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