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基巖版server.properties人工翻譯+詳細(xì)解釋[實(shí)時(shí)更新-2]

2022-07-17 02:11 作者:CNQuanYeCha  | 我要投稿


*編寫日期:2022/7/15-7/17

*編寫時(shí),服務(wù)端最新版本:1.19.10.03

*目前?server.properties 格式是從1.18.32.02延續(xù)至今

*均為默認(rèn)值、默認(rèn)排序

*人工翻譯(已和機(jī)器翻譯進(jìn)行比較,無問題),如有錯(cuò)漏,請(qǐng)?jiān)u論區(qū)指正

server-name=Dedicated Server

# Used as the server name

# 用作于服務(wù)器名稱

# Allowed values: Any string without semicolon symbol.

# 允許值:任何不帶“分號(hào)符號(hào)”的字符串。


gamemode=survival

# Sets the game mode for new players.

# 為新玩家設(shè)置的游戲模式(解釋:此新玩家是相對(duì)于服務(wù)器的存檔)。

# Allowed values: "survival", "creative", or "adventure"

# 允許的值:"survival"(生存)、"creative"(創(chuàng)造)?或 "adventure"(冒險(xiǎn))


force-gamemode=false

# force-gamemode=false (or force-gamemode? is not defined in the server.properties)

# force-gamemode=false(或者在 server.properties 中沒有定義 force-gamemode)

# prevents the server from sending to the client gamemode values other

# 防止服務(wù)器向客戶端發(fā)送游戲模式值

# than the gamemode value saved by the server during world creation

# 而不是服務(wù)器在創(chuàng)建世界期間保存的游戲模式值

# even if those values are set in server.properties after world creation.

# 即使這些值是在世界創(chuàng)建后在 server.properties 中設(shè)置的。

#?

# force-gamemode=true forces the server to send to the client gamemode values

# force-gamemode=true 強(qiáng)制服務(wù)器將游戲模式值發(fā)送到客戶端

# other than the gamemode value saved by the server during world creation

#除了在世界創(chuàng)建期間服務(wù)器保存的游戲模式值

# if those values are set in server.properties after world creation.

# 如果這些值是在世界創(chuàng)建后在 server.properties 中設(shè)置的。


difficulty=easy

# Sets the difficulty of the world.

# 設(shè)置世界的難度。

# Allowed values: "peaceful", "easy", "normal", or "hard"

#?允許的值:"peaceful"(和平)、"easy"(容易)、"normal"(一般) 或?"hard"(困難)


allow-cheats=false

# If true then cheats like commands can be used.

# 如果為 true,則可以使用諸如命令之類的作弊。(提醒:即使設(shè)置為false,服務(wù)器后臺(tái)仍然可以使用命令。|| 彩蛋:那么如果服務(wù)器存檔沒有開過作弊,那是不是可以刷成就??。?/span>

# Allowed values: "true" or "false"

# 允許的值:“true”(是)?或?“false”(否)


max-players=10

# The maximum number of players that can play on the server.

# 可以在服務(wù)器上玩的最大玩家數(shù)。(彩蛋:設(shè)置為0有驚喜awa )

# Allowed values: Any positive integer

# 允許值:任何正整數(shù)


online-mode=true

# If true then all connected players must be authenticated to Xbox Live.

# 如果為 true,則所有連接的玩家都必須通過 Xbox Live 的身份驗(yàn)證。

# Clients connecting to remote (non-LAN) servers will always require Xbox Live authentication regardless of this setting.

# 無論如何設(shè)置,連接到遠(yuǎn)程(非 LAN)服務(wù)器的客戶端將始終需要 Xbox Live 身份驗(yàn)證。

# If the server accepts connections from the Internet, then it's highly recommended to enable online-mode.

# 如果服務(wù)器接受來自 Internet 的連接,那么強(qiáng)烈建議啟用 online-mode。(官方推薦,我也推薦)

# Allowed values: "true" or "false"

# 允許的值:“true”(是)?或?“false”(否)


推薦原因:開啟 “身份驗(yàn)證” (online-mode)后每個(gè)連接的玩家都必須與Xbox Live進(jìn)行身份驗(yàn)證,可避免玩家因網(wǎng)絡(luò)延遲無法登錄原有賬號(hào)的xuid而重新注冊(cè)xuid,這會(huì)讓這個(gè)Xbox ID在服務(wù)器的數(shù)據(jù)丟失(比如:背包突然變空,等等),雖然可登錄回去,但這挺玄學(xué)的。

