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Arma 3: Server Config File<br/>
{{TOC|side}}
The server configuration file can be used to configure various game server settings such as the difficulty level, how many votes are needed and welcome messages.
{| class="wikitable"
The name of the file is determined by the <tt>[[:Category:Startup Parameters|-config]]</tt> command line option when launching the dedicated server. There is no default name - when you do not specify the filename, no server configuration file is loaded.
! colspan=5 |Arma 3 Server Configuration Overview
 
Guide:
:| Overview
:- [[Arma 3: Dedicated Server]]
:|-- [[Arma 3: Dedicated Server (Chinese Simplified)]]
:|-- [[Arma 3: Dedicated Server (Chinese Traditional)]]
:| Important Files
:|-- [[server.cfg]]
:|-- [[basic.cfg]]
:|-- [[server.armaprofile]]
:| Other Topics
:|-- [[Multiplayer Server Commands]]
:|-- [[Arma 3: Mission voting]]
:|-- [[Arma 3: Headless Client]]
 
= Server Options =
{| class="wikitable sortable" style="width: 100%"
! Parameter !! width="10%" | Default!! Description !! Since
|-
| <tt>passwordAdmin = "xyzxyz";</tt> || <tt>""</tt> || Password to protect admin access. || -
|-
| <tt>password = "xyz";</tt> || <tt>""</tt> || Password required to connect to server. || -
|-
| <tt>serverCommandPassword = "xyzxyz";</tt> || <tt>""</tt> || Password required by alternate syntax of [[serverCommand]] server-side scripting. || -
|-
| <tt>hostname="My Server";</tt> || <tt>UNKNOWN</tt> || Servername visible in the game browser. || -
|-
| <tt>maxPlayers = 10;</tt> || <tt>64</tt>(DS) || The maximum number of players that can connect to server. The final number will be lesser between number given here and number of mission slots. || -
|-
| <tt>motd[]= {"Welcome to my server.", "Hosted in the net."};</tt> || <tt>{}</tt> || Two lines welcome message. Comma is the 'new line' separator. || -
|-
| <tt>admins[] = {"<UID>"};</tt> || <tt>{}</tt> || Whitelisted clients can use #login w/o password. See [[server.cfg#Logged_In_Admin|Logged In Admin]] || {{GVI|arma3|1.70}}
|-
| <tt>headlessClients[] = {"<IP>"};</tt> || <tt>{}</tt> || Headless clients IPs. Multiple connections and addresses are allowed in the case of more than one Headless Client. See [[Arma 3: Headless Client]] || -
|-
| <tt>localClient[] = {"<IP>"};</tt> || <tt>{}</tt> || Indicates clients with ''unlimited'' bandwidth and ''nearly no latency''. See [[Arma 3: Headless Client]] || -
|-
! colspan="4" | Server Behaviour
|-
| <tt>voteThreshold = 0.33;</tt> || <tt>UNKNOWN</tt> || Percentage of votes needed to confirm a vote. <tt>33%</tt> in this example. || -
|-
| <tt>voteMissionPlayers = 3;</tt> || <tt>UNKNOWN</tt> || Start mission-voting when ''X'' numberOfPlayers connect. || -
|-
| <tt>allowedVoteCmds[] = { {"kick", false, false, 0.75} };</tt> || <tt>{}</tt> || See [[Arma 3: Mission voting]] || -
|-
| <tt>allowedVotedAdminCmds[] = { { "mission", true, true } }; || <tt>{}</tt> || </tt> See [[Arma 3: Mission voting]] || -
|-
| <tt>kickduplicate = 1;</tt> || <tt>UNKNOWN</tt> || Do not allow duplicate ''game IDs''. Second player with an existing ID will be kicked automatically. <tt>1</tt> means active, <tt>0</tt> disabled. || -
|-
| <tt>loopback = true;</tt> || <tt>false</tt> || Adding this option will force server into LAN mode. This will allow multiple local instances of the game to connect to the server for testing purposes. At the same time it will prevent all non-local instances from connecting. || -
|-
| <tt>upnp = true;</tt> || <tt>false</tt> || Automatically creates port mapping on UPNP/IGD enabled router. This option allows you to create a server behind NAT (your router must have public IP and support UPNP/IGD protocol). Read more {{Wikipedia|Internet_Gateway_Device_Protocol|Internet Gateway Device (IGD) Standardized Device Control Protocol}}. {{Feature|warning|When enabled then this setting may delay server start-up by 600s (standard UDP timeout of 10 minutes) if blocked on firewall or bad routing etc. Thus in such case is recommended to disable it.}} || -
|-
| <tt>allowedFilePatching = 0;</tt> || <tt>0</tt> || Prevent or allow file patching for the clients (including the HC)
* 0 is no clients
* 1 is Headless Clients only
* 2 is all clients
| {{GVI|arma3|1.50}}
|-
| <tt>allowedLoadFileExtensions[] = {"sqf","txt"};</tt> || <tt>UNKNOWN</tt> || Only allow files with listed extensions to be loaded via [[loadFile]] command. Not listing any extension means everything is allowed. Defining the setting as empty arrays means nothing is allowed. || {{GVI|arma3|1.20}}
|-
| <tt>allowedPreprocessFileExtensions[] = {"sqf","sqs"};</tt> || <tt>UNKNOWN</tt> || Only allow files with listed extensions to be loaded via [[preprocessFile]] / [[preprocessFileLineNumbers]] commands. Not listing any extension means everything is allowed. Defining the setting as empty arrays means nothing is allowed. || {{GVI|arma3|1.20}}
|-
| <tt>allowedHTMLLoadExtensions[] = {"htm","html"};</tt> || <tt>UNKNOWN</tt> || Only allow files and URLs with listed extensions to be loaded via [[htmlLoad]] command. Not listing any extension means everything is allowed. Defining the setting as empty arrays means nothing is allowed. || {{GVI|arma3|1.28}}
|-
| <tt>allowedHTMLLoadURIs[] = {"http://arma3.com"};</tt> || <tt>UNKNOWN</tt> || Only allow files from listed URIs and URLs to be loaded via [[htmlLoad]] command. Comment out if not used. Can use += to add to the existing list. Not listing any extension means everything is allowed. Defining the setting as empty arrays means nothing is allowed. || -
|-
| <tt>filePatchingExceptions[] = {"123456789","987654321"};</tt> || <tt>{}</tt> || Whitelisted Steam IDs allowed filePatching || -
|-
| <tt>disconnectTimeout = 5;</tt> || <tt>90</tt> || Server wait time before disconnecting client after loss of active traffic connection, range 5 to 90 seconds. || {{GVI|arma3|1.56}}
