panel public release

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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2026-07-15 01:13:02 -07:00
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# VEIN — panel-native dedicated server module.
#
# Native Linux dedicated server. UE4-class survival game. SteamCMD app
# 2131400 (the DEDICATED SERVER app id — distinct from the game app id
# 1857950, which the server reports itself as to Steam via SteamAppId).
# Anonymous Steam login works. Admin console is stdin-only (no network
# RCON), so the panel drives the console via the stdio adapter — same
# model as Enshrouded / Sons of the Forest.
#
# Reference: https://github.com/CubeCoders/AMPTemplates (vein.kvp)
id: vein
name: "VEIN"
version: 0.1.0
authors:
- panel contributors
supported_modes:
- docker
runtime:
docker:
# Built locally from ./Dockerfile. Rebuild with:
# docker build -t panel-vein:latest modules/vein
image: panel-vein:latest
# Host networking -- container shares the host net namespace, so
# any port the game 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 below).
network_mode: host
browseable_root: /game-saves
browseable_roots:
- name: "Saves & Configs"
path: /game-saves
hint: "Vein/Saved/ savegame data + Config/LinuxServer/Game.ini"
- name: "Game Files"
path: /game
hint: "Vein/Binaries/Linux/ server binary + steamclient libs"
# Pre-declare every env key that any config_value below maps to. The
# agent's resolve.go ONLY propagates config_values whose key is already
# present in `docker.env` — keys not listed here get silently filtered
# out. Empty-string defaults mean "leave Game.ini alone" (the entrypoint
# stamps only non-empty values, so a recreate with empty env preserves
# whatever the operator set previously via the Config/Files tab).
env:
# Steamworks client runtime init context — the dedicated-server app
# (2131400) reports itself to Steam as VEIN (1857950). AMP sets this
# too; without it the server's Steam socket init / master-server
# listing fails.
STEAM_APP_ID: "1857950"
# --- Per-instance ports ---
# MUST be pre-declared here or resolve.go silently drops the allocator's
# injected values (it only overrides docker.env keys that already exist),
# and the entrypoint falls back to these defaults → two VEIN servers on
# one host both bind 7777 and collide. The `env:` on each ports entry
# below maps the panel-allocated HOST port into these vars at start.
GAME_PORT: "7777"
QUERY_PORT: "27015"
RCON_PORT: "7878"
# --- Identity & access (stamped into Game.ini sections) ---
SERVER_NAME: ""
SERVER_DESCRIPTION: ""
SERVER_PASSWORD: ""
MAX_PLAYERS: ""
SERVER_PUBLIC: "" # bPublic — list on the public browser
HEARTBEAT_INTERVAL: ""
ENABLE_VAC: "" # bVACEnabled under [OnlineSubsystemSteam]
SHOW_SCOREBOARD_BADGES: ""
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" }
# Multi-instance safety: `env:` tells the agent which container env var to
# set with the allocated host port. The entrypoint reads these to build
# VEIN's `-Port` / `-QueryPort` launch flags so two VEIN servers on the
# same agent get distinct, non-colliding sockets (avoids the Valheim
# hardcoded-port collision class of bug).
ports:
- { name: game, proto: udp, default: 7777, required: true, env: GAME_PORT }
- { name: query, proto: udp, default: 27015, required: true, env: QUERY_PORT }
# VEIN declares an RCON port but the admin path is STDIO; we expose it for
# completeness / firewalling but do NOT wire a network rcon adapter to it.
- { name: rcon, proto: udp, default: 7878, internal: true, env: RCON_PORT }
resources:
min_ram_mb: 4096
recommended_ram_mb: 8192
rcon:
# VEIN admin console is stdin-only (no network RCON). The stdio adapter
# auto-enables container OpenStdin (agent resolve.go) and the Console tab
# "Send" box writes commands to the server process's stdin. Output comes
# back via the docker-logs live tail, not a correlated reply.
adapter: stdio
# Log-derived player events. Regexes converted from CubeCoders'
# AMPTemplates (vein.kvp) — .NET (?<n>) syntax -> Go (?P<n>).
# Sourced-from-template; not yet exercised against a live client.
events:
join:
pattern: 'LogNet: Login request: (?:\?Password=[^?]*)?\?Name=(?P<name>.+?)\?\?ID=(?P<id>\d+)\?Ticket='
kind: join
leave:
pattern: 'LogNet: UChannel::CleanUp: ChIndex == \d+\. Closing connection\..*RemoteAddr: (?P<id>\d+):\d+'
kind: leave
update_providers:
- id: stable
kind: steamcmd
app_id: "2131400"
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: '/LogRamjetNetworking: Steamworks server initialized with SteamID \d+|LogRamjetNetworking: Heartbeating with IP /i'
appearance:
emoji: "🩸"
grad: "linear-gradient(135deg,#2a0a0a,#7a1010)"
art: "/game-art/vein.jpg"
steam: "1857950"