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https://github.com/DarkflameUniverse/DarkflameServer.git
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dServer sends the frames with each traffic report, logs a frame over slow_frame_ms (default 250, reread on a settings reload) as one line with its heaviest path, and runs profiling sessions master forwards. Master routes the dashboard's requests to the named server, profiles itself and passes results on. Task 96. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
118 lines
4.6 KiB
INI
118 lines
4.6 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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