Panel — public source drop (v0.9.0)
Self-hostable game-server control panel: controller + agent + 26 game modules. One-line install (prebuilt release, no Go required): curl -fsSL https://git.pdxtechs.com/dbledeez/panel/raw/branch/main/install.sh | sudo bash Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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# Soulmask — panel-native dedicated server module.
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#
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# Native Linux dedicated server. The Linux server ships under SteamCMD app
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# 3017300 (Steam labels it "Soulmask Dedicated Server", and it is the app the
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# community jsknnr/soulmask-dedicated-server image installs). It produces a
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# native ELF: WS/Binaries/Linux/WSServer-Linux-Shipping + WSServer.sh.
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#
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# NOTE: app 3017310 is the WINDOWS-only build ("Soulmask Dedicated Server For
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# Windows" — verified: its depot has no Linux binaries, only WSServer.exe /
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# Win64). Do NOT install it on Linux; it never boots. An earlier version of
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# this module led with 3017310 and treated 3017300 as "content", which meant
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# the server never got a runnable binary. Fixed 2026-07-08: 3017300 only.
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#
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# Reference: https://github.com/jsknnr/soulmask-dedicated-server (native Linux,
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# no Proton) — installs STEAM_APP_ID 3017300, launches WSServer.sh.
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id: soulmask
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name: "Soulmask"
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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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image: panel-soulmask: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: "WS/Saved/ + GameUserSettings.ini"
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- name: "Game Files"
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path: /game
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hint: "Server binaries, WS/Content/"
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env:
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SERVER_NAME: "panel Soulmask"
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MAX_PLAYERS: "30"
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ADMIN_PASSWORD: "changeme"
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# Pre-declared so the agent's resolve.go filter lets panel-allocated
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# ports flow through to the container env. The entrypoint passes these
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# as -Port / -QueryPort; without them the server binds the hardcoded
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# 8777/27015 and ignores the panel allocation (breaks multi-instance +
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# the opnfwd forward). Defaults match the port defaults.
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GAME_PORT: "8777"
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QUERY_PORT: "27015"
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# Server-level settings passed as launch args by the entrypoint.
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GAME_MODE: "pve" # pve | pvp
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SERVER_PASSWORD: "" # join password (-PSW); empty = open
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SAVING: "600" # world save interval (seconds)
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BACKUP: "900" # backup interval (seconds)
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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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- { target: "$DATA_PATH/logs", container: "/game-saves/logs" }
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# Panel-rendered GameXishu.json (deep gameplay settings, all 3 sections).
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# The entrypoint copies this into WS/Saved/GameplaySettings/ where the
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# server reads it on boot (confirmed: logGameXishu LoadFromJsonFile
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# Success). read_only so the template stays authoritative.
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- { target: "$DATA_PATH/GameXishu.json.rendered", container: "/game-saves/GameXishu.json.rendered", read_only: true }
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ports:
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- { name: game, proto: udp, default: 8777, required: true, env: GAME_PORT }
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- { name: query, proto: udp, default: 27015, required: true, env: QUERY_PORT }
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- { name: admin, proto: tcp, default: 8888, internal: true } # REST admin
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resources:
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min_ram_mb: 6144
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recommended_ram_mb: 12288
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# Log-derived player events. Regexes converted from CubeCoders'
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# AMPTemplates (soulmask.kvp) — .NET (?<n>) syntax -> Go (?P<n>).
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# Sourced-from-template; not yet exercised against a live client.
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events:
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join:
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pattern: 'logStoreGamemode: player ready\. Addr:.*?, Netuid:(?P<id>\d+), Name:(?P<name>.+)$'
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kind: join
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leave:
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pattern: 'logStoreGamemode: Display: player leave world\. (?P<id>\d+)$'
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kind: leave
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update_providers:
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# 3017300 is the native Linux dedicated server (ELF WSServer-Linux-Shipping).
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# This single app is the complete install — NOT 3017310 (Windows-only).
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- id: stable
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kind: steamcmd
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app_id: "3017300"
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install_path: /game
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# Deep gameplay settings (harvest/xp/decay/damage/consumption ratios) are
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# rendered from config_values into GameXishu.json — the 276-key × 3-section
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# file the server reads on boot. Same durable-render path 7DTD uses; gamehost
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# routes soulmask settings-saves through config-render (DurableConfig=true).
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config_files:
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- path: GameXishu.json.rendered
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format: json
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template: templates/GameXishu.json.tmpl
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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: '/Starting up WSServer|Network connection saved/i'
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appearance:
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emoji: "🗿"
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grad: "linear-gradient(135deg,#3a2416,#7a5230)"
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art: "/game-art/soulmask.jpg"
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steam: "2646460"
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