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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# Windrose dedicated server module.
#
# Same panel-native Wine pattern as Empyrion / V Rising / Sons of the Forest:
# a minimal Debian 12 image we own (panel-windrose:latest, Debian 12 + Wine
# + Xvfb + tini), with game files populated by the generic SteamCMD updater
# sidecar into a named volume.
#
# Windrose ships as a Windows-only dedicated server (SteamDB app 4129620:
# depot 4129621 is Windows-default, depot 4129622 is a Linux placeholder
# with no manifest). The updater is told to pretend SteamCMD is running on
# Windows (`platform: windows` → +@sSteamCmdForcePlatformType windows), and
# the entrypoint runs WindroseServer.exe under Wine under Xvfb.
#
# There is NO native RCON protocol in Windrose — admin console is in-game
# only, output via StartServerForeground.bat to stdout. We capture that
# stream and surface it in the Console tab; Players tab will be empty until
# a third-party RCON shim is wired in (deferred).
#
# Reference: https://playwindrose.com/dedicated-server-guide/
id: windrose
name: "Windrose"
version: 0.1.0
authors:
- panel contributors
supported_modes:
- docker
runtime:
docker:
# Built locally from ./Dockerfile. Rebuild with:
# docker build -t panel-windrose:latest modules/windrose
image: panel-windrose:latest
# Windrose's P2P coop gateway opens a long-lived UDP session to its TURN
# server (coturn-us.windrose.support:3478). Docker's default bridge NAT
# on Windows rebinds UDP source ports mid-session, which breaks ICE
# consent checks and disconnects every joining client (observed:
# "Check consent was failed for IceControlling. Reach timeout 10000 ms"
# ~25s after join, which also crashes the Windrose client).
#
# Host networking shares the host's network namespace directly — no
# NAT, stable 5-tuples, clients can join reliably. On Linux hosts this
# is free and recommended (target deployment: Ubuntu). On Windows Docker
# Desktop it requires "Enable host networking" in Settings → Resources
# → Network (4.29+); if disabled, remove this line to fall back to
# bridge mode (accepting that joins will fail intermittently).
network_mode: host
browseable_root: /game-saves
browseable_roots:
- name: "Saves & Configs"
path: /game-saves
hint: "ServerDescription.json, R5/Saved/SaveProfiles/ world data"
- name: "Game Files"
path: /game
hint: "WindroseServer.exe, R5/ engine files, batch scripts"
env:
SERVER_NAME: "panel Windrose"
DIRECT_PORT: "7777"
# true — server listens on host IP:DIRECT_PORT for direct-connect joins
# (works when host has a public IP or a port-forward).
# false — cloud P2P via windrose.support; players join by InviteCode
# with NAT-traversal via TURN. Required on a LAN host with no
# port-forward.
# ServerDescription.json's UseDirectConnection field is patched to this
# value on every boot.
USE_DIRECT_CONNECTION: "true"
volumes:
- { type: volume, name: "panel-$INSTANCE_ID-saves", container: "/game-saves" }
- { type: volume, name: "panel-$INSTANCE_ID-game", container: "/game" }
- { target: "$DATA_PATH/logs", container: "/game-saves/logs" }
# Windrose relies on its own R5 coop API gateway for matchmaking / NAT
# punch-through (r5coopapigateway-*.windrose.support). The only port the
# server LISTENS on is the DirectConnectionServerPort (7777 in the shipped
# default ServerDescription.json). No Steam query — publishing 27015/udp
# collides with the default Palworld/ARK query port on multi-server hosts.
ports:
- { name: game, proto: udp, default: 7777, required: true, env: DIRECT_PORT }
resources:
min_ram_mb: 4096
recommended_ram_mb: 8192
# Log-derived player events. Regexes converted from CubeCoders'
# AMPTemplates (windrose.kvp) — .NET (?<n>) syntax -> Go (?P<n>).
# Sourced-from-template; not yet exercised against a live client.
events:
join:
pattern: 'ServerAccount\. AccountName ''(?P<name>[^'']+)''\. AccountId (?P<id>\S+?)\. PlayerState'
kind: join
leave:
pattern: '::MoveAccountToListOfDisconnected +Account disconnected\. AccountId (?P<id>\S+)$'
kind: leave
update_providers:
- id: stable
kind: steamcmd
app_id: "4129620"
platform: windows # server is Windows-only — force Windows depot on Linux host
install_path: /game
# SteamCMD's app_update ... validate call fails with "Missing configuration"
# on a fresh empty install dir (same behaviour as Conan Exiles, app 443030).
# Omit the validate keyword so first-install succeeds; operators can run
# Update again later for an integrity pass once the tree exists.
skip_validate: true
# --- 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: '/Host server is ready for owner to connect|LogGlobalStatus:\s*UEngine::LoadMap\s+Load\s+map\s+complete\s+\/Game\/Maps\/(?!Lobby)/i'
appearance:
emoji: "🧭"
grad: "linear-gradient(135deg,#1e3a5f,#60a5fa)"
art: "/game-art/windrose.jpg"
steam: "3041230"