docs: generalize SteamCMD server workflow

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2026-09-10 10:20:56 -04:00
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@@ -1,12 +1,13 @@
# SteamCMD servers
This note records the workflow used to add the Valheim server.
The workflow starts with the lowest useful layer.
Each later step moves game knowledge into a narrower module.
This note describes the workflow for adding a server that SteamCMD installs.
Start with the generic runner on a host.
Then move game behavior into a game module.
Move deployment behavior into a guest module after validation.
## Stage 1: Run one server with `steamcmd`
## Stage 1: Run the server with `steamcmd`
Start by proving the generic SteamCMD runner works on a host.
Prove the generic SteamCMD runner before adding game-specific modules.
Configure `modules.services.steamcmd` directly in the host file.
```nix
@@ -41,33 +42,41 @@ modules.services.steamcmd = {
};
```
This layer owns SteamCMD update behavior and systemd wiring.
It also owns directory setup for SteamCMD metadata, server files, and state.
Use real values for the target game.
The example shows Valheim because it was the first server added.
This layer owns shared SteamCMD behavior:
- service user
- directory creation
- SteamCMD install and update command
- systemd service wrapper
- firewall ports
Do not pin the game server version in Nix.
SteamCMD mutates the installed server files.
## Stage 2: Add a game service module
After direct SteamCMD deployment works, create a game module.
Create a game module after direct SteamCMD deployment works.
Use `configs/nixos/modules/services/games/<game>.nix`.
The game module owns game-specific details:
The game module owns game-specific behavior:
- Steam app ID
- server executable
- required command-line flags
- documented UDP ports
- private or public listing policy
- command-line flags
- documented ports
- default listing policy
The host keeps deployment-specific values:
The host owns deployment-specific values:
- host paths
- paths
- server name
- secret choice
- guest placement, when a guest exists
- network placement
For Valheim, the host config became:
A host can run the game module directly during validation:
```nix
modules.services.games.valheim = {
@@ -76,17 +85,17 @@ modules.services.games.valheim = {
installDir = "/pikachu/data/servers/valheim/main";
stateDir = "/pikachu/media/games/servers/valheim/main";
serverName = "main";
password = "foobarbaz";
passwordFile = "/run/secrets/services/game-servers/password";
};
```
The Valheim module translated that into `modules.services.steamcmd`.
It generated the Valheim argument list and UDP ports.
The game module translates its options into `modules.services.steamcmd`.
It passes the app ID, executable, arguments, and ports to the runner.
## Stage 3: Add UDP ingress
Valheim uses UDP.
HTTP virtual hosts do not route Valheim traffic.
Many game servers use UDP.
HTTP virtual hosts do not route raw UDP traffic.
Extend `registry.route` with UDP ports:
@@ -102,11 +111,11 @@ registry.route.pikachu.valheim = {
Keep `domain` mandatory.
Nix does not own public DNS today.
The route domain still identifies the public route.
The route domain identifies the public route.
A future LAN DNS module can also consume it.
The reverse-proxy module joins `registry.route` with `registry.address`.
It renders nginx `stream` entries for UDP ports.
It renders nginx `stream` entries for UDP routes.
```nginx
server {
@@ -134,15 +143,19 @@ Configure router forwarding outside Nix:
2457/udp -> reverse-proxy guest:2457
```
Use the game documentation to choose the port list.
For Valheim, the official guide says it uses the configured port and port plus one.
## Stage 4: Move the server into a guest
After the host-level game module works, add a guest module.
Add a guest module after host-level validation succeeds.
Use `configs/nixos/guests/<game>.nix`.
The guest module wraps `modules.services.games.<game>`.
It also maps host paths into guest paths.
It maps host paths into guest paths.
It also connects guest address and route options to the registry.
For Valheim, the host config became:
The host config then owns deployment wiring:
```nix
guests.valheim = {
@@ -186,8 +199,8 @@ registry.route.pikachu.valheim = config.guests.valheim.reverseProxy.route;
## Secrets
Use SOPS for the game server password.
Use one shared secret for game servers:
Use SOPS for game server passwords.
Use one shared secret when servers can share a password:
```yaml
services:
@@ -203,7 +216,7 @@ passwordSecret = "services/game-servers/password";
The host decrypts the secret.
The guest module bind-mounts the decrypted file into the guest.
The Valheim module reads the password file at runtime.
The game module reads the password file at runtime.
Edit shared secrets with the host key:
@@ -232,7 +245,7 @@ Check the host secret:
sudo test -s /run/secrets/services/game-servers/password && echo secret-ok
```
Check the Valheim guest:
Check the guest:
```sh
sudo systemctl status container@valheim.service --no-pager
@@ -244,21 +257,22 @@ Check the guest secret:
sudo nixos-container run valheim -- test -s /run/secrets/services/game-servers/password
```
Check the Valheim service:
Check the game service:
```sh
sudo nixos-container run valheim -- systemctl status valheim.service --no-pager
sudo nixos-container run valheim -- journalctl -u valheim.service -n 200 --no-pager
```
Wait for these log lines:
Wait for the game-specific ready log.
For Valheim, wait for these lines:
```text
Game server connected
Opened Steam server
```
Check Valheim UDP listeners:
Check game UDP listeners:
```sh
sudo nixos-container run valheim -- ss -lunp | grep -E '2456|2457|valheim'
@@ -284,8 +298,8 @@ Test direct guest connectivity when ingress fails:
## Operational notes
A first Valheim start can spend time generating a world.
The service accepts connections after `Opened Steam server` appears.
A first server start can spend time preparing state.
For Valheim, first start can generate a world.
SteamCMD can leave old ownership on migrated server files.
The SteamCMD module uses recursive tmpfiles repair for its managed directories.