Merge branch 'main' into Starystars67-patch-1

This commit is contained in:
Protogen187
2026-04-18 21:09:13 +02:00
committed by GitHub
35 changed files with 6660 additions and 47 deletions

15
.github/FUNDING.yml vendored Normal file
View File

@@ -0,0 +1,15 @@
# These are supported funding model platforms
github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
patreon: BeamMP # Replace with a single Patreon username
open_collective: # Replace with a single Open Collective username
ko_fi: # Replace with a single Ko-fi username
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
liberapay: # Replace with a single Liberapay username
issuehunt: # Replace with a single IssueHunt username
lfx_crowdfunding: # Replace with a single LFX Crowdfunding project-name e.g., cloud-foundry
polar: # Replace with a single Polar username
buy_me_a_coffee: # Replace with a single Buy Me a Coffee username
thanks_dev: # Replace with a single thanks.dev username
custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2']

661
LICENSE Normal file
View File

@@ -0,0 +1,661 @@
GNU AFFERO GENERAL PUBLIC LICENSE
Version 3, 19 November 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU Affero General Public License is a free, copyleft license for
software and other kinds of works, specifically designed to ensure
cooperation with the community in the case of network server software.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
our General Public Licenses are intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
Developers that use our General Public Licenses protect your rights
with two steps: (1) assert copyright on the software, and (2) offer
you this License which gives you legal permission to copy, distribute
and/or modify the software.
A secondary benefit of defending all users' freedom is that
improvements made in alternate versions of the program, if they
receive widespread use, become available for other developers to
incorporate. Many developers of free software are heartened and
encouraged by the resulting cooperation. However, in the case of
software used on network servers, this result may fail to come about.
The GNU General Public License permits making a modified version and
letting the public access it on a server without ever releasing its
source code to the public.
The GNU Affero General Public License is designed specifically to
ensure that, in such cases, the modified source code becomes available
to the community. It requires the operator of a network server to
provide the source code of the modified version running there to the
users of that server. Therefore, public use of a modified version, on
a publicly accessible server, gives the public access to the source
code of the modified version.
An older license, called the Affero General Public License and
published by Affero, was designed to accomplish similar goals. This is
a different license, not a version of the Affero GPL, but Affero has
released a new version of the Affero GPL which permits relicensing under
this license.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU Affero General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, "normally used" refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to install
and execute modified versions of a covered work in that User Product from
a modified version of its Corresponding Source. The information must
suffice to ensure that the continued functioning of the modified object
code is in no case prevented or interfered with solely because
modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or updates
for a work that has been modified or installed by the recipient, or for
the User Product in which it has been modified or installed. Access to a
network may be denied when the modification itself materially and
adversely affects the operation of the network or violates the rules and
protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or
authors of the material; or
e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of
it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Remote Network Interaction; Use with the GNU General Public License.
Notwithstanding any other provision of this License, if you modify the
Program, your modified version must prominently offer all users
interacting with it remotely through a computer network (if your version
supports such interaction) an opportunity to receive the Corresponding
Source of your version by providing access to the Corresponding Source
from a network server at no charge, through some standard or customary
means of facilitating copying of software. This Corresponding Source
shall include the Corresponding Source for any work covered by version 3
of the GNU General Public License that is incorporated pursuant to the
following paragraph.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the work with which it is combined will remain governed by version
3 of the GNU General Public License.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU Affero General Public License from time to time. Such new versions
will be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU Affero General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU Affero General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU Affero General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published
by the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If your software can interact with users remotely through a computer
network, you should also make sure that it provides a way for users to
get its source. For example, if your program is a web application, its
interface could display a "Source" link that leads users to an archive
of the code. There are many ways you could offer source, and different
solutions will be better for different programs; see section 13 for the
specific requirements.
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU AGPL, see
<https://www.gnu.org/licenses/>.

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.1 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.1 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.8 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.8 MiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 MiB

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,30 @@
# March 28, 2026 BeamMP Outage FAQ
Temporary FAQ for the (currently) ongoing BeamMP outage that started on March 28th, 2026.
**Last updated April 1st, 2026.**
=== Help! My BeamMP launcher doesn't work!
Try reinstalling the BeamMP launcher. To do so, follow the instructions below:
1. Go to [beammp.com](https://beammp.com/)
2. Click *Download Now*
3. Run the installer and follow instructions
!!! note
As of April 1st, 2026, the MSI installer is an "unrecognized app" according to Windows Defender SmartScreen.
To bypass this warning, click *More info*, then click *Run anyway*.
=== Help! My authkey(s) don't work anymore!
As of April 1st, 2026, keymaster and auth systems are offline. This means that your authkeys won't work. To get around this, follow the instructions below:
1. Open your `ServerConfig.toml`, or wherever your server config is modified
2. Set `Private` to `true`. It should look like this: `Private = true`
3. This should fix the authkey issue.
!!! note
As of April 1st, 2026, BeamMP's auth systems are offline. Only guest accounts are available.
Make sure your server allows guests.

View File

@@ -0,0 +1,11 @@
!!! warning "This site is under construction!"
This site is being actively worked on.
Feel you could help? Please do by clicking on the page with a pencil on the right!
This can be done any page too.
# BeamNG.drive CEF Code Snippets
to-do

View File

@@ -0,0 +1,179 @@
!!! warning "This site is under construction!"
This site is being actively worked on.
Feel you could help? Please do by clicking on the page with a pencil on the right!
This can be done any page too.
# BeamNG.drive CSS Code Snippets
## Common variables
=== BeamNG Orange
```css
var(--bng-orange) /*Common orange*/
var(--bng-orange-shade1) /*70% opacity*/
var(--bng-orange-shade2) /*40% opacity*/
var(--bng-orange-shade1opaque)
var(--bng-orange-shade2opaque)
```
=== Monochrome
```css
--- Monochrome
var(--bng-black-8) /*80% opacity (duplicate --bng-black-o8)*/
var(--bng-black-6) /*60% opacity (duplicate --bng-black-o6)*/
var(--bng-black-4) /*40% opacity (duplicate --bng-black-o4)*/
var(--bng-black-2) /*20% opacity (duplicate --bng-black-o2)*/
var(--dark-neutral-grey)
var(--neutral-grey)
var(--light-neutral-grey)
var(--dark-grey)
var(--dark-grey-alpha) /*80% opacity*/
var(--black-1) /*70% opacity*/
var(--black-2) /*40% opacity (duplicate --bng-black-o4)*/
var(--white-1) /*80% opacity*/
var(--white-2) /*40% opacity*/
var(--white-3) /*20% opacity*/
```
=== BeamNG UI Color Palette
=== Orange
```css
var(--bng-orange-50)
var(--bng-orange-100)
var(--bng-orange-200)
var(--bng-orange-300)
var(--bng-orange-b400)
var(--bng-orange-500)
var(--bng-orange-600)
var(--bng-orange-700)
var(--bng-orange-800)
var(--bng-orange-900)
```
=== Cool Gray
```css
var(--bng-cool-gray-50)
var(--bng-cool-gray-100)
var(--bng-cool-gray-200)
var(--bng-cool-gray-300)
var(--bng-cool-gray-400)
var(--bng-cool-gray-500)
var(--bng-cool-gray-600)
var(--bng-cool-gray-700)
var(--bng-cool-gray-800)
var(--bng-cool-gray-900)
```
=== Ter Blue
```css
var(--bng-ter-blue-50)
var(--bng-ter-blue-100)
var(--bng-ter-blue-200)
var(--bng-ter-blue-300)
var(--bng-ter-blue-400)
var(--bng-ter-blue-500)
var(--bng-ter-blue-600)
var(--bng-ter-blue-700)
var(--bng-ter-blue-800)
var(--bng-ter-blue-900)
```
=== Add Blue
```css
var(--bng-add-blue-50)
var(--bng-add-blue-100)
var(--bng-add-blue-200)
var(--bng-add-blue-300)
var(--bng-add-blue-400)
var(--bng-add-blue-500)
var(--bng-add-blue-600)
var(--bng-add-blue-700)
var(--bng-add-blue-800)
var(--bng-add-blue-900)
```
=== Add Green
```css
var(--bng-add-green-50)
var(--bng-add-green-100)
var(--bng-add-green-200)
var(--bng-add-green-300)
var(--bng-add-green-400)
var(--bng-add-green-500)
var(--bng-add-green-600)
var(--bng-add-green-700)
var(--bng-add-green-800)
var(--bng-add-green-900)
```
=== Add Yellow
```css
var(--bng-add-yellow-50)
var(--bng-add-yellow-100)
var(--bng-add-yellow-200)
var(--bng-add-yellow-300)
var(--bng-add-yellow-400)
var(--bng-add-yellow-500)
var(--bng-add-yellow-600)
var(--bng-add-yellow-700)
var(--bng-add-yellow-800)
var(--bng-add-yellow-900)
```
=== Add Peach
```css
var(--bng-add-peach-50)
var(--bng-add-peach-100)
var(--bng-add-peach-200)
var(--bng-add-peach-300)
var(--bng-add-peach-400)
var(--bng-add-peach-500)
var(--bng-add-peach-600)
var(--bng-add-peach-700)
var(--bng-add-peach-800)
var(--bng-add-peach-900)
```
=== Add Red
```css
var(--bng-add-red-50)
var(--bng-add-red-100)
var(--bng-add-red-200)
var(--bng-add-red-300)
var(--bng-add-red-400)
var(--bng-add-red-500)
var(--bng-add-red-600)
var(--bng-add-red-700)
var(--bng-add-red-800)
var(--bng-add-red-900)
```
=== Extra color presets
```css
var(--bng-filter-orange) /*Filter preset to force SVGs to use bng-orange*/
var(--bng-black-o8) /*80% opacity*/
var(--bng-black-o6) /*60% opacity*/
var(--bng-black-o4) /*40% opacity*/
var(--bng-black-o2) /*20% opacity*/
```
=== Corner rounding presets
```css
var(--bng-corners-1) /*0.25rem*/
var(--bng-corners-2) /*0.50rem*/
var(--bng-corners-3) /*1.00rem*/
```

View File

@@ -0,0 +1,88 @@
!!! warning "This site is under construction!"
This site is being actively worked on.
Feel you could help? Please do by clicking on the page with a pencil on the right!
This can be done any page too.
# Creating an ImGui Window
This page covers how to create a basic ImGui window.
## Setup
Before using ImGui, some setup is required:
```lua
local im = ui_imgui -- shortcut to prevent lookups all the time. should help with optimization
local imguiExampleWindowOpen = im.BoolPtr(true)
```
`imguiExampleWindowOpen` will be used to determine when this example window should be rendered.
## Window Rendering
ImGui windows and their contents must be recreated for every frame they should be displayed. This means that some form of onUpdate function is necessary to use ImGui.
```lua
local function onUpdate()
if worldReadyState == 2 then
if imguiExampleWindowOpen[0] == true then
imguiExample()
end
end
end
M.onUpdate = onUpdate
```
This will run a function to create this example's window, so long as the level is fully loaded, and that the example window should be displaying.
## Window Content
If you're new to writing ImGui, think of it as a distant cousin of HTML:
* `im.SetNextWindowSize(im.ImVec2(x, y), im.Cond_FirstUseEver)` defines your viewport size if it hasn't already been defined
* `im.Begin()` and `im.End()` is your `<body>` and `</body>`
* `im.Text()` is your `<p></p>`
```lua
local buttonPresses = 0
local function imguiExample()
im.SetNextWindowSize(im.ImVec2(366, 100), im.Cond_FirstUseEver) -- prepare our window
im.Begin("Hello World, I am a window") -- create a window with the title of "Hello World, I am a window"
im.Indent() -- a... padding element
im.Text("Hello World, I am text.") -- add a line of text, somewhat like a <p> element
im.SameLine() -- Not really HTML. This appends the following element to the same line as the previous element.
if im.Button("The Hello World Button") then -- Like <button>. This runs Lua when pressed.
buttonPresses = buttonPresses + 1
end
if buttonPresses > 0 then
im.Text("The Hello World Button has been pressed " .. buttonPresses .. " times!")
else
im.Text("The Hello World Button has not been pressed.")
end
im.Unindent() -- end the "padding element"
im.End() -- complete our "canvas" so it can be drawn
end
```
You can add the following function to easily toggle visibility of the window:
```lua
local function toggleExampleImgui()
imguiExampleWindowOpen[0] = not imguiExampleWindowOpen[0]
end
```
## Result
<figure class="image image_resized" style="width:100%" markdown>
![The ImGui example code demonstrated ingame](../../../../assets/content/imguiExample.png)
</figure>
When the The Hello World Button button is pressed, the counter below it will update to display the amount of times the The Hello World Button button has been pressed.
## Download
This tutorial is almost entirely based off of [StanleyDudek](https://github.com/StanleyDudek)'s ImGui example mod. You can download this example mod [here](../../../../assets/content/imguiExample.zip).

