Merge remote-tracking branch 'docs/master'

This commit is contained in:
DecDuck
2026-03-30 19:02:45 +11:00
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name: Deploy to GitHub Pages
on:
# Trigger the workflow every time you push to the `main` branch
# Using a different branch name? Replace `main` with your branchs name
push:
branches: [master]
# Allows you to run this workflow manually from the Actions tab on GitHub.
workflow_dispatch:
# Allow this job to clone the repo and create a page deployment
permissions:
contents: read
pages: write
id-token: write
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Checkout your repository using git
uses: actions/checkout@v6
- name: Install, build, and upload your site output
uses: withastro/action@v5
# with:
# path: . # The root location of your Astro project inside the repository. (optional)
# node-version: 22 # The specific version of Node that should be used to build your site. Defaults to 22. (optional)
# package-manager: pnpm@latest # The Node package manager that should be used to install dependencies and build your site. Automatically detected based on your lockfile. (optional)
# build-cmd: pnpm run build # The command to run to build your site. Runs the package build script/task by default. (optional)
deploy:
needs: build
runs-on: ubuntu-latest
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
steps:
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v4
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# build output
dist/
# generated types
.astro/
# dependencies
node_modules/
# logs
npm-debug.log*
yarn-debug.log*
yarn-error.log*
pnpm-debug.log*
# environment variables
.env
.env.production
# macOS-specific files
.DS_Store
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{
"recommendations": [
"astro-build.astro-vscode",
"hideoo.starlight-links",
"unifiedjs.vscode-mdx"
],
"unwantedRecommendations": []
}
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{
"version": "0.2.0",
"configurations": [
{
"command": "./node_modules/.bin/astro dev",
"name": "Development server",
"request": "launch",
"type": "node-terminal"
}
]
}
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# GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc.
<https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this
license document, but changing it is not allowed.
## Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom
to share and change all versions of a program--to make sure it remains
free software for all its users. We, the Free Software Foundation, use
the GNU General Public License for most of our software; it applies
also to any other work released this way by its authors. You can apply
it to your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
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To protect your rights, we need to prevent others from denying you
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have certain responsibilities if you distribute copies of the
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of others.
For example, if you distribute copies of such a program, whether
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Developers that use the GNU GPL protect your rights with two steps:
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Some devices are designed to deny users access to install or run
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Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
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assures that patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
## TERMS AND CONDITIONS
### 0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds
of works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
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To "modify" a work means to copy from or adapt all or part of the work
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A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
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An interactive user interface displays "Appropriate Legal Notices" to
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### 1. Source Code.
The "source code" for a work means the preferred form of the work for
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A "Standard Interface" means an interface that either is an official
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The "Corresponding Source" for a work in object code form means all
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includes interface definition files associated with source files for
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such as by intimate data communication or control flow between those
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The Corresponding Source need not include anything that users can
regenerate automatically from other parts of the Corresponding Source.
The Corresponding Source for a work in source code form is that same
work.
### 2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
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You may make, run and propagate covered works that you do not convey,
without conditions so long as your license otherwise remains in force.
You may convey covered works to others for the sole purpose of having
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you must do so exclusively on your behalf, under your direction and
control, on terms that prohibit them from making any copies of your
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Conveying under any other circumstances is permitted solely under the
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### 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
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circumvention is effected by exercising rights under this License with
respect to the covered work, and you disclaim any intention to limit
operation or modification of the work as a means of enforcing, against
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### 4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
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keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
### 5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these
conditions:
- a) The work must carry prominent notices stating that you modified
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- b) The work must carry prominent notices stating that it is
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- c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
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- d) If the work has interactive user interfaces, each must display
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A compilation of a covered work with other separate and independent
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beyond what the individual works permit. Inclusion of a covered work
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### 6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms of
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- a) Convey the object code in, or embodied in, a physical product
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more than your reasonable cost of physically performing this
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- c) Convey individual copies of the object code with a copy of the
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- d) Convey the object code by offering access from a designated
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If you convey an object code work under this section in, or with, or
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The requirement to provide Installation Information does not include a
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unpacking, reading or copying.
### 7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
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Notwithstanding any other provision of this License, for material you
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- a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
- b) Requiring preservation of specified reasonable legal notices or
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Notices displayed by works containing it; or
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All other non-permissive additional terms are considered "further
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Additional terms, permissive or non-permissive, may be stated in the
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### 8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
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this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your license
from a particular copyright holder is reinstated (a) provisionally,
unless and until the copyright holder explicitly and finally
terminates your license, and (b) permanently, if the copyright holder
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Moreover, your license from a particular copyright holder is
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violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
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your receipt of the notice.
Termination of your rights under this section does not terminate the
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reinstated, you do not qualify to receive new licenses for the same
material under section 10.
### 9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or run
a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
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### 10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
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for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
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You may not impose any further restrictions on the exercise of the
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rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
### 11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims owned
or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
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but do not include claims that would be infringed only as a
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Each contributor grants you a non-exclusive, worldwide, royalty-free
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In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
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available, or (2) arrange to deprive yourself of the benefit of the
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consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
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If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
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receiving the covered work authorizing them to use, propagate, modify
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you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within the
scope of its coverage, prohibits the exercise of, or is conditioned on
the non-exercise of one or more of the rights that are specifically
granted under this License. You may not convey a covered work if you
are a party to an arrangement with a third party that is in the
business of distributing software, under which you make payment to the
third party based on the extent of your activity of conveying the
work, and under which the third party grants, to any of the parties
who would receive the covered work from you, a discriminatory patent
license (a) in connection with copies of the covered work conveyed by
you (or copies made from those copies), or (b) primarily for and in
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covered work, unless you entered into that arrangement, or that patent
license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
### 12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under
this License and any other pertinent obligations, then as a
consequence you may not convey it at all. For example, if you agree to
terms that obligate you to collect a royalty for further conveying
from those to whom you convey the Program, the only way you could
satisfy both those terms and this License would be to refrain entirely
from conveying the Program.
### 13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
### 14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions
of the GNU General Public License from time to time. Such new versions
will be similar in spirit to the present version, but may differ in
detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Program
specifies that a certain numbered version of the GNU General Public
License "or any later version" applies to it, you have the option of
following the terms and conditions either of that numbered version or
of any later version published by the Free Software Foundation. If the
Program does not specify a version number of the GNU General Public
License, you may choose any version ever published by the Free
Software Foundation.
If the Program specifies that a proxy can decide which future versions
of the GNU General Public License can be used, that proxy's public
statement of acceptance of a version permanently authorizes you to
choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
### 15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT
WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND
PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE
DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR
CORRECTION.
### 16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR
CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES
ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT
NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR
LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM
TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER
PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
### 17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
## How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these
terms.
To do so, attach the following notices to the program. It is safest to
attach them to the start of each source file to most effectively state
the exclusion of warranty; and each file should have at least the
"copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper
mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands \`show w' and \`show c' should show the
appropriate parts of the General Public License. Of course, your
program's commands might be different; for a GUI interface, you would
use an "about box".
