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helm-charts/satisfactory/templates/NOTES.txt
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feat!: NetworkPolicy in the NodePort and game-server charts, on by default
garage, minecraft-router, minecraft-server, samba, teamspeak-server,
satisfactory. One major each. These are the charts the plan said to leave for
last, and they earned it - three of them changed the convention rather than
just consuming it.

GARAGE is the clearest illustration after keycloak. Its four ports split three
ways: s3 and web are RESTRICTED by source (no probe touches them), admin is the
probe path and stays open inside the cluster - which is uncomfortable, because
admin is also the admin API, and that is said out loud instead of glossed - and
rpc gets the narrowest rule the object can express, a podSelector with no
namespaceSelector. All four numbers come from garage.settings.

MINECRAFT-SERVER is the tightest policy in the repository, and the reason is
worth knowing: all three of its probes are EXEC probes, which put no packet on
the network, so no port has to stay open for the kubelet and no probeSources
value is needed at all. RCON and metrics are restricted outright. The game port
has two branches rendered from the same value the Service reads -
server.service.type NodePort means players arrive from the internet and the
rule must be open; anything else means the only path is in-cluster, so the rule
is restricted and the router's namespace has to be in allowedNamespaces.

MINECRAFT-ROUTER derives its egress from the routing table instead of guessing:
server.backendPort plus the "port" override of every mapping that sets one. Add
a backend on a non-standard port and the policy follows. What it cannot express
is the destination - mappings name hosts, and this object matches no hostname -
so the rule is wider than the routing table, and that is written down.

SATISFACTORY gets policyTypes: [Ingress] and no egress section, and the second
half of the reason is the deciding one. Steam's content delivery is not a
pinnable port set (SteamCMD over TCP 80/443/27015-27050, master servers over
UDP 27000-27100 and 4380, changed by Valve, re-downloaded on every update) -
and this is the ONE chart with no install-test at all, because the image is
multiple GB and the first start pulls over 10GB. An egress cap here would be
the only one in the sweep with no empirical check behind it, on the chart whose
correct port set is least knowable.

SAMBA and TEAMSPEAK-SERVER carry the NodePort lesson explicitly: the rules name
445/139 and the pod's voice and file-transfer ports, never the NodePorts, and
teamspeak's file is explicit that its pod port and NodePort happening to share a
number is a coincidence of its values rather than a pattern to copy. Teamspeak's
voice rule is UDP, and the file says why that matters: a TCP rule on the same
number is accepted, looks complete, and drops every voice packet.

THREE THINGS THE CHECKS CAUGHT WHILE THIS BATCH WAS WRITTEN, all of them real:

  - minecraft-server's RCON rule named a port the pod does not declare. The
    containerPort is gated on server.rcon.enabled and the rule was not, so
    assertion 2 rejected it. The rule now carries the same gate.
  - samba and satisfactory would have shipped allowedNamespaces and
    probeSources values that reach NO rule - every one of their inbound rules
    is open to any source. A value that silently does nothing is worse than one
    that is absent, because it reads as a control, so both are gone from those
    two charts and from their schemas, with the reason in values.yaml.
    teamspeak-server loses probeSources for the same reason and keeps
    allowedNamespaces, which its web-query rule uses.
  - the policy templates no longer declare template variables they do not use.
    samba keeps one, satisfactory none.

