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Format all Nix files using the officially approved formatter,
making the CI check introduced in the previous commit succeed:
nix-build ci -A fmt.check
This is the next step of the of the [implementation](https://github.com/NixOS/nixfmt/issues/153)
of the accepted [RFC 166](https://github.com/NixOS/rfcs/pull/166).
This commit will lead to merge conflicts for a number of PRs,
up to an estimated ~1100 (~33%) among the PRs with activity in the past 2
months, but that should be lower than what it would be without the previous
[partial treewide format](https://github.com/NixOS/nixpkgs/pull/322537).
Merge conflicts caused by this commit can now automatically be resolved while rebasing using the
[auto-rebase script](8616af08d9/maintainers/scripts/auto-rebase
).
If you run into any problems regarding any of this, please reach out to the
[formatting team](https://nixos.org/community/teams/formatting/) by
pinging @NixOS/nix-formatting.
367 lines
12 KiB
Nix
367 lines
12 KiB
Nix
{
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config,
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lib,
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pkgs,
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...
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}:
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let
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cfg = config.services.factorio;
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name = "Factorio";
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stateDir = "/var/lib/${cfg.stateDirName}";
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mkSavePath = name: "${stateDir}/saves/${name}.zip";
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configFile = pkgs.writeText "factorio.conf" ''
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use-system-read-write-data-directories=true
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[path]
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read-data=${cfg.package}/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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non_blocking_saving = cfg.nonBlockingSaving;
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} // cfg.extraSettings;
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serverSettingsString = builtins.toJSON (lib.filterAttrsRecursive (n: v: v != null) serverSettings);
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serverSettingsFile = pkgs.writeText "server-settings.json" serverSettingsString;
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playerListOption =
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name: list:
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lib.optionalString (
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list != [ ]
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) "--${name}=${pkgs.writeText "${name}.json" (builtins.toJSON list)}";
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modDir = pkgs.factorio-utils.mkModDirDrv cfg.mods cfg.mods-dat;
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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 = lib.mkEnableOption name;
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port = lib.mkOption {
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type = lib.types.port;
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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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'';
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};
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bind = lib.mkOption {
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type = lib.types.str;
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default = "0.0.0.0";
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description = ''
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The address to which the service should bind.
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'';
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};
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allowedPlayers = lib.mkOption {
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# I would personally prefer for `allowedPlayers = []` to mean "no-one
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# can connect" but Factorio seems to ignore empty whitelists (even with
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# --use-server-whitelist) so we can't implement that behaviour, so we
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# might as well match theirs.
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type = lib.types.listOf lib.types.str;
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default = [ ];
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example = [
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"Rseding91"
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"Oxyd"
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];
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description = ''
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If non-empty, only these player names are allowed to connect. The game
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will not be able to save any changes made in-game with the /whitelist
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console command, though they will still take effect until the server
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is restarted.
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If empty, the whitelist defaults to open, but can be managed with the
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in-game /whitelist console command (see: /help whitelist), which will
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cause changes to be saved to the game's state directory (see also:
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`stateDirName`).
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'';
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};
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# Opting not to include the banlist in addition the the whitelist because:
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# - banlists are not as often known in advance,
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# - losing banlist changes on restart seems much more of a headache.
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admins = lib.mkOption {
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type = lib.types.listOf lib.types.str;
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default = [ ];
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example = [ "username" ];
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description = ''
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List of player names which will be admin.
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'';
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};
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openFirewall = lib.mkOption {
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type = lib.types.bool;
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default = false;
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description = ''
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Whether to automatically open the specified UDP port in the firewall.
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'';
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};
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saveName = lib.mkOption {
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type = lib.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 /var/lib/''${config.services.factorio.stateDirName}/saves,
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a new map with default settings will be generated before starting the service.
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'';
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};
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loadLatestSave = lib.mkOption {
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type = lib.types.bool;
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default = false;
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description = ''
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Load the latest savegame on startup. This overrides saveName, in that the latest
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save will always be used even if a saved game of the given name exists. It still
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controls the 'canonical' name of the savegame.
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Set this to true to have the server automatically reload a recent autosave after
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a crash or desync.
