mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-11 13:10:45 +00:00
b389d45d55
Co-authored-by: Niels Martin Hansen <nielsm@indvikleren.dk>
211 lines
9.5 KiB
Markdown
211 lines
9.5 KiB
Markdown
# Multiplayer manual for OpenTTD
|
|
|
|
## Table of contents
|
|
|
|
- 1.0) [Starting a server](#10-starting-a-server)
|
|
- 2.0) [Connecting to a server](#20-connecting-to-a-server)
|
|
- 2.1) [Connecting to a server over the console](#21-connecting-to-a-server-over-the-console)
|
|
- 3.0) [Playing internet games](#30-playing-internet-games)
|
|
- 4.0) [Tips for servers](#40-tips-for-servers)
|
|
- 4.1)[Imposing landscaping limits](#41-imposing-landscaping-limits)
|
|
- 5.0) [Some useful things](#50-some-useful-things)
|
|
- 6.0) [Troubleshooting](#60-troubleshooting)
|
|
|
|
|
|
## 1.0) Starting a server
|
|
|
|
- Click on "Multiplayer" in the Start Menu.
|
|
- Click on "Start Server".
|
|
- Give your server a name.
|
|
- Select the visibility of your server:
|
|
- "Public": your server will be publicly listed.
|
|
- "Invite Only": only players who have the invite code for your server can
|
|
join.
|
|
- "Local": only players on your local network can join.
|
|
- (optional) Set a password for your server.
|
|
- Click "New Game", "Load Game", or "Play Scenario".
|
|
- Start playing.
|
|
|
|
## 2.0) Connecting to a server
|
|
|
|
- Click on "Multiplayer" in the Start Menu.
|
|
- There are three ways to join a server:
|
|
- If you want to connect to a local server, click "Search LAN".
|
|
- If you want to connect to a public game, click "Search internet".
|
|
- If the server-owner shared an invite code with you:
|
|
- Click "Add Server".
|
|
- Fill in the invite code, which always starts with a `+`.
|
|
- Click "OK".
|
|
- Click on the server you want to join.
|
|
- Click "Join Game".
|
|
- If the server has a password, it will ask you for this.
|
|
- You see a progressbar how far you are with joining the server.
|
|
- Happy playing.
|
|
|
|
## 2.1) Connecting to a server over the console
|
|
|
|
- Open the console and type `connect` for help how to connect via the console.
|
|
|
|
## 3.0) Playing internet games
|
|
|
|
- Servers with a red dot behind it have a different version then you have. You
|
|
will not be able to join those servers.
|
|
|
|
- Servers with a yellow dot behind it have NewGRFs that you do not have. You
|
|
will not be able to join those servers. However, via "NewGRF Settings" and
|
|
"Find missing content online" you might be able to download the needed
|
|
NewGRFs after which you can join the server.
|
|
|
|
- It can happen that a connection is that slow, or you have that many clients
|
|
connected to your server, that your clients start to loose their connection.
|
|
Some things you can do about it:
|
|
- `[network] frame_freq`:
|
|
change it in console with: `set network.frame_freq <number>`
|
|
the number should be between the 0 and 10, not much higher. It indicates
|
|
the delay between clicking and showing up. The higher, the more you notice
|
|
it, but the less bandwidth you use.
|
|
A good value for Internet-games is 2 or 3.
|
|
|
|
- `[network] sync_freq`:
|
|
change it in console with: `set network.sync_freq <number>`
|
|
the number should be between the 50 and 1000, not much lower, not much
|
|
higher. It indicates the time between sync-frames. A sync-frame is a frame
|
|
which checks if all clients are still in sync. When the value it too high,
|
|
clients can desync in 1960, but the server detects it in 1970. Not really
|
|
handy. The lower the value, the more bandwidth it uses.
|
|
|
|
NB: changing `frame_freq` has more effect on the bandwidth then `sync_freq`.
|
|
|
|
## 4.0) Tips for servers
|
|
|
|
- You can launch a dedicated server by adding `-D` as parameter.
|
|
- In UNIX like systems, you can fork your dedicated server by adding `-f` as
|
|
parameter.
|
|
|
|
- You can automatically clean companies that do not have a client connected to
|
|
them, for, let's say, 3 years. You can do this via: `set autoclean_companies`
|
|
and `set autoclean_protected` and `set autoclean_unprotected`. Unprotected
|
|
removes a password from a company when it is not used for more then the
|
|
defined amount of months. `set autoclean_novehicles` can be used to remove
|
|
companies without any vehicles quickly.
|
|
|
|
- You can also do this manually via the console: `reset_company`.
|
|
|
|
- You can let your server automatically restart a map when, let's say,
|
|
year 2030 is reached. See `set restart_game_date` for detail.
|
|
|
|
- If you want to be on the server-list, make your server public. You can do
|
|
this either from the Start Server window, via the in-game Online Players
|
|
window, or by typing in the console: `set server_game_type public`.
|
|
|
|
- You can protect your server with a password via the console: `set server_pw`,
|
|
or via the Start Server menu.
|
|
|
|
- When you have many clients connected to your server via Internet, watch your
|
|
bandwidth (if you have any limit on it, set by your ISP). One client uses
|
|
about 1.5 kilobytes per second up and down. To decrease this amount, setting
|
|
`frame_freq` to 1 will reduce it to roughly 1 kilobyte per second per client.
