Files
DarkflameServer/resources/sharedconfig.ini
Aaron Kimbrell 1a2758feab feat(ugc): icon light matched to the game, debounce, shared car icons, purge, icon editor
Brighter icons: a world light, a fill from the camera, a highlight, exposure
and contrast; with the defaults the icons' mean luminance matches the game's
own model icons (118 against 120 on a scratch set). Every icon parameter is
listed once (UgcIconParams: key, setting, range, default); the settings,
the dashboard's settings entries and the icon editor come from that list.
Presets per kind (player models, each car or rocket build type from
ModularBuildComponent) and overrides per model or module combination are in
ugc_icon_settings.

Saved models wait ugc_debounce_seconds (sharedconfig) after the owner's last
save before they're made (ugc.process_after); a client asking for one, the
owner leaving the world or a reset ends the wait.

Cars and rockets: one icon per combination of modules (sorted LOTs), shared
by every build of it; builds of a combination made already are marked made
right away, the client's per-blueprint downloads serve the shared files.

The dashboard can delete one item's files, purge by filter or all, preview
icons with any values on the UGC server (/admin routes, master password),
save presets and overrides, and draw a kind's icons again (icons only).

Migrations dlu/mysql/86 and dlu/sqlite/69. Not done yet: the dashboard
editor's lighting controls in the page script (routes are there), docs for
it, the empty-model state, /ugc?item= links, the shared fetch helper; the
storage size and property loading bugs are next.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:09 -05:00

96 lines
3.3 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
# 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
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