2019-10-19 10:27:04 +00:00
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# Multiplayer manual for OpenTTD
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## Table of contents
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- 1.0) [Starting a server](#10-starting-a-server)
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- 2.0) [Connecting to a server](#20-connecting-to-a-server)
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2021-09-12 20:26:04 +00:00
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- 2.1) [Connecting to a server over the console](#21-connecting-to-a-server-over-the-console)
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2019-10-19 10:27:04 +00:00
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- 3.0) [Playing internet games](#30-playing-internet-games)
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- 4.0) [Tips for servers](#40-tips-for-servers)
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- 4.1)[Imposing landscaping limits](#41-imposing-landscaping-limits)
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2019-10-19 10:27:04 +00:00
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- 5.0) [Some useful things](#50-some-useful-things)
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- 6.0) [Troubleshooting](#60-troubleshooting)
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2011-01-16 13:36:47 +00:00
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2019-10-19 10:27:04 +00:00
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## 1.0) Starting a server
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- Click on "Multiplayer" in the Start Menu.
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- Click on "Start Server".
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- Give your server a name.
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- Select the visibility of your server:
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- "Public": your server will be publicly listed.
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- "Invite Only": only players who have the invite code for your server can
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join.
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- "Local": only players on your local network can join.
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- (optional) Set a password for your server.
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- Click "New Game", "Load Game", or "Play Scenario".
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- Start playing.
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2004-09-12 22:05:49 +00:00
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2019-10-19 10:27:04 +00:00
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## 2.0) Connecting to a server
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(svn r1253) -Update: updated the multiplayer doc a bit.
Via this commit I wanted to thank everyone who helped with this new
network, with some people by name: Bjarni, for Endian support,
Hackykid, for Masterserver and ingame server-list, Geniusdex, for
suggestions and bug reporting, Darkvater, for the Windows testing,
Tron, for his comments and suggestions for the network, sign_de, for his
general help around the network, orudge, for his kind offer to host
our masterserver, dominik, for the network GUI, and all the others I
did not mention or forgot. Thank you all :)
2004-12-23 17:59:37 +00:00
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2021-09-12 20:26:04 +00:00
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- Click on "Multiplayer" in the Start Menu.
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- There are three ways to join a server:
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- If you want to connect to a local server, click "Search LAN".
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- If you want to connect to a public game, click "Search internet".
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- If the server-owner shared an invite code with you:
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- Click "Add Server".
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- Fill in the invite code, which always starts with a `+`.
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- Click "OK".
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- Click on the server you want to join.
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- Click "Join Game".
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- If the server has a password, it will ask you for this.
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- You see a progressbar how far you are with joining the server.
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- Happy playing.
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(svn r1253) -Update: updated the multiplayer doc a bit.
Via this commit I wanted to thank everyone who helped with this new
network, with some people by name: Bjarni, for Endian support,
Hackykid, for Masterserver and ingame server-list, Geniusdex, for
suggestions and bug reporting, Darkvater, for the Windows testing,
Tron, for his comments and suggestions for the network, sign_de, for his
general help around the network, orudge, for his kind offer to host
our masterserver, dominik, for the network GUI, and all the others I
did not mention or forgot. Thank you all :)
2004-12-23 17:59:37 +00:00
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2019-10-19 10:27:04 +00:00
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## 2.1) Connecting to a server over the console
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2021-09-12 20:26:04 +00:00
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- Open the console and type `connect` for help how to connect via the console.
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2004-09-12 22:05:49 +00:00
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2019-10-19 10:27:04 +00:00
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## 3.0) Playing internet games
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2004-09-12 22:05:49 +00:00
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2021-09-12 20:26:04 +00:00
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- Servers with a red dot behind it have a different version then you have. You
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will not be able to join those servers.
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- Servers with a yellow dot behind it have NewGRFs that you do not have. You
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will not be able to join those servers. However, via "NewGRF Settings" and
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"Find missing content online" you might be able to download the needed
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NewGRFs after which you can join the server.
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- It can happen that a connection is that slow, or you have that many clients
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connected to your server, that your clients start to loose their connection.
