--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/minecraft/server/templates/configuration.txt.j2 Sat Jul 03 13:23:46 2021 -0500
@@ -0,0 +1,492 @@
+# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/
+
+# All map templates are defined in the templates directory
+# To use the HDMap very-low-res (2 ppb) map templates as world defaults, set value to vlowres
+# The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and the_end-vlowres.txt
+# To use the HDMap low-res (4 ppb) map templates as world defaults, set value to lowres
+# The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and the_end-lowres.txt
+# To use the HDMap hi-res (16 ppb) map templates (these can take a VERY long time for initial fullrender), set value to hires
+# The definitions of these templates are in normal-hires.txt, nether-hires.txt, and the_end-hires.txt
+# To use the HDMap low-res (4 ppb) map templates, with support for boosting resolution selectively to hi-res (16 ppb), set value to low_boost_hi
+# The definitions of these templates are in normal-low_boost_hi.txt, nether-low_boost_hi.txt, and the_end-low_boost_hi.txt
+# To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to vhi-res (32 ppb), set value to hi_boost_vhi
+# The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt
+# To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to xhi-res (64 ppb), set value to hi_boost_xhi
+# The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt
+deftemplatesuffix: hires
+
+# Map storage scheme: only uncomment one 'type' value
+# filetree: classic and default scheme: tree of files, with all map data under the directory indicated by 'tilespath' setting
+# sqlite: single SQLite database file (this can get VERY BIG), located at 'dbfile' setting (default is file dynmap.db in data directory)
+# mysql: MySQL database, at hostname:port in database, accessed via userid with password
+storage:
+ # Filetree storage (standard tree of image files for maps)
+ type: filetree
+ # SQLite db for map storage (uses dbfile as storage location)
+ #type: sqlite
+ #dbfile: dynmap.db
+ # MySQL DB for map storage (at 'hostname':'port' with flags "flags" in database 'database' using user 'userid' password 'password' and table prefix 'prefix')
+ #type: mysql
+ #hostname: localhost
+ #port: 3306
+ #database: dynmap
+ #userid: dynmap
+ #password: dynmap
+ #prefix: ""
+ #flags: "?allowReconnect=true"
+
+components:
+ - class: org.dynmap.ClientConfigurationComponent
+
+ # - class: org.dynmap.InternalClientUpdateComponent
+ # sendhealth: true
+ # sendposition: true
+ # allowwebchat: true
+ # webchat-interval: 5
+ # hidewebchatip: false
+ # trustclientname: false
+ # includehiddenplayers: false
+ # # (optional) if true, color codes in player display names are used
+ # use-name-colors: false
+ # # (optional) if true, player login IDs will be used for web chat when their IPs match
+ # use-player-login-ip: true
+ # # (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored
+ # require-player-login-ip: false
+ # # (optional) block player login IDs that are banned from chatting
+ # block-banned-player-chat: true
+ # # Require login for web-to-server chat (requires login-enabled: true)
+ # webchat-requires-login: false
+ # # If set to true, users must have dynmap.webchat permission in order to chat
+ # webchat-permissions: false
+ # # Limit length of single chat messages
+ # chatlengthlimit: 256
+ # # # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)
+ # # hideifshadow: 4
+ # # # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)
+ # # hideifundercover: 14
+ # # # (Optional) if true, players that are crouching/sneaking will be hidden
+ # hideifsneaking: false
+ # # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)
+ # protected-player-info: false
+ # # If true, hide players with invisibility potion effects active
+ # hide-if-invisiblity-potion: true
+ # # If true, player names are not shown on map, chat, list
+ # hidenames: false
+
+ - class: org.dynmap.JsonFileClientUpdateComponent
+ writeinterval: 1
+ sendhealth: true
+ sendposition: true
+ allowwebchat: false
+ webchat-interval: 5
+ hidewebchatip: false
+ includehiddenplayers: false
+ use-name-colors: false
+ use-player-login-ip: false
+ require-player-login-ip: false
+ block-banned-player-chat: true
+ hideifshadow: 0
+ hideifundercover: 0
+ hideifsneaking: false
+ # Require login for web-to-server chat (requires login-enabled: true)
+ webchat-requires-login: false
+ # If set to true, users must have dynmap.webchat permission in order to chat
+ webchat-permissions: false
+ # Limit length of single chat messages
+ chatlengthlimit: 256
+ hide-if-invisiblity-potion: true
+ hidenames: false
+
+ - class: org.dynmap.SimpleWebChatComponent
+ allowchat: false
+ # If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.