You should also get your employer (if you work as a programmer) or
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. For more information on this, and how to apply and follow
the GNU GPL, see <https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your
program into proprietary programs. If your program is a subroutine
library, you may consider it more useful to permit linking proprietary
applications with the library. If this is what you want to do, use the
GNU Lesser General Public License instead of this License. But first,
please read <https://www.gnu.org/licenses/why-not-lgpl.html>.
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# Drop Docs Next
The in-progress documentation for v0.4.0
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// @ts-check
import { defineConfig } from "astro/config";
import starlight from "@astrojs/starlight";
import starlightThemeRapide from "starlight-theme-rapide";
import starlightLinksValidator from "starlight-links-validator";
import starlightImageZoom from "starlight-image-zoom";
// https://astro.build/config
export default defineConfig({
integrations: [
starlight({
plugins: [
starlightThemeRapide(),
starlightLinksValidator(),
starlightImageZoom(),
],
title: "Drop OSS",
logo: { src: "./src/assets/wordmark.png", replacesTitle: true },
tableOfContents: { minHeadingLevel: 2, maxHeadingLevel: 4 },
social: [
{
icon: "github",
label: "GitHub",
href: "https://github.com/Drop-OSS/",
},
{
icon: "discord",
label: "Discord",
href: "https://discord.gg/NHx46XKJWA",
},
{
icon: "matrix",
label: "Matrix",
href: "https://matrix.to/#/%23drop-oss:matrix.org",
},
],
sidebar: [
{
label: "Users",
items: [
{ slug: "user" },
{
label: "Install",
autogenerate: { directory: "user/install" },
},
{
label: "Usage",
items: [{ slug: "user/usage/proton" }],
},
],
},
{
label: "Admin",
items: [
{ slug: "admin/quickstart" },
{ slug: "admin/guides/migrating" },
{
label: "Guides",
items: [
{ slug: "admin/guides/exposing" },
{ slug: "admin/guides/creating-library" },
{ slug: "admin/guides/import-game" },
{ slug: "admin/guides/import-version" },
],
},
{
label: "Going further",
autogenerate: { directory: "admin/going-further" },
},
{
label: "Metadata",
autogenerate: { directory: "admin/metadata" },
},
{
label: "Authentication",
autogenerate: { directory: "admin/authentication" },
},
],
},
{
label: "Reference",
autogenerate: { directory: "reference" },
},
],
customCss: ["./src/styles/drop.css"],
}),
],
site: "https://docs-next.droposs.org/",
});
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{
"name": "docs-next",
"type": "module",
"version": "0.0.1",
"scripts": {
"dev": "astro dev",
"start": "astro dev",
"build": "astro build",
"preview": "astro preview",
"astro": "astro"
},
"dependencies": {
"@astrojs/starlight": "^0.37.4",
"astro": "^5.6.1",
"sharp": "^0.34.2",
"starlight-image-zoom": "^0.13.2",
"starlight-links-validator": "^0.19.2",
"starlight-theme-rapide": "^0.5.2"
}
}
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onlyBuiltDependencies:
- esbuild
- sharp
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<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 128 128"><path fill-rule="evenodd" d="M81 36 64 0 47 36l-1 2-9-10a6 6 0 0 0-9 9l10 10h-2L0 64l36 17h2L28 91a6 6 0 1 0 9 9l9-10 1 2 17 36 17-36v-2l9 10a6 6 0 1 0 9-9l-9-9 2-1 36-17-36-17-2-1 9-9a6 6 0 1 0-9-9l-9 10v-2Zm-17 2-2 5c-4 8-11 15-19 19l-5 2 5 2c8 4 15 11 19 19l2 5 2-5c4-8 11-15 19-19l5-2-5-2c-8-4-15-11-19-19l-2-5Z" clip-rule="evenodd"/><path d="M118 19a6 6 0 0 0-9-9l-3 3a6 6 0 1 0 9 9l3-3Zm-96 4c-2 2-6 2-9 0l-3-3a6 6 0 1 1 9-9l3 3c3 2 3 6 0 9Zm0 82c-2-2-6-2-9 0l-3 3a6 6 0 1 0 9 9l3-3c3-2 3-6 0-9Zm96 4a6 6 0 0 1-9 9l-3-3a6 6 0 1 1 9-9l3 3Z"/><style>path{fill:#000}@media (prefers-color-scheme:dark){path{fill:#fff}}</style></svg>

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User-agent: *
Allow: /
Sitemap: https://docs-next.droposs.org/sitemap-index.xml
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<svg viewBox="0 0 24 24" fill="none" xmlns="http://www.w3.org/2000/svg">
<path
d="M4 13.5C4 11.0008 5.38798 8.76189 7.00766 7C8.43926 5.44272 10.0519 4.25811 11.0471 3.5959C11.6287 3.20893 12.3713 3.20893 12.9529 3.5959C13.9481 4.25811 15.5607 5.44272 16.9923 7C18.612 8.76189 20 11.0008 20 13.5C20 17.9183 16.4183 21.5 12 21.5C7.58172 21.5 4 17.9183 4 13.5Z"
stroke="#60a5fa" stroke-width="2" />
</svg>

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import { defineCollection } from 'astro:content';
import { docsLoader } from '@astrojs/starlight/loaders';
import { docsSchema } from '@astrojs/starlight/schema';
export const collections = {
docs: defineCollection({ loader: docsLoader(), schema: docsSchema() }),
};
@@ -0,0 +1,16 @@
---
title: Multi-factor
description: Notes about the various MFA/2FA method available in Drop.
---
## WebAuthn (a.k.a Passkeys)
Passkeys are a passwordless authentication standard backed by both HSMs and software like password managers.
Drop supports them both as a MFA method, and a single-step signin.
Passkeys are expected to work out-of-the-box on all installs, but you may have issues if you don't run Drop over HTTPS.
Additionally, if you're having issues related to the domain/relying party (RP) reported to WebAuthn, you can set the `WEBAUTHN_DOMAIN` to override that. WebAuthn requires all relying parties to either be a domain (example.com) or a subdomain (example.com)
## TOTP or code-based
TOTP is expected to work out of the box.
@@ -0,0 +1,57 @@
---
title: OpenID Connect
---
OpenID Connect is a OAuth2 extension support by most identity providers.
## Configure OpenID Connect
To configure OIDC, you must set the following environment variables:
| Variable | Description |
| ------------------------------------ | -------------------------------------------------------------------------------------------------------------------------------------- |
| `OIDC_CLIENT_ID` | Client ID from your identity provider. |
| `OIDC_CLIENT_SECRET` | Client secret from your identity provider. |
| `OIDC_ADMIN_GROUP` | Grant admin to users with this group configured in your identity provider. Tested with Authentik. |
| `OIDC_USER_GROUP` (optional) | Optionally require a OIDC group to sign in. By default, Drop will allow any user. |
| `DISABLE_SIMPLE_AUTH` (optional) | Disable simple auth |
| `OIDC_USERNAME_CLAIM` (optional) | Change the field that Drop pulls the username claim from. Users are merged based on their usernames. Defaults to "preferred_username". |
| `OIDC_PROVIDER_NAME` (optional) | Change the name of the OIDC provider that is displayed on the sign-in page. Default is "external provider". |
| `OIDC_DONT_REQUIRE_HTTPS` (optional) | Flag to disable HTTPS requirement for OIDC providers. |
---
And then, you must configure **either**:
#### Use `OIDC_WELLKNOWN`
A unprotected endpoint that returns a OIDC well-known JSON. Fetched on startup.
