From a842880123ed0ab1118657b0efab7b40774f9f6c Mon Sep 17 00:00:00 2001 From: Martin Michelsen Date: Sat, 26 Aug 2023 21:34:13 -0700 Subject: [PATCH] update comments in config.example.json --- system/config.example.json | 38 ++++++++++++++++++++++++++------------ 1 file changed, 26 insertions(+), 12 deletions(-) diff --git a/system/config.example.json b/system/config.example.json index db3453fe..c4f12061 100644 --- a/system/config.example.json +++ b/system/config.example.json @@ -7,13 +7,27 @@ // JSON on save, it may be confused by this file's format. Make sure it // doesn't automatically turn hex integers into strings, for example. + // If you're just setting up a newserv instance for your personal use, you + // probably only need to change LocalAddress. Set LocalAddress to your + // machine's local IPv4 address (usually something like 10.0.x.x or + // 192.168.x.x). In PSO's network configuration, set the DNS server address to + // the same address you entered in LocalAddress in this file. + + // If you also want people to be able to conenct to your newserv instance from + // the Internet, you'll need to set ExternalAddress to your public-facing IPv4 + // address (you can find this by visiting e.g. whatismyip.com). You'll also + // need to set up port forwarding on your router for all the TCP ports listed + // in PortConfiguration (9000, 9001, etc.), as well as UDP port 53. Players + // from outside your network can then connect to your server by entering your + // public address as their DNS server address in PSO's network configuration. + // Server's name (maximum 16 characters). This appears in the upper-right // corner of the screen while in lobbies. "ServerName": "newserv", // Address to connect local clients to (IP address or interface name). This // is the address that newserv will expect clients on the same network as the - // server to conenct to. + // server to connect to. "LocalAddress": "en0", // Address to connect external clients to (IP address or interface name). This // is the address that newserv will expect clients not on the same network as @@ -71,7 +85,7 @@ // PSOBB, but not for the patch server; this means you unfortunately can't // support both Schthack and Ephinea PSOBB clients at the same time. This // may be fixed in the future using a similar technique as the - // split_reconnect behavior, but this isn't implemented yet. + // pc_console_detect behavior, but this isn't implemented yet. // "bb-patch3": [13000, "patch", "patch_server_bb"], // "bb-init3": [14000, "bb", "data_server_bb"], @@ -293,13 +307,13 @@ // this can be an integer if auctions should always have the same number of // cards, or it can be a list of [min count, max count] and the server will // choose a random number of cards in that range for each auction. - // CardAuctionContents is a dictionary specifying the relative frequencies - // and costs of each card in the auction pool. Relative frequencies are - // 64-bit integers, but should generally be less than 0x0100000000000000 to - // avoid excessive bias. All relative frequencies must sum to a number less - // than 0x10000000000000000 (the limit of an unsigned 64-bit integer). When - // players enter an auction, the auctioned cards are drawn with replacement - // from the distribution specified here. + // CardAuctionPool is a dictionary specifying the relative frequencies and + // costs of each card in the auction pool. Relative frequencies are 64-bit + // integers, but should generally be less than 0x0100000000000000 to avoid + // excessive bias. All relative frequencies must sum to a number less than + // 0x10000000000000000 (the limit of an unsigned 64-bit integer). When players + // enter an auction, the auctioned cards are drawn with replacement from the + // distribution specified here. "CardAuctionPoints": 30, "CardAuctionSize": [2, 4], "CardAuctionPool": { @@ -315,7 +329,7 @@ // descriptions. (We don't use a map here because the category order // specified here is the order that appears in the quest menu.) "QuestCategories": [ - // Each entry is [type, token, flags, category_name, description]. + // Each entry is [flags, type, token, category_name, description]. // These fields are: // flags: a bit field containing the following: // 0x01 - appears in normal mode @@ -327,7 +341,7 @@ // 0x40 - appears in Episode 3 download quest menu // 0x80 - hidden on pre-V3 versions (DC, PC) // type: the character that newserv expects at the beginning of the quest - // filename, generally one of b, c, e, or q. + // filename, generally one of b, c, d, e, or q. // short_token: the token newserv expects to see in quest filenames after // the quest number. // category_name: what appears in the quest menu on the client. @@ -365,7 +379,7 @@ // Whether to enable patches on Episode 3 USA. This functionality depends on // exploiting a bug in Episode 3, and while it seems to work reliably on // Dolphin, it hasn't been tested on a real GameCube. So, newserv doesn't - // enable Episode 3 patches by default; it only does so if this option is on. + // enable Episode 3 USA patches by default; it only does if this option is on. // "EnableEpisode3SendFunctionCall": true, // By default, the server keeps track of items in all games, even for versions