panel — open-source game server manager (public release)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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2026-07-14 19:19:43 -07:00
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# Satisfactory — panel-native dedicated server module.
#
# Native Linux binary from SteamCMD app 1690800. Admin is via Coffee Stain's
# HTTPS API on the game port (7777/tcp — separate from the UDP game traffic).
# No traditional RCON in v1; users admin via the in-game UI + API tokens.
#
# Reference: https://github.com/CubeCoders/AMPTemplates (SatisfactoryLinux.kvp)
id: satisfactory
name: "Satisfactory"
version: 0.1.0
authors:
- panel contributors
supported_modes:
- docker
runtime:
docker:
image: panel-satisfactory: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: "SaveGames/ + Engine/ + Game.ini"
- name: "Game Files"
path: /game
hint: "Server binaries"
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" }
# Port env vars MUST be pre-declared here — the agent's ResolveDocker
# only lets ConfigValues override keys that already exist in this map,
# so the allocator's per-instance ports would otherwise be dropped.
env:
GAME_PORT: "7777"
RELIABLE_PORT: "8888"
# Satisfactory 1.0+ port model: ONE game port (UDP game traffic + the
# HTTPS admin API on the same number over TCP — the server binds both
# itself under host networking) plus a TCP "reliable" messaging port.
# The pre-1.0 beacon/query ports no longer exist.
ports:
- { name: game, proto: udp, default: 7777, required: true, env: GAME_PORT }
- { name: reliable, proto: tcp, default: 8888, required: true, env: RELIABLE_PORT }
resources:
min_ram_mb: 6144
recommended_ram_mb: 12288
# Log-derived player events. Regexes converted from CubeCoders'
# AMPTemplates (satisfactory.kvp) — .NET (?<n>) syntax -> Go (?P<n>).
# Sourced-from-template; not yet exercised against a live client.
events:
join:
pattern: 'LogNet: Login request: \?ClientIdentity=.+\?EntryTicket=.+?EncryptionToken=.+\?Name=(?P<name>.+?) userId: .+\(ForeignId=\[Type=.+ Handle=.+ RepData=\[(?P<id>.+)\]\) platform: '
kind: join
leave:
pattern: 'LogNet: UChannel::Close: Sending CloseBunch\..+\[UNetConnection\] RemoteAddr: .+, Name: .+, Driver: .+, IsServer: YES, PC: .+, Owner: .+, UniqueId: .+\(ForeignId=\[Type=.+ Handle=.+ RepData=\[(?P<id>.+)\]\)'
kind: leave
update_providers:
- id: stable
kind: steamcmd
app_id: "1690800"
install_path: /game
- id: experimental
kind: steamcmd
app_id: "1690800"
beta: experimental
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.
# Verified against a real boot 2026-07-14 (v1.2.0-CL-495413): the net
# driver line is when the server becomes joinable (~5s after start).
# "Server startup time elapsed" follows at ~30s once level load settles.
ready_pattern: '/IpNetDriver listening on port \d+|Server startup time elapsed/i'
appearance:
emoji: "🏭"
grad: "linear-gradient(135deg,#d97706,#fbbf24)"
art: "/game-art/satisfactory.jpg"
steam: "526870"