mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-10-31 15:20:10 +00:00
220 lines
9.7 KiB
Plaintext
220 lines
9.7 KiB
Plaintext
Multiplayer manual for OpenTTD
|
|
Last updated: 2011-02-16
|
|
------------------------------------------------------------------------
|
|
|
|
|
|
Table of contents
|
|
-----------------
|
|
1.0) Starting a server
|
|
2.0) Connecting to a server
|
|
* 2.1) Connecting to a server over the console
|
|
3.0) Playing internet games
|
|
4.0) Tips for servers
|
|
* 4.1) Imposing landscaping limits
|
|
5.0) Some useful things
|
|
6.0) Troubleshooting
|
|
|
|
|
|
1.0) Starting a server
|
|
---- -----------------
|
|
- Make sure that you have your firewall of the computer as well as possible
|
|
routers or modems of the server configured such that:
|
|
* port 3979 is free for both UDP and TCP connections in- and outgoing
|
|
* port 3978 is free outbound for UDP in order to advertise with the master
|
|
server (if desired). Otherwise you'll have to tell players your IP.
|
|
* port 3977 if use of the admin interface is desired (see admin_network.txt)
|
|
- Click "multiplayer" on the startup screen
|
|
- Click "start server"
|
|
- Type in a game name
|
|
- Select the type of game ('LAN/Internet' or 'Internet (advertise)'. With the
|
|
last one other people are able to see you online. Else they need your IP and
|
|
port to join)
|
|
- Click "start game", "load game" or "load scenario"
|
|
- Start playing
|
|
|
|
|
|
2.0) Connecting to a server
|
|
---- ----------------------
|
|
- Click "multiplayer" on the startup screen
|
|
|
|
- If you want to connect to any network game in your LAN click on 'LAN', then
|
|
on 'Find Server'
|
|
- If you want to see which servers all online on the Internet, click on
|
|
'Internet' and 'Find Server'
|
|
|
|
- If there were more than one server
|
|
- select one in the list below the buttons
|
|
- click on 'join game'
|
|
|
|
- If you want to play and you have the ip or hostname of the game server you
|
|
want connect to.
|
|
- click add server
|
|
- type in the ip address or hostname
|
|
- if you want to add a port use :<port>
|
|
|
|
- Now you can select a company and press: "Join company", to help that company
|
|
- Or you can press "Spectate game", to spectate the game
|
|
- Or you can press "New company", and start your own company (if there are
|
|
slots free)
|
|
|
|
- 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 in the following command:
|
|
connect <ip/host>:<port>#<company-no>
|
|
|
|
|
|
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, enable Advertising. To do this, select
|
|
'Internet (advertise)' in the Start Server menu, or type in console:
|
|
'set server_advertise 1'.
|
|
|
|
- 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 'per_64K_frames' and 'burst'
|
|
- '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.
|
|
|
|
- 'per_64k_frames' defines the number of tiles added to each companies limit
|
|
per frame (however not past the possible maximum value,the '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 Screen
|
|
|
|
- You can give other players some money via the ClientList (under the 'head'
|
|
in the mainbar).
|
|
|
|
- You can chat with other players via ENTER or via SHIFT+T or via the ClientList
|
|
|
|
- Servers can now kick players, so don't make them use it!
|
|
|
|
|
|
6.0) Troubleshooting
|
|
---- ---------------
|
|
- My advertising server does not show up in list at servers.openttd.org
|
|
Run openttd with the '-d net=2' parameter. That will show which incoming
|
|
communication is received, whether the replies from the master server or
|
|
communication from an admin tool reach the programme. See section 1
|
|
'Starting a server' further up for the ports and protocols used by OpenTTD.
|
|
The ports can be configured in the config file.
|