Web-based admin panel for a Dune Awakening private server. Works against any deployment topology: CubeCoders AMP (podman or docker), k3s/k8s over SSH, Docker containers, or a bare-metal install.
@dakkinbyte deserves special recognition for substantial ongoing contributions: bug fixes, feature work across the dashboard, issue triage, and keeping the project moving. The breadth and consistency of that work has made a real difference.
A huge thank you to @adainrivers and the dune-dedicated-server-manager project.
The RabbitMQ server command integration in dune-admin (the envelope format, auth token, AMQP publish path, and the complete catalogue of working server commands) was made possible by the research and live-testing work done in that project. Without it, we would not have known which commands actually work over MQ, what the correct field names are, or that the outer envelope must be base64-encoded before publishing via rabbitmqctl eval.
If you run a Dune Awakening private server, check out their project, a full-featured dedicated server manager with a Tauri desktop frontend.
On a fresh Ubuntu 22.04 / 24.04 host with passwordless sudo and your game-server stack already running:
curl -fsSL https://raw.githubusercontent.com/Icehunter/dune-admin/main/scripts/install.sh \
| bash
The script detects your OS and architecture, downloads the matching binary from the latest GitHub release, and installs it into /opt/dune-admin/. No build toolchain required — the release binary already embeds the frontend SPA. It refuses to overwrite a running service and leaves a .prev backup for one-step rollback. See --help for flags (--version, --install-dir, --service-user).
When the script finishes it prints the next manual steps: run the setup wizard, apply the sudoers entry it generates, drop a systemd unit, and start the service.
For development or non-Ubuntu hosts, see Manual build.
Pick the provider that matches your game-server topology. Each guide covers prerequisites, wizard answers, and provider-specific config keys.
| Provider | Use when | Guide |
|---|---|---|
| amp | Game server runs under CubeCoders AMP (host, or a podman/docker container) | SETUP_AMP.md |
| kubectl | Game server runs in k3s/K8s on a remote VM | SETUP_KUBECTL.md |
| docker | Game server runs as Docker containers (compose or standalone) | SETUP_DOCKER.md |
| local | Game server runs on the same machine (bare metal, LGSM, custom) | SETUP_LOCAL.md |
After install, configure dune-admin with the built-in wizard:
cd /opt/dune-admin
./dune-admin -setup
It asks which control plane to use, then prompts for the settings that provider needs (instance name, paths, DB credentials, etc.). When you select amp, the wizard auto-detects instances via ampinstmgr -l and pre-fills prompts with discovered values, so you can typically accept the defaults straight through. For container topology it also probes the container to discover the actual game install path, so the wizard isn't pinned to any one AMP module's directory layout.
When done it writes ~/.dune-admin/config.yaml (mode 600, never committed) and prints a sudoers entry to copy into /etc/sudoers.d/dune-admin.
Re-run the wizard any time your configuration changes.
The same binary supports three deployment shapes:
Single-binary on a host (AMP, local Go, k3s port-forward)
The binary serves both the API and the SPA from ./dist next to itself. scripts/install.sh lays this out for you. The simplest model: one process, one port, no CDN.
k3s / k8s cluster
A unified manifest deploys dune-admin into a cluster with PostgreSQL and RabbitMQ alongside. Helper scripts handle kubeconfig pull, image build/import, manifest render/apply, and port-forward:
./deploy.sh # macOS / Linux
./deploy.ps1 # Windows
See SETUP_KUBECTL.md for full options and troubleshooting.
Hosted SPA + local backend
Run the binary as an API-only process and serve the SPA from Cloudflare Pages (or any static host). The SPA prompts for a backend URL on first load, stored in localStorage. The backend adds CORS headers automatically, no extra config needed.
make deploy-web # builds and pushes the SPA to Cloudflare Pages
Modern browsers allow HTTPS pages to reach HTTP localhost without mixed-content errors, so https://your-site.pages.dev → http://localhost:8080 works out of the box.
Config is loaded in this order (first match wins per field):
~/.dune-admin/config.yaml, written by dune-admin -setup.env in the working directory, legacy fallback for existing installs| Env var | Flag | Default | Description |
|---|---|---|---|
CONTROL |
-control |
(auto) | Control plane: amp, kubectl, docker, or local |
SSH_HOST |
-host |
- | VM host:port, tunnels all connections through SSH when set |
SSH_USER |
-user |
dune |
SSH user |
SSH_KEY |
-key |
(auto-detected) | SSH private key path (library mode only) |
SSH_MODE |
-ssh-mode |
library |
SSH transport: library (golang.org/x/crypto/ssh) or command (shells out to the OS ssh client — honours ~/.ssh/config, ProxyJump and ssh-agent; never reads a private key) |
SSH_EXTRA_OPTS |
-ssh-extra-opts |
- | Extra ssh -o options for command mode (space-separated) |
DB_HOST |
-dbhost |
127.0.0.1 |
PostgreSQL host or Docker DNS name |
DB_PORT |
-dbport |
15432 |
PostgreSQL port |
DB_USER |
-dbuser |
dune |
PostgreSQL user |
DB_PASS |
-dbpass |
- | PostgreSQL password |
DB_NAME |
-dbname |
dune |
PostgreSQL database name |
DB_SCHEMA |
-schema |
dune |
PostgreSQL schema |
CONTROL_NAMESPACE |
-control-ns |
(auto-discovered) | K8s namespace (kubectl only) |
AUTO_DISCOVER |
-auto-discover |
false |
Fill empty DB/RMQ/Director fields from the running game-server process args at connect time (command mode + kubectl). Explicit config always wins |
BROKER_GAME_ADDR |
-broker-game |
- | mq-game broker host:port |
BROKER_ADMIN_ADDR |
-broker-admin |
- | mq-admin broker host:port |
BACKUP_DIR |
-backup-dir |
- | Backup directory path |
LISTEN_ADDR |
-addr |
:8080 |
HTTP listen address |
SCRIP_CURRENCY |
-scripcurrency |
1 |
Scrip currency ID |
Provider-specific fields (docker_gameserver, amp_instance, cmd_start, etc.) have no env var equivalents and are set via the wizard or config.yaml directly. See the provider guides for the full list.
