1 # Multiplayer manual for OpenTTD
5 - 1.0) [Starting a server](#10-starting-a-server)
6 - 2.0) [Connecting to a server](#20-connecting-to-a-server)
7 - 2.1) [Connecting to a server over the console](#21-connecting-to-a-server-over-the-console)
8 - 3.0) [Playing internet games](#30-playing-internet-games)
9 - 4.0) [Tips for servers](#40-tips-for-servers)
10 - 4.1)[Imposing landscaping limits](#41-imposing-landscaping-limits)
11 - 5.0) [Some useful things](#50-some-useful-things)
12 - 6.0) [Troubleshooting](#60-troubleshooting)
15 ## 1.0) Starting a server
17 - Click on "Multiplayer" in the Start Menu.
18 - Click on "Start Server".
19 - Give your server a name.
20 - Select the visibility of your server:
21 - "Public": your server will be publicly listed.
22 - "Invite Only": only players who have the invite code for your server can
24 - "Local": only players on your local network can join.
25 - (optional) Set a password for your server.
26 - Click "New Game", "Load Game", or "Play Scenario".
29 ## 2.0) Connecting to a server
31 - Click on "Multiplayer" in the Start Menu.
32 - There are three ways to join a server:
33 - If you want to connect to a local server, click "Search LAN".
34 - If you want to connect to a public game, click "Search internet".
35 - If the server-owner shared an invite code with you:
37 - Fill in the invite code, which always starts with a `+`.
39 - Click on the server you want to join.
41 - If the server has a password, it will ask you for this.
42 - You see a progressbar how far you are with joining the server.
45 ## 2.1) Connecting to a server over the console
47 - Open the console and type `connect` for help how to connect via the console.
49 ## 3.0) Playing internet games
51 - Servers with a red dot behind it have a different version then you have. You
52 will not be able to join those servers.
54 - Servers with a yellow dot behind it have NewGRFs that you do not have. You
55 will not be able to join those servers. However, via "NewGRF Settings" and
56 "Find missing content online" you might be able to download the needed
57 NewGRFs after which you can join the server.
59 - It can happen that a connection is that slow, or you have that many clients
60 connected to your server, that your clients start to loose their connection.
61 Some things you can do about it:
62 - `[network] frame_freq`:
63 change it in console with: `set network.frame_freq <number>`
64 the number should be between the 0 and 10, not much higher. It indicates
65 the delay between clicking and showing up. The higher, the more you notice
66 it, but the less bandwidth you use.
67 A good value for Internet-games is 2 or 3.
69 - `[network] sync_freq`:
70 change it in console with: `set network.sync_freq <number>`
71 the number should be between the 50 and 1000, not much lower, not much
72 higher. It indicates the time between sync-frames. A sync-frame is a frame
73 which checks if all clients are still in sync. When the value it too high,
74 clients can desync in 1960, but the server detects it in 1970. Not really
75 handy. The lower the value, the more bandwidth it uses.
77 NB: changing `frame_freq` has more effect on the bandwidth then `sync_freq`.
79 ## 4.0) Tips for servers
81 - You can launch a dedicated server by adding `-D` as parameter.
82 - In UNIX like systems, you can fork your dedicated server by adding `-f` as
85 - You can automatically clean companies that do not have a client connected to
86 them, for, let's say, 3 years. You can do this via: `set autoclean_companies`
87 and `set autoclean_protected` and `set autoclean_unprotected`. Unprotected
88 removes a password from a company when it is not used for more then the
89 defined amount of months. `set autoclean_novehicles` can be used to remove
90 companies without any vehicles quickly.
92 - You can also do this manually via the console: `reset_company`.
94 - You can let your server automatically restart a map when, let's say,
95 year 2030 is reached. See `set restart_game_date` for detail.
97 - If you want to be on the server-list, make your server public. You can do
98 this either from the Start Server window, via the in-game Online Players
99 window, or by typing in the console: `set server_game_type public`.
101 - You can protect your server with a password via the console: `set server_pw`,
102 or via the Start Server menu.
104 - When you have many clients connected to your server via Internet, watch your
105 bandwidth (if you have any limit on it, set by your ISP). One client uses
106 about 1.5 kilobytes per second up and down. To decrease this amount, setting
107 `frame_freq` to 1 will reduce it to roughly 1 kilobyte per second per client.
