brianmiller / phvalheim-server

PhValheim backend server
GNU General Public License v2.0
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PhValheim Server

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What is it?

PhValheim is a two-part world and client manager for Valheim (with aspirations of becoming game agnostic), it keeps server and client files in lock-step, ensuring all players have the same experience.

PhValheim is constently being improved. Make sure you maintain backups of your stateful data, beyond what PhValheim already backs up.

Why?

Valheim is a fantastic game and the more we play the more we want. Modding Valheim is simple to do but difficult to manage across all players. Keeping the remote server and clients in-sync are nearly impossible without something like PhValheim. While mod managers work well (Thunderstore and Nexus Mods), they don't work in a federated manner, eventaully resulting in clients being out of sync with each other and the remote server. PhValheim's primary goal is to solve this problem.

PSA

Mods are great and PhValheim makes it stupid simple to install them but keep in mind that the primary reason your game may not be working is due to the combination of mods you're using. Not all mods are made equal and most mods become "broken" after a major game update. If you have issues with your game running, please be sure to deploy a vanilla world (no mods selected) before submitting an issue.

What are the features of PhValheim?

How does it work?

Server

As mentioned above, PhValheim Server runs in a docker container. Out-of-the-box the container runs a few services:

PhValheim Client

All of this is great but useless without a way to ensure the client behaves as expected. This is where PhValheim Client comes in. PhValheim Client is a mandatory companion application that runs on all Windows clients. It's a small C# application that registers a new "phvalheim://" URL to your Windows Registry. This allows your computer to recgonize and understand PhValheim Server payload URLs. When a PhValheim URL is clicked, the PhValheim Client pulls the URL into memory and decodes the information, instructing your PC what to do.

Here's the workflow (after the client has been installed)

  1. Click a "phvalheim://" URL
  2. Windows will send the URL to PhValheim Client's binary.
  3. PhValheim Client will decode the URL, extracting the necessary information to:
    • Compare the remote world's MD5SUM (from PHValehim Server's database) with the local copy. If the local copy matches, proceed. Otherwise, download the new payload.
      • This payload includes all necessary mods, configs and depedencies to match the remote world and your fellow player's world.
    • Instruct PhValheim Client which PhValheim Server to connect to and which world endpoint to connect to.

      Note: PhValheim Client installs all related files to %appdata%/PhValheim, in addition to modifying your local install of Valheim's Steam directory to include the necessary bootstrap libraries for BepInEx to properly run (all mod managers do this already).

Architecture

Highlevel

PhValheim-overall PhValheim-overall-w

Authentication and Authorization

Access to each world is controlled by the PhValheim database. We associate the SteamID of each player to every world we want to grant access to. The PhValheim Server will store SteamIDs to grant access to both the public web UI (library of worlds) and the allowList.txt file associated with each world. This ensures only allowed "citizens" can see the world in the UI and make a logical connection to the world itself (UDP).

Here is a swimlane depiction of the authentication and authorization workflow:

PhValheim-steam PhValheim-steam-w

Screenshots

Public Login Page

image

Public Home

http://[dockerhost]:8080 public_home_screenshot

Admin Home

http://[dockerhost]:8081
image

New World Creation

image

World Editor

image

Mods Viewer

image

Citizens Editor

admin_citizenseditor_screenshot

Engine Logs

admin_enginelogs_screenshot

World Log

admin_worldlogs_screenshot

File Manager

admin_filemanager_screenshot

Deployment

Unraid (search for PhValheim in the community app store)

unraid_deploy

Docker Command Line

docker create \
       --name='myPhValheim-server1' \
               -p '8080:8080/tcp' \
               -p '8081:8081/tcp' \
               -p '25000-26000:25000-26000/udp' \
               -e 'basePort'='25000' \
               -e 'defaultSeed'='szN8qp2lBn' \
               -e 'backupsToKeep'='10' \
               -e 'phvalheimHost'='phvalheim-dev.phospher.com' \
               -e 'gameDNS'='37648-dev1.phospher.com' \
               -e 'steamAPIKey'='0123456789' \
               -e 'phvalheimClientURL'='https://github.com/brianmiller/phvalheim-client/raw/master/published_build/phvalheim-client-installer.exe' \
               -v '/mnt/docker_persistent/phvalheim':'/opt/stateful':Z \
               -v '/mnt/phvalheim_backups/':'/opt/stateful/backups':Z \
               theoriginalbrian/phvalheim-server:latest``

docker start myPhValheim-server1

Container Variables

all variables are mandatory

Variable Description
basePort The port your first world will use. This must be the beginning of the port range passed to the container on start.
defaultSeed The seed used when a seed isn't provided during world creation.
backupsToKeep How many backups to keep on disk before deleting the oldest.
phvalheimHost The FQDN of your PhValheim server your users will connect to.
gameDNS The FQDN your users will connected their Valheim client to. This can be the same as phvalheimHost, if needed.
steamAPIKey Your SteamAPI key used for player identification and authorization. See Generate Steam API Key for help.
phvalheimClientURL The hosted URL for PhValheim Client downloads. You can change this if you prefer to host your own client files.

Container Volumes and Persistent Storage

all paths are mandatory

Container Path Description
/opt/stateful This volume stores all persistent data for your worlds, mods, PhValheim database, and configuration files.
/opt/stateful/backups This volume is the destination of world backups. It's a good idea to set this to a different disk for disaster recovery.

Container Ports

all ports are mandatory

Container Port Description
8080/tcp This is the port the internal web service listens on and is the interface you want exposed to the public. Without this, nothing works.
8081/tcp This is the port the admin interface listens on. This should not be accessible from the public internet. Do not forward this port in your firewall/router unless you know what you're doing.
25000-26000/udp This is the port range used by PhValheim worlds.

Reverse Proxy Config Example

Optional: Here's the config I use for my reverse proxy. It's a standard proxy pass config that helps with TLS termination.

server {
        listen 80;
        server_name phvalheim.phospher.com;
        rewrite ^ https://$http_host$request_uri? permanent;
        server_tokens off;
}

server {
        listen 443 ssl;
        server_name phvalheim.phospher.com phvalheim;

        ssl_certificate /mnt/certs/live/phospher.com/fullchain.pem;
        ssl_certificate_key /mnt/certs/live/phospher.com/privkey.pem;
        ssl_session_cache shared:SSL:10m;

        ssl_stapling on;
        ssl_stapling_verify on;
        #ssl_verify_client off;

        real_ip_header     X-Forwarded-For;
        real_ip_recursive  on;

        location / {
                proxy_pass http://37648-dev1.phospher.com:8080;
                proxy_set_header Host $host;
                proxy_set_header X-Real-IP $remote_addr;
                proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
                proxy_set_header X-Forwarded-Host $server_name;
                proxy_set_header X-Forwarded-Proto https;
                proxy_request_buffering off;
                access_log /config/nginx/logs/phvalheim.access.log;
                error_log /config/nginx/logs/phvalheim.error.log;
                proxy_read_timeout 1200s;
                client_max_body_size 0;
                proxy_set_header Upgrade $http_upgrade;
                proxy_set_header Connection $connection_upgrade;
        }
}

Custom Config Folders

Optional: "custom_configs" folder - configs can be put into custom_config in order for them to get pushed/synced to clients when you perform updates / change mods on a server

Optional: "custom_configs_secure" folder - configs can be put into custom_config_secure in order for them to not be sent or synced to clients, but persist between updates/mod changes

Reference Material

Generate your Steam API Key