# Spinner A small Minecraft Java reverse proxy. One public port, many backend servers, chosen by the hostname the player typed (`survival.example.com` and `creative.example.com` can share an IP and port). Spinner only reads the handshake, then pipes bytes, so it never touches the encrypted session and works with online-mode servers, mods and any client version. ``` go build -o spinner ./cmd/spinner cp spinner.example.json spinner.json cp .env.example .env # set SPINNER_ADMIN_TOKEN ./spinner -config spinner.json ``` ## What it does | Situation | Server list | Login | | --- | --- | --- | | Host matches a server, backend up | cached real MOTD, version and player count (refreshed every `probe_interval_secs`) | proxied | | Host matches, backend unreachable | that server's `offline_motd` | disconnect with `offline_motd` | | Host matches no server | `unknown_motd` | disconnect with `unknown_motd` | | Server at `max_connections`, or IP at `max_conns_per_ip` | `Server is full` / closed | `Server is full` / closed | - **Routing**: exact domains win; `*.example.com` matches any subdomain depth but not the apex; longer wildcards win. Matching ignores case, a trailing dot and Forge's `\0FML\0` suffix. - **Failover**: a server may list several `addresses`; they are tried in order. - **PROXY protocol v2**: set `send_proxy_protocol` per server so the backend sees real player IPs (the backend must be configured to expect it). - **Hot reload**: edit the config file (or use the admin UI) and it applies within 2 seconds. Invalid edits are logged and ignored. `bind` and `admin_bind` need a restart. ## Config JSON, see [spinner.example.json](spinner.example.json). Top level: `bind`, `admin_bind` (empty disables the admin), `handshake_timeout_secs`, `connect_timeout_secs`, `probe_interval_secs`, `max_conns_per_ip`, `unknown_motd`, `servers`. Per server: `name`, `domains`, `addresses`, `send_proxy_protocol`, `offline_motd`, `max_connections`. MOTDs accept `ยง` colour codes and `\n`. ## Admin With `admin_bind` and `SPINNER_ADMIN_TOKEN` set, `http:///` shows servers, health, connections and traffic, and edits the config. Bind it to localhost or a private network and put TLS in front if it must be public. | Endpoint | | | --- | --- | | `GET /api/overview` | totals plus per-server health and stats | | `GET`/`PUT /api/config` | read or replace the config (validated, written atomically) | | `GET /metrics` | Prometheus text format | All except `/` need `Authorization: Bearer `. ## Docker ``` cp .env.example .env # set SPINNER_ADMIN_TOKEN docker compose -f deploy/docker-compose.yml up -d ``` The image is `git.veillax.com/veillax/spinner` (linux/amd64 and linux/arm64). It keeps its config in the `/data` volume and writes a starter `spinner.json` there on first start, so the admin page on port 8080 is the quickest way to add servers. Keep that port private or behind HTTPS. ## Releases Push a tag to build archives, publish a release and push the image: ``` git tag -a v0.1.0 -m "spinner v0.1.0" && git push origin v0.1.0 ``` `.gitea/workflows/release.yml` runs `deploy/build.sh`, uploads the archives with `deploy/publish-release.sh`, then builds and pushes the image. Set the repository variable `PUBLISH_DOCKER` to `false` to skip the image. If the job token cannot write releases or packages, add the secrets `RELEASE_TOKEN` and `REGISTRY_TOKEN` (and the variable `REGISTRY_USER`). To build by hand: `sh deploy/build.sh` puts binaries and archives in `dist/`, then `docker buildx build .` packages the linux binary. ## Not in v1 Bedrock Edition, legacy (pre-1.7) pings, up/down webhooks, self-update and WireGuard backends (Reef has `selfupdate` and `wg` ready for these), and ending player sessions on config reload (existing connections keep running until they close). ## Development ``` go vet ./... && go test ./... node scripts/lint-design.mjs ``` Reef is fetched from the server as `git.veillax.com/Veillax/reef`; set `GOPRIVATE=git.veillax.com` if it is private. To work against a local Reef checkout, use a `go.work` file (ignored by git). The admin page follows the Lightwell design language, see [docs/design.md](docs/design.md). Licence: AGPL-3.0.