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With ugc_manifest_models the world left made models out of the LXFML it sends when a property loads, so the client never built them and had no HKX: the UGC server makes no physics, and the HKX request got a 404, so served models had no collision. Now every model's LXFML is sent and the client builds each one (NIF and HKX). For the models whose mesh the UGC server made, once the client has loaded and 3 seconds after, the world sends it the served NIF's checksum and NotifyClientUGCModelReady: the client drops what it cached for the model and asks again, downloads the served mesh (its own NIF no longer matches) and keeps its own HKX (still matching). An HKX request is answered with the LXFML too, followed by the same switch, at most 3 times per client and model. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
107 lines
4.0 KiB
INI
107 lines
4.0 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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# 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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