dayzdockerserver/files/bin/dz-common
Daniel Ceregatti 8db515313b Add mod search.
Renamed main container to web.
Added the STEAMAPIKEY environment variable placeholder, as this is necessary when searching for mods.
Refactor locations of scripts and paths.
Rename start scripts to be more consistent with their new locations.
Run the web server under nodemon to prevent manual restarting.
2023-05-25 17:32:58 -07:00

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#!/usr/bin/env bash
set -eEa
# If you want/need the server and rcon ports to be different, set them here.
# The steam query port is set in serverDZ.cfg.
# Server port
port=2302
rcon_port=2303
# Don't change anything else.
# Colors
default="\e[0m"
red="\e[31m"
green="\e[32m"
yellow="\e[93m"
lightblue="\e[94m"
blue="\e[34m"
magenta="\e[35m"
cyan="\e[36m"
# DayZ release server Steam app ID. USE ONE OR THE OTHER!!
# Presumably once the Linux server is released, the binaries will come from this ID.
# But more importantly, if we have a release-compatible binary, the base files must be installed from this id,
# even if the server binary and accompanying shared object don't come from it.
#release_server_appid=223350
# Without a release binary, we must use the experimental server app id for everything.
release_server_appid=1042420
# DayZ release client SteamID. This is for mods, as only the release client has them.
release_client_appid=221100
# Common container base directories
FILES="/files"
SERVER_FILES="/serverfiles"
# Used to check if dayZ is installed
SERVER_INSTALL_FILE="${SERVER_FILES}/DayZServer"
# Steam files
STEAM_LOGIN="${HOME}/steamlogin"
STEAMCMD=steamcmd
# Workshop files (mods)
WORKSHOP_DIR="${SERVER_FILES}/steamapps/workshop/content/${release_client_appid}"
# Other stuff
YES="${green}yes${default}"
NO="${red}no${default}"
# Functions
# Convenience function
prompt_yn(){
echo -n "${1} (y|N) " >&2
read -s -n 1 a
a=$(echo ${a} | tr A-Z a-z)
echo
if [[ "${a}" = "y" ]]
then
return 0
else
return 1
fi
}
check_mod_install(){
# See if this mod id exists in files/mods, and offer to install other server side files if an install.sh is found
if [ -f ${FILES}/mods/${1}/${2}.sh ]
then
echo "An ${2}.sh was found for mod id ${1}. Running..."
${FILES}/mods/${1}/${2}.sh
fi
# A generic map install script. Presumes a git repo as the source
if [ -f ${FILES}/mods/${1}/install.env ]
then
echo "An ${2}.env was found for mod id ${1}. Performing ${2}..."
source ${FILES}/mods/${1}/install.env
${FILES}/mods/install.sh ${1} ${2}
fi
}
get_mod_id_by_index2(){
# If we were passed a valid mod id, just return it
if [ -d "${WORKSHOP_DIR}/${1}" ]
then
echo -n ${1}
return
fi
X=1
# Loop over mods
for dir in $(ls -tr ${WORKSHOP_DIR})
do
ID=${dir}
if [[ ${X} = ${1} ]]
then
echo -n ${ID}
return
fi
X=$((X+1))
done
}
# Get mod name by ID or index
get_mod_name(){
ID=$(get_mod_id_by_index2 ${1})
if ! [ -d "${WORKSHOP_DIR}/${ID}" ]
then
echo "Mod ID ${1} doesn't exist" >&2
exit 1
fi
NAME=$(grep name ${WORKSHOP_DIR}/${ID}/meta.cpp | cut -d '"' -f2 | sed -r 's/\s+//g')
echo -n ${NAME}
}
# List mods
list(){
X=1
C="${green}"
spaces=" "
echo "Installed mods:"
echo -e " ID Name URL Size"
echo "------------------------------------------------------------------------------------------------------------------------"
for dir in $(ls -tr ${WORKSHOP_DIR})
do
ID=${dir}
NAME=$(grep name "${WORKSHOP_DIR}/${dir}/meta.cpp" | cut -d '"' -f2 | sed -r 's/\s+//g')
SIZE=$(du -sh "${WORKSHOP_DIR}/${dir}" | awk '{print $1}')
printf "${C}%.3d %s %.30s %s https://steamcommunity.com/sharedfiles/filedetails/?id=%s %s${default}\n" ${X} ${ID} "${NAME}" "${spaces:${#NAME}+1}" ${ID} ${SIZE}
X=$((X+1))
done
echo
}