|-
| <tt>maxdesync = 150;</tt> || <tt>UNKNOWN</tt> || Max desync value until server kick the user || {{GVI|arma3|1.56}}
|-
| <tt>maxping= 200;</tt> || <tt>UNKNOWN</tt> || Max ping value until server kick the user || {{GVI|arma3|1.56}}
|-
| <tt>maxpacketloss= 50;</tt> || <tt>UNKNOWN</tt> || Max packetloss value until server kick the user || {{GVI|arma3|1.56}}
|-
| <tt>kickClientsOnSlowNetwork[] = { 0, 0, 0, 0 };</tt> || <tt>UNKNOWN</tt> || Defines if <tt>{<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>}</tt> will be logged (0) or kicked (1) || {{GVI|arma3|1.56}}
|-
| <tt>enablePlayerDiag = 1</tt> || <tt>0</tt> || Logs players' bandwidth and desync info every 60 seconds, as well as "network message is pending" owner identity. || -
|-
| <tt>callExtReportLimit = 1000;</tt> || <tt>1000</tt> || If server initiated [[callExtension]] takes longer than specified limit in milliseconds, the warning will be logged into server <tt>.rpt</tt> file as well as reflected in the extension return result. || -
|-
| <tt>kickTimeout[] = { {0, -1},{1, 180},{2, 180},{3, 180} };</tt> || <tt>UNKNOWN</tt> ||
<tt>kickTimeout[] = { {kickID, timeout}, ... };</tt><br>
kickID (type to determine from where the kick originated e.g. admin or votekick etc.)
* 0 - manual kick (vote kick, admin kick, bruteforce detection etc.)
* 1 - connectivity kick (ping, timeout, packetloss, desync)
* 2 - BattlEye kick
* 3 - harmless kick (wrong addons, steam timeout or checks, signatures, content etc.)<br>
timeout = in seconds how long until kicked player can return
* >0 seconds
* -1 until missionEnd
* -2 until serverRestart<br>
| {{GVI|arma3|1.90}} Profil. Branch
|-
| <tt>votingTimeOut = 60;</tt> || <tt>60</tt> || Voting timeout || -
|-
| <tt>votingTimeOut[] = {60, 90};</tt>  || <tt>{60, 90}</tt> || Voteing timeout {ready, notReady} || {{GVI|arma3|1.90}} Profil. Branch
|-
| <tt>roleTimeOut = 90;</tt> || <tt>90</tt> || Role seleciton timout || -
|-
| <tt>roleTimeOut[] = {90, 120};</tt> || <tt>{90, 120}</tt> || Role selection timeout <tt>{ready, notReady}</tt> || {{GVI|arma3|1.90}} Profil. Branch
|-
| <tt>briefingTimeOut = 60;</tt> || <tt>60</tt> || Briefing timeout || -
|-
| <tt>briefingTimeOut[] = {60, 90};</tt> || <tt>{90, 120}</tt> || Briefing timeout <tt>{ready, notReady}</tt> || {{GVI|arma3|1.90}} Profil. Branch
|-
| <tt>debriefingTimeOut = 45;</tt> || <tt>45</tt> || Briefing timeout || -
|-
| <tt>debriefingTimeOut [] = {60, 60};</tt> || <tt>{90, 120}</tt> || Debriefing timeout <tt>{ready, notReady}</tt> || {{GVI|arma3|1.90}} Profil. Branch
|-
| <tt>lobbyIdleTimeout = 300;</tt> || <tt>300</tt> || Lobby idle timeout
Independent of set ''lobbyIdleTimeout'' in the config file, it will be at least<br>
<tt>MAX(votingTimeout, lobbyTimeout, briefingTimeout, debriefingTimeout) + 5 seconds</tt>
by default, this makes it 300 seconds of time for people in lobby and 95 in roleTimeout or briefing screen<br>
| {{GVI|arma3|1.90}} Profil. Branch
|-
| <tt>missionsToServerRestart = 8;</tt> || <tt>UNKNOWN</tt> || Number of times missionEnd happens before server initiate process restart (uses actual session startup command-line parameters, not possible to combine with `missionsToShutdown` ) || -
|-
| <tt>missionsToShutdown = 8;</tt> || <tt>UNKNOWN</tt> || Number of times missionEnd happens before server initiate process shutdown (has same behavior as setting named `missionsToHardRestart`) || -
|-
| <tt>autoSelectMission = true;</tt> || <tt>false</tt> || When enabled, the server auto-starts next mission in mission cycle and waits for players in the role selection. This allows full mission information in server browser and then results in proper filtering of the servers. This is lesser-variant (trimmed) of server startup command-line parameter <tt>-autoInit</tt>. Might collide with campaign linked missions / need mission cycle etc. || -
|-
| <tt>randomMissionOrder = true;</tt> || <tt>UNKNOWN</tt> || When enabled, the server random start / next selection with one of missions from mission rotation list. ( setting goes outside(before) Mission class {}; ) || -
|-
| <tt>disableChannels[] = { {0,false,true} };</tt> || <tt>{}</tt> ||
<tt>disableChannels[] = { {channelID, text, voice}, ... }>;</tt><br>
* ''ChannelID'' : [[Number]] - use single digit of (0 to 6) to define channelID. Default: No restriction to any channels, with text/von chat set to false.<br>
* ''text'' : [[Boolean]] - use [[true]] to disable usage of text-chat for defined channelID. Default: '''[[false]]'''<br>
* ''voice'' : [[Boolean]] - use [[true]] to disable usage of voice-chat (VON) for defined channelID. Default: '''[[false]]'''<br>
List of channels ID:
<div style="columns: 3">
* 0 = Global
* 1 = Side
* 2 = Command
* 3 = Group
* 4 = Vehicle
* 5 = Direct
* 6 = System
</div>
{{Feature|Informative|Missions which use [[Description.ext#disableChannels|Description.ext#disableChannels]] will override any setting of ''disableChannels[]'' in the '''server.cfg'''.}}
| -
|-
! colspan="4" | Other Options
|-
| <tt>verifySignatures = 2;</tt> || <tt>2</tt>|| Enables or disables the [[ArmA: Addon Signatures|signature verification]] for addons.
* Verification disabled = <tt>0</tt>.
*<tt>1</tt> Will default back to <tt>2</tt>
| -
|-
| <tt>drawingInMap = false;</tt> || <tt>true</tt> || Enables or disables the ability to place markers and draw lines in map. || {{GVI|arma3|1.64}}
|-
| <tt>disableVoN = 1;</tt> || <tt>0</tt> || Enables or disables the '''''V'''oice '''o'''ver '''N'''et''. || -
|-
| <tt>vonCodecQuality = 10;</tt> || <tt>3</tt> || Defines ''VoN'' codec quality. Value range is from <tt>1</tt> to <tt>20</tt>.
* Since 1.62 supports range <tt>1-20</tt>
* Since 1.64 will support range <tt>1-30</tt>
* 8kHz is <tt>0-10</tt>, 16kHz is <tt>11-20</tt>, for <tt>21-30</tt> it is 32kHz for SPEEX codec and 48kHz for OPUS codec.
| -
|-
