fix: something
This commit is contained in:
@@ -1,178 +0,0 @@
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import {
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daemonReadFile,
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daemonWriteFile,
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type DaemonNodeConnection,
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} from './daemon.js';
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export const CS2_SERVER_CFG_PATH = 'game/csgo/cfg/server.cfg';
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export const CS2_PERSISTED_SERVER_CFG_PATH = 'game/csgo/cfg/.sourcegamepanel-server.cfg';
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export const CS2_PERSISTED_SERVER_CFG_FILE = '.sourcegamepanel-server.cfg';
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const LEGACY_IMAGE_CS2_SERVER_CFG = `// Server Defaults
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hostname "GamePanel CS2 Server" // Set server hostname
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sv_cheats 0 // Enable or disable cheats
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sv_hibernate_when_empty 0 // Disable server hibernation
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// Passwords
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rcon_password "" // Set rcon password
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sv_password "" // Set server password
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// CSTV
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sv_hibernate_postgame_delay 30 // Delay server hibernation after all clients disconnect
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tv_allow_camera_man 1 // Auto director allows spectators to become camera man
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tv_allow_static_shots 1 // Auto director uses fixed level cameras for shots
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tv_autorecord 0 // Automatically records all games as CSTV demos: 0=off, 1=on.
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tv_chatgroupsize 0 // Set the default chat group size
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tv_chattimelimit 8 // Limits spectators to chat only every n seconds
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tv_debug 0 // CSTV debug info.
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tv_delay 0 // CSTV broadcast delay in seconds
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tv_delaymapchange 1 // Delays map change until broadcast is complete
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tv_deltacache 2 // Enable delta entity bit stream cache
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tv_dispatchmode 1 // Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always
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tv_enable 0 // Activates CSTV on server: 0=off, 1=on.
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tv_maxclients 10 // Maximum client number on CSTV server.
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tv_maxrate 0 // Max CSTV spectator bandwidth rate allowed, 0 == unlimited
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tv_name "GamePanel CS2 Server CSTV" // CSTV host name
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tv_overridemaster 0 // Overrides the CSTV master root address.
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tv_port 27020 // Host SourceTV port
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tv_password "changeme" // CSTV password for clients
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tv_relaypassword "changeme" // CSTV password for relay proxies
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tv_relayvoice 1 // Relay voice data: 0=off, 1=on
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tv_timeout 60 // CSTV connection timeout in seconds.
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tv_title "GamePanel CS2 Server CSTV" // Set title for CSTV spectator UI
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tv_transmitall 1 // Transmit all entities (not only director view)
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// Logs
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log on // Turns logging 'on' or 'off', defaults to 'on'
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mp_logmoney 0 // Turns money logging on/off: 0=off, 1=on
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mp_logdetail 0 // Combat damage logging: 0=disabled, 1=enemy, 2=friendly, 3=all
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mp_logdetail_items 0 // Turns item logging on/off: 0=off, 1=on
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`;
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export const DEFAULT_CS2_SERVER_CFG = `// ============================================
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// CS2 Server Config
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// ============================================
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// ---- Sunucu Bilgileri ----
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hostname "SourceGamePanel CS2 Server"
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sv_password ""
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rcon_password "changeme"
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sv_cheats 0
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// ---- Topluluk Sunucu Gorunurlugu ----
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sv_region 3
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sv_tags "competitive,community"
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sv_lan 0
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sv_steamgroup ""
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sv_steamgroup_exclusive 0
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// ---- Performans ----
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sv_maxrate 0
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sv_minrate 64000
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sv_max_queries_sec 5
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sv_max_queries_window 30
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sv_parallel_sendsnapshot 1
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net_maxroutable 1200
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// ---- Baglanti ----
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sv_maxclients 16
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sv_timeout 60
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// ---- GOTV (Tamamen Kapali) ----
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tv_enable 0
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tv_autorecord 0
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tv_delay 0
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tv_maxclients 0
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tv_port 0
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// ---- Loglama ----
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log on
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mp_logmoney 0
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mp_logdetail 0
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mp_logdetail_items 0
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sv_logfile 1
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// ---- Genel Oyun Ayarlari ----
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mp_autokick 0
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sv_allow_votes 0
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sv_alltalk 0
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sv_deadtalk 1
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sv_voiceenable 1
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`;
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function normalizePath(path: string): string {
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const normalized = path
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.trim()
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.replace(/\\/g, '/')
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.replace(/^\/+/, '')
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.replace(/\/{2,}/g, '/');
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return normalized;
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}
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function isMissingFileError(error: unknown): boolean {
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const message = error instanceof Error ? error.message : String(error);
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return (
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message.includes('No such file or directory') ||
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message.includes('Server responded with NOT_FOUND') ||
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message.includes('status code 404')
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);
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}
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function normalizeComparableContent(content: string): string {
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return content.replace(/\r\n/g, '\n').trim();
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}
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export function isManagedCs2ServerConfigPath(gameSlug: string, path: string): boolean {
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return (
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gameSlug.trim().toLowerCase() === 'cs2' &&
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normalizePath(path) === CS2_SERVER_CFG_PATH
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);
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}
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export async function readManagedCs2ServerConfig(
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node: DaemonNodeConnection,
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serverUuid: string,
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): Promise<string> {
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try {
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const persisted = await daemonReadFile(node, serverUuid, CS2_PERSISTED_SERVER_CFG_PATH);
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return persisted.data.toString('utf8');
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} catch (error) {
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if (!isMissingFileError(error)) throw error;
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}
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try {
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const current = await daemonReadFile(node, serverUuid, CS2_SERVER_CFG_PATH);
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const content = current.data.toString('utf8');
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const nextContent =
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normalizeComparableContent(content) === normalizeComparableContent(LEGACY_IMAGE_CS2_SERVER_CFG)
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? DEFAULT_CS2_SERVER_CFG
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: content;
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await daemonWriteFile(node, serverUuid, CS2_PERSISTED_SERVER_CFG_PATH, nextContent);
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return nextContent;
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} catch (error) {
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if (!isMissingFileError(error)) throw error;
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}
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await daemonWriteFile(node, serverUuid, CS2_PERSISTED_SERVER_CFG_PATH, DEFAULT_CS2_SERVER_CFG);
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return DEFAULT_CS2_SERVER_CFG;
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}
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export async function writeManagedCs2ServerConfig(
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node: DaemonNodeConnection,
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serverUuid: string,
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content: string | Buffer,
