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Posts tagged with :docker:

Miras
@Miras0
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Miras
@Miras0
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Hereux
@Hereux0
https://imgutil.s3.us-east-2.amazonaws.com/d8733319e63adcd9c92ece17d376856acc428b6d4af05ff7f9e00664bb5161d5/40e04208-23fc-4217-8ece-70f48c5478b2.png
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Hereux
@Hereux0
github.com/Hereux/Intelligent-Home-Assistant/commit/195820b458778441416957b216ac46dea67f863d changing settings on pihole / docker
I tried different functions out. My main goal was/is to make my portainer, pihole, heimdall and other container websites easier accessible. instead of typing "192.168.1.111:9443" I want to have a domain and subdomain like "pihole.homeserver.local", so that I don't need ports anymore. But this didn't work, even now I don't know exactly how to.
Didn't know I had to post this into scrapbook too, please be nice.
https://imgutil.s3.us-east-2.amazonaws.com/7bbe42aa9cf0ae40394cd2015d161c4f8ed9014c80fa5d477f1aa0ff94d52605/668702a9-eaff-4832-9888-890c40379814.png
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Hereux
@Hereux0
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slawek
@slawek0
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OndřejStruhala
@OndřejStruhala0
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JosephDang
@JosephDang0
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ArnavKumar
@ArnavKumar0
made a tool to manage automatic deployment to nest, ik there existed tools, but I wanted more granular control, like this one will only give the github action access to the specific project you choose, and not your whole nest instance, every project is deployed as docker containers, so a Dockerfile is necessary for deployment the tool works by running an HTTP server on nest instance, that listens for HTTP requests from the GitHub actions that is run after push to main, and then the HTTP server on nest pulls latest code, rebuilds docker container and starts it. Made a nest deploy CLI too, that lets you manage projects, it stores all project info in a JSON file for ease of modification later, auto assigns them a free port when creating projects and few other things github repo: github.com/arnav-kr/nest-deploy github action: github.com/marketplace/actions/deploy-to-nest
https://imgutil.s3.us-east-2.amazonaws.com/a155176ca121cae8de1f3b2d4af3031847600036bff0ccf1486ff85a175ed6ac/314fede5-a230-44ac-94de-f9662680f7f4.png
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Angad
@Angad0
https://imgutil.s3.us-east-2.amazonaws.com/e41f1da6afd0a7de6e5919f7e1fd2d3429c418be774cad5be5d8c81ec6e80c9e/bdc13fd8-4b44-444f-b515-bb956c07dbbc.png
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YeGao
@YeGao7+
https://imgutil.s3.us-east-2.amazonaws.com/a22ac4843aabe3a78d16bdc46e9f8a08cf32407d80c6b07f49ee73db46ca2a78/4a92445b-ad58-44a2-9d41-af612787e8b7.png
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Thorben
@Thorben0
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idksarah
@idksarah0
2nd hackathon ever! should have taken way less time than it did (didn't utilize libraries, had to learn docker, had a bunch of CORS and 404 errors, etc) but it takes a song name or artist and displays that information. i think i'll def make this more advanced in the future but yeah! met some cool people and learned some cool things repo: github.com/idksarah/Songify deployed: idksarah.github.io/Songify
https://scrapbook-into-the-redwoods.s3.amazonaws.com/98bead4d-050d-4649-884e-61363eab5edf-image.pnghttps://scrapbook-into-the-redwoods.s3.amazonaws.com/9a4d7260-745a-4ef5-9032-e4c0ef3df5b5-image.pnghttps://imgutil.s3.us-east-2.amazonaws.com/e79f85c430a2cb66f595d27b2f5b1bd65bc9ad87f7c2728ca79b7ea3f9a3231a/6f49e15c-f58d-4153-a3ca-e4d648c929e8.png
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qwerzl
@qwerzl0
Set up a GitLab instance with docker compose and traefik. Also configured SMTP and External auth. Real simple, just a quick one hour. git.qwerzl.me
https://scrapbook-into-the-redwoods.s3.amazonaws.com/8329ddff-26c8-4847-bd51-6865b4cc8a84-cleanshot_2024-08-17_at_20.29.47_2x.png
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RyanDiLorenzo-U04JGJN2B40
@RyanDiLorenzo-U04JGJN2B400
For the past few weeks now, I've been working on OnBoard's very own Grafana dashboard for statistics data of how it's doing as a whole. Tracking submissions, submission times, reviewer times and average grant values and more to know how to improve our strategy and make it easier for hack clubbers to get their PCB grants. It's made in Rust and fetches data from AirTable, HCB and GitHub APIs all while dockerized. It's my largest project dealing with APIs and JSON and I've learned so much throughout the process. This project singlehandedly introduced me Docker by creating my own docker image along with learning about Prometheus Exporters in Rust. I'm finally releasing a V1 stable and while it may not have all the data and be 100% bug free, I'm hoping people can use this project to make their own Grafana dashboards on other YSWS projects. See the Docker Image See the Code See the Dashboard
https://scrapbook-into-the-redwoods.s3.amazonaws.com/05b42077-9ae4-4837-972e-08037a3078df-image.pnghttps://imgutil.s3.us-east-2.amazonaws.com/8cf2c9c103d241d2681cccbac85a6bb29c7507b74c2d0fa56157e8531895434e/48fa2eab-b49d-49a3-9aa2-81460311cd1d.png
YeGao
@YeGao7+