| <tt>vonCodec = 1;</tt> || <tt>0</tt> || Defines ''VoN'' codec type. Value range is from <tt>0</tt> to <tt>1</tt>.
* Since Arma 3 update 1.58 supports value <tt>1</tt>
* Value <tt>0</tt> uses older {{Wikipedia|Speex|SPEEX codec}}, while <tt>1</tt> switches to new IETF standard {{Wikipedia|Opus_(audio_format)|OPUS codec}}.
| -
|-
| <tt>skipLobby = false;</tt> || <tt>false</tt> || If true, joining player will skip role selection. This is only used if no Mission, Campaign or Config setting <tt>skipLobby</tt> is defined (See [[Description.ext#skipLobby]]). || -
|-
| <tt>logFile = "server_console.log";</tt> || <tt>UNKNOWN</tt> || Enables output of dedicated server console into ''textfile''. Default location of log is same as ''crash dumps'' and other logs. (Local settings) Note that this does not change the location of the "''net.log''" file, which you enable with the <tt>-netlog</tt> command line option. || -
|-
|-
| <tt>doubleIdDetected = "command";</tt> || <tt>""</tt> || rowspan="8" align="center" | See [[ArmA: Server Side Scripting|Server Side Scripting]]
! Topic !! colspan=4 | Pages
|-
|-
| <tt>onUserConnected = "command";</tt> || <tt>""</tt> || -
! Setup
| [[Arma 3: Dedicated Server]] || [[Arma 3: Dedicated Server (Chinese Simplified)]] || [[Arma 3: Dedicated Server (Chinese Traditional)]]
|-
|-
| <tt>onUserDisconnected = "command";</tt> || <tt>""</tt> || -
! Files
|-
| [[Arma 3: Server Config File]] || [[basic.cfg]] || [[server.armaprofile]]
| <tt>onHackedData = "command";</tt> || <tt>""</tt> || -
|-
| <tt>onDifferentData = "command";</tt> || <tt>""</tt> || -
|-
| <tt>onUnsignedData = "command";</tt> || <tt>""</tt> || -
|-
| <tt>onUserKicked = "command";</tt> || <tt>""</tt> || -
|-
| <tt>regularCheck = "command";</tt> || <tt>""</tt> || -
|-
| <tt>BattlEye = 1;</tt> || <tt>1</tt> || Enables or disables the [[BattlEye]] anti-cheat engine. Requires installed [[BattlEye]] on server and clients joining the server || -
|-
| <tt>timeStampFormat = "none";</tt> || <tt>""</tt> || Set the timestamp format used on each report line in server-side [[Crash Files|RPT file]]. Possible values are "none", "short", "full". || -
|-
| <tt>forceRotorLibSimulation = 0;</tt> || <tt>0</tt> || Enforces the Advanced Flight Model on the server. <tt>0</tt> (up to the player). <tt>1</tt> - forced AFM, <tt>2</tt> - forced SFM. || ?
|-
| <tt>persistent = 1;</tt> || <tt>0</tt> || Mission keeps running when all clients disconnect. Enabling the persistence option will make missions that have either ''base'' or ''instant'' respawn keep on running after all players have disconnected. The other respawn types will not make a mission persistent. The kind of respawn a certain mission uses is set in its [[Description.ext]]. || -
|-
| <tt>requiredBuild = xxxxx;</tt> || <tt>UNKNOWN</tt> || Minimum required client version. Clients with version lower than <tt>requiredBuild</tt> will not be able to connect. If <tt>requiredBuild</tt> is set to a large number, like <tt>requiredBuild = 999999999;</tt> for example, it will automatically be lowered to the current server version. || -
|-
| <tt>statisticsEnabled = 1;</tt> || <tt>1</tt> || Allows to opt-out of [[Arma 3: Analytics|Arma 3 analytics]] for the server by using 0 || {{GVI|arma3|1.56}}
|-
| <tt>forcedDifficulty = "regular";</tt> || <tt>""</tt> || Enforces the selected difficulty on the server. <tt>'''forcedDifficulty''' = "<difficultyClass>";</tt>
* If Recruit, Regular or Veteran is passed as the parameter, the particular difficulty options will be taken from data config, from the class CfgDifficultyPresets.
* If Custom will be passed as the parameter, the particular flags will be taken from CustomDifficulty class from server's profile (only Custom is saved to the profile).
* If mission cycle is defined in the [[server.cfg]], the difficulty set in the mission cycle overrides the difficulty set by '''forcedDifficulty''' parameter.
| {{GVI|arma3|1.56}}
|-
| <tt>missionWhitelist[] = {"intro.altis"};</tt> || <tt>{}</tt> || Limit the available missions for the admin for the mission change. See [[Arma 3: MP Mission Names]] for a full list. || {{GVI|arma3|1.56}}
|-
| <tt>steamProtocolMaxDataSize = 1024;</tt> || <tt>UNKNOWN</tt> || Limit for maximum Steam Query packet length. Increasing this value is dangerous as it can cause {{arma3}} server to send UDP packets of a size larger than the MTU. This will cause UDP packets to be fragmented which is not supported by some older routers. But increasing this will fix the modlist length limit in [[Arma 3: Launcher]]. || {{GVI|arma3|2.00}}
|-
|
<syntaxhighlight lang="cpp">
class AdvancedOptions
{
    LogObjectNotFound = true; // Logging enabled
    SkipDescriptionParsing = false; // Parse description.ext
    ignoreMissionLoadErrors = false; // Do not ingore errors
};
</syntaxhighlight>
| <tt>true/false/false</tt>
|
{{GVI|arma3|2.02}}
* LogObjectNotFound - [[false|False]] to skip logging "Server: Object not found" messages
* SkipDescriptionParsing - [[true|True]] to skip parsing of description.ext/mission.sqm. Will show pbo filename instead of configured missionName. OverviewText and such won't work, but loading the mission list is a lot faster when you have many missions
{{GVI|arma3|2.04}}
* ignoreMissionLoadErrors -  When server log gets filled with  too many logs entries the mission loading will be aborted and jump bad to mission selection, this forces the server to continue loading mission {{Clarify}}
| {{GVI|arma3|2.02}}{{GVI|arma3|2.04}}
|-
| <tt>armaUnitsTimeout = 30;</tt> || <tt>30</tt> || Defines how long the player will be stuck connecting and wait for [https://units.arma3.com/ armaUnits data]. Player will be notified if timeout elapsed and no units data was received || {{GVI|arma3|2.06}}
|-
|-
! Other
| [[Multiplayer Server Commands]] || [[Arma 3: Mission voting]] || [[Arma 3: Headless Client]]
|}
|}