Part of #5
2026-10-14 14:37:51 +00:00

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{{- $server := fromYaml (include "satisfactory.server" .Values.server) -}}
{{- $dev := fromYaml (include "satisfactory.dev" .Values.dev) -}}
{{- $replicas := include "satisfactory.replicas" (dict "scaleDown" .Values.scaleDown "replicas" (include "satisfactory.formatNumber" $server.replicas)) -}}
{{- $gamePort := int $server.gamePort -}}
{{- $msgPort := int $server.messagingPort -}}
{{- $svc := printf "%s-%s-service" .Release.Name .Chart.Name -}}
{{- $sfs := printf "%s-%s-sfs" .Release.Name .Chart.Name -}}
{{- $pod := printf "%s-%s-sfs-0" .Release.Name .Chart.Name -}}
{{- $pvc := printf "%s-%s-vc" .Release.Name .Chart.Name -}}
{{- $storage := $server.storage | default "unset" -}}
{{- $res := fromYaml (include "satisfactory.effectiveResources" $server.resources) -}}
{{- $lim := $res.limits | default dict -}}
{{- $req := $res.requests | default dict -}}
{{- $eph := index $lim "ephemeral-storage" | default "the computed ephemeral-storage limit" -}}
{{- $mem := index $lim "memory" | default "the computed memory limit" -}}
{{- $factor := ($server.resources | default dict).limitFactor | default 2 -}}
{{- $startup := fromYaml (include "satisfactory.startupProbe" .Values.startupProbe) -}}
{{- $budget := "" -}}
{{- if and (kindIs "float64" $startup.periodSeconds) (kindIs "float64" $startup.failureThreshold) -}}
{{- $budget = printf "%.0fs x %.0f = %.0f minutes" $startup.periodSeconds $startup.failureThreshold (divf (mulf $startup.periodSeconds $startup.failureThreshold) 60.0) -}}
{{- end -}}
{{- $game := fromYaml (include "satisfactory.game" .Values.game) -}}
{{- $seasonalEnv := include "satisfactory.disableSeasonalEvents" $game.enableSeasonalEvents -}}
{{- $seasonalOff := eq $seasonalEnv "true" -}}
{{- $beta := eq (lower (printf "%v" $game.experimental)) "true" -}}
{{- $debug := eq (lower (printf "%v" $dev.debug)) "true" -}}
{{- $outOfRange := or (lt $gamePort 30000) (gt $gamePort 32767) (lt $msgPort 30000) (gt $msgPort 32767) -}}
{{- $skipRaw := "" -}}
{{- range $entry := .Values.env -}}
{{- if and (eq $entry.name "SKIPUPDATE") (not (kindIs "invalid" $entry.value)) -}}
{{- $skipRaw = printf "%v" $entry.value -}}
{{- end -}}
{{- end -}}
{{- $skipUpdate := eq (lower $skipRaw) "true" -}}
Satisfactory dedicated server {{ .Chart.AppVersion }} — release {{ .Release.Name }} in namespace {{ .Release.Namespace }}.
ACCESS — A NODEPORT, NOT A URL
This release has no Ingress, no certificate and no hostname. Players reach
the server by dialling a node of this cluster directly. In the game client:
Server Manager → Add Server →
<node-ip>:{{ $gamePort }}
The node addresses are not rendered here because the chart does not know
them:
kubectl get nodes -o wide
kubectl -n {{ .Release.Namespace }} get svc {{ $svc }}
The Service {{ $svc }}
publishes three ports, and every nodePort is PINNED to the same number as
the container port — so the port a player types is the port the server
believes it runs on:
{{ $gamePort }}/UDP game traffic — this is what the client actually plays over
{{ $gamePort }}/TCP the server's HTTPS API — also what the probes talk to
{{ $msgPort }}/TCP messaging port (server.messagingPort)
Only the game port goes into the client. Both must be reachable from the
outside; a firewall that forwards TCP but not UDP produces a server that
answers every health check and accepts no player.
Because the nodePorts are fixed rather than allocated, a SECOND release of
this chart in the same cluster collides with this one: the API server
rejects its Service with "provided port is already allocated" and that
release fails on the Service alone while the rest of it applies. Give a
second server its own server.gamePort and server.messagingPort.
