Geyser/core/src/main/resources/config.yml

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# --------------------------------
# Geyser Configuration File
#
# A bridge between Minecraft: Bedrock Edition and Minecraft: Java Edition.
#
# GitHub: https://github.com/GeyserMC/Geyser
# Discord: https://discord.geysermc.org/
# --------------------------------
bedrock:
# The IP address that will listen for connections.
# There is no reason to change this unless you want to limit what IPs can connect to your server.
address: 0.0.0.0
# The port that will listen for connections
port: 19132
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# Some hosting services change your Java port everytime you start the server and require the same port to be used for Bedrock.
# This option makes the Bedrock port the same as the Java port every time you start the server.
# This option is for the plugin version only.
clone-remote-port: false
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# The MOTD that will be broadcasted to Minecraft: Bedrock Edition clients. This is irrelevant if "passthrough-motd" is set to true
# If either of these are empty, the respective string will default to "Geyser"
motd1: "Geyser"
motd2: "Another Geyser server."
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# The Server Name that will be sent to Minecraft: Bedrock Edition clients. This is visible in both the pause menu and the settings menu.
server-name: "Geyser"
# How much to compress network traffic to the Bedrock client. The higher the number, the more CPU usage used, but
# the smaller the bandwidth used. Does not have any effect below -1 or above 9. Set to -1 to disable.
compression-level: 6
# Whether to enable PROXY protocol or not for clients. You DO NOT WANT this feature unless you run UDP reverse proxy
# in front of your Geyser instance.
enable-proxy-protocol: false
# A list of allowed PROXY protocol speaking proxy IP addresses/subnets. Only effective when "enable-proxy-protocol" is enabled, and
# should really only be used when you are not able to use a proper firewall (usually true with shared hosting providers etc.).
# Keeping this list empty means there is no IP address whitelist.
# Both IP addresses and subnets are supported.
#proxy-protocol-whitelisted-ips: [ "127.0.0.1", "172.18.0.0/16" ]
remote:
# The IP address of the remote (Java Edition) server
# If it is "auto", for standalone version the remote address will be set to 127.0.0.1,
# for plugin versions, it is recommended to keep this as "auto" so Geyser will automatically configure address, port, and auth-type.
# Leave as "auto" if floodgate is installed.
address: auto
# The port of the remote (Java Edition) server
# For plugin versions, if address has been set to "auto", the port will also follow the server's listening port.
port: 25565
# Authentication type. Can be offline, online, or floodgate (see https://github.com/GeyserMC/Geyser/wiki/Floodgate).
# For plugin versions, it's recommended to keep the `address` field to "auto" so Floodgate support is automatically configured.
# If Floodgate is installed and `address:` is set to "auto", then "auth-type: floodgate" will automatically be used.
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auth-type: online
# Allow for password-based authentication methods through Geyser. Only useful in online mode.
# If this is false, users must authenticate to Microsoft using a code provided by Geyser on their desktop.
allow-password-authentication: true
# Whether to enable PROXY protocol or not while connecting to the server.
# This is useful only when:
# 1) Your server supports PROXY protocol (it probably doesn't)
# 2) You run Velocity or BungeeCord with the option enabled in the proxy's main config.
# IF YOU DON'T KNOW WHAT THIS IS, DON'T TOUCH IT!
use-proxy-protocol: false
# Forward the hostname that the Bedrock client used to connect over to the Java server
# This is designed to be used for forced hosts on proxies
forward-hostname: false
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# Floodgate uses encryption to ensure use from authorised sources.
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# This should point to the public key generated by Floodgate (BungeeCord, Spigot or Velocity)
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# You can ignore this when not using Floodgate.
# If you're using a plugin version of Floodgate on the same server, the key will automatically be picked up from Floodgate.
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floodgate-key-file: key.pem
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# The Xbox/Minecraft Bedrock username is the key for the Java server auth-info.
# This allows automatic configuration/login to the remote Java server.
# If you are brave enough to put your Mojang account info into a config file.
# Uncomment the lines below to enable this feature.
#userAuths:
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# BedrockAccountUsername: # Your Minecraft: Bedrock Edition username
# email: javaccountemail@example.com # Your Minecraft: Java Edition email
# password: javaccountpassword123 # Your Minecraft: Java Edition password
# microsoft-account: true # Whether the account is a Mojang or Microsoft account.
#
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# bluerkelp2:
# email: not_really_my_email_address_mr_minecrafter53267@gmail.com
# password: "this isn't really my password"
# microsoft-account: false
# Bedrock clients can freeze when opening up the command prompt for the first time if given a lot of commands.
# Disabling this will prevent command suggestions from being sent and solve freezing for Bedrock clients.
command-suggestions: true
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# The following three options enable "ping passthrough" - the MOTD, player count and/or protocol name gets retrieved from the Java server.
