--- /dev/null
+# Sample ggzd configuration file
+#
+# This file must be copied to 'ggzd.conf' or otherwise ggzd's compiled-
+# in values are used! Those are not necessarily the same as the commented
+# values in this file.
+# It will save ggzd.conf from being overwritten. This behaviour was
+# introduced with GGZ 0.0.14.
+#
+# Note:
+# Items marked "Not Implemented" won't work yet, and any options may be
+# revised or eliminated in future versions! 'Nuff said.
+#
+# Case of variable names is ignored, AddGame, addgame and ADDGAME are
+# all equivalent variable names. Whitespace is ignored except WITHIN
+# the RHS of a configuration option. Trailing whitespace is trunced.
+#
+# The '=' sign is optional.
+
+############################################################################
+# General Server Options
+############################################################################
+
+[General]
+
+# Server name
+# This is the server name as reported to clients
+#ServerName = GGZ server
+
+# Administrators name
+# This is the administrator name reported to clients
+#AdminName = Honest Harry
+
+# Administrators email
+# This is the email contact address reported to clients
+#AdminEmail = hharry@example.com
+
+# Port option
+# Uncomment to specify a port other than the default (5688)
+Port = 5688
+# It is possible to restrict access to one interface
+#Interface = 127.0.0.1
+
+# SQL database connection options
+# If a SQL database is used as opposed to a flat embedded
+# database, this block must be configured. DatabaseType
+# is only relevant for the DBI backend.
+#DatabaseHost = localhost
+#DatabaseName = ggz
+#DatabaseUsername = ggzd
+#DatabasePassword = ggzd
+# DatabaseType: pgsql, mysql, sqlite, ...
+DatabaseType = db4
+# Database hashing: plain, md5, sha1 or ripemd160
+#DatabaseHashing = plain
+# Database hash encoding: base64 or base16 (defaults to base64)
+#DatabaseHashEncoding = base64
+
+# Transport Layer Security options
+#EncryptionUse = 0
+#EncryptionPassword = ggzrocksmore
+#EncryptionKey = /usr/etc/ggzsite-example.pem
+#EncryptionCert = /usr/etc/ggzsite-example.pem
+
+# Announcements (none by default), metaserver must point to a GGZ metaserver
+#AnnounceLAN = 1
+#AnnounceMetaserver = localhost
+#AnnounceMetaserverUsername = ggzd
+#AnnounceMetaserverPassword = ggzd
+
+# Reconfiguration in case of room changes
+#ReconfigureRooms = 1
+
+############################################################################
+# Logging Options
+############################################################################
+
+[Logs]
+
+# DumpFile
+# Dumps the complete network protocol traffic
+# DumpFile can be either a filename, or 'stdout'/'stderr'
+#DumpFile = stderr
+
+# Logfile
+# Logfile can be either a filename, or 'syslogd', or 'stdout'/'stderr'
+# syslogd is the default
+LogFile = /var/log/ggz-server.log
+
+# Log types
+# The types of logging which the server performs to the logfile
+# Default is to log errors. Types should be separated by a space.
+# Valid types: All
+# Notices
+# Connections
+# Security
+# Update
+# Tables
+LogTypes = All
+
+# Debug logfile
+# Logfile can be either a filename, or 'syslogd', or 'stdout'/'stderr'
+# syslogd is the default
+#DebugFile = stderr
+
+# Debug types
+# The types of debugging information which the server sends to the
+# debug files. Default is NONE.
+# (Server must be compiled with debug on to use this feature)
+# Valid types: All
+# Configuration
+# Process
+# Connection
+# Chat
+# Table
+# Protocol
+# Update
+# Misc
+# Room
+# Lists
+# Game_Msg
+# XML
+DebugTypes = All
+
+# Syslogd facility
+# Syslogd facility type to send logs to, default is local0
+# (ignored if LOGFILE parm doesn't point to syslogd)
+#Facility = local0
+
+# Append _PID to log filenames
+# Should we have a separate logfile for each process thread? (1=yes, 0=no)
+# Default is 0, invalid for syslogd
+# WARNING: This is ugly, really really ugly. It involves opening and closing
+# the logfiles for each and every log message. Don't use it!
