0f6aea796c
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
118 lines
5.0 KiB
YAML
118 lines
5.0 KiB
YAML
# Valheim — panel-native dedicated server module.
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#
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# Native Linux binary from SteamCMD app 896660. No RCON natively — the
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# server reads admin commands from stdin and prints to stdout, which is
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# a "STDIO adapter" thing we haven't shipped yet. So v1 runs without an
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# RCON/Players tab, same story as Empyrion.
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#
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# Reference: https://github.com/CubeCoders/AMPTemplates (Valheim.kvp)
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id: valheim
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name: "Valheim"
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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-valheim: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: "Worlds + adminlist.txt + banlist.txt (via $HOME/.config/unity3d)"
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- name: "Game Files"
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path: /game
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hint: "Binaries, plugins — drop BepInEx/Jotunn here"
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env:
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SERVER_NAME: "panel Valheim"
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SERVER_WORLD: "Dedicated"
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SERVER_PASSWORD: "secret12" # Valheim requires ≥5 chars + not part of name/world
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SERVER_PUBLIC: "1" # 1 = listed, 0 = unlisted
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# Optional curated knobs (surfaced as Settings fields in gamehost). Must
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# be pre-declared here so the agent's config_values override is honoured
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# by ResolveDocker (it only passes through keys already in this block).
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SERVER_CROSSPLAY: "0" # 1 = enable PlayFab crossplay
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SERVER_SAVEINTERVAL: "1800" # world autosave interval, seconds
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SERVER_PRESET: "" # normal|casual|easy|hard|hardcore|immersive|hammer
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SERVER_MODIFIERS: "" # "combat hard deathpenalty casual ..." pairs
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VALHEIM_MODS_ENABLED: "0" # 1 = inject BepInEx/Doorstop at launch (mods installed)
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VALHEIM_PLUS_ENABLED: "0" # 1 = ValheimPlus is the active mod (drives the V+ settings UI)
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# Port env vars MUST be pre-declared here (with the manifest default) so
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# the agent's per-port `env:` injection is allowed to override them at
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# create time. ResolveDocker only honours config_values for keys that
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# already exist in this static env block — otherwise the injected
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# PORT_GAME is silently dropped and the entrypoint falls back to 2456.
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PORT_GAME: "2456"
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PORT_GAMEA: "2457"
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PORT_QUERY: "2458"
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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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# The panel allocator assigns a per-instance host port for each entry and,
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# thanks to the `env:` mapping, injects it into the container so the entrypoint
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# binds the ALLOCATED port instead of the hardcoded default. Without this the
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# game binds 2456/2457 regardless of allocation and every public forward (which
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# targets the allocated port) misses — server unreachable / not in the browser.
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# Valheim actually opens <port> and <port>+1 for play and <port>+1 for the
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# Steam query/browser; we pass PORT_GAME and let the binary take port+1. The
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# allocator hands out contiguous ports so gameA/query line up.
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ports:
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- { name: game, proto: udp, default: 2456, required: true, env: PORT_GAME }
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- { name: gameA, proto: udp, default: 2457, required: true, env: PORT_GAMEA }
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- { name: query, proto: udp, default: 2458, required: true, env: PORT_QUERY }
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resources:
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min_ram_mb: 2048
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recommended_ram_mb: 4096
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rcon:
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# Valheim has no network RCON; admin commands go straight to the server's
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# stdin console. The stdio adapter auto-enables OpenStdin on the container.
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adapter: stdio
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commands:
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save: "save"
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broadcast: "broadcast \"{msg}\""
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kick: "kick {player}"
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ban: "ban {player}"
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shutdown: "shutdown"
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# Log-derived player events. Regexes converted from CubeCoders'
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# AMPTemplates (valheim.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: 'Got character ZDOID from (?P<name>.+?) : (?P<id>-?\d+):\d+'
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kind: join
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leave:
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pattern: 'Destroying abandoned non persistent zdo -?\d+:\d+ owner (?P<id>-?\d+)$'
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kind: leave
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update_providers:
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- id: stable
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kind: steamcmd
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app_id: "896660"
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install_path: /game
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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: '/Game server connected|Dedicated server started/i'
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appearance:
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emoji: "⚔️"
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grad: "linear-gradient(135deg,#3b5998,#8da5d4)"
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art: "/game-art/valheim.jpg"
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steam: "892970"
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