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