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[Support] ich777 - Gameserver Dockers

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Hi all! Is there a way to disable auto-updates? I have tried messaging around with the Validation arg but it doesn't seem to stop updates. The alternate would be specifying the version, I've tried messing around with the manifest versions but I can't get it to download older server versions.

 

if anyone has any advice, would be much appreciated!

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8 hours ago, MrBeardSmith said:

Is it possible that this reboot will do an "unclean" reboot and not give the server instance a chance to save?

I would strongly recommend just to do:

#!/bin/bash
docker container restart <CONTAINERNAME>

(Please replace <CONTAINERNAME> with the actual container name)

 

This will do the job just fine and also should save the world since it shuts down the server properly and should save the world before exiting.

  • Author
8 hours ago, NekoDoughnut said:

One, will I need to set up the extra game parameters similar to a Windows machine due to it being through Wine?

Oh was there already a native Linux Dedicated Server released?

But to answer your question yes, Windows commands.

 

8 hours ago, NekoDoughnut said:

Or will the Linux pathing work?

In terms of the paths you have to use the Linux file paths.

The screenshot that you've posted shows the path on the host, you have to specify the path in the container not on the host, so to speak in your case: /serverdata/serverfiles/clusterfiles/NekoDonut

 

8 hours ago, NekoDoughnut said:

Second, is there a correct way to allow the docker to see another path?

I don't know what you mean exactly with that since but in general if you mount a path from the host: /mnt/cache/appdata/ark-cluster/NekoDonut it will show up in the container at: /serverdata/serverfiles/clusterfiles/NekoDonut like you've did it.

 

Hope that helps.

  • Author
4 hours ago, Cyprella said:

Is there a way to disable auto-updates?

No, about what game are we talking specifically.

 

It should be however be possible through the manifest versions as you've mentioned but I never played around with that.

5 minutes ago, ich777 said:

No, about what game are we talking specifically.

 

It should be however be possible through the manifest versions as you've mentioned but I never played around with that.

Incredibly appreciate the response! Do you ever sleep!!! Game is Satisfactory. Iive tried again setting - beta with manifest ID but I dont think this will work as its non a separate release track!
 

  • Author
20 minutes ago, Cyprella said:

Incredibly appreciate the response! Do you ever sleep!!! Game is Satisfactory. Iive tried again setting - beta with manifest ID but I dont think this will work as its non a separate release track!
 

I just woke up. 😅

 

Yeah, I don‘t think that it is possible to stop SteamCMD from updating, I could of course implement that the container skips SteamCMD entirely but for the user this would be very tedious to configure and I really don‘t see much value in implementing that.

7 minutes ago, ich777 said:

I just woke up. 😅

 

Yeah, I don‘t think that it is possible to stop SteamCMD from updating, I could of course implement that the container skips SteamCMD entirely but for the user this would be very tedious to configure and I really don‘t see much value in implementing that.

I see. So it sounds like there is no wait around the auto-update on container restart? I just wanted to keep things as they are at the moment for clients are arent using the auto-updating launchers.

  • Author
Just now, Cyprella said:

So it sounds like there is no wait around the auto-update on container restart?

Exactly, if the developers push a update to the game/dedicated server then the container will update on a restart no matter what.

 

1 minute ago, Cyprella said:

I just wanted to keep things as they are at the moment for clients are arent using the auto-updating launchers.

But wouldn't Steam also just auto update if the developers push an update?

 

TBH This is the first time that I hear of an issue like that, sure someone asked before for Palworld because Xbox is a little behind the update schedule but I already though about implementing such a feature to disable auto updates but this is not easy to pull off because, you as the server maintainer, would need to:

  1. Set up the container
  2. Deploy the container and wait for it to finish downloading
  3. Go again into the Docker template
  4. Disable Auto Updates and Apply the changes

After a update drops and you finally decide to update the container:

  1. Go into the Docker template
  2. Enable Auto Updates and Apply the changes
  3. Go again into the Docker template
  4. Disable Auto Updates once again and Apply the changes

 

This could be also be done with a control file that disables auto updates but that could be also very tedious and if someone forgot to remove it then it would cause many troubles here for me and users would definitely be asking why the container isn't updating and I have to rule that out that they didn't create that file.

 

I really don't see much value in adding such a function because of the above reasons and that this could get very tedious and complicated quick and cause most certainly more support request here.

On 9/22/2024 at 1:36 AM, ich777 said:

TLDR: Enabling validation for a perfectly running game server is a waste of time and bandwidth.

 

 

 

Good to know, ty!

 

I was reading some of the other posts and it got me wondering, is clicking on a container and clicking stop not a graceful shutdown? 

 

Should I be opening the CLI and running "docker container stop/restart <containername>" for graceful restarts/shutdowns?

