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# ShipWars: Server Configuration
#
# Master configuration information for SWServ, the ShipWars Universe
# Server.
#
# Each `universe' should have its own configuration file, so
# to start SWServ and instruct it to load all the nessasary
# resources just run:
#
# swserv myuniverse.conf
#
# Where myuniverse.conf is the configuration file (like this one
# you are reading now) that contains all the correct settings for
# loading files and setting values for a specific universe.
#
# You may run multiple processes of swserv, but only one process
# per unique universe.
#
# Port number:
#
# Standard port(s) for players connecting to this universe. Make
# sure this port number does not conflict with other servers
# (including other processes of swserv) that are using the port
# number(s).
#
# You may specify more than one port number, each one you specify
# will create a new listening port for standard incoming connections.
#
#ListeningPort = 8472
ListeningPort = 1701
# AUX Stats Port number:
#
# AUX stats monitoring port number for monitoring clients that want
# to get stats about this universe.
#
# If you do not want any AUX monitoring ports, then do not
# specify any ports here. Only players with proper security
# levels may get additional AUX stats information (such as log
# messages). Guests may only get whatever you allow Guests to
# have (more Guest configuration parameters farther below).
#
# You may specify more than one port.
#
#AUXStatsListeningPort = 8473
AUXStatsListeningPort = 1702
# #######################################################################
#
# Directories
#
# Server toplevel directory:
#
# This is the main toplevel directory for the ShipWars server.
#
ServerToplevelDir = /usr/sbin
# Binaries directory:
#
# ShipWars server program itself and related utility programs
# go here.
#
ServerBinDir = /usr/bin
# Database directory:
#
# ShipWars database, object create scripts, and object parameter
# values files go here.
#
ServerDBDir = /var/games/xshipwars/db
# Etc directory:
#
# ShipWars configuration files go here.
#
ServerEtcDir = /etc/xshipwars
# Logs directory:
#
# Logs are written to this directory.
#
# Note: Some administrators prefer to use /var/log.
#
ServerLogsDir = /var/log
# Public HTML directory:
#
# Universe statistic export files are written to here for
# web based viewing. They include events and scores files.
#
PublicHTMLDir = /var/games/xshipwars/public_html
# Tempory files directory:
#
# ShipWars local tempory files directory. You can change
# this to the global /tmp directory if you really want.
#
ServerTmpDir = /tmp
# #######################################################################
#
# Files
#
# Monitor
#
# Uncomment this if you want the monitor to be automatically
# runned at start up of swserv.
#
# The monitor program is located in the ServerBinDir directory.
#
#Monitor = monitor
# Universe files:
#
# These files `are' this universe, they contain all the objects
# and their values which make this universe.
#
# UnvIn is the input universe file, it is read upon startup
# and on explicit manual reloading of the universe (see server
# command `memory' for more info on this feature).
#
# UnvOut is the output universe file, it is saved periodically
# at an interval specified in IntervalUnvSave.
#
# These files must be in the ServerDBDir directory and the parameter
# specifing these values must come after ServerDBDir.
#
UnvIn = generic_in.unv
UnvOut = generic_out.unv
# Object Parameters Macro File:
#
# These files must be in the ServerDBDir directory and the parameter
# specifing these values must come after ServerDBDir.
#
OPMFile = default.opm
# Object Create Scripts File:
#
# This file contains the create scripts for various objects.
# OPMs are refferanced in this file and must exist in OPMFile.
#
OCSFile = default.ocs
# Primary Log file:
#
# All major server events are saved into this log file.
# This file must be in the ServerLogsDir and the parameter
# specifing the file name must come after ServerLogsDir.
#
PrimaryLogFile = generic.log
# Connections List HTML export file:
#
# Players currently connected are periodically written to this
# file. This file is written at an interval specified in
# IntervalStatisticsExport.
#
# This file is not in HTML format, it is in plain text. It is
# intended for CGI scripts (that you write or get from a third
# party) to parse and display them.
#
# Comment out this line if you don't want it exported.
#
ConListExportFile = generic.conlist
# Scores HTML export file:
#
# Each player's scores are periodically written to this
# file. This file is written at an interval specified in
# IntervalStatisticsExport.
#
# This file is not in HTML format, it is in plain text. It is
# intended for CGI scripts (that you write or get from a third
# party) to parse and display them.
#
# Comment out this line if you don't want it exported.
#
ScoresExportFile = generic.scores
# Events HTML export file:
#
# A list of recent events are logged to this file.
#
# This file is not in HTML format, it is in plain text. It is
# intended for CGI scripts (that you write or get from a third
# party) to parse and display them.
#
# Comment out this line if you don't want it exported.
#
EventsExportFile = generic.events
# #######################################################################
#
# System Parameters
#
# Object Values Update Interval
#
# Interval for sending standard object values (not positions)
# to all connections.
#
# Units are in milliseconds.
#
IntervalObjectValues = 4000
# Weapon Values Update Interval:
#
# Interval for sending values of weapons (on vessels, not
# weapon objects) to all connections.
#
# Units are in milliseconds.
#
IntervalWeaponValues = 10000