https://imgutil.s3.us-east-2.amazonaws.com/e41f1da6afd0a7de6e5919f7e1fd2d3429c418be774cad5be5d8c81ec6e80c9e/bcfef812-5b4b-46d0-92e4-ee7eeda70f7b.png
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MaximilianDorninger
@MaximilianDorninger0
https://imgutil.s3.us-east-2.amazonaws.com/90fdc9346fa7a03f277d00eb1a13b5bdc0a3020296002e7493b7db41fe42d2bc/73cc3c32-b10d-4621-b701-aad6f7de28cf.png
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YeGao
@YeGao7+
Made a todo list with react, mongodb, flask, and docker. The amount of debugging I had to do was insane
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小波
@小波0
StreamLineNet (FlexNet): A Multi-Server Automation and Balancing System for Minecraft Servers This plugin is designed for large Minecraft servers! Traditionally, we could only use fixed servers on Velocity to balance players. However, player numbers change over time. On average, according to my experience running my own server and statistics from some Taiwanese servers, during off-peak hours, player numbers are less than 30% of those during peak times. This means that if we keep these load-balancing servers running all the time, it would be a waste of resources. StreamLineNet (FlexNet) offers a new solution by allowing management teams to set up "templates." Templates can be thought of as packaged server settings, similar to Docker images. Within a template, you can configure individual settings for each server type, including (but not limited to) maximum instance numbers, automatic restart intervals, the number of players needed to create a new instance, restart warnings, etc. This provides rich customization options and features. With StreamLineNet, the development team can focus more on creating new gameplay features instead of constantly worrying about performance issues. (Note: StreamLineNet is still in development and currently has some bugs. There's even a memory leak issue under certain circumstances, but I'm working hard to fix it.) GitHub repo: github.com/Xiaobonor/Streamline
https://imgutil.s3.us-east-2.amazonaws.com/8629eec1fd219dc13706c78e768d600d20f131c8c7d80a4bfd105abe2ebb82d9/eb560aa6-e31a-4b43-881b-4501d65b2544.png
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小波
@小波0
StreamLineNet (FlexNet): A Multi-Server Automation and Balancing System for Minecraft Servers This plugin is designed for large Minecraft servers! Traditionally, we could only use fixed servers on Velocity to balance players. However, player numbers change over time. On average, according to my experience running my own server and statistics from some Taiwanese servers, during off-peak hours, player numbers are less than 30% of those during peak times. This means that if we keep these load-balancing servers running all the time, it would be a waste of resources. StreamLineNet (FlexNet) offers a new solution by allowing management teams to set up "templates." Templates can be thought of as packaged server settings, similar to Docker images. Within a template, you can configure individual settings for each server type, including (but not limited to) maximum instance numbers, automatic restart intervals, the number of players needed to create a new instance, restart warnings, etc. This provides rich customization options and features. With StreamLineNet, the development team can focus more on creating new gameplay features instead of constantly worrying about performance issues. (Note: StreamLineNet is still in development and currently has some bugs. There's even a memory leak issue under certain circumstances, but I'm working hard to fix it.) GitHub repo: github.com/Xiaobonor/Streamline
https://imgutil.s3.us-east-2.amazonaws.com/8629eec1fd219dc13706c78e768d600d20f131c8c7d80a4bfd105abe2ebb82d9/073dd1da-dc51-42ae-9335-99fe09454f28.png
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小波
@小波0
StreamLineNet (FlexNet): A Multi-Server Automation and Balancing System for Minecraft Servers This plugin is designed for large Minecraft servers! Traditionally, we could only use fixed servers on Velocity to balance players. However, player numbers change over time. On average, according to my experience running my own server and statistics from some Taiwanese servers, during off-peak hours, player numbers are less than 30% of those during peak times. This means that if we keep these load-balancing servers running all the time, it would be a waste of resources. StreamLineNet (FlexNet) offers a new solution by allowing management teams to set up "templates." Templates can be thought of as packaged server settings, similar to Docker images. Within a template, you can configure individual settings for each server type, including (but not limited to) maximum instance numbers, automatic restart intervals, the number of players needed to create a new instance, restart warnings, etc. This provides rich customization options and features. For example:
[groups]
    [groups.survival]
    fromHostname = "<http://survival.elfisland.net|survival.elfisland.net>"
    serverName = "survival"
    hubServer = "hub" # Recommend using NanoLimbo
    maxInstance = 3
    playerAmountToCreateInstance = 25
    # Restart every few minutes (-&gt;execute restart task and start reminder)
    autoRestartInterval = 1440
    # Reminder of how many seconds until kicking (not included in autoRestartInterval)
    transferWarningIntervals = [1800, 900, 600, 300, 240, 180, 120, 60, 30, 15, 10, 5, 4, 3, 2, 1]
    # After kicking the player, wait a few minutes before closing the server (not included in autoRestartInterval)
    postShutdownWait = 3