  • Author
11 minutes ago, kadrek said:

I was reading some of the other posts and it got me wondering, is clicking on a container and clicking stop not a graceful shutdown? 

It should be since it does also issue docker stop CONTAINERNAME.

 

12 minutes ago, kadrek said:

Should I be opening the CLI and running "docker container stop/restart <containername>" for graceful restarts/shutdowns?

Nope, this won't do much since it's basically the same as if you are doing it from the GUI.

30 minutes ago, ich777 said:

It should be since it does also issue docker stop CONTAINERNAME.

 

Nope, this won't do much since it's basically the same as if you are doing it from the GUI.

Okay, thanks!

On 9/21/2024 at 10:29 AM, ich777 said:

@EscapeUnraid I assume you‘ve followed a tutorial like that correct:


 

At the last step it is mentioned that you have to connect through RCON.

The container console is not the game console.

 

 

Sorry but this is something you have to figure out, I can only give support if the dedicated server is not running properly insode the container, modding is always up to the user.

 

I just tried so search for: „enable cs2 console“ and got a lot of results on Google…

hey, sorry to bother you again on this but,
im having trouble with rcon, is there any other way to control the server?
i have seen most of them use a game panel like Pterodactyl panel, cpanel etc... are these the only other way to control server?

  • Author
2 hours ago, ESCAPE said:

im having trouble with rcon, is there any other way to control the server?

From in game through RCON or with the RCON plugin which is available in the CA App, of course you have to first enable RCON in your CS2 server config and also set a password.

So firstly thank you to @ich777 for all the work getting SteamCMD and a load of Steam servers working, it's very much appreciated.  That said, I am hoping that somebody can help me out with an issue I have getting a L4D2 server instance running.

 

I should point out that I have instances of Valheim, Icarus, and Killing Floor 2 working just fine - so I know this is not a global SteamCMD issue.

 

I've got the container installed, didn't change (didn't need to) any of the settings - but have also tried with a BR0 network as well as the default Bridge (don't think this is related to networking) and set a custom folder for the main server files (made no difference).  But when starting, after updating SteamCMD and then downloading the L4D2 files it tries to start the server - but then hits a fatal error and gets stuck in a loop.  The reported error is:

Quote

dlopen failed trying to load:
/serverdata/.steam/sdk32/steamclient.so
with error:
/serverdata/.steam/sdk32/steamclient.so: cannot open shared object file: No such file or directory

I've opened a terminal for the container, and there is no /serverdata/.steam/ directory - not really a Linux guys but I believe that ls -lsa should show all files (even hidden ones starting with a .).  I've also included a screenshot of the log showing a bit more than what is entered above.

 

I've uninstalled and reinstalled (even made sure to nuke all files before a reinstall) but nothing has worked.

 

Any assistance that can be rendered will be most welcome!

L4D2 Server Log.png

  • Author
2 hours ago, iJacks said:

I should point out that I have instances of Valheim, Icarus, and Killing Floor 2 working just fine - so I know this is not a global SteamCMD issue.

Thanks for the report, I will look into that and report back.

  • Author

@iJacks I just pushed an update to the container which should fix the issue.

 

Please update the container itself by clicking force update with the Advanced View enabled on the Docker page (don't forget to disable Advanced View after you did that).

@ich777 thanks for the update - sadly the L4D2 server still does not start, but the error is now slightly different:

Success! App '222860' already up to date.
---Prepare Server---
---Server ready---
---Start Server---
Server will auto-restart if there is a crash.
Setting breakpad minidump AppID = 222860
Using breakpad crash handler
Forcing breakpad minidump interfaces to load
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
09/25 22:19:56 Init: Installing breakpad exception handler for appid(222860)/version(9309)/tid(68)
PreMinidumpCallback: updating dump comment
09/25 22:19:56 Uploading dump (in-process) [url 'https://crash.steampowered.com/submit', proxy '']
/tmp/dumps/crash_20240925221956_2.dmp
09/25 22:19:56 success = no
09/25 22:19:56 error:  libcurl.so: cannot open shared object file: No such file or directory
Segmentation fault
Add "-debug" to the /serverdata/serverfiles/srcds_run command line to generate a debug.log to help with solving this problem
Wed 25 Sep 2024 10:19:56 PM BST: Server restart in 10 seconds
Setting breakpad minidump AppID = 222860

 

How do I add this -debug flag to the srcds_run command?  I can see said file, but I am not familiar with the structure.

  • Author
10 minutes ago, iJacks said:

@ich777 thanks for the update - sadly the L4D2 server still does not start, but the error is now slightly different:

Please check your path in the Docker template for the Game Files, this is a Source Game so to speak you have to use the real file path eg: /mnt/cache/appdata/... and not the FUSE file path /mnt/user/appdata/... otherwise it won't work.

