Dedicated servers: roles, with their tags, commands and permissions A dedicated server had one list of admins who could do everything, and everyone else could do nothing. It now has roles, kept in data/roles.json beside the bans: each a name, the tag its players wear in the game, the server commands it may use, what it may do besides commands, and a rank. A server starts with five: player (everyone given no role: chat, votes, parties, private messages), vip (a reserved slot), moderator (kick, ban, messages, giving out lower roles), admin (everything) and muted. The default role is whoever was given none; a role has what the default has as well as its own unless it says it does not inherit. A reserved slot is a permission, so a role's players have one without being listed. Nobody kicks, bans or changes the role of a player whose rank is theirs or higher, or gives out a role that is; the console is above every role. "*" is every command but role and reserved, which a role has only when it lists them. New commands: role <player or SteamID64> <role>|none, roles, and roles reload. "admin add|remove" and "admins" are gone: the admins an older config lists are moved into the admin role the first time the server starts, and leave the config. In the game, a player's role tag and colour show in chat and on their nametag, and each control in the Multiplayer menu, the map, time of day, world layers and parks follows the command it needs rather than one admin flag, as do the commands chat offers. Protocol 48: the roster carries each player's tag, and a new permissions packet tells a player what their role gives them. Older games and servers do not connect to newer ones. Also fixes a name clash that kept the server config tests from compiling.
7.1 KiB
ReSkate dedicated server on Linux
Native x86_64 build. Same lobby protocol as ReSkateServer.exe; needs no game install.
A release build updates itself, like the Windows server: see Updating.
Requirements
- 64-bit Linux (tested: CachyOS/Arch, Ubuntu 22.04+ should work).
cmake >= 3.24,g++ >= 12(C++20),libssl-dev(OpenSSL),libcurlheaders optional (not needed for V1).curlon the machine that runs the server: it is how the server reads the ReSkate team's global ban list (api.reskate.dev) and how it downloads its own updates. Without it the server says so in its log, enforces only its own bans and stays on its version.tar(with gzip) on that machine too, to unpack an update.- Steam shared libs beside the binary:
libsteam_api.so+steamclient.so(Valve proprietary, not in git — but bundled in the CI/release assets, like the Windows zip bundles its DLLs; otherwise fetch them, see below).
Where the Steam .so files come from
Same split as Windows (steam_api64.dll + steamclient64.dll/tier0_s64.dll/vstdlib_s64.dll):
the release ZIP is expected to ship them; this repo never vendors Valve binaries
(see External/README.md, External/manifest.json).
libsteam_api.so: from the Steamworks SDKredistributable_bin/linux64/(official download viapartner.steamgames.com; any recent 1.x works — the server triesSteamGameServerNetworkingSockets_SteamAPI_v013thenv012, and uses stable flat exportsSteamGameServer015/SteamNetworkingUtils004). It is generic; the app is selected at runtime viaSteamAppId=3354750.steamclient.so(+tier0/vstdlibif present): not in the SDK. Get it from SteamCMD or a Steam client install, e.g.:or copy/symlink an existing client copy (steamcmd +@sSteamCmdForcePlatformType linux +login anonymous +app_update 1007 +quit # then copy steamapps/common/Steamworks\ SDK\ Redist/linux64/steamclient.so # next to ReSkateServer (same folder as libsteam_api.so)~/.steam/steam/linux64/steamclient.so, Valve also documents~/.steam/sdk64/steamclient.so— the server looks there, soln -s <folder>/steamclient.so ~/.steam/sdk64/steamclient.soworks). The serverdlopenslibsteam_api.so, which in turn loadssteamclient.so; either adjacent orLD_LIBRARY_PATHworks.
Arch/CachyOS:
sudo pacman -S base-devel cmake openssl
Ubuntu/Debian:
sudo apt install build-essential cmake libssl-dev
Build
cmake --preset linux-x64
cmake --build --preset linux-release -j$(nproc)
./build/linux/ReSkateServer
Binary: build/linux/ReSkateServer (ELF, OUTPUT_NAME ReSkateServer).