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): Promise<void> {
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await daemonWriteFile(node, serverUuid, CS2_PERSISTED_SERVER_CFG_PATH, content);
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await daemonWriteFile(node, serverUuid, CS2_SERVER_CFG_PATH, content);
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}
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export async function reapplyManagedCs2ServerConfig(
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node: DaemonNodeConnection,
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serverUuid: string,
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): Promise<void> {
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const content = await readManagedCs2ServerConfig(node, serverUuid);
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await daemonWriteFile(node, serverUuid, CS2_SERVER_CFG_PATH, content);
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}
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@@ -25,6 +25,9 @@ export interface DaemonCreateServerRequest {
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environment: Record<string, string>;
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ports: DaemonPortMapping[];
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install_plugin_urls: string[];
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data_path: string;
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stop_command: string;
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stop_timeout_seconds: number;
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}
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export interface DaemonUpdateServerRequest {
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@@ -36,6 +39,16 @@ export interface DaemonUpdateServerRequest {
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startup_command: string;
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environment: Record<string, string>;
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ports: DaemonPortMapping[];
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data_path: string;
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stop_command: string;
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stop_timeout_seconds: number;
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}
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export interface DaemonPowerOptions {
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/** In-game shutdown command; lets the daemon skip the SIGTERM wait entirely. */
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stopCommand?: string | null;
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/** Total graceful-shutdown budget in seconds. */
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stopTimeoutSeconds?: number | null;
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}
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interface DaemonServerResponse {
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@@ -216,7 +229,12 @@ interface DaemonServiceClient extends grpc.Client {
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callback: UnaryCallback<EmptyResponse>,
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): void;
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setPowerState(
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request: { uuid: string; action: number },
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request: {
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uuid: string;
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action: number;
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stop_command: string;
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stop_timeout_seconds: number;
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},
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metadata: grpc.Metadata,
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callback: UnaryCallback<EmptyResponse>,
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): void;
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@@ -437,6 +455,7 @@ function toBuffer(data: Uint8Array | Buffer): Buffer {
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const DEFAULT_CONNECT_TIMEOUT_MS = 8_000;
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const DEFAULT_RPC_TIMEOUT_MS = 20_000;
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const POWER_RPC_TIMEOUT_MS = 45_000;
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const MAX_POWER_RPC_TIMEOUT_MS = 360_000;
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interface DaemonRequestTimeoutOptions {
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connectTimeoutMs?: number;
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@@ -641,18 +660,35 @@ export async function daemonSetPowerState(
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node: DaemonNodeConnection,
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serverUuid: string,
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action: PowerAction,
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options: DaemonPowerOptions = {},
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): Promise<void> {
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const stopTimeoutSeconds = Number(options.stopTimeoutSeconds) > 0
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? Math.floor(Number(options.stopTimeoutSeconds))
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: 0;
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// The daemon waits out the shutdown before replying, so the RPC deadline has
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// to outlive the game's own budget (ARK saves its world for minutes).
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const rpcTimeoutMs =
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action === 'stop' || action === 'restart'
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? Math.min(Math.max((stopTimeoutSeconds + 20) * 1_000, POWER_RPC_TIMEOUT_MS), MAX_POWER_RPC_TIMEOUT_MS)
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: POWER_RPC_TIMEOUT_MS;
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const client = createClient(node);
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try {
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await waitForReady(client, DEFAULT_CONNECT_TIMEOUT_MS);
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await callUnary<EmptyResponse>(
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(callback) =>
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client.setPowerState(
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{ uuid: serverUuid, action: POWER_ACTIONS[action] },
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{
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uuid: serverUuid,
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action: POWER_ACTIONS[action],
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stop_command: options.stopCommand?.trim() ?? '',
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stop_timeout_seconds: stopTimeoutSeconds,
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},
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getMetadata(node.daemonToken),
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callback,
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),
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POWER_RPC_TIMEOUT_MS,
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rpcTimeoutMs,
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);
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} finally {
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client.close();
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@@ -0,0 +1,387 @@
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import type { FastifyInstance } from 'fastify';
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import {
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daemonReadFile,
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daemonWriteFile,
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type DaemonNodeConnection,
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} from './daemon.js';
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/**
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* Some game images run a SteamCMD `app_update ... validate` on every container
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* start, which rewrites config files that ship with the game back to their
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* stock contents. The panel therefore keeps its own copy of every managed
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* config file in a hidden sidecar next to the real one, and restores the real
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* file whenever the game resets it.
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*/
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export interface ManagedConfigFile {
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/** Path of the real file, relative to the server data directory. */
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path: string;
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/** Sidecar holding the panel's copy of record. */
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shadowPath: string;
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/** Base name of the sidecar, so the file browser can hide it. */
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shadowFileName: string;
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/** Written when neither the real file nor the sidecar exists yet. */
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defaultContent: string;
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/**
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* Stock contents shipped by the image. When the sidecar is adopted from an
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* existing install, contents matching one of these are replaced by
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* `defaultContent` instead of being preserved.
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*/
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imageDefaults: string[];
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}
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export const CS2_SERVER_CFG_PATH = 'game/csgo/cfg/server.cfg';
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export const CS2_PERSISTED_SERVER_CFG_PATH = 'game/csgo/cfg/.sourcegamepanel-server.cfg';
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export const CS2_PERSISTED_SERVER_CFG_FILE = '.sourcegamepanel-server.cfg';
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const LEGACY_IMAGE_CS2_SERVER_CFG = `// Server Defaults
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hostname "GamePanel CS2 Server" // Set server hostname
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sv_cheats 0 // Enable or disable cheats
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sv_hibernate_when_empty 0 // Disable server hibernation
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// Passwords
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rcon_password "" // Set rcon password
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sv_password "" // Set server password
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// CSTV
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sv_hibernate_postgame_delay 30 // Delay server hibernation after all clients disconnect
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tv_allow_camera_man 1 // Auto director allows spectators to become camera man
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tv_allow_static_shots 1 // Auto director uses fixed level cameras for shots
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tv_autorecord 0 // Automatically records all games as CSTV demos: 0=off, 1=on.
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tv_chatgroupsize 0 // Set the default chat group size
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tv_chattimelimit 8 // Limits spectators to chat only every n seconds
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tv_debug 0 // CSTV debug info.