For example if you used authentik, your OIDC well-known endpoint would be: `https://authentik.tld/application/o/<slug>/.well-known/openid-configuration`.
---
#### Provide options individually
:::caution
Drop recommends using the OIDC well-known option **instead** of manually specifying each endpoint. This should only be used if your OIDC provider does not support the well-known format.
:::
| Variable | Description |
| -------------------- | ------------------------------------------------------------------------- |
| `OIDC_AUTHORIZATION` | Authorization endpoint. Usually ends with `authorize`. |
| `OIDC_TOKEN` | Token endpoint. Usually ends with `token`. |
| `OIDC_USERINFO` | Userinfo endpoint. Usually ends with `userinfo`. |
| `OIDC_SCOPES` | Comma separated list of scopes. Requires, at least, `openid` and `email`. |
| `OIDC_ISSUER` | OIDC issuer URL. Usually provided by the OIDC provider. |
| `OIDC_JWKS` | OIDC JWKS validation URL. |
## Redirect URL
Drop uses the `EXTERNAL_URL` environment variable to create the callback URL: `$EXTERNAL_URL/api/v1/auth/odic/callback`.
For example: if `EXTERNAL_URL` was set to `http://localhost:3000/`, then the redirect URL would be `http://localhost:3000/api/v1/auth/odic/callback`.
## Logout URL
Drop supports OIDC back-channel logout, enabling the OIDC provider to logout users. Using the example above, the back-channel logout URL would be `http://localhost:3000/api/v1/auth/odic/logout`.
@@ -0,0 +1,26 @@
---
title: Simple
---
import { Steps } from "@astrojs/starlight/components";
Simple authentication (or simple auth) is a basic username and password combination. It's the default for Drop, and is the fallback authentication mechanism if Drop is unable to initialise any others.
Simple authentication works on a system of invites.
## Creating an Invite
<Steps>
1. Head to your Drop Admin dashboard, and click on the **'Users' tab.**
2. Then, head to the authentication panel by **clicking the 'Authentication &rarr;' button.**
3. Then, **click on the "Simple" auth**, **click the three-dot menu**, and **"Configure"**.
4. Then, create an invite with the button and modal.
</Steps>
## Disabling Simple Auth
If you've configured another authentication mechanism, you can disable simple by setting the environment variable `DISABLE_SIMPLE_AUTH` to "true".
@@ -0,0 +1,51 @@
---
title: Emulators
---
import { Steps } from "@astrojs/starlight/components";
Emulation, broadly speaking, is launching one game with another executable, instead of directly as a native game. For Drop, we have to import at minimum, two versions:
- Our emulator (referred to as MyEmulator)
- Our game (referred to as MyGame)
For convenience's sake, we can also specify file extensions for Drop's auto-detect features. For this guide, we'll use `.rom`
<Steps>
1. ## Import the emulator
When importing a game, you can now select it as an "emulator". This enables other configuration options for emulators later down the line, and **hides it from the store.**
Your metadata providers are unlikely to be able to find it. You might have to use the manual import option.
2. ## Import the emulator version
Once you've imported your emulator, open the version importer for your game.
:::caution
The client currently will panic with a `todo!()` marker if you set the setup executable.
:::
Add a launch executable for every platform you want to support. The options are fairly self-explanatory, but make sure to use the `{rom}` placeholder, and optionally add the file extensions.
Read the [Command Parsing](/reference/command-parsing/) article to understand how it's parsed and substituted.
3. ## Import your game
Import your emulated game as usual.
4. ## Import your version (auto-suggest)
If you set your file extension above, simply select the ROM from the dropdown in one of your launch executables. It'll auto-fill the configuration needed.
5. ## Import your version (manually)
If you didn't set your file extension, enter the name of your ROM in the launch executable field. Then, click "Select new emulator", and search for your emulator game, select the version, and launch command.
It'll automatically pre-fill the platform field with the platform of your emulator.
</Steps>
:::note
Setup executables cannot be configured to be executed through the emulator.
:::
@@ -0,0 +1,48 @@
---
title: Importing an update
---
import { Steps } from "@astrojs/starlight/components";
If you're using a library source that supports versioning, you can add and import an update for your game! There are two ways to do it:
- Overwrite: completely overwrites the previous version. Simpliest to understand and use.
- Update-mode: patches the previous version's files, while providing new configuration.
## Overwrite
<Steps>
1. ### Add your new files
Add your new files, making note of the folder structure of your library source.
2. ### Follow the import guide again
Follow the [import guide again](/admin/guides/import-version/), but this time for your new version folder.
</Steps>
## Update mode
You may noticed a toggle in the version import UI called "update mode". This enables update mode, which:
- takes the files from your new version
- takes the files from your old version
- pastes the new files over the old files, overwriting where they conflict
You can stack many "update mode" versions on top of each other, and they will pick up files from all of them.
<Steps>
1. ### Add your new files
Add your new files, making note of the folder structure of your library source.
2. ### Follow the import guide again
Follow the [import guide again](/admin/guides/import-version/), but this time for your new version folder.
3. ### Before import, enable update mode
Click the toggle for "Update mode"
</Steps>
@@ -0,0 +1,42 @@
---
title: Setting up OIDC
---
:::note
You can find reference information in the [OIDC authentication docs](/admin/authentication/oidc/).
:::
## Authentik
For this guide, `drop.tld` is used as a placeholder for your Drop instance's domain. Make sure to replace it with your actual domain.
### In Authentik
1. Go to the admin dashboard
1. In the applications section, click Create with Provider
Set any name and slug you want
1. Select OpenID Connect as the provider type
1. Configure the provider
- Copy the client ID, and secret, you'll need them for Drop
- Set the redirect as `Strict` and the URL to `https://drop.tld/api/v1/auth/odic/callback`
- Set the logout URL to `https://drop.tld/api/v1/auth/odic/logout`
- Make sure to set the logout URL as a `back-channel` logout in the dropdown
1. Configure everything else as you see fit
### For Drop
:::note
Make sure to replace the client ID, secret, and well-known url with your actual values. You can find the well-known URL in the provider's configuration page in Authentik.
:::
For drop, the docker compose configuration would look like this:
```yaml
services:
drop:
environment:
- OIDC_CLIENT_ID=authentik-client-id
- OIDC_CLIENT_SECRET=authentik-client-secret
- OIDC_ADMIN_GROUP=admin-group-name
- OIDC_WELLKNOWN=https://authentik.tld/application/o/<slug>/.well-known/openid-configuration
```
@@ -0,0 +1,41 @@
---
title: Creating a library
---
import { Steps } from "@astrojs/starlight/components";
To import games and start using Drop, you must first create a library to import from.
<Steps>
1. **Decide on a library layout.**
Drop supports different layouts for your files on disk, you can read more about them in the [Library Sources](/reference/library-sources) reference section.
2. **Mount your library in the Docker container.**
For Drop to access your library, you must mount it within the Docker container.