= Server Administration =
This article deals with the '''basic.cfg''', the name means nothing, and can be called anything. The real name is determined by the [[Arma 3: Startup Parameters|-cfg]] command line option when launching the dedicated server or the game executable - in other words '''it also works for clients'''. When you do not provide a name, the default <tt>Arma3.cfg</tt> file is loaded located in the user profile folder.
If you are not using BattlEye RCon, there could only be 1 server admin at any given time. There are two ways of becoming admin, through a vote or through login with authenticated credentials.
 
== Voted In Admin ==
It is possible to become a server administrator through player voting process. Such admin has less abilities than logged in admin.<br>
For example, voted in admin would be able to kick a player, but only logged in admin would be able to ban a player.<br>
For more information on voting and voting configuration see page [[Arma_3:_Mission_voting|'''Server Voting''']].
 
== Logged In Admin ==
To log in as admin, one is required to type in<tt>#login</tt> command followed by server password, which matches password defined in '''passwordAdmin''' param.<br>
Since Arma2OA it is possible to add one or several user ids [[getPlayerUID|UIDs]] into '''admins[]''' server config parameter, which would allow listed users to log in as admin by simply typing <tt>#login</tt> without a password.<br>
This presents several advantages for managing the servers. The server owner can have multiple admins selected from the community and doesn't have to provide each one with server admin password.<br>
The adding and removing of UIDs is done on the server side which makes it easy to add and to remove admins if necessary. On the server, admins are handled on first come first served basis.<br>
Here are the rules:<br>
* If there is already a logged in admin on the server, the new admin will not be able to log in until previously logged in admin logs out
* If there is a voted in admin on the server, the logged in admin will override voted in admin and take admin role
* There is no difference between logged in admin that used admin password or logged in admin that was whitelisted with '''admins[]''' param
<br>
The logged in and voted in admins have different set of '''[[Multiplayer Server Commands]]''' available to them. See '''[[serverCommandAvailable]]''' for more information.
 
