Files
tbd-station-14/Content.Shared/CCVar/CCVars.cs
2022-06-23 12:13:22 +10:00

1060 lines
44 KiB
C#

using Robust.Shared;
using Robust.Shared.Configuration;
namespace Content.Shared.CCVar
{
// ReSharper disable once InconsistentNaming
[CVarDefs]
public sealed class CCVars : CVars
{
/*
* Server
*/
/// <summary>
/// Change this to have the changelog and rules "last seen" date stored separately.
/// </summary>
public static readonly CVarDef<string> ServerId =
CVarDef.Create("server.id", "unknown_server_id", CVar.REPLICATED | CVar.SERVER);
/// <summary>
/// Name of the rules txt file in the "Resources/Server Info" dir. Include the extension.
/// </summary>
public static readonly CVarDef<string> RulesFile =
CVarDef.Create("server.rules_file", "Rules.txt", CVar.REPLICATED | CVar.SERVER);
/*
* Ambience
*/
/// <summary>
/// How long we'll wait until re-sampling nearby objects for ambience. Should be pretty fast, but doesn't have to match the tick rate.
/// </summary>
public static readonly CVarDef<float> AmbientCooldown =
CVarDef.Create("ambience.cooldown", 0.1f, CVar.ARCHIVE | CVar.CLIENTONLY);
/// <summary>
/// How large of a range to sample for ambience.
/// </summary>
public static readonly CVarDef<float> AmbientRange =
CVarDef.Create("ambience.range", 5f, CVar.REPLICATED | CVar.SERVER);
/// <summary>
/// Maximum simultaneous ambient sounds.
/// </summary>
public static readonly CVarDef<int> MaxAmbientSources =
CVarDef.Create("ambience.max_sounds", 16, CVar.ARCHIVE | CVar.CLIENTONLY);
/// <summary>
/// The minimum value the user can set for ambience.max_sounds
/// </summary>
public static readonly CVarDef<int> MinMaxAmbientSourcesConfigured =
CVarDef.Create("ambience.min_max_sounds_configured", 16, CVar.REPLICATED | CVar.SERVER | CVar.CHEAT);
/// <summary>
/// The maximum value the user can set for ambience.max_sounds
/// </summary>
public static readonly CVarDef<int> MaxMaxAmbientSourcesConfigured =
CVarDef.Create("ambience.max_max_sounds_configured", 64, CVar.REPLICATED | CVar.SERVER | CVar.CHEAT);
/// <summary>
/// Ambience volume.
/// </summary>
public static readonly CVarDef<float> AmbienceVolume =
CVarDef.Create("ambience.volume", 0.0f, CVar.ARCHIVE | CVar.CLIENTONLY);
/// <summary>
/// Whether to play the station ambience (humming) sound
/// </summary>
public static readonly CVarDef<bool> StationAmbienceEnabled =
CVarDef.Create("ambience.station_ambience", true, CVar.ARCHIVE | CVar.CLIENTONLY);
/// <summary>
/// Whether to play the space ambience
/// </summary>
public static readonly CVarDef<bool> SpaceAmbienceEnabled =
CVarDef.Create("ambience.space_ambience", true, CVar.ARCHIVE | CVar.CLIENTONLY);
/*
* Status
*/
public static readonly CVarDef<string> StatusMoMMIUrl =
CVarDef.Create("status.mommiurl", "", CVar.SERVERONLY);
public static readonly CVarDef<string> StatusMoMMIPassword =
CVarDef.Create("status.mommipassword", "", CVar.SERVERONLY);
/*
* Game
*/
/// <summary>
/// Controls if the game should run station events
/// </summary>
public static readonly CVarDef<bool>
EventsEnabled = CVarDef.Create("events.enabled", true, CVar.ARCHIVE | CVar.SERVERONLY);
/// <summary>
/// Disables most functionality in the GameTicker.
/// </summary>
public static readonly CVarDef<bool>
GameDummyTicker = CVarDef.Create("game.dummyticker", false, CVar.ARCHIVE | CVar.SERVERONLY);
/// <summary>
/// Controls if the lobby is enabled. If it is not, and there are no available jobs, you may get stuck on a black screen.
/// </summary>
public static readonly CVarDef<bool>
GameLobbyEnabled = CVarDef.Create("game.lobbyenabled", false, CVar.ARCHIVE);
/// <summary>
/// Controls the duration of the lobby timer in seconds. Defaults to 2 minutes and 30 seconds.
/// </summary>
public static readonly CVarDef<int>
GameLobbyDuration = CVarDef.Create("game.lobbyduration", 150, CVar.ARCHIVE);
/// <summary>
/// Controls if players can latejoin at all.
/// </summary>
public static readonly CVarDef<bool>
GameDisallowLateJoins = CVarDef.Create("game.disallowlatejoins", false, CVar.ARCHIVE | CVar.SERVERONLY);
/// <summary>
/// Controls the default game preset.
/// </summary>
public static readonly CVarDef<string>
GameLobbyDefaultPreset = CVarDef.Create("game.defaultpreset", "secret", CVar.ARCHIVE);
/// <summary>
/// Controls if the game can force a different preset if the current preset's criteria are not met.
