{ // In a production environment, be sure to change this value to a random secret for security. // You can use `npm run generate-secret` to generate a suitable value. // Note that changes to this value will kick all users from all games. secret: "CHANGE ME", // This will be overwritten by the environment variable MD_SECRET, if set. // The port to serve on. Note this should always be behind a reverse proxy. listenOn: 8081, // It is also possible to listen on a unix socket. // listenOn: "/tmp/sock", // This will be overwritten by the environment variable MD_LISTEN_ON, if set. // The path this is hosted behind - only relevant when behind a reverse proxy, this won't actually host on a different // path. This should always have a trailing slash if it isn't empty, and never one at the start. basePath: "", // This will be overwritten by the environment variable MD_BASE_PATH, if set. // Timeouts determine how long the server waits before taking certain actions. // These values are all ISO 8601 durations. timeouts: { // How long to wait in between checking timeouts. // Note that this will effectively determine the resolution of all other timeouts, so should be kept low. // Increasing the value will decrease server load, however. // Zero-durations elsewhere will result in instant execution, regardless of frequency here. timeoutCheckFrequency: "PT1S", // How long to wait before marking a player as disconnected. disconnectionGracePeriod: "PT2S", // How long to wait after everyone has played to begin the revealing phase. Having this as a non-zero value lets // the last person playing finishedPlayingDelay: "PT2S" }, // Tasks are things that take some time to happen (e.g: requesting data from external card services). // These are queued, and the settings here will determine server load and game responsiveness when under load. tasks: { // The number of tasks that can be processed at once. Limiting this stops the server getting overloaded, but setting // too low a value will result in games being slowed down. rateLimit: 20, // How often to process queued tasks. Setting this too high will result in games being slowed down a lot when the // rate limit is hit (an ISO 8601 duration). processTickFrequency: "PT0.5S" }, // How to store game data. storage: { // Example of a configuration using a postgres database. type: "PostgreSQL", connection: { host: "storage", port: 5432 , user: "massivedecks", database: "massivedecks", password: "CHANGE ME", keepAlive: false, }, // How long to allow without any activity before garbage collecting the game. abandonedTime: "PT15M", // How often to delete abandoned/finished games (an ISO 8601 duration). garbageCollectionFrequency: "PT5M" }, // How to cache game data. cache: { // Example of a configuration using a postgres database. type: "PostgreSQL", connection: { host: "storage", port: 5432 , user: "massivedecks", database: "massivedecks", password: "CHANGE ME", keepAlive: false, }, // How old a cached value should be before we check to see if we should update it on a hit. checkAfter: "PT5M" }, // A file to touch when the server is started. If null, we won't touch any files. touchOnStart: null, // This will be overwritten by the environment variable MD_TOUCH_ON_START, if set. // The version of Massive Decks. version: "dev" // This will be overwritten by the environment variable MD_VERSION, if set. }