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feat: bind_ip setting for the server sockets
bind_ip in sharedconfig.ini picks the local IPv4 address every server's RakNet sockets listen on (auth, chat, master, world, the dashboard's connection to master), separate from external_ip, the address players are sent. Empty or 0.0.0.0 keeps listening on all interfaces; localhost means 127.0.0.1. Anything that isn't an IPv4 address stops the server with an error, and each server logs what it bound to. Fixes #225 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -113,6 +113,7 @@ namespace {
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c.AddSection("Network", "Addresses and ports. Changing a port needs a restart of every server.");
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c.Add(Format(Text(SHARED, "external_ip", "Public address", "The address players connect to. localhost for a server only you play on.", "localhost", true), eFormat::HOST));
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c.Add(Format(Text(SHARED, "bind_ip", "Listen address", "The local IPv4 address the servers listen on. Empty for all interfaces; players are still sent the public address.", "", true), eFormat::HOST));
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c.Add(Format(Text(MASTER, "master_ip", "Master address", "The address the other servers use to reach master.", "localhost", true), eFormat::HOST));
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c.Add(Port(MASTER, "master_server_port", "Master port", "", "2000"));
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c.Add(Port(AUTH, "auth_server_port", "Auth port", "The retail client always connects to 1001.", "1001"));
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