Geyser/connector/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
motd1: "GeyserMC"
motd2: "Another GeyserMC forced host."
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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"
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, Geyser will attempt to find the best address to connect to.
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).
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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
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# Floodgate uses encryption to ensure use from authorised sources.
# This should point to the public key generated by Floodgate (Bungee or CraftBukkit)
# You can ignore this when not using Floodgate.
floodgate-key-file: public-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
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# Maximum amount of players that can connect
max-players: 100
# If debug messages should be sent through console
debug-mode: false
# Thread pool size
general-thread-pool: 32
# 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
show-cooldown: true
# Controls if coordinates are shown to players.
show-coordinates: true
# The default locale if we dont have the one the client requested. Uncomment to not use the default system language.
# default-locale: en_us
# Configures if chunk caching should be enabled or not. This keeps an individual
# record of each block the client loads in. This feature does allow for a few things
# such as more accurate movement that causes less problems with anticheat (meaning
# you're less likely to be banned) and allows block break animations to show up in
# creative mode (and other features). Although this increases RAM usage, it likely
# won't have much of an effect for the vast majority of people. However, if you're
# running out of RAM or are in a RAM-sensitive environment, you may want to disable
# this. When using the Spigot version of Geyser, support for features or
# implementations this allows is automatically enabled without the additional caching
# as Geyser has direct access to the server itself.
cache-chunks: true
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
# Bedrock prevents building and displaying blocks above Y127 in the Nether -
# enabling this config option works around that by changing the Nether dimension ID
# to the End ID. The main downside to this is that the sky will resemble that of
# the end sky in the nether, but ultimately it's the only way for this feature to work.
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 use direct server methods to retrieve information such as block states.
# Turning this off for Spigot will stop NMS from being used but will have a performance impact.
use-adapters: true
config-version: 4