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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# Soulmask — panel-native dedicated server module.
#
# Native Linux dedicated server. The Linux server ships under SteamCMD app
# 3017300 (Steam labels it "Soulmask Dedicated Server", and it is the app the
# community jsknnr/soulmask-dedicated-server image installs). It produces a
# native ELF: WS/Binaries/Linux/WSServer-Linux-Shipping + WSServer.sh.
#
# NOTE: app 3017310 is the WINDOWS-only build ("Soulmask Dedicated Server For
# Windows" — verified: its depot has no Linux binaries, only WSServer.exe /
# Win64). Do NOT install it on Linux; it never boots. An earlier version of
# this module led with 3017310 and treated 3017300 as "content", which meant
# the server never got a runnable binary. Fixed 2026-07-08: 3017300 only.
#
# Reference: https://github.com/jsknnr/soulmask-dedicated-server (native Linux,
# no Proton) — installs STEAM_APP_ID 3017300, launches WSServer.sh.
id: soulmask
name: "Soulmask"
version: 0.1.0
authors:
- panel contributors
supported_modes:
- docker
runtime:
docker:
image: panel-soulmask: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: "WS/Saved/ + GameUserSettings.ini"
- name: "Game Files"
path: /game
hint: "Server binaries, WS/Content/"
env:
SERVER_NAME: "panel Soulmask"
MAX_PLAYERS: "30"
ADMIN_PASSWORD: "changeme"
# Pre-declared so the agent's resolve.go filter lets panel-allocated
# ports flow through to the container env. The entrypoint passes these
# as -Port / -QueryPort; without them the server binds the hardcoded
# 8777/27015 and ignores the panel allocation (breaks multi-instance +
# the opnfwd forward). Defaults match the port defaults.
GAME_PORT: "8777"
QUERY_PORT: "27015"
# Server-level settings passed as launch args by the entrypoint.
GAME_MODE: "pve" # pve | pvp
SERVER_PASSWORD: "" # join password (-PSW); empty = open
SAVING: "600" # world save interval (seconds)
BACKUP: "900" # backup interval (seconds)
volumes:
- { type: volume, name: "panel-$INSTANCE_ID-saves", container: "/game-saves" }
- { type: volume, name: "panel-$INSTANCE_ID-game", container: "/game" }
- { target: "$DATA_PATH/logs", container: "/game-saves/logs" }
# Panel-rendered GameXishu.json (deep gameplay settings, all 3 sections).
# The entrypoint copies this into WS/Saved/GameplaySettings/ where the
# server reads it on boot (confirmed: logGameXishu LoadFromJsonFile
# Success). read_only so the template stays authoritative.
- { target: "$DATA_PATH/GameXishu.json.rendered", container: "/game-saves/GameXishu.json.rendered", read_only: true }
ports:
- { name: game, proto: udp, default: 8777, required: true, env: GAME_PORT }
- { name: query, proto: udp, default: 27015, required: true, env: QUERY_PORT }
- { name: admin, proto: tcp, default: 8888, internal: true } # REST admin
resources:
min_ram_mb: 6144
recommended_ram_mb: 12288
# Log-derived player events. Regexes converted from CubeCoders'
# AMPTemplates (soulmask.kvp) — .NET (?<n>) syntax -> Go (?P<n>).
# Sourced-from-template; not yet exercised against a live client.
events:
join:
pattern: 'logStoreGamemode: player ready\. Addr:.*?, Netuid:(?P<id>\d+), Name:(?P<name>.+)$'
kind: join
leave:
pattern: 'logStoreGamemode: Display: player leave world\. (?P<id>\d+)$'
kind: leave
update_providers:
# 3017300 is the native Linux dedicated server (ELF WSServer-Linux-Shipping).
# This single app is the complete install — NOT 3017310 (Windows-only).
- id: stable
kind: steamcmd
app_id: "3017300"
install_path: /game
# Deep gameplay settings (harvest/xp/decay/damage/consumption ratios) are
# rendered from config_values into GameXishu.json — the 276-key × 3-section
# file the server reads on boot. Same durable-render path 7DTD uses; gamehost
# routes soulmask settings-saves through config-render (DurableConfig=true).
config_files:
- path: GameXishu.json.rendered
format: json
template: templates/GameXishu.json.tmpl
# --- 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: '/Starting up WSServer|Network connection saved/i'
appearance:
emoji: "🗿"
grad: "linear-gradient(135deg,#3a2416,#7a5230)"
art: "/game-art/soulmask.jpg"
steam: "2646460"