如有錯(cuò)誤清及時(shí)指出,推薦在評(píng)論區(qū)反饋交流


allow-list=false

# If true then all connected players must be listed in the separate allowlist.json file.

# 如果為 true,則所有連接的玩家必須列在單獨(dú)的 allowlist.json 文件中。

# Allowed values: "true" or "false"

# 允許值:“true”(是)或“false”(否)


server-port=19132

# Which IPv4 port the server should listen to.

# 服務(wù)器應(yīng)該監(jiān)聽哪個(gè) IPv4 端口。

# Allowed values: Integers in the range [1, 65535]

# 允許值:[1, 65535] 范圍內(nèi)的整數(shù)


server-portv6=19133

# Which IPv6 port the server should listen to.

# 服務(wù)器應(yīng)該監(jiān)聽哪個(gè) IPv6 端口。

# Allowed values: Integers in the range [1, 65535]

# 允許值:[1, 65535] 范圍內(nèi)的整數(shù)


view-distance=32

# The maximum allowed view distance in number of chunks.

# 以區(qū)塊數(shù)表示的最大允許視距。(單位:區(qū)塊 || 提醒:較高的值可能會(huì)影響服務(wù)器性能)

# Allowed values: Positive integer equal to 5 or greater.

# 允許值:等于或大于 5 的正整數(shù)。


tick-distance=4

# The world will be ticked this many chunks away from any player.

# 世界將在距離任何玩家這么遠(yuǎn)的地方停止加載。(單位:區(qū)塊 || 解釋:當(dāng)玩家遠(yuǎn)離某個(gè)區(qū)塊的距離超過設(shè)定值后,該區(qū)塊會(huì)停止加載。?停止加載的區(qū)塊內(nèi)的 實(shí)體、方塊、等將凍結(jié)于最后加載的狀態(tài)(表現(xiàn)現(xiàn)象例如:生物、植物停止生長(zhǎng);紅石系統(tǒng)停止運(yùn)行),且實(shí)體將不渲染,方塊停止更新渲染。|| 提醒:較高的值可能會(huì)影響服務(wù)器性能)