```diff
drop:
image: ghcr.io/drop-oss/drop:latest
...
volumes:
+ - /mnt/media/my-drop-library:/library
```
Where:
- `/mnt/media/my-drop-library` is the path to your library.
- `/library` is a **unique** path inside the container. **Use something else if another volume mounts to `/library`**.
If you followed the [Quickstart](/admin/quickstart/) guide, you'll have already set up a library at `./library` pointing to `/library` within the container. You may want to instead edit that line in the `volumes` section to point to where your library is located.
3. **Open library source interface in Admin Dashboard.**
Head to your admin dashboard, and click on the "Library" tab. Then, in the top rightmost corner, click on "Sources".
4. **Create your library source.**
Use the "Create" button in the top right to create your library source. Use the **path from inside the container** when providing the path for the library, like `/library` from Step 2.
</Steps>
@@ -0,0 +1,37 @@
---
title: Exposing your instance
---
Exposing your instance allows it to be accessible from other computers than the one you're hosting it on.
## Setting `EXTERNAL_URL`
Drop uses `EXTERNAL_URL` for creating invitation links, OIDC redirects, and everything else. It should be passed as an environment variable, and include the protocol, ip/domain, and port (if applicable). Examples include:
- `http://192.168.0.100:3000`
- `https://drop.my.domain/`
- `http://drop.home.arpa:3000`
Drop automatically parses and formats the URL, so there are no requirements on the format, as long as it is a valid URL.
## LAN
The `compose.yaml` provided in the [Quickstart guide](/admin/quickstart/) already exposes the Drop instance on port 3000. If you're on the same LAN as your Drop instance, you can find it's IP and then use:
```
http://[instance IP]:3000
```
as the connection URL when setting up your Drop client.
## Reverse Proxy
If you are unsure how to set up a reverse proxy, or even what one is, this guide isn't for you. There are far better guides out there, so follow them to set up your reverse proxy.
There is no special configuration required to run Drop behind a reverse proxy.
## VPN
If you are unsure how to set up a VPN for remote access, please find and follow a far better guide than this one.
Accessing Drop over a VPN works very similarly to [accessing via LAN](#lan), so follow those steps.
@@ -0,0 +1,52 @@
---
title: Importing a game
---
import { Steps } from "@astrojs/starlight/components";
Once you've got a library set up, you can import a game.
## Set up metadata providers
Drop's metadata provider system allows you to import from a variety of metadata sources from one interface. **By default, there are a couple metadata providers that require no configuration to be activated.** You can use those for now.
If you'd like to configure more metadata providers, use the metadata section on the sidebar to view individual configurations for each provider.
## Importing a game
<Steps>
1. **Create your game folder.**
Following your chosen library structure, create a game folder with a name similar _enough_ to the published title of your game.
For example, if your game is called "STAR WARS: Jedi Survivor - Deluxe Edition", you can usually get away with just "Jedi Survivor".
2. **Open import interface.**
Once you've created your game folder, open the Admin Dashboard, and navigate to the "Library" tab. **Drop should detect you have a new game to import**, and display an alert. **Use the "Import" button to proceed.**
All games in Drop must be **manually imported** - there is no automatic library matching. However, some automation tools may use the Drop API to automatically import games and versions on your behalf.
If Drop does not detect your new game folder, double check your library structure and library source configuration. If the issue persists, hop into our Discord or open an issue on GitHub.
3. **Select your game folder.**
From the dropdown at the top of the page, select your game folder.
This starts a metadata search, using the name of the folder. Results will appear in another dropdown, in which you can select the correct option. You can also edit the search parameters and click Search again, to refine your results. Once you've found the correct option, click "Import".
You can also skip this process by using the manual metadata provider, by clicking "Import without metadata"
:::tip
**Bulk import mode** can be used to import many games in succession. It turns off the redirect to the imoprt task.
:::
4. **Wait for import.**
Once you've clicked import, Drop will redirect you to the import task. It will show the progress and any log messages about the import.
:::note
The import happens in the background, so you can leave the page without worrying about cancelling the import.
:::
</Steps>
@@ -0,0 +1,74 @@
---
title: Importing a version
---
import { Steps } from "@astrojs/starlight/components";
Once you've got a library set up, and have imported a game, you can import a version for that game.
<Steps>
1. ### **Add your version files.**
Following your library structure, copy over your version files to your version directory. Make sure you verify the game works, and you know how to launch it properly.
2. ### **Open import wizard.**
Head over to your Admin Dashboard, and click on the "Library" tab. Drop should detect that you have a new version to import. To open the import wizard, you can either click on the alert on any game tile, or click "Open in Editor" and navigate to the "Versions" tab.
3. ### **Select your version folder.**
From the dropdown, select your version folder. It should load for a little bit, and give you an interface that looks something like this:
![Version import wizard for an example game](./version-import-wizard.png)
4. ### _About the wizard..._
Here's what each section is about:
### Setup executable/command
Setup executables are run after download but before first launch, and are useful for extracting files or setting necessary configuration.
:::tip
Both setup and launch command configurations may provide suggestions based on file extension. To view these suggestions, start typing or click the chevron in the text field.
:::
### Setup mode
Setup mode removes the requirement of at least one launch command. Useful for installer-only versions. Clients will never show a launch button, only a setup button.
### Launch executable/command
Launch executables can be launched by the user. If multiple launch commands are configured, they will all be shown to the user on launch to pick from.
:::note
For a version to show up on a platform, **at least one launch command of that platform needs to be configured**, unless the version is in setup-only mode.
:::
### Update mode
Update mode is for when you're importing a patch. **You have to re-add the launch/setup commands, they are not preserved from previous versions.**
5. ### **Import your version.**
There are many different kinds of imports, but for simplicity's sake, we'll do either a portable or installer version.
### Portable version
A portable version can be launched from an executable. To import a portable game, add a launch command with the portable game executable.
### Installer version
A installer version uses "setup mode". Enable the option, and then add the installer executable in setup commands.
:::note
Setup and launch commands are parsed in a cross-platform, POSIX style. It's not relevant for simple setups, but useful to know. Read more about it in [Command Parsing](/reference/command-parsing/).
:::
6. ### **Wait for import.**
Drop will redirect you to a task page about the import. A version import scales with the size of the version, since the import will read through every file in the version and generate checksums.
:::note
As with the game import, feel free to leave the import page while it's going, without worrying about it cancelling.
:::
</Steps>
@@ -0,0 +1,48 @@
---
title: Migrating from v0.3.x
description: A guide on how to migrate to v0.4.0 from v0.3.X
---
:::caution
Because of the new manifest format and configuration, all your imported versions will be deleted.
