Files
DarkflameServer/resources/masterconfig.ini
Aaron Kimbrell ebcfd54915 fix: tell the player when the zone they go to gets no instance
The master server dropped a transfer request it started no instance
for, so the world server never heard back and the player waited. It
now answers the request with an empty address and the reason in place
of the port: no room for another instance (max_instances), a zone that
is not in the ZoneTable, or another reason. A request for a private
zone that does not exist is answered the same way.

The world server passes this on as a TRANSFER_TO_WORLD without an
address, which the client shows as a failed map change, and leaves the
character where it is. The auth server fails the login when there is
no character select to send the player to.

Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
2026-11-10 16:28:34 -06:00

59 lines
2.7 KiB
INI

# The internal ip of the master server
master_ip=localhost
# Port number
master_server_port=2000
# The port number to start world servers on. Will be incremented for each world
world_port_start=3000
# The most world instances that run at once. The character select is always started.
# A zone or property that needs a new instance past this is not started and the player
# who asked for it is told that the map change failed. 0 for no limit
max_instances=256
# 0 or 1, should autostart auth, chat, and char servers
prestart_servers=1
# The worlds (zone ids, comma separated) started with master when prestart_servers is on. Empty: 0,1000
prestart_worlds=0,1000
master_password=3.25DARKFLAME1
# Enable the web dashboard (0 = disabled, 1 = enabled)
# Dashboard settings are configured in dashboardconfig.ini
enable_dashboard=0
# Start the UGC server, which makes and serves the meshes and icons of what players build (0 = disabled, 1 = enabled)
# Its settings are in ugcconfig.ini; see docs/UgcServer.md for the client's boot.cfg settings
enable_ugc_server=0
# Live updates (docs/LiveUpdate.md): moving every server and world instance onto a new build without a restart,
# started from the dashboard, with /liveupdate or with SIGUSR2 to master. Read when one starts.
# Seconds players are warned before they are moved (0-300)
live_update_warn_seconds=10
# World instances replaced at the same time
live_update_parallel_worlds=4
# Seconds between checks of the client's cdclient.fdb for changes (a change is reloaded on every server); 0 = off
cdclient_watch_seconds=5
# Seconds between checks of the zone files running worlds loaded; a change replaces those instances with new ones
# (players are moved over); 0 = off (/reloadworld still works)
world_watch_seconds=5
# 1 = move players to a reloaded world without a loading screen (experimental seamless mode), 0 = Mythran shift
world_reload_seamless=0
# Seconds dead or building players may take before they are moved anyway
live_update_player_wait=30
# Seconds builders on a property may take before it is saved for its new instance anyway
live_update_property_build_wait=60
# Seconds players at character select get before they are moved to the new one
live_update_char_select_wait=60
# Seconds races, minigames and other activity zones get to finish before their players are moved
live_update_activity_wait=1800
# Seconds the UGC server may take to finish the models it is making before it is stopped
live_update_ugc_drain_timeout=300
# Seconds auth, chat, the UGC server or the dashboard may take to stop or come back before master starts it again
live_update_service_timeout=30
# Run the new build's database migrations first (0 or 1)
live_update_run_migrations=1