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tv_delay 0 // CSTV broadcast delay in seconds
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tv_delaymapchange 1 // Delays map change until broadcast is complete
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tv_deltacache 2 // Enable delta entity bit stream cache
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tv_dispatchmode 1 // Dispatch clients to relay proxies: 0=never, 1=if appropriate, 2=always
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tv_enable 0 // Activates CSTV on server: 0=off, 1=on.
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tv_maxclients 10 // Maximum client number on CSTV server.
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tv_maxrate 0 // Max CSTV spectator bandwidth rate allowed, 0 == unlimited
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tv_name "GamePanel CS2 Server CSTV" // CSTV host name
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tv_overridemaster 0 // Overrides the CSTV master root address.
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tv_port 27020 // Host SourceTV port
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tv_password "changeme" // CSTV password for clients
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tv_relaypassword "changeme" // CSTV password for relay proxies
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tv_relayvoice 1 // Relay voice data: 0=off, 1=on
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tv_timeout 60 // CSTV connection timeout in seconds.
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tv_title "GamePanel CS2 Server CSTV" // Set title for CSTV spectator UI
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tv_transmitall 1 // Transmit all entities (not only director view)
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// Logs
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log on // Turns logging 'on' or 'off', defaults to 'on'
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mp_logmoney 0 // Turns money logging on/off: 0=off, 1=on
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mp_logdetail 0 // Combat damage logging: 0=disabled, 1=enemy, 2=friendly, 3=all
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mp_logdetail_items 0 // Turns item logging on/off: 0=off, 1=on
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`;
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export const DEFAULT_CS2_SERVER_CFG = `// ============================================
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// CS2 Server Config
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// ============================================
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// ---- Sunucu Bilgileri ----
|
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hostname "SourceGamePanel CS2 Server"
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sv_password ""
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rcon_password "changeme"
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sv_cheats 0
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// ---- Topluluk Sunucu Gorunurlugu ----
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sv_region 3
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sv_tags "competitive,community"
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sv_lan 0
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sv_steamgroup ""
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sv_steamgroup_exclusive 0
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// ---- Performans ----
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sv_maxrate 0
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sv_minrate 64000
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sv_max_queries_sec 5
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sv_max_queries_window 30
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sv_parallel_sendsnapshot 1
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net_maxroutable 1200
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|
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// ---- Baglanti ----
|
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sv_maxclients 16
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sv_timeout 60
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|
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// ---- GOTV (Tamamen Kapali) ----
|
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tv_enable 0
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tv_autorecord 0
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tv_delay 0
|
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tv_maxclients 0
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tv_port 0
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// ---- Loglama ----
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log on
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mp_logmoney 0
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mp_logdetail 0
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mp_logdetail_items 0
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sv_logfile 1
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|
||||
// ---- Genel Oyun Ayarlari ----
|
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mp_autokick 0
|
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sv_allow_votes 0
|
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sv_alltalk 0
|
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sv_deadtalk 1
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sv_voiceenable 1
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`;
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const MANAGED_CONFIG_FILES: Record<string, ManagedConfigFile[]> = {
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cs2: [
|
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{
|
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path: CS2_SERVER_CFG_PATH,
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shadowPath: CS2_PERSISTED_SERVER_CFG_PATH,
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shadowFileName: CS2_PERSISTED_SERVER_CFG_FILE,
|
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defaultContent: DEFAULT_CS2_SERVER_CFG,
|
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imageDefaults: [LEGACY_IMAGE_CS2_SERVER_CFG],
|
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},
|
||||
],
|
||||
};
|
||||
|
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function normalizePath(path: string): string {
|
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return path
|
||||
.trim()
|
||||
.replace(/\\/g, '/')
|
||||
.replace(/^\/+/, '')
|
||||
.replace(/\/{2,}/g, '/');
|
||||
}
|
||||
|
||||
function isMissingFileError(error: unknown): boolean {
|
||||
const message = error instanceof Error ? error.message : String(error);
|
||||
return (
|
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message.includes('No such file or directory') ||
|
||||
message.includes('Server responded with NOT_FOUND') ||
|
||||
message.includes('status code 404')
|
||||
);
|
||||
}
|
||||
|
||||
function normalizeComparableContent(content: string): string {
|
||||
return content.replace(/\r\n/g, '\n').trim();
|
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}
|
||||
|
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export function managedConfigFilesForGame(gameSlug: string): ManagedConfigFile[] {
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return MANAGED_CONFIG_FILES[gameSlug.trim().toLowerCase()] ?? [];
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||||
}
|
||||
|
||||
/** The managed file a request path refers to, or `null` if it is not managed. */
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export function managedConfigFileFor(
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||||
gameSlug: string,
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||||
path: string,
|
||||
): ManagedConfigFile | null {
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const normalized = normalizePath(path);
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||||
return (
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managedConfigFilesForGame(gameSlug).find((file) => file.path === normalized) ?? null
|
||||
);
|
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}
|
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||||
export function isManagedConfigShadowFile(gameSlug: string, fileName: string): boolean {
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||||
const normalized = fileName.trim();
|
||||
return managedConfigFilesForGame(gameSlug).some(
|
||||
(file) => file.shadowFileName === normalized,
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Read the panel's copy of a managed config file, adopting whatever is on disk
|
||||
* the first time around.