/// </summary>
public static readonly CVarDef<bool>
GameLobbyFallbackEnabled = CVarDef.Create("game.fallbackenabled", true, CVar.ARCHIVE);
/// <summary>
/// The preset for the game to fall back to if the selected preset could not be used, and fallback is enabled.
/// </summary>
public static readonly CVarDef<string>
GameLobbyFallbackPreset = CVarDef.Create("game.fallbackpreset", "sandbox", CVar.ARCHIVE);
/// <summary>
/// Controls if people can win the game in Suspicion or Deathmatch.
/// </summary>
public static readonly CVarDef<bool>
GameLobbyEnableWin = CVarDef.Create("game.enablewin", true, CVar.ARCHIVE);
/// <summary>
/// Controls the maximum number of character slots a player is allowed to have.
/// </summary>
public static readonly CVarDef<int>
GameMaxCharacterSlots = CVarDef.Create("game.maxcharacterslots", 10, CVar.ARCHIVE | CVar.SERVERONLY);
/// <summary>
/// Controls the game map prototype to load. SS14 stores these prototypes in Prototypes/Maps.
/// </summary>
public static readonly CVarDef<string>
GameMap = CVarDef.Create("game.map", "saltern", CVar.SERVERONLY);
/// <summary>
/// Controls if the game should obey map criteria or not. Overriden if a map vote or similar occurs.
/// </summary>
public static readonly CVarDef<bool>
GameMapForced = CVarDef.Create("game.mapforced", false, CVar.SERVERONLY);
/// <summary>
/// The depth of the queue used to calculate which map is next in rotation.
/// This is how long the game "remembers" that some map was put in play. Default is 16 rounds.
/// </summary>
public static readonly CVarDef<int>
GameMapMemoryDepth = CVarDef.Create("game.map_memory_depth", 16, CVar.SERVERONLY);
/// <summary>
/// Is map rotation enabled?
/// </summary>
public static readonly CVarDef<bool>
GameMapRotation = CVarDef.Create<bool>("game.map_rotation", true, CVar.SERVERONLY);
/// <summary>
/// Whether a random position offset will be applied to the station on roundstart.
/// </summary>
public static readonly CVarDef<bool> StationOffset =
CVarDef.Create("game.station_offset", true);
/// <summary>
/// When the default blueprint is loaded what is the maximum amount it can be offset from 0,0.
/// Does nothing without <see cref="StationOffset"/> as true.
/// </summary>
public static readonly CVarDef<float> MaxStationOffset =
CVarDef.Create("game.maxstationoffset", 1000.0f);
/// <summary>
/// Whether a random rotation will be applied to the station on roundstart.
/// </summary>
public static readonly CVarDef<bool> StationRotation =
CVarDef.Create("game.station_rotation", true);
/// <summary>
/// When enabled, guests will be assigned permanent UIDs and will have their preferences stored.
/// </summary>
public static readonly CVarDef<bool> GamePersistGuests =
CVarDef.Create("game.persistguests", true, CVar.ARCHIVE | CVar.SERVERONLY);
public static readonly CVarDef<bool> GameDiagonalMovement =
CVarDef.Create("game.diagonalmovement", true, CVar.ARCHIVE);
public static readonly CVarDef<int> SoftMaxPlayers =
CVarDef.Create("game.soft_max_players", 30, CVar.SERVERONLY | CVar.ARCHIVE);
#if EXCEPTION_TOLERANCE
/// <summary>
/// Amount of times round start must fail before the server is shut down.
/// Set to 0 or a negative number to disable.
/// </summary>
public static readonly CVarDef<int> RoundStartFailShutdownCount =
CVarDef.Create("game.round_start_fail_shutdown_count", 5, CVar.SERVERONLY | CVar.SERVER);
#endif
/*
* Discord
*/
public static readonly CVarDef<string> DiscordAHelpWebhook =
CVarDef.Create("discord.ahelp_webhook", string.Empty, CVar.SERVERONLY);
/*
* Suspicion
*/
public static readonly CVarDef<int> SuspicionMinPlayers =
CVarDef.Create("suspicion.min_players", 5);
public static readonly CVarDef<int> SuspicionMinTraitors =
CVarDef.Create("suspicion.min_traitors", 2);
public static readonly CVarDef<int> SuspicionPlayersPerTraitor =
CVarDef.Create("suspicion.players_per_traitor", 5);
public static readonly CVarDef<int> SuspicionStartingBalance =
CVarDef.Create("suspicion.starting_balance", 20);
public static readonly CVarDef<int> SuspicionMaxTimeSeconds =
CVarDef.Create("suspicion.max_time_seconds", 300);
/*
* Traitor
*/
public static readonly CVarDef<int> TraitorMinPlayers =
CVarDef.Create("traitor.min_players", 5);
public static readonly CVarDef<int> TraitorMaxTraitors =
CVarDef.Create("traitor.max_traitors", 7);
public static readonly CVarDef<int> TraitorPlayersPerTraitor =
CVarDef.Create("traitor.players_per_traitor", 5);
public static readonly CVarDef<int> TraitorCodewordCount =
CVarDef.Create("traitor.codeword_count", 4);
public static readonly CVarDef<int> TraitorStartingBalance =
CVarDef.Create("traitor.starting_balance", 20);
public static readonly CVarDef<int> TraitorMaxDifficulty =
