These pages cover each option and tools available in settings for the LANCommander server application.
Sets the theme for the entire application. Defaults to dark mode.
The server will query the IGDB API to grab metadata (tags, genres, description, etc). Populate the Client ID and Client Secret fields after registering an account with IGDB.
For more information, visit the IGDB API documentation.
The Users section is where you can see all registered users on your server. For each user you can use the action buttons to:
Roles are used to create groups of users and are most commonly used to restrict access to specific game collections. The game restriction is additive, or rather if a user is in two different roles that have different collections assigned, the user will have access to all games from the collections.
A default role can also be set. This controls what role users are assigned when they register an account on the server.
On the initial setup of LANCommander, a role called "Administrator" is created. This role should only be assigned to administrative users. Any users within this role have full capabilities to manage/edit games and control your server.
When this switch is enabled, users will only be able to authenticate after their registration has been approved in the Users section by a user in the "Administrator" role.
This is used in part to generate authentication tokens for clients. If you suspect someone's token has been hijacked, you can change this value to generate tokens using a new secret.
This field sets how long an authentication token is valid for, or rather how often users may have to authenticate.
These settings dictate how complex a user's password has to be in order to register or reset their password.
LANCommander has the ability to store your users' game saves, similar to how other platforms' "Cloud Saves" functionality behaves. In this section, you can determine where on the server these saves are stored, how large they can be, and how many saves per game a single user can have.
Archives are what LANCommander calls compressed files (only ZIP is supported at the moment) that store a game's install files.
Experimental. Allows subsequent archive uploads for a game to be combined into smaller archives in order to save disk space on the server.
Enabling this will allow anonymous access to the API routes that can be used to download archives. This may be helpful when putting LANCommander behind an HTTP cache.
In order to optimize how archives are uploaded, they are transmitted in chunks to the server. Raising the default value may result in faster uploads, but may consume more server resources.
Set where all archives get stored after upload.
Set where all media gets stored upon upload.
The maximum size media file that can be uploaded to the server.
When searching for media, the server can automatically scrape official Steam pages and SteamGridDB. For the latter, an API key is required. Your API key can be found over on your SteamGridDB profile.
The LANCommander server has a built-in IPX relay that is most commonly used by DOSBox for connecting clients on a TCP/IP network. DOSBox has the ability to take IPX packets and wrap them in a UDP packet. An IPX relay keeps track of connected clients and routes them to the appropriate client. For more information, consult the DOSBox wiki.
Within LANCommander's IPX relay settings you can configure the host that is broadcast as the server, the port used, and if connections and traffic should be logged.
The default storage location for servers. This is currently only used to determine where imported servers will be uploaded.
The LANCommander server has the ability to broadcast its connection details to clients on the same subnet using UDP packet broadcasting. This enables the launcher to discover your server within your LAN.
This is the name of the server that is broadcast as part of the connection details.
This field allows you to manually specify the server address that is broadcasted. This is commonly used to reflect the server's hostname or provide the external connection address to any clients on the same network for remote access later on.
Clicking the Recalculate button will scan through all files tracked by the database and recalculate their file size.
In order to server multiple clients quickly, there is a cached list of games that is sent to the launcher on sync. This tool will clear that cache so the next request is pulled directly from the database.
Check for any client releases for the current version and download them to this server.
This tool will list any tracked archives in the system that are missing their backing file in the archive storage path.
Find and delete any files that don't exist in the database and may be taking up unnecessary disk space. This will help find any file uploads that may have failed part way through.
List and delete any active user play sessions.
Fix any CMS page routes that seem to be out of date or corrupt.
The location in which log files are generated and stored.
The period in which logs are rotated to a new file.
The maximum count of log files to keep before deleting.
The location in which to store downloaded launcher archives.
Allow clients to download updates directly from the server instead of going out to the web.
From this section you can see previous updates as well as automatically update to the latest version.
For Docker users, it is recommended to pull the new container from
latest
instead of using the updater.