{{- if $outOfRange }}
{{ $gamePort }}/{{ $msgPort }} ARE OUTSIDE THE DEFAULT NODE-PORT RANGE (30000-32767)
This install needs a cluster whose API server runs with an extended
--service-node-port-range; without it the Service is rejected and no one can
connect, while the StatefulSet still comes up green. The chart's defaults
(30777/30888) sit inside the range on purpose — they echo the game's usual
7777/8888 in the digits without needing a cluster-level change. Confirm the
Service actually exists before blaming the game:
kubectl -n {{ .Release.Namespace }} get svc {{ $svc }}
{{- end }}
{{ if eq $replicas "0" }}
SCALED TO ZERO
{{ if .Values.scaleDown }}scaleDown: true{{ else }}server.replicas: 0{{ end }} — the StatefulSet runs with replicas: 0, so the node port
above refuses every connection until you set it back and upgrade again. The
Service and the data volume {{ $pvc }}
stay in place, so no save is lost and the game files do not have to be
downloaded again.
{{ end }}
THE FIRST START DOWNLOADS THE GAME, AND IT IS NOT QUICK
The image does not carry the game. On start it fetches the server files
through Steam onto the volume, which is well over 10 GB. Until that is done
the pod is not Ready and the node port refuses connections — the endpoint
only joins the Service once readiness passes.
The startup probe is what protects this window{{ if $budget }} ({{ $budget }}){{ end }} and it holds
liveness and readiness off while it runs. If the download needs longer than
that budget, the kubelet kills the container; the next attempt continues
against whatever already lies on the volume, so a slow link can still
converge over several restarts — but it presents as CrashLoopBackOff, and
nothing in that word says "still downloading". Look at the log, not at the
restart count:
kubectl -n {{ .Release.Namespace }} logs -f {{ $pod }}
{{- if $skipUpdate }}
SKIPUPDATE IS OVERRIDDEN TO "{{ $skipRaw }}" IN YOUR env LIST
The chart itself pins SKIPUPDATE to "false", but your env entry repeats the
name and the later occurrence wins. Starts therefore skip the Steam update
check: restarts are fast, and the price is that a new game version is never
picked up while this override stands — including the one an app-version bump
of this chart expects. Remove it for one start after an upgrade.
{{- else }}
SKIPUPDATE is pinned to "false" by the chart and is not exposed as a value
(only an env entry repeating the name can override it). So this is not a
first-boot cost: EVERY start asks Steam for an update first, including every
restart and every helm upgrade. Plan a rollout as minutes of downtime, not
seconds.
{{- end }}
WHAT A GREEN POD PROVES — AND WHAT IT DOES NOT
Two of the three probes run the image's own /home/steam/healthcheck.sh,
which queries the server's HTTPS API on the game port; that is why they keep
working when server.gamePort is changed. Readiness is different: it is a
bare TCP connect on the "api" port and proves only that something accepts a
connection there.
So a Ready pod does mean the API answered at least once. What no probe in
this release ever touches is the UDP game port — the one the players
actually use. A node firewall, a NetworkPolicy or anything upstream that
forwards TCP only leaves all three probes green, the rollout green and the
restart count at zero, while not one client can join. That failure has to be
tested from outside the cluster; kubectl will never show it.
Note also that this chart runs a game server, and the install-test pipeline
skips it (ci/excluded-charts.txt: the image is multiple GB and Steam pulls
10 GB+ on first start). No CI job has ever started this workload — treat the
first rollout in a new cluster as the real test.
NO SECRETS — AND WHERE THE ADMIN PASSWORD ACTUALLY LIVES
This chart creates no OnePasswordItem, no Secret and no ConfigMap, and reads
none. There is nothing to prepare in 1Password for this release, and no
field-name mismatch that could bite you here.
The consequence is worth knowing: the server is claimed and its admin
password set from the game client on first connect, and that state lives in
the save data on the volume below — not in any Kubernetes object. Restoring
the volume restores the password with it; losing the volume loses it, and
nothing in this release can hand it back.
SAVE GAMES AND GAME FILES SHARE ONE VOLUME — AND uninstall DELETES IT
{{ $pvc }} ({{ $storage }}, storageClassName "longhorn")
is mounted twice from the SAME claim, on two subPaths:
config/ → /config saves and server settings
gameFiles/ → /config/gamefiles the Steam download
So server.storage has to hold both. The game files alone are north of 10 GB,
so a large part of the {{ $storage }} on this claim is spoken for before the first
save is written — and a volume that fills up during a Steam update fails the
update, not the save.