[groups.island]
    fromHostname = "<http://island.elfisland.net|island.elfisland.net>"
    serverName = "island"
    hubServer = "hub"
    maxInstance = 3
    playerAmountToCreateInstance = 50
    autoRestartInterval = 1440
    transferWarningIntervals = [1800, 900, 600, 300, 240, 180, 120, 60, 30, 15, 10, 5, 4, 3, 2, 1]
    postShutdownWait = 3

[templates]
    [templates.survival]
    serverOnlineDelay = 5
    nameTemplate = "[StreamlineNet] Survival Node"
    description = "Multi-Paper Worker"
    dockerImage = "<http://ghcr.io/pterodactyl/yolks:java_17|ghcr.io/pterodactyl/yolks:java_17>"
    locationId = 1
    nestId = 1
    eggId = 15
    defaultOwnerId = 1
    cpuAmount = 200
    memoryAmount = 2048
    diskAmount = 5120
    skipInitScript = false
        [templates.survival.environmentValues]
        SERVER_JARFILE = "server.jar"

    [templates.island]
    serverOnlineDelay = 5
    nameTemplate = "[StreamlineNet] Island Node"
    description = "Paper"
    dockerImage = "<http://ghcr.io/pterodactyl/yolks:java_17|ghcr.io/pterodactyl/yolks:java_17>"
    locationId = 1
    nestId = 1
    eggId = 16
    defaultOwnerId = 1
    cpuAmount = 200
    memoryAmount = 2048
    diskAmount = 5120
    skipInitScript = false
    [templates.survival.environmentValues]
    SERVER_JARFILE = "server.jar"
With StreamLineNet, the development team can focus more on creating new gameplay features instead of constantly worrying about performance issues. (Note: StreamLineNet is still in development and currently has some bugs. There's even a memory leak issue under certain circumstances, but I'm working hard to fix it.) GitHub repo: github.com/Xiaobonor/Streamline
https://imgutil.s3.us-east-2.amazonaws.com/2ed2adb7ab7167e42b5611b9e202fbdee4e3dc87d04c6d30f3020876a17ed2cd/141ed313-84ee-45ff-bf9b-99b26e9bea33.png
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小波
@小波0
StreamLineNet (FlexNet): A Multi-Server Automation and Balancing System for Minecraft Servers This plugin is designed for large Minecraft servers! Traditionally, we could only use fixed servers on Velocity to balance players. However, player numbers change over time. On average, according to my experience running my own server and statistics from some Taiwanese servers, during off-peak hours, player numbers are less than 30% of those during peak times. This means that if we keep these load-balancing servers running all the time, it would be a waste of resources. StreamLineNet (FlexNet) offers a new solution by allowing management teams to set up "templates." Templates can be thought of as packaged server settings, similar to Docker images. Within a template, you can configure individual settings for each server type, including (but not limited to) maximum instance numbers, automatic restart intervals, the number of players needed to create a new instance, restart warnings, etc. This provides rich customization options and features. For example: [groups] [groups.survival] fromHostname = "survival.elfisland.net" serverName = "survival" hubServer = "hub" # Recommend using NanoLimbo maxInstance = 3 playerAmountToCreateInstance = 25 # Restart every few minutes (-&gt;execute restart task and start reminder) autoRestartInterval = 1440 # Reminder of how many seconds until kicking (not included in autoRestartInterval) transferWarningIntervals = [1800, 900, 600, 300, 240, 180, 120, 60, 30, 15, 10, 5, 4, 3, 2, 1] # After kicking the player, wait a few minutes before closing the server (not included in autoRestartInterval) postShutdownWait = 3 [groups.island] fromHostname = "island.elfisland.net" serverName = "island" hubServer = "hub" maxInstance = 3 playerAmountToCreateInstance = 50 autoRestartInterval = 1440 transferWarningIntervals = [1800, 900, 600, 300, 240, 180, 120, 60, 30, 15, 10, 5, 4, 3, 2, 1] postShutdownWait = 3 [templates] [templates.survival] serverOnlineDelay = 5 nameTemplate = "[StreamlineNet] Survival Node" description = "Multi-Paper Worker" dockerImage = "ghcr.io/pterodactyl/yolks:java_17" locationId = 1 nestId = 1 eggId = 15 defaultOwnerId = 1 cpuAmount = 200 memoryAmount = 2048 diskAmount = 5120 skipInitScript = false [templates.survival.environmentValues] SERVERJARFILE = "server.jar" [templates.island] serverOnlineDelay = 5 nameTemplate = "[StreamlineNet] Island Node" description = "Paper" dockerImage = "<http://ghcr.io/pterodactyl/yolks:java17|ghcr.io/pterodactyl/yolks:java17>" locationId = 1 nestId = 1 eggId = 16 defaultOwnerId = 1 cpuAmount = 200 memoryAmount = 2048 diskAmount = 5120 skipInitScript = false [templates.survival.environmentValues] SERVERJARFILE = "server.jar" With StreamLineNet, the development team can focus more on creating new gameplay features instead of constantly worrying about performance issues. (Note: StreamLineNet is still in development and currently has some bugs. There's even a memory leak issue under certain circumstances, but I'm working hard to fix it.) GitHub repo: github.com/Xiaobonor/Streamline
https://imgutil.s3.us-east-2.amazonaws.com/2ed2adb7ab7167e42b5611b9e202fbdee4e3dc87d04c6d30f3020876a17ed2cd/388e6d58-3cd1-488c-8a92-bddccf319ff1.png
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小波
@小波0
StreamLineNet (FlexNet): A Multi-Server Automation and Balancing System for Minecraft Servers This plugin is designed for large Minecraft servers! Traditionally, we could only use fixed servers on Velocity to balance players. However, player numbers change over time. On average, according to my experience running my own server and statistics from some Taiwanese servers, during off-peak hours, player numbers are less than 30% of those during peak times. This means that if we keep these load-balancing servers running all the time, it would be a waste of resources. StreamLineNet (FlexNet) offers a new solution by allowing management teams to set up "templates." Templates can be thought of as packaged server settings, similar to Docker images. Within a template, you can configure individual settings for each server type, including (but not limited to) maximum instance numbers, automatic restart intervals, the number of players needed to create a new instance, restart warnings, etc. This provides rich customization options and features. For example:
[groups]
    [groups.survival]
    fromHostname = "<http://survival.elfisland.net|survival.elfisland.net>"
    serverName = "survival"
    hubServer = "hub" # Recommend using NanoLimbo
    maxInstance = 3
    playerAmountToCreateInstance = 25
    # Restart every few minutes (-&gt;execute restart task and start reminder)
    autoRestartInterval = 1440
    # Reminder of how many seconds until kicking (not included in autoRestartInterval)
    transferWarningIntervals = [1800, 900, 600, 300, 240, 180, 120, 60, 30, 15, 10, 5, 4, 3, 2, 1]
    # After kicking the player, wait a few minutes before closing the server (not included in autoRestartInterval)
    postShutdownWait = 3