:::
## Updating the `compose.yaml`
To get started, simply update the tag in your `compose.yaml` to the tag you're using:
```diff compose.yaml
services:
postgres:
image: postgres:14-alpine
healthcheck:
test: pg_isready -d drop -U drop
interval: 30s
timeout: 60s
retries: 5
start_period: 10s
volumes:
- ./db:/var/lib/postgresql/data
environment:
- POSTGRES_PASSWORD=drop
- POSTGRES_USER=drop
- POSTGRES_DB=drop
drop:
- image: ghcr.io/drop-oss/drop:latest
+ image: ghcr.io/drop-oss/drop:0.4.0-rc-3
depends_on:
postgres:
condition: service_healthy
ports:
- 3000:3000
volumes:
- ./library:/library
- ./data:/data
environment:
- DATABASE_URL=postgres://drop:drop@postgres:5432/drop
- EXTERNAL_URL=http://localhost:3000 # default, customise if accessing from another computer or behind a reverse proxy
```
## Re-importing all your versions
Head to the admin library and re-import your versions one at a time. Optionally, you can use the new "Mass Import Tool", but keep in mind you can't configure many of the fancy new features with it.
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---
title: Admin stuff
---
# Admin description
jdkajsdkas
@@ -0,0 +1,37 @@
---
title: GiantBomb
---
import { Steps } from "@astrojs/starlight/components";
:::caution
GiantBomb has recently be acquired, and their API is undergoing significant changes. The GiantBomb metadata provider currently **does not work.**
:::
GiantBomb is a community-driven open game database. It is accessible at [https://www.giantbomb.com/](https://www.giantbomb.com/).
<Steps>
1. **Creating an account**
To get an API key, you must sign up for an account. Head over to [GiantBomb's Login or Signup](https://www.giantbomb.com/login-signup/) page to create your account, and follow the prompts.
2. **Getting an API key**
Head over to the [GiantBomb API page](https://www.giantbomb.com/api/) and copy your API key from the box at the top of the page.
3. **Add to your `compose.yaml`**
Then, set your API key in your environment variables with a key of `GIANT_BOMB_API_KEY`:
```diff
drop:
image: ghcr.io/drop-oss/drop:latest
...
environment:
- DATABASE_URL=postgres://drop:drop@postgres:5432/drop
- EXTERNAL_URL=http://localhost:3000 # default, customise if accessing from another computer or behind a reverse proxy
+ - GIANT_BOMB_API_KEY=[api key]
```
</Steps>
@@ -0,0 +1,30 @@
---
title: IGDB
---
import { Steps } from "@astrojs/starlight/components";
IGDB is a game database run by Twitch. It is free to use, but requires a Twitch account.
<Steps>
1. Follow the instructions at [https://api-docs.igdb.com/#getting-started](https://api-docs.igdb.com/#getting-started)
:::tip
You must have a Twitch account to use IGDB.
:::
2. Assign the `IGDB_CLIENT_ID` and `IGDB_CLIENT_SECRET` environment variables in your `compose.yaml`:
```diff
drop:
image: ghcr.io/drop-oss/drop:latest
...
environment:
- DATABASE_URL=postgres://drop:drop@postgres:5432/drop
- EXTERNAL_URL=http://localhost:3000 # default, customise if accessing from another computer or behind a reverse proxy
+ - IGDB_CLIENT_ID=[your client ID]
+ - IGDB_CLIENT_SECRET=[your client secret]
```
</Steps>
@@ -0,0 +1,5 @@
---
title: Manual
---
Metadata import can be skipped, and entered manually later.
@@ -0,0 +1,5 @@
---
title: PCGamingWiki
---
PCGamingWiki is a community run game database. There no additional setup required to use PCGamingWiki.
@@ -0,0 +1,5 @@
---
title: Steam
---
Drop can fetch game data from Steam. There is no additional configuration required to use Steam metadata.
+48
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@@ -0,0 +1,48 @@
---
title: Quickstart
---
This guide quickly runs through how to get set up with Drop in about five minutes, depending on your experience.
## Setting up the instance
The easiest way to get Drop running is using our pre-built Docker container.
```yaml compose.yaml
services:
postgres:
image: postgres:14-alpine
healthcheck:
test: pg_isready -d drop -U drop
interval: 30s
timeout: 60s
retries: 5
start_period: 10s
volumes:
- ./db:/var/lib/postgresql/data
environment:
- POSTGRES_PASSWORD=drop
- POSTGRES_USER=drop
- POSTGRES_DB=drop
drop:
image: ghcr.io/drop-oss/drop:0.4.0-rc-3
depends_on:
postgres:
condition: service_healthy
ports:
- 3000:3000
volumes:
- ./library:/library
- ./data:/data
environment:
- DATABASE_URL=postgres://drop:drop@postgres:5432/drop
- EXTERNAL_URL=http://localhost:3000 # default, customise if accessing from another computer or behind a reverse proxy
```
**The main things in this `compose.yaml` is the volumes attached to the `drop` service:**
1. `./library` is where you will put your games to be imported into Drop. See '[Creating a library](/admin/guides/creating-library/)' once you're set up.
2. `./data` is where Drop will store anything that's using the default file-system backed storage system. Typically, these are objects.
:::tip
If you want to, you can generate a more secure PostgreSQL username & password.
:::
+16
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@@ -0,0 +1,16 @@
---
title: Welcome to Drop
description: Welcome to the Drop OSS project documentation.
hero:
tagline: Welcome to the Drop OSS project documentation.
image:
file: ../../assets/drop.svg
actions:
- text: Quickstart
link: /admin/quickstart
icon: right-arrow
- text: Download client
link: https://droposs.org/download
icon: external
variant: minimal
---
@@ -0,0 +1,45 @@
---
title: Building Drop client
---
To build the client, you need:
- Node.js, and the `pnpm` package manager
- Rust (nightly)
import { Steps } from "@astrojs/starlight/components";
<Steps>
1. ### Clone the repo
```bash
git clone https://github.com/Drop-OSS/drop-app.git && cd drop-app
```
We also include some libraries as submodules. Clone them too:
```bash
git submodule update --init --recursive
```
2. ### Install build system dependencies
Use `pnpm` to install the dependencies for our bespoke build system:
```bash
pnpm install
```
3. ### Run the build
Use `tauri` to build the app:
```bash
pnpm tauri build
```
:::note
If you don't have certain system libraries, the Rust build will fail. Install them, and re-run the build.
:::
</Steps>
@@ -0,0 +1,150 @@
---
title: Building Drop server
---
import { Steps } from "@astrojs/starlight/components";
The Drop server is compromised of the following components, and are built with the associated tools:
| Project | Tools |
| -------------- | --------------- |
| Frontend & API | Node.js, `pnpm` |
| `torrential` | Rust (nightly) |
Then, to be run outside the Docker container, Drop needs the following:
- NGINX, available on `$PATH`, as `nginx`
- `torrential`, available in the [search path](#torrential-search-algorithm)
- Node.js, or some other equivalent runtime
- Postgresql, with migrations ran using `prisma`
## Building `drop`
<Steps>
1. ### Clone the repo and recurse submodules
```bash
git clone https://github.com/Drop-OSS/drop.git && cd drop
```
Drop also packages some components as submodules, so we will need to clone those too:
```bash
git submodule update --init --recursive
```
2. ### Install Node.js dependencies using `pnpm`
```bash
pnpm install
```
3. ### Build the application
```bash
pnpm run build
```
</Steps>
## Building `torrential`
To build `torrential`, you only need to run in the `torrential` directory in your Drop repository:
```bash
cd torrential && cargo build --release
```
## Set up Drop runtime environment
As mentioned above, you will need a few more things to run Drop outside the Docker container. These requirements are for the **runtime** server, the actual application can be built elsewhere, and then copied to your runtime server.
