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panel/modules/dayz/module.yaml
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2026-07-15 01:06:16 -07:00

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# 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<name>[^"]+)" is connected'
kind: join
leave:
pattern: 'Player "(?P<name>[^"]+)" disconnected'
kind: leave
chat:
pattern: 'Chat\("(?P<name>[^"]+)"\): (?P<msg>.+)'
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"