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* feat: add 7 Days to Die server support
* refactor(scripts): two table-driven families behind one entry script each
Plutainer had five "families" that were really four Call of Duty engines
plus a platform, and a separate entry script per engine. Adding 7 Days to
Die made the mismatch obvious: a SteamCMD game shares nothing with a
Quake-derived one, while a Plutonium T6 and a CoD4x server differ far
less from each other than either does from a Steam install.
There are now two families, and they are platforms:
cod servers Plutainer installs and runs from game files you supply
steam servers SteamCMD installs
Engine (plutonium/iw4x/alterware/cod4x, unity/srcds) drops to a field in
that family's game table, where it belongs. Each family gets one entry
script driven by that table, so the four CoD entry scripts collapse into
games/codentry.sh at 92 lines, and adding a game is a table row rather
than a new script. entrypoint.sh has two branches and gains none per game.
Per-engine behaviour is expressed as hooks resolved most-specific-first:
cod_<hook>_<game> -> cod_<hook>_<base game> -> cod_<hook>_<engine>
so a game inherits its engine and overrides only what genuinely differs.
The same mechanism serves both families, which removed fifteen one-line
pass-through functions on the Steam side.
Hook names are strings, so plutainer_require_hooks verifies the mandatory
ones resolve at startup and prints what it tried. That is not theoretical:
during this refactor a comma-separated suffix list was passed where an
array was wanted, and every server died with no output whatsoever until
plutainer_hook was made to say what it could not find.
The library splits along the same line — core/fs/cod/steam — so a CoD
change never requires reading the Steam helpers. Audited: zero
cross-family calls in either direction. Anything both needed (the symlink
helpers) moved to fs.sh. Renamed from *-config.sh, which was inaccurate
once the files held install logic and launch arguments.
Verified on all ten CoD games (T4/T5/T6 MP+ZM, IW5, IW4x, T7x MP+ZM,
CoD4x): launch commands byte-identical to the originals, correct config
symlinks per engine, health and RCON working.
* feat(protocols): A2S, Source RCON and telnet, split by protocol
pyquake3.py was the only wire protocol Plutainer spoke, which was fine
while every game was Quake-derived. The SteamCMD games are not: 7DTD has
a telnet console and no RCON at all, Source games speak Valve's RCON over
TCP, and none of them answer getstatus.
Protocols now live in scripts/protocols/, split by protocol rather than
by game, because the mapping is many-to-many — Quake3 covers seven CoD
titles, A2S covers four Steam games across three engines, and querying is
a different concern from administering.
healthcheck.sh picks its probe from the family table (STEAM_QUERY) rather
than a hardcoded branch, and keeps the same bar for every game: the server
must name a map it is running. A2S reports one, so "healthy" does not
degrade to "a TCP connect succeeded" for the new family.
rcon-cli keeps its name because that is what people search for, but is now
one small class per protocol behind a dispatch table. It also distinguishes
"this game has no remote console" from "it has one and you have it switched
off", and tells you which setting to change in the second case.
Both try loopback and then the container's own address. Source 1 servers
answer only on the latter: an identical A2S query times out on 127.0.0.1
and replies immediately on the container IP, with the server healthy
throughout. Rather than encode which engines behave which way, try both.
pyquake3.py moves to protocols/quake3.py with its GPL attribution intact.
* fix(logs): let a family opt out of rotation, and skip huge install trees
Rotation is copy-truncate, which is only valid against a writer that
opened its log with O_APPEND — true of every CoD engine, and the reason
the existing implementation is safe. A Unity dedicated server's -logfile
writer keeps its own offset instead, so truncating would leave a sparse
hole and the file's apparent size would snap straight back over the limit,
re-triggering rotation on every poll.
That has not been measured against a running 7DTD, so PLUTAINER_LOG_ROTATE
lets the SteamCMD family turn rotation off. Not rotating is the safe
failure — an unbounded log, which is what the game does unmanaged — rather
than a rotation loop copying gigabytes every two seconds.