You will need to install:
- NGINX
- Node.js, with a package manager (`npm` comes prebundled and works fine)
- Your copy of `torrential`, to somewhere in the [search path](#torrential-search-algorithm)
- PostgreSQL
:::tip
Drop's [dockerfile](https://github.com/Drop-OSS/drop/blob/develop/Dockerfile) provides a great example on how to properly setup Drop's runtime environment.
:::
<Steps>
1. ### Prepare your run directory
You will need to copy the following files to your run directory:
- `prisma.config.ts` from the `drop` repository (contains database configuration)
- `prisma` folder from the `drop` repository (contains database migrations)
- `.output` from the `drop` repository (the built application)
- `build/nginx.conf` from the `drop` repository (built-in reverse proxy configuration)
2. ### Figure out your `DATABASE_URL`
The example `compose.yaml` uses `postgres://drop:drop@postgres:5432/drop` as the database URL. You will need to customise this to point to your PostgreSQL installation.
3. ### Install `prisma` and run migrations
Use your Node.js package manager to install drop's runtime dependencies:
:::caution
Make sure the prisma version installed is the same version as defined in drop's `package.json`.
:::
```bash
npm install prisma@7.3.0 dotenv # dotenv is required
```
Then, with your database running:
```bash
DATABASE_URL=<your database url> npm prisma migrate deploy
```
4. ### Create your launch script
You will need to set several environment variables to configure Drop, both because you're running it outside the Docker container, and it's the intended way to configure Drop.
It's best to create a launch script to configure them for you, like this:
```bash
# required environment variables
export NGINX_CONFIG=./nginx.conf # potentially update if you've renamed the nginx.conf
export DATABASE_URL=<your database url>
export DATA=./data # potentially update if you'd like Drop to store data somewhere else (not library)
export EXTERNAL_URL=http://localhost:3000
# optional variables
# export TORRENTIAL_PATH=<custom torrential path> # may be required if torrential isn't in your $PATH
# export READER_THREADS=4 # customise the number of threads/parallel processes used during import
# ... see the rest of the document for other options ...
# run application
# (node can be swapped for another runtime, if wanted)
node ./.output/server/index.mjs
```
5. ### Run Drop
Make your launch executable (`chmod +x <script>`), and then run in it your runtime directory. Drop should start up.
:::caution
If you're using relative paths (this guide does), make sure you run the script from your runtime directory.
:::
</Steps>
### `torrential` search algorithm
Drop searches for a torrential binary in the following order:
<Steps>
1. `torrential` **directory** in working directory: Drop executes `cargo run
--manifest-path ./torrential/Cargo.toml`.
2. `torrential` **file** in working
directory: Drop executes it.
3. If `TORRENTIAL_PATH` is provided in env, Drop
executes it.
4. Drop defaults executing it normally, so on the `$PATH`.
</Steps>
@@ -0,0 +1,46 @@
---
title: Command Parsing
---
Drop uses a cross-platform, POSIX inspired command parsing for a consistent way to define launch commands in a single string.
The basic format is:
```bash
MY_ENV_KEY=myvalue MY_OTHER_ENV_KEY=myothervalue mycommand --myargs --myotherargs "other string"
```
Drop will split this into three parts:
| | |
| -- | -- |
| Environment variables | Collects anything that has a `=` at the start. (`MY_ENV_KEY=myvalue MY_OTHER_ENV_KEY=myothervalue`) |
| Command | The next value (`mycommand`) |
| Arguments | Everything else (`--myargs --myotherargs "other string"`) |
Then, what happens with this, depends on the type of game we're launching:
## Normal (no emulator)
Drop reconstructs the original shell string, and passes it into platform-specific command wrappers. For Windows, this means nothing. For Linux, it gets wrapped in `umu-run`.
It is then parsed again, and then passed into process creation, mapping the environment variable, command, and arguments into their respective platform-dependent places.
Drop logs out it's final parsed command, if you want to look at it in the client logs.
## Emulators
For emulators, we have the "emulator version" (version containing the emulator), and the "emulated version" (version containing the ROM).
Drop takes the environment variable passed to the ROM, and appends it to the emulator version's environment variables. It then makes the emulator's command **absolute** (relative to the install directory), and replaces all instances of `{rom}` in the emulator's **arguments** with the **absolute** path to the **command** from the ROM.
Then, it reconstructs this command, and runs it through the platform-specific command wrappers, and passes it to process creation. See above for information about that.
## Format args
Format args are applied, twice over, after the above processes are done
| Key | Value description |
| ----------- | ---------------------------------------------------------------------------------- |
| `{dir}` | The current working directory/install directory. |
| `{exe}` | The relative name of the executable. The command from above parsing. |
| `{abs_exe}` | The absolute path of the executable, the command appended to the install directory |
| `{rom}` | Emulator-specific, the absolute path to the command passed in the ROM version |
@@ -0,0 +1,32 @@
---
title: Download internals
---
Drop uses a special method to download over HTTP to ensure fast and reliable downloads, while achieving the goals of the [Depot API](https://developer.droposs.org/web/depot#notes). Here's how they work
## Game manifest
On importing a version, Drop generates a "game manifest". You can read more about it on the [Depot API section](https://developer.droposs.org/web/depot#manifest-v2), but what it means for non-developer is that **downloads stay the same speed no matter how many files there are, or how big they are.**
Typical file transfer protocols, like FTP or HTTP, make one request for each file. This is great if you have just one, large file, but if you have lots of little ones, you lose a lot of bandwidth to overhead. Drop minimises this by packing smaller files into larger chunks.
Drop also splits larger files into several, smaller chunks. This is to ensure proper balancing of downloads, and make the chunks easier to manage (since they all are roughly the same size).
:::note
Due to limitations with 7zip, this is **not true for archive-backed versions.** Drop cannot read parts of files with 7zip, so large files must stay in their own, equally large chunk.
:::
:::tip
### What's `torrential`?
If you've built the Drop server from source, or checked out the logs in the container, you may have noticed an applcation called `torrential`. `torrential` is a download server that's embedded into Drop, and serves the chunks required for the Depot API, without actually assembling them ahead of time.
:::
## Delta versions or "Update mode"
While called "update mode" in the UI, internally they are called "delta versions". In practice, they apply files on top of each other, essentially patching previous versions.
However, if you've been paying attention, we don't actually need to do this physically on disk, we can just create a "pseudo-manifest" that pulls chunks from both versions.
The catch is, we can't control what files are packed into each chunk (we can, but we won't know what files will be patched ahead of time, when we're importing). So while we can drop chunks here and there, _if and only if every file has been patched by another version_, we usually end up downloading the entirety of the base version + the patch.
@@ -0,0 +1,73 @@
---
title: Library Sources
tableOfContents:
minHeadingLevel: 1
maxHeadingLevel: 2
---
import { FileTree } from "@astrojs/starlight/components";
Drop supports different library structures, but they all are underpinned by the same few concepts. You can add more than one library (called a 'library source') that each use different structures, to combine your multiple game libraries into one.
