5232609719
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
122 lines
4.8 KiB
YAML
122 lines
4.8 KiB
YAML
# V Rising — panel-native dedicated server module (Wine).
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#
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# Windows-only dedicated server. Same pattern as Empyrion:
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# Debian + Wine + Xvfb + tini, SteamCMD with platform:windows.
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#
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# Reference: https://github.com/StunlockStudios/vrising-dedicated-server-instructions
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# CLI/env-var flags override JSON, so the panel ships its config via env →
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# entrypoint flags rather than rewriting ServerHostSettings.json. Avoids
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# the per-boot JSON-rewrite race that bit ARK SA's INI flow.
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id: v-rising
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name: "V Rising"
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version: 0.2.0
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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-v-rising: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: "Settings/ServerHostSettings.json + Saves/"
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- name: "Game Files"
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path: /game
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hint: "Server binaries"
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env:
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# ---- Host settings (ServerHostSettings.json equivalents) ----
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SERVER_NAME: "panel V Rising"
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SERVER_DESCRIPTION: "A V Rising server hosted by panel."
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SERVER_PASSWORD: "" # blank = open server
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MAX_PLAYERS: "40"
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MAX_ADMINS: "4"
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SAVE_NAME: "panel"
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LIST_ON_STEAM: "true"
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LIST_ON_EOS: "true"
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SECURE: "true" # VAC
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SERVER_FPS: "30"
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LOWER_FPS_WHEN_EMPTY: "true"
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# ---- Game-rule presets (set GAME_SETTINGS_PRESET to "" if you
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# want to edit individual rules in ServerGameSettings.json
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# manually — otherwise the preset wins silently) ----
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GAME_SETTINGS_PRESET: "" # e.g. StandardPvP, StandardPvE, Duo_PvP, Solo_PvP, HardcorePvP
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GAME_DIFFICULTY_PRESET: "" # e.g. (engine accepts files in StreamingAssets/GameSettingPresets/)
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# ---- Port mappings (mirrored by the agent's port allocator) ----
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GAME_PORT: "9876"
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QUERY_PORT: "9877"
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# ---- RCON (off by default — turn on per-instance once you need it) ----
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RCON_ENABLED: "false"
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RCON_PORT: "25575"
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RCON_PASSWORD: ""
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# ---- Legacy panel default; entrypoint reads the new keys above ----
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ADMIN_PASSWORD: "changeme"
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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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ports:
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# `env:` tells the agent which container env var to set with the
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# allocated host port. The entrypoint uses these to assemble VRising's
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# `-gamePort` / `-queryPort` launch flags so multiple instances on the
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# same agent get distinct, non-colliding sockets.
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- { name: game, proto: udp, default: 9876, required: true, env: GAME_PORT }
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- { name: query, proto: udp, default: 9877, required: true, env: QUERY_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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# What gets archived when an operator clicks Back-up-now. The save
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# directory contains the world (Saves/) and the per-server settings
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# (Settings/). The entrypoint regenerates Settings/ from defaults if
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# absent, so technically only Saves/ has to be preserved — but operators
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# expect their custom server name + password to come back too.
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backup:
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include:
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- "Saves" # world data
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- "Settings" # ServerHostSettings.json + ServerGameSettings.json
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exclude:
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- "logs" # rotates with operator + entrypoint
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notes: "World saves + settings (~MB-scale). Game install regenerates from SteamCMD next start."
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# Log-derived player events. Regexes converted from CubeCoders'
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# AMPTemplates (v-rising.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: 'User ''\{Steam (?P<id>\d+)\}'' ''\d+'', approvedUserIndex: \d+, Character: ''(?P<name>[^'']*)'' connected'
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kind: join
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leave:
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pattern: 'User ''\{Steam (?P<id>\d+)\}'' disconnected\. approvedUserIndex: \d+ Reason: (?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: "1829350"
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platform: windows
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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: '/\[Server\]\s*Startup Completed/i'
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appearance:
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emoji: "🧛"
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grad: "linear-gradient(135deg,#3b0a0a,#991b1b)"
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art: "/game-art/v-rising.jpg"
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steam: "1604030"
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