their layout.
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CANDIDATES=(
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"${GAME_DIR}/R5/Binaries/Win64/WindroseServer-Win64-Shipping.exe"
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"${GAME_DIR}/R5/Binaries/WinGDK/WindroseServer-WinGDK-Shipping.exe"
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"${GAME_DIR}/R5/Binaries/Win64/WindroseServer.exe"
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)
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DEDI_EXE=""
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for c in "${CANDIDATES[@]}"; do
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if [[ -f "$c" ]]; then
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DEDI_EXE="$c"
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break
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fi
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done
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if [[ -z "${DEDI_EXE}" ]]; then
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# Last-ditch: find any *-Shipping.exe (or WindroseServer.exe in a Binaries dir).
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found=$(find "${GAME_DIR}" -maxdepth 6 -iname "WindroseServer*.exe" -type f 2>/dev/null | grep -i "Shipping\|Binaries" | head -1 || true)
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if [[ -n "${found}" ]]; then
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DEDI_EXE="${found}"
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fi
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fi
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if [[ -z "${DEDI_EXE}" ]]; then
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log "ERROR: WindroseServer-Win64-Shipping.exe not found under ${GAME_DIR}/R5/Binaries/."
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log " Run 'Update' on this server in the panel — that launches a"
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log " SteamCMD sidecar which installs Windrose (Windows build) into"
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log " this volume via +@sSteamCmdForcePlatformType windows."
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exit 78 # EX_CONFIG
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fi
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log "found server binary: ${DEDI_EXE}"
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# --- persist Saves into /game-saves so SteamCMD validate can't clobber ---
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# UE5 writes to <GameRoot>/R5/Saved/. Move the directory on first boot then
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# symlink. Rebooting finds the symlink already in place; idempotent.
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mkdir -p "${SAVE_DIR}/R5"
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if [[ -d "${GAME_DIR}/R5/Saved" && ! -L "${GAME_DIR}/R5/Saved" ]]; then
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if [[ ! -d "${SAVE_DIR}/R5/Saved" ]]; then
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mv "${GAME_DIR}/R5/Saved" "${SAVE_DIR}/R5/Saved"
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else
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rm -rf "${GAME_DIR}/R5/Saved"
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fi
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fi
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mkdir -p "${SAVE_DIR}/R5/Saved"
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mkdir -p "${GAME_DIR}/R5"
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ln -sfn "${SAVE_DIR}/R5/Saved" "${GAME_DIR}/R5/Saved"
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# --- ServerDescription.json: seed → migrate → symlink ---
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# Windrose 0.10.x generates ServerDescription.json at /game/R5/ on first
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# boot, which races our "migrate to save volume" step and leaves the file
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# unmigrated until the next restart (panel's Config tab reads from
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# /game-saves/R5/). Fix: seed a minimal stub in the save volume BEFORE
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# the game starts. The game opens the existing file, fills in empty
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# InviteCode / PersistentServerId / WorldIslandId on first save, and panel
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# reads a populated config immediately — no first-boot restart dance.
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# Template mirrors cytech-services AMP (windroseserverdescription.json).
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mkdir -p "${GAME_DIR}/R5" "${SAVE_DIR}/R5"
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DESC_GAME="${GAME_DIR}/R5/ServerDescription.json"
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DESC_SAVE="${SAVE_DIR}/R5/ServerDescription.json"
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if [[ -f "${DESC_GAME}" && ! -L "${DESC_GAME}" ]]; then
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# Legacy path: a prior boot wrote the file at /game/R5/ without migration.
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if [[ ! -s "${DESC_SAVE}" ]]; then
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log "migrating existing ServerDescription.json into save volume"
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mv "${DESC_GAME}" "${DESC_SAVE}"
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else
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rm -f "${DESC_GAME}"
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fi
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fi
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if [[ ! -s "${DESC_SAVE}" ]]; then
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log "seeding blank ServerDescription.json (game fills in InviteCode, WorldIslandId, PersistentServerId on first save)"
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cat > "${DESC_SAVE}" <<'JSON'
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{
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"Version": 1,
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"ServerDescription_Persistent":
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{
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"PersistentServerId": "",
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"InviteCode": "",
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"IsPasswordProtected": false,
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"Password": "",
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"ServerName": "panel Windrose",
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"Note": "",
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"WorldIslandId": "",
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"MaxPlayerCount": 8,
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"P2pProxyAddress": "127.0.0.1"
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}
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}
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JSON
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fi
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# Symlink /game/R5/ServerDescription.json → save-volume copy so the game
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# reads + writes the persistent file regardless of which path it opens.
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ln -sfn "${DESC_SAVE}" "${DESC_GAME}"
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# --- patch DirectConnectionServerPort + UseDirectConnection from env ---
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# Windrose reads its listening port from this JSON (no CLI flag honored).
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# We patch on every boot so a panel-allocated DIRECT_PORT flows through.
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# UseDirectConnection: true = listen on a public IP, players use IP+port.
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# false = use windrose.support cloud P2P (NAT-traversal
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# via TURN). Required when the host is on a LAN with
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# no port-forward, or for invite-code-only flows.
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# Default: true (matches the panel's typical "expose host networking + open
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# the port" deployment). Set USE_DIRECT_CONNECTION=false on a per-instance
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# basis (panel config_values) to switch to cloud P2P.