CVarDef.Create("traitor.max_difficulty", 5);
public static readonly CVarDef<int> TraitorMaxPicks =
CVarDef.Create("traitor.max_picks", 20);
/*
* TraitorDeathMatch
*/
public static readonly CVarDef<int> TraitorDeathMatchStartingBalance =
CVarDef.Create("traitordm.starting_balance", 20);
/*
* Nukeops
*/
public static readonly CVarDef<int> NukeopsMinPlayers =
CVarDef.Create("nukeops.min_players", 15);
public static readonly CVarDef<int> NukeopsMaxOps =
CVarDef.Create("nukeops.max_ops", 6);
public static readonly CVarDef<int> NukeopsPlayersPerOp =
CVarDef.Create("nukeops.players_per_op", 5);
/*
* Pirates
*/
public static readonly CVarDef<int> PiratesMinPlayers =
CVarDef.Create("pirates.min_players", 25);
public static readonly CVarDef<int> PiratesMaxOps =
CVarDef.Create("pirates.max_pirates", 6);
public static readonly CVarDef<int> PiratesPlayersPerOp =
CVarDef.Create("pirates.players_per_pirate", 5);
/*
* Console
*/
public static readonly CVarDef<bool>
ConsoleLoginLocal = CVarDef.Create("console.loginlocal", true, CVar.ARCHIVE | CVar.SERVERONLY);
/*
* Database stuff
*/
public static readonly CVarDef<string> DatabaseEngine =
CVarDef.Create("database.engine", "sqlite", CVar.SERVERONLY);
public static readonly CVarDef<string> DatabaseSqliteDbPath =
CVarDef.Create("database.sqlite_dbpath", "preferences.db", CVar.SERVERONLY);
/// <summary>
/// Milliseconds to asynchronously delay all SQLite database acquisitions with.
/// </summary>
/// <remarks>
/// Defaults to 1 on DEBUG, 0 on RELEASE.
/// This is intended to help catch .Result deadlock bugs that only happen on postgres
/// (because SQLite is not actually asynchronous normally)
/// </remarks>
public static readonly CVarDef<int> DatabaseSqliteDelay =
CVarDef.Create("database.sqlite_delay", DefaultSqliteDelay, CVar.SERVERONLY);
#if DEBUG
private const int DefaultSqliteDelay = 1;
#else
private const int DefaultSqliteDelay = 0;
#endif
public static readonly CVarDef<string> DatabasePgHost =
CVarDef.Create("database.pg_host", "localhost", CVar.SERVERONLY);
public static readonly CVarDef<int> DatabasePgPort =
CVarDef.Create("database.pg_port", 5432, CVar.SERVERONLY);
public static readonly CVarDef<string> DatabasePgDatabase =
CVarDef.Create("database.pg_database", "ss14", CVar.SERVERONLY);
public static readonly CVarDef<string> DatabasePgUsername =
CVarDef.Create("database.pg_username", "", CVar.SERVERONLY);
public static readonly CVarDef<string> DatabasePgPassword =
CVarDef.Create("database.pg_password", "", CVar.SERVERONLY);
// Basically only exists for integration tests to avoid race conditions.
public static readonly CVarDef<bool> DatabaseSynchronous =
CVarDef.Create("database.sync", false, CVar.SERVERONLY);
/*
* Outline
*/
public static readonly CVarDef<bool> OutlineEnabled =
CVarDef.Create("outline.enabled", true, CVar.CLIENTONLY);
/*
* Parallax
*/
public static readonly CVarDef<bool> ParallaxEnabled =
CVarDef.Create("parallax.enabled", true, CVar.CLIENTONLY);
public static readonly CVarDef<bool> ParallaxDebug =
CVarDef.Create("parallax.debug", false, CVar.CLIENTONLY);
public static readonly CVarDef<bool> ParallaxLowQuality =
CVarDef.Create("parallax.low_quality", false, CVar.ARCHIVE | CVar.CLIENTONLY);
/*
* Physics
*/
/*
* WARNING: These are liable to get changed to datafields whenever movement refactor occurs and may no longer be valid.
* You were warned!
*/
/// <summary>
/// Minimum speed a mob has to be moving before applying movement friction.
/// </summary>
public static readonly CVarDef<float> MinimumFrictionSpeed =
CVarDef.Create("physics.minimum_friction_speed", 0.005f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The acceleration applied to mobs when moving.
/// </summary>
public static readonly CVarDef<float> MobAcceleration =
CVarDef.Create("physics.mob_acceleration", 14f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The negative velocity applied for friction.
/// </summary>
public static readonly CVarDef<float> MobFriction =
CVarDef.Create("physics.mob_friction", 14f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The acceleration applied to mobs when moving and weightless.
/// </summary>
public static readonly CVarDef<float> MobWeightlessAcceleration =
CVarDef.Create("physics.mob_weightless_acceleration", 1f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The negative velocity applied for friction when weightless and providing inputs.
/// </summary>
public static readonly CVarDef<float> MobWeightlessFriction =
CVarDef.Create("physics.mob_weightless_friction", 1f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The negative velocity applied for friction when weightless and not providing inputs.
/// This is essentially how much their speed decreases per second.