View File

@@ -0,0 +1,77 @@
!!! warning "This site is under construction!"
This site is being actively worked on.
Feel you could help? Please do by clicking on the page with a pencil on the right!
This can be done any page too.
# BeamNG.drive ImGui Code Snippets
## Setup
### Setup ImGui
```lua
local im = ui_imgui
```
### Setup Window
```lua
im.SetNextWindowSize(im.ImVec2(366, 100), im.Cond_FirstUseEver)
```
### Create window
```lua
im.Begin("Window Title") -- Create window
im.End()
```
## General
=== Basic Formatting
```lua
im.Text("")
im.TextWrapped("") -- automatic word wrap
im.TextColored(im.ImVec4(0,1,0,1), "") -- R,G,B,A
im.TextDisabled("") -- predefined style for disabled text
im.LabelText("", "")
im.BulletText("") -- Bullet point with text
im.SeparatorText("") -- Separator with centered text
im.Separator() -- might want a NewLine before these
im.SameLine() -- horizontally append the following element to the previous element
im.NewLine()
im.Spacing() -- small padding
im.Indent()
im.Unindent()
```
=== Inputs
```lua
im.Button("", im.ImVec2(0,0)) -- 0 = fit to content
im.SmallButton("") -- Fit to content and slightly less padding
im.ArrowButton("", 0) -- arg 1: string is not actually used? arg 2: 0 = left, 1 = right, 2 = up, 3 = down
im.InvisibleButton("", im.ImVec2(0,0), ...) -- used for imgui cursor positioning?
im.Checkbox("", im.BoolPtr(false))
im.RadioButton1("", im.BoolPtr(false))
im.RadioButton2("", im.IntPtr(), 0) -- arg. 3: 0 or 1 for disabled or enabled
```
=== Other
```lua
im.Bullet()
im.ProgressBar(0.5, im.ImVec2(0,0), "") -- arg 2: 0 for default width and/or height
im.TextUnformatted("", "") -- Second argument seems to crash the game
```

View File

@@ -4,7 +4,6 @@ This documentation is unofficial and produced by the BeamMP Mod Team and the Bea
## Understanding The File Structure
...
## Snippets
Helpful code snippets can be found here: [Snippets](snippets.md)
Helpful code snippets can be found here: [Lua Snippets](lua-snippets.md)

View File

@@ -0,0 +1,350 @@
!!! warning "This site is under construction!"
This site is being actively worked on.
Feel you could help? Please do by clicking on the page with a pencil on the right!
This can be done any page too.
# BeamNG.drive Lua Code Snippets
## World
### Drawing a marker & Vehicle detection
Drawing markers in the map can be one of the best ways to indicate to the user that there is some form of interaction that they can do there.
Drawing a marker is fairly easy. Here is an example of how the bus route marker is drawn:
```lua
local function createBusMarker(markerName)
local marker = createObject('TSStatic')
marker:setField('shapeName', 0, "art/shapes/interface/position_marker.dae")
marker:setPosition(vec3(0, 0, 0))
marker.scale = vec3(1, 1, 1)
marker:setField('rotation', 0, '1 0 0 0')
marker.useInstanceRenderData = true
marker:setField('instanceColor', 0, '1 1 1 0')
marker:setField('collisionType', 0, "Collision Mesh")
marker:setField('decalType', 0, "Collision Mesh")
marker:setField('playAmbient', 0, "1")
marker:setField('allowPlayerStep', 0, "1")
marker:setField('canSave', 0, "0")
marker:setField('canSaveDynamicFields', 0, "1")
marker:setField('renderNormals', 0, "0")
marker:setField('meshCulling', 0, "0")
marker:setField('originSort', 0, "0")
marker:setField('forceDetail', 0, "-1")
marker.canSave = false
marker:registerObject(markerName)
scenetree.MissionGroup:addObject(marker)
return marker
end
-- this can then be called in a loop to setup your markers.
-- NOTE: You should only do this once as part of your setup and not called on each frame.
if #markers == 0 then
for k,v in pairs(nameMarkers) do
local mk = scenetree.findObject(v)
if mk == nil then
log('I', logTag,'Creating marker '..tostring(v))
mk = createBusMarker(v)
ScenarioObjectsGroup:addObject(mk.obj)
end
table.insert(markers, mk)
end
end
```
Here is a custom marker example from [BeamNG-FuelStations](https://github.com/BeamMP/BeamNG-FuelStations/tree/master):
```lua
local stations = [
{ "location": [ -778.813, 485.973, 23.46 ], "type":"gas" },
{ "location": [ 617.164, -192.107, 53.2 ], "type":"ev" },
]
local function IsEntityInsideArea(pos1, pos2, radius)
return pos1:distance(pos2) < radius
end
local onUpdate = function (dt)
for k, spot in pairs(stations) do -- loop through all spots on the current map
local bottomPos = vec3(spot.location[1], spot.location[2], spot.location[3])
local topPos = bottomPos + vec3(0,0,2) -- offset vec to get top position (2m tall)
local spotInRange = false -- is this spot in range? used for color
local spotCompatible = false -- is this spot compatible?
if activeVeh then -- we have a car and its ours (if in mp)
local vehPos = activeVeh:getPosition()
spotInRange = IsEntityInsideArea(vec3(vehPos.x, vehPos.y,vehPos.z), bottomPos, 1.5)
spotCompatible = activeFuelType == "any" or spot.type == "any" or activeFuelType == spot.type
end
local spotColor = (spotInRange and spotCompatible) and activeColorMap[spot.type] or inactiveColorMap[spot.type] or ColorF(1,1,1,0.5)
debugDrawer:drawCylinder(bottomPos:toPoint3F(), topPos:toPoint3F(), 1, spotColor) --bottom, top, radius, color
end
end
```
## User Interface
### Toast Notifications, Top right of screen
<figure class="image image_resized" style="width:75%" markdown>
![image](https://github.com/StanleyDudek/Docs/assets/49531350/c8a87842-b95a-4eca-84dc-93072ecc9158)
</figure>
```lua
--guihooks.trigger('toastrMsg', {type, title, msg, config = {timeOut}})
guihooks.trigger('toastrMsg', {type = "info", title = "Info Message:", msg = "Info Message Text Here", config = {timeOut = 5000}})
guihooks.trigger('toastrMsg', {type = "warning", title = "Warning Message:", msg = "Warning Message Text Here", config = {timeOut = 5000}})
guihooks.trigger('toastrMsg', {type = "error", title = "Error Message:", msg = "Error Message Text Here", config = {timeOut = 5000}})
```
### Message notifications, top left of screen by default in Messages app
This requires the 'Messages' or 'Messages & Tasks' UI app. Icons can be found at `ui\ui-vue\src\assets\fonts\bngIcons\svg\`
<figure class="image image_resized" style="width:75%" markdown>
![image](https://github.com/StanleyDudek/Docs/assets/49531350/6baef813-50cb-43c3-9c59-0de550b014b6)
</figure>
```lua
--guihooks.trigger('Message', {msg, ttl, category, icon})
--ui_message(msg, ttl, category, icon)
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "arrow_upward", icon = "arrow_upward"})
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "arrow_downward", icon = "arrow_downward"})
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "flag", icon = "flag"})
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "check", icon = "check"})
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "check_circle", icon = "check_circle"})
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "warning", icon = "warning"})
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "error", icon = "error"})
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "directions_car", icon = "directions_car"})
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "star", icon = "star"})
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "timeline", icon = "timeline"})
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "save", icon = "save"})
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "settings", icon = "settings"})
```
### Center large or small display flash
<figure class="image image_resized" style="width:75%" markdown>
![image](https://github.com/StanleyDudek/Docs/assets/49531350/d0cf754f-83f8-4d15-9159-27350da127de)
</figure>
<figure class="image image_resized" style="width:75%" markdown>
![image](https://github.com/StanleyDudek/Docs/assets/49531350/1df6fc9b-756f-484e-b8d9-5df346dc4c26)
</figure>
```lua
--guihooks.trigger('ScenarioFlashMessage', {{msg, ttl, sound, big}} ) -- requires RaceCountdown ui app
guihooks.trigger('ScenarioFlashMessage', {{"Message", 5.0, 0, true}} )
guihooks.trigger('ScenarioFlashMessage', {{"Message Text Here", 5.0, 0, false}} )
--countdown example, when all executed at once, the items are queued and will follow eachother after the previous ttl expires
guihooks.trigger('ScenarioFlashMessage', {{"3", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown1')", true}})
guihooks.trigger('ScenarioFlashMessage', {{"2", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown2')", true}})
guihooks.trigger('ScenarioFlashMessage', {{"1", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown3')", true}})
guihooks.trigger('ScenarioFlashMessage', {{"GO!", 3.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_CountdownGo')", true}})
--another sound example
guihooks.trigger('ScenarioFlashMessage', {{"Teleported!", 3.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Checkpoint')", false}})
```
### Center mid-size persistent display
This requires the 'Race Realtime Display' UI app.
<figure class="image image_resized" style="width:75%" markdown>
![image](https://github.com/StanleyDudek/Docs/assets/49531350/6290e018-6b3d-4674-98f2-34282a723258)
</figure>
```lua
--guihooks.trigger('ScenarioRealtimeDisplay', {msg = msg} ) -- requires Race Realtime Display ui app
guihooks.trigger('ScenarioRealtimeDisplay', {msg = "Message Text Here"} )
--these messages persist, clear with a blank string
--if you are running live data, this is a good one to update rapidly (think timers, distance calcs, et cetera)
guihooks.trigger('ScenarioRealtimeDisplay', {msg = ""} )
```
### Confirmation Dialog
ConfirmationDialog is a simplistic popup with up to two buttons.
```lua
-- Open a ConfirmationDialog with a title, body text, and up to two buttons
guihooks.trigger("ConfirmationDialogOpen",
"Example Title",
"Example Body Text",
"Okay",
"", --gelua. empty string
"Cancel",
"" --gelua
)
-- Close any open ConfirmationDialog with the provided title
guihooks.trigger("ConfirmationDialogClose", "Example Title")
```
<figure class="image image_resized" style="width:75%" markdown>
![Example of a ConfirmationDialog](../../assets/content/ConfirmationDialog.png)
</figure>
Both fields of a button must be strings in order for the button to appear.
If the Okay button is provided, pressing the *OK / Primary action* action is equivalent to pressing the Okay button.
If the Cancel button is provided, pressing the *Menu* action is equivalent to pressing the Cancel button.
HTML is supported and can be used to add images/icons, for example.
Multiple can be displayed at once, displayed sequentially.
!!! bug
Providing no buttons prevents the player from escaping the dialog without using the console.
!!! bug
The SDF parts of the Minimap UI app remain visible while a ConfirmationDialog is active.
`#!lua guihooks.trigger('ShowApps', false)` to hide UI apps can be used as a hacky workaround.
<figure class="image image_resized" style="width:75%" markdown>
![ConfirmationDialog being used for an inactivity kick system](../../assets/content/ConfirmationDialog_Example.png)
</figure>
### introPopupTutorial
introPopupTutorial is a highly customizable popup that is largely defined with embedded HTML. It is standard to load from a standalone HTML file located in `/gameplay/tutorials/pages/*/content.html`.
```lua
guihooks.trigger("introPopupTutorial", {
{
content = readFile("/gameplay/tutorials/pages/template/content.html"):gsub("\r\n",""),
flavour = "onlyOk"
}
})
guihooks.trigger("introPopupClose")
```
<figure class="image image_resized" style="width:75%" markdown>
![The introPopupTutorial snippet displayed in BeamNG.drive](../../assets/content/introPopupTutorial.png)
</figure>
`flavour` controls which buttons are displayed. Four flavours exist:
* `withLogbook`
* Buttons: Career Logbook, Okay
* `onlyOk`
* Buttons: Okay
* `onlyLogbook`
* Buttons: Career Logbook
* `noButtons`
* Provides no buttons
!!! warning
When using the noButtons flavour on the page, providing no extra JavaScript in the page content to close the popup causes a softlock. Pages are not combined into one popup in this flavour. It is not recommended to use this flavour.
If multiple pages are provided, or the hook is triggered multiple times, then the pages are combined into the same popup. If the hook is triggered while a introPopup is active, or when a different introPopup type has already been triggered, then it is displayed in a separate popup after the existing popup is closed.
### introPopupCareer
introPopupCareer is an easy to use, but open ended popup that supports embedding HTML, if needed.
Flavours control which buttons are displayed and the default image aspect ratio. Four flavours exist:
* `default`
* Default image aspect ratio: 16x9
* Buttons: Later, Okay
* `welcome`
* Default image aspect ratio: 16x9
* Buttons: Career Logbook, Okay
* `branch-info`
* Default image aspect ratio: 16x9
* Buttons: Career Logbook, Okay
* `garage`
* Buttons: Later, Okay
```lua
guihooks.trigger("introPopupCareer", {
{
title = "Example title",
text = "Example text",
image = "/gameplay/tutorials/pages/template/image.jpg",
ratio = "16x9",
flavour = "default"
}
})
guihooks.trigger("introPopupClose")
```
<figure class="image image_resized" style="width:75%" markdown>
![The introPopupCareer snippet displayed in BeamNG.drive](../../assets/content/introPopupCareer.png)
</figure>
If multiple pages are provided, or the hook is triggered multiple times, then the pages are combined into the same popup. If the hook is triggered while a introPopup is active, or when a different introPopup type has already been triggered, then it is displayed in a separate popup after the existing popup is closed.
!!! bug
The background blur has a minimum height, causing popups with short content to have excess blur below its window. Two main workarounds exist:
* Repeat `\n` and end with `#!html <div />` until the window covers the blur
* Use an empty or missing `image` path and adjust the aspect ratio until the window covers the blur
### introPopupMission
introPopupMission is almost identical to introPopupCareer, but needs buttons to be defined rather than picking a preset for buttons.
Button styles are combined as *bng-button-*`style`. Built-in button styles are:
* `main` - orange
* `secondary` - cyan
* `attention` - red
* `white` - white
* `link` - translucent
* `outline` - orange outline
```lua
guihooks.trigger('introPopupMission', {
title = "introPopupMission title",
text = "introPopupMission description",
image = "/gameplay/tutorials/pages/template/image.jpg",
ratio = "16x9",
buttons = {
{ default=true, class="main", label="main button", clickLua="" },
{ default=false, class="secondary", label="secondary button", clickLua="" },
{ default=false, class="attention", label="attention button", clickLua="" },
{ default=false, class="white", label="white button", clickLua="" },
{ default=false, class="link", label="link button", clickLua="" },
{ default=false, class="outline", label="outline button", clickLua="" }
}
})
guihooks.trigger("introPopupClose")
```
<figure class="image image_resized" style="width:75%" markdown>
![The introPopupMission snippet displayed in BeamNG.drive](../../assets/content/introPopupMission.png)
</figure>
If multiple pages are provided, or the hook is triggered multiple times, then the pages are combined into the same popup. If the hook is triggered while a introPopup is active, or when a different introPopup type has already been triggered, then it is displayed in a separate popup after the existing popup is closed.
!!! bug
The background blur has a minimum height, causing popups with short content to have excess blur below its window. Two main workarounds exist:
* Repeat `\n` and end with `#!html <div />` until the window covers the blur
* Use an empty or missing `image` path and adjust the aspect ratio until the window covers the blur
### Dialogue
todo

