git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1022 e016b1c5-ed68-44aa-a2f7-31cac88cffde
192 lines
7.2 KiB
XML
192 lines
7.2 KiB
XML
<?xml version="1.0" encoding="utf-8" ?>
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<?xml-stylesheet type="text/xsl" href="transformations/cubedoc2xhtml.xslt"?>
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<html xmlns="http://www.w3.org/1999/xhtml" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" lang="en" xml:lang="en">
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<head><title></title></head>
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<body>
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<h1>
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Setting up a Server
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</h1>
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<h2>The AssaultCube Server</h2>
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<p>
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Dedicated servers run in the shell only (no graphics), with increased priority yet use very little cpu time and memory,
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so you can run one in the background, or at the same time with a client if you want to host a game. Server port is
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fixed at <b>28763</b>, with <b>28764</b> being used for the server info requests (both UDP).
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See the <a href="getstarted.xml">Get Started Guide</a> to find out how to join a server.
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</p>
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<h2>Main Configuration</h2>
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<p>
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The AssaultCube server is mainly configured using command line options set in the server script <i>actioncube_server.bat</i> on windows or
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<i>actioncube_server.sh</i> on linux.
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</p>
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<div class="code">
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bin_win32\ac_server.exe -c8 -n"My AC Server"
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</div>
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<p>
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Possible command line options can be obtained from the <a href="startup.xml">startup section</a> of this documentation.
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Run the script to start the server.
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</p>
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<h2 id="maprotation">Maprotation</h2>
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<p>
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In the maprotation file specified on the command line (default: <i>config/maprot.cfg</i>), you can specify
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the map, mode, time and voting for your server. Each line defines one round. Example:
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</p>
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<pre>
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// server side maprotations
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// WARNING: You can NOT use CubeScript in there
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// use the following scheme:
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// map:mode:time:allowVote
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// tdm
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ac_complex:0:10:1
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ac_depot:0:10:1
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ac_desert:0:10:1
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ac_mines:0:10:1
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// ctf
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ac_mines:5:10:1
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ac_depot:5:10:1
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</pre>
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<p>
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The first line, <span class="code">ac_complex:0:10:1</span>, means, the map <i>ac_complex</i> is played
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in mode 0 (Team Deathmatch) for 10 minutes. The connected players are allowed to vote.
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</p>
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<h1>Administration</h1>
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<h2>Cheating</h2>
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<p>
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Cheating is a problem that can't be solved entirely.
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AssaultCube is opensource, so everyone that knows how to compile it can easily modify the source to do whatever he wants,
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thats the problem of opensource games. The fact that the whole game logic is client-side, to save a lot bandwith, makes it even easier to cheat.
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There is no way to avoid this abuse.
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</p>
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<h2>Server Master</h2>
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<p>
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AssaultCube adapts the useful feature called <i>master mode</i> known from the Cube 2 games. It's implemented in a different way though.
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Servers operate in a so called <i>master mode</i> which allows people to easily and painlessly have games with people they know,
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without being disturbed by cheaters. The way it works is very simple: the first person to enter a server and use the <span class="code">setmaster</span>
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command becomes the master of that server. The master of a server can force map changes, set a different master mode and perform other
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administrative actions normal players can't.
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</p>
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<div class="code">
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<a href="reference.xml#identifier_setmaster">setmaster</a> B
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</div>
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<p>
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where is <i>B</i> is 1 to claim master or 0 to give up master.
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</p>
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<p>
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The master can change the master mode of the server using the <span class="code">mastermode</span> command:
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</p>
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<div class="code">
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<a href="reference.xml#identifier_mastermode">mastermode</a> N
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</div>
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<p>
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sets the master mode to <i>N</i>. Possible master modes are:
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</p>
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<ul>
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<li>0 (open) - Anyone can enter the server. This is the default mode. It is good for games with random people, if no cheaters appear to be around.</li>
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<li>1 (private) - Noone can join the server anymore. Good for games with friends when cheaters are around, cheaters wont even connect, so wont have the chance to try and screw things up.</li>
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</ul>
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<p>
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Once you claimed master, you can also kick people from the server. Open the scoreboard (key: TAB) to look up the client number (cn) of the player
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you want to kick.
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</p>
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<div class="code">
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<a href="reference.xml#identifier_kick">kick</a> N
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</div>
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<p>
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kicks the player with the client number <i>N</i> from the server. See the scoreboard to look up the client number.
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</p>
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<p>
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The current master can enable the auto-team option for the server. If enabled, newly connected clients will be forced to the smaller team and switching to the bigger
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or equal sized team won't be possible anymore. A team shuffle is performed every time the game mode changes from FFA to a team mode and when the auto-team
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option is initally enabled.
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</p>
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<div class="code">
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<a href="reference.xml#identifier_autoteam">autoteam</a> N
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</div>
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<p>
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where <i>N</i> is 1 to enable and 0 to disable the auto-team option.
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</p>
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<h2 id="serveradmin">Server Admin</h2>
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<p>
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There is an additional client role a player can claim called 'admin'. In addition to the commands a master
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can execute, an admin can also ban players from the server.
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Claiming admin state works similiar to the master state,
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however it requires a password that matches the server configuration.
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</p>
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<div class="code">
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<a href="reference.xml#identifier_setadmin">setadmin</a> N P
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</div>
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<p>
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where is <i>B</i> is 1 to claim admin or 0 to give up admin. <i>P</i> is the required password.
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The owner of a server can <a href="startup.xml">configure this password</a> to gain control over his server using this command.
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As soon as a player successfully claims admin, all existing master or admin players lose their privileged state.
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So assume a some dumb player abuses the master state and kicks all players from your own server, you
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can get control back by issuing these commands as example:
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</p>
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<div class="code">
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<a href="reference.xml#identifier_connect">connect</a> myserver.mydomain.com; <a href="reference.xml#identifier_setadmin">setadmin</a> 1 myPassw0rd
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</div>
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<p>
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This connects to the server myserver.mydomain.com and immediately claims admin state using the "myPassw0rd" password.
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</p>
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<div class="code">
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<a href="reference.xml#identifier_ban">ban</a> N
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</div>
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<p>
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bans the player with the client number <i>N</i> from the server and refuses any connection attempts from his IP for the next 20 minutes.
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</p>
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<div class="code">
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<a href="reference.xml#identifier_removebans">removebans</a>
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</div>
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<p>
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This removes all active bans.
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</p>
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<h2 id="mastermenu">Server Operator Menu</h2>
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<p>
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Some administrative actions can be done using the GUI. To bring up the server operator menu, navigate to <i>Main Menu->Multiplayer->Server Operator</i>
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</p>
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</body>
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</html>
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