From 9536e261e6e4ef45e76b74b7c58d9f2979344944 Mon Sep 17 00:00:00 2001 From: Ayush Saini <36878972+imayushsaini@users.noreply.github.com> Date: Fri, 29 Nov 2024 10:50:22 +0530 Subject: [PATCH] fixed next line character , updated config.toml --- config.toml | 154 +++++++++++++++++++++++++++++++++------------------- 1 file changed, 97 insertions(+), 57 deletions(-) diff --git a/config.toml b/config.toml index 9525e3e..a64cdc3 100644 --- a/config.toml +++ b/config.toml @@ -1,20 +1,22 @@ -# To configure your server, create a config.yaml file in the same directory -# as the ballisticacore_server script. The config_template.yaml file can be +# To configure your server, create a config.toml file in the same directory +# as the ballisticakit_server script. The config_template.toml file can be # copied or renamed as a convenient starting point. # Uncomment any of these values to override defaults. # Name of our server in the public parties list. -party_name = "BombSquad Community Server" +party_name = "BombSquad Community Server" # If true, your party will show up in the global public party list -# Otherwise it will still be joinable via LAN or connecting by IP address. +# Otherwise it will still be joinable via LAN or connecting by IP +# address. #party_is_public = true -# If true, all connecting clients will be authenticated through the master -# server to screen for fake account info. Generally this should always -# be enabled unless you are hosting on a LAN with no internet connection. -authenticate_clients = true +# If true, all connecting clients will be authenticated through the +# master server to screen for fake account info. Generally this +# should always be enabled unless you are hosting on a LAN with no +# internet connection. +#authenticate_clients = true # IDs of server admins. Server admins are not kickable through the default # kick vote system and they are able to kick players without a vote. To get @@ -22,23 +24,46 @@ authenticate_clients = true admins = ["pb-yOuRAccOuNtIdHErE", "pb-aNdMayBeAnotherHeRE"] # Whether the default kick-voting system is enabled. -enable_default_kick_voting = true +#enable_default_kick_voting = true -# UDP port to host on. Change this to work around firewalls or run multiple -# servers on one machine. -# 43210 is the default and the only port that will show up in the LAN -# browser tab. -port = 43210 +# To be included in the public server list, your server MUST be +# accessible via an ipv4 address. By default, the master server will +# try to use the address your server contacts it from, but this may +# be an ipv6 address these days so you may need to provide an ipv4 +# address explicitly. +#public_ipv4_address = "123.123.123.123" -# Max devices in the party. Note that this does *NOT* mean max players. -# Any device in the party can have more than one player on it if they have -# multiple controllers. Also, this number currently includes the server so -# generally make it 1 bigger than you need. Max-players is not currently -# exposed but I'll try to add that soon. -max_party_size = 6 +# You can optionally provide an ipv6 address for your server for the +# public server list. Unlike ipv4, a server is not required to have +# an ipv6 address to appear in the list, but is still good to +# provide when available since more and more devices are using ipv6 +# these days. Your server's ipv6 address will be autodetected if +# your server uses ipv6 when communicating with the master server. You +# can pass an empty string here to explicitly disable the ipv6 +# address. +#public_ipv6_address = "123A::A123:23A1:A312:12A3:A213:2A13" -# Options here are 'ffa' (free-for-all), 'teams' and 'coop' (cooperative) -# This value is ignored if you supply a playlist_code (see below). +# UDP port to host on. Change this to work around firewalls or run +# multiple servers on one machine. +# +# 43210 is the default and the only port that will show up in the +# LAN browser tab. +#port = 43210 + +# Max devices in the party. Note that this does *NOT* mean max +# players. Any device in the party can have more than one player on +# it if they have multiple controllers. Also, this number currently +# includes the server so generally make it 1 bigger than you need. +#max_party_size = 6 + +# Max players that can join a session. If present this will override +# the session's preferred max_players. if a value below 0 is given +# player limit will be removed. +#session_max_players_override = 8 + +# Options here are 'ffa' (free-for-all), 'teams' and 'coop' +# (cooperative) This value is ignored if you supply a playlist_code +# (see below). #session_type = "ffa" # Playlist-code for teams or free-for-all mode sessions. @@ -48,32 +73,35 @@ max_party_size = 6 # playlist. playlist_code = 12345 -# Alternately, you can embed playlist data here instead of using codes. -# Make sure to set session_type to the correct type for the data here. +# Alternately, you can embed playlist data here instead of using +# codes. Make sure to set session_type to the correct type for the +# data here. #playlist_inline = [] -# Whether to shuffle the playlist or play its games in designated order. +# Whether to shuffle the playlist or play its games in designated +# order. #playlist_shuffle = true -# If true, keeps