# AUX Stats Update Interval
#
# Interval for sending AUX stats to monitoring connections
# on port number specified in AUXStatsListeningPort.
#
# AUX stats are sent to monitoring clients, the stats include
# how many players and guests connected, the number of objects
# in the universe, and various other messages depending on
# the security level of each monitoring connection.
#
# Units are in milliseconds.
#
IntervalAUXStats = 5000
# OS Stats Fetching Interval:
#
# Interval for fetching stats from the OS (such as disk space
# left and free memory).
#
# Units are in seconds.
#
IntervalOSStats = 600
# Database Automatic Save Interval:
#
# Interval for automatic saving of the universe database
# to the file specified in DBOut.
#
# Units are in seconds.
#
IntervalUnvSave = 3600
# Stats Export To File Interval:
#
# Interval for exporting universe statisitics to file, such
# as scores and connections.
#
# Do not confuse this with IntervalAUXStats which
# specifies the interval for sending stats to monitoring
# connections.
#
# Units are in seconds.
#
IntervalStatsExportFile = 600
# Welcome message:
#
# This message is sent right after a successful login. The
# following tokens can be used in the message:
#
# Token Replace by
#
# %name Connection's object name.
# %title Universe's name.
#
MessageWelcome = Welcome to %title, %name.
# Leave message:
#
# This message is sent when the connection disconnects. The
# following tokens can be used in the message:
#
# Token Replace by
#
# %name Connection's object name (if available)
# %title Universe's name.
#
# Note: if connection did not log in, %name will be
# "*unknown*".
#
MessageLeave = Disconnected from %title.
# Maximum connections:
#
# Maximum number of connections that are logged in
# (includes guest and registered user connections).
#
MaxConnections = 40
# Allow guest logins?:
#
AllowGuestLogins = yes
# No guests allowed message:
#
# This message is sent when a connection attempts to login
# as a guest but AllowGuestLogins is set to no. The following
# tokens can be used in the message:
#
# Token Replace by
#
# %name Connection's object name.
# %title Universe's name.
#
MessageNoGuests = %name connections are not permitted in %title.
# Guest login name:
#
# Login name for guest connections.
#
GuestLoginName = Guest
# Maximum guest connections:
#
# You probably will want to increase this value if your
# running a server with a high bandwidth and expect lots
# of guest logins. A low default value is set to keep
# servers running through modem connections safe from too
# many guest connections.
#
MaxGuests = 5
# Maximum AUX stats connections:
#
# Set this to 0 if you do not want to allow AUX Stats.
#
# Do NOT comment out this line, commenting out this line will
# set it to its default value!
#
MaxAUXStatsConnections = 3
# Connect notify:
#
# Notify all connections of a connect or disconnect
# (if successfully logged in) and who it was.
#
ConnectNotify = yes
# Login timeout:
#
# Login expires after this many seconds from the moment the
# new connection is accept()ed.
#
LoginTimeout = 45
# Maximum failed logins:
#
# Connection is disconnected after this many failed
# login attempts. Normally you want to set this to 1 since
# clients often retry logins with the same name/password
# and manual logins are almost unheard of.
#
MaxFailedLogins = 1
# Incorrent login response message:
#
MessageWrongLogin = Either that player does not exist, or has a different password.
# Force one connection per object:
#
# This prevents multiple connections per object, which is
# a violation of most universe rules. You almost always will
# want to set this to yes.
#
SingleConnection = yes
# Cease fire:
#
# Prevents everyone from firing/using weapons.
#
CeaseFire = no
# Hide players when they disconnect at a HOME object:
#
# Normally you would want this set to yes to hide player objects
# not connected at HOME objects which harbour many player objects,
# thus reducing cpu and network load.
#
HidePlayers = yes
# Homes destroyable:
#
# Allows objects of type HOME to be destroyable. You probably
# do not want this in a general sense since HOME objects do
# take quite some time to rebuilt if they are destroyed.
#
# You probably would only want to set this to yes if you are
# setting up a universe for a repeated mission or campaign in
# which the goal is to destroy a HOME object.
#
HomesDestroyable = no
# Killer gets credits of destroyed object:
#
# Set this to yes if you want to owner of the weapon object
# that destroyed another object to get all the credits of
# that object. This is good for help keeping a closed economy
# where when an object is destroyed, the credits that it has
# is never lost.
#
KillerGetsCredits = yes
# Hit player object bonus coefficient:
#
# When you give damage to a player object, the unit damage given
# is multiplied by this value and then given to yourself as
# credits. For example: if this value is set to 0.25, then
# inflicting 100 units of damage on a player object will give
# yourself 25 credits.
#
# If you have a closed economy system, then you definatly will
# want to set this value to 0.
#
HitPlayerBonus = 0.25
# #######################################################################
#
# Logging
#
# Log general messages:
#
# Generalized messages (not errors).
#
LogGeneral = yes
# Log events:
#
# Events include weapons fires, trading, and other things that
# happen from objects doing stuff.
#
LogEvents = yes
# Log net events:
#
# Things related to network data exchanging.
#
LogNet = yes
# Log errors:
#
# Errors of all types.
LogErrors = no
# #######################################################################
#
# Banned Sites
#
# New connections of any type will be rejected if their
# address matches one specified here.
#
BeginSiteBan
Address = 216.55.4.95
Restrict = 0
EndSiteBan
BeginSiteBan
Address = 129.15.2.121
Restrict = 0
EndSiteBan
BeginSiteBan
Address = 208.166.75.251
Restrict = 0
EndSiteBan
BeginSiteBan
Address = 208.166.75.252
Restrict = 0
EndSiteBan
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