+#ThreadLogs = 1
+
+# PID in logs
+# Should the PID be included in log messages? (1=yes, 0=no)
+# Default is 1 for standard log, Debug log ALWAYS includes PID
+#PIDInLogs = 0
+
+# Timestamps in logs
+# Should the date/time be included in log messages? (1=yes, 0=no)
+# Default is 0 as you should be using syslogd.
+#TimeInLogs = 1
+
+# GameType in logs
+# Should the game name be prepended to logs messages from a game server?
+# eg: '[NetSpades] logmsg' (1=yes, 0=no)
+# Default is 1
+#GameTypeInLogs = 0
+
+# Update Log Config
+# Should the update log be human readable? (1=yes, 0=no)
+# The update log can be either verbose (human readable) or not. If you
+# plan on writing/using a script to read the updates, turn off verbose.
+#VerboseUpdates = 1
+# How often to generate an update log entry? (in seconds)
+#UpdateInterval = 600
+
+############################################################################
+# Directory and File Options
+############################################################################
+
+[Directories]
+
+# Configuration directory
+# This is where the server looks for game and room description files
+ConfDir = /etc/ggzd
+
+# Data directory
+# Where all server tables are stored if SQL is not used
+DataDir = /var/lib/ggzd
+
+# Game Servers directory
+# This is where the server can find the game server modules
+GameDir = @LIBDIR@/ggzd
+
+[Files]
+
+# MOTD File
+# File in ConfDir containing MOTD to be sent to clients. If the
+# file doesn't exist, no message of the day will be sent.
+# WebMOTD can be used in addition for clients which can display it.
+#MOTD = ggzd.motd
+#WebMOTD = http://...
+
+############################################################################
+# Game Options
+############################################################################
+
+[Games]
+
+# List of Games
+# A list of all games to be included. If not present then the default is
+# to add all games which can be found.
+# GameList = ccheckers chess connectx escape geekgame ggzcards-bridge dots
+
+# List of Ignored Games
+# If no GameList is specified, this entry can be used to specify a list
+# of games which are to be skipped.
+#IgnoredGames = tictactoe
+
+# List of Rooms
+# A list of all rooms to be included. If not present then the default is
+# to add all rooms which can be found.
+#RoomList = ggzd_casual
+
+# List of Ignored Rooms
+# If no RoomList is specified, this entry can be used to specify a list
+# of rooms which are to be skipped.
+#IgnoredRooms = ggzd_competitive
+
+############################################################################
+# Miscellaneous Options
+############################################################################
+
+[Miscellaneous]
+
+# Default ping frequency to determine the lag class (seconds)
+# A PingFrequency of 0 means no pings are sent; default is 10 seconds
+#PingFrequency = 10
+
+# Default Lag Class Definitions
+# Times are in msec
+#LagClass1 = 500
+#LagClass2 = 1000
+#LagClass3 = 2000
+#LagClass4 = 5000
+
+# Interval at which to send players room occupancy updates (seconds)
+# A value of 0 means no updates are sent; default is 60 seconds
+#RoomUpdateFrequency = 60
+
+# Client hostname lookups
+# Should the server do hostname lookups on the client's IP address?
+# (1=yes, 0=no) Default is 0, even though the lookup is done in the
+# client thread and doesn't pause the server itself.
+#HostnameLookup = 1
+
+# Load thresholds (Not Implemented)
+# This is the load threshold where ggzd will start denying client
+# connections and/or table launches. The default is not to use a load
+# threshold
+#maxloadclients = 2.5
+#maxloadtables = 2.5
+
+# Load binary (Not Implemented)
+# This is a binary that ggzd can execute to determine the servers
+# load average. The second parameter is the word to use as the load
+#loadbinary = /usr/bin/uptime, 10
+
+# Load proc file (Not Implemented)
+# If your system supports the /proc directory (eg: Linux), then this
+# file will be queried for system load. The second paramter is the
+# word to use as the load. This will be used in preference to loadbinary
+# if both options are coded.
+#loadfile = /proc/loadavg, 2
+
+# Maximum clients (Not Implemented)
+# This is the maximum number of active clients allowed at one time
+# Default is no maximum
+#maxclients = 1000
+
+# Maximum tables (Not Implemented)
+# This is the maximum number of active games before games cannot be launched
+# Default is no maximum
+#maxtables = 150