= Server Security =
Several of these settings directly contribute to the security of the server and have been highlighted as important, particularly for running public - no password - servers.
 
;The most updated ones that give a good protection (and are, ''de facto'', the standard for public servers) are:
<syntaxhighlight lang=cpp>
battlEye = 1;
verifySignatures = 2;
allowedFilePatching = 0;
allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"};
allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"};
allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"};
//allowedHTMLLoadURIs[] = {};
passwordAdmin = "xyzxyz123";
serverCommandPassword = "xyzxyz456";
</syntaxhighlight>
 
== Notes ==
The properties allowedLoad*/allowedPreprocess*/allowedHTML* are server.cfg settings with array list of extensions for server-side use only. The above listed examples are for basic game multiplayer modes. Server admins may attempt to make it stricter for their servers. However, if too strict then server's log file will contain warning entries about unable read.
: With the exception of allowedHTMLLoadURIs those arrays covers both files inside and outside PBOs so don't change the above defaults w/o testing first as there's a chance you'll break the game.
 
* To read [[loadFile]] , [[preprocessFile]] , [[preprocessFileLineNumbers]] and to remember, those works on files only-within {{arma3}} server directory and its sub-directories!
* Refer to [[ArmA: Addon Signatures]] for current best practices in server mod signing and the use of key signature files.<br>
* To further increase security of your servers remember [[BattlEye]] has ability to utilize server-side (including preventing remote execution) and client-side script check filters.
** These BattlEye filters needs to be written specifically for each mission and mod as the scripting differs in each of them.<br>
 
== Safe Folder Structure ==
Engine supports absolute outside Arma 3 server folder for command-line parameters <tt>-servermod=, -mod=</tt> and same for profile directories and config locations.
This puts those out of reach by various load script command features which are limited only within {{arma3}} folder and it is sub-directories for security reason.
thus e.g. safe folder-structure looks like:
* <tt>\arma3server\</tt>
* <tt>\arma3server\@publicmods\</tt>
* <tt>\arma3server_servermods_secrethash\</tt>
* <tt>\arma3server_profiles_and_configs_secrethash\</tt>
 
Note that [[callExtension]]s are loaded only from {{arma3}} server root / sub-folders
 
= Example Configuration File =
<spoiler><syntaxhighlight lang="cpp">
// server.cfg
 
// GLOBAL SETTINGS
hostname = "Fun and Test Server"; // The name of the server that shall be displayed in the public server list
password = ""; // Password for joining, eg connecting to the server
passwordAdmin = "xyz"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz'
serverCommandPassword = "xyzxyz"; // Password required by alternate syntax of [[serverCommand]] server-side scripting.
 
logFile = "server_console.log"; // Where the logfile should go and what it should be called
 
// WELCOME MESSAGE ("message of the day")
// It can be several lines, separated by comma
// Empty messages "" will not be displayed at all but are only for increasing the interval
motd[] = {
"", "",
"Two empty lines above for increasing interval",
"Welcome to our server",
"", "",
"We are looking for fun - Join us Now !",
"http://www.example.com",
"One more empty line below for increasing interval",
""
};
motdInterval = 5; // Time interval (in seconds) between each message
 
 
// JOINING RULES
maxPlayers = 64; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player.
kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where another player with the same ID is playing.
verifySignatures = 2; // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 sigs are allowed).
equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server.
allowedFilePatching = 0; // Allow or prevent client using -filePatching to join the server. 0, is disallow, 1 is allow HC, 2 is allow all clients (since Arma 3 v1.50)
filePatchingExceptions[] = {"123456789","987654321"}; // Whitelisted Steam IDs allowed to join with -filePatching enabled
//requiredBuild = 12345; // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect
 
 
// VOTING
voteMissionPlayers = 1; // Tells the server how many people must connect so that it displays the mission selection screen.
voteThreshold = 0.33; // 33% or more players need to vote for something, for example an admin or a new map, to become effective
 
 
// INGAME SETTINGS
disableVoN = 0; // If set to 1, Voice over Net will not be available
vonCodec = 1; // If set to 1 then it uses IETF standard OPUS codec, if to 0 then it uses SPEEX codec (since Arma 3 update 1.58+)
vonCodecQuality = 30; // since 1.62.95417 supports range 1-20 //since 1.63.x will supports range 1-30 //8kHz is 0-10, 16kHz is 11-20, 32kHz(48kHz) is 21-30
persistent = 1; // If 1, missions still run on even after the last player disconnected.
timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"short","full".
BattlEye = 1; // Server to use BattlEye system
allowedLoadFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via loadFile command (since Arma 3 build 1.19.124216)
allowedPreprocessFileExtensions[] = {"hpp","sqs","sqf","fsm","cpp","paa","txt","xml","inc","ext","sqm","ods","fxy","lip","csv","kb","bik","bikb","html","htm","biedi"}; //only allow files with those extensions to be loaded via preprocessFile/preprocessFileLineNumber commands (since Arma 3 build 1.19.124323)
allowedHTMLLoadExtensions[] = {"htm","html","xml","txt"}; //only allow files with those extensions to be loaded via HTMLLoad command (since Arma 3 build 1.27.126715)
//allowedHTMLLoadURIs[] = {}; // Leave commented to let missions/campaigns/addons decide what URIs are supported. Uncomment to define server-level restrictions for URIs
 
// TIMEOUTS
disconnectTimeout = 5; // Time to wait before disconnecting a user which temporarly lost connection. Range is 5 to 90 seconds.
maxDesync = 150; // Max desync value until server kick the user
maxPing= 200; // Max ping value until server kick the user
maxPacketLoss= 50; // Max packetloss value until server kick the user
kickClientsOnSlowNetwork[] = { 0, 0, 0, 0 }; // Defines if {<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>} will be logged (0) or kicked (1)
kickTimeout[] = { {0, -1}, {1, 180}, {2, 180}, {3, 180} };
votingTimeOut[] = {60, 90}; // Kicks users from server if they spend too much time in mission voting
roleTimeOut[] = {90, 120}; // Kicks users from server if they spend too much time in role selection
briefingTimeOut[] = {60, 90}; // Kicks users from server if they spend too much time in briefing (map) screen
debriefingTimeOut[] = {45, 60}; // Kicks users from server if they spend too much time in debriefing screen
lobbyIdleTimeout = 300; // The amount of time the server will wait before force-starting a mission without a logged-in Admin.