/// </summary>
public static readonly CVarDef<float> MobWeightlessFrictionNoInput =
CVarDef.Create("physics.mob_weightless_friction_no_input", 0.2f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// The movement speed modifier applied to a mob's total input velocity when weightless.
/// </summary>
public static readonly CVarDef<float> MobWeightlessModifier =
CVarDef.Create("physics.mob_weightless_modifier", 0.7f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// When a mob is walking should its X / Y movement be relative to its parent (true) or the map (false).
/// </summary>
public static readonly CVarDef<bool> RelativeMovement =
CVarDef.Create("physics.relative_movement", true, CVar.ARCHIVE | CVar.REPLICATED);
public static readonly CVarDef<float> TileFrictionModifier =
CVarDef.Create("physics.tile_friction", 40.0f, CVar.ARCHIVE | CVar.REPLICATED);
public static readonly CVarDef<float> StopSpeed =
CVarDef.Create("physics.stop_speed", 0.1f, CVar.ARCHIVE | CVar.REPLICATED);
/// <summary>
/// Whether mobs can push objects like lockers.
/// </summary>
/// <remarks>
/// Technically client doesn't need to know about it but this may prevent a bug in the distant future so it stays.
/// </remarks>
public static readonly CVarDef<bool> MobPushing =
CVarDef.Create("physics.mob_pushing", false, CVar.REPLICATED);
/*
* Lobby music
*/
public static readonly CVarDef<bool> LobbyMusicEnabled =
CVarDef.Create("ambience.lobbymusicenabled", true, CVar.ARCHIVE | CVar.CLIENTONLY);
/*
* Admin sounds
*/
public static readonly CVarDef<bool> AdminSoundsEnabled =
CVarDef.Create("audio.adminsoundsenabled", true, CVar.ARCHIVE | CVar.CLIENTONLY);
/*
* HUD
*/
public static readonly CVarDef<int> HudTheme =
CVarDef.Create("hud.theme", 0, CVar.ARCHIVE | CVar.CLIENTONLY);
public static readonly CVarDef<bool> HudHeldItemShow =
CVarDef.Create("hud.held_item_show", true, CVar.ARCHIVE | CVar.CLIENTONLY);
public static readonly CVarDef<float> HudHeldItemOffset =
CVarDef.Create("hud.held_item_offset", 28f, CVar.ARCHIVE | CVar.CLIENTONLY);
public static readonly CVarDef<bool> HudFpsCounterVisible =
CVarDef.Create("hud.fps_counter_visible", false, CVar.CLIENTONLY | CVar.ARCHIVE);
/*
* NPCs
*/
public static readonly CVarDef<int> NPCMaxUpdates =
CVarDef.Create("npc.max_updates", 64);
public static readonly CVarDef<bool> NPCEnabled = CVarDef.Create("npc.enabled", true);
/*
* Net
*/
public static readonly CVarDef<float> NetAtmosDebugOverlayTickRate =
CVarDef.Create("net.atmosdbgoverlaytickrate", 3.0f);
public static readonly CVarDef<float> NetGasOverlayTickRate =
CVarDef.Create("net.gasoverlaytickrate", 3.0f);
public static readonly CVarDef<int> GasOverlayThresholds =
CVarDef.Create("net.gasoverlaythresholds", 20);
/*
* Admin stuff
*/
public static readonly CVarDef<bool> AdminAnnounceLogin =
CVarDef.Create("admin.announce_login", true, CVar.SERVERONLY);
public static readonly CVarDef<bool> AdminAnnounceLogout =
CVarDef.Create("admin.announce_logout", true, CVar.SERVERONLY);
/*
* Explosions
*/
/// <summary>
/// How many tiles the explosion system will process per tick
/// </summary>
/// <remarks>
/// Setting this too high will put a large load on a single tick. Setting this too low will lead to
/// unnaturally "slow" explosions.
/// </remarks>
public static readonly CVarDef<int> ExplosionTilesPerTick =
CVarDef.Create("explosion.tiles_per_tick", 100, CVar.SERVERONLY);
/// <summary>
/// Upper limit on the size of an explosion before physics-throwing is disabled.
/// </summary>
/// <remarks>
/// Large nukes tend to generate a lot of shrapnel that flies through space. This can functionally cripple
/// the server TPS for a while after an explosion (or even during, if the explosion is processed
/// incrementally.
/// </remarks>
public static readonly CVarDef<int> ExplosionThrowLimit =
CVarDef.Create("explosion.throw_limit", 400, CVar.SERVERONLY);
/// <summary>
/// If this is true, explosion processing will pause the NodeGroupSystem to pause updating.
/// </summary>
/// <remarks>
/// This only takes effect if an explosion needs more than one tick to process (i.e., covers more than <see
/// cref="ExplosionTilesPerTick"/> tiles). If this is not enabled, the node-system will rebuild its graph
/// every tick as the explosion shreds the station, causing significant slowdown.
/// </remarks>
public static readonly CVarDef<bool> ExplosionSleepNodeSys =
CVarDef.Create("explosion.node_sleep", true, CVar.SERVERONLY);
/// <summary>
/// Upper limit on the total area that an explosion can affect before the neighbor-finding algorithm just
/// stops. Defaults to a 60-rile radius explosion.