|
||||
*/
|
||||
export async function readManagedConfig(
|
||||
node: DaemonNodeConnection,
|
||||
serverUuid: string,
|
||||
file: ManagedConfigFile,
|
||||
): Promise<string> {
|
||||
try {
|
||||
const persisted = await daemonReadFile(node, serverUuid, file.shadowPath);
|
||||
return persisted.data.toString('utf8');
|
||||
} catch (error) {
|
||||
if (!isMissingFileError(error)) throw error;
|
||||
}
|
||||
|
||||
try {
|
||||
const current = await daemonReadFile(node, serverUuid, file.path);
|
||||
const content = current.data.toString('utf8');
|
||||
const isStockContent = file.imageDefaults.some(
|
||||
(stock) => normalizeComparableContent(stock) === normalizeComparableContent(content),
|
||||
);
|
||||
const nextContent = isStockContent ? file.defaultContent : content;
|
||||
await daemonWriteFile(node, serverUuid, file.shadowPath, nextContent);
|
||||
return nextContent;
|
||||
} catch (error) {
|
||||
if (!isMissingFileError(error)) throw error;
|
||||
}
|
||||
|
||||
await daemonWriteFile(node, serverUuid, file.shadowPath, file.defaultContent);
|
||||
return file.defaultContent;
|
||||
}
|
||||
|
||||
/** Write a managed config file, keeping the panel's copy in sync. */
|
||||
export async function writeManagedConfig(
|
||||
node: DaemonNodeConnection,
|
||||
serverUuid: string,
|
||||
file: ManagedConfigFile,
|
||||
content: string | Buffer,
|
||||
): Promise<void> {
|
||||
await daemonWriteFile(node, serverUuid, file.shadowPath, content);
|
||||
await daemonWriteFile(node, serverUuid, file.path, content);
|
||||
}
|
||||
|
||||
// === Drift watcher ===
|
||||
|
||||
/**
|
||||
* How long to keep watching after a start. This has to outlast the image's own
|
||||
* update/validate step — for CS2 that is a multi-gigabyte SteamCMD run that can
|
||||
* easily take 10+ minutes on a cold cache, and it rewrites `server.cfg` when it
|
||||
* finishes. Watching for only a minute is why edited configs kept coming back.
|
||||
*/
|
||||
const SUSTAIN_WINDOW_MS = Number(process.env.MANAGED_CONFIG_SUSTAIN_MS) || 30 * 60_000;
|
||||
const FAST_INTERVAL_MS = 5_000;
|
||||
const SLOW_INTERVAL_MS = 20_000;
|
||||
const FAST_PHASE_MS = 2 * 60_000;
|
||||
/** Consecutive drift-free polls needed before the watcher stops early. */
|
||||
const REQUIRED_STABLE_ROUNDS = 6;
|
||||
/** Never stop early before this much of the window has elapsed. */
|
||||
const MIN_WATCH_MS = 3 * 60_000;
|
||||
|
||||
/** One watcher per server; a newer start supersedes the one already running. */
|
||||
const activeWatchers = new Map<string, symbol>();
|
||||
|
||||
function sleep(ms: number): Promise<void> {
|
||||
return new Promise((resolve) => setTimeout(resolve, ms));
|
||||
}
|
||||
|
||||
async function restoreDriftedFile(
|
||||
node: DaemonNodeConnection,
|
||||
serverUuid: string,
|
||||
file: ManagedConfigFile,
|
||||
): Promise<boolean> {
|
||||
const expected = await readManagedConfig(node, serverUuid, file);
|
||||
|
||||
let live: string | null = null;
|
||||
try {
|
||||
const current = await daemonReadFile(node, serverUuid, file.path);
|
||||
live = current.data.toString('utf8');
|
||||
} catch (error) {
|
||||
if (!isMissingFileError(error)) throw error;
|
||||
}
|
||||
|
||||
if (live !== null && normalizeComparableContent(live) === normalizeComparableContent(expected)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
await daemonWriteFile(node, serverUuid, file.path, expected);
|
||||
return true;
|
||||
}
|
||||
|
||||
/** Restore every managed config file for a game to the panel's copy. */
|
||||
export async function reapplyManagedConfigs(
|
||||
node: DaemonNodeConnection,
|
||||
serverUuid: string,
|
||||
gameSlug: string,
|
||||
): Promise<void> {
|
||||
for (const file of managedConfigFilesForGame(gameSlug)) {
|
||||
await restoreDriftedFile(node, serverUuid, file);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Watch a server's managed config files after a start and put the panel's
|
||||
* version back whenever the game overwrites it.
|
||||
*
|
||||
* `isServerActive` lets the caller abort once the server leaves the running
|
||||
* state, so a stopped server never gets its files rewritten behind its back.
|
||||
*/
|
||||
export function sustainManagedConfigsAfterStart(
|
||||
app: FastifyInstance,
|
||||
options: {
|
||||
node: DaemonNodeConnection;
|
||||
serverId: string;
|
||||
serverUuid: string;
|
||||
gameSlug: string;
|
||||
isServerActive: () => Promise<boolean>;
|
||||
},
|
||||
): void {
|
||||
const files = managedConfigFilesForGame(options.gameSlug);
|
||||
if (files.length === 0) return;
|
||||
|
||||
const token = Symbol(options.serverId);
|
||||
activeWatchers.set(options.serverId, token);
|
||||
|
||||
void (async () => {
|
||||
const startedAt = Date.now();
|
||||
const deadline = startedAt + SUSTAIN_WINDOW_MS;
|
||||
let stableRounds = 0;
|
||||
|
||||
try {
|
||||
while (Date.now() < deadline) {
|
||||
const elapsed = Date.now() - startedAt;
|
||||
await sleep(elapsed < FAST_PHASE_MS ? FAST_INTERVAL_MS : SLOW_INTERVAL_MS);
|
||||
|
||||
if (activeWatchers.get(options.serverId) !== token) return;
|
||||
|
||||
let active: boolean;
|
||||
try {
|
||||
active = await options.isServerActive();
|
||||
} catch (error) {
|
||||
app.log.warn(
|
||||
{ error, serverId: options.serverId },
|
||||
'Managed config watcher could not read server status',
|
||||
);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!active) {
|
||||
app.log.debug(
|
||||
{ serverId: options.serverId },
|
||||
'Managed config watcher stopping: server is no longer running',
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
let drifted = false;
|
||||
for (const file of files) {
|
||||
try {
|
||||
if (await restoreDriftedFile(options.node, options.serverUuid, file)) {
|
||||
drifted = true;
|
||||
app.log.info(
|
||||
{
|
||||
serverId: options.serverId,
|
||||
serverUuid: options.serverUuid,
|
||||
gameSlug: options.gameSlug,
|
||||
path: file.path,
|
||||
},
|
||||
'Restored managed config file after the game reset it',
|
||||
);
|
||||
}
|
||||
} catch (error) {
|
||||
app.log.warn(
|
||||
{
|
||||
error,
|
||||
serverId: options.serverId,
|
||||
serverUuid: options.serverUuid,
|
||||
path: file.path,
|
||||
},
|
||||
'Failed to restore managed config file',
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
stableRounds = drifted ? 0 : stableRounds + 1;
|
||||
|
||||
if (
|
||||
stableRounds >= REQUIRED_STABLE_ROUNDS &&
|
||||
Date.now() - startedAt >= MIN_WATCH_MS
|
||||
) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
} finally {
|
||||
if (activeWatchers.get(options.serverId) === token) {
|
||||
activeWatchers.delete(options.serverId);
|
||||
}
|
||||
}
|
||||
})();
|
||||
}
|
||||
@@ -22,7 +22,7 @@ import {
|
||||
CS2_PERSISTED_SERVER_CFG_PATH,
|
||||
CS2_SERVER_CFG_PATH,
|
||||
DEFAULT_CS2_SERVER_CFG,
|
||||
} from './cs2-server-config.js';
|
||||
} from './managed-config.js';
|
||||
|
||||
const DEFAULT_RELEASE_MAX_BYTES = 256 * 1024 * 1024;
|
||||
const DEFAULT_DOWNLOAD_TIMEOUT_MS = 120_000;
|
||||
|
||||
@@ -253,8 +253,11 @@ export default fp(async (app: FastifyInstance) => {
|
||||
{ error, serverId, serverUuid: server.serverUuid, socketId: socket.id },
|
||||
'Failed to send console command',
|
||||
);
|
||||
socket.emit('server:console:output', { line: '[error] Failed to send command' });
|
||||
const ack: ConsoleCommandAck = { requestId, ok: false, error: 'Failed to send command' };
|
||||
// The daemon explains *why* (server not running, no RCON password, …) —
|
||||
// showing that beats a generic failure the user cannot act on.
