七日杀Liunx SteamCMD开服教程
服务器要求
- 服务器CPU主要用于数据分析和处理,解决运行容量问题。如果一款游戏有大量的页面和数据信息需要处理,建议选择8核以上的高性能CPU来保障游戏的稳定运行。现在多数游戏服务器都是选择i9系列高性能CPU,其多线程高主频的特性让服务器稳定性达到最佳。
- 运行内存是数据和信息的中转站,是决定七日杀游戏打开速率的关键因素。运行内存越大,可以使用的缓存文件越多,打开的速度越快。七日杀游戏还是比较吃内存的,按照一个玩家占用700兆左右,32G的内存大概可以50+人一起玩。
- 服务器硬盘主要用于存储游戏数据信息、用户数据等。对于一些游戏,由于缺乏数据和信息,可以选择较小的硬盘空间。随着七日杀游戏信息量的增加,硬盘容量也在不断升级和扩大。
- 一款游戏能同时承载多少玩家在线游戏取决于服务器带宽多少。七日杀游戏对带宽要求也偏高,一般来说20M带宽可以承载十几个玩家是没有问题的,但若是玩家在线数多,建议选择50M以上的带宽,带宽不够会导致游戏内卡顿。带宽是有监控软件实时监控着的,带宽不够用也可以随时补差升级。
安装环境
# Ubuntu 或 Debian
$ sudo apt-get update
$ sudo apt-get upgrade
# CentOS
$ yum update -y
$ yum upgrade -y
安装服务端
首先添加一个单独的用户
$ adduser 7dtd
安装依赖项
# Ubuntu
$ sudo apt-get install glibc.i686 libstdc++i686 -y
# CentOS
$ yum install glibc.i686 libstdc++i686 -y
安装终端复用器
根据个人喜好安装其中一个
Tmux
# Ubuntu
$ sudo apt-get install tmux
# CentOS
$ sudo yum install tmux
Screen
# Ubuntu
$ sudo apt install screen
#CentOS
$ yum install screen
切换用户
su - 7dtd
cd /home/steam
创建窗口
#Tmux
tmux new -s 7dtd
#Screen
screen -s 7dtd
下载SteamCMD
wget https://steamcdn-a.akamaihd.net/client/installer/steamcmd_linux.tar.gz
tar -xvzf steamcmd_liunx.tar.gz
下载服务端
./steamcmd.sh
login anonymous
force_install_dir /home/steam/7DaysToDieServer
app_update 294420 validate
exit
配置服务端
cd /home/steam/7DaysToDieServer
vi serverconfig.xml
<?xml version="1.0"?>
<ServerSettings>
<!-- GENERAL SERVER SETTINGS -->
<!-- Server representation -->
<property name="ServerName" value="Your Name"/> <!-- Whatever you want the name of the server to be. -->
<property name="ServerDescription" value="This server is built using JonasLu.com's tutorial !"/> <!-- Whatever you want the server description to be, will be shown in the server browser. -->
<property name="ServerWebsiteURL" value="JonasLu.com"/> <!-- Website URL for the server, will be shown in the serverbrowser as a clickable link -->
<property name="ServerPassword" value=""/> <!-- Password to gain entry to the server -->
<property name="ServerLoginConfirmationText" value="This server is built using JonasLu.com's tutorial ! Contact with JonasLu.com! No cheating!" /> <!-- If set the user will see the message during joining the server and has to confirm it before continuing. For more complex changes to this window you can change the "serverjoinrulesdialog" window in XUi -->
<!-- Networking -->
<property name="ServerPort" value="26900"/> <!-- Port you want the server to listen on. Keep it in the ranges 26900 to 26905 or 27015 to 27020 if you want PCs on the same LAN to find it as a LAN server. -->
<property name="ServerVisibility" value="2"/> <!-- Visibility of this server: 2 = public, 1 = only shown to friends, 0 = not listed. As you are never friend of a dedicated server setting this to "1" will only work when the first player connects manually by IP. -->
<property name="ServerDisabledNetworkProtocols" value="SteamNetworking"/> <!-- Networking protocols that should not be used. Separated by comma. Possible values: LiteNetLib, SteamNetworking. Dedicated servers should disable SteamNetworking if there is no NAT router in between your users and the server or when port-forwarding is set up correctly -->
<property name="ServerMaxWorldTransferSpeedKiBs" value="512"/> <!-- Maximum (!) speed in kiB/s the world is transferred at to a client on first connect if it does not have the world yet. Maximum is about 1300 kiB/s, even if you set a higher value. -->
<!-- Slots -->
<property name="ServerMaxPlayerCount" value="10"/> <!-- Maximum Concurrent Players -->
<property name="ServerReservedSlots" value="0"/> <!-- Out of the MaxPlayerCount this many slots can only be used by players with a specific permission level -->
<property name="ServerReservedSlotsPermission" value="100"/> <!-- Required permission level to use reserved slots above -->
<property name="ServerAdminSlots" value="0"/> <!-- This many admins can still join even if the server has reached MaxPlayerCount -->
<property name="ServerAdminSlotsPermission" value="0"/> <!-- Required permission level to use the admin slots above -->
<!-- Admin interfaces -->
<property name="ControlPanelEnabled" value="true"/> <!-- Enable/Disable the web control panel -->
<property name="ControlPanelPort" value="8080"/> <!-- Port of the control panel webpage -->
<property name="ControlPanelPassword" value="CHANGEME"/> <!-- Password to gain entry to the control panel -->
<property name="TelnetEnabled" value="true"/> <!-- Enable/Disable the telnet -->
<property name="TelnetPort" value="8081"/> <!-- Port of the telnet server -->
<property name="TelnetPassword" value="1234567890"/> <!-- Password to gain entry to telnet interface. If no password is set the server will only listen on the local loopback interface -->
