Nebula
Orchestrator

WorkerEnvironment

The game's environment variables a worker host gives every worker it launches, in this order (a later layer wins over an earlier one): The service manifest's Env map (ManifestEnv): the non-secret variables of a self-hosted deployment, wr...

generated from the sources
public static class WorkerEnvironment

The game's environment variables a worker host gives every worker it launches, in this order (a later layer wins over an earlier one):

  1. The service manifest's Env map (ManifestEnv): the non-secret variables of a self-hosted deployment, written by nebula deploy from deploy.env in nebula.json.
  2. The dotenv file the host's own NEBULA_ENV_FILE names: secrets a platform keeps out of the build (Nebula Cloud), or the project's .env.nebula under nebula start.

Reserved names (PORT, NEBULA_*) are dropped with a warning; values are never logged.

Fields

ManifestEnv

public static IDictionary<string, string> ManifestEnv;

The service manifest's Env map, set by the standalone orchestrator when it loads the manifest. Null when there is none.

Methods

Resolve

public static Dictionary<string, string> Resolve(Func<string, string> getEnvironment = null, Action<string> warn = null);

The variables to give a worker. getEnvironment reads the launcher's own environment (null reads the process's); warn gets one line per variable left out.

ApplyTo

public static void ApplyTo(IDictionary<string, string> target, IDictionary<string, string> vars);

Put vars into a child process's environment (System.Diagnostics.ProcessStartInfo.Environment).

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