4ccccc6fe2
Self-hostable game server control panel: Go controller + agent, 26 game modules, embedded web UI. One-line install via install.sh / install.ps1. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
132 lines
4.6 KiB
YAML
132 lines
4.6 KiB
YAML
# Rust (Facepunch Studios) dedicated server module.
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#
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# Native Linux binary via SteamCMD app 258550. Uses WebSocket RCON (Facepunch
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# dropped Source RCON years ago), which the panel speaks via the
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# `websocket_rcon` adapter added in this module's first shipping session.
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#
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# Reference for flags + ports: Rust dedicated server wiki + widespread
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# community configs. No AMP template exists for Rust in CubeCoders' public
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# repo (Rust is in AMP's built-in module set, not community-contributed).
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id: rust
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name: "Rust"
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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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# Built locally from ./Dockerfile. Rebuild with:
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# docker build -t panel-rust:latest modules/rust
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image: panel-rust: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: "server/<identity>/ save data, cfg/, user bans + mutes, oxide/"
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- name: "Game Files"
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path: /game
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hint: "RustDedicated binary + Bundles/ + shipped configs"
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env:
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SERVER_NAME: "panel Rust"
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SERVER_DESCRIPTION: "Powered by panel"
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SERVER_IDENTITY: "panel-rust"
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SERVER_SEED: "12345"
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SERVER_WORLD_SIZE: "3000" # smaller = faster load; default 4000
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MAX_PLAYERS: "50"
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RCON_PASSWORD: "panel_rcon"
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SERVER_URL: ""
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SERVER_HEADER_IMAGE: ""
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# Level selector: Procedural Map (default), Barren, HapisIsland, SavasIsland, CraggyIsland
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SERVER_LEVEL: "Procedural Map"
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# Pre-declared so allocator-derived ports survive resolve.go's filter.
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GAME_PORT: "28015"
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RCON_PORT: "28016"
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RUSTPLUS_PORT: "28082"
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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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# Rust ports:
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# 28015/udp — main game traffic (required)
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# 28015/tcp — app port for some tooling (optional; not published by default)
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# 28016/tcp — WebSocket RCON (internal; panel talks to it)
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# 28082/tcp — Rust+ push notifications (optional)
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ports:
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- { name: game, proto: udp, default: 28015, required: true, env: GAME_PORT }
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- { name: rcon, proto: tcp, default: 28016, internal: true, env: RCON_PORT }
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- { name: rustplus, proto: tcp, default: 28082, required: false, env: RUSTPLUS_PORT }
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resources:
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min_ram_mb: 6144
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recommended_ram_mb: 12288
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# Per-instance generated RCON secret. The agent generates a random
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# 24-byte token at create time (pkg/module GenerateSecrets), which
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# overrides the env default for RCON_PASSWORD below — so every instance
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# gets a unique password. The weak env default only applies to
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# containers launched outside the panel.
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secrets:
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- name: RCON_PASSWORD
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description: "Rust RCON password — generated per instance"
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generated: true
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rcon:
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adapter: websocket_rcon
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host_port: rcon
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auth: password_in_url
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password_secret: RCON_PASSWORD
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# Legacy fallback only (pre-generated-secret instances). New instances
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# always get the generated RCON_PASSWORD secret above.
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password_literal: "panel_rcon"
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commands:
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list: "playerlist"
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broadcast: "say {msg}"
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kick: "kick \"{player}\""
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ban: "banid {player}"
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save: "server.save"
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shutdown: "quit"
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state_sources:
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- type: rcon
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command: "playerlist"
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every: 60s
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# Log-line event patterns (RE2; named groups use (?P<name>...)).
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# Rust prints join/leave to both stdout and the save-side log; stdout is
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# what the log pump tails.
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events:
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join:
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pattern: '(?P<name>.+?)\[[0-9]+/(?P<id>\d{17})\] has entered the game'
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kind: join
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leave:
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pattern: '(?P<id>\d{17})/(?P<name>.+?) disconnecting: (?P<reason>.+)$'
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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: "258550"
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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: '/Server startup complete|Listening on 0\.0\.0\.0:28015/i'
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appearance:
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emoji: "🔧"
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grad: "linear-gradient(135deg,#8b4a2b,#d97706)"
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art: "/game-art/rust.jpg"
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steam: "252490"
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