Off by default — without it, anyone who can reach the dashboard port has full control of your game server. If you expose dune-admin over a public domain or IP, enable it:
auth_enabled: true
# Method 1 — local username/password (set the hash with: dune-admin --set-password)
auth_local_username: admin
auth_local_password_hash: "$2a$10$..." # bcrypt; never store the plaintext
# Method 2 — Discord OAuth (bring your own Discord application)
auth_discord_enabled: true
auth_discord_client_id: "your-app-client-id"
auth_discord_client_secret: "your-app-client-secret"
# Reuses discord_bot_token + discord_guild_id for membership/role lookup.
# Add scheme://host/api/v1/auth/discord/callback as a redirect in the Discord app.
# Owners always get full access: the guild owner, the local account, plus:
auth_owner_discord_ids: "" # comma-separated Discord user IDs
auth_owner_role_ids: "" # comma-separated Discord role IDs
auth_session_ttl_hours: 24
auth_guest_enabled: false # optional: anonymous read-only guest sessions
How it works:
HttpOnly session cookie; no
credentials are stored in the browser. Local and Discord login can be enabled together.discord_guild_id. Their roles map to ~28 fine-grained
capabilities (e.g. players:write, broadcast:send, battlepass:manage) via the
Permissions tab; the matrix persists to ~/.dune-admin/permissions.yaml. The special
Guests and Default member rows extend what anonymous guests / unmapped members get.dune-admin.db and are
managed from the Permissions tab with per-user capability assignments.auth:manage.~/.dune-admin/audit.log (JSON lines).dune-admin --set-password on the
host — it works offline and writes straight to config.yaml.TLS is still your reverse proxy's job (Caddy, nginx, Cloudflare Tunnel) — dune-admin marks
cookies Secure automatically when it sees X-Forwarded-Proto: https.
dune-admin runs the market bot embedded, an in-process goroutine that shares the main DB pool. Enable in config.yaml:
market_bot_enabled: true
market_bot_cache_db: ~/.dune-admin/market-bot-cache.db # auto-created (SQLite, pure Go)
market_bot_item_data: ./item-data.json # falls back to standard search paths
market_bot_buy_interval: 5m
market_bot_list_interval: 30m
market_bot_buy_threshold: 1.05
market_bot_max_buys: 50
The Market tab's lifecycle buttons map to in-process actions:
Resume(): flips the bot's enabled flag back onPause(): flips the bot's enabled flag off (goroutine stays resident)Restart(): pauses, reinitializes the exchange, resumesConfig edits in the Market tab apply directly to the live runtime config. A full process restart only matters when changing the cache DB path or item-data path.
See ADR 0002 and ADR 0004 for the design rationale.
An opt-in feature that auto-grants a configured item package to every player once, on first login. Manage it in the Welcome Kits tab, or in config.yaml:
welcome_package_enabled: true
welcome_package_scan_interval_secs: 30
welcome_package_active_version: v1
welcome_packages:
- version: v1
items:
- { template: AluminiumBar, qty: 5, quality: 0 }
dune-admin keeps a library of named packages plus an active-version pointer. An in-process scanner grants the active package once per (player, version), tracked in a persistent SQLite ledger at ~/.dune-admin/welcome-package.db (so a restart never re-grants). Bumping the active version re-issues to everyone. It defaults off (it mutates every player's inventory) and delivers items through the same live-RMQ + DB-fallback path as manual give-items.
Message of the Day (MOTD). The same tab (Welcome Kits → Config) also has a separate Message of the Day card: an in-game message whispered to a player from the GM persona every time they join — every session, unlike the once-per-version welcome above. It's decoupled from the package system, so it works even with no active package. Use {player} in the message for the player's character name, and leave the sender blank to use the seeded GM persona. A presence tracker diffs the online set on each scan tick to detect joins, and seeds a silent baseline on startup so a restart never re-messages players already in-game. Defaults off; configure and toggle it live (no restart) in the UI.
The Server Settings tab manages gameplay config (mining/vehicle output, PvP & security zones, sandstorm/sandworm toggles, building limits, item deterioration, server name/password, …). How it writes depends on the provider:
config.yaml:yaml
amp_api_user: admin # an AMP panel login for the instance
amp_api_pass: yourpassword
amp_api_port: 8081 # instance ADS API port (default 8081)
A game restart applies them; dune-admin's Restart recycles the AMP container (<runtime> restart, matching amp_container_runtime), which is what actually cycles the game processes. The container-runtime sudoers grant must allow this. See SETUP_AMP.md.
- docker / kubectl / local: settings are written straight to UserGame.ini / UserEngine.ini; no API credentials needed.
Either way, a server restart is required for changes to take effect.
When SSH_KEY / -key is not set, dune-admin checks these paths in order:
./sshKey~/.dune-admin/sshKey$ claude mcp add dune-admin \
-- python -m otcore.mcp_server <graph>