Skip to main content

Servers

Navigation: Servers — route /servers

This page lists every sub-server of your OpenMU installation — connect servers, game servers and the chat server — and is where you start and stop them.

The server list​

ColumnMeaning
(icon)For game servers: a link which opens the live map of that server
Server nameThe description of the server. Clicking it opens the server's configuration
Player countCurrent connections / maximum connections (∞ when unlimited)
Current stateStopped, Starting, Started, Stopping, …
ActionStart, stop and remove buttons

The footer of the table shows the total number of online players over all game servers.

Starting and stopping​

  • ▶ Start — starts the TCP listener of that server. Players can connect from this moment.
  • ⏸ Stop — stops the listener and disconnects the players of this server.

A freshly installed server does not start its listeners automatically. On a minimal setup, start both connect servers and at least one game server; otherwise the client cannot even reach the server selection.

Start the listeners automatically

Enable Auto Start in the System configuration, or use the -autostart start parameter. In a distributed deployment the listeners always start automatically.

Removing a server​

Game servers and connect servers can be removed with the 🗑 button, which is only enabled while the server is stopped. You are asked to confirm, and then both the running instance and its configuration are deleted.

Reload configuration and restart all game servers​

The button at the bottom of the table reloads the game configuration from the database and restarts all game servers with it. Use it after you changed configuration data (rates, drops, monsters) and want it to take effect without restarting the whole process.

This disconnects the players

Restarting the game servers disconnects everyone who is playing on them.

Editing a server​

Clicking the name of a server opens its configuration:

  • Game server → the generic edit page of its GameServerDefinition: experience rate, PvP, the game maps it hosts, its endpoints (port and expected client), the maximum number of players, and so on.
  • Connect server → the connect server configuration: the client it serves, its port, timeouts, the maximum number of connections, and the limits which protect it against connection floods.
  • Chat server → its endpoints and settings.

Adding a server​

Add a game server​

The + Game server button opens a small form:

FieldMeaning
Server idThe numeric id of the new server. It must be unique.
DescriptionThe name shown in the panel
Experience rateThe experience multiplier of this server
PvP enabledWhether players can attack each other on this server
Server configurationWhich GameServerConfiguration to use — this defines the maps the server hosts
ClientThe GameClientDefinition which is expected to connect
Network portThe TCP port of the listener, e.g. 55907

After saving, the new server appears in the list, stopped, and can be started right away.

Share a map between game servers​

A map can be shared by several game servers, so that their players meet on the same map — for example for an event which takes place for all of them at once. A map is shared when only some game servers host it:

  1. Give the game servers which should not host the map a server configuration whose maps don't include it.
  2. Keep the map in the server configuration of the game server which should host it.

A player whose game server doesn't host the map then enters it on a game server which does. When several game servers host it, the one with the lowest server id is used. The player stays connected to its own game server: the game client doesn't reconnect, and the player still counts towards its own game server.

When the hosting game server is stopped, its guests are warped to their safezone. When no started game server hosts the map, players are warped to the home map of their character class instead.

Only in the all-in-one deployment

Sharing maps currently only works when all game servers run in the same process. In a distributed deployment, the game client would have to switch to the hosting game server, which is not supported yet.

Add a connect server​

The + Connect server button asks for the server id, a description, the expected client and the network port. A connect server serves the server list to the game client and then redirects it to the chosen game server.

Open the port

A new listener only helps if the port is reachable — open it in your firewall and forward it in your router or docker compose file. See Ports.

Global messages​

The card at the top of the page sends a message to the players — the golden message in the centre of the screen.

  1. Type the text.
  2. Choose the target: All game servers, or one specific started game server.
  3. Click Send.

Only started game servers can be targeted. If the target stopped in the meantime, the panel keeps your text so you can pick another target and retry.

Not available in every deployment

The global message card is only shown when the panel runs in the same process as the game servers, i.e. in the all-in-one deployment.