In this configuration file you should configure your server's connectivity, mainly for performance tuning.


// SCRIPTING ISSUES
== Performance Tuning Options ==
onUserConnected = "";
onUserDisconnected = "";
doubleIdDetected = "";


// SIGNATURE VERIFICATION
There are also some parameters that can be used to fine-tune network performance. You can add following entries to arma.cfg (the main Armed Assault configuration file)
onUnsignedData = "kick (_this select 0)"; // unsigned data detected
onHackedData = "kick (_this select 0)"; // tampering of the signature detected
onDifferentData = ""; // data with a valid signature, but different version than the one present on server detected


'''MaxMsgSend=<limit>;'''
    Maximum number of packets (aggregate messages) that can be sent in one simulation cycle ("frame").
    Increasing this value can decrease lag on high upload bandwidth servers.
    '''Default: 128'''
'''MaxSizeGuaranteed=<limit>;'''
    Maximum size (payload) of guaranteed packet in bytes (without headers).
    Small messages are packed to larger packets (aggregate messages).
    Guaranteed packets (aggregate messages) are used for non-repetitive events like shooting.
    '''Default: 512'''
'''MaxSizeNonguaranteed=<limit>;'''
    Maximum size (payload) of non-guaranteed packet in bytes (without headers).
    Small messages are packed to larger packets (aggregate messages).
    Non-guaranteed packets (aggregate messages) are used  for repetitive updates like soldier or vehicle position.
    Increasing this value may improve bandwidth requirement, but it may increase lag.
    '''Default: 256'''
'''MinBandwidth=<bottom_limit>;'''
    Bandwidth the server is guaranteed to have (in bps).
    This value helps server to estimate bandwidth available.
    Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded.
    '''Default: 131072'''
'''MaxBandwidth=<top_limit>;'''
    Bandwidth the server is guaranteed to never have (in bps).
    This value helps the server to estimate bandwidth available.
'''MinErrorToSend=<limit>;'''
    Minimal error to send updates across network.
    Using a smaller value can make units  observed by binoculars or sniper rifle to move smoother at the trade off of
    increased network traffic.
    '''Default: 0.001''' ('''was 0.01''' until ARMA 2:OA version 1.60, ARMA 2 version 1.11 uses 0.01)
'''MinErrorToSendNear=<limit>;'''
    Minimal error to send updates across network for near units.
    Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well.
    '''Introduced in Arma 2 1.60, Default: 0.01'''


// MISSIONS CYCLE (see below)
* METS:
randomMissionOrder = true; // Randomly iterate through Missions list
** Example: A unit 1km (distance d = 1km) from the player with MinErrorToSend = 0.001 (METS = 0.001) would send an update when that unit moves 50m (error value E = 50).
autoSelectMission = true; // Server auto selects next mission in cycle
** Formula: d = sqrt[(20E)/METS] ; 1000 = sqrt[(20E)/0.001] -> E = 50
** In reality, other factors about the object are taken into effect as well according to a weighted scale.
** When the error value (E) between the master copy of an object (whoever "owns" the object) and a client's perceived/simulated copy of the same object >= MinErrorToSend (METS), a network update message will be sent for it.
* METSN:
** When using MinErrorToSend alone, for small values of distance (d) the frequency of high errors (E) would cause excessive network messages that are not necessary but could negatively impact FPS.
** Too large of a value for METSN can prevent timely desirable network update messages which can result in units appearing to "warp"
* detailed explanation of METS and METSN by Suma: http://forums.bistudio.com/showthread.php?125396-Arma-2-OA-beta-build-84984&p=2103305&highlight=minerrortosend#post2103305


class Missions {}; // An empty Missions class means there will be no mission rotation
== Networking Tuning Options ==
'''class sockets{maxPacketSize = <limit>;};'''
    Maximal size of packet sent over network.
    This '''can be set for both''' client-to-server AND server-to-client(s) independently''!
    ''see client([[arma2.cfg#Generic_config]] or [[arma2oa.cfg#Generic_config]], )''
    '''Default: 1400'''
    {{Feature|important|Only use in the case your router or ISP enforces lower packet size and you have connectivity issues with the game.}}
    ''Desync might happen if used '''MaxSizeGuaranteed/MaxSizeNonguaranteed values over the maxPacketSize'''.
    maxPacketSize default reduced from 1490 to 1400 since 1.60, thus MaxSize... values over 1300 could be affected negatively.''


missionWhitelist[] = {}; // An empty whitelist means there is no restriction on what missions' available</syntaxhighlight></spoiler>
== Other Tuning Options ==


= Mission rotation =
{{Feature|important|NOTE: See the [[Talk:basic.cfg|talk page]] for some more background info by Suma.}}
One can set an automatic mission rotation. Without an admin, the server will automatically select a mission when at least one player is connected. Once the mission is done and if there are still players on the server, it will automatically switch to the next in the cycle.