# Allowed values: Integers in the range [4, 12]

# 允許值:[4, 12] 范圍內(nèi)的整數(shù)


player-idle-timeout=30

# After a player has idled for this many minutes they will be kicked. If set to 0 then players can idle indefinitely.

# 玩家掛機(jī)幾分鐘后將被踢出。 如果設(shè)置為 0,則玩家可以無限期掛機(jī)。

# Allowed values: Any non-negative integer.

# 允許值:任何非負(fù)整數(shù)。


max-threads=8

# Maximum number of threads the server will try to use. If set to 0 or removed then it will use as many as possible.

# 服務(wù)器將嘗試使用的最大線程數(shù)。 如果設(shè)置為 0 或 留空,那么將盡可能使用更多的線程數(shù)。

# Allowed values: Any positive integer.

# 允許值:任何正整數(shù)。


level-name=Bedrock level

# Allowed values: Any string without semicolon symbol or symbols illegal for file name:?/\n\r\t\f`?*\\<>|\":

# 允許的值:任何不帶“分號(hào)符號(hào)”或“文件名的非法符號(hào)?/\n\r\t\f`?*\\<>|\":的字符串


level-seed=

# Use to randomize the world

# 用于隨機(jī)化世界(解釋:換句話來說 - 地圖種子,留空將隨機(jī)種子,如果服務(wù)器沒有地圖存檔,將以這個(gè)種子生成一個(gè)地圖存檔)

# Allowed values: Any string

# 允許值:任何字符串


default-player-permission-level=member

# Permission level for new players joining for the first time.

# 新玩家首次加入的權(quán)限級(jí)別。(解釋:此新玩家指相對(duì)于服務(wù)器的存檔來說是新玩家)

# Allowed values: "visitor", "member", "operator"

# 允許的值:"visitor"(訪客)、"member"(成員)、"operator"(操作員)


texturepack-required=false

# Force clients to use texture packs in the current world

# 強(qiáng)制客戶端使用在當(dāng)前世界(存檔)的紋理包(彩蛋:貌似可以阻止由全局加載材質(zhì)包的透視,以及用著色器弄的夜視)

# Allowed values: "true" or "false"

# 允許的值:“true”(是)?或?“false”(否)


content-log-file-enabled=false

# Enables logging content errors to a file

# 啟用會(huì)將內(nèi)容錯(cuò)誤記錄到文件中(解釋:是否啟用錯(cuò)誤日志)

# Allowed values: "true" or "false"

# 允許的值:“true”(是)?或?“false”(否)


compression-threshold=1

# Determines the smallest size of raw network payload to compress

# 確定要壓縮的原始網(wǎng)絡(luò)有效載荷的最小閾值(解釋:服務(wù)器發(fā)送的數(shù)據(jù)將會(huì)被壓縮的最小閾值。|| 提醒:越低的閾值,會(huì)增加服務(wù)器CPU負(fù)荷,但服務(wù)器網(wǎng)絡(luò)負(fù)荷能有所減輕;越高的閾值,會(huì)增加服務(wù)器網(wǎng)絡(luò)負(fù)荷,但服務(wù)器CPU負(fù)荷能有所減輕

# Allowed values: 0-65535

# 允許值:0-65535


server-authoritative-movement=server-auth

# Allowed values: "client-auth", "server-auth", "server-auth-with-rewind"

# 允許的值:"client-auth"(客戶端驗(yàn)證)、"server-auth"(服務(wù)器驗(yàn)證)、"server-auth-with-rewind"(服務(wù)器驗(yàn)證和“倒帶”)

# Enables server authoritative movement. If "server-auth", the server will replay local user input on

# 啟用服務(wù)器驗(yàn)證移動(dòng)。 如果是“server-auth”,服務(wù)器將重演本地賬戶輸入

# the server and send down corrections when the client's position doesn't match the server's.

# 服務(wù)器并在客戶端的位置與服務(wù)器的位置不匹配時(shí)發(fā)送更正。(解釋:即利用玩家更新數(shù)據(jù)的原因、影響、條件,來重新演算該玩家的影響、趨勢(shì),并更正該玩家不合理的數(shù)據(jù)。)

# If "server-auth-with-rewind" is enabled and the server sends a correction, the clients will be instructed

# 如果啟用了“server-auth-with-rewind”并且服務(wù)器發(fā)送更正,則將指示客戶端

# to rewind time back to the correction time, apply the correction, then replay all the player's inputs since then. This results in smoother and more frequent corrections.

# 將時(shí)間倒回到更正時(shí)間,應(yīng)用更正,然后從那時(shí)起重演所有玩家輸入。 這導(dǎo)致更平滑和更頻繁的校正。(解釋:即把所有影響、狀態(tài)、條件倒回到玩家更新數(shù)據(jù)那刻,之后重新演算所有玩家所導(dǎo)致影響、趨勢(shì),并更正該玩家不合理的數(shù)據(jù)。)

# Corrections will only happen if correct-player-movement is set to true.

# 只有在“correct-player-movement”設(shè)置為 true 時(shí)才會(huì)發(fā)生更正。(解釋:即除了 "client-auth" - “客戶端驗(yàn)證” 服務(wù)器都會(huì)更正玩家不合理數(shù)據(jù))


這個(gè)server-authoritative-movement是不是看得一頭霧水?