PLUTAINER_LOG_PRUNE_DIRS keeps the poller out of a SteamCMD install, which
is tens of thousands of files that would otherwise be walked every two
seconds for one log that does not live there.
* build: add SteamCMD, keep STOPSIGNAL SIGKILL
SteamCMD is fetched but deliberately not bootstrapped at build time.
Running `steamcmd.sh +quit` in the image pulls a few hundred MB of Steam
client into $HOME that every Call of Duty user would then carry forever,
and 340 MB of Xvfb was removed for exactly that reason. It also does not
reliably prevent the first-contact failure it appears to fix, which is
handled with a retry instead.
Placed after everything the CoD families need, so adding or bumping it
never invalidates their layers.
STOPSIGNAL stays SIGKILL. A game with world state to flush cannot be
served by a signal that cannot be trapped, but changing the image default
would alter shutdown for seven servers already running in production to
benefit one new family. Those games ask for SIGTERM per service instead:
stop_signal: SIGTERM
stop_grace_period: 90s
Measured: 7DTD forwards the signal, saves, and exits 0 in 3.5s; the same
image with no stop_signal stops in 254ms as before. The hang case needs no
code — Docker sends SIGKILL itself when the grace period expires.
chmod now covers every *.sh by find rather than a hand-maintained list
that silently rots as scripts move between directories.
* feat(steam): add CS2, L4D2 and Half-Life 2: Deathmatch
Three more games through the SteamCMD family, chosen to stress the table
in different directions rather than to pad the list. Each needed a table
row and, at most, one hook.
HL2:DM is the plain srcds case. L4D2 shares its hooks entirely. CS2 shares
seed, configure, stage and admin with them and overrides only its launch
arguments, because Source 2 has no srcds_run wrapper.
L4D2 needs a two-phase install and it is not optional. Valve restricted
anonymous Linux installation of app 222860: every depot including the
9.5 GB content one is flagged windows, so a plain app_update on Linux
fails with "Invalid platform". This is an open upstream issue
(ValveSoftware/steam-for-linux#11522) that takes LinuxGSM down with it, so
"this used to work" is true and not a local fault. Pulling the content as
Windows and re-running as Linux overlays the native binaries depot on top.
STEAM_INSTALL_PLATFORMS expresses that generically. The result is a genuine
native server — srcds_linux, no Wine, reports "os: Linux Dedicated".
CS2 exposed a real bug in the config handling. link_configs refuses to
replace a real file at the engine path, because for the CoD families that
file is the strongest signal of user intent. Inside a SteamCMD install the
same signal means the opposite: the directory is Steam's, so a real file is
a depot default that the next update restores anyway. CS2 ships a 33-byte
game/csgo/cfg/server.cfg reading "// Defaults in server_default.cfg", so
the fan-out skipped it with a warning and the server ran on stock settings
while app/configs/server.cfg sat there looking correct. Measured before
and after: hostname went from "Counter-Strike 2" to the configured name,
and the name a server browser shows changed with it.
SteamCMD's first contact in a fresh container is also unreliable — it
downloads its own client, re-execs, and an app_update issued before that
settles fails with "Missing configuration". Measured on both 7DTD and
HL2:DM, with the next attempt succeeding, so installs are retried.
Seed configs are hand-written rather than vendored: Valve ships no
server.cfg for any of these. All three ship empty rcon_password and
sv_password, like every other seed here.
* docs: rewrite for two families and eleven games
The docs described five families and a script-per-game layout that no
longer exists, and the 7DTD material from the original PR assumed it was
a one-off rather than the first member of a family.
Reworked around the two-platform model, with per-game specifics where a
reader looks for them: disk footprints (CS2 is 67 GB and will exceed the
health grace period on first start), the GSLT and masterserver-token
equivalence, why clean shutdown is opt-in per service, and what the
depot-config takeover does.
Audited rather than assumed: all fourteen game tags now appear in the
README table, the games reference, the configuration reference and a
working compose example; every environment variable the code reads is in
the reference table; every script is described in CLAUDE.md; no stale
references to the deleted entry scripts remain; all internal doc links
resolve. That audit found two undocumented variables, now added.
