For the complete documentation index, see llms.txt. This page is also available as Markdown.

Configuring your game

The System Configuration Manager

All configuration options that apply to the entire game are set through the System Configuration Manager. For a full description of the common options that apply in both online and offline play, see the base AnyRPG documentation.

This page will describe the options that apply exclusively in network mode. They can be found in the SystemConfigurationManager under the Network section.

Network

Name
Description

Server Backend

The backend that will be used to store and retrieve player and account data. The File mode will store data in files on the local server and is appropriate for quick testing of single server instances.

API Server Address

The address of the API server that the dedicated game server will connect to for database operations. Do not use a trailing slash.

Validate API Server Cert

This should only be set to false during development and testing when the APIServer is using a self-signed SSL certificate.

API Server Shared Secret

This is the shared secret that allows the game server to login to the API server.

Game Server Address

This is the address (and optionally port) of the dedicated authoritative game server that all clients connect to. Users can change this value on the login window.

Client Version

If the server and client both do not have this version, the client will be told to upgrade.

Client Download Url

This is the address of a web page where the latest client can be downloaded.

Lobby Game Scene Names

The list of scenes that can be chosen in lobby game mode.

Private Message Chat Command

The chat command that is configured to send a private message (eg: tell or whisper)

Personal Instance Timeout

The length of time (in minutes) a personal instance must be empty before the scene is unloaded. -1 means it never unloads.

Group Instance Timeout

The length of time (in minutes) a group instance must be empty before the scene is unloaded. -1 means it never unloads.

Lobby Game Instance Timeout

The length of time (in minutes) a lobby game instance must be empty before the scene is unloaded. -1 means it never unloads.

World Instance Timeout

The length of time (in minutes) a world instance must be empty before the scene is unloaded. -1 means it never unloads.

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