Add dedicated server packaging

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Alexander Sellite 2026-08-10 13:56:40 -04:00
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# NETfishing Dedicated Server
This repository packages the headless NETfishing server produced by the main
game project. Gameplay and networking code remain in the `netfishing`
repository so clients and servers use the same protocol implementation.
## Stage a build
Export the `Linux Dedicated Server` preset from the game project, then stage
its executable and PCK:
```sh
./scripts/stage-build.sh ../netfishing/builds/v0.6.4-alpha/server-linux-x86_64
```
The staged binaries under `dist/` are release inputs and are intentionally not
tracked by Git.
Create a deterministic native archive after staging:
```sh
./scripts/package-native.sh 0.6.4-alpha
```
## Run natively
Copy `dist/NETfishingServer.x86_64` and `dist/NETfishingServer.pck` into the
same directory, make the executable runnable, and start it with a persistent
data directory:
```sh
./NETfishingServer.x86_64 \
-- \
--config=/etc/netfishing-server.cfg \
--data-dir=/var/lib/netfishing-server
```
Copy `config/server.cfg.example` to `/etc/netfishing-server.cfg` and adjust the
room name, UDP port, player limit, and public-listing preference. Forward the
configured UDP port through the host firewall and router when accepting
Internet players.
The data directory contains the server identity and moderation state. Keep it
persistent and back it up; replacing it changes the server fingerprint shown
to returning players.
Configuration is applied in this order: config file, environment variables,
then command-line overrides. Supported command-line options are `--name`,
`--bind`, `--port`, `--max-players`, `--data-dir`, `--discovery-url`,
`--public`, and `--private`. Value options use `--option=value`. Keep the first
standalone `--` shown above; it separates Godot engine flags from server flags.
Public listing requires the discovery URL and a publicly reachable ENet UDP
port. Discovery makes a server findable but does not relay gameplay traffic.
For a systemd installation, create a dedicated `netfishing` system user, place
the two staged build files in `/opt/netfishing-server`, install the sample
configuration and environment files under `/etc`, and copy
`systemd/netfishing-server.service` to the system unit directory. The service
expects `/var/lib/netfishing-server` to be writable by that user.
## Run with Docker Compose
```sh
./scripts/stage-build.sh ../netfishing/builds/v0.6.4-alpha/server-linux-x86_64
docker compose build
docker compose up -d
```
Set values such as `NETFISHING_SERVER_NAME`, `NETFISHING_SERVER_PORT`,
`NETFISHING_SERVER_MAX_PLAYERS`, and `NETFISHING_SERVER_PUBLIC` in a local
`.env` file. The Compose service runs without Linux capabilities, uses a
read-only root filesystem, and stores persistent state in a named volume.
## Steam distribution
Publish the server as a separate Steam Tool AppID/depot linked to the base
game. Replace the placeholders in copies of the files under `steam/`, then use
SteamCMD to upload the staged `dist/` directory. Keep the example files free of
private Steam credentials.