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