Every chart now renders its container resources through a duplicated _helpers.tpl helper (reference implementation in template-chart): requests ship as chart defaults, missing memory and ephemeral-storage limits are computed as resources.limitFactor x the request (default 3, satisfactory keeps 2 to preserve its previously published 8Gi limit), an explicitly set limit always wins, and a CPU limit is only rendered when set explicitly. Fixed limit defaults are removed from all values.yaml files; teamspeak-server gains a values-driven resources block instead of hardcoded template values. Major version bump for all published charts.
92 lines
3.1 KiB
YAML
92 lines
3.1 KiB
YAML
apiVersion: apps/v1
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kind: StatefulSet
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metadata:
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name: "{{ .Release.Name }}-{{ .Chart.Name }}-sf-server"
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spec:
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selector:
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matchLabels:
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app: "{{ .Release.Name }}-{{ .Chart.Name }}-sf-server"
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serviceName: "{{ .Release.Name }}-{{ .Chart.Name }}-sf-service"
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replicas: 1
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template:
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metadata:
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labels:
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app: "{{ .Release.Name }}-{{ .Chart.Name }}-sf-server"
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spec:
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automountServiceAccountToken: false
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containers:
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- name: "{{ .Release.Name }}-{{ .Chart.Name }}-sf-server"
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image: "ghcr.io/wolveix/satisfactory-server:{{ .Chart.AppVersion }}"
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env:
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- name: DEBUG
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value: "{{ .Values.dev.debug }}"
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- name: MAXPLAYERS
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value: "{{ .Values.game.maxPlayers }}"
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- name: PGID
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value: "1000"
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- name: PUID
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value: "1000"
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- name: SKIPUPDATE
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value: "false"
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- name: STEAMBETA
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value: "{{ .Values.game.experimental }}"
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- name: DISABLESEASONALEVENTS
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value: "{{ .Values.game.seasonalEvents }}"
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- name: SERVERGAMEPORT
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value: "{{ .Values.server.gamePort }}"
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- name: SERVERMESSAGINGPORT
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value: "{{ .Values.server.messagingPort }}"
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ports:
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- name: "api"
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containerPort: {{ .Values.server.gamePort }}
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protocol: TCP
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- name: "game"
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containerPort: {{ .Values.server.gamePort }}
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protocol: UDP
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- name: "messaging"
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containerPort: {{ .Values.server.messagingPort }}
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protocol: TCP
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livenessProbe:
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exec:
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command:
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- "/bin/sh"
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- "-c"
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- "/home/steam/healthcheck.sh"
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failureThreshold: 4
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successThreshold: 1
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periodSeconds: 30
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timeoutSeconds: 10
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readinessProbe:
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tcpSocket:
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port: api
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periodSeconds: 10
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timeoutSeconds: 5
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failureThreshold: 3
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# The startup probe gates liveness/readiness. The server downloads /
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# updates the game files via Steam on startup, which can take a long
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# time: budget 30s * 40 = 20 minutes.
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startupProbe:
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exec:
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command:
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- "/bin/sh"
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- "-c"
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- "/home/steam/healthcheck.sh"
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periodSeconds: 30
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timeoutSeconds: 10
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failureThreshold: 40
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resources:
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{{- include "satisfactory.resources" .Values.server.resources | nindent 12 }}
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volumeMounts:
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- name: satisfactory-volume
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mountPath: /config
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subPath: config/
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- name: satisfactory-volume
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mountPath: /config/gamefiles
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subPath: gameFiles/
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securityContext:
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allowPrivilegeEscalation: false
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volumes:
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- name: satisfactory-volume
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persistentVolumeClaim:
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claimName: {{ .Release.Name }}-{{ .Chart.Name }}-vc
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