Phase 2 references for the host-agent Dune adapter, moved out of volatile /tmp
into docs/reference-repos/ (per Commander). Three upstream projects, .git +
node_modules + compiled binaries stripped (16MB source). Nested AI-instruction
files (.claude/, CLAUDE.md) removed so they don't pollute Corrosion sessions.
- icehunter/ dune-admin (Go+React) — 4 control planes; SETUP_DOCKER.md is the
closest analog to our agent's Dune docker control plane (compose
lifecycle, docker logs, RabbitMQ-via-exec, dune Postgres schema)
- adainrivers/ Rust/Tauri desktop — SSH+k8s BattleGroup control, maintenance
daemon, in-game admin console (Rust idiom reference)
- the4rchangel/ Node web UI replacing battlegroup.bat — matches the Commander's
Hyper-V self-host path + game-config schema
See docs/reference-repos/README.md for the full index + how we use each.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
3.9 KiB
Reference Repos
Third-party Dune: Awakening server-management projects, kept here as behavior
references for Phase 2 (the Corrosion host-agent Dune adapter + future panel
Dune features). These are NOT Corrosion code and are not built or shipped — they
are read-only references. .git histories, node_modules, and compiled
binaries were stripped on import (the 38 MB icehunter/web/dune-admin build
artifact and a Tauri .icns are intentionally absent).
Imported 2026-06-12 from
/tmp/dune-re. Each was a separate upstream repo; see each project's ownLICENSEandREADME.md. Treat as documentation.
Why these are here
Dune: Awakening does not use SteamCMD or a plain game-server process like
Rust/Conan/Soulmask. It ships as Docker container(s) fronted by a RabbitMQ
broker (admin + game vhosts) and a PostgreSQL admin database (dune
schema), orchestrated as a "battlegroup". The game process is
DuneSandboxServer-Linux-Shipping (one per partition). Server settings live in
INI files (UserEngine.ini / UserGame.ini) and only take effect after a
restart. Our Dune adapter must model that container/broker/DB world instead of
the process+SteamCMD model — these repos are how that world actually works in
the wild.
The references
icehunter/ — dune-admin (Go backend + React SPA)
The richest ops reference. A web admin panel with four interchangeable control
planes: docker, kubectl, local, and amp (CubeCoders AMP / podman).
Most relevant to us:
SETUP_DOCKER.md— the Docker control plane:docker start/stop/restartfor lifecycle,docker logs -ffor streaming,docker execinto the broker container for RabbitMQ (rabbitmqctl) commands, direct TCP to thedunePostgres. Optional SSH tunnelling when the admin is off-host. This is the closest analog to what the Corrosion host-agent Dune adapter must do.cmd/dune-admin/control_docker.go/control_kubectl.go/control_local.go/control_amp.go— theControlPlaneinterface and its implementations (the start/stop/restart/status/log/broker abstraction we mirror as a Rust game-adapter trait).db.go/model.go— the full Dune admin data model (players, bases, inventory, exchange/market) for when Corrosion grows a richer Dune admin surface beyond lifecycle.CLAUDE.md— upstream's own engineering notes; the AMP section documents the INI-vs-API server-settings gotcha (AMP regenerates INIs on start).
adainrivers/ — Dune Dedicated Server Manager (Rust / Tauri desktop)
The Rust reference. Manages already-provisioned servers over SSH +
Kubernetes ("BattleGroup" start/stop/restart/update), with secure SSH tunnels
to Director / File Browser / Postgres / PgHero, an in-game admin console (item
grants, vehicle spawns, journey/XP tags), and a bundled dune-server-service
daemon for scheduled maintenance (timed restarts with in-game warnings, backups,
update apply). Closest to our stack idiomatically — read it for Rust patterns on
SSH control, the maintenance-daemon design, and the in-game command surface.
the4rchangel/ — Dune: Awakening Server Manager (Node.js local web UI)
Matches the Commander's exact self-host path. A local dashboard that
replaces the battlegroup.bat terminal menu — guided VM import (Hyper-V),
network, SSH, bootstrap, then daily ops: battlegroup start/stop/restart/update,
character editor, visual game-config editor (PvP, sandstorms, sandworms, mining
rates, decay, building limits), monitoring, DB access. Read it to understand the
battlegroup.bat workflow our agent has to drive on a Windows/Hyper-V host.
How we use them
- Lifecycle/control → mirror
icehunter'sControlPlanedocker provider as the agent's Dune game-adapter (compose/dockerlifecycle,docker logsconsole, reject SteamCMD). - Rust idioms / maintenance daemon / SSH →
adainrivers. - Battlegroup.bat reality / setup flow / game-config schema →
the4rchangel.