View File

@@ -6,17 +6,19 @@
This can be done any page too.
# BeamNG.drive Snippets
# BeamNG.drive Code Snippets
## Lua Code Snippets
### Drawing a marker & Vehicle detection
### World
#### Drawing a marker & Vehicle detection
Drawing markers in the map can be one of the best ways to indicate to the user that there is some form of interaction that they can do there.
Drawing a marker is fairly easy. Here is an example of how the bus route marker is drawn:
```Lua
```lua
local function createBusMarker(markerName)
local marker = createObject('TSStatic')
marker:setField('shapeName', 0, "art/shapes/interface/position_marker.dae")
@@ -58,7 +60,7 @@ Drawing a marker is fairly easy. Here is an example of how the bus route marker
Here is a custom marker example from [BeamNG-FuelStations](https://github.com/BeamMP/BeamNG-FuelStations/tree/master):
```Lua
```lua
local stations = [
{ "location": [ -778.813, 485.973, 23.46 ], "type":"gas" },
{ "location": [ 617.164, -192.107, 53.2 ], "type":"ev" },
@@ -91,9 +93,13 @@ Here is a custom marker example from [BeamNG-FuelStations](https://github.com/Be
end
```
### guihooks examples
### UI snippets
#### Toast Notifications, Top right of screen
![image](https://github.com/StanleyDudek/Docs/assets/49531350/c8a87842-b95a-4eca-84dc-93072ecc9158)
<figure class="image image_resized" style="width:75%" markdown>
![image](https://github.com/StanleyDudek/Docs/assets/49531350/c8a87842-b95a-4eca-84dc-93072ecc9158)
</figure>
```lua
--guihooks.trigger('toastrMsg', {type, title, msg, config = {timeOut}})
@@ -103,10 +109,16 @@ guihooks.trigger('toastrMsg', {type = "error", title = "Error Message:", msg = "
```
#### Message notifications, top left of screen by default in Messages app
![image](https://github.com/StanleyDudek/Docs/assets/49531350/6baef813-50cb-43c3-9c59-0de550b014b6)
This requires the 'Messages' or 'Messages & Tasks' UI app. Icons can be found at `ui\ui-vue\src\assets\fonts\bngIcons\svg\`
<figure class="image image_resized" style="width:75%" markdown>
![image](https://github.com/StanleyDudek/Docs/assets/49531350/6baef813-50cb-43c3-9c59-0de550b014b6)
</figure>
```lua
--guihooks.trigger('Message', {msg, ttl, category, icon}) --requires Messages app
--guihooks.trigger('Message', {msg, ttl, category, icon})
--ui_message(msg, ttl, category, icon)
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "arrow_upward", icon = "arrow_upward"})
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "arrow_downward", icon = "arrow_downward"})
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "flag", icon = "flag"})
@@ -120,9 +132,16 @@ guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "t
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "save", icon = "save"})
guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "settings", icon = "settings"})
```
#### Center large or small display flash
![image](https://github.com/StanleyDudek/Docs/assets/49531350/d0cf754f-83f8-4d15-9159-27350da127de)
![image](https://github.com/StanleyDudek/Docs/assets/49531350/1df6fc9b-756f-484e-b8d9-5df346dc4c26)
<figure class="image image_resized" style="width:75%" markdown>
![image](https://github.com/StanleyDudek/Docs/assets/49531350/d0cf754f-83f8-4d15-9159-27350da127de)
</figure>
<figure class="image image_resized" style="width:75%" markdown>
![image](https://github.com/StanleyDudek/Docs/assets/49531350/1df6fc9b-756f-484e-b8d9-5df346dc4c26)
</figure>
```lua
--guihooks.trigger('ScenarioFlashMessage', {{msg, ttl, sound, big}} ) -- requires RaceCountdown ui app
@@ -140,7 +159,13 @@ guihooks.trigger('ScenarioFlashMessage', {{"Teleported!", 3.0, "Engine.Audio.pla
```
#### Center mid-size persistent display
![image](https://github.com/StanleyDudek/Docs/assets/49531350/6290e018-6b3d-4674-98f2-34282a723258)
This requires the 'Race Realtime Display' UI app.
<figure class="image image_resized" style="width:75%" markdown>
![image](https://github.com/StanleyDudek/Docs/assets/49531350/6290e018-6b3d-4674-98f2-34282a723258)
</figure>
```lua
--guihooks.trigger('ScenarioRealtimeDisplay', {msg = msg} ) -- requires Race Realtime Display ui app
guihooks.trigger('ScenarioRealtimeDisplay', {msg = "Message Text Here"} )
@@ -149,6 +174,218 @@ guihooks.trigger('ScenarioRealtimeDisplay', {msg = "Message Text Here"} )
guihooks.trigger('ScenarioRealtimeDisplay', {msg = ""} )
```
#### Confirmation Dialog
ConfirmationDialog is a simplistic popup with up to two buttons.
```lua
-- Open a ConfirmationDialog with a title, body text, and up to two buttons
guihooks.trigger("ConfirmationDialogOpen",
"Example Title",
"Example Body Text",
"Okay",
"", --gelua. empty string
"Cancel",
"" --gelua
)
-- Close any open ConfirmationDialog with the provided title
guihooks.trigger("ConfirmationDialogClose", "Example Title")
```
<figure class="image image_resized" style="width:75%" markdown>
![Example of a ConfirmationDialog](../../assets/content/ConfirmationDialog.png)
</figure>
Both fields of a button must be strings in order for the button to appear.
If the Okay button is provided, pressing the *OK / Primary action* action is equivalent to pressing the Okay button.
If the Cancel button is provided, pressing the *Menu* action is equivalent to pressing the Cancel button.
HTML is supported and can be used to add images/icons, for example.
Multiple can be displayed at once, displayed sequentially.
!!! bug
Providing no buttons prevents the player from escaping the dialog without using the console.
!!! bug
The SDF parts of the Minimap UI app remain visible while a ConfirmationDialog is active.
`#!lua guihooks.trigger('ShowApps', false)` to hide UI apps can be used as a hacky workaround.
<figure class="image image_resized" style="width:75%" markdown>
![ConfirmationDialog being used for an inactivity kick system](../../assets/content/ConfirmationDialog_Example.png)
</figure>
#### introPopupTutorial
introPopupTutorial is a highly customizable popup that is largely defined with embedded HTML. It is standard to load from a standalone HTML file located in `/gameplay/tutorials/pages/*/content.html`.
```lua
guihooks.trigger("introPopupTutorial", {
{
content = readFile("/gameplay/tutorials/pages/template/content.html"):gsub("\r\n",""),
flavour = "onlyOk"
}
})
guihooks.trigger("introPopupClose")
```
<figure class="image image_resized" style="width:75%" markdown>
![The introPopupTutorial snippet displayed in BeamNG.drive](../../assets/content/introPopupTutorial.png)
</figure>
Flavours controls which buttons are displayed. Four flavours exist:
* `withLogbook`
* Buttons: Career Logbook, Okay
* `onlyOk`
* Buttons: Okay
* `onlyLogbook`
* Buttons: Career Logbook
* `noButtons`
* Provides no buttons
!!! warning
When using the noButtons flavour on the page, providing no extra JavaScript in the page content to close the popup causes a softlock. Pages are not combined into one popup in this flavour. It is not recommended to use this flavour.
If multiple pages are provided, or the hook is triggered multiple times, then the pages are combined into the same popup. If the hook is triggered while a introPopup is active, or when a different introPopup type has already been triggered, then it is displayed in a separate popup after the existing popup is closed.
#### introPopupCareer
introPopupCareer is an easy to use, but open ended popup that supports embedding HTML, if needed.
Flavours control which buttons are displayed and the default image aspect ratio. Four flavours exist:
* `default`
* Default image aspect ratio: 16x9
* Buttons: Later, Okay
* `welcome`
* Default image aspect ratio: 16x9
* Buttons: Career Logbook, Okay
* `branch-info`
* Default image aspect ratio: 16x9
* Buttons: Career Logbook, Okay
* `garage`
* Buttons: Later, Okay
```lua
guihooks.trigger("introPopupCareer", {
{
title = "Example title",
text = "Example text",
image = "/gameplay/tutorials/pages/template/image.jpg",
