SquadDocker/Dockerfile

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Docker
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# syntax=docker/dockerfile:1.4
# hadolint global ignore=DL3003,DL3008
FROM asgard-eternal.com/steamcmd:latest AS build-squad
LABEL maintainer="price@orion-technologies.io"
ARG steam_app_id=403240
ARG steam_beta_app_id=774961
ARG steam_beta_password=""
ARG steam_beta_branch=""
ARG use_squad_beta=0
ENV RCON_PASSWORD=""
ENV SQUAD_SERVER_DIR="${USER_HOME}/Squad-Server"
ENV GAMEPORT=7787 \
QUERYPORT=27165 \
RCONPORT=21114 \
FIXEDMAXPLAYERS=98 \
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BEACONPORT=15000 \
FIXEDMAXTICKRATE=45 \
RANDOM=NONE
SHELL [ "/bin/bash", "-c" ]
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RUN <<__EOR__
apt-get update
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apt-get install -y --no-install-suggests --no-install-recommends \
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lsb-release=12.0-1 \
apt-transport-https=2.6.1 \
gnupg=2.2.40-1.1
rm -rf /var/lib/apt/lists/*
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__EOR__
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# HACK: Hard coding the user to be "steam" is not great, but I'm too lazy to really do this the
# *right* way (which is making sure the USER ends up as steam via an entry point up in the steamcmd
# image). For now, this will have to do.
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USER steam
RUN <<__EOR__
if (( use_squad_beta == 1 )); then
# Install Squad from the Beta branch
"${STEAM_CMD_INSTALL_DIR}/steamcmd.sh" \
+force_install_dir "${SQUAD_SERVER_DIR}" \
+login anonymous \
+app_update ${steam_app_id} validate \
-beta "${steam_beta_branch}" \
-betapassword "${steam_beta_password}" \
+quit
else
# Install Squad from the release version
"${STEAM_CMD_INSTALL_DIR}/steamcmd.sh" \
+force_install_dir "${SQUAD_SERVER_DIR}" \
+login anonymous \
+app_update ${steam_app_id} validate \
+quit
fi
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__EOR__
FROM build-squad AS mods
ARG workshop_id=393380
ARG mods=""
SHELL [ "/bin/bash", "-c" ]
RUN <<__EOR__
# Install mods as part of image
printf "Provided mods list: %s\n" "${mods}"
IFS="," read -ra squad_mods <<< "${mods}"
for mod in "${squad_mods[@]}"; do
printf "\n\n######\nAdding mod: %s\n######\n\n" "${mod}"
counter=0
until "${STEAM_CMD_INSTALL_DIR}/steamcmd.sh" \
+force_install_dir "${SQUAD_SERVER_DIR}/steamapps/workshop/content/${workshop_id}/${mod}" \
+login anonymous \
+workshop_download_item "${workshop_id}" "${mod}" validate \
+quit; do
printf "\nDid Not Fully Download %s, making another attempt.\n" "${mod}"
(( counter++ ))
if (( counter > 5 )); then
printf "Critical failure, could not download the mod: %s\n" "${mod}"
exit 1
fi
done
# Link the mod instead of moving it into place, this allows steamcmd to update the mod in place if for whatever
# reason that becomes necessary. In reality nightly builds/builds via CI should update these mods. More of a nicety
# than something necessary.
ln -s "${SQUAD_SERVER_DIR}/steamapps/workshop/content/${workshop_id}/${mod}" "${SQUAD_SERVER_DIR}/SquadGame/Plugins/Mods/${mod}"
done
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__EOR__
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FROM mods AS prod
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WORKDIR "${USER_HOME}"
COPY --chown=${USER}:${USER} --chmod=0744 ./scripts/entry.bash "${USER_HOME}/entry.bash"
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EXPOSE \
7787/udp \
7787/tcp \
7788/udp \
7788/tcp \
27165/tcp \
27165/udp \
21114/tcp \
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21114/udp \
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15000/udp
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# HACK: This shouldn't be done either! The entry.bash requires the root user though for certain tasks :(
USER root
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ENTRYPOINT [ "/bin/bash", "entry.bash" ]