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USE_DIRECT_CONN_LOWER="$(printf '%s' "${USE_DIRECT_CONNECTION:-true}" | tr '[:upper:]' '[:lower:]')"
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case "${USE_DIRECT_CONN_LOWER}" in
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false|0|no|off) UDC_VAL="false" ;;
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*) UDC_VAL="true" ;;
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esac
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if [[ -s "${DESC_SAVE}" ]]; then
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log "patching ServerDescription.json (DirectConnectionServerPort=${DIRECT_PORT}, UseDirectConnection=${UDC_VAL})"
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if grep -q '"DirectConnectionServerPort"' "${DESC_SAVE}"; then
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sed -i -E "s|(\"DirectConnectionServerPort\"[[:space:]]*:[[:space:]]*)[0-9]+|\1${DIRECT_PORT}|" "${DESC_SAVE}"
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else
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# Insert before the closing brace of ServerDescription_Persistent.
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sed -i -E "s|(\"P2pProxyAddress\"[[:space:]]*:[[:space:]]*\"[^\"]*\")|\1,\n\t\t\"UseDirectConnection\": ${UDC_VAL},\n\t\t\"DirectConnectionServerPort\": ${DIRECT_PORT}|" "${DESC_SAVE}"
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fi
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if grep -q '"UseDirectConnection"' "${DESC_SAVE}"; then
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sed -i -E "s|(\"UseDirectConnection\"[[:space:]]*:[[:space:]]*)(true\|false)|\1${UDC_VAL}|" "${DESC_SAVE}"
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fi
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fi
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# Belt-and-suspenders watcher — catches the odd case where a future
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# Windrose build writes to /game/R5/ through the symlink's parent dir
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# instead of following the link. Exits once things are consistent;
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# bounded to 30 min to avoid leaking on crash paths.
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(
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for _ in $(seq 1 360); do
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sleep 5
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if [[ -L "${DESC_GAME}" ]] && [[ -s "${DESC_SAVE}" ]]; then exit 0; fi
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if [[ -f "${DESC_GAME}" ]] && [[ ! -L "${DESC_GAME}" ]]; then
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log "watcher: re-migrating ServerDescription.json (game wrote through the symlink parent?)"
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if [[ ! -s "${DESC_SAVE}" ]]; then
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mv "${DESC_GAME}" "${DESC_SAVE}"
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else
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rm -f "${DESC_GAME}"
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fi
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ln -sfn "${DESC_SAVE}" "${DESC_GAME}"
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exit 0
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fi
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done
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) &
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DESC_WATCHER_PID=$!
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# --- Wine prefix bootstrap (first boot, or repair after a partial init). xvfb-run
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# handles X for the real run; for prefix init we still need a display so
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# wineboot's installer dialogs auto-dismiss. ---
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NEED_INIT=0
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if [[ ! -d "${WINEPREFIX}" || ! -f "${WINEPREFIX}/system.reg" ]]; then
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NEED_INIT=1
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fi
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# A previous boot can leave a *partially* initialized prefix (system.reg
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# present but kernel32.dll missing) if wineboot was killed early — that
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# state crashes every subsequent start with "could not load kernel32.dll,
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# status c0000135" because our existing-prefix check passes. Detect and
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# repair by nuking the broken prefix and re-initing from scratch.
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if [[ "${NEED_INIT}" = 0 && ! -f "${WINEPREFIX}/drive_c/windows/system32/kernel32.dll" ]]; then
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log "wine prefix at ${WINEPREFIX} is missing kernel32.dll — wiping and reinitializing"
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rm -rf "${WINEPREFIX}"
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NEED_INIT=1
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fi
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if [[ "${NEED_INIT}" = 1 ]]; then
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log "initializing Wine prefix at ${WINEPREFIX}"
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xvfb-run -a wineboot --init 2>&1 | sed 's/^/ /' || true
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wineserver -w || true
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if [[ ! -f "${WINEPREFIX}/drive_c/windows/system32/kernel32.dll" ]]; then
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log "WARNING: wineboot finished but kernel32.dll still missing — game start will fail"
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fi
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fi
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# --- go ---
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BIN_DIR="$(dirname "${DEDI_EXE}")"
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cd "${BIN_DIR}"
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log "starting Windrose dedicated server"
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log " game dir: ${GAME_DIR}"
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log " save dir: ${SAVE_DIR}"
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log " binary: ${DEDI_EXE}"
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log " bin dir: ${BIN_DIR}"
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log " port: ${DIRECT_PORT}"
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trap 'log "SIGTERM received; stopping server"; wineserver -k 2>/dev/null || true; kill "${DESC_WATCHER_PID:-}" 2>/dev/null || true; exit 0' TERM INT
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# Launch flags — matched to cytech-services' AMP template (windrose.kvp):
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# R5 project name (required positional for UE5 servers)
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# -stdout mirror UE5 log categories to stdout, not just R5.log
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# -FullStdOutLogOutput disable stdout filtering — the LogGlobalStatus ready
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# line we grep for is category-filtered otherwise and
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# only lands in R5.log. This flag is THE reason AMP's
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# AppReadyRegex ever matches.
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# -log enable the UE5 log file (R5/Saved/Logs/R5.log) too
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# -UNATTENDED / -NullRHI standard UE5 headless flags; harmless no-ops on this
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# build but documented in other UE5 dedicated patterns.
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# Port + server identity come from ServerDescription.json (we patch the
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# port above on every boot from $DIRECT_PORT). xvfb-run -a auto-allocates
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# a free X display — see panel/memory/gotchas.md for why we can't use :99.
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exec stdbuf -oL -eL xvfb-run -a --server-args="-screen 0 1024x768x24" \
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wine "${DEDI_EXE}" \
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R5 \
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-stdout \
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-FullStdOutLogOutput \
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-log \
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-UNATTENDED \
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-NullRHI
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