# Relay the MOTD from the remote server to Bedrock players.
passthrough-motd: false
# Relay the protocol name (e.g. BungeeCord [X.X], Paper 1.X) - only really useful when using a custom protocol name!
# This will also show up on sites like MCSrvStatus. <mcsrvstat.us>
passthrough-protocol-name: false
# Relay the player count and max players from the remote server to Bedrock players.
passthrough-player-counts: false
# Enable LEGACY ping passthrough. There is no need to enable this unless your MOTD or player count does not appear properly.
# This option does nothing on standalone.
legacy-ping-passthrough: false
# How often to ping the remote server, in seconds. Only relevant for standalone or legacy ping passthrough.
# Increase if you are getting BrokenPipe errors.
ping-passthrough-interval: 3
# Whether to forward player ping to the server. While enabling this will allow Bedrock players to have more accurate
# ping, it may also cause players to time out more easily.
forward-player-ping: false
# Maximum amount of players that can connect. This is only visual at this time and does not actually limit player count.
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max-players: 100
# If debug messages should be sent through console
debug-mode: false
# Allow third party capes to be visible. Currently allowing:
# OptiFine capes, LabyMod capes, 5Zig capes and MinecraftCapes
allow-third-party-capes: true
# Allow third party deadmau5 ears to be visible. Currently allowing:
# MinecraftCapes
allow-third-party-ears: false
# Allow a fake cooldown indicator to be sent. Bedrock players do not see a cooldown as they still use 1.8 combat
# Can be title, actionbar or false
show-cooldown: title
# Controls if coordinates are shown to players.
show-coordinates: true
# If set, when a Bedrock player performs any emote, it will swap the offhand and mainhand items, just like the Java Edition keybind
# There are three options this can be set to:
# disabled - the default/fallback, which doesn't apply this workaround
# no-emotes - emotes will NOT be sent to other Bedrock clients and offhand will be swapped. This effectively disables all emotes from being seen.
# emotes-and-offhand - emotes will be sent to Bedrock clients and offhand will be swapped
emote-offhand-workaround: "disabled"
# The default locale if we dont have the one the client requested. Uncomment to not use the default system language.
# default-locale: en_us
Fix Skin Caching and Fix Skin Restorer (#680) * Fix Skin Caching Changes: * Instead of caching a skin based upon the player we cached it based upon the textureURL. This means multiple players with the same skin will benefit from the cache and more importantly will mean a player changing their skin will not get a false cache hit. * This should fix all issues with SkinRestorer and will now correctly show the skin both to the player themselves and to other players Closes #518 * Remove duplicated code * Minimize playerlist updates Changes: * All async skin stuff will now just update skins and not be involved with sending the session to the player. This eliminates issues where the player list changes whilst an async task is occuring plus it means no invisible players while retrieving skin. * Fix bug when retrieving cached skin * When sending PlayerList packets ensure the skins have appropriate skinIds so the Bedrock client will cache hit/miss as needed * Make sure to add and remove player when setting skin if they do not belong on the playerlist * Make use of AuthData UUID when removing the player * Revert removal of checking if entity is valid when initialized This section is supposed to send all spawned entities in the java world to a player only after they've initialized. By removing this check it would also be sending entities that exist but are not spawned. * Optimizations Changes: * Check for duplicate requests based on textureURL instead of player ID * Don't use the PlayerSkinPacket. It duplicates the data sent in the PlayerListPacket and without it the players still get skin updates. * Support caching of skins to disk based on configuration variable If a skin is downloaded it will be saved to `cache/skins` using a base64 encoded filename of the textureUrl, if allowed by setting a non 0 value for the configuration variable `cache-skins` When reading a skin we try load it from a cache file first before trying to download it. We don't yet expire them but do update their last modification so we know which ones have been accessed. * Update `config.yml` with cache-skins directive, defaulting to disabled * Merge Fixes * Cache all images instead of just skins Changes: * Move the image caching from skins to where images may get downloaded so this also covers capes and anything else that uses the same method of image retrieval * Updated config value from `cache-skins` to `cache-images` * Updated cache location from `cache/skins` to `cache/images` * Images are stored in png format with a uuid. This may make debugging easier as they can be directly opened. * Implement cached image expiry If `cache-images` is set to a value greater than 0 then a scheduled task will occur once a day that will remove images with a modification date older than the value in days. * Force skin changes as trusted * Resolve PR queries * Fix signed int causing issues calculating expiry time for images * Reset Defaults to 0 and implement Google Timed Eviction cache for Images * Add memory cache for Capes Co-authored-by: Brendan Grieve <brendan.grieve@zepli.com.au> Co-authored-by: bundabrg <bundabrg@grieve.com.au>
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# Specify how many days images will be cached to disk to save downloading them from the internet.