(If you for example have the game on .../cache/appdata/... please make sure that the appdata is set to stay on the cache and is not touched by the Mover!)

 

At least that's my assumption why it segfaults, that's the main reason why Source Games segfault in my container on Unraid.

1 hour ago, ich777 said:

Please check your path in the Docker template for the Game Files, this is a Source Game so to speak you have to use the real file path eg: /mnt/cache/appdata/... and not the FUSE file path /mnt/user/appdata/... otherwise it won't work.

Your right!  For some reason it only works if I leave it as the default /mnt/cache/appdata/l4d2 but not as /mnt/user/GameServers/l4d2.  Even though all files were on Disk2, I might try to use /mnt/disk2/GameServers/l4d2 - if that still won't work I'll set it back to the cache drive.  I like to keep these files in my GameServers share so I can edit configs etc over the network (or add extras such as mods) - but if a source game wants to be difficult I can work around it :)

 

Many thanks for your help!

(Satisfactory)     So.. Maybe i missed this in the thread.. I kept getting encryption missing error on trying to connect.. The answer was to use server manager to connect.. Not to just join ip address.. Then you go through the process of creating server etc as directed.. Now it seems to work.

https://steamcommunity.com/app/526870/discussions/1/4845399560304886641/

  • Author
7 hours ago, FrozenGamer said:

(Satisfactory)     So.. Maybe i missed this in the thread.. I kept getting encryption missing error on trying to connect.. The answer was to use server manager to connect.. Not to just join ip address.. Then you go through the process of creating server etc as directed.. Now it seems to work.

This is most likely caused because you ported a old savegame over to version 1.0+

 

With new installations that shouldn't happen at all.

[Valheim]

Anyone know how to parse startup parameters so I can disable raids, not sure how to add "-modifier raids none" to the server.

  • Author
21 minutes ago, Dr_Noonia_Soong said:

parse startup parameters

Just put it in the GAME_PARAMS

I would like some help with my Left 4 Dead 2 server. The server itself works. I can make it, play on it, change levels, and have other people join me. Here are some issues I am having: 

 

  1. This server doesn't automatically exec server.cfg. I tried to add "+exec server.cfg" in GAME_PARAMS but it doesn't work. My workaround was to create an autoexec.cfg and exec server.cfg through that.
  2. I am unable to install SourceMod and MetaMod. Here is what I've done: 
    1. Downloaded the latest stable Linux releases of SourceMod and MetaMod.
    2. Downloaded the MetaMod vdf file for Left 4 Dead 2 from here
    3. I unpacked everything and placed them in media/appdata/l4d2/left4dead2/cfg/ and media/appdata/l4d2/left4dead2/addons/ (see attached) using binhex-krusader with root privileges (root privileges seemed to be required to place files inside). 
    4. I join the server, and when I type "rcon meta" or "rcon sm" into the console these commands aren't recognized.
    5. I read somewhere that you need to add "-insecure" to the launch options in order to use SourceMod, so I have tried doing this with and without "-insecure" in the GAME_PARAMS but it doesn't make a difference. 
    6. I have also created a login token and added a "+sv_setsteamaccount" entry to GAME_PARAMS but it also makes no difference.

The goal is to be able to run custom campaigns on this server instead of doing it locally. I would like to get this working so I can install some mods for easier map changes and maybe some better bots and stuff. I would also like to have it automatically install the same workshop content as I have subscribed to with my Steam account instead of having to put custom content manually. Additionally, when I ran a TF2 server before, I was able to enable the downloading of custom content (like maps) so that if you joined the server and didn't have the map, you could download it automatically instead of having to pause and acquire it first - this would be ideal. 

 

Any help would be appreciated!

addons folder.JPG

cfg sourcemod.JPG

  • Author
4 hours ago, DontJudgeMeMonkey said:

I would like some help with my Left 4 Dead 2 server. The server itself works. I can make it, play on it, change levels, and have other people join me. Here are some issues I am having: 

These issues sound not related to the container, however I will look into that all but that will take me some time.

 

In the meantime please check the path in the template for the game files is set to /mnt/media/appdata and also make sure in the Share settings from Unraid that your appdata share stays on the media Pool and is not moved to the Array, so to speak Primary storage: media and that the Move is set to take no action.

 

Please also make sure that your server.cfg includes sv_lan 1 and that you pass over the -insecure flag in the GAME_PARAMS in the template.

 

Oh and btw, you should be able to edit all files through SMB since the container sets the file permission on every start from the container to 99:100 so it should be possible to create/edit/delete files through SMB, at least this is no issue over here.

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