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478e7184f8
And replace them with a more appropriate type Also fix up some minor module problems along the way
227 lines
7 KiB
Nix
227 lines
7 KiB
Nix
{ config, lib, pkgs, ... }:
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with lib;
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let
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cfg = config.services.factorio;
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factorio = pkgs.factorio-headless;
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name = "Factorio";
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stateDir = "/var/lib/${cfg.stateDirName}";
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mkSavePath = name: "${stateDir}/saves/${name}.zip";
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configFile = pkgs.writeText "factorio.conf" ''
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use-system-read-write-data-directories=true
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[path]
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read-data=${factorio}/share/factorio/data
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write-data=${stateDir}
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'';
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serverSettings = {
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name = cfg.game-name;
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description = cfg.description;
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visibility = {
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public = cfg.public;
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lan = cfg.lan;
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};
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username = cfg.username;
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password = cfg.password;
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token = cfg.token;
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game_password = cfg.game-password;
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require_user_verification = cfg.requireUserVerification;
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max_upload_in_kilobytes_per_second = 0;
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minimum_latency_in_ticks = 0;
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ignore_player_limit_for_returning_players = false;
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allow_commands = "admins-only";
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autosave_interval = cfg.autosave-interval;
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autosave_slots = 5;
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afk_autokick_interval = 0;
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auto_pause = true;
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only_admins_can_pause_the_game = true;
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autosave_only_on_server = true;
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admins = [];
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};
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serverSettingsFile = pkgs.writeText "server-settings.json" (builtins.toJSON (filterAttrsRecursive (n: v: v != null) serverSettings));
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modDir = pkgs.factorio-utils.mkModDirDrv cfg.mods;
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in
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{
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options = {
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services.factorio = {
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enable = mkEnableOption name;
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port = mkOption {
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type = types.int;
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default = 34197;
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description = ''
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The port to which the service should bind.
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This option will also open up the UDP port in the firewall configuration.
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'';
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};
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saveName = mkOption {
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type = types.str;
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default = "default";
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description = ''
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The name of the savegame that will be used by the server.
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When not present in ${stateDir}/saves, a new map with default
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settings will be generated before starting the service.
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'';
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};
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# TODO Add more individual settings as nixos-options?
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# TODO XXX The server tries to copy a newly created config file over the old one
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# on shutdown, but fails, because it's in the nix store. When is this needed?
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# Can an admin set options in-game and expect to have them persisted?
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configFile = mkOption {
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type = types.path;
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default = configFile;
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defaultText = "configFile";
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description = ''
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The server's configuration file.
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The default file generated by this module contains lines essential to
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the server's operation. Use its contents as a basis for any
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customizations.
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'';
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};
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stateDirName = mkOption {
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type = types.str;
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default = "factorio";
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description = ''
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Name of the directory under /var/lib holding the server's data.
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The configuration and map will be stored here.
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'';
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};
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mods = mkOption {
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type = types.listOf types.package;
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default = [];
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description = ''
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Mods the server should install and activate.
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The derivations in this list must "build" the mod by simply copying
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the .zip, named correctly, into the output directory. Eventually,
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there will be a way to pull in the most up-to-date list of
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derivations via nixos-channel. Until then, this is for experts only.
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'';
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};
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game-name = mkOption {
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type = types.nullOr types.str;
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default = "Factorio Game";
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description = ''
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Name of the game as it will appear in the game listing.
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'';
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};
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description = mkOption {
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type = types.nullOr types.str;
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default = "";
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description = ''
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Description of the game that will appear in the listing.
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'';
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};
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public = mkOption {
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type = types.bool;
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default = false;
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description = ''
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Game will be published on the official Factorio matching server.
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'';
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};
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lan = mkOption {
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type = types.bool;
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default = false;
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description = ''
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Game will be broadcast on LAN.
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'';
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};
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username = mkOption {
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type = types.nullOr types.str;
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default = null;
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description = ''
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Your factorio.com login credentials. Required for games with visibility public.
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'';
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};
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password = mkOption {
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type = types.nullOr types.str;
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default = null;
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description = ''
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Your factorio.com login credentials. Required for games with visibility public.
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'';
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};
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token = mkOption {
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type = types.nullOr types.str;
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default = null;
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description = ''
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Authentication token. May be used instead of 'password' above.
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'';
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};
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game-password = mkOption {
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type = types.nullOr types.str;
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default = null;
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description = ''
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Game password.
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'';
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};
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requireUserVerification = mkOption {
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type = types.bool;
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default = true;
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description = ''
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When set to true, the server will only allow clients that have a valid factorio.com account.
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'';
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};
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autosave-interval = mkOption {
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type = types.nullOr types.int;
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default = null;
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example = 10;
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description = ''
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Autosave interval in minutes.
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'';
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};
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};
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};
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config = mkIf cfg.enable {
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systemd.services.factorio = {
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description = "Factorio headless server";
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wantedBy = [ "multi-user.target" ];
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after = [ "network.target" ];
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preStart = toString [
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"test -e ${stateDir}/saves/${cfg.saveName}.zip"
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"||"
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"${factorio}/bin/factorio"
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"--config=${cfg.configFile}"
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"--create=${mkSavePath cfg.saveName}"
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(optionalString (cfg.mods != []) "--mod-directory=${modDir}")
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];
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serviceConfig = {
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Restart = "always";
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KillSignal = "SIGINT";
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DynamicUser = true;
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StateDirectory = cfg.stateDirName;
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UMask = "0007";
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ExecStart = toString [
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"${factorio}/bin/factorio"
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"--config=${cfg.configFile}"
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"--port=${toString cfg.port}"
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"--start-server=${mkSavePath cfg.saveName}"
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"--server-settings=${serverSettingsFile}"
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(optionalString (cfg.mods != []) "--mod-directory=${modDir}")
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];
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# Sandboxing
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NoNewPrivileges = true;
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PrivateTmp = true;
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PrivateDevices = true;
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ProtectSystem = "strict";
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ProtectHome = true;
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ProtectControlGroups = true;
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ProtectKernelModules = true;
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ProtectKernelTunables = true;
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RestrictAddressFamilies = [ "AF_UNIX" "AF_INET" "AF_INET6" "AF_NETLINK" ];
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RestrictRealtime = true;
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RestrictNamespaces = true;
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MemoryDenyWriteExecute = true;
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};
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};
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networking.firewall.allowedUDPPorts = [ cfg.port ];
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};
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}
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