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ggz-server-0.0.14.1-6mdv2010.0.x86_64.rpm

# Sample ggzd configuration file
#
# This file must be copied to 'ggzd.conf' or otherwise ggzd's compiled-
# in values are used! Those are not necessarily the same as the commented
# values in this file.
# It will save ggzd.conf from being overwritten. This behaviour was
# introduced with GGZ 0.0.14.
#
# Note:
# Items marked "Not Implemented" won't work yet, and any options may be
# revised or eliminated in future versions!  'Nuff said.
#
# Case of variable names is ignored, AddGame, addgame and ADDGAME are
# all equivalent variable names.  Whitespace is ignored except WITHIN
# the RHS of a configuration option.  Trailing whitespace is trunced.
#
# The '=' sign is optional.

############################################################################
# General Server Options
############################################################################

[General]

# Server name
#   This is the server name as reported to clients
#ServerName = Honest Harry's GGZ Server

# Administrators name
#   This is the administrator name reported to clients
#AdminName = Honest Harry

# Administrators email
#   This is the email contact address reported to clients
#AdminEmail = hharry@example.com

# Port option
#   Uncomment to specify a port other than the default (5688)
#Port = 5688
#   It is possible to restrict access to one interface
#Interface = 127.0.0.1

# SQL database connection options
#   If a SQL database is used as opposed to a flat embedded
#   database, this block must be configured. DatabaseType
#   is only relevant for the DBI backend.
#DatabaseHost = localhost
#DatabaseName = ggz
#DatabaseUsername = ggzd
#DatabasePassword = ggzd
#   DatabaseType: pgsql, mysql, sqlite, ...
#DatabaseType = db4
#   Database hashing: plain, md5, sha1 or ripemd160
#DatabaseHashing = plain
#   Database hash encoding: base64 or base16 (defaults to base64)
#DatabaseHashEncoding = base64

# Transport Layer Security options
#EncryptionUse = 0
#EncryptionPassword = ggzrocksmore
#EncryptionKey = /usr/etc/ggzsite-example.pem
#EncryptionCert = /usr/etc/ggzsite-example.pem

# Announcements (none by default), metaserver must point to a GGZ metaserver
#AnnounceLAN = 1
#AnnounceMetaserver = localhost
#AnnounceMetaserverUsername = ggzd
#AnnounceMetaserverPassword = ggzd

# Reconfiguration in case of room changes
#ReconfigureRooms = 1

############################################################################
# Logging Options
############################################################################

[Logs]

# DumpFile
#   Dumps the complete network protocol traffic
#   DumpFile can be either a filename, or 'stdout'/'stderr'
#DumpFile = stderr

# Logfile
#   Logfile can be either a filename, or 'syslogd', or 'stdout'/'stderr'
#   syslogd is the default
LogFile = stderr

# Log types
#   The types of logging which the server performs to the logfile
#   Default is to log errors.  Types should be separated by a space.
#   Valid types:  All
#                 Notices
#                 Connections
#                 Security
#                 Update
#                 Tables
LogTypes = All

# Debug logfile
#   Logfile can be either a filename, or 'syslogd', or 'stdout'/'stderr'
#   syslogd is the default
#DebugFile = stderr

# Debug types
#   The types of debugging information which the server sends to the
#   debug files.  Default is NONE.
#   (Server must be compiled with debug on to use this feature)
#   Valid types:  All
#                 Configuration
#                 Process
#                 Connection
#                 Chat
#                 Table
#                 Protocol
#                 Update
#                 Misc
#                 Room
#                 Lists
#                 Game_Msg
#                 XML
DebugTypes = All

# Syslogd facility
#   Syslogd facility type to send logs to, default is local0
#   (ignored if LOGFILE parm doesn't point to syslogd)
#Facility = local0

# Append _PID to log filenames
#   Should we have a separate logfile for each process thread?  (1=yes, 0=no)
#   Default is 0, invalid for syslogd
# WARNING: This is ugly, really really ugly.  It involves opening and closing
#	   the logfiles for each and every log message.  Don't use it!
#ThreadLogs = 1

