# 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/vX.Y.Z-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 X.Y.Z-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/vX.Y.Z-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.