|
|
|
|
- OpenTTD's default settings for maximum number of clients, and amount of data
|
|
from clients to process are chosen to not influence the normal playing of
|
|
people, but to prevent or at least make it less likely that someone can
|
|
perform a (distributed) denial-of-service attack on your server by causing
|
|
an out-of-memory event by flooding the server with data to send to all
|
|
clients. The major factor in this is the maximum number of clients; with
|
|
32 clients "only" sending one chat message causes 1024 messages to be
|
|
distributed in total, with 64 clients that already quadruples to 4096. Given
|
|
that upstream bandwidth is usually the limiting factor, a queue of packets
|
|
that need to be sent will be created.
|
|
To prevent clients from exploiting this "explosion" of packets to send we
|
|
limit the number of incoming data, resulting in effectively limiting the
|
|
amount of data that OpenTTD will send to the clients. Even with the default
|
|
limits it is possible to generate about 70.000 packets per second, or about
|
|
7 megabit per second of traffic.
|
|
Given that OpenTTD kicks clients after they have not reacted within about 9
|
|
seconds from sending a frame update packet it would be possible that OpenTTD
|
|
keeps about 600.000 packets in memory, using about 50 megabytes of memory.
|
|
Given that OpenTTD allows short bursts of packets, you can have slightly
|
|
more packets in memory in case of a distributed denial of service attack.
|
|
When increasing the amount of incoming data, or the maximum number of
|
|
clients the amount of memory OpenTTD needs in case of a distributed denial
|
|
of service attack is linearly related to the amount of incoming data and
|
|
quadratic to the amount of clients. In short, a rule of thumb for, the
|
|
maximum memory usage for packets is:
|
|
`#max_clients * #max_clients * bytes_per_frame * 10 KiB`.
|
|
|
|
### 4.1) Imposing landscaping limits
|
|
|
|
- You can impose limits on companies by the following 4 settings:
|
|
- `terraform_per_64k_frames`
|
|
- `terraform_frame_burst`
|
|
- `clear_per_64k_frames`
|
|
- `clear_frame_burst`
|
|
|
|
- Explaining `NNN_burst` and `NNN_per_64K_frames`
|
|
- `NNN_burst` defines 3 things, the maximum limit, the limit of a single
|
|
action, and the initial value for the limit assigned to a new company.
|
|
This setting is fairly simple and requires no math.
|
|
|
|
A value of 1 means a single tile can be affected by a single action.
|
|
This results in having to click 400 times when wanting to cover an area
|
|
of 20 x 20 tiles.
|
|
|
|
The default value 4096 covers an area of 64 x 64 tiles.
|
|
|
|
- `NNN_per_64K_frames` defines the number of tiles added to each companies
|
|
limit per frame (however not past the possible maximum value,the
|
|
`NNN_burst`). 64k rather resembles the exact number of 65536 frames. So
|
|
setting this variable to 65536 means: `65536 / 65536 = 1 tile per frame`.
|
|
|
|
As a day consists of 74 frames, a company's limit is increased by 74
|
|
tiles during the course of a single day (2.22 seconds).
|
|
To achieve a 1 tile per day increase the following calculation is needed:
|
|
`1 / 74 (frames per day) * 65536 (per_64k_frames) = 885.62...`.
|
|
After rounding: a value of 886 means adding a bit over 1 tile per day.
|
|
|
|
There is still enough space to scale this value downwards:
|
|
decreasing this value to 127 results in a bit over 1 tile added to the
|
|
allowance per week (7 days).
|
|
|
|
To create a setup in which a company gets an initial allowance only,
|
|
set the value to 0 - no increase of the allowance per frame.
|
|
|
|
- Even though construction actions include a clear tile action, they are not
|
|
affected by the above settings.
|
|
|
|
## 5.0) Some useful things
|
|
|
|
- You can protect your company so nobody else can join uninvited. To do this,
|
|
set a password in your Company window.
|
|
|
|
- You can chat with other players via ENTER or via SHIFT+T or via the Online
|
|
Players window
|
|
|
|
- Servers can kick players, so don't make them use it!
|
|
|
|
## 6.0) Troubleshooting
|
|
|
|
### My server does not show up in the serverlist
|
|
|
|
Check if the visibility of your server is set to `public`.
|
|
|
|
If it is, and your server still isn't showing up, start OpenTTD with
|
|
`-d net=4` as extra argument. This will show debug message related to the
|
|
network, including communication to/from the Game Coordinator.
|
|
|
|
See the [Game Coordinator documentation](./game_coordinator.md) for more
|
|
technical information about the Game Coordinator service.
|
|
|
|
### My server warns a lot about getaddrinfo taking N seconds
|
|
|
|
This could be a transient issue with your (local) DNS server, but if the
|
|
problem persists there is likely a configuration issue in DNS resolving on
|
|
your computer.
|
|
|
|
#### Running OpenTTD in a Docker container?
|
|
|
|
This is an issue with dual-stack Docker containers. If there is no default
|
|
IPv6 resolver and IPv6 traffic is preferred, DNS requests will time out after
|
|
5 seconds. To resolve this, use an IPv4 DNS server for your Docker container,
|
|
for example by adding `--dns 1.1.1.1` to your `docker run` command.
|