:::note
A **game** in Drop is associated with all the metadata. You do not need to have a version available to import a game.
A **version** in Drop is associated with the files and content, and needs it to be imported. Versions also include information on how to install and run the game.
:::
# Drop-style
The Drop style library format enables all the Drop features, but isn't compatible with many other applications.
## Structuring your library
Drop uses a very particular structure to organise your games library. Generally, to get started, you need to create two folders for a game:
<FileTree>
- MyGame *game folder, contains versions*
- version-1 *version folder, contains the content*
- game.exe
- ...
- version-2
- ...
- MyOtherGame
- version1.zip *optionally, **instead of the folder**, the version can be a compressed archive*
- version2/
- ...
</FileTree>
In the UI, you'll be prompted to "import" each folder separately:
- Importing the **game folder** will link the folder to a game in the metadata database, and pulls the metadata (images, descriptions, that sort of thing) from one of your configured metadata providers. **This only happens once for each game you have.**
- Importing **version** will read the entirety of the game files and generate checksums and metadata that clients need to download the games with. **This happens for each new version you add.**
### Importing more versions
So your game has gotten an update and you've got new files. All you need to do is create a new version folder inside the game folder, and move all the files you have into that folder. Then, import it within the Drop admin UI.
If you have files that you're supposed to **paste over the previous version**, Drop supports that! Read [Update mode](/reference/update-mode/) to find out more.
# Compatibility (flat-style)
This is a more commonly used layout for game libraries, but doesn't support all of Drop's features. It's useful when you want to migrate to Drop from another application or have an existing library. **We recommend [Drop-style](#drop-style) libraries if you're starting from scratch**.
## Structuring your library
In flat-style, the game and version folders/files are combined into one:
<FileTree>
- MyGame *game folder **and** version folder combined*
- game.exe *game content isn't in a subfolder*
- ...
- MyOtherGame.zip *same as before, can optionally be an archive**
</FileTree>
In Drop, you will still need to import the game and version separately as described above, but **the version will simply be called 'default'**.
# Archive support
Drop uses [7zip](https://www.7-zip.org/) under the hood to provide archive support, and therefore inherits its impressive list of supported formats.
For quick reference, the supported list of archives is: 7z, XZ, BZIP2, GZIP, TAR, ZIP, WIM, APFS, AR, ARJ, CAB, CHM, CPIO, CramFS, DMG, EXT, FAT, GPT, HFS, IHEX, ISO, LZH, LZMA, MBR, MSI, NSIS, NTFS, QCOW2, RAR, RPM, SquashFS, UDF, UEFI, VDI, VHD, VHDX, VMDK, XAR and Z.
@@ -0,0 +1,43 @@
---
title: Update Mode
---
import { FileTree } from "@astrojs/starlight/components";
Update mode allows admins to store multiple versions of a game, without needing to store duplicate files.
In practice, update mode _pastes_ versions over each other to create the final content. This is particularly useful, as many updates that are not provided through distribution networks are provided as patches.
## Example
Let's say you have the following version setup:
<FileTree>
- mygame
- v1.0.0
- mygame.exe
- content1.zip
- content2.zip
- content3.zip
- v1.5.3
- content2.zip
- content3.zip
- v1.9.1
- mygame.exe
- content3.zip
</FileTree>
With versions `v1.0.0`, `v1.5.3`, `v1.9.1` imported in order, where v1.9.1 has the highest priority.
If versions `v1.5.3` and `v1.9.1` are set in **update mode**, when the user downloads the latest version (`v1.9.1`), they get:
<FileTree>
- mygame-v1.9.1
- mygame.exe *v1.9.1*
- content1.zip *v1.0.0*
- content2.zip *v1.5.3*
- context3.zip *v1.9.1*
</FileTree>
As you can see, the files in the newer versions overwrite the files from the older versions.
+7
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@@ -0,0 +1,7 @@
---
title: Getting Started
---
Drop clients are available for download from [our website](https://droposs.org/download), or follow one of our installation guides on the sidebar. Download the correct version for your platform, and open it up.
The client will walk you through the setup and sign-in process to get started. You'll need a Drop instance you can connect to, and an account on the server. If you don't have one, you can follow the [Quickstart](/admin/quickstart/) guide to set up your own.
@@ -0,0 +1,21 @@
---
title: Arch Linux
---
To install the client application on your system, you will need to be able to install packages from the [AUR](https://aur.archlinux.org/). This is usually done using `yay` or `paru` package managers. These extend the default package manager `pacman` with the ability to download and install packages from the AUR. If you do not have one installed, you can [install yay](https://github.com/Jguer/yay).
## Installing drop-app
```bash
yay -S drop-oss-app-bin
```
## Updating drop-app
To update drop-app, run `yay`. If an update is available, `yay` will prompt you to update it.
## Uninstalling drop-app
```bash
yay -R drop-oss-app-bin
```
@@ -0,0 +1,84 @@
---
title: Bazzite
---
To install the client app, you will need to use distrobox which allows
us to install packages from other distributions inside a container.
The first thing you'll need to do is open a terminal application.
In the terminal, you need to create a distrobox container.
This container will be created using the archlinux image.
```bash
# Create the distrobox container called drop-app
distrobox create --image archlinux drop-app
distrobox enter drop-app
```
It will take a few seconds to prepare the container.
Once ready, you need to install the `yay` package manager to be able to install packages from the [AUR](https://aur.archlinux.org/).
```bash
# This enables the multilib repository which is needed to install umu-launcher and drop-app
sudo sh -c 'printf "\n\n[multilib]\nInclude = /etc/pacman.d/mirrorlist\n" >> /etc/pacman.conf'
# Updates repositories and system
sudo pacman -Syu --noconfirm
sudo pacman -S --needed --noconfirm base-devel git
git clone https://aur.archlinux.org/yay.git
cd yay
# This will build and install yay
makepkg -si --noconfirm
# We can now delete the yay folder
cd .. && rm -rf ./yay
```
Next, you can install dependencies:
```bash
yay -S --noconfirm gnu-free-fonts
```
Then you will need to install a vulkan driver.
If you are using an Intel GPU, you can run:
```bash
yay -S --noconfirm lib32-vulkan-intel
```
If you are using an AMD GPU, you can run:
```bash
yay -S --noconfirm lib32-vulkan-radeon
```
Then you can install drop-app:
```bash
yay -S --noconfirm drop-oss-app-bin
```
```bash
distrobox-export --app drop-app
# Go back to Bazzite
exit
```
The drop-app application should be appear in your application menu.
## Update drop-app
In the terminal, you need to enter the drop-app container and update system packages within in.
```bash
distrobox enter drop-app
yay
exit
```
## Uninstall the drop-app client
The following command will delete the distrobox container and delete the drop-app application from your system.
```bash
distrobox rm drop-app --force
```
@@ -0,0 +1,42 @@
---
title: Debian
---
## Installing `libayatana-appindicator3-1`
This library is dependency of drop-app. Without it, drop-app will crash on start up.
```bash
sudo apt install libayatana-appindicator3-1
```
## Installing drop-app
To install drop-app on Debian, simply download the `amd64.deb` or `arm64.deb` package [from this page](https://github.com/Drop-OSS/drop-app/releases/latest) and open the downloaded file.