|
||||
const reason = daemonErrorReason(error);
|
||||
socket.emit('server:console:output', { line: `[error] ${reason}` });
|
||||
const ack: ConsoleCommandAck = { requestId, ok: false, error: reason };
|
||||
socket.emit('server:console:command:ack', ack);
|
||||
}
|
||||
});
|
||||
@@ -277,6 +280,15 @@ export default fp(async (app: FastifyInstance) => {
|
||||
});
|
||||
});
|
||||
|
||||
/** Strip the gRPC status prefix so the console shows the daemon's own wording. */
|
||||
function daemonErrorReason(error: unknown): string {
|
||||
const raw = error instanceof Error ? error.message.trim() : '';
|
||||
if (!raw) return 'Failed to send command';
|
||||
|
||||
const withoutStatus = raw.replace(/^\d+\s+[A-Z_]+:\s*/, '').trim();
|
||||
return withoutStatus || 'Failed to send command';
|
||||
}
|
||||
|
||||
async function hasConsolePermission(
|
||||
app: FastifyInstance,
|
||||
user: AccessTokenPayload,
|
||||
|
||||
@@ -244,6 +244,8 @@ export default async function adminRoutes(app: FastifyInstance) {
|
||||
defaultPort: number;
|
||||
startupCommand: string;
|
||||
stopCommand?: string;
|
||||
stopTimeoutSeconds?: number;
|
||||
containerDataPath?: string;
|
||||
configFiles?: unknown[];
|
||||
environmentVars?: unknown[];
|
||||
automationRules?: unknown[];
|
||||
|
||||
@@ -8,6 +8,8 @@ export const CreateGameSchema = {
|
||||
defaultPort: Type.Number({ minimum: 1, maximum: 65535 }),
|
||||
startupCommand: Type.String({ minLength: 1 }),
|
||||
stopCommand: Type.Optional(Type.String()),
|
||||
stopTimeoutSeconds: Type.Optional(Type.Number({ minimum: 5, maximum: 3600 })),
|
||||
containerDataPath: Type.Optional(Type.String({ pattern: '^/.*' })),
|
||||
configFiles: Type.Optional(Type.Array(Type.Any())),
|
||||
environmentVars: Type.Optional(Type.Array(Type.Any())),
|
||||
automationRules: Type.Optional(Type.Array(Type.Any())),
|
||||
@@ -21,6 +23,8 @@ export const UpdateGameSchema = {
|
||||
defaultPort: Type.Optional(Type.Number({ minimum: 1, maximum: 65535 })),
|
||||
startupCommand: Type.Optional(Type.String({ minLength: 1 })),
|
||||
stopCommand: Type.Optional(Type.String()),
|
||||
stopTimeoutSeconds: Type.Optional(Type.Number({ minimum: 5, maximum: 3600 })),
|
||||
containerDataPath: Type.Optional(Type.String({ pattern: '^/.*' })),
|
||||
configFiles: Type.Optional(Type.Array(Type.Any())),
|
||||
environmentVars: Type.Optional(Type.Array(Type.Any())),
|
||||
automationRules: Type.Optional(Type.Array(Type.Any())),
|
||||
|
||||
@@ -8,10 +8,10 @@ import { requirePermission } from '../../lib/permissions.js';
|
||||
import { parseConfig, serializeConfig } from '../../lib/config-parsers.js';
|
||||
import { daemonReadFile, daemonWriteFile, type DaemonNodeConnection } from '../../lib/daemon.js';
|
||||
import {
|
||||
isManagedCs2ServerConfigPath,
|
||||
readManagedCs2ServerConfig,
|
||||
writeManagedCs2ServerConfig,
|
||||
} from '../../lib/cs2-server-config.js';
|
||||
managedConfigFileFor,
|
||||
readManagedConfig,
|
||||
writeManagedConfig,
|
||||
} from '../../lib/managed-config.js';
|
||||
|
||||
const ParamSchema = {
|
||||
params: Type.Object({
|
||||
@@ -70,8 +70,9 @@ export default async function configRoutes(app: FastifyInstance) {
|
||||
|
||||
let raw = '';
|
||||
try {
|
||||
if (isManagedCs2ServerConfigPath(game.slug, configFile.path)) {
|
||||
raw = await readManagedCs2ServerConfig(node, server.uuid);
|
||||
const managedFile = managedConfigFileFor(game.slug, configFile.path);
|
||||
if (managedFile) {
|
||||
raw = await readManagedConfig(node, server.uuid, managedFile);
|
||||
} else {
|
||||
const file = await daemonReadFile(node, server.uuid, configFile.path);
|
||||
raw = file.data.toString('utf8');
|
||||
@@ -120,13 +121,13 @@ export default async function configRoutes(app: FastifyInstance) {
|
||||
|
||||
const { game, server, node, configFile } = await getServerConfig(app, orgId, serverId, configIndex);
|
||||
|
||||
const isManagedCs2Config = isManagedCs2ServerConfigPath(game.slug, configFile.path);
|
||||
