valheim: wait for an empty server, notify on install and recovery
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
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8312873c0d
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1 changed files with 95 additions and 29 deletions
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@ -1,14 +1,20 @@
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# services/valheim-autoupdate.nix — restart the Valheim server only when Steam
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# actually ships a new build.
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# actually ships a new build, and only when nobody is playing.
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#
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# The Pelican egg already has AUTO_UPDATE=1, so steamcmd runs on every boot and
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# a restart *is* the update. The missing half is knowing when to bother, which
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# a plain nightly restart doesn't answer (it reboots players for nothing 364
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# nights out of 365). So, hourly:
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# a nightly restart doesn't answer (it reboots players for nothing 364 nights
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# out of 365). So, hourly:
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#
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# 1. installed buildid <- steamapps/appmanifest_896660.acf in the server volume
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# 2. latest buildid <- the container's own steamcmd, public branch
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# 3. differ, nobody playing -> POST restart to the wings daemon API
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# 3. same -> exit. differ -> wait for an empty server, then restart.
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#
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# Waiting is a 10s poll held inside this one invocation rather than a re-check
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# on the next hourly tick, because when Valve ships a build Steam auto-updates
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# the *clients* — so everyone not currently online is locked out by a network
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# version mismatch until the server catches up. Waiting an extra hour after the
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# last player leaves is the expensive case, so we don't.
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#
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# Why the wings API and not `docker restart`: the egg's stop command is ^C, so
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# wings sends SIGINT and Valheim saves the world before exiting. docker's
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@ -17,8 +23,7 @@
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# nothing to rotate by hand.
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#
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# Valheim has no console, no RCON and no broadcast command, so players cannot be
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# warned in-game — the only honest options are "restart on an empty server" or
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# "kick people mid-raid". This does the former and pushes an ntfy note instead.
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# warned in-game at all. ntfy gets the play-by-play instead.
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{ config, lib, pkgs, ... }:
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let
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# Pelican server "hawk" (panel server id 3). Both the volume path and the
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@ -26,6 +31,17 @@ let
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serverUuid = "185008d8-8a04-4077-be78-63853dc06c0e";
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steamAppId = "896660"; # valheim_server; 892970 is the client
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gamePort = "25569";
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# Valheim's Steam query port is always game port + 1, and wings publishes it
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# on the LAN address, not localhost.
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queryHost = "10.0.0.1";
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queryPort = "25570";
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# How long to keep waiting for a busy server before giving up and letting the
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# next hourly tick start over. Long enough for a full evening of play.
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maxWaitSeconds = "21600"; # 6h
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# Boot budget after the restart: steamcmd pulls the update, then Valheim
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# loads the world (~40s on top).
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bootTries = "90"; # x10s = 15min
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autoupdate = pkgs.writeShellScript "valheim-autoupdate" ''
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set -uo pipefail
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@ -34,12 +50,17 @@ let
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appid=${steamAppId}
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manifest=/var/lib/pelican/volumes/$uuid/steamapps/appmanifest_$appid.acf
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wings_cfg=/etc/pelican/config.yml
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state=/var/lib/valheim-autoupdate/announced
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secret=/var/secrets/ntfy-url
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reply=/run/valheim-autoupdate/a2s-reply
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docker=${pkgs.docker}/bin/docker
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awk=${pkgs.gawk}/bin/awk
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curl=${pkgs.curl}/bin/curl
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grep=${pkgs.gnugrep}/bin/grep
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nc=${pkgs.netcat-openbsd}/bin/nc
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sleep=${pkgs.coreutils}/bin/sleep
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date=${pkgs.coreutils}/bin/date
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timeout=${pkgs.coreutils}/bin/timeout
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notify() { # body
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[ -f "$secret" ] || return 0
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@ -49,11 +70,35 @@ let
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-d "$1" "$url" >/dev/null 2>&1 || true
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}
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running() {
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[ "$($docker inspect -f '{{.State.Running}}' "$uuid" 2>/dev/null)" = "true" ]
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}
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# ponytail: UDP conntrack entries for the game port are the cheap stand-in
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# for a player count — no A2S challenge handshake to parse. They linger
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# ~2min past the last packet, so this reads as "played very recently",
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# which errs toward leaving people alone. Upgrade path if that's ever too
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# coarse: A2S_INFO the query port and read the players byte.
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players_online() {
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$grep -q "dport=${gamePort} " /proc/net/nf_conntrack 2>/dev/null
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}
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# The server browser's own liveness test: anything at all back from the
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# query port means Valheim is up and joinable. The first reply is a Steam
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# challenge, which is enough — no need to complete the handshake.
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query_answers() {
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printf '\xff\xff\xff\xffTSource Engine Query\x00' \
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| $timeout 3 $nc -u -w2 ${queryHost} ${queryPort} > "$reply" 2>/dev/null || true
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[ -s "$reply" ]
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}
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installed_build() { $awk -F'"' '/"buildid"/{print $4; exit}' "$manifest" 2>/dev/null; }
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# Nothing to restart, and no steamcmd to ask — a stopped server updates
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# itself whenever it next boots anyway.