+ allowurlname: false
+
+ # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins
+ - class: org.dynmap.MarkersComponent
+ type: markers
+ showlabel: false
+ enablesigns: false
+ # Default marker set for sign markers
+ default-sign-set: markers
+ # (optional) add spawn point markers to standard marker layer
+ showspawn: true
+ spawnicon: world
+ spawnlabel: "Spawn"
+ # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)
+ showofflineplayers: false
+ offlinelabel: "Offline"
+ offlineicon: offlineuser
+ offlinehidebydefault: true
+ offlineminzoom: 0
+ maxofflinetime: 30
+ # (optional) layer for showing player's spawn beds
+ showspawnbeds: false
+ spawnbedlabel: "Spawn Beds"
+ spawnbedicon: bed
+ spawnbedhidebydefault: true
+ spawnbedminzoom: 0
+ spawnbedformat: "%name%'s bed"
+ # (optional) show world border (vanilla 1.8+)
+ showworldborder: true
+ worldborderlabel: "Border"
+
+ - class: org.dynmap.ClientComponent
+ type: chat
+ allowurlname: false
+ - class: org.dynmap.ClientComponent
+ type: chatballoon
+ focuschatballoons: false
+ - class: org.dynmap.ClientComponent
+ type: chatbox
+ showplayerfaces: true
+ messagettl: 5
+ # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages
+ #scrollback: 100
+ # Optional: set maximum number of lines visible for chatbox
+ #visiblelines: 10
+ # Optional: send push button
+ sendbutton: false
+ - class: org.dynmap.ClientComponent
+ type: playermarkers
+ showplayerfaces: true
+ showplayerhealth: true
+ # If true, show player body too (only valid if showplayerfaces=true
+ showplayerbody: false
+ # Option to make player faces small - don't use with showplayerhealth
+ smallplayerfaces: false
+ # Optional - make player faces layer hidden by default
+ hidebydefault: false
+ # Optional - ordering priority in layer menu (low goes before high - default is 0)
+ layerprio: 0
+ # Optional - label for player marker layer (default is 'Players')
+ label: "Players"
+
+ #- class: org.dynmap.ClientComponent
+ # type: digitalclock
+ - class: org.dynmap.ClientComponent
+ type: link
+
+ - class: org.dynmap.ClientComponent
+ type: timeofdayclock
+ showdigitalclock: true
+ showweather: true
+ # Mouse pointer world coordinate display
+ - class: org.dynmap.ClientComponent
+ type: coord
+ label: "Location"
+ hidey: false
+ show-mcr: false
+ show-chunk: false
+
+ # Note: more than one logo component can be defined
+ #- class: org.dynmap.ClientComponent
+ # type: logo
+ # text: "Dynmap"
+ # #logourl: "images/block_surface.png"
+ # linkurl: "http://forums.bukkit.org/threads/dynmap.489/"
+ # # Valid positions: top-left, top-right, bottom-left, bottom-right
+ # position: bottom-right
+
+ #- class: org.dynmap.ClientComponent
+ # type: inactive
+ # timeout: 1800 # in seconds (1800 seconds = 30 minutes)
+ # redirecturl: inactive.html
+ # #showmessage: 'You were inactive for too long.'
+
+ #- class: org.dynmap.TestComponent
+ # stuff: "This is some configuration-value"
+
+# Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)
+display-whitelist: false
+
+# How often a tile gets rendered (in seconds).
+renderinterval: 1
+
+# How many tiles on update queue before accelerate render interval
+renderacceleratethreshold: 60
+
+# How often to render tiles when backlog is above renderacceleratethreshold
+renderaccelerateinterval: 0.2
+
+# How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)
+tiles-rendered-at-once: 2
+
+# If true, use normal priority threads for rendering (versus low priority) - this can keep rendering
+# from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result
+# in more competition for CPU resources with other processes
+usenormalthreadpriority: true
+
+# Save and restore pending tile renders - prevents their loss on server shutdown or /reload
+saverestorepending: true
+
+# Save period for pending jobs (in seconds): periodic saving for crash recovery of jobs
+save-pending-period: 900
+
+# Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)
+zoomoutperiod: 30
+
+# Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)
+initial-zoomout-validate: true
+
+# Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering
+# of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can
+# also be set on individual worlds and individual maps.
