panel — open-source game server manager (public release)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
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# DayZ dedicated server module.
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#
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# Native-Linux binary via SteamCMD app 223350 ("DayZ Server"). App is
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# paid content — SteamCMD refuses `+login anonymous` with
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# "No subscription". We set `requires_steam_login: true` which makes the
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# controller gate updates behind the Steam-login modal; operators sign in
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# once with a Steam account that owns DayZ (base game app 221100 — NOT
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# the dedicated-server app itself — grants download entitlement).
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#
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# RCON is BattlEye's proprietary UDP protocol, not Source or WebSocket.
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# The panel's new `be_rcon` adapter speaks it natively (MD5-challenge
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# login, sequenced commands with ack packets, keep-alive pings).
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#
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# References:
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# https://community.bistudio.com/wiki/DayZ:Hosting_a_Linux_Server
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# https://www.battleye.com/downloads/BERConProtocol.txt
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id: dayz
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name: "DayZ"
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version: 0.1.0
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authors:
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- panel contributors
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supported_modes:
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- docker
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runtime:
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docker:
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# Built locally from ./Dockerfile. Rebuild with:
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# docker build -t panel-dayz:latest modules/dayz
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image: panel-dayz:latest
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# Host networking -- container shares the host net namespace, so
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# any port the game/mod binds is directly on the LAN. AMP-like
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# model. Multi-instance safety comes from env-driven per-instance
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# ports (panel allocator + env: mapping on each ports entry).
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network_mode: host
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browseable_root: /game-saves
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browseable_roots:
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- name: "Saves & Configs"
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path: /game-saves
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hint: "serverDZ.cfg + profiles/ (logs, bans, RPTs) + mpmissions/ world state"
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- name: "Game Files"
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path: /game
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hint: "DayZServer binary + core keys/, shipped mpmissions, BattlEye/"
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env:
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SERVER_NAME: "panel DayZ"
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SERVER_PORT: "2302"
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BE_PASSWORD: "panel_be" # BattlEye RCON admin password
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SERVER_PASSWORD: "" # optional client join password
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CPU_COUNT: "2" # -cpuCount= for the server binary
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volumes:
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- { type: volume, name: "panel-$INSTANCE_ID-saves", container: "/game-saves" }
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- { type: volume, name: "panel-$INSTANCE_ID-game", container: "/game" }
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# Shared DayZ Workshop cache — multiple DayZ instances download and use
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# the same workshop content. Each instance creates @ModName symlinks in
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# its own /game/ pointing at this shared tree, so disk space is saved
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# and one download serves N instances.
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- { type: volume, name: "panel-dayz-workshop", container: "/game/steamapps/workshop" }
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- { target: "$DATA_PATH/logs", container: "/game-saves/logs" }
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# DayZ ports:
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# 2302/udp — primary game + query (Bohemia's convention: game port and
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# Steam query are the SAME port, unlike Source-engine games)
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# 2303/udp — additional-instance offset (+1)
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# 2304/udp — additional-instance offset (+2)
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# 2305/udp — additional-instance offset (+3)
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# 27016/udp — alternate Steam-query port (some community servers expose)
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# 2310/udp — BattlEye RCON (BE_PORT + 1 by convention; configurable)
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ports:
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- { name: game, proto: udp, default: 2302, required: true, env: SERVER_PORT } # entrypoint reads SERVER_PORT (declared in docker env); query shares this port
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- { name: reserved, proto: udp, default: 2303, required: false }
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- { name: battleye, proto: udp, default: 2304, required: false } # client BE anti-cheat traffic
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- { name: rcon, proto: udp, default: 2305, internal: true } # BE RCON (AMP convention)
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resources:
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min_ram_mb: 4096
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recommended_ram_mb: 8192
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# Per-instance generated RCON secret. The agent generates a random
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# 24-byte token at create time (pkg/module GenerateSecrets), which
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# overrides the env default for BE_PASSWORD below — so every instance
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# gets a unique password. The weak env default only applies to
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# containers launched outside the panel.
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secrets:
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- name: BE_PASSWORD
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description: "DayZ BattlEye RCON password — generated per instance"
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generated: true
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rcon:
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adapter: be_rcon
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host_port: rcon
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auth: password
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password_secret: BE_PASSWORD
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# Legacy fallback only (pre-generated-secret instances). New instances
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# always get the generated BE_PASSWORD secret above.
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password_literal: "panel_be"
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commands:
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list: "players"
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broadcast: "say -1 {msg}"
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kick: "kick {player}"
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ban: "ban {player}"
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save: "#shutdown" # DayZ has no "save" command; use shutdown as a placeholder
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shutdown: "#shutdown"
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state_sources:
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- type: rcon
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command: "players"
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every: 60s
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# Log-line event patterns (RE2). Patterns observed from a real DayZ
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# 1.24 server log; tighten after smoke test if needed.
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events:
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join:
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pattern: 'Player "(?P<name>[^"]+)" is connected'
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kind: join
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leave:
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pattern: 'Player "(?P<name>[^"]+)" disconnected'
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kind: leave
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chat:
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pattern: 'Chat\("(?P<name>[^"]+)"\): (?P<msg>.+)'
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kind: chat
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update_providers:
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- id: stable
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kind: steamcmd
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app_id: "223350"
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install_path: /game
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# DayZ is paid content. Anonymous SteamCMD returns "No subscription".
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# Operator logs in once via the panel's Steam-login modal; the cached
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# SSFN blob (via the shared panel-steamcmd-auth volume) makes
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# subsequent updates skip the 2FA prompt.
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requires_steam_login: true
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# --- Manifest-driven UI metadata (WI-07) --------------------------
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# Consumed by the CONTROLLER/dashboard only (the controller loads its
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# own ./modules copy at startup); the agent ignores these at runtime.
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# ready_pattern is a JavaScript regex (slash-delimited when it needs
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# flags) moved verbatim from the dashboard's READY_PATTERNS map.
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ready_pattern: '/Mission read from bank|BattlEye Server: Initialized|Server World: Initialized|NetServer: (:\d+)?started|Creating a new world/i'
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appearance:
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emoji: "🧟"
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grad: "linear-gradient(135deg,#2d3e2e,#6b7f56)"
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art: "/game-art/dayz.jpg"
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steam: "221100"
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