Game Branches
How to add a game Part 2 (Branches)
After setting the general values for your game in the Overview, branch specifications must be created.
Game Branches
Branches are configuration sets for each game containing information about files, platform, RCON health check, mod providers and FTP setups. Branches are agnostic to kubernetes and work like a separator controller for deployments, think about it as ammo to be loaded on a deployment fire arm; branches are the cartridges loaded into the deployment gun and the servers are the individual pellets.
The most important aspect of a branch is the Data configuration (the actual files for the game) and the OS platform, the rest of the settings are accessibility or monitoring features that don't make or break the entire deployment configuration.
Branch Information
Branch Description: The actual branch name displayed in each game server main page, end users see this.
Platform: Linux or Windows OSs are available. What OS the game files are prepared for? is the question this answers.
Data Configuration
Configures where the data for this specific branch is taken from. There's two options:
a CDN Source (article) of one of the public sources or an uploaded source through CDN sources. Note that to create a CDN Source of your own, support contact is required.
no Data Source (None). This branch will not pull data from any CDN. The game server will start with no pre-installed files. You can use a template script to install files during server setup, or provide data through any other mechanism of your choosing.
RCON Support
Configure remote console (RCON) access for this branch. The RCON adapter determines which protocol to use for server communication. The built-in RCON adapter allows to select the RCON protocol that's used by the game. Examples are Source RCON (mainly used by Valve), Rust RCON, Telnet RCON, among others.
Health Check
Configure port-based health checks for this branch. The container agent uses allocated game ports to determine server readiness and provides a status label. In the case that a game doesn't bind a port, the "Disable Port Health Checks" toggle can be ticked. If it's ticked, the container agent will skip the port probes directly.
Mod Providers
A branch can offer multiple mod providers. End users can pick one the first time they install a mod or modpack and the server gets locked to it. It's all shown and managed through the "Mods" section in the control panel for users. Examples are Steam Workshop integration or CurseForge and Modrinth integration for Minecraft mods and modpacks.
Every integration allows for view-only and full management.
View-Only: allows clients to see the workshop mods/modpacks/collections through the Mods feature but it won't automatically manage mod installations
Full Management: Allows management and installations of mods/modpacks/collections from the workshops. For custom installations (mods must be uncompressed, moved to a specific directory, some files go in a dir and others go somewhere else, etc) there's a Visual or JSON configuration flow separated into Actions and Item Types.