Example:<br>
'''MaxCustomFileSize=<size_in_bits>;'''
    Users with custom face or custom sound larger than this size are kicked when trying to connect.


{{Feature | Informative | When difficulty is set to <tt>difficulty {{=}} "Custom";</tt> the server will look into <tt>USERNAME.Arma3Profile</tt> file for the definition of custom difficulty, which should look like this: [[server.armaprofile#Server_Difficulty_Example | click to see example]]}}
'''Note'''
The greatest level of optimization can be achieved by setting the MaxMsgSend
and MinBandwidth parameters. For a server with 1024 kbps we recommend the
following values:
    MaxMsgSend = 256;
    MinBandwidth = 768000;
While connected to the dedicated server, you can use the [[Multiplayer Server Commands|admin command]] <code>#monitor</code> to monitor server resource usage. (You have to be logged in as or voted as game admin to do this.) The server never runs at more than 50 fps. When running slower, it always uses all available CPU processing power to maintain the smoothest possible gameplay. When running at less than 20 fps, you can consider the server overloaded – the mission currently played is probably too complex for given server. If you see the server is not using bandwidth that it could use, you can try increasing values MaxMsgSend and MinBandwidth.


<syntaxhighlight lang="cpp">
== Example Configuration File ==
class Missions
{
class TestMission01
{
template = MP_Marksmen_01.Altis;
difficulty = "veteran";
class Params {};
};
class TestMission02
{
template = MP_End_Game_01.Altis;
difficulty = "veteran";
class Params {};
};
class TestMission03
{
template = MP_End_Game_02.Altis;
difficulty = "veteran";
class Params {};
};
class TestMission04
{
template = MP_End_Game_03.Altis;
difficulty = "veteran";
class Params {};
};
};
</syntaxhighlight>


= Arma 3: Apex - Mission collection =
<pre>
Mainly intended for MP campaigns. If the progress is defined in the MPMissions class, server administrator can simply add the whole campaign by adding ''campaign class'' into the ''server.cfg''. See the example below.
// These options are created by default
language="English";
adapter=-1;
3D_Performance=1.000000;
Resolution_W=800;
Resolution_H=600;
Resolution_Bpp=32;


'''config.cpp:'''
<syntaxhighlight lang="cpp">
class MPMissions
{
class Apex
{
briefingName = $STR_A3_CoopCampaignName;


class EXP_m01
// These options are important for performance tuning
{
briefingName = $STR_A3_exp_m01_missionname;
directory = "a3\missions_f_exp\campaign\missions\exp_m01.tanoa";
};


class EXP_m02
MinBandwidth = 131072; // Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072
{
MaxBandwidth = 10000000000; // Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.
briefingName = $STR_A3_exp_m02_missionname;
directory = "a3\missions_f_exp\campaign\missions\exp_m02.tanoa";
};


class EXP_m03
MaxMsgSend = 128; // Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128
{
MaxSizeGuaranteed = 512; // Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512
briefingName = $STR_A3_exp_m03_missionname;
MaxSizeNonguaranteed = 256; // Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256
directory = "a3\missions_f_exp\campaign\missions\exp_m03.tanoa";
};
};
};
</syntaxhighlight>


'''server.cfg:'''
MinErrorToSend = 0.001; // Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.001
<syntaxhighlight lang="cpp">
MinErrorToSendNear = 0.01; // Minimal error to send updates across network for near units. Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well. Default: 0.01


// MISSIONS CYCLE
MaxCustomFileSize = 0; // (bytes) Users with custom face or custom sound larger than this size are kicked when trying to connect.
class Missions
{
class Apex{};
};
</syntaxhighlight>


Also the difficulty of the each mission can be overridden
</pre>


<syntaxhighlight lang="cpp">
== See Also ==
class Missions
{
class Apex
{
class EXP_m01
{
difficulty = "veteran";
};
};
};
</syntaxhighlight>


= Additional details =
* [[ArmA: Server configuration|Server Configuration]]
For hosting server behind NAT or firewall, please ensure gameport and STEAMports are forwarded and open!<br>
* [[server.cfg|Server Config File]]
Set the ICMP "echo reply" as allowed so the server is able return ping delay properly.<br>
* [[Arma 2: Startup Parameters|Arma 2 Startup Parameters]]
It's recommended to enable the NAT traversal (so called "Edge traversal" in Windows Firewall) for '''arma3server.exe''', '''arma3.exe''' to better support clients/servers behind NAT.
* [[Arma 3 Startup Parameters|Arma 3 Startup Parameters]]
* [[Arma_3_Dedicated_Server|Arma 3 Dedicated Server]]


= Overriding Mission Parameters =
* [[Armed Assault:Dedicated Server]]
On dedicated server unless you are an admin you cannot set mission options provided by mission maker via class Params. However as a server owner you can override default setting with your own. See [[Mission Parameters]] for more info
* [[Operation Flashpoint:Dedicated Server]]


= See Also =
{{GameCategory|arma1| Multiplayer}}
* [[basic.cfg|Server Basic Config file]]
{{GameCategory|arma2|Multiplayer}}
* [[Arma 3: Startup Parameters]]
{{GameCategory|arma3|Multiplayer}}
* [[Arma 3: Dedicated Server]]
* [[Arma 3: Headless Client]]
* [[Arma 3: Server Security]]
* [[Arma 3: Mission voting]]

Revision as of 13:04, 31 May 2021

Arma 3 Server Configuration Overview
Topic Pages
Setup Arma 3: Dedicated Server Arma 3: Dedicated Server (Chinese Simplified) Arma 3: Dedicated Server (Chinese Traditional)
Files Arma 3: Server Config File basic.cfg server.armaprofile
Other Multiplayer Server Commands Arma 3: Mission voting Arma 3: Headless Client

This article deals with the basic.cfg, the name means nothing, and can be called anything. The real name is determined by the -cfg command line option when launching the dedicated server or the game executable - in other words it also works for clients. When you do not provide a name, the default Arma3.cfg file is loaded located in the user profile folder.

