docs: document SteamCMD server pattern
This commit is contained in:
226
docs/00 INBOX/ai/steamcmd-server.md
Normal file
226
docs/00 INBOX/ai/steamcmd-server.md
Normal file
@@ -0,0 +1,226 @@
|
||||
# SteamCMD server notes
|
||||
|
||||
These notes describe the emerging pattern for SteamCMD-based game servers in this monorepo.
|
||||
They come from the Valheim prototype on Pikachu.
|
||||
|
||||
## Goal
|
||||
|
||||
Use NixOS to manage server operations, not game content.
|
||||
|
||||
Nix owns service wiring, launch flags, ports, timers, users, and mounts.
|
||||
SteamCMD owns downloaded server files.
|
||||
The game owns world data, generated config, saves, and modded files.
|
||||
|
||||
## Layering
|
||||
|
||||
Use three layers for SteamCMD-based servers.
|
||||
|
||||
```text
|
||||
configs/nixos/modules/services/steamcmd.nix
|
||||
configs/nixos/modules/services/<game>.nix
|
||||
configs/nixos/guests/<game>.nix
|
||||
```
|
||||
|
||||
### `modules.services.steamcmd`
|
||||
|
||||
This module provides the generic SteamCMD machinery.
|
||||
|
||||
It runs on any NixOS system.
|
||||
That system can be a physical host or a guest.
|
||||
|
||||
It owns:
|
||||
|
||||
- the `steamcmd` service user,
|
||||
- the shared SteamCMD data directory,
|
||||
- per-instance Steam app updates,
|
||||
- per-instance game service units,
|
||||
- optional hard restart timers,
|
||||
- firewall openings for declared ports.
|
||||
|
||||
It does not know Valheim, PalWorld, or Project Zomboid semantics.
|
||||
Game modules translate game-specific settings into SteamCMD instances.
|
||||
|
||||
### `modules.services.<game>`
|
||||
|
||||
A game service module wraps `modules.services.steamcmd`.
|
||||
|
||||
For Valheim, this layer owns:
|
||||
|
||||
- Steam app id `896660`,
|
||||
- the Valheim runtime app id,
|
||||
- launch flags such as `-name`, `-world`, and `-port`,
|
||||
- the expected UDP port range,
|
||||
- the mapping from instance options to a SteamCMD instance.
|
||||
|
||||
This layer exposes operational config only.
|
||||
It avoids owning mutable gameplay files unless the game exposes stable launch flags.
|
||||
|
||||
### `guests.<game>`
|
||||
|
||||
A guest module turns a game service into a deployable guest.
|
||||
|
||||
It owns host-facing concerns:
|
||||
|
||||
- VLAN placement,
|
||||
- guest address registry entry,
|
||||
- host paths and bind mounts,
|
||||
- resource limits,
|
||||
- secret file mounts,
|
||||
- game-family instance declarations.
|
||||
|
||||
Do not add a reusable `guests.steamcmd` base guest.
|
||||
The guest auto-loader turns `configs/nixos/guests/steamcmd.nix` into a concrete guest.
|
||||
A specialized guest cannot use it as a base without creating another container.
|
||||
|
||||
## Instance model
|
||||
|
||||
Use one guest per game family.
|
||||
Use named instances inside that guest.
|
||||
|
||||
For example, `guests.palworld` can contain `instances.current` and `instances.old`.
|
||||
Each instance has its own ports and paths.
|
||||
The host config must avoid clashes.
|
||||
|
||||
For Valheim, the prototype uses `instances.foo`.
|
||||
The instance name is the operational identity.
|
||||
The world name defaults to the instance name.
|
||||
|
||||
Keep these names separate in the module interface:
|
||||
|
||||
```text
|
||||
instance name -> unit names and paths
|
||||
worldName -> game launch flag
|
||||
```
|
||||
|
||||
This permits a test instance to load a copied world later.
|
||||
|
||||
## Storage layout
|
||||
|
||||
Use three storage roots.
|
||||
|
||||
```text
|
||||
/data/steamcmd
|
||||
/data/servers/<game>/<instance-name>
|
||||
/media/games/servers/<game>/<instance-name>
|
||||
```
|
||||
|
||||
### `/data/steamcmd`
|
||||
|
||||
Store SteamCMD data and cache here.
|
||||
|
||||
This directory contains mutable Steam metadata and download state.
|
||||
Do not treat it as durable game state.
|
||||
|
||||
### `/data/servers/<game>/<instance-name>`
|
||||
|
||||
Store the installed dedicated server files here.