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Some things you can do about it:
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- `[network] frame_freq`:
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change it in console with: `set network.frame_freq <number>`
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the number should be between the 0 and 10, not much higher. It indicates
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the delay between clicking and showing up. The higher, the more you notice
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it, but the less bandwidth you use.
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A good value for Internet-games is 2 or 3.
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- `[network] sync_freq`:
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change it in console with: `set network.sync_freq <number>`
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the number should be between the 50 and 1000, not much lower, not much
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higher. It indicates the time between sync-frames. A sync-frame is a frame
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which checks if all clients are still in sync. When the value it too high,
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clients can desync in 1960, but the server detects it in 1970. Not really
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handy. The lower the value, the more bandwidth it uses.
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NB: changing `frame_freq` has more effect on the bandwidth then `sync_freq`.
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2010-11-28 20:56:05 +00:00
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2021-09-12 20:26:04 +00:00
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## 4.0) Tips for servers
|
(svn r1253) -Update: updated the multiplayer doc a bit.
Via this commit I wanted to thank everyone who helped with this new
network, with some people by name: Bjarni, for Endian support,
Hackykid, for Masterserver and ingame server-list, Geniusdex, for
suggestions and bug reporting, Darkvater, for the Windows testing,
Tron, for his comments and suggestions for the network, sign_de, for his
general help around the network, orudge, for his kind offer to host
our masterserver, dominik, for the network GUI, and all the others I
did not mention or forgot. Thank you all :)
2004-12-23 17:59:37 +00:00
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2021-09-12 20:26:04 +00:00
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- You can launch a dedicated server by adding `-D` as parameter.
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- In UNIX like systems, you can fork your dedicated server by adding `-f` as
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parameter.
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- You can automatically clean companies that do not have a client connected to
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them, for, let's say, 3 years. You can do this via: `set autoclean_companies`
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and `set autoclean_protected` and `set autoclean_unprotected`. Unprotected
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removes a password from a company when it is not used for more then the
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defined amount of months. `set autoclean_novehicles` can be used to remove
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companies without any vehicles quickly.
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- You can also do this manually via the console: `reset_company`.
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- You can let your server automatically restart a map when, let's say,
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year 2030 is reached. See `set restart_game_date` for detail.
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- If you want to be on the server-list, make your server public. You can do
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this either from the Start Server window, via the in-game Online Players
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window, or by typing in the console: `set server_game_type public`.
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- You can protect your server with a password via the console: `set server_pw`,
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or via the Start Server menu.
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- When you have many clients connected to your server via Internet, watch your
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bandwidth (if you have any limit on it, set by your ISP). One client uses
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about 1.5 kilobytes per second up and down. To decrease this amount, setting
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`frame_freq` to 1 will reduce it to roughly 1 kilobyte per second per client.
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- OpenTTD's default settings for maximum number of clients, and amount of data
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from clients to process are chosen to not influence the normal playing of
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people, but to prevent or at least make it less likely that someone can
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perform a (distributed) denial-of-service attack on your server by causing
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an out-of-memory event by flooding the server with data to send to all
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clients. The major factor in this is the maximum number of clients; with
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32 clients "only" sending one chat message causes 1024 messages to be
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distributed in total, with 64 clients that already quadruples to 4096. Given
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that upstream bandwidth is usually the limiting factor, a queue of packets
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that need to be sent will be created.
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To prevent clients from exploiting this "explosion" of packets to send we
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limit the number of incoming data, resulting in effectively limiting the
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amount of data that OpenTTD will send to the clients. Even with the default
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limits it is possible to generate about 70.000 packets per second, or about
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7 megabit per second of traffic.
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Given that OpenTTD kicks clients after they have not reacted within about 9
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seconds from sending a frame update packet it would be possible that OpenTTD
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keeps about 600.000 packets in memory, using about 50 megabytes of memory.
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Given that OpenTTD allows short bursts of packets, you can have slightly
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more packets in memory in case of a distributed denial of service attack.
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When increasing the amount of incoming data, or the maximum number of
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clients the amount of memory OpenTTD needs in case of a distributed denial
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of service attack is linearly related to the amount of incoming data and
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quadratic to the amount of clients. In short, a rule of thumb for, the
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maximum memory usage for packets is:
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`#max_clients * #max_clients * bytes_per_frame * 10 KiB`.
|
(svn r1253) -Update: updated the multiplayer doc a bit.
