a00bd620a1
Self-hostable game-server control panel: controller + agent + 26 game modules. One-line install (prebuilt release, no Go required): curl -fsSL https://git.pdxtechs.com/dbledeez/panel/raw/branch/main/install.sh | sudo bash Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
119 lines
5.3 KiB
YAML
119 lines
5.3 KiB
YAML
# Windrose dedicated server module.
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#
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# Same panel-native Wine pattern as Empyrion / V Rising / Sons of the Forest:
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# a minimal Debian 12 image we own (panel-windrose:latest, Debian 12 + Wine
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# + Xvfb + tini), with game files populated by the generic SteamCMD updater
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# sidecar into a named volume.
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#
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# Windrose ships as a Windows-only dedicated server (SteamDB app 4129620:
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# depot 4129621 is Windows-default, depot 4129622 is a Linux placeholder
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# with no manifest). The updater is told to pretend SteamCMD is running on
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# Windows (`platform: windows` → +@sSteamCmdForcePlatformType windows), and
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# the entrypoint runs WindroseServer.exe under Wine under Xvfb.
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#
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# There is NO native RCON protocol in Windrose — admin console is in-game
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# only, output via StartServerForeground.bat to stdout. We capture that
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# stream and surface it in the Console tab; Players tab will be empty until
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# a third-party RCON shim is wired in (deferred).
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#
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# Reference: https://playwindrose.com/dedicated-server-guide/
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id: windrose
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name: "Windrose"
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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-windrose:latest modules/windrose
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image: panel-windrose:latest
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# Windrose's P2P coop gateway opens a long-lived UDP session to its TURN
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# server (coturn-us.windrose.support:3478). Docker's default bridge NAT
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# on Windows rebinds UDP source ports mid-session, which breaks ICE
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# consent checks and disconnects every joining client (observed:
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# "Check consent was failed for IceControlling. Reach timeout 10000 ms"
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# ~25s after join, which also crashes the Windrose client).
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#
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# Host networking shares the host's network namespace directly — no
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# NAT, stable 5-tuples, clients can join reliably. On Linux hosts this
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# is free and recommended (target deployment: Ubuntu). On Windows Docker
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# Desktop it requires "Enable host networking" in Settings → Resources
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# → Network (4.29+); if disabled, remove this line to fall back to
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# bridge mode (accepting that joins will fail intermittently).
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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: "ServerDescription.json, R5/Saved/SaveProfiles/ world data"
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- name: "Game Files"
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path: /game
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hint: "WindroseServer.exe, R5/ engine files, batch scripts"
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env:
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SERVER_NAME: "panel Windrose"
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DIRECT_PORT: "7777"
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# true — server listens on host IP:DIRECT_PORT for direct-connect joins
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# (works when host has a public IP or a port-forward).
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# false — cloud P2P via windrose.support; players join by InviteCode
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# with NAT-traversal via TURN. Required on a LAN host with no
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# port-forward.
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# ServerDescription.json's UseDirectConnection field is patched to this
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# value on every boot.
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USE_DIRECT_CONNECTION: "true"
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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: "$DATA_PATH/logs", container: "/game-saves/logs" }
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# Windrose relies on its own R5 coop API gateway for matchmaking / NAT
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# punch-through (r5coopapigateway-*.windrose.support). The only port the
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# server LISTENS on is the DirectConnectionServerPort (7777 in the shipped
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# default ServerDescription.json). No Steam query — publishing 27015/udp
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# collides with the default Palworld/ARK query port on multi-server hosts.
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ports:
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- { name: game, proto: udp, default: 7777, required: true, env: DIRECT_PORT }
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resources:
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min_ram_mb: 4096
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recommended_ram_mb: 8192
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# Log-derived player events. Regexes converted from CubeCoders'
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# AMPTemplates (windrose.kvp) — .NET (?<n>) syntax -> Go (?P<n>).
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# Sourced-from-template; not yet exercised against a live client.
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events:
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join:
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pattern: 'ServerAccount\. AccountName ''(?P<name>[^'']+)''\. AccountId (?P<id>\S+?)\. PlayerState'
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kind: join
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leave:
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pattern: '::MoveAccountToListOfDisconnected +Account disconnected\. AccountId (?P<id>\S+)$'
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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: "4129620"
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platform: windows # server is Windows-only — force Windows depot on Linux host
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install_path: /game
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# SteamCMD's app_update ... validate call fails with "Missing configuration"
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# on a fresh empty install dir (same behaviour as Conan Exiles, app 443030).
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# Omit the validate keyword so first-install succeeds; operators can run
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# Update again later for an integrity pass once the tree exists.
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skip_validate: true
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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: '/Host server is ready for owner to connect|LogGlobalStatus:\s*UEngine::LoadMap\s+Load\s+map\s+complete\s+\/Game\/Maps\/(?!Lobby)/i'
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appearance:
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emoji: "🧭"
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grad: "linear-gradient(135deg,#1e3a5f,#60a5fa)"
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art: "/game-art/windrose.jpg"
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steam: "3041230"
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