ratio = "16x9",
flavour = "default"
}
})
guihooks.trigger("introPopupClose")
```
<figure class="image image_resized" style="width:75%" markdown>
![The introPopupCareer snippet displayed in BeamNG.drive](../../assets/content/introPopupCareer.png)
</figure>
If multiple pages are provided, or the hook is triggered multiple times, then the pages are combined into the same popup. If the hook is triggered while a introPopup is active, or when a different introPopup type has already been triggered, then it is displayed in a separate popup after the existing popup is closed.
!!! bug
The background blur has a minimum height, causing popups with short content to have excess blur below its window. Two main workarounds exist:
* Repeat `\n` and end with `#!html <div />` until the window covers the blur
* Use an empty or missing `image` path and adjust the aspect ratio until the window covers the blur
#### introPopupMission
introPopupMission is almost identical to introPopupCareer, but needs buttons to be defined rather than picking a preset for buttons.
Button styles are combined as *bng-button-*`style`. Built-in button styles are:
* `main` - orange
* `secondary` - cyan
* `attention` - red
* `white` - white
* `link` - translucent
* `outline` - orange outline
```lua
guihooks.trigger('introPopupMission', {
title = "introPopupMission title",
text = "introPopupMission description",
image = "/gameplay/tutorials/pages/template/image.jpg",
ratio = "16x9",
buttons = {
{ default=true, class="main", label="main button", clickLua="" },
{ default=false, class="secondary", label="secondary button", clickLua="" },
{ default=false, class="attention", label="attention button", clickLua="" },
{ default=false, class="white", label="white button", clickLua="" },
{ default=false, class="link", label="link button", clickLua="" },
{ default=false, class="outline", label="outline button", clickLua="" }
}
})
guihooks.trigger("introPopupClose")
```
<figure class="image image_resized" style="width:75%" markdown>
![The introPopupMission snippet displayed in BeamNG.drive](../../assets/content/introPopupMission.png)
</figure>
If multiple pages are provided, or the hook is triggered multiple times, then the pages are combined into the same popup. If the hook is triggered while a introPopup is active, or when a different introPopup type has already been triggered, then it is displayed in a separate popup after the existing popup is closed.
!!! bug
The background blur has a minimum height, causing popups with short content to have excess blur below its window. Two main workarounds exist:
* Repeat `\n` and end with `#!html <div />` until the window covers the blur
* Use an empty or missing `image` path and adjust the aspect ratio until the window covers the blur
#### Dialogue
Dialogue is used in the *A Rocky Start* campaign to display information about a mission. It is a centered, vertically aligned popup with a specific layout. It does not support embedding HTML.
```lua
ui_missionInfo.openDialogue({
title = "Dialogue title",
type = "Custom", -- isn't actually displayed
typeName = "typeName",
data = {
{label = "objective", value = "reward"}
-- add more...
},
buttons = {
{action = "accept", text = "Accept", cmd = ""},
{action = 'decline',text = "Decline", cmd = ""}
-- add more...
}
})
ui_missionInfo.closeDialogue()
```
<figure class="image image_resized" style="width:75%" markdown>
![The Dialogue snippet displayed in BeamNG.drive](../../assets/content/Dialogue.png)
</figure>
Only one Dialogue can be displayed at once. Any existing Dialogue is overridden.
!!! info
`#!lua ui_missionInfo.closeDialogue()` must be used to close a dialogue.
Make sure you call this function when any button is pressed.
## IMGUI Code Snippets
todo
## CEF UI Code Snippets
todo

View File

@@ -10,18 +10,21 @@ However, both Linux and MacOS are secondary platforms, this means bugs are to be
BeamMP will not work with pirated or outdated versions of BeamNG.drive.
The BeamMP support team does not offer support for issues with pirated / outdated copies.
---
## **2. Installation**
### **2a. Windows Installation**
1. Go to [beammp.com](https://beammp.com/) and click the "Download client" button.
2. Extract the `BeamMP_Installer.zip` archive.
3. Launch `BeamMP_Installer.exe` and follow the instructions.
4. The BeamMP Launcher icon should appear on your desktop. If not, just search for “BeamMP” in the windows search bar.
5. Once the launcher has started, you should see a terminal window, shortly after BeamNG.drive should automatically start. **Do not** close the terminal window.
6. After BeamNG launched, in the main menu, click the `Repository` button and make sure that `multiplayerbeammp` is **the only** enabled mod.
7. Return to the main menu, click on 'More..' and the 'Multiplayer' button to start multiplayer.
8. You will be prompted to login or play as a guest (not all servers will allow guests). You can create an account on our [forum](https://forum.beammp.com) and then login to BeamMP with the same credentials.
9. Select any server you like, and press `Connect`. Enjoy!
!!!note
As of April 1st, 2026, the MSI installer is an "unrecognized app" according to Windows Defender SmartScreen.
To bypass this warning, click 'More info', then click 'Run anyway'.
1. Go to [beammp.com](https://beammp.com/) and click the 'Download Now' button.
2. Run the `BeamMP_Installer.msi` installer and follow the instructions.
3. The BeamMP Launcher icon should appear on your desktop. If not, just search for “BeamMP” in the Windows search bar.
!!!note
@@ -64,11 +67,10 @@ Clone the BeamMP-Launcher Repository to your system using `git`, for example:
`git clone https://github.com/BeamMP/BeamMP-Launcher.git`
[Additional information about cloning a GitHub Repo](https://docs.github.com/en/repositories/creating-and-managing-repositories/cloning-a-repository)
Checkout the tag that was used for the [latest release](https://github.com/BeamMP/BeamMP-Launcher/releases/latest). For example, if `v2.6.4` is used in the latest release, then do `git checkout v2.6.4`
If you've used the example clone command we provided, you can use `cd BeamMP-Launcher` to go to the project's root directory.
Checkout the tag that was used for the [latest release](https://github.com/BeamMP/BeamMP-Launcher/releases/latest). For example, if `v2.8.0` is used in the latest release, then do `git checkout v2.8.0`
In the root directory of the project,
1.
@@ -138,7 +140,18 @@ Note that this assumes you put the launcher's binary you compiled earlier into `
---
## **3. Known Issues**
## **3. Using BeamMP**
1. Once you have started the launcher, you should see a terminal window. Shortly after, the standard BeamNG launcher should start. **Do not** close the terminal window.
2. In the BeamNG.drive main menu, click the `Repository` button and check to make sure that `multiplayerbeammp` is **the only** enabled mod.
3. Return to the main menu, click on 'More..' and the 'Multiplayer' button to start multiplayer.
4. You will be prompted to login or play as a guest (not all servers will allow guests). You can create an account on our [forum](https://forum.beammp.com) and then login to BeamMP with the same credentials.
5. Select any server you like, and press `Connect`. Enjoy!
---
## **4. Known Issues**
- The native linux BeamMP-Launcher currently can only connect to a server once, after disconnecting you need to restart the launcher. You can do that without closing the game inbetween
- If you dont see the “Multiplayer” button. Make sure that the BeamMP mod is present and activated in the “Mod Manager” then try pressing CTRL + L.
- VPNs of any type may cause connection issues.

View File

@@ -82,7 +82,7 @@ You will need a [Discord](https://discord.com) account for this step. This is ne
