Panel/docs/decisions/0004-workshop-system.md

4 KiB

Decision 0004: Server Content Manager Is The Workshop Layer

Status

Accepted, Panel-side orchestration active

Decision

Panel/modules/addonsmanager should remain the primary future home for Workshop items, mods, add-ons, and server content. steam_workshop should remain a deprecated compatibility layer only.

Phase 1 implements this decision by routing the user-facing Workshop install flow through addonsmanager/workshop_content.php and suppressing the standalone steam_workshop monitor button.

The current implementation keeps Workshop business logic in the Panel. Agents are generic executors: the Panel writes manifests, stages scripts, invokes exec, reads logs/results, and updates database state. New first-class Workshop subsystems should not be added to Agent-Windows or Agent_Linux unless a future decision explicitly changes this.

Reasoning

  • addonsmanager already has the richer schema and more complete product direction.
  • It supports content types beyond Steam Workshop.
  • It is a better fit for load order, enable/disable, install history, and metadata.

Alternatives Considered

  • keep steam_workshop as the main module
  • split mods, add-ons, and Workshop into separate modules

Why Those Were Not Chosen

  • steam_workshop is explicitly deprecated in the codebase.
  • Separate modules would fragment user workflows and duplicate install logic.

Implementation Notes

  • 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.
  • These scripts are Panel-owned deployment artifacts, not persistent agent features.
  • 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.
  • Known Workshop items are cataloged in server_content_workshop_catalog.
  • Per-server item state, enablement, load order, update policy, and pending action are stored in server_content_workshop.
  • Scheduler integrates via workshop_update, workshop_update_and_restart, workshop_download_only, and workshop_install_pending_on_restart.
  • 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.
  • Game XML uses the canonical workshop_support block. The schema validates this block and no longer requires loose top-level Workshop tags.
  • The Panel helpers read workshop_support first, then tolerate older direct tags only as compatibility fallbacks.
  • Arma 3 Linux and Windows configs declare Workshop app ID 107410 through workshop_support.

Reference Module Findings

The old reference/Module-Steam_Workshop module stored per-game profile XML under its own module folder, required admin-managed Workshop mod lists for some workflows, called dedicated agent RPCs such as steam_workshop, and used regex/profile rules to mutate game config values. Useful lessons retained:

  • Customers should be able to paste one or more Workshop IDs or URLs.
  • The Panel should store per-server installed Workshop rows.
  • SteamCMD command generation should be controlled by admin/game configuration, not customer shell text.

Rejected legacy behavior:

  • making steam_workshop the primary user module
  • requiring admins to pre-enter every Workshop item ID
  • mutating base game XML per customer install
  • adding new Workshop-specific agent business logic

Validation

Current validation commands:

php Panel/modules/addonsmanager/tests/workshop_helpers_test.php
php Panel/modules/config_games/tests/validate_server_configs.php
bash -n Panel/modules/addonsmanager/scripts/workshop/generic_steam_workshop_linux.sh
bash -n Panel/modules/addonsmanager/scripts/workshop/generic_steam_workshop_windows_cygwin.sh