/// </summary>
/// <remarks>
/// Actual area may be larger, as it currently doesn't terminate mid neighbor finding. I.e., area may be that of a ~51 tile radius circle instead.
/// </remarks>
public static readonly CVarDef<int> ExplosionMaxArea =
CVarDef.Create("explosion.max_area", (int) 3.14f * 50 * 50, CVar.SERVERONLY);
/// <summary>
/// Upper limit on the number of neighbor finding steps for the explosion system neighbor-finding algorithm.
/// </summary>
/// <remarks>
/// Effectively places an upper limit on the range that any explosion can have. In the vast majority of
/// instances, <see cref="ExplosionMaxArea"/> will likely be hit before this becomes a limiting factor.
/// </remarks>
public static readonly CVarDef<int> ExplosionMaxIterations =
CVarDef.Create("explosion.max_iterations", 150, CVar.SERVERONLY);
/// <summary>
/// Max Time in milliseconds to spend processing explosions every tick.
/// </summary>
/// <remarks>
/// This time limiting is not perfectly implemented. Firstly, a significant chunk of processing time happens
/// due to queued entity deletions, which happen outside of the system update code. Secondly, explosion
/// spawning cannot currently be interrupted & resumed, and may lead to exceeding this time limit.
/// </remarks>
public static readonly CVarDef<float> ExplosionMaxProcessingTime =
CVarDef.Create("explosion.max_tick_time", 7f, CVar.SERVERONLY);
/// <summary>
/// If the explosion is being processed incrementally over several ticks, this variable determines whether
/// updating the grid tiles should be done incrementally at the end of every tick, or only once the explosion has finished processing.
/// </summary>
/// <remarks>
/// The most notable consequence of this change is that explosions will only punch a hole in the station &
/// create a vacumm once they have finished exploding. So airlocks will no longer slam shut as the explosion
/// expands, just suddenly at the end.
/// </remarks>
public static readonly CVarDef<bool> ExplosionIncrementalTileBreaking =
CVarDef.Create("explosion.incremental_tile", false, CVar.SERVERONLY);
/// <summary>
/// Client-side explosion visuals: for how many seconds should an explosion stay on-screen once it has
/// finished expanding?
/// </summary>
public static readonly CVarDef<float> ExplosionPersistence =
CVarDef.Create("explosion.persistence", 0.3f, CVar.REPLICATED);
/// <summary>
/// If an explosion covers a larger area than this number, the damaging/processing will always start during
/// the next tick, instead of during the same tick that the explosion was generated in.
/// </summary>
/// <remarks>
/// This value can be used to ensure that for large explosions the area/tile calculation and the explosion
/// processing/damaging occurs in separate ticks. This helps reduce the single-tick lag if both <see
/// cref="ExplosionMaxProcessingTime"/> and <see cref="ExplosionTilesPerTick"/> are large. I.e., instead of
/// a single tick explosion, this cvar allows for a configuration that results in a two-tick explosion,
/// though most of the computational cost is still in the second tick.
/// </remarks>
public static readonly CVarDef<int> ExplosionSingleTickAreaLimit =
CVarDef.Create("explosion.single_tick_area_limit", 400, CVar.SERVERONLY);
/*
* Admin logs
*/
/// <summary>
/// Controls if admin logs are enabled. Highly recommended to shut this off for development.
/// </summary>
public static readonly CVarDef<bool> AdminLogsEnabled =
CVarDef.Create("adminlogs.enabled", true, CVar.SERVERONLY);
public static readonly CVarDef<float> AdminLogsQueueSendDelay =
CVarDef.Create("adminlogs.queue_send_delay_seconds", 5f, CVar.SERVERONLY);
public static readonly CVarDef<int> AdminLogsQueueMax =
CVarDef.Create("adminlogs.queue_max", 5000, CVar.SERVERONLY);
public static readonly CVarDef<int> AdminLogsPreRoundQueueMax =
CVarDef.Create("adminlogs.pre_round_queue_max", 5000, CVar.SERVERONLY);
// How many logs to send to the client at once
public static readonly CVarDef<int> AdminLogsClientBatchSize =
CVarDef.Create("adminlogs.client_batch_size", 1000, CVar.SERVERONLY);
public static readonly CVarDef<string> AdminLogsServerName =
CVarDef.Create("adminlogs.server_name", "unknown", CVar.SERVERONLY);
/*
* Atmos
*/
/// <summary>
/// Whether gas differences will move entities.
/// </summary>
public static readonly CVarDef<bool> SpaceWind =
CVarDef.Create("atmos.space_wind", false, CVar.SERVERONLY);
/// <summary>
/// Divisor from maxForce (pressureDifference * 2.25f) to force applied on objects.
/// </summary>
public static readonly CVarDef<float> SpaceWindPressureForceDivisorThrow =
CVarDef.Create("atmos.space_wind_pressure_force_divisor_throw", 15f, CVar.SERVERONLY);
/// <summary>
/// Divisor from maxForce (pressureDifference * 2.25f) to force applied on objects.
/// </summary>
public static readonly CVarDef<float> SpaceWindPressureForceDivisorPush =
CVarDef.Create("atmos.space_wind_pressure_force_divisor_push", 2500f, CVar.SERVERONLY);
/// <summary>
/// The maximum velocity (not force) that may be applied to an object by atmospheric pressure differences.
