# 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: "$DATA_PATH/logs", container: "/game-saves/logs" } # Windrose relies on its own R5 coop API gateway for matchmaking / NAT # punch-through (r5coopapigateway-*.windrose.support). The only port the # server LISTENS on is the DirectConnectionServerPort (7777 in the shipped # default ServerDescription.json). No Steam query — publishing 27015/udp # collides with the default Palworld/ARK query port on multi-server hosts. ports: - { name: game, proto: udp, default: 7777, required: true, env: DIRECT_PORT } resources: min_ram_mb: 4096 recommended_ram_mb: 8192 # Log-derived player events. Regexes converted from CubeCoders' # AMPTemplates (windrose.kvp) — .NET (?) syntax -> Go (?P). # Sourced-from-template; not yet exercised against a live client. events: join: pattern: 'ServerAccount\. AccountName ''(?P[^'']+)''\. AccountId (?P\S+?)\. PlayerState' kind: join leave: pattern: '::MoveAccountToListOfDisconnected +Account disconnected\. AccountId (?P\S+)$' 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"