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
addonsmanageralready 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_workshopas the main module - split mods, add-ons, and Workshop into separate modules
Why Those Were Not Chosen
steam_workshopis 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, andworkshop_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.bikeyfiles intokeyswhen present. - Startup parameter generation remains a later phase.
- Game XML uses the canonical
workshop_supportblock. The schema validates this block and no longer requires loose top-level Workshop tags. - The Panel helpers read
workshop_supportfirst, then tolerate older direct tags only as compatibility fallbacks. - Arma 3 Linux and Windows configs declare Workshop app ID
107410throughworkshop_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_workshopthe 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