Via this commit I wanted to thank everyone who helped with this new
network, with some people by name: Bjarni, for Endian support,
Hackykid, for Masterserver and ingame server-list, Geniusdex, for
suggestions and bug reporting, Darkvater, for the Windows testing,
Tron, for his comments and suggestions for the network, sign_de, for his
general help around the network, orudge, for his kind offer to host
our masterserver, dominik, for the network GUI, and all the others I
did not mention or forgot. Thank you all :)
2004-12-23 17:59:37 +00:00
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|
2021-09-12 20:26:04 +00:00
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### 4.1) Imposing landscaping limits
|
(svn r1253) -Update: updated the multiplayer doc a bit.
Via this commit I wanted to thank everyone who helped with this new
network, with some people by name: Bjarni, for Endian support,
Hackykid, for Masterserver and ingame server-list, Geniusdex, for
suggestions and bug reporting, Darkvater, for the Windows testing,
Tron, for his comments and suggestions for the network, sign_de, for his
general help around the network, orudge, for his kind offer to host
our masterserver, dominik, for the network GUI, and all the others I
did not mention or forgot. Thank you all :)
2004-12-23 17:59:37 +00:00
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2021-09-12 20:26:04 +00:00
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- You can impose limits on companies by the following 4 settings:
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- `terraform_per_64k_frames`
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- `terraform_frame_burst`
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- `clear_per_64k_frames`
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- `clear_frame_burst`
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2021-09-12 20:26:04 +00:00
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- Explaining `NNN_burst` and `NNN_per_64K_frames`
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- `NNN_burst` defines 3 things, the maximum limit, the limit of a single
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action, and the initial value for the limit assigned to a new company.
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This setting is fairly simple and requires no math.
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2010-11-30 20:09:44 +00:00
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2021-09-12 20:26:04 +00:00
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A value of 1 means a single tile can be affected by a single action.
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This results in having to click 400 times when wanting to cover an area
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of 20 x 20 tiles.
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2019-10-19 10:27:04 +00:00
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2021-09-12 20:26:04 +00:00
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The default value 4096 covers an area of 64 x 64 tiles.
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2011-01-20 22:03:27 +00:00
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2021-09-12 20:26:04 +00:00
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- `NNN_per_64K_frames` defines the number of tiles added to each companies
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limit per frame (however not past the possible maximum value,the
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`NNN_burst`). 64k rather resembles the exact number of 65536 frames. So
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setting this variable to 65536 means: `65536 / 65536 = 1 tile per frame`.
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2011-01-20 22:03:27 +00:00
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2021-09-12 20:26:04 +00:00
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As a day consists of 74 frames, a company's limit is increased by 74
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tiles during the course of a single day (2.22 seconds).
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To achieve a 1 tile per day increase the following calculation is needed:
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`1 / 74 (frames per day) * 65536 (per_64k_frames) = 885.62...`.
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After rounding: a value of 886 means adding a bit over 1 tile per day.
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2011-01-20 22:03:27 +00:00
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2021-09-12 20:26:04 +00:00
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There is still enough space to scale this value downwards:
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decreasing this value to 127 results in a bit over 1 tile added to the
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allowance per week (7 days).
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2011-01-20 22:03:27 +00:00
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2021-09-12 20:26:04 +00:00
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To create a setup in which a company gets an initial allowance only,
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set the value to 0 - no increase of the allowance per frame.
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2011-01-20 22:03:27 +00:00
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2021-09-12 20:26:04 +00:00
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- Even though construction actions include a clear tile action, they are not
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affected by the above settings.
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2011-01-20 22:03:27 +00:00
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2021-09-12 20:26:04 +00:00
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## 5.0) Some useful things
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2011-01-20 22:03:27 +00:00
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2021-09-12 20:26:04 +00:00
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- You can protect your company so nobody else can join uninvited. To do this,
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set a password in your Company window.