const managedFile = managedConfigFileFor(game.slug, configFile.path);
|
||||
|
||||
let originalContent: string | undefined;
|
||||
let originalEntries: { key: string; value: string }[] = [];
|
||||
try {
|
||||
if (isManagedCs2Config) {
|
||||
originalContent = await readManagedCs2ServerConfig(node, server.uuid);
|
||||
if (managedFile) {
|
||||
originalContent = await readManagedConfig(node, server.uuid, managedFile);
|
||||
} else {
|
||||
const current = await daemonReadFile(node, server.uuid, configFile.path);
|
||||
originalContent = current.data.toString('utf8');
|
||||
@@ -161,8 +162,8 @@ export default async function configRoutes(app: FastifyInstance) {
|
||||
originalContent,
|
||||
);
|
||||
|
||||
if (isManagedCs2Config) {
|
||||
await writeManagedCs2ServerConfig(node, server.uuid, content);
|
||||
if (managedFile) {
|
||||
await writeManagedConfig(node, server.uuid, managedFile, content);
|
||||
} else {
|
||||
await daemonWriteFile(node, server.uuid, configFile.path, content);
|
||||
}
|
||||
|
||||
@@ -12,12 +12,11 @@ import {
|
||||
type DaemonNodeConnection,
|
||||
} from '../../lib/daemon.js';
|
||||
import {
|
||||
CS2_PERSISTED_SERVER_CFG_PATH,
|
||||
CS2_PERSISTED_SERVER_CFG_FILE,
|
||||
isManagedCs2ServerConfigPath,
|
||||
readManagedCs2ServerConfig,
|
||||
writeManagedCs2ServerConfig,
|
||||
} from '../../lib/cs2-server-config.js';
|
||||
isManagedConfigShadowFile,
|
||||
managedConfigFileFor,
|
||||
readManagedConfig,
|
||||
writeManagedConfig,
|
||||
} from '../../lib/managed-config.js';
|
||||
|
||||
const FileParamSchema = {
|
||||
params: Type.Object({
|
||||
@@ -27,8 +26,8 @@ const FileParamSchema = {
|
||||
};
|
||||
|
||||
function shouldHideFileForGame(gameSlug: string, fileName: string, isDirectory: boolean): boolean {
|
||||
if (isManagedConfigShadowFile(gameSlug, fileName)) return true;
|
||||
if (gameSlug !== 'cs2') return false;
|
||||
if (fileName.trim() === CS2_PERSISTED_SERVER_CFG_FILE) return true;
|
||||
if (isDirectory) return false;
|
||||
|
||||
const normalizedName = fileName.trim().toLowerCase();
|
||||
@@ -108,9 +107,10 @@ export default async function fileRoutes(app: FastifyInstance) {
|
||||
let payload: Buffer;
|
||||
let mimeType = 'text/plain';
|
||||
|
||||
if (isManagedCs2ServerConfigPath(serverContext.gameSlug, path)) {
|
||||
const managedFile = managedConfigFileFor(serverContext.gameSlug, path);
|
||||
if (managedFile) {
|
||||
payload = Buffer.from(
|
||||
await readManagedCs2ServerConfig(serverContext.node, serverContext.serverUuid),
|
||||
await readManagedConfig(serverContext.node, serverContext.serverUuid, managedFile),
|
||||
'utf8',
|
||||
);
|
||||
} else {
|
||||
@@ -156,8 +156,14 @@ export default async function fileRoutes(app: FastifyInstance) {
|
||||
|
||||
const payload = encoding === 'base64' ? decodeBase64Payload(data) : data;
|
||||
|
||||
if (isManagedCs2ServerConfigPath(serverContext.gameSlug, path)) {
|
||||
await writeManagedCs2ServerConfig(serverContext.node, serverContext.serverUuid, payload);
|
||||
const managedFile = managedConfigFileFor(serverContext.gameSlug, path);
|
||||
if (managedFile) {
|
||||
await writeManagedConfig(
|
||||
serverContext.node,
|
||||
serverContext.serverUuid,
|
||||
managedFile,
|
||||
payload,
|
||||
);
|
||||
} else {
|
||||
await daemonWriteFile(serverContext.node, serverContext.serverUuid, path, payload);
|
||||
}
|
||||
@@ -182,16 +188,19 @@ export default async function fileRoutes(app: FastifyInstance) {
|
||||
await requirePermission(request, orgId, 'files.delete');
|
||||
const serverContext = await getServerContext(app, orgId, serverId);
|
||||
|
||||
const resolvedPaths = paths.flatMap((path) =>
|
||||
isManagedCs2ServerConfigPath(serverContext.gameSlug, path)
|
||||
? [
|
||||
path,
|
||||
path.trim().startsWith('/')
|
||||
? `/${CS2_PERSISTED_SERVER_CFG_PATH}`
|
||||
: CS2_PERSISTED_SERVER_CFG_PATH,
|
||||
]
|
||||
: [path],
|
||||
);
|
||||
// Deleting a managed config also drops the panel's sidecar copy,
|
||||
// otherwise the next start would resurrect the file.
