Pelican Wings is a production-grade game server management daemon (agent) built in Go. It serves as the control plane for the Pelican Panel, managing Docker containers that run game servers. The daemon exposes a comprehensive HTTP API for server lifecycle operations (start, stop, install, backup, transfer), real-time WebSocket streams for console output and server stats, and a built-in SFTP server for file management. It communicates with a remote Panel API to synchronize server configurations, validate user credentials, and report activity logs. The codebase demonstrates strong systems engineering with a focus on security (sandboxed filesystem using openat2 syscalls, token authentication, download IP filtering), performance (disk-space caching, atomic generics), and reliability (crash detection, state persistence, cron-based backups). It supports multiple backup backends (local disk, S3), parallel server bootstrapping, and self-update via GitHub releases. The architecture follows a modular pattern with clear separation between API routing, server management, filesystem operations, and integration adapters. While the code is a fork of Pterodactyl Wings with some incomplete rebranding, it remains actively developed and production-ready.
LinuxGSM is a command-line tool for deploying and managing dedicated game servers on Linux. It supports over 100 games through a modular bash architecture. The tool automates installation via SteamCMD, server lifecycle management (start/stop/update/backup), monitoring with restart on crash, and alerting via multiple channels (Discord, Slack, Telegram, etc.). It uses configuration templates per game and dynamic module loading from GitHub. The codebase is predominantly bash scripts with a clear separation of concerns: core utilities, game-specific fixes, update strategies, and configuration parsers. While not a data research project, it includes CSV-based dependency data and server metadata. The architecture is monolithic in bash but modular via sourced scripts, with a central command dispatcher and many per-game fixes that increase maintenance surface.
This repository serves as a collection of template configuration files for setting up dedicated game servers across a wide variety of titles. It does not contain any application code or executables, but rather provides ready-to-use or starting-point configuration files (in formats like .cfg, .ini, .json, .xml) that administrators can deploy to configure game server instances. The repository is organized by game title in top-level directories, each containing the necessary server configuration files and often supplementary files such as console variable lists (full_cvar_list.txt), map rotations, and administrative settings. Common patterns include the use of placeholders like SERVERNAME and ADMINPASSWORD for easy customization, modular configuration inclusion (e.g., splitting core, game, and custom settings), and standardized sections for network settings, gameplay rules, and access control. While the configurations are functional and follow game-specific conventions, they are version-specific and may require updates for newer game releases, indicating potential technical drift. The repository is actively maintained with recent commits and includes a GitHub Actions workflow for mirroring to Bitbucket, demonstrating basic automation for repository synchronization.