為此,我制作了示意動(dòng)圖。

所表達(dá)的為客戶端上傳數(shù)據(jù)異常時(shí),對(duì)應(yīng)每個(gè)選項(xiàng)的反應(yīng)

注意:

動(dòng)圖為up主的理解,帶有主觀意識(shí);

因?qū)嶋H情況的復(fù)雜性,會(huì)與實(shí)際反應(yīng)有所出入;

如有錯(cuò)誤請(qǐng)及時(shí)指出,推薦在評(píng)論區(qū)反饋交流;

話說,這個(gè)動(dòng)圖制作真的很費(fèi)時(shí)間



player-movement-score-threshold=20

# The number of incongruent time intervals needed before abnormal behavior is reported.

# 允許 (服務(wù)器演算位置與客戶端位置)不一致(超時(shí)的)時(shí)段 的數(shù)量,超出將報(bào)告異常行為。(解釋:即 異常移動(dòng)分?jǐn)?shù)閾值)

# Disabled by server-authoritative-movement.

# 可被“server-authoritative-movement”禁用。(解釋:指可被 "server-authoritative-movement" 的 "client-auth" 選項(xiàng)禁用)


player-movement-action-direction-threshold=0.85

# The amount that the player's attack direction and look direction can differ.

# 允許 玩家的攻擊方向和視線方向差異 的閾值。(解釋:即 異常移動(dòng)動(dòng)作方向閾值)

# Allowed values: Any value in the range of [0, 1] where 1 means that the

# 允許的值:范圍 [0,1] 內(nèi)的任何值,其中1表示

# direction of the players view and the direction the player is attacking

# 玩家視線的方向和玩家攻擊的方向

# must match exactly and a value of 0 means that the two directions can

# 必須完全匹配,值為0表示允許兩個(gè)方向(玩家視線的方向和玩家攻擊的方向)

# differ by up to and including 90 degrees.

# 相差不超過90度。


player-movement-distance-threshold=0.3

# The difference between server and client positions that needs to be exceeded before abnormal behavior is detected.

# 允許 服務(wù)器(演算)位置與客戶端位置之間差異 的閾值,超出將視為異常。(解釋:即 異常移動(dòng)距離閾值)

# Disabled by server-authoritative-movement.

# 可被“server-authoritative-movement”禁用。(解釋:指可被 "server-authoritative-movement" 的 "client-auth" 選項(xiàng)禁用)


player-movement-duration-threshold-in-ms=500

# The duration of time the server and client positions can be out of sync (as defined by player-movement-distance-threshold)

# 允許 服務(wù)器(演算)位置與客戶端位置差異異常 存在的時(shí)段長(zhǎng)度(由“player-movement-distance-threshold”定義)(解釋:即 異常移動(dòng)持續(xù)時(shí)間閾值(毫秒))

# before the abnormal movement score is incremented. This value is defined in milliseconds.

# 超時(shí)將增加異常移動(dòng)分?jǐn)?shù)。該參數(shù)以毫秒為單位定義。

# Disabled by server-authoritative-movement.

# 可被“server-authoritative-movement”禁用。(解釋:指可被 "server-authoritative-movement" 的 "client-auth" 選項(xiàng)禁用)


correct-player-movement=false

# If true, the client position will get corrected to the server position if the movement score exceeds the threshold.

# 如果為 true,當(dāng)異常移動(dòng)分?jǐn)?shù)超過閾值時(shí),客戶端位置將被更正為服務(wù)器(演算)位置。


上面的“correct-player-movement”與附屬規(guī)則“server-authoritative-movement”,“player-movement-score-threshold”,“player-movement-action-direction-threshold”,“player-movement-distance-threshold”,“player-movement-duration-threshold-in-ms”的運(yùn)轉(zhuǎn)關(guān)系沒看懂?

沒有關(guān)系,看多幾次,結(jié)合解釋,我相信你會(huì)看懂的,我第一次看也是一臉懵 awa


server-authoritative-block-breaking=false

# If true, the server will compute block mining operations in sync with the client so it can verify that the client should be able to break blocks when it thinks it can.

# 如果為true,服務(wù)器將與客戶端同步計(jì)算塊挖掘操作,以便客戶端在驗(yàn)證通過后允許打破方塊。


參考:server.properties - Minecraft Wiki

(https://minecraft.fandom.com/zh/wiki/Server.properties)


基巖版server.properties人工翻譯+詳細(xì)解釋[實(shí)時(shí)更新-2]的評(píng)論 (共 條)

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