|
||||
const resolvedPaths = paths.flatMap((path) => {
|
||||
const managedFile = managedConfigFileFor(serverContext.gameSlug, path);
|
||||
if (!managedFile) return [path];
|
||||
|
||||
return [
|
||||
path,
|
||||
path.trim().startsWith('/')
|
||||
? `/${managedFile.shadowPath}`
|
||||
: managedFile.shadowPath,
|
||||
];
|
||||
});
|
||||
|
||||
await daemonDeleteFiles(serverContext.node, serverContext.serverUuid, resolvedPaths);
|
||||
return { success: true, paths };
|
||||
|
||||
@@ -26,7 +26,7 @@ import {
|
||||
type DaemonNodeConnection,
|
||||
type DaemonPortMapping,
|
||||
} from '../../lib/daemon.js';
|
||||
import { reapplyManagedCs2ServerConfig } from '../../lib/cs2-server-config.js';
|
||||
import { sustainManagedConfigsAfterStart } from '../../lib/managed-config.js';
|
||||
import {
|
||||
ServerParamSchema,
|
||||
CreateServerSchema,
|
||||
@@ -146,6 +146,14 @@ function additionalPortRequirementsForGame(gameSlug: string): AdditionalPortRequ
|
||||
];
|
||||
}
|
||||
|
||||
if (slug === 'ark-se') {
|
||||
return [
|
||||
{ key: 'ark-raw-udp', label: 'Raw UDP Socket Port', protocols: ['udp'] },
|
||||
{ key: 'ark-query', label: 'Steam Query Port', protocols: ['udp'] },
|
||||
{ key: 'ark-rcon', label: 'RCON Port', protocols: ['tcp'] },
|
||||
];
|
||||
}
|
||||
|
||||
return [];
|
||||
}
|
||||
|
||||
@@ -188,18 +196,38 @@ function applyGameRuntimeEnvironment(
|
||||
additionalPortsRaw: unknown,
|
||||
): Record<string, string> {
|
||||
const slug = gameSlug.trim().toLowerCase();
|
||||
if (slug !== 'satisfactory') return environment;
|
||||
|
||||
const additionalPorts = normalizeAdditionalServerPorts(additionalPortsRaw);
|
||||
const messagingPort = additionalPorts.find(
|
||||
(port) => port.key === 'satisfactory-messaging' && port.protocol === 'tcp',
|
||||
);
|
||||
const findPort = (key: string, protocol: PortProtocol) =>
|
||||
additionalPorts.find((port) => port.key === key && port.protocol === protocol);
|
||||
|
||||
return {
|
||||
...environment,
|
||||
SERVERGAMEPORT: String(allocationPort),
|
||||
SERVERMESSAGINGPORT: String(messagingPort?.hostPort ?? 8888),
|
||||
};
|
||||
if (slug === 'satisfactory') {
|
||||
const messagingPort = findPort('satisfactory-messaging', 'tcp');
|
||||
|
||||
return {
|
||||
...environment,
|
||||
SERVERGAMEPORT: String(allocationPort),
|
||||
SERVERMESSAGINGPORT: String(messagingPort?.hostPort ?? 8888),
|
||||
};
|
||||
}
|
||||
|
||||
if (slug === 'ark-se') {
|
||||
// The ARK image binds exactly the ports it is told about, so the
|
||||
// allocations have to be mirrored into its environment.
|
||||
const rconPort = findPort('ark-rcon', 'tcp')?.hostPort ?? 27020;
|
||||
const adminPassword = environment.ADMIN_PASSWORD ?? '';
|
||||
|
||||
return {
|
||||
...environment,
|
||||
GAME_CLIENT_PORT: String(allocationPort),
|
||||
UDP_SOCKET_PORT: String(findPort('ark-raw-udp', 'udp')?.hostPort ?? allocationPort + 1),
|
||||
SERVER_LIST_PORT: String(findPort('ark-query', 'udp')?.hostPort ?? 27015),
|
||||
RCON_PORT: String(rconPort),
|
||||
// The daemon reads these when it opens an RCON console session.
|
||||
RCON_PASSWORD: adminPassword,
|
||||
};
|
||||
}
|
||||
|
||||
return environment;
|
||||
}
|
||||
|
||||
function buildDaemonPorts(
|
||||
@@ -231,6 +259,19 @@ function buildDaemonPorts(
|
||||
];
|
||||
}
|
||||
|
||||
if (slug === 'ark-se') {
|
||||
// Host and container ports match because the image is configured with the
|
||||
// very same numbers via its environment.
|
||||
return [
|
||||
{ host_port: allocationPort, container_port: allocationPort, protocol: 'udp' },
|
||||
...additionalPorts.map((port) => ({
|
||||
host_port: port.hostPort,
|
||||
container_port: port.hostPort,
|
||||
protocol: port.protocol,
|
||||
})),
|
||||
];
|
||||
}
|
||||
|
||||
if (slug === 'cs2' || slug === 'csgo' || slug === 'fivem') {
|
||||
return [
|
||||
{ host_port: allocationPort, container_port: containerPort, protocol: 'udp' },
|
||||
@@ -512,6 +553,11 @@ async function syncServerInstallStatus(
|
||||
'Synchronized install status from daemon',
|
||||
);
|
||||
|
||||
if (mapped === 'running') {
|
||||
// First boot resets configs the same way a restart does.
|
||||
sustainManagedConfigAfterPowerStart(app, node, serverId, serverUuid, gameSlug);
|
||||
}
|
||||
|
||||
if (mapped === 'running' || mapped === 'stopped') {
|
||||
if (needsManagedProvisioning) {
|
||||
void runManagedInstallProvisioning(app, {
|
||||
@@ -543,30 +589,35 @@ async function syncServerInstallStatus(
|
||||
app.log.warn({ serverId, serverUuid }, 'Timed out while waiting for daemon install completion');
|
||||
}
|
||||
|
||||
async function sustainCs2ServerConfigAfterPowerStart(
|
||||
/**
|
||||
* Keep panel-managed config files alive across a start.
|
||||
*
|
||||
* Steam-based images re-validate the game install on every start and put their
|
||||
* own `server.cfg` back afterwards — often many minutes in, long after a fixed
|
||||
* short retry window would have given up. So the watcher polls for drift over a
|
||||
* long window and stops once the file has stayed put (or the server stops).
