# Workshop System ## Current State The current Workshop/content work is split across two module lines: - `Panel/modules/steam_workshop` - deprecated compatibility layer - `Panel/modules/addonsmanager` - the active Server Content Manager path Important files: - `Panel/modules/addonsmanager/module.php` - `Panel/modules/addonsmanager/user_addons.php` - `Panel/modules/addonsmanager/addons_manager.php` - `Panel/modules/addonsmanager/workshop_content.php` - `Panel/modules/addonsmanager/workshop_action.php` - `Panel/modules/addonsmanager/scripts/workshop/generic_steam_workshop_linux.sh` - `Panel/modules/addonsmanager/scripts/workshop/generic_steam_workshop_windows_cygwin.sh` - `Panel/modules/steam_workshop/module.php` - `Panel/modules/steam_workshop/agent_update_workshop.php` ## Phase 1 Implemented Behavior The active user workflow is now `addonsmanager` -> `workshop_content`. Users can enter either: - a numeric Workshop item ID - a full Steam Workshop URL containing `id=` The Panel extracts and stores only numeric Workshop IDs. Invalid text is rejected before any manifest or shell command is built. The Panel writes a manifest under the server home: - `{SERVER_HOME}/gsp_server_content/workshop_manifest.json` The Panel syncs the bundled install script to: - `{SERVER_HOME}/gsp_server_content/scripts/workshop/generic_steam_workshop_linux.sh` - `{SERVER_HOME}/gsp_server_content/scripts/workshop/generic_steam_workshop_windows_cygwin.sh` 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` - server/game path - `workshop_app_id` - Workshop item IDs - per-item target paths - install strategy - key-copy settings - content template metadata 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 `@` 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. - Game XML should declare Workshop support in the canonical `workshop_support` block. - 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`. Canonical XML: ```xml 1 steam 107410 107410 steamcmd arma_mod_folder {SERVER_ROOT}/{MOD_FOLDER} -mod={MOD_LIST} ; @ {MOD_PATH}/keys/*.bikey {SERVER_ROOT}/keys ``` The Panel helper parser reads `workshop_support` first. Older direct tags are tolerated only as a compatibility fallback in helper code; they are not the canonical XML format. ## Database State `server_content_workshop` tracks: - `content_id` - `home_id` - `workshop_app_id` - `workshop_item_id` - `title` - `install_path` - `install_strategy` - `enabled` - `load_order` - `install_state` - `last_installed_at` - `last_updated_at` - `last_error` Current install states used by Phase 1: - `queued` - `installing` - `installed` - `failed` - `removed` ## What Exists Today The current direction already supports: - content records in the Panel database - Workshop item IDs - installation metadata - install history tables - game compatibility fields - launch parameter additions - post-install behavior fields ## Main Limitations - Workshop metadata is still incomplete. - load order is tracked but not yet a full drag-and-drop or startup-param UX concept. - enable/disable is stored but does not yet regenerate startup parameters. - update/remove are synchronous and should become background jobs. - 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: - mods - add-ons - Workshop items - scripts - config packs - server content manifests - install history Treat `steam_workshop` as a legacy bridge for migration only. ## Panel-Agent Contract Phase 1 does not use the legacy `steam_workshop` XML-RPC method for the primary user workflow. Instead: 1. Panel parses customer input into numeric Workshop IDs. 2. Panel writes `{SERVER_HOME}/gsp_server_content/workshop_manifest.json`. 3. Panel stages the OS-appropriate bundled handler under `{SERVER_HOME}/gsp_server_content/scripts/workshop/`. 4. Panel invokes the handler through the existing authenticated agent `exec` RPC. 5. The handler writes `workshop_install.log` or `workshop_install_windows.log` under `gsp_server_content`. 6. Panel updates `server_content_workshop.install_state` from queued/installing to installed/failed/removed. Important manifest fields: - `home_id` - `home_cfg_id` - `game_path` - `server_path` - `workshop_app_id` - `steam_app_id` - `items` - `item_details` - `install_strategy` - `target_path` - `extra.copy_keys` - `extra.keys_target_path` Both bundled handlers validate numeric item IDs, keep writes under the server home, use SteamCMD, copy files into the resolved target path, and copy `.bikey` files for DayZ/Arma strategies when enabled.