mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 19:03:43 +00:00
133 lines
5.5 KiB
INI
133 lines
5.5 KiB
INI
# MySQL connection info:
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mysql_host=
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mysql_database=
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mysql_username=
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mysql_password=
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# 0 or 1, should log to console
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log_to_console=1
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# 0 or 1, should log debug (developer only) statements to console for debugging, not needed for normal operation
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log_debug_statements=0
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# A main loop frame (one pass of a server's loop) that takes at least this many milliseconds is logged as one line with
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# what took the time, and shown on the dashboard's Performance page. 0 turns it off. See docs/Dashboard.md, Performance.
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slow_frame_ms=250
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# The public facing IP address. Can be 'localhost' for locally hosted servers
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external_ip=localhost
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# The local IPv4 address every server (auth, chat, master, world and the dashboard's
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# connection to master) listens on, for machines with more than one network interface.
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# Empty (the default) or 0.0.0.0 listens on all interfaces; localhost means 127.0.0.1.
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# This only changes where the servers listen: players are still sent external_ip, so
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# use it when the public address isn't one this machine can bind to (NAT, a proxy).
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# The servers refuse to start if this isn't an IPv4 address.
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bind_ip=
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# 0 or 1, should not compile chat hash map to file
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dont_generate_dcf=0
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# How many clients can be connected to the server at once
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max_clients=999
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# Where to put crashlogs
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dump_folder=
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# The location of the client
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# Either the folder with /res or with /client and /versions
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client_location=
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# The maximum outgoing bandwidth in bits. If your clients are having
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# issues with enemies taking a while to catch up to them, increse this value.
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# Empty or 0 means no limit
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maximum_outgoing_bandwidth=0
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# The Maximum Translation Unit (MTU) size for packets. If players are
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# getting stuck at 55% on the loading screen, lower this number to
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# reduce the chances of packet loss. This value only has an effect
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# from 512 <= maximum_mtu_size <= 1492 so make sure to keep this
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# value within that range.
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maximum_mtu_size=1228
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# The client network version to allow to connect to this server.
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# Client's that do not match this value will be kicked from the server.
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# If you are using a Darkflame Universe client, set this value to 171023.
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# This cannot just be any arbitrary number. This has to match the same value that is in your client.
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# If you do not know what this value is, default it to 171022.
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client_net_version=171022
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# Turn to 0 to default teams to use the live accurate Shared Loot (0) by default as opposed to Free for All (1)
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# This is used in both Chat and World servers.
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default_team_loot=0
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# event gating for login response and luz gating, and holiday events from the EventGating table
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# (e.g. pirateDay: pirates and admirals in the Crux Prime random spawners)
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event_1=Talk_Like_A_Pirate
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event_2=
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event_3=
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event_4=
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event_5=
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event_6=
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event_7=
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event_8=
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# version for login response and luz gating
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version_major=1
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version_current=10
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version_minor=64
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# The port the chat server is started and listening on
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# Used in chat and world servers
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chat_server_port=2005
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sqlite_database_path=resServer/dlu.sqlite
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database_type=sqlite
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# Skips the account creation check in master. Used for non-interactive setups.
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skip_account_creation=0
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# 0 or 1, restrict mail while account is muted
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mute_restrict_mail=1
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# 0 or 1, restrict trade while account is muted
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mute_restrict_trade=1
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# 0 or 1, automatically reject character and pet names submitted while muted
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mute_auto_reject_names=1
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# The UGC server makes a saved property model this many seconds after its owner's last save (each save starts the wait
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# again for all their waiting models), or as soon as a game client asks for it or the owner leaves the world. 0: right
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# away. See docs/UgcServer.md.
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ugc_debounce_seconds=120
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# 0 or 1: worlds answer game clients without 3D services (UGCUSE3DSERVICES=7:0, the default) with the checksums of the
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# files the UGC server made, so they download the icons of cars, rockets and models from the UGCSERVERIP, UGCSERVERPORT
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# and UGCSERVERDIR of their boot.cfg (default: the PATCHSERVER* values). A client that can't connect there is logged
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# out, so only set 1 when every player's boot.cfg points at the UGC server. See docs/UgcServer.md.
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ugc_manifest=0
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# 0 or 1, with ugc_manifest=1: placed player models the UGC server has made are shown with its mesh. Each client still
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# gets every model's LXFML and builds it first (for its collision: the UGC server makes no physics), then is switched to
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# the served mesh a few seconds after it has loaded. See docs/UgcServer.md.
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ugc_manifest_models=0
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# ---- Chat log ----
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# Keep a chat log: Zone chat, and what the chat filter stopped.
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log_chat=1
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# Include whispers and team chat: Only staff with the Read private chat permission see them.
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log_private_chat=1
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# ---- Packet capture ----
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# Send at least every: A server sends what it recorded this often, even when the batch is small. (ms)
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capture_flush_interval_ms=1000
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# Or when a batch reaches: A server sends a batch as soon as it is this large. (bytes)
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capture_flush_bytes=262144
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# Keep at most: Batches a server keeps while master can't take them; past this the oldest are dropped and the capture
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# shows a gap. (MB)
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capture_buffer_max_mb=16
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# Replay sandbox: Set by the capture tool in the sandboxes it makes for replays: the servers then refuse any database
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# but a SQLite file in their own folder. Leave it off on a real server. Read when the server starts.
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replay_sandbox=0
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# Live database (sandbox): Set by the capture tool in replay sandboxes: the real server's SQLite file, which a sandbox
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# refuses to open. Read when the server starts.
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replay_live_sqlite_path=
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