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[ "$($docker inspect -f '{{.State.Running}}' "$uuid" 2>/dev/null)" = "true" ] || exit 0
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running || exit 0
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installed=$($awk -F'"' '/"buildid"/{print $4; exit}' "$manifest" 2>/dev/null)
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installed=$(installed_build)
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latest=$($docker exec "$uuid" \
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./steamcmd/steamcmd.sh +login anonymous +app_info_update 1 \
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+app_info_print "$appid" +quit 2>/dev/null \
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@ -65,21 +110,22 @@ let
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case "$installed" in ""|*[!0-9]*) exit 0 ;; esac
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[ "$installed" = "$latest" ] && exit 0
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# ponytail: UDP conntrack entries for the game port are the cheap stand-in
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# for a player count — no A2S challenge handshake to parse. They linger
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# ~2min past the last packet, so this reads as "played very recently",
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# which errs toward leaving people alone. Upgrade path if that's ever too
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# coarse: query A2S_INFO on the query port (game port + 1) and read the
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# players byte.
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if ${pkgs.gnugrep}/bin/grep -q "dport=${gamePort} " /proc/net/nf_conntrack 2>/dev/null; then
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if [ "$(${pkgs.coreutils}/bin/cat "$state" 2>/dev/null || true)" != "$latest" ]; then
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notify "Valheim build $installed -> $latest is out. Someone is online, so the update waits until the server is empty."
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${pkgs.coreutils}/bin/printf '%s' "$latest" > "$state"
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fi
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echo "valheim-autoupdate: $installed -> $latest available, players connected, deferring"
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exit 0
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if players_online; then
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notify "Valheim build $installed -> $latest is out. Waiting for the server to empty before updating."
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echo "valheim-autoupdate: $installed -> $latest available, players connected, waiting"
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deadline=$(( $($date +%s) + ${maxWaitSeconds} ))
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while players_online; do
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if [ "$($date +%s)" -ge "$deadline" ]; then
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echo "valheim-autoupdate: still busy after ${maxWaitSeconds}s, leaving it for the next run"
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exit 0
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fi
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$sleep 10
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done
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fi
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# It may have been stopped by hand while we waited.
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running || exit 0
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token=$($awk '/^token:/{print $2}' "$wings_cfg")
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if [ -z "$token" ]; then
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echo "valheim-autoupdate: no wings token in $wings_cfg, cannot restart" >&2
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@ -87,16 +133,35 @@ let
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fi
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echo "valheim-autoupdate: $installed -> $latest, server empty, restarting"
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if $curl -fsS --max-time 30 -X POST \
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notify "Installing Valheim build $installed -> $latest. Server restarting now."
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if ! $curl -fsS --max-time 30 -X POST \
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-H "Authorization: Bearer $token" -H 'Content-Type: application/json' \
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-d '{"action":"restart"}' \
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"http://127.0.0.1:8443/api/servers/$uuid/power" >/dev/null; then
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notify "Restarted for Valheim build $installed -> $latest."
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${pkgs.coreutils}/bin/printf '%s' "$latest" > "$state"
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else
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notify "Valheim restart request failed — server left on build $installed."
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echo "valheim-autoupdate: wings power request failed" >&2
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exit 1
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fi
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# Done when the manifest shows a different build than we started on (proves
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# steamcmd finished) *and* the query port answers (proves it's joinable).
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# Compared against $installed rather than $latest so an even newer build
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# landing mid-wait still counts as success.
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i=0
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while [ "$i" -lt ${bootTries} ]; do
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i=$(( i + 1 ))
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$sleep 10
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now_build=$(installed_build)
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[ -n "$now_build" ] && [ "$now_build" != "$installed" ] || continue
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query_answers || continue
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echo "valheim-autoupdate: back up on build $now_build"
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notify "Valheim is back up on build $now_build."
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exit 0
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done
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notify "Valheim restart for build $latest was sent, but it has not come back after 15 min. Check the panel."
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echo "valheim-autoupdate: server did not come back in time" >&2
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exit 1
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'';
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in
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{
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@ -107,9 +172,10 @@ in
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serviceConfig = {
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Type = "oneshot";
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ExecStart = autoupdate;
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StateDirectory = "valheim-autoupdate";
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# steamcmd's app_info_update round-trip is the slow part (~1min worst case).
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TimeoutStartSec = "5min";
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RuntimeDirectory = "valheim-autoupdate";
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# The script holds itself open while waiting for players to leave, so
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# this is only a backstop above its own 6h deadline + boot budget.
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TimeoutStartSec = "7h";
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};
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};
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systemd.timers.valheim-autoupdate = {
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