# 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 }; }; }; }