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2011-01-20 22:03:27 +00:00
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2021-09-12 20:26:04 +00:00
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- You can chat with other players via ENTER or via SHIFT+T or via the Online
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Players window
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2011-01-20 22:03:27 +00:00
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2021-09-12 20:26:04 +00:00
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- Servers can kick players, so don't make them use it!
|
(svn r1253) -Update: updated the multiplayer doc a bit.
Via this commit I wanted to thank everyone who helped with this new
network, with some people by name: Bjarni, for Endian support,
Hackykid, for Masterserver and ingame server-list, Geniusdex, for
suggestions and bug reporting, Darkvater, for the Windows testing,
Tron, for his comments and suggestions for the network, sign_de, for his
general help around the network, orudge, for his kind offer to host
our masterserver, dominik, for the network GUI, and all the others I
did not mention or forgot. Thank you all :)
2004-12-23 17:59:37 +00:00
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2021-09-12 20:26:04 +00:00
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## 6.0) Troubleshooting
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2019-10-19 10:27:04 +00:00
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2021-09-12 20:26:04 +00:00
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### My server does not show up in the serverlist
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2004-09-12 22:05:49 +00:00
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2021-09-12 20:26:04 +00:00
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Check if the visibility of your server is set to `public`.
|
(svn r1253) -Update: updated the multiplayer doc a bit.
Via this commit I wanted to thank everyone who helped with this new
network, with some people by name: Bjarni, for Endian support,
Hackykid, for Masterserver and ingame server-list, Geniusdex, for
suggestions and bug reporting, Darkvater, for the Windows testing,
Tron, for his comments and suggestions for the network, sign_de, for his
general help around the network, orudge, for his kind offer to host
our masterserver, dominik, for the network GUI, and all the others I
did not mention or forgot. Thank you all :)
2004-12-23 17:59:37 +00:00
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2021-09-12 20:26:04 +00:00
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If it is, and your server still isn't showing up, start OpenTTD with
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`-d net=4` as extra argument. This will show debug message related to the
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network, including communication to/from the Game Coordinator.
|
(svn r1253) -Update: updated the multiplayer doc a bit.
Via this commit I wanted to thank everyone who helped with this new
network, with some people by name: Bjarni, for Endian support,
Hackykid, for Masterserver and ingame server-list, Geniusdex, for
suggestions and bug reporting, Darkvater, for the Windows testing,
Tron, for his comments and suggestions for the network, sign_de, for his
general help around the network, orudge, for his kind offer to host
our masterserver, dominik, for the network GUI, and all the others I
did not mention or forgot. Thank you all :)
2004-12-23 17:59:37 +00:00
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2023-09-11 18:55:23 +00:00
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See the [Game Coordinator documentation](./game_coordinator.md) for more
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technical information about the Game Coordinator service.
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2021-09-12 20:26:04 +00:00
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### My server warns a lot about getaddrinfo taking N seconds
|
(svn r1253) -Update: updated the multiplayer doc a bit.
Via this commit I wanted to thank everyone who helped with this new
network, with some people by name: Bjarni, for Endian support,
Hackykid, for Masterserver and ingame server-list, Geniusdex, for
suggestions and bug reporting, Darkvater, for the Windows testing,
Tron, for his comments and suggestions for the network, sign_de, for his
general help around the network, orudge, for his kind offer to host
our masterserver, dominik, for the network GUI, and all the others I
did not mention or forgot. Thank you all :)
2004-12-23 17:59:37 +00:00
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2021-09-12 20:26:04 +00:00
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This could be a transient issue with your (local) DNS server, but if the
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problem persists there is likely a configuration issue in DNS resolving on
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your computer.
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2006-12-28 18:01:22 +00:00
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2021-09-12 20:26:04 +00:00
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#### Running OpenTTD in a Docker container?
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2019-10-19 10:27:04 +00:00
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2021-09-12 20:26:04 +00:00
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This is an issue with dual-stack Docker containers. If there is no default
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IPv6 resolver and IPv6 traffic is preferred, DNS requests will time out after
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5 seconds. To resolve this, use an IPv4 DNS server for your Docker container,
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for example by adding `--dns 1.1.1.1` to your `docker run` command.
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