This project aims to provide pre-packaged SteamCMD
docker images which are up-to-date and especially easy to use.
thetredev-steamcmd.mp4
While the official images are fine, my take differs in a couple ways:
- Based on the official
SteamRT v3 "(Sniper)"
image with all necessary dependencies and basic tools preinstalled - For legacy game servers (Source 1, non-CS:GO and HLDS) SteamRT v2 "Soldier" is used instead
- The SteamCMD runtime error
[S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.dll.
is fixed - It does not operate under the
root
user - asteamcmd
user with default UID and GID of 5000 each is used instead - The server path is changed to
/var/lib/steamcmd/server
openssh-server
is installed to provide an easy and secure way of managing server files externally, even when using Kubernetes
See the SSHD configuration at image/base/etc/ssh/sshd_config.d/steamcmd.conf
for the options applied to the server. Only public key authentication is enabled!
To enable the SSH server, set the environment variables STEAMCMD_SSH_SERVER_ENABLE
to 1
and STEAMCMD_SSH_AUTHORIZED_KEYS
to the Base64 encoded public SSH keys separated by newlines (see compose/hlds/cs-ssh.yml
or compose/srcds/css-ssh.yml
). STEAMCMD_SSH_AUTHORIZED_KEYS
essentially represents the ~/.ssh/authorized_keys
file on the server side in encoded format.
Base64-encode your public SSH keys:
cat <ssh-key1>.pub <ssh-key2>.pub <ssh-keyN>.pub | base64 -w 0
Then use the output as the value for STEAMCMD_SSH_AUTHORIZED_KEYS
.
- Based on the
base
image - Provides a generic base for HLDS-based game servers
- Provides the script
server.sh (HLDS)
to manage game servers using a singletmux
session - Provides a
docker-entrypoint.sh
which itself is executed asroot
with always-correct timezone and ownership of server files
The server.sh
checks for the user executing it. If it's root
, it executes itself as the steamcmd
user via exec gosu
to prevent ownership mismatch.
- Composed via
compose/hlds
- Game server specific environment variables are used for configuration
Currently supported game server images:
Game | Docker Image |
---|---|
Half-Life | ghcr.io/thetredev/steamcmd:hlds-latest |
Half-Life: Opposing Force | ghcr.io/thetredev/steamcmd:hlds-latest |
Counter-Strike | ghcr.io/thetredev/steamcmd:hlds-latest |
Counter-Strike: Condition Zero | ghcr.io/thetredev/steamcmd:hlds-latest |
Day of Defeat | ghcr.io/thetredev/steamcmd:hlds-latest |
Deathmatch Classic | ghcr.io/thetredev/steamcmd:hlds-latest |
Team Fortress Classic | ghcr.io/thetredev/steamcmd:hlds-latest |
Note: Ricochet seems like it's not available anymore.
- Based on the
base
image - Provides a generic base for SRCDS-based game servers
libstdc++
,libtinfo
and other runtime errors due to missing dependencies are fixed- Provides the script
server.sh (SRCDS)
to manage game servers using a singletmux
session - Provides a
docker-entrypoint.sh
which itself is executed asroot
with always-correct timezone and ownership of server files - Tries to enable
128 tick
configurations by default (CS:GO). CS:S will default to 67 because Valve said it's better this way (in 2010).
The server.sh
checks for the user executing it. If it's root
, it executes itself as the steamcmd
user via exec gosu
to prevent ownership mismatch.
- Composed via
compose/srcds
- Game server specific environment variables are used for configuration
Currently supported game server images:
Game | Docker Image |
---|---|
Black Mesa: Deathmatch | ghcr.io/thetredev/steamcmd:csgo-latest |
Counter-Strike: Source | ghcr.io/thetredev/steamcmd:srcds-latest |
Counter-Strike: Global Offensive | ghcr.io/thetredev/steamcmd:csgo-latest |
Day of Defeat: Source | ghcr.io/thetredev/steamcmd:srcds-latest |
Garry's Mod | ghcr.io/thetredev/steamcmd:srcds-latest |
Half Life 2: Deathmatch | ghcr.io/thetredev/steamcmd:srcds-latest |
Left 4 Dead | ghcr.io/thetredev/steamcmd:srcds-latest |
Left 4 Dead 2 | ghcr.io/thetredev/steamcmd:srcds-latest |
Note that Black Mesa: Deathmatch and Counter-Strike: Global Offensive have their own dedicated csgo
image, as these games are based on the CS:GO game engine and require newer runtimes to work correctly.
If you want to run multiple game servers using one single compose file, see the example file compose/srcds/multiple.yml
.
See https://github.com/thetredev/helm-charts.
The main image repository is: ghcr.io/thetredev/steamcmd
See https://github.com/thetredev/steamcmd/pkgs/container/steamcmd/versions for details.
The GitHub image repository is synchronized with the Docker Hub repository:
https://hub.docker.com/r/thetredev/steamcmd
The GitHub Actions workflows are setup in the following way:
- Pushes to the
main
branch lead to the image tagsghcr.io/thetredev/steamcmd:<image>-latest
, where<image>
is one of the following:base
,hlds
orsrcds
(see the supported game server images above) - Pushes of tags lead to retagging the
ghcr.io/thetredev/steamcmd:<image>-latest
images toghcr.io/thetredev/steamcmd:<image>-<tag>
All image builds used to be scanned for CVEs and only pushed as latest
or the given tag if no CVEs are found. These scans have been removed and/or disabled since we're relying on official Steam Runtime images now (commit a64d5003ac8d84eccc6326bc8270eef1105745e0) and we simply trust Valve to make the base images as secure as possible.
See the project issues.
Just throw me a pull request - feel free to hack along!