# PID in logs
#   Should the PID be included in log messages?  (1=yes, 0=no)
#   Default is 1 for standard log, Debug log ALWAYS includes PID
#PIDInLogs = 0

# Timestamps in logs
#   Should the date/time be included in log messages?  (1=yes, 0=no)
#   Default is 0 as you should be using syslogd.
#TimeInLogs = 1

# GameType in logs
#   Should the game name be prepended to logs messages from a game server?
#   eg: '[NetSpades] logmsg' (1=yes, 0=no)
#   Default is 1
#GameTypeInLogs = 0

# Update Log Config
#   Should the update log be human readable?  (1=yes, 0=no)
#   The update log can be either verbose (human readable) or not.  If you
#   plan on writing/using a script to read the updates, turn off verbose.
#VerboseUpdates = 1
#   How often to generate an update log entry? (in seconds)
#UpdateInterval = 600

############################################################################
# Directory and File Options
############################################################################

[Directories]

# Configuration directory
#   This is where the server looks for game and room description files
#ConfDir = /usr/etc/ggzd

# Data directory
#   Where all server tables are stored if SQL is not used
#DataDir = /usr/var/ggzd

# Game Servers directory
#   This is where the server can find the game server modules
#GameDir = /usr/lib/ggzd

[Files]

# MOTD File
#   File in ConfDir containing MOTD to be sent to clients.  If the
#   file doesn't exist, no message of the day will be sent.
#   WebMOTD can be used in addition for clients which can display it.
#MOTD = ggzd.motd
#WebMOTD = http://...

############################################################################
# Game Options
############################################################################

[Games]

# List of Games
#   A list of all games to be included.  If not present then the default is
#   to add all games which can be found.
#GameList = spades

# List of Ignored Games
#   If no GameList is specified, this entry can be used to specify a list
#   of games which are to be skipped.
#IgnoredGames = tictactoe

# List of Rooms
#   A list of all rooms to be included.  If not present then the default is
#   to add all rooms which can be found.
#RoomList = ggzd_casual

# List of Ignored Rooms
#   If no RoomList is specified, this entry can be used to specify a list
#   of rooms which are to be skipped.
#IgnoredRooms = ggzd_competitive

############################################################################
# Miscellaneous Options
############################################################################

[Miscellaneous]

# Default ping frequency to determine the lag class (seconds)
#   A PingFrequency of 0 means no pings are sent; default is 10 seconds
#PingFrequency = 10

# Default Lag Class Definitions
#   Times are in msec
#LagClass1 = 500
#LagClass2 = 1000
#LagClass3 = 2000
#LagClass4 = 5000

# Interval at which to send players room occupancy updates (seconds)
#   A value of 0 means no updates are sent; default is 60 seconds
#RoomUpdateFrequency = 60

# Client hostname lookups
#   Should the server do hostname lookups on the client's IP address?
#   (1=yes, 0=no)  Default is 0, even though the lookup is done in the
#   client thread and doesn't pause the server itself.
#HostnameLookup = 1

# Load thresholds (Not Implemented)
#   This is the load threshold where ggzd will start denying client
#   connections and/or table launches.  The default is not to use a load
#   threshold
#maxloadclients = 2.5
#maxloadtables = 2.5

# Load binary (Not Implemented)
#   This is a binary that ggzd can execute to determine the servers
#   load average.  The second parameter is the word to use as the load
#loadbinary = /usr/bin/uptime, 10

# Load proc file (Not Implemented)
#   If your system supports the /proc directory (eg: Linux), then this
#   file will be queried for system load.  The second paramter is the
#   word to use as the load.  This will be used in preference to loadbinary
#   if both options are coded.
#loadfile = /proc/loadavg, 2

# Maximum clients (Not Implemented)
#   This is the maximum number of active clients allowed at one time
#   Default is no maximum
#maxclients = 1000

# Maximum tables (Not Implemented)
#   This is the maximum number of active games before games cannot be launched
#   Default is no maximum
#maxtables = 150