steam workshotp

This commit is contained in:
Frank Harris 2026-06-06 12:50:14 -05:00
parent d8c66c4c49
commit e921a49d5b
14 changed files with 285 additions and 26 deletions

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@ -31,5 +31,8 @@ Phase 1 implements this decision by routing the user-facing Workshop install flo
- Workshop input accepts numeric IDs or Steam URLs, then stores numeric IDs only.
- Manifests are written under the server home in `gsp_server_content`.
- Bundled Linux/Cygwin scripts are copied from the Panel module to an agent-managed folder under the server home before execution.
- Default script names are treated as bundled handlers, not as existing agent paths.
- Missing custom scripts fall back to bundled handlers and log the fallback.
- Generic content installs under `{SERVER_ROOT}/workshop/{MOD_FOLDER}` by default.
- DayZ/Arma-style installs default to `@<workshop_id>` folders and copy `.bikey` files into `keys` when present.
- Startup parameter generation remains a later phase.

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@ -59,6 +59,13 @@ The admin template defines capability and policy. The customer supplies only Wor
- `bash <script> <manifest>`
7. The script runs SteamCMD, copies downloaded content into the target mod folder, logs output, and copies `.bikey` files for DayZ/Arma-style strategies.
Current repair:
- The default script filename is no longer treated as an agent-host path.
- Missing custom scripts fall back to the bundled generic handler and log a warning.
- Generic installs default to `{SERVER_ROOT}/workshop/{MOD_FOLDER}`.
- DayZ/Arma installs keep `{SERVER_ROOT}/{MOD_FOLDER}` for `@<workshop_id>` compatibility.
## Manifest Fields
Phase 1 manifests include:
@ -95,6 +102,11 @@ Default install folder:
- `@<workshop_id>`
Arma 3 game XML now declares:
- Workshop app ID: `107410`
- Dedicated server app ID: `233780` through the existing `installer_name`
Key-copy behavior:
- `.bikey` files found anywhere in the installed mod folder are copied to `{SERVER_HOME}/keys`.
@ -149,10 +161,16 @@ Phase 2 should generate structured mod lists from enabled `server_content_worksh
- full Steam URL accepted
- invalid text rejected
- Temporary manifest test with fake SteamCMD confirmed:
- Linux script installs into `@<workshop_id>`
- Windows/Cygwin script installs into `@<workshop_id>`
- Linux script installs generic content into `workshop/@<workshop_id>`
- Windows/Cygwin script installs generic content into `workshop/@<workshop_id>`
- Arma/DayZ strategies resolve to root `@<workshop_id>` folders
- `.bikey` files are copied to `keys`
- useful logs are written under `gsp_server_content`
- Current smoke tests also confirm:
- default Linux/Windows script staging no longer reports `script not found`
- full URLs, numeric IDs, whitespace, comma, newline, duplicates, and invalid values parse correctly
- generic no-template installs use `server_root/workshop`
- missing SteamCMD returns a clear failure
## Phase 2 Work

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@ -41,6 +41,13 @@ The Panel syncs the bundled install script to:
The agent executes the synced script with the manifest path. Customers do not need to place scripts manually on the agent.
Script selection rules:
1. If game XML defines a custom `workshop_script_linux` or `workshop_script_windows` and that script exists on the agent, use it.
2. If the custom script is missing, log a fallback warning and stage the bundled generic handler.
3. If no custom script is defined, stage the bundled generic handler for the server OS.
4. The default script filename must never be treated as a pre-existing agent path. The Panel must copy the bundled script first.
The manifest includes:
- `home_id`
@ -52,7 +59,17 @@ The manifest includes:
- key-copy settings
- content template metadata
DayZ/Arma-style installs default to `dayz_mod_folder` or `arma_mod_folder` based on the game key/name/config file. Those strategies install to `@<workshop_id>` by default and copy `.bikey` files into the server `keys` folder when found. Missing key files are logged but do not fail the install.
Default install paths:
- Generic Workshop installs default to `{SERVER_ROOT}/workshop/{MOD_FOLDER}`.
- DayZ/Arma-style installs default to `dayz_mod_folder` or `arma_mod_folder` based on the game key/name/config file. Those strategies install to `{SERVER_ROOT}/{MOD_FOLDER}` so `@<workshop_id>` folders remain compatible with existing `-mod=` workflows.
- DayZ/Arma key-copy behavior copies `.bikey` files into the server `keys` folder when found. Missing key files are logged but do not fail the install.
App ID rules:
- `workshop_app_id` must come from a Server Content template, Steam Workshop profile, or game XML.
- Do not silently use the dedicated server Steam app ID as the Workshop app ID unless a legacy profile explicitly does so.
- Arma 3 XML declares Workshop app ID `107410`; its dedicated server Steam app ID remains `233780`.
## Database State
@ -101,6 +118,15 @@ The current direction already supports:
- caching and cleanup policy need product-level design, not just ad hoc scripts.
- `-mod=` / `-serverMod=` generation still needs a safe structured implementation.
## Troubleshooting
| Symptom | Meaning | Fix |
|---|---|---|
| `Configured workshop script not found on agent host: generic_steam_workshop_windows_cygwin.sh` | Old Panel logic treated the default script filename as an agent path. | Update the Panel. Current logic stages the bundled handler under `gsp_server_content/scripts/workshop/`. |
| `SteamCMD is missing on the agent host.` | The handler could not find SteamCMD at the configured path, `STEAMCMD_PATH`, or common locations. | Install SteamCMD on the agent and/or set the SteamCMD path in the Workshop profile/template. |
| `Workshop App ID is missing` | No template/profile/XML provided an app ID. | Add `workshop_app_id` to the Server Content template or game XML. |
| Download succeeds but mod does not load | Startup parameters are not yet regenerated from installed Workshop rows. | Manually add the installed `@...` folders to the game startup params until Phase 2 startup integration is complete. |
## Recommended Mental Model
Use `addonsmanager` as the main future home for:

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@ -50,6 +50,23 @@ For Workshop items, the current flow lets users enter Workshop IDs or full Steam
9. Agent executes the script with the manifest path.
10. Script runs SteamCMD, copies Workshop content into the configured target path, copies DayZ/Arma `.bikey` files when applicable, and writes a log under `gsp_server_content`.
Current script fallback behavior:
- Admin-defined custom scripts are supported when they exist on the agent.
- Missing custom scripts fall back to the bundled generic handler and are logged.
- Default script names such as `generic_steam_workshop_windows_cygwin.sh` are copied from the Panel module source and must not be checked as bare files on the agent.
Current default install paths:
- Generic Steam Workshop content: `{SERVER_ROOT}/workshop/{MOD_FOLDER}`
- DayZ / Arma strategy content: `{SERVER_ROOT}/{MOD_FOLDER}` for root `@<workshop_id>` folder compatibility
SteamCMD requirements:
- Linux agents need SteamCMD available at the configured profile/template path, `STEAMCMD_PATH`, `/home/gameserver/steamcmd/steamcmd.sh`, or in `PATH`.
- Windows agents currently use the existing Cygwin agent model and run the bundled Cygwin-compatible shell handler. SteamCMD may be provided as `steamcmd.exe`, `steamcmd.sh`, an explicit configured path, or via `STEAMCMD_PATH`.
- Missing SteamCMD should return a clear error, not a generic script failure.
The legacy `steam_workshop` monitor button is intentionally suppressed so users are not sent to the deprecated standalone module.
## Current Limitations