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settings.ini
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53 lines (49 loc) · 2.85 KB
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; Note: this file is marked as "Copy to Output Directory" in Visual Studio
[General]
; Port on which the persistence server will start
port = 3457
; DMS = data management system. Acceptable values: mysql or sqlite
; This is only used in Release.
; A Debug solution configuration will override this value (namely Debug-Sqlite and Debug-Mysql configs)
dms = sqlite
; The IP of the machine this program is running on
; This address is used only in RELEASE builds. In DEBUG builds, we assume 127.0.0.1
; Only put IP here, no domain names
; Note, if you're planning on running tests on a home network consisting of multiple PCs, read the documentation paragraph "FAQ: home network tests"
PersistenceServerIP = 127.0.0.1
; ServerPassword must be the same as in GameModeBaseCpp.h
; This is used by the game servers to log in to the Persistence server
ServerPassword = $2a$12$TVJguxncMvNQS47S5jWw3exf.89gOM43q9omQt58cS1mfn6MrWg8.
; UniversalCookie must be the same as in GameInstanceCpp.h
; This is used by the PIE clients to log in to the Persistence server. Only works in DEBUG configs.
UniversalCookie = $2a$12$ERfi15WDwiTF0dI0WRQrUurrt50zDYoqpHCHixCTUw2WCEh3ZzuM6
; Default guild rank a new invitee gets. It should be the highest value possible of your EGuildRanks enum in UE5
; Out of the box, we have 4 ranks: 0 is GM, 1 is Officer, 2 is Member, 3 is Rookie. So by default, a newly accepted member will be 3 = Rookie.
; Rookie is the lowest rank. We can't demote further than DefaultGuildRank
DefaultGuildRank = 3
GuildOfficerRank = 1
PartyMaxSize = 5
[Steam]
; Put your Steam Publisher WebApi key here - to get it, see documentation
SteamPublisherKey = yourkeyhere
; Your Steam App Id
SteamDevAppId = 480
[MySQL]
; 99% of the time your database will be on the same server where your Persistence server is, so the host will remain localhost
host = localhost
port = 3306
user = root3
password = yourpasswordhere
; Name of the database. If no DB with this name is detected, it will be created for you. Don't create one manually, we need to populate it.
database = mmokit
; When no database is detected, the persistent server will create a database for you with a certain collation.
; The collation will determine whether or not it's accent-sensitive.
; An accent-sensitive collation will allow your players to have distinct characters with difference accents, e.g. Laureline and Lauréline
; An accent-insensitive collation will allow your players to have only one, e.g. Lauréline
; The setting becomes irrelevant after the database has been created.
accentSensitiveCollation = true
[Sqlite]
; A database with this name will be created in the directory where the executable is ran
; Beware, when you change your config from Debug to Release, the db won't migrate from folder to folder by itself.
; If you want to preserve the data, copy the file from bin\Debug-Sqlite\net6.0 to bin\Release\net6.0
filename = mmokit.db