# A value of 0 is disabled. (Default: 0)
cache-images: 0
# Allows custom skulls to be displayed. Keeping them enabled may cause a performance decrease on older/weaker devices.
allow-custom-skulls: true
# Whether to add (at this time, only) the furnace minecart as a separate item in the game, which normally does not exist in Bedrock Edition.
# This should only need to be disabled if using a proxy that does not use the "transfer packet" style of server switching.
# If this is disabled, furnace minecart items will be mapped to hopper minecart items.
# This option requires a restart of Geyser in order to change its setting.
add-non-bedrock-items: true
# Bedrock prevents building and displaying blocks above Y127 in the Nether.
# This config option works around that by changing the Nether dimension ID to the End ID.
# The main downside to this is that the entire Nether will have the same red fog rather than having different fog for each biome.
above-bedrock-nether-building: false
# Force clients to load all resource packs if there are any.
# If set to false, it allows the user to connect to the server even if they don't
# want to download the resource packs.
force-resource-packs: true
# Allows Xbox achievements to be unlocked.
# THIS DISABLES ALL COMMANDS FROM SUCCESSFULLY RUNNING FOR BEDROCK IN-GAME, as otherwise Bedrock thinks you are cheating.
xbox-achievements-enabled: false
# bStats is a stat tracker that is entirely anonymous and tracks only basic information
# about Geyser, such as how many people are online, how many servers are using Geyser,
# what OS is being used, etc. You can learn more about bStats here: https://bstats.org/.
# https://bstats.org/plugin/server-implementation/GeyserMC
metrics:
# If metrics should be enabled
enabled: true
# UUID of server, don't change!
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uuid: generateduuid
# ADVANCED OPTIONS - DO NOT TOUCH UNLESS YOU KNOW WHAT YOU ARE DOING!
Scoreboard improvements (#1166) * Added a way to check if debug logging is enabled * Improved scoreboard performance * Include Teams in pps and return pending pps instead when higher then pps Some servers have a huge amount of score packets when the player logs in, but before this commit, only after the first high pps (packets per second) the ScoreboardUpdater will be used (after pending packets per second have been moved to packets per second). But this commit fixes that the ScoreboardUpdater can be used on the second that the pps is getting high. * Fixed team pre + suffix "null" issue and added threshold config option Fixed team pre + suffix "null" issue. When the prefix and/or suffix of a Team is null, "null" will be returned instead of null (Due to the way that MCProtocolLib is made and designed). This is fixed by simply checking if the prefix and/or suffix equal "null" and if that is the case, replace it with "". Added threshold option. Gave the person who is running Geyser an option to specify the first Scoreboard packets per second threshold to further improve performance by lowering the setting or decrease performance by relaxing the setting a bit. The value can't be higher then 250 (the second threshold), because it'll always choose the lowest threshold. * Forgot to bump config version * Small changes * Reverted version bump, changed Sponge config, changed FloodgateKeyLoader Reverted version bump Camotoy said that you only need to bump the config version if the change is breaking, the config version bump has been reverted. Changed Sponge config The Sponge config has been modified to look like the other platform configurations. Changed FloodgateKeyLoader * Changed default-locale and (remote) address as requested by Camotoy * Reduce bandwidth and a few final tweaks * Made the scoreboard-packet-threshold a bit higher due to improvements
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# Geyser updates the Scoreboard after every Scoreboard packet, but when Geyser tries to handle
# a lot of scoreboard packets per second can cause serious lag.
# This option allows you to specify after how many Scoreboard packets per seconds
# the Scoreboard updates will be limited to four updates per second.
scoreboard-packet-threshold: 20
# Allow connections from ProxyPass and Waterdog.
# See https://www.spigotmc.org/wiki/firewall-guide/ for assistance - use UDP instead of TCP.
enable-proxy-connections: false
# The internet supports a maximum MTU of 1492 but could cause issues with packet fragmentation.
# 1400 is the default.
mtu: 1400
# Whether to connect directly into the Java server without creating a TCP connection.
# This should only be disabled if a plugin that interfaces with packets or the network does not work correctly with Geyser.
# If enabled on plugin versions, the remote address and port sections are ignored
# If disabled on plugin versions, expect performance decrease and latency increase
use-direct-connection: true
config-version: 4