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Copy file name to clipboardExpand all lines: JavascriptServer/config.js
+33-33Lines changed: 33 additions & 33 deletions
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@@ -90,24 +90,24 @@ const common_config = {
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// some fundamental lobby settings
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lobby: {
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max_players: 100,
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add_into_play_on_full: true,
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add_into_play_on_join: false,
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max_players: 100,// used when creating a lobby with no map/game mode
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add_into_play_on_full: true,// true - add all the players into play at the same time once the lobby is filled,
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add_into_play_on_join: false,// true - add players one by one immediately as they join a lobby
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allow_join_by_id: false,
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close_on_leave: true// close the lobby if a player leaves
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},
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room: {
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// .yy room loading
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rooms_path: '../Client/rooms',
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rooms_path: '../Client/rooms',// (overriden in prod config)
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warn_on_unknown_entity: false,
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use_starting_room: true,
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use_last_profile_room: false,
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use_persistent_position: false,
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use_starting_room: true,// join config.room.starting_room on start
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use_last_profile_room: false,// join client.profile.state.room on start if logged in
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use_persistent_position: false,// load the last x/y from the profile on room join and save them on room leave
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starting_room: 'Test Room',
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rest_timeout: 5,
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rest_timeout: 5,// (seconds) - prevents rooms from processing entities
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// when no players are present for a certain amount of time
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// set to -1 to disable this feature
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// (!!! setting to 0 might cause problems and unexpected behaviour !!!)
@@ -116,42 +116,42 @@ const common_config = {
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},
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party: {
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max_members: 5,
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max_members: 5,// max party size
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leader_only_mm: false// true - only party leader can start matchmaking
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},
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matchmaking: {
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mmr_starting: 1000,
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mmr_min: 1,
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mmr_starting: 1000,// the starting mmr given to new players
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mmr_min: 1,// can't go below this
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mmr_scale: 1000,
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mmr_scale: 1000,// lower number = less effect opponent's mmr has on mmr change
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// (chess uses 400, meaning a player with 400 mmr more is on average 10x more likely to win)
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mmr_max_gain: 50,
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mmr_max_difference: 500,
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mmr_max_gain: 50,// the maximum possible amount of mmr that a player can gain after a single game, winning against an equal opponent will give half of this
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mmr_max_difference: 500,// can't ever register a ranked match with players' mmr difference more than this
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process_interval: 1*1000// matchmaking: attempt to create new matches every X ms
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},
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tps: 20,
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tps: 20,// tickrate
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// Disable some of the features that you don't need in your game
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// true = enabled, false = disabled
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timestamps_enabled: true,
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ws_enabled: true,
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db_enabled: true,
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shell_enabled: false,
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rooms_enabled: true,
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entities_enabled: true,
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dt_enabled: true,
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ssl_enabled: false,
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logging_enabled: true,
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validation_enabled: true,
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middleware_enabled: true,
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matchmaking_enabled: true,
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verbose_lag: false,
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necessary_login: false,
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timestamps_enabled: true,// send timestamps with each packet (there is a client-side config as well)
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ws_enabled: true,// websocket server?
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db_enabled: true,// MongoDB support
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shell_enabled: false,// toggles a console that allows code execution while running the game (better to change this in prod/dev configs rather than here)
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rooms_enabled: true,// toggles lobbies being split into rooms (sub-lobbies with entities)
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