<property name="TelnetFailedLoginLimit" value="10"/> <!-- After this many wrong passwords from a single remote client the client will be blocked from connecting to the Telnet interface -->
<property name="TelnetFailedLoginsBlocktime" value="10"/> <!-- How long will the block persist (in seconds) -->
<property name="TerminalWindowEnabled" value="true"/> <!-- Show a terminal window for log output / command input (Windows only) -->
<!-- Folder and file locations -->
<property name="AdminFileName" value="serveradmin.xml"/> <!-- Server admin file name. Path relative to the SaveGameFolder -->
<!-- <property name="UserDataFolder" value="absolute path" /> --> <!-- Use this to override where the server stores all generated data, including RWG generated worlds. Do not forget to uncomment the entry! -->
<!-- <property name="SaveGameFolder" value="absolute path" /> --> <!-- Use this to only override the save game path. Do not forget to uncomment the entry! -->
<!-- Other technical settings -->
<property name="EACEnabled" value="true"/> <!-- Enables/Disables EasyAntiCheat -->
<property name="HideCommandExecutionLog" value="1"/> <!-- Hide logging of command execution. 0 = show everything, 1 = hide only from Telnet/ControlPanel, 2 = also hide from remote game clients, 3 = hide everything -->
<property name="MaxUncoveredMapChunksPerPlayer" value="131072"/> <!-- Override how many chunks can be uncovered on the ingame map by each player. Resulting max map file size limit per player is (x * 512 Bytes), uncovered area is (x * 256 m虏). Default 131072 means max 32 km虏 can be uncovered at any time -->
<property name="PersistentPlayerProfiles" value="false" /> <!-- If disabled a player can join with any selected profile. If true they will join with the last profile they joined with -->
<!-- GAMEPLAY -->
<!-- World -->
<property name="GameWorld" value="Navezgane"/> <!-- "RWG" (see WorldGenSeed and WorldGenSize options below) or any already existing world name in the Worlds folder (currently shipping with e.g. "Navezgane", "PREGEN01", ...) -->
<property name="WorldGenSeed" value="asdf"/> <!-- If RWG this is the seed for the generation of the new world. If a world with the resulting name already exists it will simply load it -->
<property name="WorldGenSize" value="4096"/> <!-- If RWG this controls the width and height of the created world. It is also used in combination with WorldGenSeed to create the internal RWG seed thus also creating a unique map name even if using the same WorldGenSeed. Has to be between 2048 and 16384, though large map sizes will take long to generate / download / load -->
<property name="GameName" value="My Game"/> <!-- Whatever you want the game name to be. This affects the save game name as well as the seed used when placing decoration (trees etc) in the world. It does not control the generic layout of the world if creating an RWG world -->
<property name="GameMode" value="GameModeSurvival"/> <!-- GameModeSurvival -->
<!-- Difficulty -->
<property name="GameDifficulty" value="2"/> <!-- 0 - 5, 0=easiest, 5=hardest -->
<property name="BlockDamagePlayer" value="110" /> <!-- How much damage do players to blocks (percentage in whole numbers) -->
<property name="BlockDamageAI" value="90" /> <!-- How much damage do AIs to blocks (percentage in whole numbers) -->
<property name="BlockDamageAIBM" value="90" /> <!-- How much damage do AIs during blood moons to blocks (percentage in whole numbers) -->
<property name="XPMultiplier" value="100" /> <!-- XP gain multiplier (percentage in whole numbers) -->
<property name="PlayerSafeZoneLevel" value="5" /> <!-- If a player is less or equal this level he will create a safe zone (no enemies) when spawned -->
<property name="PlayerSafeZoneHours" value="5" /> <!-- Hours in world time this safe zone exists -->
<!-- -->
<property name="BuildCreate" value="false" /> <!-- cheat mode on/off -->
<property name="DayNightLength" value="60" /> <!-- real time minutes per in game day: 60 minutes -->
<property name="DayLightLength" value="18" /> <!-- in game hours the sun shines per day: 18 hours day light per in game day -->
<property name="DropOnDeath" value="3" /> <!-- 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only, 4 = delete all -->
<property name="DropOnQuit" value="0" /> <!-- 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only -->
<property name="BedrollDeadZoneSize" value="15" /> <!-- Size (box "radius", so a box with 2 times the given value for each side's length) of bedroll deadzone, no zombies will spawn inside this area, and any cleared sleeper volumes that touch a bedroll deadzone will not spawn after they've been cleared. -->
<property name="BedrollExpiryTime" value="45" /> <!-- Number of days a bedroll stays active after owner was last online -->
<!-- Performance related -->
