World Settings File Reference
From Multiverse
| Using the Multiverse Client |
|
Install & Run • Supported Graphics Cards • Release Notes • Client FAQ • Troubleshooting • Connecting to a World • Client Metering • Using the Client Log File • Debugging Client Errors |
| Reference |
|
Command Line Syntax • World Settings File • Patcher Page Reference • Client Logging |
Contents |
Overview
The Multiverse Client world settings file is an XML file that mimics the response of the Multiverse Master Server.
The file is client_home\Config\world_settings.xml, where client_home is the user's "My Documents" folder, generally C:\Documents and Settings\username\My Documents\Multiverse World Browser on Windows XP and C:\Users\username\Documents\Multiverse World Browser on Windows Vista.
If the world settings file exists, then the Multiverse Client uses the settings in the file instead of contacting the Multiverse Master server.
In general, to enable clients to log in to your world, register the world with the Multiverse Network, even during development and testing. Use the world settings file when you want to work offline (not connected to the internet).
NOTE: Command-line options override values in the world settings file.
Working offline
Normally, the Multiverse Client connects to the Multiverse master server to be directed to the desired world server. To connect to a local Multiverse server when you are working offline (that is, not connected to the internet) follow these steps:
- Rename
world_settings_sample.xmltoworld_settings.xml. - Edit the world settings file to have your world name.
- Run the client with the
--developmentand--noupdateoptions.
Default world settings file
Here is the content of the default world settings sample file, world_settings_sample.xml:
<client_config>
<loopback_world_response world_id="sampleworld">
<account id_number="1"/>
<server hostname="localhost" port="5040"/>
<patcher_url href="http://update.multiverse.net/patcher/world_patcher.html"/>
<update_url href="http://update.multiverse.net/sampleworld/update/"/>
</loopback_world_response>
</client_config>
To use the default settings, rename the file to world_settings.xml. To change the settings, simply edit the file with a text editor
Settings
The settings in the file are:
- World ID:
<loopback_world_response world_id="worldname"> - Account ID:
<account id_number="integer"/> - World Server hostname and port:
<server hostname="DNS-name" port="integer"/> - World patcher URL:
<patcher_url href="URL"/> - Source Asset Repository URL:
<update_url href="URL"/> - World Repository:
<world_repository path="repository path"/>. This tag is not in the default world settings file. - Standalone:
<standalone script="script to run"/>. This tag is not in the default world settings file.
World ID
Specify the world ID in the world_id attribute of the tag:
<loopback_world_response world_id="sampleworld">
The world ID is a string that uniquely identifies your world. By default, the client will save assets locally to the client-home\Worlds\world_ID, where world_ID is the string used in this tag, and client-home is C:\Documents and Settings\username\My Documents\Multiverse World Browser on XP and C:\Users\username\Documents\Multiverse World Browser on Vista.
The world ID corresponds to the world ID in the Multiverse Network database.
Account ID
Specify the account ID with the id_number attribute of the tag:
<account id_number="1"/>
The account ID is an integer that identifes the user in the world. The world login server uses it to determine the player character that the client displays, and can also use it to look up any other relevant information specific to the user.
World server hostname and port
Specify the world server hostname and port with the hostname and port attributes of this tag:
<server hostname="localhost" port="5040"/>
The world server hostname and port are the DNS name and IP port of the world server. During development, when the client and server are running on the same system, set hostname to "localhost". Keep the port number as 5040, unless you have changed the default value in your world server configuration.
World patcher page
Specify the world patcher page with the href attribute of the tag:
<patcher_url href="http://update.multiverse.net/patcher/world_patcher.html"/>
The client displays the world patcher web page while it is downloading and updating assets for the world. The default patcher page contains specialized JavaScript that enables it to display a progress bar.
You can customize the world patcher page as desired, but you must keep the JavaScript and related content for the progress bar. In general, you should not modify this setting unless you are an advanced JavaScript/HTML developer.
The default patcher page is at http://update.multiverse.net/patcher/world_patcher.html.
For information on the structure of this page, see Patcher Page Reference.
Asset repository location
Specify the world update URL with the href attribute of the tag:
<update_url href="http://update.multiverse.net/sampleworld/update/"/>
The world update URL specifies the source asset repository for the world. This is the location from which the Multiverse Client will download and update media assets. For a network asset repository, it is an HTTP URL; for a local asset repository, it is a file URL.
For information on setting up an asset repository, see Setting Up an Asset Repository.
World repository
This element allows you to set the path to a local world repository. If you are using this option, you should also be using the --no_media_update command line option to prevent this from being clobbered.
There are two different ways to use this tag. The first is to specify the repository path:
<world_repository path="../../Worlds/sampleworld/"/>
The second way is to tell the client to look for the assets in the location it would normally look for another world. This is useful when you have multiple world entries that use the same media.
<world_repository world_id="sampleworld"/>
Standalone
This may occasionally be useful for tests. Instead of connecting to a server, the client runs in a standalone mode. The script specified in this tag will be run, and is responsible for generating the messages that would normally come from the server.
<standalone script="Standalone.py"/>
The above line would be the equivalent of using the --standalone command-line option.