team sizes equal by disallowing joining the largest team -# (teams mode only). +# If true, keeps team sizes equal by disallowing joining the largest +# team (teams mode only). #auto_balance_teams = true -# The campaign used when in co-op session mode. -# Do print(ba.app.campaigns) to see available campaign names. +# The campaign used when in co-op session mode. Do +# print(ba.app.campaigns) to see available campaign names. #coop_campaign = "Easy" -# The level name within the campaign used in co-op session mode. -# For campaign name FOO, do print(ba.app.campaigns['FOO'].levels) to see +# The level name within the campaign used in co-op session mode. For +# campaign name FOO, do print(ba.app.campaigns['FOO'].levels) to see # available level names. #coop_level = "Onslaught Training" # Whether to enable telnet access. -# IMPORTANT: This option is no longer available, as it was being used -# for exploits. Live access to the running server is still possible through -# the mgr.cmd() function in the server script. Run your server through -# tools such as 'screen' or 'tmux' and you can reconnect to it remotely -# over a secure ssh connection. +# +# IMPORTANT: This option is no longer available, as it was being +# used for exploits. Live access to the running server is still +# possible through the mgr.cmd() function in the server script. Run +# your server through tools such as 'screen' or 'tmux' and you can +# reconnect to it remotely over a secure ssh connection. #enable_telnet = false # Series length in teams mode (7 == 'best-of-7' series; a team must @@ -84,33 +112,34 @@ teams_series_length = 7 # performance) ffa_series_length = 24 -# If you have a custom stats webpage for your server, you can use this -# to provide a convenient in-game link to it in the server-browser -# alongside the server name. +# If you have a custom stats webpage for your server, you can use +# this to provide a convenient in-game link to it in the +# server-browser alongside the server name. +# # if ${ACCOUNT} is present in the string, it will be replaced by the # currently-signed-in account's id. To fetch info about an account, # your back-end server can use the following url: -# http://bombsquadgame.com/accountquery?id=ACCOUNT_ID_HERE +# https://legacy.ballistica.net/accountquery?id=ACCOUNT_ID_HERE stats_url = "https://discord.gg/ucyaesh" -# If present, the server subprocess will attempt to gracefully exit after -# this amount of time. A graceful exit can occur at the end of a series -# or other opportune time. Server-managers set to auto-restart (the -# default) will then spin up a fresh subprocess. This mechanism can be -# useful to clear out any memory leaks or other accumulated bad state -# in the server subprocess. +# If present, the server subprocess will attempt to gracefully exit +# after this amount of time. A graceful exit can occur at the end of +# a series or other opportune time. Server-managers set to +# auto-restart (the default) will then spin up a fresh subprocess. +# This mechanism can be useful to clear out any memory leaks or +# other accumulated bad state in the server subprocess. #clean_exit_minutes = 60 -# If present, the server subprocess will shut down immediately after this -# amount of time. This can be useful as a fallback for clean_exit_time. -# The server manager will then spin up a fresh server subprocess if -# auto-restart is enabled (the default). +# If present, the server subprocess will shut down immediately after +# this amount of time. This can be useful as a fallback for +# clean_exit_time. The server manager will then spin up a fresh +# server subprocess if auto-restart is enabled (the default). #unclean_exit_minutes = 90 -# If present, the server subprocess will shut down immediately if this -# amount of time passes with no activity from any players. The server -# manager will then spin up a fresh server subprocess if auto-restart is -# enabled (the default). +# If present, the server subprocess will shut down immediately if +# this amount of time passes with no activity from any players. The +# server manager will then spin up a fresh server subprocess if +# auto-restart is enabled (the default). #idle_exit_minutes = 20 # Should the tutorial be shown at the beginning of games? @@ -122,7 +151,18 @@ team_names = ["ladoo", "barfi"] # Team colors (teams mode only). team_colors = [[0.8, 0.0, 0.6], [0, 1, 0.8]] -# Whether to enable the queue where players can line up before entering -# your server. Disabling this can be used as a workaround to deal with -# queue spamming attacks. +# Whether to enable the queue where players can line up before +# entering your server. Disabling this can be used as a workaround +# to deal with queue spamming attacks. #enable_queue = true + +# Protocol version we host with. Currently the default is 33 which +# still allows older 1.4 game clients to connect. Explicitly setting +# to 35 no longer allows those clients but adds/fixes a few things +# such as making camera shake properly work in net games. +#protocol_version = 35 + +# How many seconds individual players from a given account must wait +# before rejoining the game. This can help suppress exploits +# involving leaving and rejoining or switching teams rapidly. +#player_rejoin_cooldown = 10.0