/// Useful to prevent clipping through objects.
/// </summary>
public static readonly CVarDef<float> SpaceWindMaxVelocity =
CVarDef.Create("atmos.space_wind_max_velocity", 30f, CVar.SERVERONLY);
/// <summary>
/// The maximum force that may be applied to an object by pushing (i.e. not throwing) atmospheric pressure differences.
/// A "throwing" atmospheric pressure difference ignores this limit, but not the max. velocity limit.
/// </summary>
public static readonly CVarDef<float> SpaceWindMaxPushForce =
CVarDef.Create("atmos.space_wind_max_push_force", 20f, CVar.SERVERONLY);
/// <summary>
/// Whether monstermos tile equalization is enabled.
/// </summary>
public static readonly CVarDef<bool> MonstermosEqualization =
CVarDef.Create("atmos.monstermos_equalization", true, CVar.SERVERONLY);
/// <summary>
/// Whether monstermos explosive depressurization is enabled.
/// Needs <see cref="MonstermosEqualization"/> to be enabled to work.
/// </summary>
public static readonly CVarDef<bool> MonstermosDepressurization =
CVarDef.Create<bool>("atmos.monstermos_depressurization", true, CVar.SERVERONLY);
/// <summary>
/// Whether monstermos explosive depressurization will rip tiles..
/// Needs <see cref="MonstermosEqualization"/> and <see cref="MonstermosDepressurization"/> to be enabled to work.
/// </summary>
public static readonly CVarDef<bool> MonstermosRipTiles =
CVarDef.Create<bool>("atmos.monstermos_rip_tiles", true, CVar.SERVERONLY);
/// <summary>
/// Whether explosive depressurization will cause the grid to gain an impulse.
/// Needs <see cref="MonstermosEqualization"/> and <see cref="MonstermosDepressurization"/> to be enabled to work.
/// </summary>
public static readonly CVarDef<bool> AtmosGridImpulse =
CVarDef.Create("atmos.grid_impulse", false, CVar.SERVERONLY);
/// <summary>
/// Whether atmos superconduction is enabled.
/// </summary>
/// <remarks> Disabled by default, superconduction is awful. </remarks>
public static readonly CVarDef<bool> Superconduction =
CVarDef.Create("atmos.superconduction", false, CVar.SERVERONLY);
/// <summary>
/// Whether excited groups will be processed and created.
/// </summary>
public static readonly CVarDef<bool> ExcitedGroups =
CVarDef.Create("atmos.excited_groups", true, CVar.SERVERONLY);
/// <summary>
/// Whether all tiles in an excited group will clear themselves once being exposed to space.
/// Similar to <see cref="MonstermosDepressurization"/>, without none of the tile ripping or
/// things being thrown around very violently.
/// Needs <see cref="ExcitedGroups"/> to be enabled to work.
/// </summary>
public static readonly CVarDef<bool> ExcitedGroupsSpaceIsAllConsuming =
CVarDef.Create("atmos.excited_groups_space_is_all_consuming", false, CVar.SERVERONLY);
/// <summary>
/// Maximum time in milliseconds that atmos can take processing.
/// </summary>
public static readonly CVarDef<float> AtmosMaxProcessTime =
CVarDef.Create("atmos.max_process_time", 3f, CVar.SERVERONLY);
/// <summary>
/// Atmos tickrate in TPS. Atmos processing will happen every 1/TPS seconds.
/// </summary>
public static readonly CVarDef<float> AtmosTickRate =
CVarDef.Create("atmos.tickrate", 15f, CVar.SERVERONLY);
/*
* MIDI instruments
*/
public static readonly CVarDef<int> MaxMidiEventsPerSecond =
CVarDef.Create("midi.max_events_per_second", 1000, CVar.REPLICATED | CVar.SERVER);
public static readonly CVarDef<int> MaxMidiEventsPerBatch =
CVarDef.Create("midi.max_events_per_batch", 60, CVar.REPLICATED | CVar.SERVER);
public static readonly CVarDef<int> MaxMidiBatchesDropped =
CVarDef.Create("midi.max_batches_dropped", 1, CVar.SERVERONLY);
public static readonly CVarDef<int> MaxMidiLaggedBatches =
CVarDef.Create("midi.max_lagged_batches", 8, CVar.SERVERONLY);
/*
* Holidays
*/
public static readonly CVarDef<bool> HolidaysEnabled = CVarDef.Create("holidays.enabled", true, CVar.SERVERONLY);
/*
* Branding stuff
*/
public static readonly CVarDef<bool> BrandingSteam = CVarDef.Create("branding.steam", false, CVar.CLIENTONLY);
/*
* OOC
*/
public static readonly CVarDef<bool> OocEnabled = CVarDef.Create("ooc.enabled", true, CVar.NOTIFY | CVar.REPLICATED);
public static readonly CVarDef<bool> AdminOocEnabled =
CVarDef.Create("ooc.enabled_admin", true, CVar.NOTIFY);
/// <summary>
/// If true, whenever OOC is disabled the Discord OOC relay will also be disabled.
/// </summary>
public static readonly CVarDef<bool> DisablingOOCDisablesRelay = CVarDef.Create("ooc.disabling_ooc_disables_relay", true, CVar.SERVERONLY);
/// <summary>
/// Whether or not OOC chat should be enabled during a round.
/// </summary>
public static readonly CVarDef<bool> OocEnableDuringRound =
CVarDef.Create("ooc.enable_during_round", false, CVar.NOTIFY | CVar.REPLICATED |CVar.SERVER);
/*
* LOOC
*/
public static readonly CVarDef<bool> LoocEnabled = CVarDef.Create("looc.enabled", true, CVar.NOTIFY | CVar.REPLICATED);
public static readonly CVarDef<bool> AdminLoocEnabled =
CVarDef.Create("looc.enabled_admin", true, CVar.NOTIFY);
/*
* Entity Menu Grouping Types
*/
public static readonly CVarDef<int> EntityMenuGroupingType = CVarDef.Create("entity_menu", 0, CVar.CLIENTONLY);
/*
* Whitelist
*/
/// <summary>
/// Controls whether the server will deny any players that are not whitelisted in the DB.
/// </summary>
public static readonly CVarDef<bool> WhitelistEnabled =
CVarDef.Create("whitelist.enabled", false, CVar.SERVERONLY);
/*
* VOTE
*/
/// <summary>
/// Allows enabling/disabling player-started votes for ultimate authority
/// </summary>
public static readonly CVarDef<bool> VoteEnabled =
CVarDef.Create("vote.enabled", true, CVar.SERVERONLY);
/// <summary>
/// See vote.enabled, but specific to restart votes
/// </summary>
public static readonly CVarDef<bool> VoteRestartEnabled =
CVarDef.Create("vote.restart_enabled", true, CVar.SERVERONLY);
/// <summary>
/// See vote.enabled, but specific to preset votes
/// </summary>
public static readonly CVarDef<bool> VotePresetEnabled =
CVarDef.Create("vote.preset_enabled", true, CVar.SERVERONLY);
/// <summary>
/// See vote.enabled, but specific to map votes
/// </summary>
public static readonly CVarDef<bool> VoteMapEnabled =
CVarDef.Create("vote.map_enabled", false, CVar.SERVERONLY);
/// <summary>
/// The required ratio of the server that must agree for a restart round vote to go through.
/// </summary>
public static readonly CVarDef<float> VoteRestartRequiredRatio =
CVarDef.Create("vote.restart_required_ratio", 0.7f, CVar.SERVERONLY);
/// <summary>
/// The delay which two votes of the same type are allowed to be made by separate people, in seconds.
/// </summary>
public static readonly CVarDef<float> VoteSameTypeTimeout =
CVarDef.Create("vote.same_type_timeout", 240f, CVar.SERVERONLY);
/// <summary>
/// Sets the duration of the map vote timer.
/// </summary>
public static readonly CVarDef<int>
VoteTimerMap = CVarDef.Create("vote.timermap", 90, CVar.SERVERONLY);
/// <summary>
/// Sets the duration of the restart vote timer.
/// </summary>
public static readonly CVarDef<int>
VoteTimerRestart = CVarDef.Create("vote.timerrestart", 60, CVar.SERVERONLY);
/// <summary>
/// Sets the duration of the gamemode/preset vote timer.
/// </summary>
public static readonly CVarDef<int>
VoteTimerPreset = CVarDef.Create("vote.timerpreset", 30, CVar.SERVERONLY);
/// <summary>
/// Sets the duration of the map vote timer when ALONE.
/// </summary>
public static readonly CVarDef<int>
VoteTimerAlone = CVarDef.Create("vote.timeralone", 10, CVar.SERVERONLY);
/*
* BAN
*/
public static readonly CVarDef<bool> BanHardwareIds =
CVarDef.Create("ban.hardware_ids", true, CVar.SERVERONLY);
/*
* Shuttles
*/
public static readonly CVarDef<float> ShuttleMaxLinearSpeed =
CVarDef.Create("shuttle.max_linear_speed", 13f, CVar.SERVERONLY);
public static readonly CVarDef<float> ShuttleMaxAngularSpeed =
CVarDef.Create("shuttle.max_angular_speed", 1.4f, CVar.SERVERONLY);
public static readonly CVarDef<float> ShuttleMaxAngularAcc =
CVarDef.Create("shuttle.max_angular_acc", 2f, CVar.SERVERONLY);
public static readonly CVarDef<float> ShuttleMaxAngularMomentum =
CVarDef.Create("shuttle.max_angular_momentum", 60000f, CVar.SERVERONLY);
public static readonly CVarDef<float> ShuttleIdleLinearDamping =
CVarDef.Create("shuttle.idle_linear_damping", 50f, CVar.SERVERONLY);
public static readonly CVarDef<float> ShuttleIdleAngularDamping =
CVarDef.Create("shuttle.idle_angular_damping", 100f, CVar.SERVERONLY);
/*
* VIEWPORT
*/
public static readonly CVarDef<bool> ViewportStretch =
CVarDef.Create("viewport.stretch", true, CVar.CLIENTONLY | CVar.ARCHIVE);
public static readonly CVarDef<int> ViewportFixedScaleFactor =
CVarDef.Create("viewport.fixed_scale_factor", 2, CVar.CLIENTONLY | CVar.ARCHIVE);
// This default is basically specifically chosen so fullscreen/maximized 1080p hits a 2x snap and does NN.
public static readonly CVarDef<int> ViewportSnapToleranceMargin =
CVarDef.Create("viewport.snap_tolerance_margin", 64, CVar.CLIENTONLY | CVar.ARCHIVE);
public static readonly CVarDef<int> ViewportSnapToleranceClip =
CVarDef.Create("viewport.snap_tolerance_clip", 32, CVar.CLIENTONLY | CVar.ARCHIVE);
public static readonly CVarDef<bool> ViewportScaleRender =
CVarDef.Create("viewport.scale_render", true, CVar.CLIENTONLY | CVar.ARCHIVE);
/*
* CHAT
*/
public static readonly CVarDef<int> ChatMaxMessageLength =
CVarDef.Create("chat.max_message_length", 1000, CVar.SERVER | CVar.REPLICATED);
public static readonly CVarDef<bool> ChatSanitizerEnabled =
CVarDef.Create("chat.chat_sanitizer_enabled", true, CVar.SERVERONLY);
public static readonly CVarDef<bool> ChatShowTypingIndicator =
CVarDef.Create("chat.show_typing_indicator", true, CVar.CLIENTONLY);
/*
* AFK
*/
/// <summary>
/// How long a client can go without any input before being considered AFK.
/// </summary>
public static readonly CVarDef<float> AfkTime =
CVarDef.Create("afk.time", 60f, CVar.SERVERONLY);
/*
* IC
*/
/// <summary>
/// Restricts IC character names to alphanumeric chars.
/// </summary>
public static readonly CVarDef<bool> RestrictedNames =
CVarDef.Create("ic.restricted_names", true, CVar.SERVER | CVar.REPLICATED);
/// <summary>
/// Allows flavor text (character descriptions)
/// </summary>
public static readonly CVarDef<bool> FlavorText =
CVarDef.Create("ic.flavor_text", false, CVar.SERVER | CVar.REPLICATED);
/*
* Salvage
*/
/// <summary>
/// Forced salvage map prototype name (if empty, randomly selected)
/// </summary>
public static readonly CVarDef<string>
SalvageForced = CVarDef.Create("salvage.forced", "", CVar.SERVERONLY);
/*
* Rules
*/
/// <summary>
/// Time that players have to wait before rules can be accepted.
/// </summary>
public static readonly CVarDef<float> RulesWaitTime =
CVarDef.Create("rules.time", 45f, CVar.SERVER | CVar.REPLICATED);
/// <summary>
/// Don't show rules to localhost/loopback interface.
/// </summary>
public static readonly CVarDef<bool> RulesExemptLocal =
CVarDef.Create("rules.exempt_local", true, CVar.SERVERONLY);
/*
* Autogeneration
*/
public static readonly CVarDef<string> DestinationFile =
CVarDef.Create("autogen.destination_file", "", CVar.SERVER | CVar.SERVERONLY);
/*
* Network Resource Manager
*/
/// <summary>
/// Controls whether new resources can be uploaded by admins.
/// Does not prevent already uploaded resources from being sent.
/// </summary>
public static readonly CVarDef<bool> ResourceUploadingEnabled =
CVarDef.Create("netres.enabled", true, CVar.REPLICATED | CVar.SERVER);
/// <summary>
/// Controls the data size limit in megabytes for uploaded resources. If they're too big, they will be dropped.
/// Set to zero or a negative value to disable limit.
/// </summary>
public static readonly CVarDef<float> ResourceUploadingLimitMb =
CVarDef.Create("netres.limit", 3f, CVar.REPLICATED | CVar.SERVER);
/// <summary>
/// Whether uploaded files will be stored in the server's database.
/// This is useful to keep "logs" on what files admins have uploaded in the past.
/// </summary>
public static readonly CVarDef<bool> ResourceUploadingStoreEnabled =
CVarDef.Create("netres.store_enabled", true, CVar.SERVER | CVar.SERVERONLY);
/// <summary>
/// Numbers of days before stored uploaded files are deleted. Set to zero or negative to disable auto-delete.
/// This is useful to free some space automatically. Auto-deletion runs only on server boot.
/// </summary>
public static readonly CVarDef<int> ResourceUploadingStoreDeletionDays =
CVarDef.Create("netres.store_deletion_days", 30, CVar.SERVER | CVar.SERVERONLY);
/*
* Controls
*/
/// <summary>
/// Deadzone for drag-drop interactions.
/// </summary>
public static readonly CVarDef<float> DragDropDeadZone =
CVarDef.Create("control.drag_dead_zone", 12f, CVar.CLIENTONLY | CVar.ARCHIVE);
/*
* UPDATE
*/
/// <summary>
/// If a server update restart is pending, the delay after the last player leaves before we actually restart. In seconds.
/// </summary>
public static readonly CVarDef<float> UpdateRestartDelay =
CVarDef.Create("update.restart_delay", 20f, CVar.SERVERONLY);
/*
* Ghost
*/
/// <summary>
/// The time you must spend reading the rules, before the "Request" button is enabled
/// </summary>
public static readonly CVarDef<float> GhostRoleTime =
CVarDef.Create("ghost.role_time", 3f, CVar.REPLICATED);
}
}