|
||||
|
||||
SteamCMD writes these files.
|
||||
Mods can also mutate this tree.
|
||||
For that reason, use per-instance app installs.
|
||||
Do not share one app install between modded or historical instances.
|
||||
|
||||
### `/media/games/servers/<game>/<instance-name>`
|
||||
|
||||
Store world data, saves, generated config, and durable game state here.
|
||||
|
||||
Backups are out of scope for the first prototype.
|
||||
This path gives a stable backup boundary later.
|
||||
|
||||
## Updates
|
||||
|
||||
Do not pin game server versions in Nix.
|
||||
Steam controls the server build.
|
||||
|
||||
Nix controls when updates run.
|
||||
The prototype updates on service start.
|
||||
A daily hard restart timer can pull updates during a maintenance window.
|
||||
|
||||
The generic SteamCMD layer supports a restart timer.
|
||||
The default timer command restarts the instance service.
|
||||
Game modules or host config can override that command later.
|
||||
|
||||
Avoid generic player-warning or player-count logic in the SteamCMD layer.
|
||||
Those flows are game-specific.
|
||||
|
||||
## Secrets
|
||||
|
||||
Use sops-backed environment files for durable configuration.
|
||||
Mount them read-only into the guest.
|
||||
|
||||
The Valheim prototype temporarily supports a hardcoded password.
|
||||
That password leaks into the Nix store and process arguments.
|
||||
Use it only for throwaway tests.
|
||||
|
||||
The target model is:
|
||||
|
||||
```text
|
||||
host sops secret -> read-only guest mount -> systemd EnvironmentFile
|
||||
```
|
||||
|
||||
For Valheim, the environment file contains:
|
||||
|
||||
```sh
|
||||
SERVER_PASSWORD=example-password
|
||||
```
|
||||
|
||||
## Networking
|
||||
|
||||
Open ports in the guest firewall from the game module.
|
||||
|
||||
Valheim uses the base UDP port through `basePort + 2`.
|
||||
The default base port is `2456`, so open UDP `2456-2458`.
|
||||
|
||||
For public access, forward those UDP ports to the guest address.
|
||||
DNS is optional for the first deployment.
|
||||
|
||||
Use `machinectl status <guest>` to confirm the current DHCP address.
|
||||
Do not trust a guessed address.
|
||||
Add a DHCP reservation before depending on a committed address.
|
||||
|
||||
## Valheim prototype
|
||||
|
||||
The prototype proved these facts:
|
||||
|
||||
- Valheim runs inside a NixOS guest on Pikachu.
|
||||
- SteamCMD installs the dedicated server files at service start.
|
||||
- `steam-run` runs the mutable Valheim server binary.
|
||||
- LAN clients can connect to the guest address and UDP port.
|
||||
- The storage split works for SteamCMD data, server files, and world data.
|
||||
|
||||
The prototype used:
|
||||
|
||||
```text
|
||||
guest: valheim
|
||||
instance: foo
|
||||
password: foobarbaz
|
||||
actual DHCP address during test: 10.23.20.197
|
||||
```
|
||||
|
||||
The hardcoded password and test instance name need cleanup before a final PR.
|
||||
|
||||
## Bring-up checklist
|
||||
|
||||
1. Add or update `modules.services.<game>`.
|
||||
2. Map game-specific options to `modules.services.steamcmd.instances`.
|
||||
3. Add or update `guests.<game>`.
|
||||
4. Mount `/data/steamcmd` into the guest.
|
||||
5. Mount `/data/servers/<game>/<instance-name>` into the guest.
|
||||
6. Mount `/media/games/servers/<game>/<instance-name>` into the guest.
|
||||
7. Add a sops environment file for secrets.
|
||||
8. Open the required game ports in the guest firewall.
|
||||
9. Enable the guest on the target host.
|
||||
10. Deploy with `deploy-to <host>`.
|
||||
11. Check `container@<game>.service` on the host.
|
||||
12. Enter the guest with `nixos-container root-login <game>`.
|
||||
13. Check the game service with `systemctl status`.
|
||||
14. Follow logs with `journalctl -u <unit> -f`.
|
||||
15. Connect from LAN before adding public forwarding.
|
||||
|
||||
## Open cleanup items
|
||||
|
||||
- Replace hardcoded prototype passwords with sops environment files.
|
||||
- Choose durable instance names before long-term use.
|
||||
- Add DHCP reservations for game guests.
|
||||
- Add backup policy for world and modded server data.
|
||||
- Decide whether server install trees need backup for modded servers.
|
||||
Reference in New Issue
Block a user