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panel/modules/sons-of-the-forest/module.yaml
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dbledeez 295eb22826 panel public release
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 01:26:41 -07:00

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YAML

# Sons Of The Forest — panel-native dedicated server module (Wine).
#
# Windows-only dedicated server. Same pattern as V Rising + Empyrion:
# Debian + Wine + Xvfb + tini, SteamCMD with platform:windows.
#
# Reference: https://github.com/CubeCoders/AMPTemplates (SonsOfTheForest.kvp)
id: sons-of-the-forest
name: "Sons Of The Forest"
version: 0.1.0
authors:
- panel contributors
supported_modes:
- docker
runtime:
docker:
image: panel-sons-of-the-forest: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: "dedicatedserver.cfg + Saves/"
- name: "Game Files"
path: /game
hint: "Server binaries"
env:
SERVER_NAME: "panel Sons Of The Forest"
MAX_PLAYERS: "8"
SERVER_PASSWORD: ""
# Pre-declared so allocator-derived ports survive resolve.go's filter.
GAME_PORT: "8766"
QUERY_PORT: "27016"
BLOBSYNC_PORT: "9700"
volumes:
- { type: volume, name: "panel-$INSTANCE_ID-saves", container: "/game-saves" }
- { type: volume, name: "panel-$INSTANCE_ID-game", container: "/game" }
- { target: "$DATA_PATH/logs", container: "/game-saves/logs" }
ports:
- { name: game, proto: udp, default: 8766, required: true, env: GAME_PORT }
- { name: query, proto: udp, default: 27016, required: true, env: QUERY_PORT }
# NOTE: name stays "join" (SOTF calls it BlobSync) — the running prod
# controller's in-memory manifest allocates ports by this name, and the
# agent maps allocation→env by matching the same name. Renaming it only
# works after a controller restart; the env var is what the game sees.
- { name: join, proto: udp, default: 9700, required: true, env: BLOBSYNC_PORT }
resources:
min_ram_mb: 8192
recommended_ram_mb: 16384
# No rcon: AMP's kvp claims AdminMethod=STDIO, but live smoke test
# (2026-07-14) showed the server ignores stdin entirely — `save`, `help`
# and `stop` all produced zero reaction under wine+xvfb-run. Admin is
# in-game only (like empyrion). Graceful stop = SIGTERM via entrypoint trap.
# Log-derived player events. Regexes converted from CubeCoders'
# AMPTemplates (sons-of-the-forest.kvp) — .NET (?<n>) syntax -> Go (?P<n>).
# Sourced-from-template; not yet exercised against a live client.
events:
join:
pattern: 'Steam auth successful for client \d+ with steam id (?P<id>\S+?)[.,] username (?P<name>.+)$'
kind: join
leave:
pattern: 'Unregistering client \d+ with steam id (?P<id>\S+?)[.,] username (?P<name>.+)$'
kind: leave
update_providers:
- id: stable
kind: steamcmd
app_id: "2465200"
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: '/Dedicated server loaded|\[Self-Tests\] Please restart the server/i'
appearance:
emoji: "🌲"
grad: "linear-gradient(135deg,#14532d,#4d7c0f)"
art: "/game-art/sons-of-the-forest.jpg"
steam: "1326470"