Servers/ja
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ValveのSource Engineをベースにした、他の全てのマルチプレイヤーゲームのように、Team Fortress 2はTemplate:Wを採用しています。クライアントはプレイヤーのコンピュータ上で動作するゲームのコピーです。また、サーバはプレイヤーが接続するソフトウェアです。現在は全世界で数千のTeam Fortress 2 サーバが存在しています。
サーバはTeam Fortress 2のゲームプレイにおける様々な側面での責任を担っています。あるプレイヤーが取った行動に基づいて(例、武器を発砲した)、適切なレスポンスを決定する前に、それぞれの位置や状態を更新します(例、ターゲットにダメージを与えた)。そして結果を全プレイヤーにブロードキャストします(例、与えたダメージ値を表示する)。また、サーバはプレイヤーによって制御されないイベントも管理します(例、マップ時間、セントリーガンの挙動、etc)。
目次
利点
既存のサーバに参加する代わりに、プレイヤーはゲームをホストする自分のサーバを作ることが出来ます。これによりホストしているプレイヤーはマップローテーションを設定したり、特定のマップや同じゲームモードを連続でプレイすることが出来ます。さらに他の構築済みの設定を変更することも可能です。例えば重力やクラススロット制限、ハイランダー制限などです。カスタムモディフィケーションをインストールすることで、通常とは違うゲームモードを提供することも可能です。
タイプ
Source Engineのサーバを動作させるには2つの方法があります。
リッスン/ローカルサーバ
リッスンサーバは基本的なサーバ作成方法で、プレイヤーのTF2クライアントに付属しています。メインメニューのCreate Serverボタンを選択することで簡単に作成できます。他のプレイヤーもサーバに接続できますが、通常のクライアントも同じシステム上で動作するため、ホストプレイヤーのハードウェアに高い負荷がかかります。このタイプのサーバはLANベースのイベントに最適です。
デディケイティッドサーバ
デディケイティッドサーバは動作にSteamが不要なスタンドアロンサーバです。デディケイティッドサーバはいくつかの要因の中でも、特に負荷が少ないために好まれます。また、多くのデディケイティッドサーバはTemplate:Wのハイエンドハードウェアで動作しています。高パフォーマンスで速い、信頼性の高いコネクションをプレイヤーに提供するには、家庭用回線では滅多に保証できないからです。
必須環境
ゲームサーバ提供者は一般的に専用のハイエンドハードウェアでゲームサーバを動作させています。以下のシステムが動作しているコンピュータならば誰でもサーバを作ることが出来ます。
リッスンサーバ
- Mac OS X 10.5.8 または 10.6.3 以上で、ゲームの必須環境を満たしている。
- Windows XP 以上で、ゲームの必須環境を満たしている。
Dedicated server
- Linux (x86 または amd64)Template:W 2.3.2 以降
- FreeBSD (x86 or amd64) running the Linux compatibility code in the kernel and a recent base Linux system from the ports collection.
- Windows 2000 以降
更新履歴
- Linux Dedicated Server beta release.
- The affinity of the main thread is not set explicitly for dedicated servers. This will properly load balance multiple instances of the dedicated server running on a multi-processor machine. The affinity is still set to CPU 1 for clients and listen servers.
- Removed mp_friendlyfire cvar for servers. Team Fortress 2 breaks in a number of ways if this is on.
- Fixed rare server crash due to data corruption in networking.
- Fixed server crash related to Spy Sappers.
- Extra options added to 'Game' tab in "Create server" menu option.
- Improved startup network initialization to catch issues with server firewalls popping up in the background.
- Fixed issues on Dustbowl and Hydro that could occur when a server emptied in the middle of a round.
- Fixed honeypot server problems.
- Added sv_pure to the server, currently defaults to off. Type "sv_pure" in the console to get the full description.
- Added server log entries for: Round_Start, Round_Setup_Begin, Round_Setup_End, Round_Overtime, Round_SuddenDeath, Round_Stalemate, Round_Win, Round_Length, Mini_Round_Selected, Mini_Round_Start, Mini_Round_Win, and Mini_Round_Length.
- Server log entries for Round_Win and level changes will now detail the team scores and player counts.
- Updated server log entries for flag captures to detail the number of captures and the tf_flag_caps_per_round value.
- Fixed Windows dedicated server running in -console mode moves its window to the front instead of the back upon startup.
- Fixed Windows dedicated server bug (in -console mode) where typing anything in the console window was slow and tedious.
- Fixed an error when updating name of 32nd player on server.
- Sudden death mode is now a server option (a convar) and defaults to OFF.