<property name="MaxSpawnedZombies" value="54" /> <!-- This setting covers the entire map. There can only be this many zombies on the entire map at one time. Changing this setting has a huge impact on performance. -->
<property name="MaxSpawnedAnimals" value="55" /> <!-- If your server has a large number of players you can increase this limit to add more wildlife. Animals don't consume as much CPU as zombies. NOTE: That this doesn't cause more animals to spawn arbitrarily: The biome spawning system only spawns a certain number of animals in a given area, but if you have lots of players that are all spread out then you may be hitting the limit and can increase it. -->
<property name="ServerMaxAllowedViewDistance" value="10" /> <!-- Max viewdistance a client may request (6 - 12). High impact on memory usage and performance. -->
<!-- Zombie settings -->
<property name="EnemySpawnMode" value="true" /> <!-- Enable/Disable enemy spawning -->
<property name="EnemyDifficulty" value="0" /> <!-- 0 = Normal, 1 = Feral -->
<property name="ZombieMove" value="0" /> <!-- 0-4 (walk, jog, run, sprint, nightmare) -->
<property name="ZombieMoveNight" value="1" /> <!-- 0-4 (walk, jog, run, sprint, nightmare) -->
<property name="ZombieFeralMove" value="2" /> <!-- 0-4 (walk, jog, run, sprint, nightmare) -->
<property name="ZombieBMMove" value="3" /> <!-- 0-4 (walk, jog, run, sprint, nightmare) -->
<property name="BloodMoonFrequency" value="7" /> <!-- What frequency (in days) should a blood moon take place. Set to "0" for no blood moons -->
<property name="BloodMoonRange" value="0" /> <!-- How many days can the actual blood moon day randomly deviate from the above setting. Setting this to 0 makes blood moons happen exactly each Nth day as specified in BloodMoonFrequency -->
<property name="BloodMoonWarning" value="8" /> <!-- The Hour number that the red day number begins on a blood moon day. Setting this to -1 makes the red never show. -->
<property name="BloodMoonEnemyCount" value="9" /> <!-- This is the number of zombies that can be alive (spawned at the same time) at any time PER PLAYER during a blood moon horde, however, MaxSpawnedZombies overrides this number in multiplayer games. Also note that your game stage sets the max number of zombies PER PARTY. Low game stage values can result in lower number of zombies than the BloodMoonEnemyCount setting. Changing this setting has a huge impact on performance. -->
<!-- Loot -->
<property name="LootAbundance" value="100" /> <!-- percentage in whole numbers -->
<property name="LootRespawnDays" value="15" /> <!-- days in whole numbers -->
<property name="AirDropFrequency" value="72"/> <!-- How often airdrop occur in game-hours, 0 == never -->
<property name="AirDropMarker" value="true"/> <!-- Sets if a marker is added to map/compass for air drops. -->
<!-- Multiplayer -->
<property name="PartySharedKillRange" value="100"/> <!-- The distance you must be within to receive party shared kill xp and quest party kill objective credit. -->
<property name="PlayerKillingMode" value="2" /> <!-- Player Killing Settings (0 = No Killing, 1 = Kill Allies Only, 2 = Kill Strangers Only, 3 = Kill Everyone) -->
<!-- Land claim options -->
<property name="LandClaimCount" value="1"/> <!-- Maximum allowed land claims per player. -->
<property name="LandClaimSize" value="41"/> <!-- Size in blocks that is protected by a keystone -->
<property name="LandClaimDeadZone" value="30"/> <!-- Keystones must be this many blocks apart (unless you are friends with the other player) -->
<property name="LandClaimExpiryTime" value="9"/> <!-- The number of days a player can be offline before their claims expire and are no longer protected -->
<property name="LandClaimDecayMode" value="0"/> <!-- Controls how offline players land claims decay. 0=Slow (Linear) , 1=Fast (Exponential), 2=None (Full protection until claim is expired). -->
<property name="LandClaimOnlineDurabilityModifier" value="4"/> <!-- How much protected claim area block hardness is increased when a player is online. 0 means infinite (no damage will ever be taken). Default is 4x -->
<property name="LandClaimOfflineDurabilityModifier" value="4"/> <!-- How much protected claim area block hardness is increased when a player is offline. 0 means infinite (no damage will ever be taken). Default is 4x -->
<property name="LandClaimOfflineDelay" value="0"/> <!-- The number of minutes after a player logs out that the land claim area hardness transitions from online to offline. Default is 0 -->
<!-- There are several game settings that you cannot change when starting a new game.
You can use console commands to change at least some of them ingame.
setgamepref BedrollDeadZoneSize 30 -->
</ServerSettings>
启动服务器
cd ~/7DaysToDieServer
./startserver.sh -configfile=serverconfig.xml