# Web Dashboard Configuration # The port to listen on for HTTP/WebSocket connections port=2006 # UDP port for the dashboard's connection to the master server (the next port is used too). It must not clash with # another server's ports: auth uses 1500-1501, chat 2005-2006, worlds 3000 and up. net_port=2010 # The IP address to bind to # Use 127.0.0.1 for localhost only (recommended for security) # Use 0.0.0.0 to allow external access; prefer a reverse proxy with HTTPS and secure_cookies=1 listen_ip=127.0.0.1 # How often to broadcast updates to connected clients (in milliseconds) broadcast_interval=2000 # Minimum GM level required to access the dashboard (default: 0 = any user) min_dashboard_gm_level=0 # Secret used to sign login tokens (at least 32 characters). If empty, a random secret is generated # on first start and stored in dashboard_jwt_secret next to the binary. Changing it signs everyone out. jwt_secret= # Set to 1 when the dashboard is served over HTTPS (e.g. behind a reverse proxy) so the session # cookie is only ever sent over encrypted connections. secure_cookies=0 # Set to 1 if a reverse proxy sits in front of the dashboard, so rate limits use the client's address # from X-Forwarded-For instead of the proxy's. Only enable this when the dashboard is not reachable directly. behind_proxy=0 # Threads converting the game client's models for the 3D views, so the dashboard keeps answering meanwhile. # 0 picks half the CPU cores (2 to 4). Read at startup. scenery_workers=0 # Allow players to create accounts at /register allow_registration=0 # Require a valid play key to register (keys are managed on the Play Keys page) registration_requires_play_key=1 # Allow GM 8+ to replace a character's XML from the character page. The owner is disconnected first. enable_char_xml_upload=0 # ---- Email (password resets and address confirmation) ---- # Email is enabled once smtp_host, smtp_from_address and dashboard_url are all set. # Public address of the dashboard, used for links in emails, e.g. https://dashboard.example.com # Links are never built from the request's Host header, so this must be set explicitly. dashboard_url= # Where the dashboard reaches the UGC server (normally on the same machine) for its status and the files it made; # the dashboard's pages load them through the dashboard, so the browser never needs to reach the UGC server. # Empty: http://127.0.0.1:2008 ugc_internal_url= # The UGC server's public address, only for "open on the UGC server" links, e.g. https://ugc.example.com. Empty: none. ugc_public_url= # SMTP server and port. Typical: 587 with starttls, or 465 with tls. smtp_host= smtp_port=587 # starttls, tls (implicit TLS from the first byte) or none (only for a relay on the same machine) smtp_security=starttls # How to sign in to the SMTP server: password, or oauth2 (required for Microsoft 365, recommended for Gmail) smtp_auth=password # Login for the SMTP server. Credentials are never sent without TLS. # With oauth2, smtp_username is the mailbox address (defaults to smtp_from_address) and no password is used. smtp_username= smtp_password= # ---- OAuth2 (smtp_auth=oauth2) ---- # microsoft, google or custom. microsoft and google fill in the URLs, scopes and SMTP server for you. smtp_oauth2_provider= # From your app registration (Azure portal / Google Cloud console) smtp_oauth2_client_id= smtp_oauth2_client_secret= # authorization_code: an operator clicks "Connect mail account" on their account page once. # client_credentials: Microsoft 365 app-only sending (SMTP.SendAsApp); needs smtp_oauth2_tenant. smtp_oauth2_grant=authorization_code # Microsoft only: your tenant ID or domain (defaults to common) smtp_oauth2_tenant= # Only needed for provider=custom smtp_oauth2_authorize_url= smtp_oauth2_token_url= smtp_oauth2_scope= # Sender shown to players smtp_from_address= smtp_from_name=DarkflameServer # Server certificates are checked against the system's trusted certificates. Point this at a PEM bundle to # trust a private CA instead. Set smtp_verify_certificate=0 only for local testing. smtp_ca_file= smtp_verify_certificate=1 # Seconds to wait for the SMTP server smtp_timeout=20 # Require an email address when registering (only when email is enabled) registration_requires_email=0 # ---- Two-factor login ---- # Staff at or above this GM level must set up two-factor login (authenticator app) before using the dashboard. # 0 turns the requirement off; anyone can still turn it on for their own account. require_2fa_gm_level=0 # Name shown in authenticator apps totp_issuer=DarkflameServer # 64 hex characters used to encrypt two-factor secrets. Leave empty to generate dashboard_totp_key next to the # server; back that file up with the database, or everyone's two-factor login stops working. totp_key= # ---- Economy checks (run each night for the day before; schedule and on/off on the dashboard's Tasks page) ---- # Flag a character who earned more than this many times the median player, and more than the minimum, in a day anomaly_coin_multiplier=20 anomaly_coin_minimum=100000 # Flag an item created more than this many times its usual daily amount, and more than the minimum, in a day anomaly_item_multiplier=10 anomaly_item_minimum=200 # Also scan every character for duplicated items each night (reads all character data) economy_duplicate_scan=1 # ---- Economy ledger size ---- # Daily detail older than this many days is merged into one row per month economy_detail_days=180 economy_map_days=90 # Trades and mail older than this many days are deleted economy_transfer_days=730 # ---- Log retention, in days (0 keeps everything). Pruned by the log_pruning task, once a day by default. ---- log_activity_days=365 log_command_days=365 log_audit_days=730 log_cheat_detection_days=365 # Finished runs of scheduled tasks, with their logs log_task_days=90 # ---- Permissions ---- # Change the lowest GM level (1-9) allowed to do something on the dashboard, e.g. permission_accounts_ban=3. # Every permission and its name is listed on the dashboard's Permissions page, where GM 9 can also change them; # a level set there beats this file. # ---- Dashboard sign-in ---- # Password reset with recovery codes: Players with two-factor login can choose a new password on /forgot_password with a # code from their authenticator app and one of their recovery codes, no email needed. password_reset_recovery_codes=1 # ---- OAuth2 sign-in ---- # Refresh token: Set by Connect mail account; only set it by hand for a token from elsewhere. Read when the server # starts. smtp_oauth2_refresh_token= # ---- Tools ---- # Challenge milestones: Percentages of a community challenge announced in game as it gets there, e.g. 25,50,75 # (completing it is always announced). challenge_milestones=25,50,75,100 # ---- Public pages ---- # Public server status: The page at /status, its JSON at /api/public/status (for server lists) and a widget for other # sites. public_status=0 # Server name: Shown on the status page and widget. public_server_name=DarkflameServer # Players per world: How many players are in each world. public_status_players=1 # Names of players online: Character names (never staff, never account names) by world. public_status_names=0 # Uptime: How long the server has been up, and how much of the last day and week. public_status_uptime=1 # Server health: Whether login and chat are up, and how many worlds are running. public_status_health=1 # Leaderboard places: The top places of every leaderboard. 0 leaves leaderboards out. (places) public_status_leaderboard_top=3 # Community challenges: Public challenges that are running or finished in the last week, with their progress. public_status_challenges=1 # Live events: Live events running now (their title, where, and until when). public_status_events=1 # Widget for other sites: A small page at /status/widget other sites may show in an iframe. public_status_widget=1 # Refresh every: The status is worked out at most this often, however many people ask. (seconds) public_status_cache_seconds=60 # Property showcase for everyone: Let people who aren't signed in browse approved public properties at /showcase. # Signed-in players need the showcase_view permission. showcase_public=0 # ---- Metrics ---- # API key rate limit: Requests a minute an API key may make unless the key sets its own limit (up to 6000). (/min) api_key_rate_limit=120 # Metrics endpoint: Off: /metrics answers 404. On: scrapers send an API token of an account with metrics_view, or the # token below. metrics_enabled=0 # Scraper token: A shared secret scrapers may send as Authorization: Bearer instead of an API token. At least 16 # characters; empty: API tokens only. metrics_token= # Allowed addresses: Comma separated addresses or IPv4 ranges (10.0.0.0/8) that may fetch metrics. Empty: any. metrics_allowed_ips= # Refresh every: Metrics are worked out at most this often, however often they are fetched. (seconds) metrics_cache_seconds=10 # ---- Strikes ---- # Strikes count for: Older strikes stay on the account's record but no longer count. 