It will open it in the Software app. You can click Install on this page.
![Installing drop-app on the Debian Software app](installing-drop-app-on-debian-software.png)
---
You can also choose to install it via apt:
```bash
sudo apt install ./<downloaded .deb image>
```
## Uninstalling drop-app
You can uninstall `libayatana-appindicator3-1` if no other applications depend on it,
or if you simply want to get rid of it, you can do so with the following:
```bash
sudo apt remove libayatana-appindicator3-1
```
You can then uninstall drop with the following command:
```bash
sudo apt remove drop-desktop-client
```
@@ -0,0 +1,40 @@
---
title: Fedora
---
## Installing `libayatana-appindicator-gtk3`
This library is dependency of drop-app. Without it, drop-app will crash on start up.
```bash
sudo dnf install libayatana-appindicator-gtk3
```
## Installing drop-app
To install drop-app on Fedora, simply download the rpm package [from this page](https://github.com/Drop-OSS/drop-app/releases/latest) and open the downloaded file.
It will open it in the Software app. You can click Install on this page.
![Installing drop-app on the Fedora Software app](installing-drop-app-on-fedora-software.png)
---
You can also choose to install it via `dnf`:
```bash
sudo dnf install ./<downloaded .rpm package>
```
## Uninstalling drop-app
You can uninstall `libayatana-appindicator-gtk3` if no other applications depend on it,
or if you simply want to get rid of it, you can do so with the following:
```bash
sudo dnf remove libayatana-appindicator-gtk3
```
You can then uninstall drop with the following command:
```bash
sudo dnf remove drop-desktop-client
```
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@@ -0,0 +1,9 @@
---
title: macOS
---
To install on macOS, download the `.dmg` image for your device from [our website](https://droposs.org/download). M-chips are ARM, Intel chips are x86.
Open the `.dmg` file. If macOS shows that the `.dmg` is unsigned, follow the macOS method to allow it on your system.
Then, copy "Drop Desktop Client" to your Applications folder.
@@ -0,0 +1,76 @@
---
title: SteamOS (Steam Deck)
---
To install the client app, you will need to use distrobox which allows
us to install packages from other distributions inside a container.
The first thing you'll need to do is open a terminal application.
In the terminal, you need to create a distrobox container.
This container will be created using the archlinux image.
```bash
# Create the distrobox container called drop-app
distrobox create --image archlinux drop-app
distrobox enter drop-app
```
It will take a few seconds to prepare the container.
Once ready, you need to install the `yay` package manager to be able to install packages from the [AUR](https://aur.archlinux.org/).
```bash
# This enables the multilib repository which is needed to install umu-launcher and drop-app
sudo sh -c 'printf "\n\n[multilib]\nInclude = /etc/pacman.d/mirrorlist\n" >> /etc/pacman.conf'
# Updates repositories and system
sudo pacman -Syu --noconfirm
sudo pacman -S --needed --noconfirm base-devel git
git clone https://aur.archlinux.org/yay.git
cd yay
# This will build and install yay
makepkg -si --noconfirm
# We can now delete the yay folder
cd .. && rm -rf ./yay
```
Next, you can install drop and its dependencies:
```bash
yay -S --noconfirm gnu-free-fonts
yay -S --noconfirm drop-oss-app-bin
```
Once the installation is complete, you will need to export `drop-app` to SteamOS.
```bash
distrobox-export --app drop-app
# Go back to SteamOS
exit
```
The drop-app application should be appear in your application menu.
## Run games
You can start games while in Desktop Mode, but the controller will not be fully working.
It is recommended to add Drop app as a "Non Steam Game" in Steam in Desktop Mode.
Once added, you can go to Gaming Mode and start Drop App from the "Non Steam Games" tab in the library.
It might take a few seconds to startup.
Once loaded, you can use the touch screen to find the game you want to play and then tap "Run".
## Update drop-app
In the terminal, you need to enter the drop-app container and update system packages within in.
```bash
distrobox enter drop-app
yay
exit
```
## Uninstall the drop-app client
The following command will delete the distrobox container and delete the drop-app application from your system.
```bash
distrobox rm drop-app --force
```
@@ -0,0 +1,16 @@
---
title: Ubuntu
---
To install drop-app on Ubuntu, simply download the deb package and open the downloaded file.
It will open it in the App Center. You can click Install on this page.
![Installing drop-app on the Ubuntu App Center](installing-drop-app-on-ubuntu-app-center.png)
## Uninstalling drop-app
To uninstall drop-app, you will need to open a terminal and run the following command:
```bash
sudo apt remove drop-desktop-client
```
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---
title: Windows
---
To install drop-app on Windows, simply download the setup executable [from our website](https://droposs.org/download) and run it.
## Uninstalling drop-app
To uninstall drop-app, you can either open the start menu,
find drop and right click on it, then select `Uninstall`.
If you can't find it in the start menu, you can open the `Control Panel`,
then select `Uninstall a programs` under `Programs`.
Find drop-app in the list of programs and click `Uninstall`.
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---
title: Proton
description: Use Proton to run your Windows game on Linux at near-native speeds.
---
Drop's Proton configuration depends on:
- UMU launcher (more specifically the `umu-run` binary)
- **another application** to download and manage Proton versions
## Installing UMU launcher
Install UMU launcher through their own guide on [their GitHub repo](https://github.com/Open-Wine-Components/umu-launcher?tab=readme-ov-file#packaging). It covers packaging for a variety of distro. If you're not covered, give it a Google search, or open an issue on GitHub or Discord and we'll try to help you.
To check it's installed, try running `umu-run` from your terminal.
:::note
If you're using Distrobox, it needs to be installed within the container.
:::
## Downloading other Proton versions
You can download other Proton versions from a variety of sources:
- Directly from the project, typically in a GitHub release
- Through Steam, which downloads official Proton versions
- 3rd-party application
For the 3rd-party application, we recommend [ProtonUp-Qt](https://github.com/DavidoTek/ProtonUp-Qt), an open-source GUI application that supports quite a few different versions of Proton.
## Detecting Proton versions
Drop searches the following places for Proton versions:
- `/usr/share/steam/compatibilitytools.d/`
- `~/.steam/root/compatibilitytools.d/`
Most applications support reading and writing to these directories for Proton versions, as they're Steam directories.
Drop can also pick up other Proton versions, if you manually add them.
:::note
To be discovered by Drop, the folder you provide, or any folder in one of the above directories **must**:
- have the `proton` binary
- have a `compatibilitytool.vdf` file
:::
## Using Proton versions
:::caution
To launch any Windows game, you **must** first set a default Proton version.
:::
Drop uses a global default Proton version to launch games by default. You can override this in a game's options.
![Screenshot showing how to override the proton version](./proton-options-override.png)
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:root {
--sl-color-accent-low: hsl(224, 100%, 60%);
--sl-color-accent: hsl(224, 100%, 60%);
--sl-color-accent-high: hsl(224, 100%, 60%);
}
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{
"extends": "astro/tsconfigs/strict",
"include": [".astro/types.d.ts", "**/*"],
"exclude": ["dist"]
}