#### 2.1. Accessing the keys page
Login with Discord to the [Keymaster](https://beammp.com/keymaster).
Login with Discord to the [Keymaster](https://keymaster.beammp.com).
From the Keymaster homepage click on "Keys" on the left of the screen:
<figure markdown>

View File

@@ -21,6 +21,7 @@ The config has one section by default, called `[General]`, which holds the follo
| AllowGuests | true/false | Determines wether guests are allowed to join the server or not. |
| LogChat | true/false | When enabled (true), chat messages are logged in the server.log file. |
| Debug | true /false | When enabled (true), will show more messages in the log and provide more information. Enable this if you run into issues. Enabling this will drastically increase the size of the log file. |
| IP | A local class address of one of the NICs connected to the host. (Default: "0.0.0.0" or "::" | The server will try to bind to the supplied IP. Please do not mess with the IP field unless you know what you are doing. This value does not need to be changed in order for the server to work. |
| Private | true/false | When enabled (true), your server will not be shown in the server list. Anyone with the correct IP and port can still connect. |
| InformationPacket | true/false | When enabled (true), the server is going to allow unauthenticated clients to get the same info as on the server listing but directly via the server. |
| Name | Any "text" | Shown as the name / title of your server in the server list. You can use special characters to format this with colors and styles. |

View File

@@ -0,0 +1,52 @@
# 如何在Windows Defender防火墙和防病毒软件中创建白名单
!!! info
```
在修改防火墙之前请确保将windows网络设置中的网络设置为专用假设您在私有网络中
!! 免责声明:"
**防火墙/防御器关闭具有风险**。
通过创建排除条款您了解允许在PC上运行程序并向公众开放家庭网络端口的风险从而使BeamMP对可能发生在您或您的家庭中的任何和所有损害负责的权利无效。
我们对任何外部链接服务或网站上的任何内容不承担任何责任。
```
## 为 BeamMP-Launcher 添加 Windows Defender 防火墙例外规则
1. 打开带有高级设置的`Windows Defender防火墙。`
2. 在窗口中,单击`入站`以打开入站规则选项卡。
3. 点击 `新建规则` 在右上方创建一个新的规则。
4. 选择`程序`以创建特定于程序的规则。
5. 请输入 `BeamMP-Launcher.exe` 的完整限定路径。<br>默认路径为 `%appdata%\BeamMP-Launcher\BeamMP-Launcher.exe`(请勿包含引号)。
6. 确保允许连接
7. 给排除项起一个名字(例如“BeamMP-Launcher”)并保存它。
8. 重启电脑
## 1.1 为 BeamMP-Launcher 添加 Windows Defender 防火墙例外规则
1. 打开 `Windows Defender高级防火墙设置`.
2. 在窗口中,点击 `入站` 以打开入站规则选项卡。
3. 在右上角点击 `新建规则` 以创建一条新的规则。
4. 选择 `端口` 以创建针对特定程序的规则。
5. 输入与 ServerConfig.toml 中配置的相同的端口号。
6. 请输入 `BeamMP-Server.exe` 的完整限定路径。<br>该文件位于你下载后自行放置的位置。
7. 确保允许连接
8. 为该排除规则命名(例如 “BeamMP-Server”然后保存规则。
9. 重启电脑
## 2. BeamMP-Launcher 与 BeamMP-Server 的 Windows Defender 病毒防护排除设置
1. 打开 `Windows 安全中心` 应用.
2. 单击第一个项目`病毒和威胁防护`
3. 单击“病毒和威胁防护设置”下方的`管理设置`
4. 向下滚动以导航到`排除项`选项卡。
5. 在那里,单击“添加排除项”并选择`进程`
6. 在字段中输入 `BeamMP-Launcher.exe``BeamMP-Server.exe`,然后保存。
7. 重启电脑。
## 还有问题吗?
在[论坛](https://forum.beammp.com)或我们的[Discord服务器](https://discord.gg/beammp) `#support`频道中打开一个频道。

22
docs/zh/FAQ/player-faq.md Normal file
View File

@@ -0,0 +1,22 @@
# 面向玩家的疑难解答
## 我如何链接我的Discord帐户
将你的 Discord 账号与 BeamMP 账号关联是 BeamMP 的一项新功能。<br>要进行此操作,请前往你的 [论坛账户偏好设置](https://forum.beammp.com/my/preferences/account),在 “关联账户Associated Accounts” 下连接你的 Discord 账号。只有当论坛的双重验证2FA被禁用时此选项才会显示。
## 我如何获得抢先体验资格?
提前体验权限(包含紫色名牌及其他福利)可通过以下方式获取:在[Patreon](https://patreon.com/BeamMP)平台购买相应套餐、进行捐赠或助力我们的Discord服务器。
## 我已订阅Patreon会员如何领取专属福利
请确保您完成以下操作以自动获得您的福利:
1. 在 [Patreon](https://www.patreon.com/settings/apps/discord) 上关联你的 Discord 账号,以在 Discord 服务器中获得相应的角色和访问权限。
2. 请确保您在Patreon上使用的电子邮件地址与您在[论坛](https://forum.beammp.com/)上使用的BeamMP帐户的电子邮件地址相同。
请耐心等待系统同步可能需要几个小时有时长达12个小时。如果您在完成上述步骤12小时后仍未收到专属福利请联系BeamMP支持。
## 我有更多的问题!
如果您的提问或问题与游戏本体或游玩有关,请参阅[游戏常见问题解答](game-faq.md)。如果您的问题与运行服务器有关,请参阅[服务器常见问题解答](server-faq.md)。否则,请查看[论坛](https://forum.beammp.com/c/faq/35),在那里社区可以提出问题并获得答案。

View File

@@ -0,0 +1,3 @@
# lua-mods.md
此页面需要创建。

View File

@@ -0,0 +1,53 @@
---
hide:
- 导航
---
# BeamMP 社区规则
BeamMP员工不受这些规则的严格约束可以自行决定操作。除这些规则外Discord的[社区指南](https://discord.com/guidelines/)和[服务条款](https://discord.com/terms/)也适用并强制执行。
## BeamMP通用规则适用于Discord、论坛和游戏内
1. 禁止歧视如性别歧视、种族主义等material-information-outline:{title=“这包括直接或有意使用种族/性侮辱或其他词汇来针对个人或群体。”}
2. 禁止欺凌或骚扰material-information-outline:{title=“这包括使用不必要的行为、未经请求的DM或使用信息、图像或口头交流针对个人。”}
3. 无NSFW、冒犯性或恶意内容material-information-outline:{title=“这包括包含恶意链接、裸露、色情、过度亵渎或其他冒犯性、恶意和/或不适合在公共场所出现的内容。”}
4. 禁止发送垃圾邮件文本/语音渠道或帖子material-information-outline:{title=“这包括生成多个帖子或线程,发送相同或类似的消息,滥用语音通信渠道或其他行为,包括加入/离开垃圾邮件。”}
5. 请说英语material-information-outline:{title=“在可能的情况下BeamMP内部的所有通信都应使用英语除非另有指定的特定区域。”}
6. 禁止不适当的个人资料material-information-outline:{title=“这包括个人资料名称照片bios或其他不符合BeamMP/BeamNG/Discord规则和ToS的用户控制内容。”}
7. material-information-outline:{title=“禁止发布个人信息(” doxing ")(包括但不限于真实姓名、地址、电子邮件、密码、银行账户和信用卡信息等)。}
8. material-information-outline:{title=“这包括讨论BeamMP/BeamNG或整个游戏之外的过去或当前世界事件。有一些地方可以对这些话题进行有效的讨论但BeamMP不是其中之一。”}
9. 非BeamMP/BeamNG内容material-information-outline:{title="这包括非BeamMP社区、社交媒体渠道或其他外部链接。这适用于在BeamMP社区内发帖以及以个人广告为目的主动向用户发送DM。”}
10. 禁止冒充工作人员material-information-outline:{title="这包括声称自己是BeamMP的工作人员或声称拥有与工作人员相关的能力。这也包括模仿工作人员。”}
11. 禁止利用material-information-outline:{title=“这包括利用任何漏洞或疏忽来谋取个人利益或对他人的体验产生负面影响。”}
12. 禁止分享 Authkey禁止用小号刷免费密钥数量违者永久封禁。
13. 遵循所有给定的TOS:material-information-outline:{title=“这很重要因为使用我们的Discord服务器也必须遵循诸如Discord年龄限制13+)之类的限制。”}
14. 尊重每个人material-information-outline:{title=“有些话不该说出口,你需要尊重你周围的每个人,并相应地行动。”}
15. 关注类别或频道的主题。material-information-outline:{title="这应该不说出来,但要保持你的内容在你发布的区域的主题上。例如,支持应该帮助人们或在寻求支持时使用。”}
16. 不要使用过多的大写锁定或表情符号material-information-outline:{title=“用户应该避免使用过多的大写符号或表情符号/表情符号,以免混淆手头的重点。”}
17. 在支持区域发布之前,请检查[BeamMP FAQ](../../support/player-faq.md) &amp; [BeamMP社区FAQ](https://forum.beammp.com/c/faq/35)。
## Discord 规则
1. 以上规则适用于这里material-information-outline:{title=“本文档中提到的所有规则适用于语音聊天。”}
2. 遵循Discord的使用条款和指南material-information-outline:{title=“遵循Discord在其使用条款和指南中列出的所有规则”}
3. 禁止NSFW音频/流material-information-outline:{title=“玩家不应该流任何违反BeamMP规则和Discord TOS的内容。”}
4. 上述规则包括赌博服务/网站。
5. material-information-outline:{title=“禁止过度使用响板、大声播放音乐或使用其他音频通道故意煽动或针对他人。”}
6. 禁止加入/离开滥用material-information-outline:{title=“大多数用户可能启用声音效果,不要快速加入和离开语音聊天。”}
7. 不要纠缠他人(`@'ing`material-information-outline:{title=“这包括在被忽视或拒绝后反复要求他人回应。”}
8. 将bot命令保存在特定于命令的通道中。
9. 禁止角色扮演material-information-outline:{title=“这是为了防止由于缺少上下文或防止用户规避某些规则而引起的问题。”}
10. 请勿要求用户通过私信DM向你寻求帮助。所有与支持相关的话题均应在 BeamMP Discord 服务器的指定支持频道中进行讨论。
11. 严禁发送任何可疑的、潜在恶意或具有破坏性的文件及附件(包括但不限于可疑扩展名)。
12. 不要教/发链接教别人怎么盗版、破解软件、骇入账号、破解付费mod。
13. 不要发布非BeamNG /BeamMP内容。只允许在专用的[媒体通道](https://discord.com/channels/601558901657305098/705427325646274680)中发送您自己通道的媒体。
14. 听从工作人员的指示。如果你认为某位员工滥用职权,直接通知他们的领导或项目管理人员。
## 如何对您被实施的封禁进行申诉:
### 封禁上诉可在<a href="https://docs.google.com/forms/d/1MaTPKM-MHQU5lUtxeOKz3C7OoI6Xbu5RX5AJdX-UOz4" class="inline-onebox">封禁上诉- BeamMP</a>提交。
所有禁令申诉都经过彻底调查,涉及至少两(2)名与本案无关的工作人员/审核小组成员。发出申诉的工作人员将被允许发表评论但不会以其他方式参与申诉决定。这些上诉结果是最终的。BeamMP保留根据BeamMP社区规则如上所述、[Discord ToS](https://discord.com/terms)和其他因素允许或不允许成员的权利。
!! 如果对您采取行动您将被禁止创建新的Discord或BeamMP帐户来规避禁令。

View File

@@ -1,39 +1,147 @@
# 入门
---
## **1. 兼容性**
## **开始之前**
BeamMP与Windows和Linux完全兼容与MacOS的兼容性正在研究中。然而Linux和MacOS都是次要平台这意味着bug在所难免。
BeamMP仅与Steam正版的游戏版本兼容。不支持”盗版“版本。
!!!警告
---
```
BeamMP将无法与盗版或过时版本的BeamNG.drive一起工作。
BeamMP支持团队不提供盗版/过期副本问题的支持。
```
## **安装**
## **2. 安装**
BeamMP目前仅与Windows系统原生兼容。
### **Windows安装**
### **2a. Windows 安装**
1. 访问[beammp.com](https://beammp.com/)并点击“Download Client”按钮。
2. 解压`BeamMP_Installer.zip`
3. 运行`BeamMP_Installer.exe`并按照说明进行操作。
4. BeamMP启动器图标应将出现在您的桌面上。如果没有只需在Windows搜索栏中搜索“BeamMP”即可。
5. 启动器运行后,您应该会看到一个终端窗口,随即 BeamNG.drive将自动运行。**请勿**关闭终端窗口。
6. BeamNG启动后在主菜单中点击`联机模式`即可开始多人游戏
7. 系统将提示您登录或以访客身份游玩(并非所有服务器都允许访客)。您可以在我们的[论坛](https://forum.beammp.com)上创建一个帐户然后使用相同的凭据登录BeamMP
8. 选择您感兴趣的任何服务器,然后点击`连接` 。尽情享受吧!
6. BeamNG启动后在主菜单中点击`Repository`按钮,确保`multiplayerbeammp`是**唯一启用**的mod
7. 返回主菜单点击“More..”和“多人模式”按钮开始多人模式
8. 系统将提示您登录或以访客身份游玩(并非所有服务器都允许访客)。您可以在我们的[论坛](https://forum.beammp.com)上创建一个帐户然后使用相同的凭据登录BeamMP。
9. 选择您感兴趣的任何服务器,然后点击`连接` 。尽情享受吧!