* chore: remove the EXAMPLE-docker-compose.yml signpost
The file had already been reduced to a stub pointing at examples/, kept on
the theory that older guides and forum posts link to it. Nothing in the
repo references it any more: every doc that shows a compose file points at
examples/ directly, so the stub was carrying its own rationale and nothing
else.
Also drops the two places that still named it — its .dockerignore entry
(examples/ and *.md already cover everything it excluded) and its
paths-ignore entry in the publish workflow, which was suppressing builds
for a file that no longer exists.
---------
Co-authored-by: Keyboard Sped <93077330+CoreyUK@users.noreply.github.com>
131 lines
6.1 KiB
Docker
131 lines
6.1 KiB
Docker
# Arch base ships pure-WoW64 wine (since wine 10.8-2, June 2025), so 32-bit
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# Windows binaries run inside a 64-bit Wine process and use modern 64-bit Linux
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# socket syscalls instead of the i386 socketcall(2) multiplexer. Docker 29.4.2's
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# default seccomp profile blocks socketcall(2) entirely (CVE-2026-31431, "Copy
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# Fail"), which broke Debian/WineHQ-based builds — this base avoids that path.
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FROM archlinux:base
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# multilib supplies lib32-glibc/lib32-gcc-libs, needed by CoD4x: upstream's
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# dedicated server is a native 32-bit x86 Linux ELF, the one family here that
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# does not run under Wine.
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RUN printf '[multilib]\nInclude = /etc/pacman.d/mirrorlist\n' >> /etc/pacman.conf
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RUN pacman -Syu --noconfirm \
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wine \
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lib32-glibc \
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lib32-gcc-libs \
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python \
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jq \
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wget \
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tar \
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xz \
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unzip \
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findutils \
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procps-ng \
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ca-certificates \
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&& pacman -Scc --noconfirm \
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&& rm -rf /var/cache/pacman/pkg/*
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RUN useradd -m plutainer
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ENV WINEDLLOVERRIDES="mscoree,mshtml="
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USER plutainer
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WORKDIR /home/plutainer/.plutainer
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# No X server anywhere in the image: every server we run is headless. t7x needs
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# `-headless` for that (see alterentry.sh); wineboot only warns about the
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# missing display driver and still initialises the prefix.
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RUN wineboot -u && wineserver -w
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RUN wget https://github.com/mxve/plutonium-updater.rs/releases/latest/download/plutonium-updater-x86_64-unknown-linux-gnu.tar.gz -O plutonium-updater.tar.gz && \
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tar -xzvf plutonium-updater.tar.gz && \
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rm plutonium-updater.tar.gz
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# IW4X_LAUNCHER_REF keys the layer cache on upstream's current release tag.
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# The URL is still resolved from releases/latest at build time, but without a
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# changing ARG the RUN's command string is constant, so BuildKit reuses this
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# layer indefinitely and the image can ship a launcher binary many releases
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# out of date. CI passes the resolved tag.
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ARG IW4X_LAUNCHER_REF=latest
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RUN echo "upstream iw4x/launcher release: ${IW4X_LAUNCHER_REF}" && \
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IW4X_URL=$(wget -qO- https://api.github.com/repos/iw4x/launcher/releases/latest \
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| jq -r '.assets[] | select(.name | test("^launcher-.*linux-glibc\\.tar\\.xz$")) | .browser_download_url') && \
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wget -O iw4x-launcher.tar.xz "$IW4X_URL" && \
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mkdir -p iw4x-launcher-extract && \
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tar -xJf iw4x-launcher.tar.xz -C iw4x-launcher-extract && \
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BIN=$(find iw4x-launcher-extract -type f \( -name 'iw4x-launcher' -o -name 'launcher' \) | head -n1) && \
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mv "$BIN" iw4x-launcher && \
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rm -rf iw4x-launcher.tar.xz iw4x-launcher-extract && \
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chmod +x iw4x-launcher
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# CoD4x server binary plus the two assets a stock CoD4 install lacks. The
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# server refuses to load any map without cod4x_patchv2.ff, and both it and
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# jcod4x_00.iwd ship in the *client* release rather than the server one — the
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# server release contains only the binaries and plugin zips. Nothing else from
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# the client is used: cod4x_021.dll, launcher.dll, core and mss are all
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# client-side. cod4x_ambfix.ff is skipped too; a running server references it
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# zero times.
