Files
DarkflameServer/resources/sharedconfig.ini
2026-09-29 22:34:35 -05:00

133 lines
5.5 KiB
INI

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