In this configuration file you should configure your server's connectivity, mainly for performance tuning.

Performance Tuning Options

There are also some parameters that can be used to fine-tune network performance. You can add following entries to arma.cfg (the main Armed Assault configuration file)

MaxMsgSend=<limit>; 
   Maximum number of packets (aggregate messages) that can be sent in one simulation cycle ("frame").
   Increasing this value can decrease lag on high upload bandwidth servers.
   Default: 128

MaxSizeGuaranteed=<limit>; 
   Maximum size (payload) of guaranteed packet in bytes (without headers).
   Small messages are packed to larger packets (aggregate messages).
   Guaranteed packets (aggregate messages) are used for non-repetitive events like shooting.
   Default: 512

MaxSizeNonguaranteed=<limit>; 
   Maximum size (payload) of non-guaranteed packet in bytes (without headers).
   Small messages are packed to larger packets (aggregate messages).
   Non-guaranteed packets (aggregate messages) are used  for repetitive updates like soldier or vehicle position.
   Increasing this value may improve bandwidth requirement, but it may increase lag.
   Default: 256

MinBandwidth=<bottom_limit>;
   Bandwidth the server is guaranteed to have (in bps).
   This value helps server to estimate bandwidth available.
   Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded.
   Default: 131072

MaxBandwidth=<top_limit>;
   Bandwidth the server is guaranteed to never have (in bps).
   This value helps the server to estimate bandwidth available.

MinErrorToSend=<limit>;
   Minimal error to send updates across network.
   Using a smaller value can make units  observed by binoculars or sniper rifle to move smoother at the trade off of
   increased network traffic.
   Default: 0.001 (was 0.01 until ARMA 2:OA version 1.60, ARMA 2 version 1.11 uses 0.01)

MinErrorToSendNear=<limit>;
   Minimal error to send updates across network for near units.
   Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well.
   Introduced in Arma 2 1.60, Default: 0.01
  • METS:
    • Example: A unit 1km (distance d = 1km) from the player with MinErrorToSend = 0.001 (METS = 0.001) would send an update when that unit moves 50m (error value E = 50).
    • Formula: d = sqrt[(20E)/METS] ; 1000 = sqrt[(20E)/0.001] -> E = 50
    • In reality, other factors about the object are taken into effect as well according to a weighted scale.
    • When the error value (E) between the master copy of an object (whoever "owns" the object) and a client's perceived/simulated copy of the same object >= MinErrorToSend (METS), a network update message will be sent for it.
  • METSN:
    • When using MinErrorToSend alone, for small values of distance (d) the frequency of high errors (E) would cause excessive network messages that are not necessary but could negatively impact FPS.
    • Too large of a value for METSN can prevent timely desirable network update messages which can result in units appearing to "warp"
  • detailed explanation of METS and METSN by Suma: http://forums.bistudio.com/showthread.php?125396-Arma-2-OA-beta-build-84984&p=2103305&highlight=minerrortosend#post2103305

Networking Tuning Options

class sockets{maxPacketSize = <limit>;};
   Maximal size of packet sent over network. 
   This can be set for both client-to-server AND server-to-client(s) independently!
   see client(arma2.cfg#Generic_config or arma2oa.cfg#Generic_config, ) 
   Default: 1400
Only use in the case your router or ISP enforces lower packet size and you have connectivity issues with the game.
   Desync might happen if used MaxSizeGuaranteed/MaxSizeNonguaranteed values over the maxPacketSize. 
   maxPacketSize default reduced from 1490 to 1400 since 1.60, thus MaxSize... values over 1300 could be affected negatively.

Other Tuning Options

NOTE: See the talk page for some more background info by Suma.
MaxCustomFileSize=<size_in_bits>;
   Users with custom face or custom sound larger than this size are kicked when trying to connect.
Note
The greatest level of optimization can be achieved by setting the MaxMsgSend
and MinBandwidth parameters. For a server with 1024 kbps we recommend the
following values:
   MaxMsgSend = 256;
   MinBandwidth = 768000;

While connected to the dedicated server, you can use the admin command #monitor to monitor server resource usage. (You have to be logged in as or voted as game admin to do this.) The server never runs at more than 50 fps. When running slower, it always uses all available CPU processing power to maintain the smoothest possible gameplay. When running at less than 20 fps, you can consider the server overloaded – the mission currently played is probably too complex for given server. If you see the server is not using bandwidth that it could use, you can try increasing values MaxMsgSend and MinBandwidth.

Example Configuration File

// These options are created by default
language="English";
adapter=-1;
3D_Performance=1.000000;
Resolution_W=800;
Resolution_H=600;
Resolution_Bpp=32;


// These options are important for performance tuning

MinBandwidth = 131072;			// Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072
MaxBandwidth = 10000000000;		// Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.

MaxMsgSend = 128;			// Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128
MaxSizeGuaranteed = 512;		// Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512
MaxSizeNonguaranteed = 256;		// Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256

MinErrorToSend = 0.001;			// Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.001
MinErrorToSendNear = 0.01;		// Minimal error to send updates across network for near units. Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well. Default: 0.01

MaxCustomFileSize = 0;			// (bytes) Users with custom face or custom sound larger than this size are kicked when trying to connect.

See Also