- Fixed an rcon/console command that could cause server crashes.
- Fixed a rare crash that can happen when a player being healed leaves the server suddenly.
- Added the ability for servers to have map-specific .cfg files in the cfg folder.
- Added player position data to server logging of events (player_death, player_builtobject, teamplay_flag_event, object_destroyed, teamplay_point_captured, teamplay_capture_blocked).
- Added "nextlevel" server cvar. If set to a valid map name, server will change to that map during the next changelevel.
- Added server log entry for buildings destroyed by their owner.
- Game server will now try 32 sequential ports to start up on if they are all originating on the same machine. Previously it would stop at 10.
- Fixed server crash with mp_forcecamera set to 1 (reverted to pre-release behavior).
- Servers can now specify metatags describing the custom rules they've adopted.
- Added options for servers who want to become custom games: Disable Critical hits (tf_weapon_criticals), eliminate respawn times (mp_disable_respawn_times), and raise maxplayers above 24.
- Made several improvements to server-side stat reporting (not related to individual player stats).
- Fixed "-maxplayers" on the command line not correctly setting the maxplayers value for the server.
- Removed sv_alltalk from the list of convars that affect custom server tags.
- Fixed servers with maxplayers <= 24 that are running SourceTV having the "increased_maxplayers" tag added for their server.
- Fixed Linux dedicated server map load problems on certain Athlon processors.
- Fixed Linux build not handling FCVAR_REPLICATED and FCVAR_NOTIFY cvars correctly.
- Plugged an exploit where the server could send executable code to the client.
- Added mp_stalemate_at_timelimit ConVar for server admin to allow SuddenDeath when mp_timelimit hits on non-Valve maps.
- Fixed problem that was preventing some dedicated servers from uploading gamestats.
- Fixed Linux dedicated server crash on map change.
- Fixed clients being able to trigger sv_soundscape_printdebuginfo on the server.
- Fixed potential "nuke" exploit in rcon subsystem.
- Fixed _resetgamestats command causing server crash.
- Improved connection logic to help servers that aren't automatically reconnecting to Steam.
- Fixed setinfo exploit that allowed restricted convars to be set while connected to a server.
- Fixed "sensitivity" ConVar not capping the upper value which sometimes caused a server crash.
- Added client/server version check on client connect.
- Fixed a case where servers could get stuck in an infinite loop while spawning bots.
- Improved the version mismatch error message received when connecting to a server with a different version than your client.
- Fixed a server crash exploit caused by malformed network packets.
February 24, 2011 Patch (Community Map Pack Update)
- Fixed another server crash exploit caused by malformed network packets.
- [非公開] Fixed trades only displaying one of the items traded to the server.
March 10, 2011 Patch (Shogun Pack)
- Added check to prevent multiplayer servers from transmitting 1 as their maxplayers value to connecting clients.
- Fixed clients being able to use particle exploits on sv_pure servers.
- Fixed a server crash caused by the server triggering a nextlevel vote.
- Fixed a server crash caused by using the Half-Zatoichi to hit someone not holding a weapon.
- Fixed a server crash that could occur if TFBots were used across map changes.
- Replay publishing system will try to do a rename for local HTTP mode but will manually copy and delete the file if the rename fails, which can happen if the source and destination are on different volumes.
- Fixed threading issues on Linux, which was causing major lag spikes.
- Fixed replay data cleanup system, which cleans up stale data at the end of each round. This asynchronous operation can be explicitly invoked by executing a replay_docleanup command on the server.
- Replay
- Fixed a server lockup during data cleanup
- Fixed a server crash caused by a mismatched items schema.
- Fixed a few server crashes caused by the replay system
- Fixed a server crash caused by the vote system
- Fixed a server crash caused by the replay system
- Fixed a server crash caused by disguising Spies
- Fixed a server crash on startup caused by writing to the console
- Fixed a server crash triggered during entity cleanup
- Added a server console message when a player is sent to the server via the matchmaking system
- Fixed a damage calculation in the Mantreads on Linux server, which could cause a physics crash
- Fixed a server crash exploit caused by invalid player viewangles
- Fixed a frequent server crash related to packfiles.
October 18, 2011 Patch #2
- Fixed a server error about unprecached models
- Adjusted error messages on servers when players drop due to Steam authentication failure to be more clear
- Additional important server messages now go to the server log instead of just the console
- Fixed a server crash caused by Holiday Punch critical attacks on physics objects
See also
External links
- Source Dedicated Server on the Valve Developer Community
- Setting up a Steam Source Dedicated Server – Steam Support site