ConnectServer.ini
Primary configuration file for ConnectServer. All keys live under a single [ConnectServerInfo] section.
File Location#
ConnectServer/ConnectServer.ini
Loaded once at startup. Changes require a ConnectServer restart.
Configuration#
All keys belong to section [ConnectServerInfo].
| Key | Type | Default | Effect |
|---|---|---|---|
ConnectServerPortTCP | int | 44405 | TCP port clients connect to for the server list. Must match the port the launcher hands off to the client. Exposed to the internet. |
ConnectServerPortUDP | int | 55557 | UDP port that receives heartbeats from JoinServer and every GameServer. Must match the ConnectServerPort value in JoinServer's JoinServer.ini and each GameServer's GameServerInfo - Common.dat. Internal traffic only; do not expose. |
MaxIpConnection | int | 0 | Maximum simultaneous client connections allowed from a single source IP. See MaxIpConnection below. |
LicenseKey | string | (empty) | License token tied to this ConnectServer instance. Required; empty or invalid prevents startup. |
ControlPort | int | 55993 | TCP port for the Axiom Server Manager control channel (status, logs, commands, graceful shutdown). 0 = off. |
ControlKey | string | (empty) | Shared password for the control channel. Must match this instance's ControlKey in the Server Manager. Empty = no password. |
ControlBind | IP | 127.0.0.1 | Address the control channel listens on. 127.0.0.1 = only this machine can connect. Not in the shipped file; add the line to change it. |
ControlInstance | string | (empty) | Label shown in the Server Manager to tell instances apart. Not in the shipped file; add the line to set it. |
MaxIpConnection#
Limits how many TCP connections a single source IP can hold at once against ConnectServer.
| Value | Behavior |
|---|---|
0 | Blocks every connection. Never set to 0 in a live deployment. |
1 to N | Allows up to N simultaneous connections from each IP. Additional connections are rejected at accept time. |
Tune based on expected NAT'd clients sharing a public IP:
10is reasonable for residential connections- Higher values (e.g.
50) suit LAN cafes or networks where many players share one gateway - Lower values tighten per-IP scraping/bot pressure at the cost of legitimate shared-IP users
Port Exposure#
| Port | Protocol | Who connects | Expose to internet |
|---|---|---|---|
ConnectServerPortTCP | TCP | Game clients | Yes |
ConnectServerPortUDP | UDP | JoinServer + GameServers | No |
ControlPort | TCP | Axiom Server Manager | No |
Block ConnectServerPortUDP at the edge; only JS and GS hosts should reach it.
Important Behavior#
- Missing or unreadable
ConnectServer.inileavesLicenseKeyempty, which aborts startup before any socket opens - If any port key is absent, the default value from the table above is used; the sockets still open on those defaults
- If
MaxIpConnectionis absent from the file, the default is0and all connections are blocked LicenseKeyis validated online at startup; activation failure aborts startup with no offline grace at that point. Once activated, runtime heartbeats have a grace window- File is read with the Windows INI parser - quotes, trailing spaces, and BOM can cause silent value truncation
Examples#
[ConnectServerInfo]
ConnectServerPortTCP = 44405
ConnectServerPortUDP = 55557
MaxIpConnection = 10
LicenseKey = YOUR-KEY-HERE
[ConnectServerInfo]
ConnectServerPortTCP = 44405
ConnectServerPortUDP = 55557
MaxIpConnection = 3
LicenseKey = YOUR-KEY-HERE
Common Issues#
- Every client fails to connect -
MaxIpConnectionis0or missing from the file - Legitimate players rejected at high traffic times - NAT pool sharing a public IP exceeds
MaxIpConnection; raise it - JoinServer shows offline despite running -
ConnectServerPortUDPon this server does not match theConnectServerPortset in JoinServer.ini - Port already in use at startup - another process is bound to
ConnectServerPortTCPorConnectServerPortUDP - Server Manager cannot connect to ConnectServer -
ControlPortis0, orControlKeydiffers from the one set in the Server Manager