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Runic Sentinel 1.3.0

Running a private or modded Valheim server requires more than a password and a request that everyone install the right files. Server owners need to know who may enter, which mod profile is acceptable, who has administrative authority, and what happens when a client does not match.

Runic Sentinel: Raven's Gate gives the server an enforceable admission and administration layer. Define the approved mod environment, authenticate administrators, manage bans and roles, investigate evidence, and operate the system through a secure in-game F3 panel.

Major features

  • Define required, optional, allowed, and forbidden mod rules.
  • Enforce admission against signed server policy.
  • Manage authenticated administrators, roles, and banned identities.
  • Detect relevant runtime changes and record bounded security evidence.
  • Create transition backups, generate support reports, and administer in-game.

How it feels in-game

Players receive a bounded admission result through Runic Sentinel Client, while administrators manage routine policy from Valheim instead of treating every change like a command-line incident. Raven's Gate stays mostly invisible when the server and client agree.

Safety and compatibility

The signed server policy is authoritative; client file claims are treated as compatibility evidence, not impossible-to-forge proof. Consequential requests remain server-validated against transport identity, permission, bounds, and replay state. A new server begins in Optional admission mode to avoid accidental lockout. Admission uses the exact connection's direct ZRpc, before routed world networking exists.

What Raven's Gate enforces

  • Plugin ID, version, and SHA-256 rules from the signed passport.
  • Deny-by-default unknown plugins when unknownMods is Forbidden.
  • Signed administrator and banned-user lists bound to authenticated platform identity, not a changeable character name.
  • A bounded server-initiated compatibility exchange on the exact direct connection; Required mode withholds Valheim's native handshake and gates RPC_PeerInfo world admission until the client report passes signed policy.
  • Server request blocking, bounded evidence, and graduated disconnects for repeated high-confidence or conclusive violations.
  • Low-frequency runtime detection when a loaded plugin DLL or active passport asset changes.
  • A verified Runic Safety world backup before a server loads an existing world under a different signed policy or plugin snapshot.
  • Clear client denial explanations, a bounded persistent security flight recorder, and a bounded support report.

A client controls its own process and can falsify self-reported file evidence. The signed server policy is authentic; a client's DLL claim is compatibility evidence, not unforgeable proof. The authoritative protection is that consequential Runic requests are revalidated by the server against transport identity, permissions, bounds, replay state, and durable transaction rules.

Runtime enforcement coverage

  • Sentinel rejects malformed, stale, oversized, replay-conflicting, and profile-incompatible reports. In Required mode a missing responder also reaches a finite deadline and is disconnected.
  • Runic Portals keeps its feature-owned server checks for exact peer identity, group authority, ward access, source distance, endpoint revision, and destination permission. Malformed envelopes, unbound identities, and conflicting request replays are additionally reported to Sentinel after they have already been rejected.
  • Production, Crafting, Agriculture, Storage, Inventory, Interaction, Safety, and precision-building mutations do not expose a general client-to-server command channel: their changes retain native local ZDO ownership, range, ward, inventory, or transaction checks. Sentinel admission still requires their exact configured plugin hashes.
  • Awareness, Exploration, Build Camera, Velocity, and the observatory portion of World Engine are client-local or read-only and do not create a server gameplay mutation request to authorize.

Ordinary gameplay mistakes—such as lacking a ward permission—are denied but are not treated as cheating. Automatic disconnection is reserved for repeated high-confidence protocol violations or conclusive evidence.

Administrator setup

  1. Start the authoritative host/server once in Optional mode and wait for Sentinel's profile snapshot to become ready.

    During migration, remove the legacy all-in-one Runic Mod Suite from ordinary client profiles. Its old full-Sentinel dependency does not speak this v2 admission protocol and installs unnecessary administrator/server code. Keep Optional mode until every participating profile has been updated.

  2. At the authoritative server console, initialize the server-managed RSA-3072 key and first signed administrator exactly once:

    runic_sentinel bootstrap steam <your SteamID64>

    On a Windows dedicated server, Sentinel 1.3.0 supplies the bounded stdin bridge that makes these runic_sentinel commands usable in the batch-mode server window. It accepts at most 32 queued lines and executes at most eight per frame on the Unity main thread.

    The bootstrap passport is deliberately permissive (unknown=Unmanaged) and does not copy the server's own plugin list into the client allowlist. Keep admission Optional while preparing the real client profile.

