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

View file

@ -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