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CoqDecks/server/config.json5
T
2019-06-23 01:02:52 +01:00

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{
// 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 will result in instant execution, regardless of frequency here.
timeoutCheckFrequency: "PT1S",
// How long to wait before marking a player as disconnected.
disconnectionGracePeriod: "PT5S",
// 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",
// How long to wait after a winner for the round is decided to move to the next round.
// Note the client will let users look at the winner for longer than this, this just means users can't advance and
// the round timer won't start for this long after a winner is picked, as such zero is a perfectly valid setting
// here.
nextRoundDelay: "PT5S"
},
// How to store game data.
storage: {
// Example of a configuration using in-memory storage. Note this means server restart wipes all data.
type: "InMemory",
// type: "PostgreSQL",
// connection: {
// host: "localhost",
// port: 5432,
// user: "postgres",
// database: "postgres",
// password: "md",
// keepAlive: false
// },
//// Example of a configuration using a postgres database.
// type: "PostgreSQL",
// connection: {
// host: "postgres",
// port: 5432 ,
// user: "massivedecks",
// database: "massivedecks",
// password: "massivedecks",
// keepAlive: false,
// },
// How often to delete abandoned/finished games (an ISO 8601 duration).
garbageCollectionFrequency: "PT5M"
},
// How to cache game data.
cache: {
// Example of a configuration using in-memory storage.
type: "InMemory",
//// Example of a configuration using a postgres database.
// type: "PostgreSQL",
// connection: {
// host: "postgres",
// port: 5432 ,
// user: "massivedecks",
// database: "massivedecks",
// password: "massivedecks",
// 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.
}