+tileupdatedelay: 30
+
+# Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable
+enabletilehash: true
+
+# Optional - hide ores: render as normal stone (so that they aren't revealed by maps)
+#hideores: true
+
+# Optional - enabled BetterGrass style rendering of grass and snow block sides
+#better-grass: true
+
+# Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)
+smooth-lighting: true
+
+# Optional - use world provider lighting table (good for custom worlds with custom lighting curves, like nether)
+# false=classic Dynmap lighting curve
+use-brightness-table: true
+
+# Optional - render specific block names using the textures and models of another block name: can be used to hide/disguise specific
+# blocks (e.g. make ores look like stone, hide chests) or to provide simple support for rendering unsupported custom blocks
+block-alias:
+# "minecraft:quartz_ore": "stone"
+# "diamond_ore": "coal_ore"
+
+# Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)
+# Has no effect on maps with explicit format settings
+image-format: jpg-q90
+
+# use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures
+# correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)
+# transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks
+use-generated-textures: true
+correct-water-lighting: true
+transparent-leaves: true
+
+# ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)
+ctm-support: true
+# custom-colors-support: if true, Custom Colors in texture packs is enabled (default)
+custom-colors-support: true
+
+# Control loading of player faces (if set to false, skins are never fetched)
+#fetchskins: false
+
+# Control updating of player faces, once loaded (if faces are being managed by other apps or manually)
+#refreshskins: false
+
+# Customize URL used for fetching player skins (%player% is macro for name)
+skin-url: "http://skins.minecraft.net/MinecraftSkins/%player%.png"
+
+# Enable skins via SkinsRestorer plugin instead of internal legacy implementation (disabled by default)
+#skinsrestorer-integration: true
+
+render-triggers:
+ #- playermove
+ #- playerjoin
+ - blockplaced
+ - blockbreak
+ - leavesdecay
+ - blockburn
+ - chunkgenerated
+ - blockformed
+ - blockfaded
+ - blockspread
+ - pistonmoved
+ - explosion
+ #- blockfromto
+ #- blockphysics
+ - structuregrow
+ - blockgrow
+ #- blockredstone
+
+# Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')
+#webpage-title: "My Awesome Server Map"
+
+# The path where the tile-files are placed.
+tilespath: web/tiles
+
+# The path where the web-files are located.
+webpath: web
+
+# The path were the /dynmapexp command exports OBJ ZIP files
+exportpath: export
+
+# The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).
+# If not set, uses same setting as server in server.properties (or 0.0.0.0 if not specified)
+#webserver-bindaddress: 0.0.0.0
+
+# The TCP-port the webserver will listen on.
+webserver-port: 8123
+
+# Maximum concurrent session on internal web server - limits resources used in Bukkit server
+max-sessions: 30
+
+# Disables Webserver portion of Dynmap (Advanced users only)
+disable-webserver: false
+
+# Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))
+allow-symlinks: true
+
+# Enable login support
+login-enabled: false
+# Require login to access website (requires login-enabled: true)
+login-required: false
+
+# Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)
+timesliceinterval: 0.0
+
+# Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load
+maxchunkspertick: 200
+
+# Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater
+progressloginterval: 100
+
+# Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender
+# Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when
+# setting this to equal or exceed the number of physical cores on the system.
+#parallelrendercnt: 4
+
+# Interval the browser should poll for updates.
+updaterate: 2000
+
+# If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in
+fullrenderplayerlimit: 0
+# If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in
+updateplayerlimit: 0
+# Target limit on server thread use - msec per tick
+per-tick-time-limit: 50
+# If TPS of server is below this setting, update renders processing is paused
+update-min-tps: 18.0
+# If TPS of server is below this setting, full/radius renders processing is paused
+fullrender-min-tps: 18.0
+# If TPS of server is below this setting, zoom out processing is paused
+zoomout-min-tps: 18.0
+
+showplayerfacesinmenu: true
+
+# Control whether players that are hidden or not on current map are grayed out (true=yes)
+grayplayerswhenhidden: true
+
+# Use player permissions to order player list: first to last, players are ordered by first permission listed that they have
+# That is, anyone with first listed permission goes before anyone with second, etc, with users with none of the nodes going last
+player-sort-permission-nodes:
+ - bukkit.command.op
+
+# Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin
+#sidebaropened: true
+
+# Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)
+#http-response-headers:
+# Access-Control-Allow-Origin: "my-domain.com"
+# X-Custom-Header-Of-Mine: "MyHeaderValue"
+
+# Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields
+trusted-proxies:
+ - "127.0.0.1"
+ - "0:0:0:0:0:0:0:1"
+
+# Join/quit message format for web chat: set to "" to disable notice on web UI
+joinmessage: "%playername% joined"
+quitmessage: "%playername% quit"
+
+spammessage: "You may only chat once every %interval% seconds."