The storage class is hardcoded in the template and is NOT a value. On a
cluster without a "longhorn" class the claim stays Pending forever and the
pod never starts — with no error anywhere in the game server's log:
kubectl -n {{ .Release.Namespace }} get pvc {{ $pvc }}
This is an ordinary PVC belonging to the release, not a StatefulSet
volumeClaimTemplate: "helm uninstall {{ .Release.Name }}" deletes it, and under a
Delete reclaim policy every save goes with it. Back the volume up BEFORE
uninstalling — a helm.sh/resource-policy annotation added to the live PVC
afterwards does not save you, because Helm reads that annotation from the
release manifest, not from the cluster.
Growing server.storage only takes effect if the storage class allows volume
expansion. Shrinking it is refused by Kubernetes and makes the next
helm upgrade fail on the PVC instead of touching the data. (The claim is
named -vc, not -pvc: a documented exception, because renaming it would
provision a new empty volume and orphan the world.)
THE emptyDirs COUNT AGAINST THE EPHEMERAL-STORAGE LIMIT
The root filesystem is read-only, so /tmp and the steam user's ~/.steam,
~/.config and ~/.local are emptyDirs — steamcmd bootstraps itself into
~/.local/share/Steam. An emptyDir is ephemeral storage, and it counts
against this container's limit ({{ $eph }}).
An overrun does not fail as an error message: the kubelet evicts the whole
pod, and the reason sits on the pod, not in the server's log.
kubectl -n {{ .Release.Namespace }} describe pod {{ $pod }} | grep -A3 Evicted
Raise server.resources.requests.ephemeral-storage if you hit it; the limit
follows through server.resources.limitFactor.
RESOURCE LIMITS ARE COMPUTED FROM limitFactor ({{ $factor }})
Effective for this release:
requests memory {{ index $req "memory" | default "-" }} cpu {{ index $req "cpu" | default "-" }} ephemeral-storage {{ index $req "ephemeral-storage" | default "-" }}
limits memory {{ $mem }} ephemeral-storage {{ $eph }}
Memory and ephemeral-storage limits are not written anywhere — they are
computed as limitFactor x the request, so raising a request raises its limit
with it. An explicitly set limit always wins.
{{- if eq (printf "%v" $factor) "2" }}
The factor is deliberately 2 here and not the repo-wide 3: that is what
holds the memory limit at the 8Gi this chart has always published.
{{- else }}
You have moved the factor off this chart's default of 2 — which is the value
that held the memory limit at the 8Gi this chart has always published. At
{{ $factor }} the limit is {{ $mem }}. That is a legitimate choice, not a mistake, but it
is a deviation worth remembering when the pod is next OOMKilled or when a
node cannot fit it.
{{- end }}
No CPU limit is set at all unless you write one under
server.resources.limits.cpu. That is on purpose: CPU is compressible, so an
unlimited container gets throttled rather than killed — a memory limit can
end a session, a missing CPU limit only slows it down.
SEASONAL EVENTS — THE KEY WAS RENAMED IN 7.0.0, AND IT IS BREAKING
Seasonal (holiday) events are {{ if $seasonalOff }}OFF{{ else }}ON{{ end }} in this release: game.enableSeasonalEvents is
{{ $game.enableSeasonalEvents }}, which the chart negates into DISABLESEASONALEVENTS={{ $seasonalEnv }}.
{{ if $seasonalOff }}To turn them ON, set game.enableSeasonalEvents: true.{{ else }}To turn them OFF, set game.enableSeasonalEvents: false.{{ end }}
UPGRADING FROM 6.x — WHAT YOU HAVE TO DO
The old key game.seasonalEvents IS GONE. It is not deprecated and not
quietly accepted: values.schema.json rejects it, so a values file that still
carries it fails the upgrade with a validation error instead of installing
something you did not ask for. That noise is deliberate — see below.