[groups.island]
    fromHostname = "<http://island.elfisland.net|island.elfisland.net>"
    serverName = "island"
    hubServer = "hub"
    maxInstance = 3
    playerAmountToCreateInstance = 50
    autoRestartInterval = 1440
    transferWarningIntervals = [1800, 900, 600, 300, 240, 180, 120, 60, 30, 15, 10, 5, 4, 3, 2, 1]
    postShutdownWait = 3

[templates]
    [templates.survival]
    serverOnlineDelay = 5
    nameTemplate = "[StreamlineNet] Survival Node"
    description = "Multi-Paper Worker"
    dockerImage = "<http://ghcr.io/pterodactyl/yolks:java_17|ghcr.io/pterodactyl/yolks:java_17>"
    locationId = 1
    nestId = 1
    eggId = 15
    defaultOwnerId = 1
    cpuAmount = 200
    memoryAmount = 2048
    diskAmount = 5120
    skipInitScript = false
        [templates.survival.environmentValues]
        SERVER_JARFILE = "server.jar"

    [templates.island]
    serverOnlineDelay = 5
    nameTemplate = "[StreamlineNet] Island Node"
    description = "Paper"
    dockerImage = "<http://ghcr.io/pterodactyl/yolks:java_17|ghcr.io/pterodactyl/yolks:java_17>"
    locationId = 1
    nestId = 1
    eggId = 16
    defaultOwnerId = 1
    cpuAmount = 200
    memoryAmount = 2048
    diskAmount = 5120
    skipInitScript = false
    [templates.survival.environmentValues]
    SERVER_JARFILE = "server.jar"
With StreamLineNet, the development team can focus more on creating new gameplay features instead of constantly worrying about performance issues. (Note: StreamLineNet is still in development and currently has some bugs. There's even a memory leak issue under certain circumstances, but I'm working hard to fix it.) GitHub repo: github.com/Xiaobonor/Streamline
https://imgutil.s3.us-east-2.amazonaws.com/2ed2adb7ab7167e42b5611b9e202fbdee4e3dc87d04c6d30f3020876a17ed2cd/07e27195-ff65-49a5-8315-523fce0f2859.png
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小波
@小波0
StreamLineNet (FlexNet): A Multi-Server Automation and Balancing System for Minecraft Servers This plugin is designed for large Minecraft servers! Traditionally, we could only use fixed servers on Velocity to balance players. However, player numbers change over time. On average, according to my experience running my own server and statistics from some Taiwanese servers, during off-peak hours, player numbers are less than 30% of those during peak times. This means that if we keep these load-balancing servers running all the time, it would be a waste of resources. StreamLineNet (FlexNet) offers a new solution by allowing management teams to set up "templates." Templates can be thought of as packaged server settings, similar to Docker images. Within a template, you can configure individual settings for each server type, including (but not limited to) maximum instance numbers, automatic restart intervals, the number of players needed to create a new instance, restart warnings, etc. This provides rich customization options and features. For example:
[groups]
    [groups.survival]
    fromHostname = "<http://survival.elfisland.net|survival.elfisland.net>"
    serverName = "survival"
    hubServer = "hub" # Recommend using NanoLimbo
    maxInstance = 3
    playerAmountToCreateInstance = 25
    # Restart every few minutes (-&gt;execute restart task and start reminder)
    autoRestartInterval = 1440
    # Reminder of how many seconds until kicking (not included in autoRestartInterval)
    transferWarningIntervals = [1800, 900, 600, 300, 240, 180, 120, 60, 30, 15, 10, 5, 4, 3, 2, 1]
    # After kicking the player, wait a few minutes before closing the server (not included in autoRestartInterval)
    postShutdownWait = 3

[groups.island]
    fromHostname = "<http://island.elfisland.net|island.elfisland.net>"
    serverName = "island"
    hubServer = "hub"
    maxInstance = 3
    playerAmountToCreateInstance = 50
    autoRestartInterval = 1440
    transferWarningIntervals = [1800, 900, 600, 300, 240, 180, 120, 60, 30, 15, 10, 5, 4, 3, 2, 1]
    postShutdownWait = 3

[templates]
    [templates.survival]
    serverOnlineDelay = 5
    nameTemplate = "[StreamlineNet] Survival Node"
    description = "Multi-Paper Worker"
    dockerImage = "<http://ghcr.io/pterodactyl/yolks:java_17|ghcr.io/pterodactyl/yolks:java_17>"
    locationId = 1
    nestId = 1
    eggId = 15
    defaultOwnerId = 1
    cpuAmount = 200
    memoryAmount = 2048
    diskAmount = 5120
    skipInitScript = false
        [templates.survival.environmentValues]
        SERVER_JARFILE = "server.jar"

