Panel/docs/features/WORKSHOP_SYSTEM.md
2026-06-08 16:09:54 -05:00

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# Workshop System
Workspace reference: [`GSP-WORKSPACE.md`](../../../GSP-WORKSPACE.md)
## 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`
## Current Implemented Behavior
Workshop is Panel-side orchestration. The active workflow lives in Server Content Manager and uses existing agent primitives only:
- Panel writes manifests with validated numeric Workshop IDs.
- Panel generates a per-job shell script under the server home.
- The generated job script writes a temporary SteamCMD runscript and runs `steamcmd +runscript <scriptfile>`.
- Panel invokes the job script through the existing authenticated agent `exec` RPC.
- Agents do not need new Workshop-specific business logic.
- Legacy agent RPCs from the old `steam_workshop` module remain compatibility-only and are not the primary path.
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=<number>`
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 writes a generated per-job script to:
- `{SERVER_HOME}/gsp_server_content/jobs/workshop/workshop_job_<timestamp>_<random>.sh`
The agent executes the generated script with the manifest path by using the existing generic command execution path. Customers do not need to place scripts manually on the agent.
Script/job rules:
1. Server Content Manager always generates the primary Workshop job script per action.
2. Old XML/static script settings are logged as deprecated and ignored by the primary path.
3. The default script filename must never be treated as a pre-existing agent path.
4. The agent does not require `generic_steam_workshop_linux.sh` or `generic_steam_workshop_windows_cygwin.sh` to exist on disk.
The generated job script uses this SteamCMD runscript pattern:
```text
@ShutdownOnFailedCommand 0
@NoPromptForPassword 1
force_install_dir <server_root>
login anonymous
workshop_download_item <workshop_app_id> <workshop_id> validate
quit
```
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 `@<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.
- 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
<workshop_support>
<enabled>1</enabled>
<provider>steam</provider>
<steam_app_id>107410</steam_app_id>
<workshop_app_id>107410</workshop_app_id>
<download_method>steamcmd</download_method>
<install_strategy>arma_mod_folder</install_strategy>
<install_path>{SERVER_ROOT}/{MOD_FOLDER}</install_path>
<startup_param_format>-mod={MOD_LIST}</startup_param_format>
<mod_separator>;</mod_separator>
<mod_prefix>@</mod_prefix>
<copy_keys enabled="1">
<source_pattern>{MOD_PATH}/keys/*.bikey</source_pattern>
<target_path>{SERVER_ROOT}/keys</target_path>
</copy_keys>
</workshop_support>
```
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`
- `update_policy`
- `pending_action`
- `install_state`
- `last_installed_at`
- `last_updated_at`
- `last_error`
Current install states used by Phase 1:
- `queued`
- `installing`
- `installed`
- `downloaded`
- `failed`
- `removed`
`server_content_workshop_catalog` tracks known/common Workshop items seen through Server Content Manager:
- `workshop_id`
- `app_id`
- `title`
- `install_count`
- `first_seen`
- `last_installed`
- `last_updated`
- `published_date`
- `tags`
- `game_key`
- `local_cache_path`
The catalog is Panel-side and does not require Steam Web API metadata. Metadata can be added later.
## 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 exposed and 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.
## Scheduler Integration
Workshop updates use the existing `cron` / Scheduler system. No second Workshop scheduler should be created.
Supported scheduler action keys:
- `workshop_update`
- `workshop_update_and_restart`
- `workshop_download_only`
- `workshop_install_pending_on_restart`
Compatibility Server Content keys remain available:
- `server_content_check_workshop_updates`
- `server_content_update_workshop`
- `server_content_install_updates_next_restart`
- `server_content_install_updates_and_restart`
Per-item update policy values stored on `server_content_workshop.update_policy`:
- `manual`
- `scheduled`
- `update_now`
- `update_and_restart`
- `download_only`
- `install_on_restart`
## 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 generates a per-job script under `gsp_server_content/jobs/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.
## References Reviewed
- `reference/Module-Steam_Workshop` is the local legacy OGP module. It confirms that the Panel historically owned Workshop state/configuration and used the agent for execution.
- The uploaded `steam-workshop-downloader` reference was not present in this workspace, but its reviewed behavior is reflected in the active design: generate a SteamCMD runscript, call `workshop_download_item <appid> <workshop_id> validate`, copy or link the downloaded `steamapps/workshop/content/<appid>/<workshop_id>` folder into the server's mod location, optionally lowercase files for Linux, copy Arma/DayZ keys, and generate future `-mod=` data from installed items.
## 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 writes a generated per-job script under `{SERVER_HOME}/gsp_server_content/jobs/workshop/`.
4. The job script writes a temporary SteamCMD runscript.
5. Panel invokes the job script through the existing authenticated agent `exec` RPC.
6. The job writes `workshop_install.log` or `workshop_install_windows.log` under `gsp_server_content`.
7. 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`
Generated Workshop jobs validate numeric item IDs, keep writes under the server home, use SteamCMD through a temporary runscript, copy files into the resolved target path, and copy `.bikey` files for DayZ/Arma strategies when enabled.
Bundled handler actions:
- `install` - download with SteamCMD, copy/install into target path.
- `update` - validate/download with SteamCMD, copy/install into target path.
- `check_updates` - validate/download only; does not alter live mod folders.
- `download_only` - download/cache only and leave install pending.
- `validate_files` - SteamCMD validate/download only.
- `remove` - move the installed target folder into `gsp_server_content/workshop/removed/`; this does not require SteamCMD.