0: they always count. (days) strike_expiry_days=0 # Warn at: When an account reaches this many active strikes it gets a warning, shown to the player if they're online. 0: # never. (strikes) strike_warn_at=0 # Mute at: ...is muted for the days below. 0: never. (strikes) strike_mute_at=0 # Mute for (days) strike_mute_days=3 # Ban at: ...is banned for the days below. 0: never. (strikes) strike_ban_at=0 # Ban for: 0: permanently. (days) strike_ban_days=7 # ---- AI moderator helper ---- # AI moderator helper: Off: the Suggest buttons say the helper is off and nothing is sent. ai_helper_enabled=0 # Claude API key: From console.anthropic.com. Never shown back or logged. claude_api_key= # API address: Only change it for a proxy or a local test server (http:// only for this machine). claude_api_base=https://api.anthropic.com # Model: Any model ID works. claude-sonnet-5 is a good balance; claude-haiku-4-5-20251001 is cheaper, claude-opus-5-5 # more careful. claude_model=claude-sonnet-5 # Hold answers to a schema: Ask the API for JSON of the expected shape (structured outputs). Turn off only if a model # refuses it; answers are checked either way. claude_structured_output=1 # Server rules: Your code of conduct, as players know it. Sent with every request so suggestions follow your rules. ai_helper_rules= # Time out after: Per try; failed tries (busy API, network) are retried up to three times. (seconds) ai_helper_timeout=60 # Longest answer: max_tokens per request: caps what one suggestion can cost. (tokens) ai_helper_max_tokens=2000 # Requests per minute: For the whole dashboard. (requests) ai_helper_per_minute=5 # Requests per day: For the whole dashboard, per UTC day. Asking about the same thing again reuses the stored suggestion # and costs nothing. (requests) ai_helper_per_day=200 # Chat around the item: How far before and after a report or message the player's chat is included. (minutes) ai_helper_chat_minutes=10 # ---- Backups ---- # Backup folder: Relative to the server binaries unless absolute. backup_folder=backups # Backups to keep: Older backups are deleted after each new one. 0 keeps them all. (backups) backup_keep=7 # mysqldump program: The mysqldump (or mariadb-dump) to run. backup_mysqldump=mysqldump # ---- Logs ---- # Chat log (days) log_chat_days=90 # Login addresses: Addresses an account hasn't logged in from for this long are forgotten. (days) log_login_address_days=90 # Server health history: Minute-by-minute player counts and uptime. (days) health_days=30 # Server traffic history: Minute-by-minute packets, bytes and HTTP requests of every server (Diagnostics). The last hour # at one second is only kept in memory. (days) traffic_days=30 # ---- Log bundles ---- # At most: How much log text (before compression) one download may hold. Bundles are built in the system's temporary # folder and deleted once sent. (MB) log_bundle_max_mb=512 # ---- Player movement ---- # Record player movement: Keeps a player's position every few seconds while they move, and every 30 seconds while they # stand still. position_history=1 # Record every: While a player moves. Less often keeps the table smaller; replays then move in straighter lines. # (seconds) position_history_seconds=5 # Keep movement for: About 17,000 rows per player online around the clock per day at 5 seconds. (days) position_history_days=3 # ---- Message inspector ---- # Keep captures for: 0: no age limit. (days) inspector_session_days=30 # At most: When all saved captures together take more, the oldest are deleted. A busy 15 minute capture can take 50 MB. # 0: no size limit. (MB) inspector_max_mb=1024 # ---- Character history ---- # Snapshots: Older snapshots are deleted, but each character keeps its newest few (below). (days) snapshot_days=90 # Always keep per character (snapshots) snapshot_keep=10