Super Lan-Cache

Super Lan-Cache

LAN Game Download Cache

Description

Three machines at home updating the same big game at once means pulling the same hundred-plus gigabytes over the internet three times — the connection saturates and nobody’s progress bar moves. The data is already sitting on the machine next to them; there is just no way to use it.

Super Lan-Cache sets up a game download cache on the local network. The first machine to download keeps a copy locally, and every other machine on the network that asks for the same content is served from there at LAN speed, with the internet paying for it only once. The caching engine is the well-established LanCache; what this project adds is packaging the engine, a management API and a web interface into one container — a single Docker compose command, or a single app on TrueNAS.

The interface shows what the cache holds, what requests are running (refreshed every two seconds) and what has been served. Steam depot IDs and Xbox package versions are resolved and grouped by publisher, with search. Engine settings need no config file editing: disk allowance, index memory, minimum free space, retention, upstream DNS resolvers and worker count all live in the settings page, validated with `nginx -t` on save and rolled back if that fails.

Two things to know first. It requires a separate DNS server pointing the relevant domains at the cache, or no traffic reaches it. And what gets cached are HTTP chunks, not installed games — an entry appearing in the library does not mean a complete copy of that game is present, and HTTPS payloads pass through uncached. The project’s own README is unusually direct about these limits, and is worth reading before installing.

Features



One container: Engine, management API and web interface ship together — one compose command under Docker, or a single app on TrueNAS.

Web management interface: Overview, cache library, live activity, versions, services and DNS, settings and maintenance panels, in light or dark, with optional password protection.

Live statistics: Request completions and container network traffic refresh every two seconds, and persistent log offsets keep restarts from double counting.

Content identification: Steam depot IDs and Xbox package versions exposed in URLs are resolved and grouped by publisher and service, with custom display names and search.

Engine settings in the UI: Disk allowance, index memory, minimum free space, retention, upstream DNS resolvers and worker count are edited on screen, validated with `nginx -t` and rolled back on failure.

DNS rule export: dnsmasq rules can be exported for standalone use, or paired revocably with the author’s Super Pi Hole — which is never required.

Cache clean-up: Selected content groups can be deleted from the library, with references shared by retained manifests protected from removal.