    [templates.island]
    serverOnlineDelay = 5
    nameTemplate = "[StreamlineNet] Island Node"
    description = "Paper"
    dockerImage = "<http://ghcr.io/pterodactyl/yolks:java_17|ghcr.io/pterodactyl/yolks:java_17>"
    locationId = 1
    nestId = 1
    eggId = 16
    defaultOwnerId = 1
    cpuAmount = 200
    memoryAmount = 2048
    diskAmount = 5120
    skipInitScript = false
    [templates.survival.environmentValues]
    SERVER_JARFILE = "server.jar"
With StreamLineNet, the development team can focus more on creating new gameplay features instead of constantly worrying about performance issues. (Note: StreamLineNet is still in development and currently has some bugs. There's even a memory leak issue under certain circumstances, but I'm working hard to fix it.) GitHub repo: github.com/Xiaobonor/Streamline
https://imgutil.s3.us-east-2.amazonaws.com/2ed2adb7ab7167e42b5611b9e202fbdee4e3dc87d04c6d30f3020876a17ed2cd/9fe20601-3394-4f0b-9a27-da5a91afd934.png
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小波
@小波0
StreamLineNet (FlexNet): A Multi-Server Automation and Balancing System for Minecraft Servers This plugin is designed for large Minecraft servers! Traditionally, we could only use fixed servers on Velocity to balance players. However, player numbers change over time. On average, according to my experience running my own server and statistics from some Taiwanese servers, during off-peak hours, player numbers are less than 30% of those during peak times. This means that if we keep these load-balancing servers running all the time, it would be a waste of resources. StreamLineNet (FlexNet) offers a new solution by allowing management teams to set up "templates." Templates can be thought of as packaged server settings, similar to Docker images. Within a template, you can configure individual settings for each server type, including (but not limited to) maximum instance numbers, automatic restart intervals, the number of players needed to create a new instance, restart warnings, etc. This provides rich customization options and features. For example:
[groups]
    [groups.survival]
    fromHostname = "<http://survival.elfisland.net|survival.elfisland.net>"
    serverName = "survival"
    hubServer = "hub" # Recommend using NanoLimbo
    maxInstance = 3
    playerAmountToCreateInstance = 25
    # Restart every few minutes (-&gt;execute restart task and start reminder)
    autoRestartInterval = 1440
    # Reminder of how many seconds until kicking (not included in autoRestartInterval)
    transferWarningIntervals = [1800, 900, 600, 300, 240, 180, 120, 60, 30, 15, 10, 5, 4, 3, 2, 1]
    # After kicking the player, wait a few minutes before closing the server (not included in autoRestartInterval)
    postShutdownWait = 3

[groups.island]
    fromHostname = "<http://island.elfisland.net|island.elfisland.net>"
    serverName = "island"
    hubServer = "hub"
    maxInstance = 3
    playerAmountToCreateInstance = 50
    autoRestartInterval = 1440
    transferWarningIntervals = [1800, 900, 600, 300, 240, 180, 120, 60, 30, 15, 10, 5, 4, 3, 2, 1]
    postShutdownWait = 3

[templates]
    [templates.survival]
    serverOnlineDelay = 5
    nameTemplate = "[StreamlineNet] Survival Node"
    description = "Multi-Paper Worker"
    dockerImage = "<http://ghcr.io/pterodactyl/yolks:java_17|ghcr.io/pterodactyl/yolks:java_17>"
    locationId = 1
    nestId = 1
    eggId = 15
    defaultOwnerId = 1
    cpuAmount = 200
    memoryAmount = 2048
    diskAmount = 5120
    skipInitScript = false
        [templates.survival.environmentValues]
        SERVER_JARFILE = "server.jar"

    [templates.island]
    serverOnlineDelay = 5
    nameTemplate = "[StreamlineNet] Island Node"
    description = "Paper"
    dockerImage = "<http://ghcr.io/pterodactyl/yolks:java_17|ghcr.io/pterodactyl/yolks:java_17>"
    locationId = 1
    nestId = 1
    eggId = 16
    defaultOwnerId = 1
    cpuAmount = 200
    memoryAmount = 2048
    diskAmount = 5120
    skipInitScript = false
    [templates.survival.environmentValues]
    SERVER_JARFILE = "server.jar"
With StreamLineNet, the development team can focus more on creating new gameplay features instead of constantly worrying about performance issues. (Note: StreamLineNet is still in development and currently has some bugs. There's even a memory leak issue under certain circumstances, but I'm working hard to fix it.) GitHub repo: github.com/Xiaobonor/Streamline
https://imgutil.s3.us-east-2.amazonaws.com/2ed2adb7ab7167e42b5611b9e202fbdee4e3dc87d04c6d30f3020876a17ed2cd/20bd139a-5a93-4f24-af51-8b76c7a41aac.png
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小波
@小波0
StreamLineNet (FlexNet): A Multi-Server Automation and Balancing System for Minecraft Servers This plugin is designed for large Minecraft servers! Traditionally, we could only use fixed servers on Velocity to balance players. However, player numbers change over time. On average, according to my experience running my own server and statistics from some Taiwanese servers, during off-peak hours, player numbers are less than 30% of those during peak times. This means that if we keep these load-balancing servers running all the time, it would be a waste of resources. StreamLineNet (FlexNet) offers a new solution by allowing management teams to set up "templates." Templates can be thought of as packaged server settings, similar to Docker images. Within a template, you can configure individual settings for each server type, including (but not limited to) maximum instance numbers, automatic restart intervals, the number of players needed to create a new instance, restart warnings, etc. This provides rich customization options and features. For example:
[groups]
    [groups.survival]
    fromHostname = "<http://survival.elfisland.net|survival.elfisland.net>"
    serverName = "survival"
    hubServer = "hub" # Recommend using NanoLimbo
    maxInstance = 3
    playerAmountToCreateInstance = 25
    # Restart every few minutes (-&gt;execute restart task and start reminder)
    autoRestartInterval = 1440
    # Reminder of how many seconds until kicking (not included in autoRestartInterval)
    transferWarningIntervals = [1800, 900, 600, 300, 240, 180, 120, 60, 30, 15, 10, 5, 4, 3, 2, 1]
    # After kicking the player, wait a few minutes before closing the server (not included in autoRestartInterval)
    postShutdownWait = 3

