A monoloithic lancache based on steamcache/generic:supervisord
451
This docker container provides a caching proxy server for game download content. For any network with more than one PC gamer in connected this will drastically reduce internet bandwidth consumption.
The primary use case is gaming events, such as LAN parties, which need to be able to cope with hundreds or thousands of computers receiving an unannounced patch - without spending a fortune on internet connectivity. Other uses include smaller networks, such as Internet Cafes and home networks, where the new games are regularly installed on multiple computers; or multiple independent operating systems on the same computer.
This container is designed to support any game that uses HTTP and also supports HTTP range requests (used by Origin). This should make it suitable for:
This is the best container to use for all game caching and should be used for Steam in preference to the steamcache/steamcache and steamcache/generic containers.
You need to be able to redirect HTTP traffic to this container. The easiest way to do this is to replace the DNS entries for the various game services with your cache server.
You can use the steamcache-dns docker image to do this or you can use a DNS service already on your network see the steamcache-dns github page for more information.
For the cache files to persist you will need to mount a directory on the host machine into the container. You can do this using -v <path on host>:/data/cache. You can do the same with a logs directory as well if you want logs to be persistent as well.
Run the container using the following to allow TCP port 80 (HTTP) and to mount /cache/steam/data directory into the container.
docker run \
--restart unless-stopped \
--name cache-steam \
-v /cache/data:/data/cache \
-v /cache/logs:/data/logs \
-p 192.168.1.10:80:80 \
steamcache/monolithic:latest
Unlike steamcache/generic this service will cache all cdn services (defined in the uklans cache-domains repo so multiple instances are not required
If you currently run a steamcache/generic setup then there a few things to note
Some publishers, including Origin, use the same hostnames we're replacing for HTTPS content as well as HTTP content. We can't cache HTTPS traffic, so if you're intercepting DNS, you will need to run an SNI Proxy container on port 443 to forward on any HTTPS traffic.
docker run \
--restart unless-stopped \
--name sniproxy \
-p 443:443 \
steamcache/sniproxy:latest
Please read the steamcache/sniproxy project for more information.
You can find a list of domains you will want to use for each service over on uklans/cache-domains. The aim is for this to be a definitive list of all domains you might want to cache.
Regular commodity hardware (a single 2TB WD Black on an HP Microserver) can achieve peak throughputs of 30MB/s+ using this setup (depending on the specific content being served).
If you need to change the upstream DNS server the cache uses, these are defined by the UPSTREAM_DNS environment variable. The defaults are Google DNS (8.8.8.8 and 8.8.4.4).
UPSTREAM_DNS 8.8.8.8 8.8.4.4
You can override these using the -e argument to docker run and specifying your upstream DNS servers. Multiple upstream dns servers are allowed, separated by whitespace.
-e UPSTREAM_DNS="1.1.1.1 1.0.0.1"
Two environment variables are available to manage both the memory and disk cache for a particular container, and are set to the following defaults.
CACHE_MEM_SIZE 500m
CACHE_DISK_SIZE 500000m
In addition, there is an environment variable to control the max cache age
CACHE_MAX_AGE 3650d
You can override these at run time by adding the following to your docker run command. They accept the standard nginx notation for sizes (k/m/g/t) and durations (m/h/d)
-e CACHE_MEM_SIZE=4000m -e CACHE_DISK_SIZE=1000g
Access logs are written to /data/logs. If you don't particularly care about keeping them, you don't need to mount an external volume into the container.
You can tail them using:
docker exec -it cache-steam tail -f /data/logs/access.log
If you have mounted the volume externally then you can tail it on the host instead.
If you're a games publisher and you'd like LAN parties, gaming centers and other places to be able to easily cache your game updates, we reccomend the following:
If you need any further advice, please contact us and we'll be glad to help!
If you have any questions, please check our FAQs. If this doesn't answer your question, please raise an issue in GitHub.
The MIT License (MIT)
Copyright (c) 2016 Jessica Smith, Robin Lewis, Brian Wojtczak, Jason Rivers
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Content type
Image
Digest
Size
138.5 MB
Last updated
over 7 years ago
docker pull vibroaxe/monolithic