+# format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text
+webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"
+
+# Control whether layer control is presented on the UI (default is true)
+showlayercontrol: true
+
+# Enable checking for banned IPs via banned-ips.txt (internal web server only)
+check-banned-ips: true
+
+# Default selection when map page is loaded
+defaultzoom: 0
+defaultworld: world
+defaultmap: flat
+# (optional) Zoom level and map to switch to when following a player, if possible
+#followzoom: 3
+#followmap: surface
+
+# If true, make persistent record of IP addresses used by player logins, to support web IP to player matching
+persist-ids-by-ip: true
+
+# If true, map text to cyrillic
+cyrillic-support: false
+
+# If true, coordinates will be rounded
+round-coordinates: true
+
+# Messages to customize
+msg:
+ maptypes: "Map Types"
+ players: "Players"
+ chatrequireslogin: "Chat Requires Login"
+ chatnotallowed: "You are not permitted to send chat messages"
+ hiddennamejoin: "Player joined"
+ hiddennamequit: "Player quit"
+
+# URL for client configuration (only need to be tailored for proxies or other non-standard configurations)
+url:
+ # configuration URL
+ #configuration: "up/configuration"
+ # update URL
+ #update: "up/world/{world}/{timestamp}"
+ # sendmessage URL
+ #sendmessage: "up/sendmessage"
+ # login URL
+ #login: "up/login"
+ # register URL
+ #register: "up/register"
+ # tiles base URL
+ #tiles: "tiles/"
+ # markers base URL
+ #markers: "tiles/"
+
+# Customization commands - allows scripts to be run before/after certain events
+custom-commands:
+ image-updates:
+ # Command run just before any image file is written or updated: run with single parameter with fully qualified file name
+ preupdatecommand: ""
+ # Command run just after any image file is written or updated: run with single parameter with fully qualified file name
+ postupdatecommand: ""
+
+# Snapshot cache size, in chunks
+snapshotcachesize: 500
+# Snapshot cache uses soft references (true), else weak references (false)
+soft-ref-cache: true
+
+# Player enter/exit title messages for map markers
+#
+# Processing period - how often to check player positions vs markers - default is 1000ms (1 second)
+#enterexitperiod: 1000
+# Title message fade in time, in ticks (0.05 second intervals) - default is 10 (1/2 second)
+#titleFadeIn: 10
+# Title message stay time, in ticks (0.05 second intervals) - default is 70 (3.5 seconds)
+#titleStay: 70
+# Title message fade out time, in ticks (0.05 seocnd intervals) - default is 20 (1 second)
+#titleFadeOut: 20
+# Enter/exit messages use on screen titles (true - default), if false chat messages are sent instead
+#enterexitUseTitle: true
+# Set true if new enter messages should supercede pending exit messages (vs being queued in order), default false
+#enterReplacesExits: true
+
+# Set to true to enable verbose startup messages - can help with debugging map configuration problems
+# Set to false for a much quieter startup log
+verbose: false
+
+# Enables debugging.
+#debuggers:
+# - class: org.dynmap.debug.LogDebugger
+# Debug: dump blocks missing render data
+dump-missing-blocks: false
+
+# Have dynmap migrate old chunks to the new format for the current MC version (specifically, for migrating pre-1.13 chunks to 1.13 or 1.14). This is needed
+# in order to render chunks on an upgraded server (due to various bugs/limitations in CB/spigot 1.13+). This setting is NOT suggested to be enabled full time,
+# but only long enough to do a fullrender of a migrated world - it should be turned back off once worlds are migrated). It is EXPERIMENTAL, so be sure to backup
+# your worlds before running with this setting enabled (set to true)
+#
+#migrate-chunks: true