[groups.island]
    fromHostname = "<http://island.elfisland.net|island.elfisland.net>"
    serverName = "island"
    hubServer = "hub"
    maxInstance = 3
    playerAmountToCreateInstance = 50
    autoRestartInterval = 1440
    transferWarningIntervals = [1800, 900, 600, 300, 240, 180, 120, 60, 30, 15, 10, 5, 4, 3, 2, 1]
    postShutdownWait = 3

[templates]
    [templates.survival]
    serverOnlineDelay = 5
    nameTemplate = "[StreamlineNet] Survival Node"
    description = "Multi-Paper Worker"
    dockerImage = "<http://ghcr.io/pterodactyl/yolks:java_17|ghcr.io/pterodactyl/yolks:java_17>"
    locationId = 1
    nestId = 1
    eggId = 15
    defaultOwnerId = 1
    cpuAmount = 200
    memoryAmount = 2048
    diskAmount = 5120
    skipInitScript = false
        [templates.survival.environmentValues]
        SERVER_JARFILE = "server.jar"

    [templates.island]
    serverOnlineDelay = 5
    nameTemplate = "[StreamlineNet] Island Node"
    description = "Paper"
    dockerImage = "<http://ghcr.io/pterodactyl/yolks:java_17|ghcr.io/pterodactyl/yolks:java_17>"
    locationId = 1
    nestId = 1
    eggId = 16
    defaultOwnerId = 1
    cpuAmount = 200
    memoryAmount = 2048
    diskAmount = 5120
    skipInitScript = false
    [templates.survival.environmentValues]
    SERVER_JARFILE = "server.jar"
With StreamLineNet, the development team can focus more on creating new gameplay features instead of constantly worrying about performance issues. (Note: StreamLineNet is still in development and currently has some bugs. There's even a memory leak issue under certain circumstances, but I'm working hard to fix it.) GitHub repo: github.com/Xiaobonor/Streamline
https://imgutil.s3.us-east-2.amazonaws.com/2ed2adb7ab7167e42b5611b9e202fbdee4e3dc87d04c6d30f3020876a17ed2cd/c5fa4255-e85f-4dbd-8ec3-0e6429037a1e.png
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Angad
@Angad0
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AnuradhaLakruwan
@AnuradhaLakruwan0
Finished working on my expense tracking budget dividing app. It is an app to add expenses related to your projects and tasks which have done as a group and then share the expenses equally without other members,so you dont need to do any calculations and the app will automate that for you! Also you can set weights on each contributors! it is a web app based on vue and used quasar framework for the development.i also included docker support so it can be easily deployed in local machienes. link for the repo :github.com/anuradha-lakruwan/budget-divider As i dont have access to a public vm to run my project i hosted it on github codespace instance.that demo runs on codespace:crispy-couscous-rj4799jqr672xqwr-8080.app.github.dev/# a video of the running project is also attached in the previous thread Here is the previosly posted thread:hackclub.slack.com/archives/C01504DCLVD/p1722757731256849
https://imgutil.s3.us-east-2.amazonaws.com/095d8251734fc27af41df22481a4690de509daa09ccbf0d26091423dbd1b5fe7/42c9b38a-0e47-4370-b309-c3f98aab3110.png
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AnuradhaLakruwan
@AnuradhaLakruwan0
Done working on my expense tracking budget dividing app.it is a web app based on vue and used quasar framework for the development.i also included docker support so it can be easily deployed in local machienes. link for the repo :github.com/anuradha-lakruwan/budget-divider As i dont have access to a public vm to run my project i hosted it on github codespace instance.that demo runs on codespace:crispy-couscous-rj4799jqr672xqwr-8080.app.github.dev/# a video of the running project is also attached below
https://imgutil.s3.us-east-2.amazonaws.com/b00618f3ace0753f8652eb90c50e795e1715af8c32d2e3086a377f50e05d8376/52edeec2-d71b-4927-b185-8a1a448b5566.png
MADMAN-Modding
@MADMAN-Modding0
I've been working on this project for a long time here and there, this allows you to download youtube videos as mp4 or m4a. It also supports twitch streams. This is meant to be ran on a docker container but you can run it from the source code too github.com/MADMAN-Modding/WebTube
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Mateo
@Mateo0
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dohun0310
@dohun03100
I created a CUPS docker image for printer sharing. It's built with multi-architecture, new commits are pushed to github via jenkins or automatically built and pushed to docker hub after a week. github.com/dohun0310/docker-cups
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ActuallyHappening
@ActuallyHappening0
For #arcade I am building and investigating the use of a docker container to build rust containers in, so that I can easily incrementally deploy to a dumb linux machine as a server. the server costs like $4AUD/month and can't even compile serde! I've get a VEEERY slow build system using a Dockerfile and docker build, but this is currently suboptimal because docker build 1) doesn't log very well 2) requires a full rebuild even on little state change because 3) the dockerfile can't reuse state from the last build (that would defeat the purpose of the repeatability of docker builds!) There is a very old project I'm taking inspiration from, github.com/therustmonk/cargo-docker/blob/master/src/main.rs I'm building it here: github.com/ActuallyHappening/YMap/tree/master/crates/cargo-docker-build
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LordBBQ
@LordBBQ0
