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panel/modules/v-rising/module.yaml
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2026-07-14 23:01:33 -07:00

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# V Rising — panel-native dedicated server module (Wine).
#
# Windows-only dedicated server. Same pattern as Empyrion:
# Debian + Wine + Xvfb + tini, SteamCMD with platform:windows.
#
# Reference: https://github.com/StunlockStudios/vrising-dedicated-server-instructions
# CLI/env-var flags override JSON, so the panel ships its config via env →
# entrypoint flags rather than rewriting ServerHostSettings.json. Avoids
# the per-boot JSON-rewrite race that bit ARK SA's INI flow.
id: v-rising
name: "V Rising"
version: 0.2.0
authors:
- panel contributors
supported_modes:
- docker
runtime:
docker:
image: panel-v-rising: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: "Settings/ServerHostSettings.json + Saves/"
- name: "Game Files"
path: /game
hint: "Server binaries"
env:
# ---- Host settings (ServerHostSettings.json equivalents) ----
SERVER_NAME: "panel V Rising"
SERVER_DESCRIPTION: "A V Rising server hosted by panel."
SERVER_PASSWORD: "" # blank = open server
MAX_PLAYERS: "40"
MAX_ADMINS: "4"
SAVE_NAME: "panel"
LIST_ON_STEAM: "true"
LIST_ON_EOS: "true"
SECURE: "true" # VAC
SERVER_FPS: "30"
LOWER_FPS_WHEN_EMPTY: "true"
# ---- Game-rule presets (set GAME_SETTINGS_PRESET to "" if you
# want to edit individual rules in ServerGameSettings.json
# manually — otherwise the preset wins silently) ----
GAME_SETTINGS_PRESET: "" # e.g. StandardPvP, StandardPvE, Duo_PvP, Solo_PvP, HardcorePvP
GAME_DIFFICULTY_PRESET: "" # e.g. (engine accepts files in StreamingAssets/GameSettingPresets/)
# ---- Port mappings (mirrored by the agent's port allocator) ----
GAME_PORT: "9876"
QUERY_PORT: "9877"
# ---- RCON (off by default — turn on per-instance once you need it) ----
RCON_ENABLED: "false"
RCON_PORT: "25575"
RCON_PASSWORD: ""
# ---- Legacy panel default; entrypoint reads the new keys above ----
ADMIN_PASSWORD: "changeme"
volumes:
- { type: volume, name: "panel-$INSTANCE_ID-saves", container: "/game-saves" }
- { type: volume, name: "panel-$INSTANCE_ID-game", container: "/game" }
- { target: "$DATA_PATH/logs", container: "/game-saves/logs" }
ports:
# `env:` tells the agent which container env var to set with the
# allocated host port. The entrypoint uses these to assemble VRising's
# `-gamePort` / `-queryPort` launch flags so multiple instances on the
# same agent get distinct, non-colliding sockets.
- { name: game, proto: udp, default: 9876, required: true, env: GAME_PORT }
- { name: query, proto: udp, default: 9877, required: true, env: QUERY_PORT }
resources:
min_ram_mb: 6144
recommended_ram_mb: 12288
# What gets archived when an operator clicks Back-up-now. The save
# directory contains the world (Saves/) and the per-server settings
# (Settings/). The entrypoint regenerates Settings/ from defaults if
# absent, so technically only Saves/ has to be preserved — but operators
# expect their custom server name + password to come back too.
backup:
include:
- "Saves" # world data
- "Settings" # ServerHostSettings.json + ServerGameSettings.json
exclude:
- "logs" # rotates with operator + entrypoint
notes: "World saves + settings (~MB-scale). Game install regenerates from SteamCMD next start."
# Log-derived player events. Regexes converted from CubeCoders'
# AMPTemplates (v-rising.kvp) — .NET (?<n>) syntax -> Go (?P<n>).
# Sourced-from-template; not yet exercised against a live client.
events:
join:
pattern: 'User ''\{Steam (?P<id>\d+)\}'' ''\d+'', approvedUserIndex: \d+, Character: ''(?P<name>[^'']*)'' connected'
kind: join
leave:
pattern: 'User ''\{Steam (?P<id>\d+)\}'' disconnected\. approvedUserIndex: \d+ Reason: (?P<reason>.+)$'
kind: leave
update_providers:
- id: stable
kind: steamcmd
app_id: "1829350"
platform: windows
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: '/\[Server\]\s*Startup Completed/i'
appearance:
emoji: "🧛"
grad: "linear-gradient(135deg,#3b0a0a,#991b1b)"
art: "/game-art/v-rising.jpg"
steam: "1604030"