# Your own master `iw4l-master` is a relay and server browser, not a game server: the host's client simulates the match. It pulls in no engine dependency, so a VPS needs no assets and no GPU. Publishing our own releases: [`DEPLOY.md`](DEPLOY.md). ## Install — from the machine with the clone; the VPS needs only ssh ```bash cargo xtask master install root@203.0.113.7 --name us-ny --port 4433 cargo xtask master logs us-ny --since 10min ``` `install` mints a CA and server certificate under `~/.iw4l/` (or `--ca DIR`), builds a static binary, writes `iw4l-master-.service` and starts it. Binary and served `updates/` live in `/usr/local/lib/iw4l-`, certificates in `/etc/iw4l-`. It writes `.iw4l-server` into the root folder (`IW4L_GAMES`), where the game lists it and `make deploy ` publishes to it ([`DEPLOY.md`](DEPLOY.md)); an existing file there is kept. The CA key never leaves the local machine. `master update|status|logs|uninstall ` read that root descriptor and act on whichever unit serves its port. `update` restarts only when the binary changed; uninstall retains certificates and the descriptor. ## TLS identity The descriptor supplies `master.address`, `master.server_name` and an embedded CA. The client trusts that CA and verifies the server name independently of the connection address. Install uses the fixed label `iw4l-`, so the certificate can follow the installation to a new VPS. The certificate also covers the VPS host; a descriptor may use that host as its TLS name instead. For IP targets this retains CA and IP verification without sending a synthetic DNS label as SNI, which preserves the intended address through proxies that inspect QUIC names and replace destinations ([Xray sniffing configuration](https://xtls.github.io/config/inbound.html)). ## What it records — nothing on disk Rooms, the advertised match name, peers and room membership live in `ServiceState` in memory, gone when the room closes or the process restarts. No account, history, analytics or telemetry. What survives is the systemd journal — startup and failures, not matches or players — under the VPS's own `journald` retention. Peer IPs are visible to the kernel and to any packet capture on that host while a connection is open, as with any server. Run it for others and that is the honest description: it forwards packets and vouches for nobody. ## Hand out to players Give players a trusted `community.iw4l-server` and the self-updating `iw4l.exe`: ```toml schema = 1 name = "IW4L Community" [master] address = "203.0.113.7:4433" server_name = "iw4l-us-ny" [updates] url = "https://203.0.113.7:4433/updates/manifest.toml" ca_pem = """ -----BEGIN CERTIFICATE----- ... public iw4l-ca.pem contents ... -----END CERTIFICATE----- """ ``` Both TCP and UDP allocations must be open. `serve --updates PATH` selects the static update directory; its default is `./updates`. Upload the release blob before atomically replacing `manifest.toml`; see [`DEPLOY.md`](DEPLOY.md). A community descriptor is required for master networking. Address, TLS name and CA come only from that file. On Linux, selecting a descriptor retains the locally built executable and skips the Windows update flow. `IW4L_COMMUNITY` selects a descriptor next to the executable (an absolute path is also accepted). | Setting | What it changes and when to set it | | --- | --- | | `IW4L_MASTER_HOST_NAME` | The room name other players see. To host via `map`, set a name that is not empty or only whitespace, and leave `IW4L_MASTER_JOIN` unset. Names can occupy at most 48 UTF-8 bytes. Hosting through the menu uses `iw4l host` if the name is unset. Joining through the menu needs no host name. | | `IW4L_MASTER_MAX_PLAYERS` | The room capacity, **including the host**. Optional; defaults to `18`. Set an integer from `2` through `18` to limit the room size. It is read only when creating a room, via `map` or the menu; invalid values prevent room creation rather than being clamped. | | `IW4L_MASTER_PASSWORD` | The room password for command-line hosting and joining. Lobby settings can set, change or remove it; joining a protected room through the menu prompts for it. | The host can start a match with: ```bash make map mp_boneyard IW4L_MASTER_HOST_NAME='Friday match' IW4L_MASTER_MAX_PLAYERS=8 ``` Other players open `make menu` and select the room, including rooms marked `IN MATCH`. Joining an ongoing match loads its current map; password, capacity and installed-content checks still apply. Master networking needs MW2 multiplayer data; it is disabled during demo replay. When a setting appears in more than one place: * **Direct game launch:** existing environment values win. The game loads one `.env`: next to its binary first, otherwise the first found from the working directory upwards. It fills only unset variables; files are not merged. * **GNU make recipes (without `-e`):** command-line assignments as above win over the repository `.env`, which wins over inherited environment values for keys it defines. The Makefile exports these values to the game. See GNU make's [environment rules](https://www.gnu.org/software/make/manual/html_node/Environment.html). * **Community launch:** the selected descriptor supplies master address, TLS name and CA. See [`WINDOWS.md`](WINDOWS.md) for selection and updating.