Remove the old key and, if you want the events, add the new one:
game:
enableSeasonalEvents: true # false, the default, keeps them off
AND THE MEANING IS INVERTED FROM WHAT THE OLD KEY'S NAME SUGGESTED
Up to 6.1.0 the value was handed to the container UNCHANGED, into a variable
whose name says the opposite: game.seasonalEvents: true wrote
DISABLESEASONALEVENTS=true. So the shipped default had the events switched
OFF, in every install, for as long as this chart has existed — while
values.schema.json described the same key as "true means events are
enabled". If you left the default alone believing that description, you have
never had seasonal events, and the new default (enableSeasonalEvents: false)
changes nothing about that: it renders exactly the DISABLESEASONALEVENTS
this chart has always rendered, so upgrading alone does not move your
server. You have to ask for the events, and now the key name means what it
says when you do.
Only true and false are accepted, boolean or quoted; anything else aborts
the render rather than being guessed at.
THE USER ID IS PINNED, AND PUID/PGID DO NOTHING
The pod runs as 1000:1000 because the image supports rootless operation only
as its own "steam" user and its entrypoint rejects any other non-root
uid/gid. PUID and PGID are set to 1000 in the pod spec but only ever apply
to the image's ROOT entrypoint path, which this chart never takes — they are
inert here. Changing securityContext.pod.runAsUser is how you stop the
container from starting, not how you change the uid.
fsGroupChangePolicy is OnRootMismatch, also deliberate: it skips the
recursive chown of the multi-GB game files on every single pod start. The
price is worth knowing in advance — Kubernetes looks only at the volume's
TOP-LEVEL ownership. If that already reads 1000:1000, it does not descend,
so a subtree with wrong ownership (a restored backup, files written by
another uid) is never repaired and the server fails to write there. Fix such
a case by hand once; do not switch the policy to Always unless you want the
chown back on every start.
{{- if gt (atoi $replicas) 1 }}
MORE THAN ONE REPLICA WILL NOT WORK
server.replicas is {{ $replicas }}. Every pod of this StatefulSet mounts the same
ReadWriteOnce claim {{ $pvc }} at the same paths — there
is no volumeClaimTemplate — so the extra pods stay stuck before start unless
the storage class hands that claim to several nodes, and where they do start
they write the same save from two processes. The pinned nodePort makes the
point moot anyway: one port on a node routes to whichever pod is Ready. This
chart is built for exactly one replica.
{{- end }}
{{- if $beta }}
game.experimental IS ON — THE EXPERIMENTAL STEAM BRANCH
STEAMBETA=true, so the server is meant to run the experimental branch
instead of the stable one.
{{- if $skipUpdate }}
But SKIPUPDATE is overridden to "{{ $skipRaw }}" above, so no start fetches anything
from Steam — the branch switch does NOT take effect and the volume keeps
whatever build it already holds. These two settings contradict each other;
drop the SKIPUPDATE override for at least one start, or this flag does
nothing at all.
{{- else }}
Since SKIPUPDATE is false, that switch happens on the very next pod start,
not at some later opt-in.
{{- end }}
Back up /config before flipping this. A save opened by an experimental build
may not open on the stable build again, and setting game.experimental back
to false re-downloads the stable files but does not undo what happened to
the save.
{{- end }}
{{- if $debug }}
dev.debug IS ON
DEBUG=true, so the image logs verbosely. It changes what you read, not what
the server serves — but it makes the log noticeably larger, which matters
while the pod is downloading 10 GB and you are tailing it.
{{- end }}
{{- if .Values.env }}
env IS APPENDED, NOT MERGED
Your {{ len .Values.env }} entr{{ if eq (len .Values.env) 1 }}y lands{{ else }}ies land{{ end }} AFTER the nine variables the chart always sets
(DEBUG, MAXPLAYERS, PGID, PUID, SKIPUPDATE, STEAMBETA,
DISABLESEASONALEVENTS, SERVERGAMEPORT, SERVERMESSAGINGPORT) and are rendered
through tpl, so a value may contain template expressions.