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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 = lib.mkOption {
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type = lib.types.path;
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default = configFile;
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defaultText = lib.literalExpression "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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extraSettingsFile = lib.mkOption {
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type = lib.types.nullOr lib.types.path;
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default = null;
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description = ''
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File, which is dynamically applied to server-settings.json before
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startup.
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This option should be used for credentials.
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For example a settings file could contain:
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```json
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{
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"game-password": "hunter1"
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}
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```
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'';
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};
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stateDirName = lib.mkOption {
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type = lib.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 = lib.mkOption {
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type = lib.types.listOf lib.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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mods-dat = lib.mkOption {
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type = lib.types.nullOr lib.types.path;
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default = null;
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description = ''
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Mods settings can be changed by specifying a dat file, in the [mod
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settings file
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format](https://wiki.factorio.com/Mod_settings_file_format).
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'';
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};
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game-name = lib.mkOption {
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type = lib.types.nullOr lib.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 = lib.mkOption {
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type = lib.types.nullOr lib.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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extraSettings = lib.mkOption {
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type = lib.types.attrs;
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default = { };
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example = {
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max_players = 64;
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};
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description = ''
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Extra game configuration that will go into server-settings.json
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'';
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};
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public = lib.mkOption {
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type = lib.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 = lib.mkOption {
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type = lib.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 = lib.mkOption {
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type = lib.types.nullOr lib.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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This option is insecure. Use extraSettingsFile instead.
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'';
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};
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package = lib.mkPackageOption pkgs "factorio-headless" {
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example = "factorio-headless-experimental";
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};
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password = lib.mkOption {
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type = lib.types.nullOr lib.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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This option is insecure. Use extraSettingsFile instead.
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'';
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};
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token = lib.mkOption {
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type = lib.types.nullOr lib.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 = lib.mkOption {
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type = lib.types.nullOr lib.types.str;
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default = null;
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description = ''
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Game password.
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This option is insecure. Use extraSettingsFile instead.
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'';
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};
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requireUserVerification = lib.mkOption {
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type = lib.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 = lib.mkOption {
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type = lib.types.nullOr lib.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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nonBlockingSaving = lib.mkOption {
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type = lib.types.bool;
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default = false;
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description = ''
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Highly experimental feature, enable only at your own risk of losing your saves.
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On UNIX systems, server will fork itself to create an autosave.
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Autosaving on connected Windows clients will be disabled regardless of autosave_only_on_server option.
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'';
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};
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};
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};
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config = lib.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 =
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(toString [
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"test -e ${stateDir}/saves/${cfg.saveName}.zip"
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"||"
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"${cfg.package}/bin/factorio"
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"--config=${cfg.configFile}"
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"--create=${mkSavePath cfg.saveName}"
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(lib.optionalString (cfg.mods != [ ]) "--mod-directory=${modDir}")
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])
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+ (lib.optionalString (cfg.extraSettingsFile != null) (
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"\necho ${lib.strings.escapeShellArg serverSettingsString}"
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+ " \"$(cat ${cfg.extraSettingsFile})\" | ${lib.getExe pkgs.jq} -s add"
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+ " > ${stateDir}/server-settings.json"
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));
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serviceConfig = {
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Restart = "always";
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KillSignal = "SIGINT";
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DynamicUser = true;
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StateDirectory = cfg.stateDirName;
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UMask = "0007";
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ExecStart = toString [
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"${cfg.package}/bin/factorio"
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"--config=${cfg.configFile}"
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"--port=${toString cfg.port}"
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"--bind=${cfg.bind}"
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(lib.optionalString (!cfg.loadLatestSave) "--start-server=${mkSavePath cfg.saveName}")
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"--server-settings=${
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if (cfg.extraSettingsFile != null) then "${stateDir}/server-settings.json" else serverSettingsFile
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}"
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(lib.optionalString cfg.loadLatestSave "--start-server-load-latest")
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(lib.optionalString (cfg.mods != [ ]) "--mod-directory=${modDir}")
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(playerListOption "server-adminlist" cfg.admins)
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(playerListOption "server-whitelist" cfg.allowedPlayers)
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(lib.optionalString (cfg.allowedPlayers != [ ]) "--use-server-whitelist")
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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 = [
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"AF_UNIX"
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"AF_INET"
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"AF_INET6"
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"AF_NETLINK"
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];
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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 = lib.optional cfg.openFirewall cfg.port;
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};
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}
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