|
||||
*/
|
||||
function sustainManagedConfigAfterPowerStart(
|
||||
app: FastifyInstance,
|
||||
node: DaemonNodeConnection,
|
||||
serverId: string,
|
||||
serverUuid: string,
|
||||
gameSlug: string,
|
||||
): Promise<void> {
|
||||
if (gameSlug.trim().toLowerCase() !== 'cs2') return;
|
||||
): void {
|
||||
sustainManagedConfigsAfterStart(app, {
|
||||
node,
|
||||
serverId,
|
||||
serverUuid,
|
||||
gameSlug,
|
||||
isServerActive: async () => {
|
||||
const [row] = await app.db
|
||||
.select({ status: servers.status })
|
||||
.from(servers)
|
||||
.where(eq(servers.id, serverId));
|
||||
|
||||
const attempts = 6;
|
||||
const intervalMs = 10_000;
|
||||
|
||||
for (let attempt = 1; attempt <= attempts; attempt += 1) {
|
||||
await sleep(intervalMs);
|
||||
|
||||
try {
|
||||
await reapplyManagedCs2ServerConfig(node, serverUuid);
|
||||
} catch (error) {
|
||||
app.log.warn(
|
||||
{ error, serverId, serverUuid, attempt },
|
||||
'Failed to reapply managed CS2 server.cfg after power start',
|
||||
);
|
||||
}
|
||||
}
|
||||
return row?.status === 'running' || row?.status === 'installing';
|
||||
},
|
||||
});
|
||||
}
|
||||
|
||||
export default async function serverRoutes(app: FastifyInstance) {
|
||||
@@ -827,6 +878,9 @@ export default async function serverRoutes(app: FastifyInstance) {
|
||||
),
|
||||
ports: buildDaemonPorts(game.slug, allocation.port, game.defaultPort, additionalServerPorts),
|
||||
install_plugin_urls: [],
|
||||
data_path: game.containerDataPath ?? '',
|
||||
stop_command: game.stopCommand ?? '',
|
||||
stop_timeout_seconds: game.stopTimeoutSeconds ?? 0,
|
||||
};
|
||||
let createdServerResponse = server;
|
||||
|
||||
@@ -1195,6 +1249,9 @@ export default async function serverRoutes(app: FastifyInstance) {
|
||||
gameDefaultPort: games.defaultPort,
|
||||
gameSlug: games.slug,
|
||||
gameStartupCommand: games.startupCommand,
|
||||
gameStopCommand: games.stopCommand,
|
||||
gameStopTimeoutSeconds: games.stopTimeoutSeconds,
|
||||
gameContainerDataPath: games.containerDataPath,
|
||||
gameEnvironmentVars: games.environmentVars,
|
||||
})
|
||||
.from(servers)
|
||||
@@ -1256,6 +1313,9 @@ export default async function serverRoutes(app: FastifyInstance) {
|
||||
current.gameDefaultPort,
|
||||
current.additionalPorts,
|
||||
),
|
||||
data_path: current.gameContainerDataPath ?? '',
|
||||
stop_command: current.gameStopCommand ?? '',
|
||||
stop_timeout_seconds: current.gameStopTimeoutSeconds ?? 0,
|
||||
},
|
||||
);
|
||||
nextStatus = mapDaemonStatus(response.status);
|
||||
@@ -1412,9 +1472,14 @@ export default async function serverRoutes(app: FastifyInstance) {
|
||||
nodeFqdn: nodes.fqdn,
|
||||
nodeGrpcPort: nodes.grpcPort,
|
||||
nodeDaemonToken: nodes.daemonToken,
|
||||
gameSlug: games.slug,
|
||||
gameStopCommand: games.stopCommand,
|
||||
gameStopTimeoutSeconds: games.stopTimeoutSeconds,
|
||||
gameAutomationRules: games.automationRules,
|
||||
})
|
||||
.from(servers)
|
||||
.innerJoin(nodes, eq(servers.nodeId, nodes.id))
|
||||
.innerJoin(games, eq(servers.gameId, games.id))
|
||||
.where(and(eq(servers.id, serverId), eq(servers.organizationId, orgId)));
|
||||
if (!server) throw AppError.notFound('Server not found');
|
||||
|
||||
@@ -1422,16 +1487,17 @@ export default async function serverRoutes(app: FastifyInstance) {
|
||||
throw AppError.badRequest('Cannot send power action to a suspended server');
|
||||
}
|
||||
|
||||
const nodeConnection: DaemonNodeConnection = {
|
||||
fqdn: server.nodeFqdn,
|
||||
grpcPort: server.nodeGrpcPort,
|
||||
daemonToken: server.nodeDaemonToken,
|
||||
};
|
||||
|
||||
try {
|
||||
await daemonSetPowerState(
|
||||
{
|
||||
fqdn: server.nodeFqdn,
|
||||
grpcPort: server.nodeGrpcPort,
|
||||
daemonToken: server.nodeDaemonToken,
|
||||
},
|
||||
server.uuid,
|
||||
action,
|
||||
);
|
||||
await daemonSetPowerState(nodeConnection, server.uuid, action, {
|
||||
stopCommand: server.gameStopCommand,
|
||||
stopTimeoutSeconds: server.gameStopTimeoutSeconds,
|
||||
});
|
||||
} catch (error) {
|
||||
app.log.error(
|
||||
{ error, serverId: server.id, serverUuid: server.uuid, action },
|
||||
@@ -1457,41 +1523,22 @@ export default async function serverRoutes(app: FastifyInstance) {
|
||||
.where(eq(servers.id, serverId));
|
||||
|
||||
if (action === 'start' || action === 'restart') {
|
||||
const [serverWithGame] = await app.db
|
||||
.select({
|
||||
gameSlug: games.slug,
|
||||
automationRules: games.automationRules,
|
||||
})
|
||||
.from(servers)
|
||||
.innerJoin(games, eq(servers.gameId, games.id))
|
||||
.where(eq(servers.id, serverId));
|
||||
sustainManagedConfigAfterPowerStart(
|
||||
app,
|
||||
nodeConnection,
|
||||
serverId,
|
||||
server.uuid,
|
||||
server.gameSlug,
|
||||
);
|
||||
|
||||
if (serverWithGame) {
|
||||
void sustainCs2ServerConfigAfterPowerStart(
|
||||
app,
|
||||
{
|
||||
fqdn: server.nodeFqdn,
|
||||
grpcPort: server.nodeGrpcPort,
|
||||
daemonToken: server.nodeDaemonToken,
|
||||
},
|
||||
serverId,
|
||||
server.uuid,
|
||||
serverWithGame.gameSlug,
|
||||
);
|
||||
|
||||
void runServerAutomationEvent(app, {
|
||||
serverId,
|
||||
serverUuid: server.uuid,
|
||||
gameSlug: serverWithGame.gameSlug,
|
||||
event: 'server.power.started',
|
||||
node: {
|
||||
fqdn: server.nodeFqdn,
|
||||
grpcPort: server.nodeGrpcPort,
|
||||
daemonToken: server.nodeDaemonToken,
|
||||
},
|
||||
automationRulesRaw: serverWithGame.automationRules,
|
||||
});
|
||||
}
|
||||
void runServerAutomationEvent(app, {
|
||||
serverId,
|
||||
serverUuid: server.uuid,
|
||||
gameSlug: server.gameSlug,
|
||||
event: 'server.power.started',
|
||||
node: nodeConnection,
|
||||
automationRulesRaw: server.gameAutomationRules,
|
||||
});
|
||||
}
|
||||
|
||||
await createAuditLog(app.db, request, {
|
||||
|
||||
Reference in New Issue
Block a user