REPOST: (Scrappy didn't respond) Smart home model with 3D printed brackets and custom WLED controller. I started this prior to joining Hack Club, but the premise is to create a model of a smart home to use for testing and demonstration purposes. I used a professionally printed royalty free vector with 3d printed "walls" which have NeoPixel LEDs in them. The light onto the home like smart lights would in a real house. I also fitted a sun/moon display which I also 3D printed and designed which shows the time of day. It is connected to a custom controller and runs a script which cycles through all the available scenes on HomeAssistant, for demonstration purposes. I also made a custom wireless light switch using a Shelly i4 DC. CAD files: github.com/LordBBQ/HomeView Vector file: www.freepik.com/vectors/cross-section-house (NOT MINE) It all communicates to a Pi 5 running OpenWRT with HomeAssistant embedded via Docker. The Pi acts as it's own AP for the devices to connect to. LEDs show up terribly on camera because of the super glossy paper. Features: Dual zone Heaters 16 RGBW LEDs ESP32s2 based WLED wifi controller 4 way wifi Shelly i4 DC switch (custom printed parts) Videos: youtu.be/L0GVKQ5so5Y www.youtube.com/watch?v=Kw1_TusPRZI
https://imgutil.s3.us-east-2.amazonaws.com/d73a4e57d8fda2a944b29b424d12c02ffdf8b77f589ec99b4fdb4465c1633289/167b1b81-ebc0-4cb9-b94b-ed33fc5fd355.png
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Angad
@Angad0
I built my first TypeScript project, a Slack bot that can export and mirror Docker images. I made it for mirroring images to a registry I set up on the Boreal Express server. slashtechno/ts-bot • Clone an image to the private registry with /clone-docker-image &lt;image&gt; ◦ Example: /clone-docker-image library/hello-world:latest • Export an image to the export directory with /clone-docker-image &lt;image&gt; ◦ Example: /export-docker-image library/hello-world:latest
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AlbertDu
@AlbertDu0
(clearly my backlog) I built a coding competition platform for creating and administering leetcode/hackerrank style coding contests. This is a distributed system designed for cloud native deployment with provisions for horizontal scaling and replication. I built with with .NET Aspire ASP.NET Core, Docker, and more to host distributed sandboxed code execution and evaluation as well as contest management features for private deployments. Test deployment: dcc.albertdu.net Repository: github.com/albert-du/DistributedCodingCompetition
https://imgutil.s3.us-east-2.amazonaws.com/4ed155984b39de159cfed50fb1c14f4334f46efd38b7908fb86e7e48d9f0de6a/4728b7b2-c576-4314-9e50-00f6ee971116.png
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AlbertDu
@AlbertDu0
(clearly my backlog) I built a coding competition platform for creating and administering leetcode/hackerrank style coding contests. This is a distributed system designed for cloud native deployment with provisions for horizontal scaling and replication. I built with with .NET Aspire ASP.NET Core, Docker, and more to host distributed sandboxed code execution and evaluation as well as contest management features for private deployments. Test deployment: dcc.albertdu.net Repository: github.com/albert-du/DistributedCodingCompetition
https://imgutil.s3.us-east-2.amazonaws.com/4ed155984b39de159cfed50fb1c14f4334f46efd38b7908fb86e7e48d9f0de6a/4fe4a1e9-36a7-45ff-bdc9-3660835bfde3.png
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AlbertDu
@AlbertDu0
(clearly my backlog) I built a coding competition platform for creating and administering leetcode/hackerrank style coding contests. This is a distributed system designed for cloud native deployment with provisions for horizontal scaling and replication. I built with with .NET Aspire ASP.NET Core, Docker, and more to host distributed sandboxed code execution and evaluation as well as contest management features for private deployments. Test deployment: dcc.albertdu.net Repository: github.com/albert-du/DistributedCodingCompetition
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AlbertDu
@AlbertDu0
(clearly my backlog) I built a coding competition platform for creating and administering leetcode/hackerrank style coding contests. This is a distributed system designed for cloud native deployment with provisions for horizontal scaling and replication. I built with with .NET Aspire ASP.NET Core, Docker, and more to host distributed sandboxed code execution and evaluation as well as contest management features for private deployments. Test deployment: dcc.albertdu.net Repository: github.com/albert-du/DistributedCodingCompetition
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AlbertDu
@AlbertDu0
(clearly my backlog) I built a coding competition platform for creating and administering leetcode/hackerrank style coding contests. This is a distributed system designed for cloud native deployment with provisions for horizontal scaling and replication. I built with with .NET Aspire ASP.NET Core, Docker, and more to host distributed sandboxed code execution and evaluation as well as contest management features for private deployments. Test deployment: dcc.albertdu.net Repository: github.com/albert-du/DistributedCodingCompetition
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AlbertDu
@AlbertDu0
(clearly my backlog) I built a coding competition platform for creating and administering leetcode/hackerrank style coding contests. This is a distributed system designed for cloud native deployment with provisions for horizontal scaling and replication. I built with with .NET Aspire ASP.NET Core, Docker, and more to host distributed sandboxed code execution and evaluation as well as contest management features for private deployments. Test deployment: dcc.albertdu.net Repository: github.com/albert-du/DistributedCodingCompetition