注意*当您加载到已有多辆载具的地图时,加入可能需要比预期更长的时间。*
!!!注意
### **Linux安装**
```
当你加载到一个有多个车辆的地图时,它可能需要比预期更长的时间才能加入。
```
请参考[英语文档](https://docs.beammp.com/game/getting-started/#2b-linux-installation)
### **2b. Linux 安装**
目前您需要自己编译Launcher。为了做到这一点您需要对如何编译应用程序有一个基本的了解。
确保你已经安装了基本的开发工具,通常可以在包中找到,例如:
- Debian/Ubuntu: `sudo apt install build-essential`
- Fedora: `sudo dnf install cmake gcc gcc-c++ make perl perl-IPC-Cmd perl-FindBin perl-File-Compare perl-File-Copy kernel-headers kernel-devel`
- Arch: `sudo pacman -S base-devel`
- openSUSE: `zypper in -t pattern devel-basis`
- SteamOS (Arch): `sudo pacman -S base-devel linux-api-headers glibc libconfig` (You also need to do `sudo steamos-readonly disable` but make sure to enable it again after installing the packages)
克隆 `vcpkg` 仓库,执行引导脚本并加入系统路径
1.
```bash
git clone https://github.com/microsoft/vcpkg.git
```
1.
```bash
./vcpkg/bootstrap-vcpkg.sh
```
1.
```bash
export VCPKG_ROOT="$(pwd)/vcpkg"
export PATH=$VCPKG_ROOT:$PATH
```
使用`git`将BeamMP-Launcher仓库克隆至本地操作示例如下`git clone https://github.com/BeamMP/BeamMP-Launcher.git`。[查看GitHub仓库克隆操作完整指南](https://docs.github.com/en/repositories/creating-and-managing-repositories/cloning-a-repository)
检出[最新发布版本](https://github.com/BeamMP/BeamMP-Launcher/releases/latest)所使用的标签。例如,若最新版本使用`v2.6.4`,则执行`git checkout v2.6.4`
如果你使用了我们提供的示例克隆命令,你可以使用以下命令进入项目的根目录: <br>`cd BeamMP-Launcher`
在项目的根目录中,
1.
```cmake
cmake . -B bin -DCMAKE_TOOLCHAIN_FILE=$VCPKG_ROOT/scripts/buildsystems/vcpkg.cmake -DVCPKG_TARGET_TRIPLET=x64-linux
```
1.
```cmake
cmake --build bin --parallel
```
!!!注意 ""
```
如果在编译时内存耗尽可以提交——parallel指令由于只在一个CPU线程上编译它将使用更少的RAM。
```
!!!注意 ""
```
通过不指定‘ -DCMAKE_BUILD_TYPE=Release 您正在编译一个调试版本该版本的文件大小较大但不包含launcher-can-only-connect-to- server-once错误
```
!!!注意 "Fedora 用户" 如果 vcpkg 在编译 OpenSSL 时因内核头文件kernel headers错误而失败请确保已安装所有依赖项: `bash sudo dnf install kernel-headers kernel-devel gcc gcc-c++ make perl ` 然后清理 vcpkg 缓存:`bash rm -rf $VCPKG_ROOT/buildtrees/openssl `最后重新运行 cmake 配置命令。
将已编译完成的应用程序从`/bin`移出,放到它自己的文件夹中,然后从该文件夹运行它:
```bash
mkdir -p ~/beammp-launcher
cp bin/BeamMP-Launcher ~/beammp-launcher/
cd ~/beammp-launcher
./BeamMP-Launcher
```
原生的 Linux 版 BeamMP 启动器将会启动,并使用原生的 Linux 版 BeamNG.drive。
### **2c. 在Proton兼容层上游玩BeamNG.drive**
若您需要在Proton环境运行BeamNG.drive时同步使用原生Linux版BeamMP启动器可通过以下方案实现
使用`--no-launch`参数运行BeamMP-Launcher此参数将阻止启动器唤起原生Linux版BeamNG.drive。更多启动器参数详解请参阅[开发环境配置指南](../guides/beammp-dev/beammp-dev.md)
将Proton-BeamNG.drive的用户文件夹路径指向Linux-BeamNG.drive的位置因原生Linux版BeamMP-Launcher当前仅支持向Linux-BeamNG.drive用户文件夹写入数据
例如,您可以通过创建符号链接实现该配置
- 记录Linux-BeamNG.drive用户文件夹路径通常位于`~/.local/share/BeamNG.drive`),并将其重命名为类似`BeamNG.drive_old`的名称
- 记录Proton-BeamNG.drive用户文件夹路径通常位于`~/.local/share/Steam/steamapps/compatdata/284160/pfx/drive_c/users/steamuser/AppData/Local/BeamNG.drive`
- 建立双端用户文件夹的符号链接桥接 `ln -s ~/.local/share/Steam/steamapps/compatdata/284160/pfx/drive_c/users/steamuser/AppData/Local/BeamNG.drive ~/.local/share`
当用户文件夹间符号链接就绪且启动器完成编译后可通过调整Steam启动参数实现既让Steam通过Proton运行游戏又能自动触发启动器执行。请前往Steam库中该游戏的属性设置界面替换原版游戏启动参数为下方配置模板
- `~/BeamMP/BeamMP-Launcher --no-launch & %command% ; killall BeamMP-Launcher`
请注意:此配置默认假设您已将编译完成的启动器二进制文件存放于`/home/user/BeamMP/`。请根据实际二进制文件存放路径调整配置且每次启动器版本更新时需切换至官方Git仓库对应分支重新执行编译流程。
!!! 提示 "安装表情符号字体实现文本内嵌表情"
```
若需在服务器列表作为服务器自定义名称组成部分或游戏内聊天中显示表情符号您需部署包含表情符号的字形库。例如可通过安装Windows Segoe UI 表情符号字体的 Linux 移植版实现。
```
---
## **已知问题**
## **3. 已知问题**
- 如果您未看到”联机模式“按钮。确保BeamMP模组已在“模组管理器”中激活然后尝试按下CTRL+L。
- 另外请确保BeamMP是“模组管理器”中**唯一**激活的模组,否则可能会导致问题。
- 当前原生Linux版BeamMP启动器存在单会话限制成功连接服务器并断开后需重启启动器。可通过热重载方案实现不关闭游戏进程的快速重启
- 若未显示多人游戏按钮,请确认以下操作:<br>检查BeamMP模组是否已安装并在模组管理器中启用<br>尝试执行热重载快捷键 Ctrl + L
- 任何类型的vpn都可能导致连接问题。
- 如果启动器报告任何错误,请阅读[FAQ](https://forum.beammp.com/c/faq/35)。
如果您需要更多安装帮助,欢迎您在我们的[论坛](https://forum.beammp.com)上发帖或在我们的[Discord服务器](https://discord.gg/beammp)上提问(仅英文)
如果启动器报告任何错误,请阅读[FAQ](https://forum.beammp.com)。

View File

@@ -0,0 +1,75 @@
# 开始
为了开始开发BeamMP你至少需要
- 安装在本地的BeamNG.drive
- 安装在本地的BeamMP; 至少是启动器,另外还有服务器
- 安装在本地的Git, 和一个 GitHub.com 账号
- 一个代码编辑器, 例如VSCode或notepad++
---
# 模组,启动器和服务器之间的区别
BeamMP分为三个主要部分
- 该模组与游戏中的其他载具模组或界面模组相同均通过BeamNG引擎加载运行。其核心功能包括与启动器建立本地通信链路以及渲染多人联机界面组件。技术架构方面主体逻辑采用Lua脚本语言实现界面层则基于JavaScript、HTML与CSS的复合式开发框架进行构建。相关代码仓库详见[https://github.com/BeamMP/BeamMP](https://github.com/BeamMP/BeamMP)。
- 本启动器核心功能集包括与模组维持持续通信、在需要时建立目标服务器连接以及通过BeamMP后端系统执行用户登录认证流程。该程序基于C++语言开发部署前已由BeamMP团队完成预编译处理完整源代码参见[https://github.com/BeamMP/BeamMP-Launcher](https://github.com/BeamMP/BeamMP-Launcher)。
- 服务端核心功能涵盖与多个启动器实例建立通信链路、向BeamMP后端系统发送"心跳"信号同步IP/端口/版本/玩家数量等运行参数并管理与调度服务端Lua插件运行。底层架构基于C++语言实现已由BeamMP针对多操作系统平台及CPU指令集进行预编译生成完整源码仓库位于[https://github.com/BeamMP/BeamMP-Server](https://github.com/BeamMP/BeamMP-Server)。
---
# 配置适用于模组开发的运行环境
## 为BeamNG使用未打包文件
为实现BeamNG模组开发的高效迭代建议开发者采用`非打包目录`的实时更新工作流模式,避免每次代码变更后执行重复的压缩打包操作。
请通过文件管理器访问BeamNG用户目录`%appdata%/Local/BeamNG.drive/0.xx/mods`,其中`xx`对应当前最新的BeamNG版本号。在`mods`目录内创建名为`unpacked`的专用开发文件夹。
有关用户目录的技术规范细则请参阅BeamNG官方文档中心[https://documentation.beamng.com/support/userfolder/](https://documentation.beamng.com/support/userfolder/)
## 在BeamMP启动器中启用开发模式
为防止自动更新机制覆盖本地Git仓库副本请通过添加运行参数`--no-download`强制停用该功能若需同时禁止启动器自动运行BeamNG主程序并获取实时调试日志推荐配置方案为附加开发调试参数`--dev`
命令行参数 | 说明
:-- | :--
`--help` or `-h` | 该指令将输出下列标准化参数清单
`--port <port>` or `-p` | 请将服务端默认监听端口修改为`<port>`,该项变更需同时在游戏客户端内进行同步配置。
`--verbose` or `-v` | 详细日志模式,输出调试级系统信息
`--no-download` | 强制禁用BeamMP Lua模组自动部署流程
`--no-update` | 激活维护模式锁定更新通道(需采用手动升级方式)
`--no-launch` | 强制解耦启动器与游戏进程链路(需进行独立启动流程)
`--dev` | 开发者模式,与 --verbose --no-download --no-launch --no-update相同
`--game <args...>` or `-- <args...>` | 实现运行参数向游戏进程的透传桥接
## 执行仓库克隆操作至目标解压目录
虽然您可手动从GitHub仓库(a0)https://github.com/BeamMP/BeamMP复制BeamMP模组文件但强烈建议使用Git版本控制系统进行规范操作。请首先执行分叉(fork)操作。
最有效的方式是直接将存储库克隆到`unpacked`文件夹中。
`git`环境配置下,请遵循以下部署流程:<br>`解压根目录`启动PowerShell/CMD终端<br>执行克隆操作:`git clone https://github.com/yourName/BeamMP`
现在试试开发模式吧。启动BeamMP启动器手动启动BeamNG一旦进入游戏确保BeamMP是唯一有效的模组。你应该能够像往常一样使用BeamMP。
使用代码编辑器,您现在可以直接在`unpacked`文件夹中添加或更改代码。然后你可以通过按`Ctrl+L`重新加载Lua来尝试更改如果你做了UI更改则按`F5`)。
一旦您对更改满意就可以通过git提交它们。有关如何使用Git的教程和文档请参阅Git- scm网站。一旦您的更改被提交并推送到您的分支您就可以发出拉取请求。
如果您遇到任何问题,请在[Discord](https://discord.gg/beammp)的#scripting频道中提问
---
# 设置本地服务器
在使用BeamMP时使用本地服务器可能是有益的。您可以遵循常规的[服务器安装](../../server/create-a-server.md),同时省略纯本地连接的前两个步骤。
`serverConfig`中将服务器设置为私有。使用任意字符串作为`AuthKey`
---
# 贡献指南
有关代码格式、提交信息格式、通用开发最佳实践等详细信息,请参阅各仓库中的`CONTRIBUTING.md`文件。该文件包含更详细的贡献指南,各仓库中的`README.md`文件通常也会提供具体的构建步骤说明(针对需要编译的项目)。

View File

@@ -0,0 +1,101 @@
# 创建多人模式
## 文件夹结构和基础文件
基本的文件夹和文件结构应该是这样的:
```
Resources/
├─ Client/
│ └─ examplePlugin.zip/
│ ├─ scripts/
│ │ └─ modScript.lua
│ └─ lua/
│ └─ ge/
│ └─ extensions/
│ └─ examplePlugin.lua
└─ Server/
└─ examplePlugin/
├─ examplePlugin.lua
└─ further_lua/
└─ further.lua
```
服务器端lua是最基本的如果您想添加自定义事件您还至少需要一个客户端lua以及一个modscript.lua
Server目录需创建多个子文件夹存放各服务端模组。推荐只在根目录保留一个主Lua文件新增的Lua文件可归类到对应子目录。实际使用中不必严格遵循此规范若同一层级存在多个Lua文件时服务器会按文件名称的字母表顺序自动加载。
Client目录专门存放将发送给客户端的ZIP格式模组包当客户端接收后会自动以模组形式加载。该目录若存在其他类型文件会导致服务器启动时报错但不会阻断服务运行不过这些无关文件仅会被服务端忽略。核心配置脚本modScript.lua由BeamNG游戏引擎解析用于指引游戏加载指定插件模块。
!!!范例 "" [Download the examplePlugin.zip](../../../../assets/content/ResourcesForExamplePlugin.zip)
## 服务器端 lua
更多完整示例可参考examplePlugin模块的实现现提供一个基础调试示例实例的功能是显示玩家身份标识
```lua
function onInit() --runs when plugin is loaded
MP.RegisterEvent("onPlayerAuth", "onPlayerAuth") --Provided by BeamMP
print("examplePlugin loaded")
end
--A player has authenticated and is requesting to join
--The player's name (string), forum role (string), guest account (bool), identifiers (table -> ip, beammp)
function onPlayerAuth(player_name, role, isGuest, identifiers)
local ip = identifiers.ip
local beammp = identifiers.beammp or "N/A"
print("onPlayerAuth: player_name: " .. player_name .. " | role: " .. role .. " | isGuest: " .. tostring(isGuest) .. " | identifiers: ip: " .. ip .. " - beammp: " .. beammp)
end
```
