diff -r 870c04ac783b -r 5a298f7b44f5 minecraft/templates/configuration.txt.j2 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/minecraft/templates/configuration.txt.j2 Mon Jul 27 19:44:18 2020 -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