A name repeated from that list is then present twice in the pod spec, and
Kubernetes keeps the last occurrence — which is the only way to override one
of them, SKIPUPDATE in particular. Verify what the container really got
rather than assuming:
kubectl -n {{ .Release.Namespace }} get statefulset {{ $sfs }} \
-o jsonpath='{.spec.template.spec.containers[0].env}'
Anything sensitive belongs in valueFrom.secretKeyRef. A plain "value" is
stored in the pod spec and readable by everyone who can read pods in
{{ .Release.Namespace }}.
{{- end }}
{{- if .Values.networkPolicy.enabled }}
NETWORKPOLICY IS ACTIVE — WHAT IT CAPS, AND WHAT IT DOES NOT
{{ .Release.Name }}-{{ .Chart.Name }}-networkpolicy selects this workload's pods.
Inbound: the three declared game ports only — TCP and UDP {{ include "satisfactory.formatNumber" .Values.server.gamePort }} and TCP
{{ include "satisfactory.formatNumber" .Values.server.messagingPort }} — open to any source, because they are NodePorts and the clients
are players on the internet. Anything else the image binds is NOT reachable.
THERE IS NO EGRESS RESTRICTION AT ALL, deliberately. What this server needs
outbound is Steam's content delivery, which is not a pinnable port list
(SteamCMD over TCP 80, 443 and 27015-27050; master servers over UDP
27000-27100 and 4380; Valve changes it; the server re-downloads on every
update). And this is the one chart in the repository with NO install-test —
the image is multiple GB and the first start pulls over 10GB of game files —
so an egress cap here would be the only one in the sweep with no empirical
check behind it. If you want one, write it at release level where Steam's
behaviour can be observed.
Three limits belong in the same breath, because none of them is visible in
the object itself:
- EGRESS IS BY PORT, NEVER BY DESTINATION. A NetworkPolicy matches CIDRs and
selectors and cannot express a hostname, so every egress rule permits its
port to ANY address. That is a limit of the object, not a shortcut — this
cluster's CNI (Canal: Flannel plus Calico) has no FQDN rule either. An
outbound port the chart does not know about is BLOCKED: add it to
networkPolicy.egress.extraPorts, and expect to find out through an
application-level connection error rather than through this object.
{{- if .Values.networkPolicy.probeSources }}
- THE PROBE PATH IS RESTRICTED in this release, because
networkPolicy.probeSources is set to
{{ join ", " .Values.networkPolicy.probeSources }}
Probes come from the IP of the WORKER NODE running the pod. If none of those
CIDRs covers the node this pod lands on, the kubelet's probes are dropped
and THE POD NEVER BECOMES READY — the rollout then times out and the symptom
looks like a broken application. Compare
kubectl -n {{ .Release.Namespace }} describe pod -l app={{ .Release.Name }}-{{ .Chart.Name }}-sfs
against `kubectl get node -o wide`.
{{- else }}
- THE PROBED PORT IS OPEN INSIDE THE CLUSTER. networkPolicy.probeSources is
empty, so that rule carries no source selector at all and any pod the CNI
routes to can reach it. Not from the internet — but this is NOT pod-level
isolation. Narrowing it means listing the worker node IPs in
networkPolicy.probeSources, because the kubelet probes from the node's own
address and the chart cannot know it; a wrong guess there leaves the pod
permanently un-Ready.
{{- end }}
- IT IS ONLY A BOUNDARY WHERE THE CNI ENFORCES POLICIES. Where it does not,
this object is accepted and filters nothing, so everything reads as
configured while nothing is filtered. `kubectl -n {{ .Release.Namespace }} get networkpolicy`
shows the object exists; only a connection attempt from an unrelated
namespace shows that it bites.
Switch it off with networkPolicy.enabled: false.
{{- end }}