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feat(config): add documented default-velocity.yml
1:1 YAML port of default-velocity.toml with all documentation comments preserved verbatim. config-version becomes an integer (baseline 1) for Configurate's versioned transformation system; the `try` list nests under `servers` to mirror the legacy [servers] table. Part of the velocity.toml -> velocity.yml Configurate migration. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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proxy/src/main/resources/default-velocity.yml
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proxy/src/main/resources/default-velocity.yml
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# Config version. Do not change this
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config-version: 1
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# What port should the proxy be bound to? By default, we'll bind to all addresses on port 25565.
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bind: "0.0.0.0:25565"
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# What should be the MOTD? This gets displayed when the player adds your server to
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# their server list. Only MiniMessage format is accepted.
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motd: "<#09add3>A Velocity Server"
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# What should we display for the maximum number of players? (Velocity does not support a cap
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# on the number of players online.)
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show-max-players: 500
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# Should we authenticate players with Mojang? By default, this is on.
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online-mode: true
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# Should the proxy enforce the new public key security standard? By default, this is on.
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force-key-authentication: true
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# If client's ISP/AS sent from this proxy is different from the one from Mojang's
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# authentication server, the player is kicked. This disallows some VPN and proxy
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# connections but is a weak form of protection.
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prevent-client-proxy-connections: false
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# Should we forward IP addresses and other data to backend servers?
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# Available options:
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# - "none": No forwarding will be done. All players will appear to be connecting
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# from the proxy and will have offline-mode UUIDs.
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# - "legacy": Forward player IPs and UUIDs in a BungeeCord-compatible format. Use this
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# if you run servers using Minecraft 1.12 or lower.
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# - "bungeeguard": Forward player IPs and UUIDs in a format supported by the BungeeGuard
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# plugin. Use this if you run servers using Minecraft 1.12 or lower, and are
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# unable to implement network level firewalling (on a shared host).
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# - "modern": Forward player IPs and UUIDs as part of the login process using
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# Velocity's native forwarding. Only applicable for Minecraft 1.13 or higher.
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player-info-forwarding-mode: "NONE"
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# If you are using modern or BungeeGuard IP forwarding, configure a file that contains a unique secret here.
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# The file is expected to be UTF-8 encoded and not empty.
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forwarding-secret-file: "forwarding.secret"
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# Announce whether or not your server supports Forge. If you run a modded server, we
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# suggest turning this on.
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#
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# If your network runs one modpack consistently, consider using ping-passthrough = "mods"
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# instead for a nicer display in the server list.
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announce-forge: false
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# If enabled (default is false) and the proxy is in online mode, Velocity will kick
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# any existing player who is online if a duplicate connection attempt is made.
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kick-existing-players: false
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# Should Velocity pass server list ping requests to a backend server?
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# Available options:
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# - "disabled": No pass-through will be done. The velocity.yml and server-icon.png
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# will determine the initial server list ping response.
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# - "mods": Passes only the mod list from your backend server into the response.
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# The first server in your try list (or forced host) with a mod list will be
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# used. If no backend servers can be contacted, Velocity won't display any
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# mod information.
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# - "description": Uses the description and mod list from the backend server. The first
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# server in the try (or forced host) list that responds is used for the
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# description and mod list.
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# - "all": Uses the backend server's response as the proxy response. The Velocity
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# configuration is used if no servers could be contacted.
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ping-passthrough: "DISABLED"
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# If enabled (default is false), then a sample of the online players on the proxy will be visible
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# when hovering over the player count in the server list.
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# This doesn't have any effect when ping passthrough is set to either "description" or "all".
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sample-players-in-ping: false
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# If not enabled (default is true) player IP addresses will be replaced by <ip address withheld> in logs
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enable-player-address-logging: true
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packet-limiter:
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# Size of the moving time window in seconds used to calculate average rates.
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# A larger window tolerates short bursts while still enforcing the configured limits over time.
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interval: 7
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# Maximum average number of packets per second a client may send. -1 disables this check.
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packets-per-second: -1
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# Maximum average number of compressed (on-wire) bytes per second a client may send. -1 disables this check.