https://imgutil.s3.us-east-2.amazonaws.com/4ed155984b39de159cfed50fb1c14f4334f46efd38b7908fb86e7e48d9f0de6a/a9affd37-c539-47ab-9089-c244308b7375.png
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AlbertDu
@AlbertDu0
(clearly my backlog) I built a coding competition platform for creating and administering leetcode/hackerrank style coding contests. This is a distributed system designed for cloud native deployment with provisions for horizontal scaling and replication. I built with with .NET Aspire ASP.NET Core, Docker, and more to host distributed sandboxed code execution and evaluation as well as contest management features for private deployments. Test deployment: dcc.albertdu.net Repository: github.com/albert-du/DistributedCodingCompetition
https://imgutil.s3.us-east-2.amazonaws.com/4ed155984b39de159cfed50fb1c14f4334f46efd38b7908fb86e7e48d9f0de6a/33a09980-1a81-487c-9987-557bda0051ea.png
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AlbertDu
@AlbertDu0
I built a coding competition platform for creating and administering leetcode/hackerrank style coding contests. This is a distributed system designed for cloud native deployment with provisions for horizontal scaling and replication. I built with with .NET Aspire ASP.NET Core, Docker, and more to host distributed sandboxed code execution and evaluation as well as contest management features for private deployments. Test deployment: dcc.albertdu.net Repository: github.com/albert-du/DistributedCodingCompetition
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Mateo
@Mateo0
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Chay
@Chay0
made a mern app that i published on docker
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Mish
@Mish0
I made Slime Hook - a tool for Terraria server owners to automatically send server logs to a Discord channel, made for servers running in Docker. Find out more or deploy it for yourself: github.com/MMK21Hub/slime-hook
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小波
@小波0
A Travel Planning Tool Empowered by AI - Time Traveler It can significantly reduce the time users spend on travel planning. Traditionally, when we plan a trip, we need to browse through numerous websites, watch YouTube videos, and look up guides on Instagram and TikTok. At the same time, we also need to compare each accommodation, restaurant, and attraction. This undoubtedly hinders your travel experience. Why can't we save the planning time and spend more time enjoying the journey? Hence, Time Traveler was born. Not only can it help you plan your trip, but it can also assist you in dealing with unexpected situations during your journey! Additionally, it acts as a thoughtful assistant, reminding you of various items to bring before your trip, even those you might not have thought of! For example, if you are heading to the mountains and forget to bring mosquito repellent or sunscreen, you could end up with mosquito bites all over your body or have your months of effort to maintain fair skin wasted. But now, with Time Traveler, all these problems will be solved. Since this project is quite large, it cannot be completed within 25 hours. Additionally, due to my old computer, I cannot code efficiently, so I expect this project to take &gt;=100 hours. This is only the first phase of the project, with the second and third phases to be released and continuously updated in the future. Moreover, since the entire project is not yet complete and uses a lot of OpenAI models, I cannot open my demo website for everyone to test at this stage because it costs me real money, and I don't want to go bankrupt overnight. Please understand, thank you! But I promise, I will offer a limited free trial when the entire project is complete. Project GitHub Repository: github.com/Xiaobonor/Time_Traveler If you plan to self-host, you will need the following API keys: • OpenAI (or Azure OpenAI) • Azure (Bing Search API) • Cloudflare Turnstile • Google (OAuth) • Mapbox The Docker image has not been updated yet, so using Docker is not recommended. That's all, thank you!
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Angad
@Angad0
Nearly two years ago, I began work on Cross Blogger. Cross Blogger was my first real Go project with the first release being rather small with all the code in a main.go file. In the last couple of weeks, I rewrote the entire codebase, adding features like Docker support and proper OAuth. The most significant change, however, was the ability to use it as a headless CMS for static sites (such as Hugo sites) powered by Blogger. Configuration is rather simple and can use most common formats such as JSON, YAML, TOML, etc. The project works by fetching posts from Blogger on a customizable interval and comparing against the last known posts. Any new posts are converted to Markdown and optionally, pushed to a Git repository. Assuming the Git repository is connected to a service like Vercel or is using a workflow, the changes will be deployed automatically. If overwriting is enabled in the configuration file, posts unpublished in Blogger will be deleted from the Hugo site. Multiple destinations can be used too. In practice, that means multiple websites, for example, frontmatter mappings can also be customized to either disable frontmatter options or to make it work with other static site generators. The code is also structured in a manner making it easy to add support for new features. Any feedback would be appreciated. Feel free to make PRs or issues in the repository GitHub repository: github.com/slashtechno/cross-blogger YouTube video (same as attached video): www.youtube.com/watch?v=H3HyQ7h5ogE
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