panel v0.9.2 — public release

Self-hostable game server control panel: Go controller + agent, 26 game
modules, embedded web UI. One-line install via install.sh / install.ps1.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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2026-07-15 00:43:35 -07:00
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# Barotrauma — panel-native dedicated server module.
#
# Native Linux binary from SteamCMD app 1026340. NO RCON of any kind:
# verified 2026-07-14 — the server prints "Redirected input is detected but
# is not supported by this application. Input will be ignored." on boot, so
# even the stdio adapter can never deliver commands. Admin = in-game host
# console / clientpermissions.xml only.
#
# Reference: https://github.com/CubeCoders/AMPTemplates (Barotrauma.kvp)
id: barotrauma
name: "Barotrauma"
version: 0.1.0
authors:
- panel contributors
supported_modes:
- docker
runtime:
docker:
image: panel-barotrauma:latest
# Host networking -- container shares the host net namespace, so
# any port the game/mod binds is directly on the LAN. AMP-like
# model. Multi-instance safety comes from env-driven per-instance
# ports (panel allocator + env: mapping on each ports entry).
network_mode: host
browseable_root: /game-saves
browseable_roots:
- name: "Saves & Configs"
path: /game-saves
hint: "serversettings.xml + saves/ + clientpermissions.xml"
- name: "Game Files"
path: /game
hint: "Server binaries, Mods/"
env:
SERVER_NAME: "panel Barotrauma"
MAX_PLAYERS: "16"
SERVER_PASSWORD: ""
# Steam server-browser listing. ALSO gates the Steamworks A2S query
# port: with False the required query port never binds (verified).
# AMP defaults True too.
IS_PUBLIC: "True"
# Pre-declared so the agent's resolve.go filter lets panel-allocated
# ports flow through to the container env. Barotrauma has no CLI port
# args (AMP injects XML attributes too) — the entrypoint seeds/patches
# port= / queryport= in serversettings.xml from these on every boot.
GAME_PORT: "27015"
QUERY_PORT: "27016"
volumes:
- { type: volume, name: "panel-$INSTANCE_ID-saves", container: "/game-saves" }
- { type: volume, name: "panel-$INSTANCE_ID-game", container: "/game" }
- { target: "$DATA_PATH/logs", container: "/game-saves/logs" }
ports:
- { name: game, proto: udp, default: 27015, required: true, env: GAME_PORT }
- { name: query, proto: udp, default: 27016, required: true, env: QUERY_PORT }
resources:
min_ram_mb: 1024
recommended_ram_mb: 2048
# No rcon block: the dedicated server explicitly ignores redirected stdin
# (see header comment), and there is no network RCON in the game.
# Log-derived player events. Regexes converted from CubeCoders'
# AMPTemplates (barotrauma.kvp) — .NET (?<n>) syntax -> Go (?P<n>).
# Sourced-from-template; not yet exercised against a live client.
events:
join:
pattern: '(?P<name>.+?) has joined the server\.$'
kind: join
leave:
pattern: '(?P<name>.+?) has left the server\.$'
kind: leave
update_providers:
- id: stable
kind: steamcmd
app_id: "1026340"
install_path: /game
# --- Manifest-driven UI metadata (WI-07) --------------------------
# Consumed by the CONTROLLER/dashboard only (the controller loads its
# own ./modules copy at startup); the agent ignores these at runtime.
# ready_pattern is a JavaScript regex (slash-delimited when it needs
# flags) moved verbatim from the dashboard's READY_PATTERNS map.
ready_pattern: '/Server started|Listening to \w+ connections/i'
appearance:
emoji: "🚢"
grad: "linear-gradient(135deg,#1e3a5f,#3b6e8c)"
art: "/game-art/barotrauma.jpg"
steam: "602960"