  3. Join using that authenticated Steam account and press F3. Only identities in the active signed administrator list can open the panel. Every panel request is independently re-authorized by the server; a character name is never accepted as administrator identity.

  4. Use the panel to manage required/optional/gray/forbidden mods, administrators, banned users, runtime checks, graduated disconnection thresholds, transition backups, support reports, and administrator-only production/portal network snapshots. The Mods tab shows both the server inventory and the most recent bounded client report; only the latter is a useful starting point for client rules. The panel reports the effective admission mode; change that startup setting in the server configuration and restart before admitting more players.

  5. Select Apply & Sign Policy. The server validates all fields, creates a verified world backup when a world is loaded, generates the next sequence and issue time, signs with its private key, archives the prior public policy assets, and reloads the verified policy.

  6. Install Runic Sentinel Client 1.0.0 in ordinary player profiles. It reports only plugin GUID, version, and SHA-256 evidence and does not need any policy or key file. A remote F3 administrator installs full Sentinel alongside it; collision-safe registration leaves one active v2 responder. Never distribute BepInEx/config/RunicSentinel/server-private/RunicSentinel.private.key.

  7. Verify independently with the optional external Forge if desired:

    RunicSentinel.Forge verify <policy> <signature> <public-key> <public-key-pin>
    
  8. Confirm runic_sentinel status, then use Required admission for the group.

Every intentional policy update must increase sequence. A lower sequence or different signed payload at an already accepted sequence is rejected for that process lifetime.

Lists and meaning

  • requiredMods: must be present and match version/hash.
  • optionalMods: may be absent; if present, version/hash must match.
  • grayListMods: explicitly known and allowed, while remaining named policy evidence.
  • forbiddenMods: denied when present.
  • unknownMods: normally Forbidden; Unmanaged permits unknown entries and is not recommended for Raven's Gate.
  • administrators and bannedUsers: { "authority": "steam", "subject": "<SteamID64>" } or another transport authority/subject pair supported by Sentinel's Valheim transport binding.

Commands

  • runic_sentinel status shows integrity, policy profile/sequence, admission transport, and the last bounded denial code.
  • runic_sentinel report writes a maximum 512 KiB report under BepInEx/config/RunicSentinel/reports. Reports include plugin IDs/versions/hashes, Runic integrity and bounded evidence. They omit paths, passwords, tokens, private keys, and raw chat.
  • Accepted security evidence is also written automatically under BepInEx/config/RunicSentinel/flight-recorder. The recorder keeps only a 512 KiB current file and one 512 KiB previous file. An audit-write failure is logged once and never disables request blocking or interrupts gameplay.
  • runic_sentinel networks is accepted only by the authoritative server/host console. It writes a bounded point-in-time topology snapshot of loaded Runic portal endpoints and production links; it is not a continuously running overlay and is never broadcast to ordinary clients.

Performance and bounds

  • The first DLL snapshot starts in Unity Start, after BepInEx finishes plugin Awake loading, so later-loaded plugins are included. Hashing then runs on a background worker, not every frame.
  • Runtime integrity checks compare stable file metadata every 5–300 seconds (15 by default).
  • Required compatibility evaluation runs before the native server handshake and RPC_PeerInfo world admission are released. A client has 20 seconds and at most three challenge/report attempts, then 10 seconds to deliver the approved native-handshake resume and up to two minutes to finish Valheim's password prompt and reach PeerInfo.
  • Remote admission mode is sampled at startup. The F3 workflow reports the effective value and rejects mode changes until the server is restarted, avoiding half-released handshakes.
  • Evidence is fixed at 32 providers with eight entries each (256 total).
  • Persistent flight-recorder storage is capped at two 512 KiB files.
  • Policy is capped at 1 MiB; at most 512 plugins are observed; each DLL is capped at 512 MiB and total unique DLL input is capped at 4 GiB.
  • No continuous chest, production, portal, player, or world-object scan is performed. The administrator topology command scans at most 16,384 already-loaded ZDOs only when requested.

Runic Sentinel 1.3.0 requires Runic Safety 1.0.1 for verified transition backups. It has no Runic Core or Runic Persistence dependency. In the F3 workflow the private RSA-3072 key is server-managed and never sent through the panel or network. Offline-key operators may continue using the separate Forge workflow instead.

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DatHost — Valheim server hosting, first month for one euro