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Brighter icons: a world light, a fill from the camera, a highlight, exposure and contrast; with the defaults the icons' mean luminance matches the game's own model icons (118 against 120 on a scratch set). Every icon parameter is listed once (UgcIconParams: key, setting, range, default); the settings, the dashboard's settings entries and the icon editor come from that list. Presets per kind (player models, each car or rocket build type from ModularBuildComponent) and overrides per model or module combination are in ugc_icon_settings. Saved models wait ugc_debounce_seconds (sharedconfig) after the owner's last save before they're made (ugc.process_after); a client asking for one, the owner leaving the world or a reset ends the wait. Cars and rockets: one icon per combination of modules (sorted LOTs), shared by every build of it; builds of a combination made already are marked made right away, the client's per-blueprint downloads serve the shared files. The dashboard can delete one item's files, purge by filter or all, preview icons with any values on the UGC server (/admin routes, master password), save presets and overrides, and draw a kind's icons again (icons only). Migrations dlu/mysql/86 and dlu/sqlite/69. Not done yet: the dashboard editor's lighting controls in the page script (routes are there), docs for it, the empty-model state, /ugc?item= links, the shared fetch helper; the storage size and property loading bugs are next. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
96 lines
3.3 KiB
INI
96 lines
3.3 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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# 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
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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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