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bytes-per-second: -1
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# Maximum average number of decompressed bytes per second a client may send.
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# Protects against compression bomb attacks where small packets expand to excessive sizes after decompression.
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# -1 disables this check.
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decompressed-bytes-per-second: 5242880
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servers:
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# Configure your servers here. Each key represents the server's name, and the value
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# represents the IP address of the server to connect to.
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lobby: "127.0.0.1:30066"
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factions: "127.0.0.1:30067"
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minigames: "127.0.0.1:30068"
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# In what order we should try servers when a player logs in or is kicked from a server.
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try:
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- lobby
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forced-hosts:
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# Configure your forced hosts here.
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"lobby.example.com":
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- lobby
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"factions.example.com":
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- factions
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"minigames.example.com":
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- minigames
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advanced:
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# How large a Minecraft packet has to be before we compress it. Setting this to zero will
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# compress all packets, and setting it to -1 will disable compression entirely.
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compression-threshold: 256
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# How much compression should be done (from 0-9). The default is -1, which uses the
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# default level of 6.
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compression-level: -1
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# How fast (in milliseconds) are clients allowed to connect after the last connection? By
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# default, this is three seconds. Disable this by setting this to 0.
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login-ratelimit: 3000
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# Specify a custom timeout for connection timeouts here. The default is five seconds.
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connection-timeout: 5000
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# Specify a read timeout for connections here. The default is 30 seconds.
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read-timeout: 30000
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# Enables compatibility with HAProxy's PROXY protocol. If you don't know what this is for, then
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# don't enable it.
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haproxy-protocol: false
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# Enables TCP fast open support on the proxy. Requires the proxy to run on Linux.
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tcp-fast-open: false
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# Enables BungeeCord plugin messaging channel support on Velocity.
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bungee-plugin-message-channel: true
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# Shows ping requests to the proxy from clients.
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show-ping-requests: false
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# By default, Velocity will attempt to gracefully handle situations where the user unexpectedly
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# loses connection to the server without an explicit disconnect message by attempting to fall the
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# user back, except in the case of read timeouts. BungeeCord will disconnect the user instead. You
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# can disable this setting to use the BungeeCord behavior.
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failover-on-unexpected-server-disconnect: true
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# Declares the proxy commands to 1.13+ clients.
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announce-proxy-commands: true
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# Enables the logging of commands
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log-command-executions: false
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# Enables logging of player connections when connecting to the proxy, switching servers
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# and disconnecting from the proxy.
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log-player-connections: true
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# Allows players transferred from other hosts via the
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# Transfer packet (Minecraft 1.20.5) to be received.
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accepts-transfers: false
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# Enables support for SO_REUSEPORT. This may help the proxy scale better on multicore systems
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# with a lot of incoming connections, and provide better CPU utilization than the existing
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# strategy of having a single thread accepting connections and distributing them to worker
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# threads. Disabled by default. Requires Linux or macOS.
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enable-reuse-port: false
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# How fast (in milliseconds) are clients allowed to send commands after the last command
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# By default this is 50ms (20 commands per second)
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command-rate-limit: 50
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# Should we forward commands to the backend upon being rate limited?
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# This will forward the command to the server instead of processing it on the proxy.
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# Since most server implementations have a rate limit, this will prevent the player
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# from being able to send excessive commands to the server.
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forward-commands-if-rate-limited: true
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# How many commands are allowed to be sent after the rate limit is hit before the player is kicked?
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# Setting this to 0 or lower will disable this feature.
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kick-after-rate-limited-commands: 0
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# How fast (in milliseconds) are clients allowed to send tab completions after the last tab completion
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tab-complete-rate-limit: 10
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# How many tab completions are allowed to be sent after the rate limit is hit before the player is kicked?
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# Setting this to 0 or lower will disable this feature.
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kick-after-rate-limited-tab-completes: 0
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query:
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# Whether to enable responding to GameSpy 4 query responses or not.
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enabled: false
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# If query is enabled, on what port should the query protocol listen on?
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port: 25565
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# This is the map name that is reported to the query services.
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map: "Velocity"
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# Whether plugins should be shown in query response by default or not
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show-plugins: false
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