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#
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# Both refs are pinned rather than tracking "latest": upstream's last server
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# release is 21.2 (2022) and the binary self-updates at runtime anyway, so a
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# moving target here would buy nothing and cost reproducibility.
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ARG COD4X_SERVER_REF=21.2
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ARG COD4X_CLIENT_REF=21.3
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RUN set -eux; \
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mkdir -p cod4x/zone/english cod4x/main; \
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SERVER_URL="https://github.com/callofduty4x/CoD4x_Server/releases/download/${COD4X_SERVER_REF}"; \
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CLIENT_URL="https://github.com/callofduty4x/CoD4x_Client_pub/releases/download/${COD4X_CLIENT_REF}"; \
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wget -q -O cod4x/cod4x18_dedrun "${SERVER_URL}/cod4x18_dedrun"; \
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chmod +x cod4x/cod4x18_dedrun; \
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wget -q -O cod4x/zone/english/cod4x_patchv2.ff "${CLIENT_URL}/cod4x_patchv2.ff"; \
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wget -q -O cod4x/main/jcod4x_00.iwd "${CLIENT_URL}/jcod4x_00.iwd"
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# Community config seeds for first-run scaffolding. Entrypoint copies these
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# into the bind mount on start with cp -n (never overwrites user files).
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# Disable per-stack via PLUTAINER_SKIP_SEED.
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#
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# Vendored, not fetched: these used to be six build-time wgets of six
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# third-party repos, so any one of them disappearing broke the build for every
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# game, and since the RUN string never changed the layer cached forever —
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# upstream edits stayed invisible and no image could say which revision it
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# shipped. seed-configs/<game>/SOURCE records the exact upstream commit;
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# tools/refresh-seeds.sh is the only thing that should rewrite these.
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COPY --chown=plutainer:plutainer seed-configs/ seed-configs/
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# SteamCMD, which installs and updates the SteamCMD family's dedicated servers
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# at runtime (7DTD, L4D2, ...). The bootstrapper is a 32-bit binary satisfied by
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# the multilib libraries above; the servers it installs are x86_64.
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#
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# Placed after everything the Call of Duty families need, so adding or bumping
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# it never invalidates their layers.
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#
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# Deliberately NOT running `steamcmd.sh +quit` here to pre-bootstrap the Steam
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# client: that pulls a few hundred MB into $HOME which every CoD-only user would
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# then carry forever, and steamcmd self-updates on first run anyway. We just
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# removed 340 MB of Xvfb for the same reason. The cost is a slower first start
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# for SteamCMD games only.
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RUN mkdir -p steamcmd && \
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wget -qO steamcmd.tar.gz https://steamcdn-a.akamaihd.net/client/installer/steamcmd_linux.tar.gz && \
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tar -xzf steamcmd.tar.gz -C steamcmd && \
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rm steamcmd.tar.gz
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COPY --chown=plutainer:plutainer scripts/ .
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# Everything executable, rather than a list that silently rots as scripts move
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# between directories.
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RUN find . -type f -name '*.sh' -exec chmod +x {} + && chmod +x rcon-cli
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USER root
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RUN ln -s /home/plutainer/.plutainer/rcon-cli /usr/local/bin/rcon-cli
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USER plutainer
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# SIGKILL, unchanged. `docker stop` is instant and the Call of Duty engines lose
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# nothing by it. A SteamCMD game with world state to flush asks for SIGTERM in
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# its own compose service (stop_signal + stop_grace_period) — see
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# launch_game_graceful in scripts/lib/game-config.sh.
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STOPSIGNAL SIGKILL
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HEALTHCHECK --interval=1m --timeout=10s --start-period=5m --retries=3 \
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CMD ./healthcheck.sh
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ENTRYPOINT ["./entrypoint.sh"]
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