panel v0.9.1 — open-source game server manager

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-14 23:18:05 -07:00
commit 4cf3471398
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# panel-native Barotrauma runtime image.
FROM debian:12-slim
ENV DEBIAN_FRONTEND=noninteractive \
TZ=Etc/UTC \
LANG=en_US.UTF-8 \
LC_ALL=en_US.UTF-8
RUN dpkg --add-architecture i386 \
&& apt-get update \
&& apt-get install -y --no-install-recommends \
ca-certificates \
locales \
tini \
lib32gcc-s1 \
lib32stdc++6 \
libc6:i386 \
libicu72 \
libssl3 \
zlib1g \
&& sed -i -e 's/# en_US.UTF-8 UTF-8/en_US.UTF-8 UTF-8/' /etc/locale.gen \
&& locale-gen \
&& apt-get clean \
&& rm -rf /var/lib/apt/lists/*
RUN groupadd -g 1000 panel \
&& useradd -u 1000 -g 1000 -m -s /bin/bash panel \
&& mkdir -p /game /game-saves \
&& chown -R panel:panel /game /game-saves
COPY entrypoint.sh /entrypoint.sh
RUN chmod +x /entrypoint.sh
EXPOSE 27015/udp 27016/udp
ENTRYPOINT ["/usr/bin/tini", "--", "/entrypoint.sh"]
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#!/bin/bash
# panel-native Barotrauma entrypoint.
set -euo pipefail
log() { printf '[panel-barotrauma] %s\n' "$*"; }
if [[ "$(id -u)" = "0" ]]; then
chown -R panel:panel /game /game-saves /home/panel 2>/dev/null || true
exec setpriv --reuid=panel --regid=panel --clear-groups \
--inh-caps=-all --bounding-set=-all \
env HOME=/game-saves PATH=/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin \
/entrypoint.sh "$@"
fi
GAME_DIR=/game
SAVE_DIR=/game-saves
EXE="${GAME_DIR}/DedicatedServer"
if [[ ! -f "${EXE}" ]]; then
log "ERROR: ${EXE} not found. Run 'Update' in the panel to install Barotrauma via SteamCMD."
exit 78
fi
[[ -x "${EXE}" ]] || chmod +x "${EXE}"
# ---- panel port wiring ----------------------------------------------------
# Barotrauma has no CLI port args; ports live as attributes on the root
# <serversettings> element. Seed a minimal file on first boot, then patch
# port=/queryport= from the panel-allocated env on EVERY boot so a panel
# port change is durable (the server rewrites the full file on exit).
GAME_PORT="${GAME_PORT:-27015}"
QUERY_PORT="${QUERY_PORT:-27016}"
SETTINGS="${SAVE_DIR}/serversettings.xml"
if [[ ! -f "${SETTINGS}" ]]; then
log "seeding serversettings.xml (name=${SERVER_NAME:-panel Barotrauma}, port=${GAME_PORT}, queryport=${QUERY_PORT})"
cat > "${SETTINGS}" <<EOF
<?xml version="1.0" encoding="utf-8"?>
<serversettings name="${SERVER_NAME:-panel Barotrauma}" port="${GAME_PORT}" queryport="${QUERY_PORT}" MaxPlayers="${MAX_PLAYERS:-16}" password="${SERVER_PASSWORD:-}" IsPublic="${IS_PUBLIC:-True}" EnableUPnP="false" />
EOF
else
sed -i -E "s/\bport=\"[0-9]+\"/port=\"${GAME_PORT}\"/; s/\bqueryport=\"[0-9]+\"/queryport=\"${QUERY_PORT}\"/" "${SETTINGS}"
log "patched serversettings.xml ports (port=${GAME_PORT}, queryport=${QUERY_PORT})"
fi
# The server resolves config paths relative to the executable dir (/game),
# NOT the CWD — confirmed on first boot ("Could not find file
# '/game/serversettings.xml'"). Symlink the configs onto the save volume so
# they survive reinstalls and are browseable under Saves & Configs.
for f in serversettings.xml clientpermissions.xml; do
ln -sfn "${SAVE_DIR}/${f}" "${GAME_DIR}/${f}"
done
# Steamworks wants $HOME/.steam/sdk64/steamclient.so. The install ships a
# 64-bit copy at linux64/steamclient.so (the top-level one is 32-bit and
# fails with ELFCLASS32). Without this the server still boots (Lidgren),
# but the A2S query port never answers.
mkdir -p "${HOME}/.steam/sdk64"
ln -sfn "${GAME_DIR}/linux64/steamclient.so" "${HOME}/.steam/sdk64/steamclient.so"
# Barotrauma reads/writes serversettings.xml, clientpermissions.xml, saves/
# from CWD by default. Point CWD at save volume so nothing lives in /game.
cd "${SAVE_DIR}"
log "starting Barotrauma dedicated server"
export LD_LIBRARY_PATH="${GAME_DIR}:${LD_LIBRARY_PATH:-}"
exec stdbuf -oL -eL "${EXE}"
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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"