Portable tests:
cmake --preset linux-x64 -DDINGOSDK_BUILD_MULTIPLAYER_TESTS=ON
cmake --build --preset linux-release -j$(nproc)
ctest --test-dir build/linux --output-on-failure
Expected: 10 passed (multiplayer_parties, server_activity, server_speed_check,
server_board_check, server_config, server_global_bans, word_filter, multiplayer_bandwidth, multiplayer_lanes,
multiplayer_prediction). Windows-only tests (voice, lobbies, UI) stay WIN32-gated.
Run
- Put
ReSkateServerin its own folder, then fetch the Steam libs (shipped assetup-linux-server-libs.shbeside the binary):Or do it by hand, see below../setup-linux-server-libs.sh # uses the folder it sits in; or --server-dir DIR - First run writes
ReSkateServer.json; editname+admins, restart. - Optional:
world-layers.jsonfor time-of-day / world layers. Normal server runs only read this file (world_layer_scan::read, JSON only) and work on Linux — verified. Get it by either:- Windows export once:
ReSkateServer.exe --export-world-layers "<Skate folder>" world-layers.json, then copy to the Linux folder; or - copy from a Windows player's cache
%LOCALAPPDATA%\ReSkate\cache\<build>\world-layers.json(same game build; the server tells admins this path inlayer-syncerrors). Without it every player keeps their own layers; with it +world_layer_syncthe server forces them.
- Windows export once:
- No ports need opening (Steam relay). Optional UDP
27015-27016(port,query_port) for browser ping + faster joins.
Without libsteam_api.so the server exits 1 with:
Cannot load .../libsteam_api.so. Put libsteam_api.so (Steamworks SDK) next to the server.
Full command list: Server/README.txt (same on Linux; binary name differs). Roles and what each
permission and command gives: Server/README-roles.txt.
systemd
See contrib/reskate-server.service. Install:
sudo cp contrib/reskate-server.service /etc/systemd/system/
sudo systemctl daemon-reload
sudo systemctl enable --now reskate-server
The server writes its own ReSkateServer.log next to the binary; the console
output goes to the journal (journalctl -u reskate-server -f).
Pterodactyl
contrib/pterodactyl/egg-reskate-server.json is an egg for Pterodactyl (and Pelican): it installs
the server from the latest release and keeps the panel's ports and steam_token in
ReSkateServer.json. See contrib/pterodactyl/README.md.
Updating
A server from a release tarball updates itself the way the Windows one does: at startup and
every half hour it asks GitHub for the latest release, and when that holds a newer Linux
server it installs it once nobody is on, then carries on as the new version. update in
the console does it straight away. "auto_update": false in ReSkateServer.json, or
--no-update, turns it off. A server you built yourself never replaces itself.
- The release's
launcher.jsonpins the tarball and theReSkateServerinside it by SHA-256; nothing else is installed. The download iscurlover HTTPS and the unpacking istar, so both must be on the machine. - Everything in the tarball is replaced in the server's folder (the server, the Steam
libraries, the readmes,
world-layers.json). Your own files are not in it and are kept:ReSkateServer.json,Mods, the logs. - The user the server runs as must be able to write to the server's folder. With the
systemd unit below that is
reskateand/opt/reskate-server:sudo chown -R reskate: /opt/reskate-server. - The updated server takes over the same process, so systemd (or your terminal) keeps the server it started; nothing restarts the service.
- A release made before this (1.1.3 and older) has no Linux entry in
launcher.json: the server logs that the latest release has no Linux server and stays as it is. To get onto a self-updating version from one of those, replace the files once by hand.
Notes / limits (V1)
--export-world-layerson Linux: the reader works, the scanner needs the Windows game (Data/layout.toc+ CAS) andoo2core_9_win64.dll(Oodle). Oodle blocks throwOodle CAS data is only supported on Windows(caught, exit 1, no crash). Export on Windows, copy the JSON over — no game needed on the server itself.content_cachedir:%LOCALAPPDATA%on Windows,$XDG_CACHE_HOME/~/.cacheon Linux.- Crypto interop verified: OpenSSL
PKCS5_PBKDF2_HMAC(SHA256, 100k)+HMAC-SHA256matches WindowsBCrypt(checked against Pythonhashlib).