109 - OpenTTD's default settings for maximum number of clients, and amount of data
110 from clients to process are chosen to not influence the normal playing of
111 people, but to prevent or at least make it less likely that someone can
112 perform a (distributed) denial-of-service attack on your server by causing
113 an out-of-memory event by flooding the server with data to send to all
114 clients. The major factor in this is the maximum number of clients; with
115 32 clients "only" sending one chat message causes 1024 messages to be
116 distributed in total, with 64 clients that already quadruples to 4096. Given
117 that upstream bandwidth is usually the limiting factor, a queue of packets
118 that need to be sent will be created.
119 To prevent clients from exploiting this "explosion" of packets to send we
120 limit the number of incoming data, resulting in effectively limiting the
121 amount of data that OpenTTD will send to the clients. Even with the default
122 limits it is possible to generate about 70.000 packets per second, or about
123 7 megabit per second of traffic.
124 Given that OpenTTD kicks clients after they have not reacted within about 9
125 seconds from sending a frame update packet it would be possible that OpenTTD
126 keeps about 600.000 packets in memory, using about 50 megabytes of memory.
127 Given that OpenTTD allows short bursts of packets, you can have slightly
128 more packets in memory in case of a distributed denial of service attack.
129 When increasing the amount of incoming data, or the maximum number of
130 clients the amount of memory OpenTTD needs in case of a distributed denial
131 of service attack is linearly related to the amount of incoming data and
132 quadratic to the amount of clients. In short, a rule of thumb for, the
133 maximum memory usage for packets is:
134 `#max_clients * #max_clients * bytes_per_frame * 10 KiB`.
136 ### 4.1) Imposing landscaping limits
138 - You can impose limits on companies by the following 4 settings:
139 - `terraform_per_64k_frames`
140 - `terraform_frame_burst`
141 - `clear_per_64k_frames`
142 - `clear_frame_burst`
144 - Explaining `NNN_burst` and `NNN_per_64K_frames`
145 - `NNN_burst` defines 3 things, the maximum limit, the limit of a single
146 action, and the initial value for the limit assigned to a new company.
147 This setting is fairly simple and requires no math.
149 A value of 1 means a single tile can be affected by a single action.
150 This results in having to click 400 times when wanting to cover an area
153 The default value 4096 covers an area of 64 x 64 tiles.
155 - `NNN_per_64K_frames` defines the number of tiles added to each companies
156 limit per frame (however not past the possible maximum value,the
157 `NNN_burst`). 64k rather resembles the exact number of 65536 frames. So
158 setting this variable to 65536 means: `65536 / 65536 = 1 tile per frame`.
160 As a day consists of 74 frames, a company's limit is increased by 74
161 tiles during the course of a single day (2.22 seconds).
162 To achieve a 1 tile per day increase the following calculation is needed:
163 `1 / 74 (frames per day) * 65536 (per_64k_frames) = 885.62...`.
164 After rounding: a value of 886 means adding a bit over 1 tile per day.
166 There is still enough space to scale this value downwards:
167 decreasing this value to 127 results in a bit over 1 tile added to the
168 allowance per week (7 days).
170 To create a setup in which a company gets an initial allowance only,
171 set the value to 0 - no increase of the allowance per frame.
173 - Even though construction actions include a clear tile action, they are not
174 affected by the above settings.
176 ## 5.0) Some useful things
178 - You can protect your company so nobody else can join uninvited. To do this,
179 set a password in your Company window.
181 - You can chat with other players via ENTER or via SHIFT+T or via the Online
184 - Servers can kick players, so don't make them use it!
186 ## 6.0) Troubleshooting
188 ### My server does not show up in the serverlist
190 Check if the visibility of your server is set to `public`.
192 If it is, and your server still isn't showing up, start OpenTTD with
193 `-d net=4` as extra argument. This will show debug message related to the
194 network, including communication to/from the Game Coordinator.
196 See the [Game Coordinator documentation](./game_coordinator.md) for more
197 technical information about the Game Coordinator service.
199 ### My server warns a lot about getaddrinfo taking N seconds
201 This could be a transient issue with your (local) DNS server, but if the
202 problem persists there is likely a configuration issue in DNS resolving on
205 #### Running OpenTTD in a Docker container?
207 This is an issue with dual-stack Docker containers. If there is no default
208 IPv6 resolver and IPv6 traffic is preferred, DNS requests will time out after
209 5 seconds. To resolve this, use an IPv4 DNS server for your Docker container,
210 for example by adding `--dns 1.1.1.1` to your `docker run` command.