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Print container version on launch
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wolveix committed Sep 11, 2024
1 parent a151b0c commit 2b4b3de
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2 changes: 2 additions & 0 deletions .github/workflows/release.yml
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Expand Up @@ -45,6 +45,8 @@ jobs:
with:
push: true
tags: ${{ steps.meta.outputs.tags }}
build-args: |
VERSION=${{ github.event.release.tag_name }}
- name: Setup Go Environment
uses: actions/setup-go@v2
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4 changes: 4 additions & 0 deletions Dockerfile
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Expand Up @@ -16,6 +16,10 @@ COPY --chown=steam:steam run.sh /home/steam/

WORKDIR /config

ARG VERSION="DEV"
ENV VERSION=$VERSION
LABEL version=$VERSION

ENV AUTOSAVENUM="5" \
DEBUG="false" \
DISABLESEASONALEVENTS="false" \
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20 changes: 10 additions & 10 deletions cluster/service.yaml
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Expand Up @@ -8,15 +8,15 @@ metadata:
spec:
type: NodePort
ports:
- port: 7777
nodePort: 7777
protocol: UDP
name: "game"
targetPort: 7777
- port: 7777
nodePort: 7777
protocol: TCP
name: "gametcp"
targetPort: 7777
- port: 7777
nodePort: 7777
protocol: UDP
name: "game"
targetPort: 7777
- port: 7777
nodePort: 7777
protocol: TCP
name: "gametcp"
targetPort: 7777
selector:
app: satisfactory
64 changes: 32 additions & 32 deletions cluster/statefulset.yaml
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Expand Up @@ -15,36 +15,36 @@ spec:
app: satisfactory
spec:
containers:
- name: satisfactory
image: wolveix/satisfactory-server:latest
env:
- name: DEBUG
value: "false"
- name: MAXPLAYERS
value: "8"
- name: PGID
value: "1000"
- name: PUID
value: "1000"
- name: SKIPUPDATE
value: "false"
- name: STEAMBETA
value: "false"
ports:
- containerPort: 7777
name: "gameTCP"
protocol: TCP
- containerPort: 7777
name: "game"
protocol: UDP
volumeMounts:
- name: satisfactory-data
mountPath: /config
- name: satisfactory
image: wolveix/satisfactory-server:latest
env:
- name: DEBUG
value: "false"
- name: MAXPLAYERS
value: "8"
- name: PGID
value: "1000"
- name: PUID
value: "1000"
- name: SKIPUPDATE
value: "false"
- name: STEAMBETA
value: "false"
ports:
- containerPort: 7777
name: "gameTCP"
protocol: TCP
- containerPort: 7777
name: "game"
protocol: UDP
volumeMounts:
- name: satisfactory-data
mountPath: /config
volumeClaimTemplates:
- metadata:
name: satisfactory-data
spec:
accessModes: [ "ReadWriteOnce" ]
resources:
requests:
storage: 20Gi
- metadata:
name: satisfactory-data
spec:
accessModes: [ "ReadWriteOnce" ]
resources:
requests:
storage: 20Gi
2 changes: 2 additions & 0 deletions init.sh
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Expand Up @@ -2,6 +2,8 @@

set -e

printf "===== Satisfactory Server %s =====\\nhttps://github.com/wolveix/satisfactory-server\\n\\n" "$VERSION"

CURRENTUID=$(id -u)
HOME="/home/steam"
MSGERROR="\033[0;31mERROR:\033[0m"
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2 changes: 2 additions & 0 deletions run.sh
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Expand Up @@ -88,6 +88,8 @@ else
printf "Skipping update as flag is set\\n"
fi

printf "Launching game server\\n\\n"

cp -r "/config/saved/server/." "/config/backups/"
cp -r "${GAMESAVESDIR}/server/." "/config/backups" # useful after the first run
rm -rf "$GAMESAVESDIR"
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16 changes: 12 additions & 4 deletions saveshare/README.md
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@@ -1,14 +1,20 @@
# Satisfactory Save Sharing

**_Note: this is a work in progress. The group I play with have been relying on solely this for the last few months, but I'm still working on making it more user-friendly._**
**_Note: this is a work in progress. The group I play with have been relying on solely this for the last few months, but
I'm still working on making it more user-friendly._**

The dedicated server for Satisfactory introduces a few unique bugs to the game, where multiplayer (through joining a friend) doesn't. This application introduces save sharing with friends. It's designed to function similarly to how the game Grounded handles saves.
The dedicated server for Satisfactory introduces a few unique bugs to the game, where multiplayer (through joining a
friend) doesn't. This application introduces save sharing with friends. It's designed to function similarly to how the
game Grounded handles saves.

Everybody runs the client in the background; when the host's game saves, those files are uploaded to a remote SFTP server (deployed through the Docker Compose below), which the other clients pull from in realtime. This way, if the host leaves, anyone else can pick up from where they left off.
Everybody runs the client in the background; when the host's game saves, those files are uploaded to a remote SFTP
server (deployed through the Docker Compose below), which the other clients pull from in realtime. This way, if the host
leaves, anyone else can pick up from where they left off.

## Setup

Download the release from the releases tab. When you initially run it, it'll ask for the following information:

- Server address (IP and port, e.g. `localhost:15770`)
- Server password (the SFTP password)
- Session name (this must be EXACTLY as it is formatted within Satisfactory)
Expand All @@ -32,4 +38,6 @@ services:
_Note: Do not change the username (`saveshare`) or the UID (`1001`). Only change the password._

### Known Issues
You can't delete blueprints, unless you manually stop everyone from running the application and everyone deletes the blueprint locally (and server-side)

You can't delete blueprints, unless you manually stop everyone from running the application and everyone deletes the
blueprint locally (and server-side)

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