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SETUP

Configure server connections

Connect the three server services using matching codes, ports, private addresses, and map routes.

3 minute read·Guide

Use the correct files

Finish Database setup. These are the current source filenames; use the package mapping below for older Season 6 releases.

  • 2. ConnectServer\ConnectServer.ini — client TCP and internal UDP listeners.
  • 2. ConnectServer\ServerList.xml — advertised channels.
  • Data\Server\MapServerInfo.xml — channel groups and map destinations.
  • 3. GameServer\GameServer.ini — this process’s identity and service connections.

Match the package layout

Current Kantru source uses DataServer.ini and AllowedIPList.xml beside DataServer, ConnectServer.ini and ServerList.xml beside ConnectServer, and Data\Server\MapServerInfo.xml. Older Season 6 packages instead use IGCDS.ini, IGC_AllowedIPList.xml, IGCCS.ini, IGC_ServerList.xml, and IGCData\IGC_MapServerInfo.xml. Use the set shipped with your executable; renaming files does not upgrade a package. Numbered service folders in these examples refer to the corresponding folder in your installation.

1. Configure ConnectServer

  1. Open ConnectServer.ini. Keep TCP_PORT=44405 or record your chosen client port. This is the port later entered in ServerInfo.bmd.
  2. Keep UDP_PORT=55667 for internal announcements. Each GameServer’s ConnectServerPort must match this UDP port, not the client TCP port.
  3. In ServerList.xml, match the regular entry to its GameServer: normally Code=0, Port=56900, and Visible=1. Set IP to the address players can reach.
  4. Use 127.0.0.1 only for a test entirely on one PC. Use the host’s LAN IPv4 address for LAN players, or its public IPv4 address for Internet players. Configure external access with Firewall rules.

2. Match GameServer.ini

  1. Set ServerCode and GameServerPort to the same Code and Port as the channel entry. Every running GameServer must have a unique code and listening port.
  2. For services on one machine, set JoinServerIP, DataServer1IP, ExDBIP, and ConnectServerIP to 127.0.0.1. For separate machines, use their private service addresses.
  3. Match JoinServerPort to DataServer’s JoinServerPort (56970), DataServer1Port to DataServerPort (56960), and ExDBPort to ExDataServerPort (56906). Match ConnectServerPort to UDP_PORT (55667).
  4. Retain the ServerType required by your executable. A universal Regular + Siege build and a separate Regular/Siege pair need different routing; renaming the channel does not change its capabilities.

3. Match MapServerInfo.xml

  1. In ServerList, match each Code, IP, and Port to ServerList.xml. Keep the same Group for channels that transfer characters between one another.
  2. Preserve the matching release’s ServerInfo version and serial when present. If the required entry is missing, recover it from the matching package or ask Support; do not invent values from another release.
  3. Keep the supplied routing for the executable type. A universal build may use an empty ServerMapping section; a split Siege configuration needs explicit routes.
  4. For split routing, every DestServerCode must refer to a configured, running destination. MoveAble=0 routes the map elsewhere; its hosting destination uses MoveAble=1 and DestServerCode=-1.
  5. Do not import later-season Market, Arca, Instance, or BattleCore entries. Use Add a sub-server for another ordinary channel.

4. Start and isolate failures

  • Start DataServer, then ConnectServer, then GameServer. Wait for each to finish loading.
  • Registration failure: compare the internal IP/port pairs and DataServer’s AllowedIPList.xml. Allow the actual private source IP of the GameServer.
  • Missing channel: check Visible=1, matching server codes, and successful announcements to ConnectServer.
  • Disconnect on map transfer: inspect the destination code, running process, advertised IP/port, and firewall. A hidden Siege server still needs a reachable player port for transfers.

Continue

Next: Configure the game client.

Reference: IGCN — Map configuration. These instructions use the Season 6 file layout; keep configuration files and tools from the same release.