`onPlayerAuth`会在玩家尝试加入时触发,详细信息请参考脚本文档中的[onPlayerAuth条目](../../../scripting/server/latest-server-reference/#onplayerauth)
以下是使用onPlayerAuth的另一个示例该示例将通过向客户端返回信息来禁止游客加入服务器返回的信息会直接显示给玩家
```lua
function onPlayerAuth(playerName, playerRole, isGuest, identifiers)
if isGuest then
return "No guests allowed, please use a BeamMP account"
end
end
```
关于BeamMP服务端函数的详细信息请查阅[最新版服务端技术文档](../../../scripting/server/latest-server-reference.md)
## 客户端 lua
该实现主要遵循[BeamNG扩展模块](https://documentation.beamng.com/modding/programming/extensions/)的技术规范。
```lua
local M = {}
if extensions.isExtensionLoaded("examplePlugin") then
log("E", "examplePlugin", "examplePlugin loaded on client side")
return
end
return M
```
终端输出提示examplePlugin已完成加载。
建议查阅[BeamNG调试输出官方文档](https://documentation.beamng.com/modding/programming/debugging/#a-add-a-log)获取详细说明
## modScript.lua
通常只包含两行
```lua
load('examplePlugin')
setExtensionUnloadMode('examplePlugin', 'manual')
```
如果你想在日志中看到你的modScript被BeamNG处理你可以添加一个日志打印
```lua
load('examplePlugin')
setExtensionUnloadMode('examplePlugin', 'manual')
log('I', 'modScript', "examplePlugin loaded")
```

View File

@@ -0,0 +1,45 @@
!!! 警告 "这个网站正在建设中!"
```
这个网站正在积极建设中。
觉得你能帮上忙吗?请用铅笔在右侧点击页面!
这也可以在任何页面上完成。
```
# 模组/游戏内脚本参考
BeamMP允许您创建自己的客户端插件。我们提供了一些功能你可以用它来与其他多人模式和其他玩家通过服务器进行通信。
# 函数列表
脚本可用函数列表:
函数 | 说明
--- | ---
`TriggerServerEvent("eventName", "data")` | 在服务器lua环境中触发事件两个参数都是字符串。
`TriggerClientEvent("eventName", "data")` | 在本地lua环境中触发事件两个参数都是字符串。有利于插件之间的通信。
`AddEventHandler("eventName", Function)` | 当`eventName`被接收时(本地或从服务器),`function`将获得1个参数一个包含事件数据的字符串。
# 代码片段
例如,使用包含的`ChatMessageIncluded`事件解析聊天,如下所示:
```lua
local function chatReceived(msg) -- Receive event with parameters
print("chat received: "..msg)
local i = string.find(s, ":") -- Find where our first ':' is, used to separate the sender and message
if i == nil then
print("error parsing message: separator could not be found!")
return -- Could not find separator, cancel function
end
print("index of separator: "..tostring(i))
local sender = string.sub(msg, 1, i-1) -- Substring our input to separate its 2 parts
local message = string.sub(msg, i+1, -1) -- Do whatever you want to with the message
print("sender: " .. sender)
print("message: ".. message)
end
AddEventHandler("ChatMessageReceived", chatReceived) -- Add our event handler to the list managed by BeamMP
```

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,220 @@
# 端口转发
!!! 风险 ":material-scale-balance: 免责声明:"
```
“端口转发存在风险”。
通过端口转发,你理解将家庭网络端口向公众开放的风险,因此无权追究 BeamMP 对你或你家庭可能发生的 任何 损害负责。
我们对任何外部链接服务或网站上的内容不承担任何责任。
<u>如果你不理解本指南,请考虑使用我们的合作伙伴提供的服务。</u>
```
!!! 警告
```
请确保你的路由器不是仅支持 4G/5G 的设备。如果是混合设备,请在本指南第 3 节中选择有线连接的适配器!
```
## 怎么设置端口转发
创建端口转发规则涉及一些详细的网络术语。在操作过程中,请准备记录一些笔记。
本指南共有 4 个主要步骤。
## 快速指南(更详细的指南见下文)
<div class="grid cards" markdown>
</div>
<ul data-md-type="list" data-md-list-type="unordered" data-md-list-tight="false">
<li data-md-type="list_item" data-md-list-type="unordered">
<p data-md-type="paragraph">:material-dns:{ .lg .middle } <strong data-md-type="double_emphasis">为你的电脑或设备分配一个静态 IP 地址</strong></p>
<hr data-md-type="hrule">
<p data-md-type="paragraph">这是为了防止你的设备 IP 发生变化,从而导致端口转发规则失效。</p>
<p data-md-type="paragraph"><a href="https://portforward.com/router.htm#1" data-md-type="link">:octicons-arrow-right-24: 查看你的路由器信息</a></p>
</li>
<li data-md-type="list_item" data-md-list-type="unordered">
<p data-md-type="paragraph">:material-router-wireless:{ .lg .middle } <strong data-md-type="double_emphasis">登录你的路由器</strong></p>
<hr data-md-type="hrule">
<p data-md-type="paragraph">通常可以通过查找默认网关IP 来完成,此 IP 可在命令提示符执行 <code data-md-type="codespan">ipconfig</code> 时找到,然后将其输入浏览器地址栏。</p>
</li>
<li data-md-type="list_item" data-md-list-type="unordered">
<p data-md-type="paragraph">:material-lan-connect:{ .lg .middle } <strong data-md-type="double_emphasis">将端口转发到你的电脑</strong></p>
<hr data-md-type="hrule">
<p data-md-type="paragraph">在路由器的网页界面中找到端口转发部分。大多数路由器会将端口转发部分列在网络Network、高级Advanced或局域网LAN下。</p>
</li>
<li data-md-type="list_item" data-md-list-type="unordered">
<p data-md-type="paragraph">:material-test-tube:{ .lg .middle } <strong data-md-type="double_emphasis">测试端口是否已正确转发</strong></p>
<hr data-md-type="hrule">
<p data-md-type="paragraph">使用像 CheckBeamMP 这样的工具测试规则是否生效。</p>
<div data-md-type="block_html">
<form action="https://check.beammp.com/api/v2/beammp" method="get" target="_blank">
<label for="ip">IP address:</label>
<input type="text" id="ip" name="ip"><br>
<label for="port">端口:</label>
<input type="text" id="port" name="port"><br>
<input type="submit" value="CheckBeamMP">
</form>
</div>
</li>
</ul>
<div data-md-type="block_html"></div>
## 详细指南
### 1. 分配静态 IP 地址
### 方法 1通过 DHCP 保留设置静态 IP 地址
在本地网络中设置静态 IP 地址的另一种方法是使用路由器的 DHCP 保留功能。并非所有路由器都具备此功能,因此这可能不适用于你。请使用你的路由器型号在网上搜索使用手册。
如果你已经完成此操作,请直接跳到 [第 2 步](port-forwarding.md#2-log-in-to-your-router)。
### 方法 2在 Windows 中分配静态 IP 地址
#### 1.1. 查找您当前的IP地址、网关和DNS服务器
在设置静态IP地址之前我们需要先了解您当前的网络设置。您可能需要记下这些信息因此请提前打开记事本窗口备用。这一步我们将使用命令提示符进行操作。
打开命令提示符。主要有以下三种方式:
- 按下Windows键然后输入“cmd”当看到“命令提示符”高亮显示时按Enter键。
<figure class="image image_resized" style="width:62%;" markdown=""> ![](../../assets/content/win11-open-cmd.png) </figure>
一旦您进入了命令提示符,运行以下命令:
```
ipconfig /all
```
你会看到大量数据。如果你有虚拟或多个网络适配器,那么你会看到更多数据。如果安装了 Hyper-V 或 Docker通常会出现许多虚拟适配器。
<figure class="image image_resized" style="width:62%;" markdown=""> ![](../../assets/content/win11-command-prompt-ipconfig-highlighted.png) </figure>
建议使用有线网络连接来运行此服务器,但无线连接也可正常工作。您需要在此列表中寻找具有活跃互联网连接的适配器。滚动列表并找到已分配默认网关的适配器,许多虚拟适配器通常没有默认网关。
以下是本地IPv4地址示例至少有一个适配器应具备这些地址。您需要记下适配器的信息。
- 192.168.x.x
- 10.x.x.x.
- 172.16.x.x - 172.31.x.x
子网掩码常见取值为255.255.255.0 <br>默认路由地址典型配置为192.168.0.1或192.168.1.1
!!! info "请注意" BeamMP 目前不支持使用 IPv6 协议托管服务器。
#### 1.2. 修改适配器设置
现在我们需要更改网络适配器的设置以便您的计算机能够维持当前分配的IP配置。访问网络设置的最快捷途径是
- 单击Windows键
- 输入“网络连接”,直到您看到“查看网络连接”。
- 按下回车键
<figure class="image image_resized" style="width:62%;" markdown=""> ![](../../assets/content/win11-start-menu-view-network-connections.png) </figure>
你会看到电脑上的网络连接列表。如果你安装了 Hyper-V 或 Docker可能会有很多适配器。请寻找任何不命名为 "Hyper-V" 的适配器。
<figure class="image image_resized" style="width:62%;" markdown=""> ![](../../assets/content/win11-network-connections.png) </figure>
右键点击您的适配器并选择属性。如果`互联网协议版本4`未被勾选,则表明此适配器选择有误,请更换其他适配器。
<figure class="image image_resized" style="width:62%;" markdown=""> ![](../../assets/content/win11-ethernet-properties-highlighted.png) </figure>
双击`互联网协议版本4`。将`自动获取IP地址`更改为`使用以下IP地址`
使用命令提示符ipconfig /all中的信息填写IP地址、子网掩码、默认网关和首选DNS服务器。
或者您也可以不使用当前DNS服务器而选择CloudFlare或Google提供的DNS服务器
- CloudFlare DNS: 1.1.1.1, 1.0.0.1
- Google DNS: 8.8.8.8, 8.8.4.4
<figure class="image image_resized" style="width:62%;" markdown=""> ![](../../assets/content/win11-network-settings-static-ip.png) </figure>
点击确定然后再次点击确定您的适配器现在已从DHCP更改为静态IP配置。请上网浏览以确认是否仍然保持互联网连接。如果无法连接请将设置改回自动获取IP地址并尝试下一种方法。
### 2. 登录您的路由器
既然您的设备已设置静态IP地址现在可以开始为BeamMP配置端口转发。
首先我们需要登录到您的路由器。之前您记录下来的设置中包括默认网关该地址即为您路由器的IP地址。
大多数路由器通过本地网页界面进行管理。要访问路由器的管理菜单和设置:
- 打开一个浏览器Firefox, Chrome 或 Edge应该都可以正常工作
- 在地址栏中输入您的默认网关IP地址例如 192.168.0.1 或 192.168.1.1,然后按回车键。
现在您应该能看到路由器的登录界面。并非所有路由器都需要登录,但大多数都需要。您需要知道路由器的用户名和密码。如果是首次登录,用户名和密码很可能仍为出厂默认值,或者在某些情况下会印在路由器的贴纸标签上。
以下是部分最常见的出厂默认用户名与密码列表:
用户名 | 密码
--- | ---
admin | admin
admin | password
{blank} | admin
{blank} | password
尝试使用admin、password等不同组合或直接留空输入框。*若提示留空,请尝试不填写任何内容。*
### 3. 创建转发规则
#### 3.1. 查找端口转发设置的地方
在路由器网页界面中找到端口转发设置区域。请通过点击页面顶部或左侧的选项卡或链接来浏览路由器菜单。大多数路由器会将端口转发功能列在"网络"、"高级"或"局域网"等分类下。留意查找以下关键词来定位该功能:
- 端口转发
- 转发
- 端口范围转发
- 虚拟服务器
- 应用程序 &amp; 游戏
- 高级配置/设置
- NAT
#### 3.2. 填写详细信息
找到路由器的端口转发设置后即可开始输入必要信息。路由器会提供输入区域用于填写需要转发的端口号以及对应的目标IP地址。若路由器同时显示内部端口和外部端口选项请确保填写相同的端口号以保持一致。
BeamMP 需要同时开放 UDP 和 TCP 协议的 30814 端口(除非您已在 [ServerConfig.toml](create-a-server.md#4-configuration) 配置文件中修改过此端口)。
!!! info "注意" <br>虽然默认端口为 **30814**您也可以选择1024至65535之间的其他端口号若使用非默认端口需自行记录。需要同时转发 **TCP****UDP** 协议。 <br>建议保持使用默认端口因此端口被本机其他服务占用的可能性极低。若需在同一台机器上部署多个服务器则每个服务器需使用不同端口例如服务器1使用30814服务器2使用30815
