Theme
Ports, LAN & firewall
| Port (default) | Protocol | Config key | Used by | Purpose |
|---|---|---|---|---|
30120 | TCP (HTTP) | httpPort | Launcher | /info, resource manifest and downloads. Players type this port for direct connect. |
30121 | TCP (raw, JSON lines) | gamePort | Client in game (wildm_net) | Player sync |
7777 | TCP (HTTP) | — | Launcher, game servers, browsers | The WFX.re master server (development default; not something a game server owner runs) |
Both game server ports must be reachable by players. If HTTP works but the game port does not, players get through the download and launch, then see En jeu, mais pas connecté au serveur de jeu.
Ports refused by the launcher
The launcher downloads with fetch, which refuses a list of "unsafe" ports (for example 6000, 6665–6669). Use the defaults or other high ports.
On a LAN
- Start the server on a PC of the LAN. It detects its private IPv4 address automatically and prints it (
http http://192.168.x.y:30120). - Allow Node.js through Windows Firewall on private networks when Windows asks, or add inbound rules for TCP 30120 and 30121.
- Players join with direct connect:
> 192.168.x.y:30120. Or, if the server has a key and the master is reachable, from the list — the address announced is the LAN address.
See the LAN server guide for the full walkthrough.
On the internet
- Forward TCP
httpPortandgamePorton your router to the server PC. - Set
WILDM_HOSTto your public IP or hostname. Otherwise the server announces its LAN address (192.168.…) to the master, and players outside your network cannot reach it. - The master records the
hostfrom the heartbeat; if none is sent it uses the IP the heartbeat came from.
Limits
- One TCP line is limited by a 64 KB receive buffer per connection; a client that sends more without a newline is disconnected.
- The player list is broadcast to every connected player 10 times per second.