valheim: restart only when a new Steam build ships

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
rope 2026-09-11 17:07:23 +01:00
parent 667a3debe1
commit 8312873c0d
2 changed files with 125 additions and 0 deletions

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# services/valheim-autoupdate.nix — restart the Valheim server only when Steam
# actually ships a new build.
#
# The Pelican egg already has AUTO_UPDATE=1, so steamcmd runs on every boot and
# a restart *is* the update. The missing half is knowing when to bother, which
# a plain nightly restart doesn't answer (it reboots players for nothing 364
# nights out of 365). So, hourly:
#
# 1. installed buildid <- steamapps/appmanifest_896660.acf in the server volume
# 2. latest buildid <- the container's own steamcmd, public branch
# 3. differ, nobody playing -> POST restart to the wings daemon API
#
# Why the wings API and not `docker restart`: the egg's stop command is ^C, so
# wings sends SIGINT and Valheim saves the world before exiting. docker's
# SIGTERM would not. Auth reuses the node token already in /etc/pelican/config.yml
# — read at *runtime*, so eval stays pure (see CLAUDE.md); no new secret, and
# nothing to rotate by hand.
#
# Valheim has no console, no RCON and no broadcast command, so players cannot be
# warned in-game — the only honest options are "restart on an empty server" or
# "kick people mid-raid". This does the former and pushes an ntfy note instead.
{ config, lib, pkgs, ... }:
let
# Pelican server "hawk" (panel server id 3). Both the volume path and the
# container name are this uuid — wings names containers after the server.
serverUuid = "185008d8-8a04-4077-be78-63853dc06c0e";
steamAppId = "896660"; # valheim_server; 892970 is the client
gamePort = "25569";
autoupdate = pkgs.writeShellScript "valheim-autoupdate" ''
set -uo pipefail
uuid=${serverUuid}
appid=${steamAppId}
manifest=/var/lib/pelican/volumes/$uuid/steamapps/appmanifest_$appid.acf
wings_cfg=/etc/pelican/config.yml
state=/var/lib/valheim-autoupdate/announced
secret=/var/secrets/ntfy-url
docker=${pkgs.docker}/bin/docker
awk=${pkgs.gawk}/bin/awk
curl=${pkgs.curl}/bin/curl
notify() { # body
[ -f "$secret" ] || return 0
url=$(${pkgs.coreutils}/bin/tr -d '\n' < "$secret")
$curl -fsS --max-time 10 \
-H "Title: Valheim server" -H "Tags: shield" \
-d "$1" "$url" >/dev/null 2>&1 || true
}
# Nothing to restart, and no steamcmd to ask — a stopped server updates
# itself whenever it next boots anyway.
[ "$($docker inspect -f '{{.State.Running}}' "$uuid" 2>/dev/null)" = "true" ] || exit 0
installed=$($awk -F'"' '/"buildid"/{print $4; exit}' "$manifest" 2>/dev/null)
latest=$($docker exec "$uuid" \
./steamcmd/steamcmd.sh +login anonymous +app_info_update 1 \
+app_info_print "$appid" +quit 2>/dev/null \
| $awk '/"branches"/{b=1} b && /"public"/{p=1} p && /"buildid"/{gsub(/"/,"",$2); print $2; exit}')
# Steam unreachable, rate-limited, or output we don't recognise: do nothing
# rather than guess. Next hour will try again.
case "$latest" in ""|*[!0-9]*) exit 0 ;; esac
case "$installed" in ""|*[!0-9]*) exit 0 ;; esac
[ "$installed" = "$latest" ] && exit 0
# ponytail: UDP conntrack entries for the game port are the cheap stand-in
# for a player count — no A2S challenge handshake to parse. They linger
# ~2min past the last packet, so this reads as "played very recently",
# which errs toward leaving people alone. Upgrade path if that's ever too
# coarse: query A2S_INFO on the query port (game port + 1) and read the
# players byte.
if ${pkgs.gnugrep}/bin/grep -q "dport=${gamePort} " /proc/net/nf_conntrack 2>/dev/null; then
if [ "$(${pkgs.coreutils}/bin/cat "$state" 2>/dev/null || true)" != "$latest" ]; then
notify "Valheim build $installed -> $latest is out. Someone is online, so the update waits until the server is empty."
${pkgs.coreutils}/bin/printf '%s' "$latest" > "$state"
fi
echo "valheim-autoupdate: $installed -> $latest available, players connected, deferring"
exit 0
fi
token=$($awk '/^token:/{print $2}' "$wings_cfg")
if [ -z "$token" ]; then
echo "valheim-autoupdate: no wings token in $wings_cfg, cannot restart" >&2
exit 1
fi
echo "valheim-autoupdate: $installed -> $latest, server empty, restarting"
if $curl -fsS --max-time 30 -X POST \
-H "Authorization: Bearer $token" -H 'Content-Type: application/json' \
-d '{"action":"restart"}' \
"http://127.0.0.1:8443/api/servers/$uuid/power" >/dev/null; then
notify "Restarted for Valheim build $installed -> $latest."
${pkgs.coreutils}/bin/printf '%s' "$latest" > "$state"
else
echo "valheim-autoupdate: wings power request failed" >&2
exit 1
fi
'';
in
{
config = lib.mkIf (config.networking.hostName == "FredOS-Mediaserver") {
systemd.services.valheim-autoupdate = {
description = "Restart the Valheim server when a new Steam build ships";
after = [ "docker-pelican-wings.service" ];
serviceConfig = {
Type = "oneshot";
ExecStart = autoupdate;
StateDirectory = "valheim-autoupdate";
# steamcmd's app_info_update round-trip is the slow part (~1min worst case).
TimeoutStartSec = "5min";
};
};
systemd.timers.valheim-autoupdate = {
wantedBy = [ "timers.target" ];
timerConfig = {
OnBootSec = "10min"; # let wings bring the game container up first
OnUnitActiveSec = "1h";
RandomizedDelaySec = "5min"; # don't hit Steam on the exact hour
};
};
};
}