在某些路由器中您可能需要创建两条规则一条用于UDP另一条用于TCP而有些路由器则更便捷允许您通过单条规则同时设置两种协议
绝大多数路由器都设有“保存”按钮,而部分机型在更改生效前还需重启或复位系统。
### 4. 测试一下!
连接测试可通过以下几种不同方式进行。
我们推荐的方式是使用我们的工具 **CheckBeamMP**因为它能够检测BeamMP特有的问题和协议。
<form action="https://check.beammp.com/api/v2/beammp" method="get" target="_blank">
<label for="ip">IP address:</label>
<input type="text" id="ip" name="ip"><br>
<label for="port">Port:</label>
<input type="text" id="port" name="port"><br>
<input type="submit" value="CheckBeamMP">
</form>
可通过获取您的公网IPv4地址来实现该方法同样有几种不同的操作方式。主要方法是访问名为 [whatsmyip.org](https://whatsmyip.org/) 的网站这是一个能直接显示您公网IP地址的简易网站。您需要找到格式为 xxx.xxx.xxx.xxx 的IP地址。
访问以下链接并将“IP”替换为您的实际IPv4地址“Port”替换为您的服务器端口。请确保不留空格。https://check.beammp.com/api/v2/beammp/ip/port
!!! 成功 "status: ok"
```
若获得上述输出结果,即可加入您的服务器! 有两种连接方式:既可通过在端口转发工具中配置的详细信息直接连接,也可在服务器设置为"公开"状态下通过服务器列表加入。 由于您采用的是本地托管服务器,若服务器与游戏运行在同一台电脑上,请使用 127.0.0.1本地主机若服务器运行在局域网内的其他机器上则使用该服务器的局域网IPv4地址。
```
!!! 失败 "status: error"
```
如果连接完全失败您的ISP可能正在使用CGNAT运营商级网络地址转换。有关更多详细信息请查看[如何检查CGNAT](../FAQ/How-to-check-for-CGNAT.md),或者在我们的[Discord服务器](https://discord.gg/beammp)的`#support`频道中提交服务器支持工单我们的工作人员会处理您的工单如果您只看到TCP工作而UDP失败请再次检查防火墙和端口转发规则。
```

View File

@@ -0,0 +1,245 @@
# 服务器维护
有关如何配置和维护 BeamMP 服务器的指南、提示和技巧。
## 怎么安装
有关安装说明,请查看 [服务器安装](create-a-server.md).
## ServerConfig文件
服务器配置,即一个名为`ServerConfig.toml`的文件, 使用了 [TOML 格式](https://toml.io/en/).
*注意**旧的*服务器配置文件名为`Server.cfg`,但该文件已不再使用,若其仍存在服务器将发出警告。另请注意,两种配置格式**不**相互兼容。
该配置文件默认包含一个名为`[General]`的节,该节包含以下值:
Key | 值类型 | 描述
--- | --- | ---
Port | 1024-65535 | 服务器可访问的网络端口。(必须是唯一的,且不能被同一主机上的其他服务占用)
AuthKey | 认证密钥格式为`xxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx`其中所有x代表字母数字字符数字和字母。 | 用于通过后端识别公共集合服务器。
AllowGuests | true/false | 决定游客是否可以加入服务器。
LogChat | true/false | 当启用设置为“true”聊天消息会被记录在 server.log 文件中。
Debug | true /false | 当启用true将在日志中显示更多消息并提供更多信息。如果遇到问题请启用此选项。启用此选项将显著增加日志文件的大小。
Private | true/false | 当启用true您的服务器将不会显示在服务器列表中。任何拥有正确IP地址和端口的人仍然可以连接。
InformationPacket | true/false | 当启用true服务器将允许未经身份验证的客户端直接通过服务器获取与服务器列表中相同的信息。
Name | Any "text" | 在服务器列表中显示为您的服务器名称/标题。您可以使用特殊字符来为其添加颜色和样式。
Tags | 请参见下方允许的标签列表。 | 标签用于搜索 e.g. Police, Racing etc...
MaxCars | 数字永远 ≥ 1 | 每位玩家的最大车辆数量。玩家尝试生成的额外车辆将被立即删除。
MaxPlayers | 数字永远 ≥ 1 | 每个服务器的最大玩家数量。这不影响车辆数量。
Map | 需要一个有效的地图位置,例如`/levels/gridmap_v2/info.json` | 你的服务器将要托管的地图。必须默认安装(下方可找到列表)或作为服务器模组安装。
Description | 永远只能填写 "文本" | 在服务器列表中显示为服务器的描述(如果服务器是公开的)。你可以使用特殊字符来格式化这个描述,包括颜色和样式。
ResourceFolder | 有效的文件夹位置,例如 "D:\Server\BeamMP\Resources" | 便于将服务器和资源文件夹分开存储。
ImScaredOfUpdates | true/false | 这设置服务器在新版本发布时是否自动更新。
UpdateReminderTime | 任何带有s、min、h、d后缀的数字例如30s。 | 设置在终端中打印的更新提醒消息的间隔。
其他部分可以并且应该由服务器插件使用Lua API 即将推出),例如:`[MyMod]`
AuthKey **必须**由你自己来设置。<br>默认情况下它是空的,需要填入你之前安装步骤中获得的 AuthKey。<br>请勿将此密钥分享给任何人,在截图时要完全模糊处理此密钥。
### 所有原版地图名称
以下是所有原版地图:
- /levels/gridmap_v2/info.json
- /levels/johnson_valley/info.json
- /levels/automation_test_track/info.json
- /levels/east_coast_usa/info.json
- /levels/hirochi_raceway/info.json
- /levels/italy/info.json
- /levels/jungle_rock_island/info.json
- /levels/industrial/info.json
- /levels/small_island/info.json
- /levels/smallgrid/info.json
- /levels/utah/info.json
- /levels/west_coast_usa/info.json
- /levels/driver_training/info.json
- /levels/derby/info.json
### 自定义你的服务器名称外观
在服务器列表中,在你的文本前使用这些特殊符号,即可为该文本应用对应效果:
值 | 描述
:-: | ---
`^r` | 重设
`^p` | 换行(仅描述)
`^n` | 下划线
`^l` | 加粗
`^m` | 删除线
`^o` | 斜体字
`^0` | 黑色
`^1` | 蓝色
`^2` | 绿色
`^3` | 亮蓝色
`^4` | 红色
`^5` | 粉色
`^6` | 橙色
`^7` | 灰色
`^8` | 深灰色
`^9` | 亮紫色
`^a` | 亮绿色
`^b` | 亮蓝色
`^c` | 深橙色
`^d` | 亮粉色
`^e` | 黄色
`^f` | 白色
### 自定义您的服务器标签
标签可用于让人们搜索特定类型的服务器。 <br>你的 serverConfig.toml 将会自动生成带有 freeroam 标签的配置: <br>`Tags = "Freeroam"`
你可以添加多个标签,用逗号分隔 <br>`Tags = "Events,Offroad,lang:english"` <br>标签不区分大小写。
你可以从以下列表中选择:
- 年龄/内容:
- `Mature/18+`
- 游戏玩法类型:
- `Freeroam`
- `Roleplay`
- `Economy`
- `Traffic`
- 比赛类型:
- `Racing`
- `Racing:NASCAR`
- `Racing:Track`
- `Racing:Drag`
- `Racing:Rally`
- `Touge`
- 越野活动与挑战:
- `Offroad`
- `Crawling`
- `Dakar`
- `Challenge`
- 破坏事件:
- `Derby`
- `Arena`
- 天气与时间状况:
- `Snow/Ice`
- `Rain`
- `Night`
- `Weather`
- 游戏模式:
- `Gamemode`
- `Gamemode:Racing`
- `Gamemode:Rally`
- `Gamemode:Drag`
- `Gamemode:Derby`
- `Gamemode:Infection`
- `Gamemode:Cops-Robbers`
- `Gamemode:Delivery`
- `Gamemode:Sumo`
- 社区与活动:
- `Scenarios`
- `Events`
- `Leaderboard`
- 模组:
- `Modded`
- `Mod:BeamPaint`
- `Mod:BeamJoy`
- `Mod:CEI`
- 语言:
- `Lang:English`
- `Lang:Russian`
- `Lang:French`
- `Lang:Spanish`
- `Lang:Portuguese`
- `Lang:German`
- `Lang:Polish`
- `Lang:Arabic`
- 其他:
- `Vanilla`
- `Moderated`
如果某个标签不在此列表中,你可以提交请求要求添加 [在这里](https://forum.beammp.com/t/introducing-server-tags/1320081)
## Server.log 文件
此文件将在服务器运行时生成。它是你在运行服务器时控制台中看到的日志的镜像。 <br>每次需要向我们的支持人员寻求帮助时,都应附上此文件,而且它永远不会显示你的 AuthKey因此通常无需修改即可直接发送。
格式如下($ 前缀表示“变量”,详见下方说明):
```
[$DATE $TIME] $CONTEXT [$LOG_LEVEL] $MESSAGE
```
地点:
- `$DATE` 是消息的日期,例如 21/07/2021
- `$TIME` 是消息的时间,例如 11:05:23
- `$CONTEXT`(仅在调试模式下可见,主要与开发者相关)是消息的上下文,可能为以下之一:
- `(Player ID) “Player Name”`其中玩家的ID对管理非常有用
- 翻译 一个简短的名称,例如 “HeartbeatThread”
- `$LOG_LEVEL` 是消息重要性级别之一:
- `DEBUG`:仅在调试模式下可见,通常信息量很大,仅对开发者重要
- `INFO`:一般信息
- `LUA`:来自 Lua 插件的消息
- `WARN`:描述了通常不应该发生的事情。
- `ERROR`:发生了非常严重的问题,或者出现了完全意料之外的情况
- `FATAL`:发生了导致服务器关闭的事件
- `$MESSAGE` 消息本身,通常是你需要注意并理解的内容。 <br>在某些情况下它可能显得比较隐晦,但一般规则是:只要服务器表面上没有任何明显问题,也没有出现 ERROR那就一切正常。
## 更新服务器
### 为什么要更新服务器
每次发布新更新时,建议你更新服务器。通常这包括错误修复、稳定性提升和安全性改进,同时还会引入新的通用功能等。
要接收更新发布时的新闻,你可以:<br>关注 Discord 服务器的“update”频道 <br>在论坛上留意相关信息 <br>查看或询问 [GitHub releases 页面](https://github.com/BeamMP/BeamMP-Server/releases)
### 怎么更新服务器
#### 如果你正在使用 BeamMP 合作的托管服务提供商
如果你正在使用 BeamMP 合作的托管服务提供商,下面的说明很可能不适用。 <br>我们建议你等待托管服务提供商提供更多详细信息,或者直接联系他们寻求帮助。
#### 管理自己的服务器
服务器通过将旧的可执行文件替换为新的来更新。 <br>如果你不确定如何操作,下面提供了 Windows 和 Linux 的分步说明。
如果你是从源代码构建的,只需重新构建即可。 <br>在重新构建之前,请确保运行以下命令: <br>`git submodule update --init --recursive`
#### 在Windows中
1. 确保你已安装 [Visual C++ Redistributables](https://aka.ms/vs/17/release/vc_redist.x64.exe),以便运行服务器。
2. 前往 [BeamMP.com](https://beammp.com/) 并点击“Download Server”按钮。
3. 下载完成后,你应该会看到一个名为 `BeamMP-Server.exe` 的文件。我们将这个文件称为“新可执行文件”。
4. 前往你的当前 `BeamMP-Server.exe` 可执行文件所在的文件夹(通常也是 `ServerConfig.toml` 所在的同一文件夹)。我们将这个文件称为“旧可执行文件”。
5. 将旧的可执行文件替换为新的可执行文件(例如,通过复制或移动新可执行文件到该文件夹中)。
#### 在Linux中
1. 前往 [BeamMP.com](https://beammp.com/) 并点击“Download Server”按钮你将被重定向到服务器的 GitHub Releases 页面。
2. 下载适用于你发行版的正确版本。为方便起见,从现在起我们将它称为 `BeamMP-Server-xxx`,其中 `xxx` 表示你所使用发行版的对应版本。
3. 下载完成后,你应该会看到一个名为 `BeamMP-Server-xxx` 的文件(具体名称取决于你下载的版本)。 <br>我们将这个文件称为“新可执行文件”。
4. 前往你的当前 `BeamMP-Server-xxx` 可执行文件所在的文件夹(通常也是 `ServerConfig.toml` 所在的同一文件夹)。 <br>我们将这个文件称为“旧可执行文件”。
5. 将旧的可执行文件替换为新的可执行文件(例如,通过复制或移动新可执行文件到该文件夹中)。
6. 在你刚刚替换可执行文件的那个文件夹中打开终端,然后运行以下命令: <br>`sudo chmod +x BeamMP-Server-xxx` <br>这将确保服务器可以被运行。
### 自动更新
服务器(目前)不支持自动更新或更新通知。
不过,你可以通过向 GitHub API 查询最新 release 来检查服务器版本与标签的对比。 <br>你可以通过 GET 请求从以下地址获取: <br>`https://api.github.com/repos/BeamMP/BeamMP-Server/git/refs/tags`

View File

@@ -353,6 +353,8 @@ markdown_extensions:
- pymdownx.inlinehilite
- pymdownx.snippets
- pymdownx.superfences
- pymdownx.tabbed:
alternate_style: true
nav:
- Home: index.md
@@ -392,13 +394,16 @@ nav:
- Introduction: beamng/dev/index.md
- Programming:
- UI Apps (HTML): beamng/dev/modding/ui-apps.md
- IMGUI Windows (Lua): beamng/dev/modding/imgui-windows.md
- ImGui Window Tutorial: beamng/dev/modding/imgui-window-tutorial.md
- Lua Mods (Scripts): beamng/dev/modding/lua-mods.md
- Content:
- Maps: beamng/dev/content/maps.md
- Props: beamng/dev/content/props.md
- Vehicles: beamng/dev/content/vehicles.md
- Helpful Code Snippets: beamng/snippets.md
- Lua Code Snippets: beamng/lua-snippets.md
- CSS Code Snippets: beamng/css-snippets.md
- ImGui Code Snippets: beamng/imgui-snippets.md
- CEF Code Snippets: beamng/cef-snippets.md
- Scripting Reference:
- Mod (In-Game): scripting/mod-reference.md
- Server: