📑MapServerInfo
This only matters when the server runs across multiple GameServer processes that share the maps among themselves (the same concept as GameServerCS, which appears as a HIDE server in the ConnectServer's ServerList.dat). With a single GameServer, simply set InitSetVal = 1 in block 0 and leave block 1 empty.
The file contains two blocks, each starting with the block number (0 or 1) on its own line and ending with end.
Section 0 — GameServer registration
ServerCode
Number, unique per process
Identifies this GameServer process. Must match the ServerCode configured within the GameServer itself.
MapServerGroup
Number from 0 to 19
Groups processes that form the same game world/group (used, for example, to determine which servers receive a global message).
InitSetVal
1, 0, or -1
Default behavior for this server regarding any map not listed in Block 1. 1 = hosts all maps locally by default. 0 = hosts none by default; randomly selects another registered server that hosts the map. -1 = same concept as 0, but the automatic selection is not random.
IpAddress
Any character + the IP, e.g., S172.16.0.115
Public IP address of this GameServer, used to transfer the player here. The first character before the IP is mandatory and is discarded by the parser — see notes.
Port
Port number
Port used by this GameServer for player transfers.
Section 1 — map-specific exceptions
ServerCode
A ServerCode already registered in Block 0
The GameServer process to which this rule applies.
NotMoveOption
0 or 1
1 = the map (NextMap) is hosted locally by this server. 0 = not hosted here; the player must be transferred to NextServerCode.
NextMap
Valid map number
The map to which this line applies.
NextServerCode
A registered ServerCode, -1, or -2
Where to send the player when NotMoveOption = 0. -1/-2 let the system automatically choose another server hosting the map. Completely ignored when NotMoveOption = 1 — you can leave -1 set just for reference.
Notes
The first character of the
IpAddress(theSin the example) is merely a mandatory placeholder; the parser always discards the field's first character before storing the actual IP. Writing the IP without this extra leading character causes the first digit of the actual address to be lost.Use block 1 solely to list exceptions: maps that are not located on the server registered in block 0 (
InitSetVal = 1) but rather on a different process—as seen in the example, where a secondary GameServer exclusively hosts the instance maps (Castle Siege, Land of Trials, Crywolf, Barracks, Refuge, Loren Market).
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