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blog.\n\n\nフリーランスとして活動しているフロントエンドエンジニアです。 \n開発ブログは zenn の方に投稿しています。\n\n\n\n","id":"https://site.little-method.com/","title":"st-little's blog"},"https://site.little-method.com/about/":{"body":"Hello, this is a simple dev blog.\nThis is a simple dev blog that I made for my website.\nIt's quite easy to install, just go to the project page and follow the prompts.\nThis template does some fancy stuff like pre-rendering blog posts and nav links,\npre-fetching your profile image and adding a bunch of common meta tags.\nHow to get started\nTo create a new Zola site, first download the CLI and install it on your system.\nYou can find installation instructions on the Zola website.\n\n\nAfter you've installed the Zola CLI, run the following command to create a new site:\nzola init my_amazing_site\ncd my_amazing_site\n\n\n\nAfter you've created the site, install the \"Simple Dev Blog\" theme like so:\ngit clone --depth=1 \\\n https://github.com/bennetthardwick/simple-dev-blog-zola-starter \\\n themes/simple-dev-blog\n\n\n\nNow in your config.toml file, choose the theme by setting theme = \"simple-dev-blog\".\n\n\nThat's it! Now build your site by running the following command, and navigate to 127.0.0.1:111:\nzola serve\n\n\n\nYou should now have a speedy simple dev blog up and running, have fun!\nDeployment\nNetlify is a great way to deploy your website for free to a custom domain and it's what I use personally.\nTo deploy to Netlify, refer to Zola's Netlify deployment instructions.\n","id":"https://site.little-method.com/about/","title":""},"https://site.little-method.com/blog/":{"body":"Blog\n","id":"https://site.little-method.com/blog/","title":"blog"},"https://site.little-method.com/blog/add-markers-to-map-with-rust-plugin/":{"body":"概要\nRust プラグインでマップにマーカーを追加します。\n関連情報\n\nRust のサーバーを構築する\nVSCode に Rust の Mod の開発環境を構築する\n\nMarker API を使用する方法\nMarker API を使用してマップにマーカーを追加します。\nMarker API のインストール\n\n\nMarker API から MarkerAPI.cs をダウンロードします。\n\n\nMarkerAPI.cs をサーバーの oxide/plugins フォルダにコピーします。\n\n\nAPI_CreateMarkerPublic\nAPI_CreateMarkerPublic をコールしてプレイヤー全員に表示されるマーカーを追加します。マーカーの追加に成功した場合は true, マーカーが既に存在するため追加できなかった場合は false を返します。\nマーカーの位置を座標で指定する\nprivate bool SpawnMarkerPublic(string uname, Vector3 position)\n{\n int duration = 30;\n float refresh = 1f;\n float radius = 0.4f;\n string displayName = \"Your public marker.\";\n string colorMarker = \"EED382\";\n string colorOutline = \"6A5ACD\";\n\n return MarkerAPI.Call<bool>(\"API_CreateMarkerPublic\", position, uname, duration, refresh, radius, displayName, colorMarker, colorOutline);\n}\n\nマーカーの位置をエンティティと紐づける\nprivate bool SpawnMarkerPublicEntity(string uname, BaseEntity entity)\n{\n int duration = 30;\n float refresh = 1f;\n float radius = 0.4f;\n string displayName = \"Your public entity marker.\";\n string colorMarker = \"7FD773\";\n string colorOutline = \"6A5ACD\";\n\n return MarkerAPI.Call<bool>(\"API_CreateMarkerPublic\", entity, uname, duration, refresh, radius, displayName, colorMarker, colorOutline);\n}\n\nAPI_CreateMarkerPrivate\nAPI_CreateMarkerPrivate をコールして特定のプレイヤーに表示されるマーカーを追加します。マーカーの追加に成功した場合は true, マーカーが既に存在するため追加できなかった場合は false を返します。\nマーカーの位置を座標で指定する\nprivate bool SpawnMarkerPrivate(string uname, ulong ownerID, Vector3 position)\n{\n int duration = 30;\n float refresh = 1f;\n float radius = 0.4f;\n string displayName = \"Your private marker.\";\n string colorMarker = \"EE82EE\";\n string colorOutline = \"6A5ACD\";\n\n return MarkerAPI.Call<bool>(\"API_CreateMarkerPrivate\", position, uname, ownerID, duration, refresh, radius, displayName, colorMarker, colorOutline);\n}\n\nAPI_RemoveCachedMarker\nAPI_RemoveCachedMarker をコールしてマーカーを削除します。\nprivate void RemoveMarker(string uname)\n{\n MarkerAPI.Call(\"API_RemoveCachedMarker\", uname);\n}\n\n例\nチャットコマンドでマーカーを追加する例\nusing UnityEngine;\nusing Oxide.Core;\nusing Oxide.Core.Plugins;\nusing Oxide.Core.Libraries.Covalence;\n\nnamespace Oxide.Plugins\n{\n [Info(\"Marker API Example\", \"st-little\", \"0.1.0\")]\n [Description(\"Marker API Example.\")]\n public class MarkerAPIExample : RustPlugin\n {\n // https://codefling.com/plugins/marker-api?tab=details\n [PluginReference]\n Plugin MarkerAPI;\n\n #region Commands\n\n [ChatCommand(\"markerapi.public\")]\n private void MarkerPublicCommand(BasePlayer player, string command, string[] args)\n {\n string uname = $\"MarkerPublic.{player.UserIDString}\";\n Vector3 position = player.transform.position;\n\n bool result = SpawnMarkerPublic(uname, position);\n if (!result)\n {\n RemoveMarker(uname);\n SpawnMarkerPublic(uname, position);\n }\n }\n\n [ChatCommand(\"markerapi.public.entity\")]\n private void MarkerPublicEntityCommand(BasePlayer player, string command, string[] args)\n {\n string uname = $\"MarkerPublicEntity.{player.UserIDString}\";\n BaseEntity entity = (BaseEntity)player;\n\n bool result = SpawnMarkerPublicEntity(uname, entity);\n if (!result)\n {\n RemoveMarker(uname);\n SpawnMarkerPublicEntity(uname, entity);\n }\n }\n\n [ChatCommand(\"markerapi.private\")]\n private void MarkerPrivateCommand(BasePlayer player, string command, string[] args)\n {\n string uname = $\"MarkerPrivate.{player.UserIDString}\";\n ulong ownerID = player.userID;\n Vector3 position = player.transform.position;\n\n bool result = SpawnMarkerPrivate(uname, ownerID, position);\n if (!result)\n {\n RemoveMarker(uname);\n SpawnMarkerPrivate(uname, ownerID, position);\n }\n }\n\n #endregion\n\n #region Marker\n\n private bool SpawnMarkerPublic(string uname, Vector3 position)\n {\n int duration = 30;\n float refresh = 1f;\n float radius = 0.4f;\n string displayName = \"Your public marker.\";\n string colorMarker = \"EED382\";\n string colorOutline = \"6A5ACD\";\n\n return MarkerAPI.Call<bool>(\"API_CreateMarkerPublic\", position, uname, duration, refresh, radius, displayName, colorMarker, colorOutline);\n }\n\n private bool SpawnMarkerPublicEntity(string uname, BaseEntity entity)\n {\n int duration = 30;\n float refresh = 1f;\n float radius = 0.4f;\n string displayName = \"Your public entity marker.\";\n string colorMarker = \"7FD773\";\n string colorOutline = \"6A5ACD\";\n\n return MarkerAPI.Call<bool>(\"API_CreateMarkerPublic\", entity, uname, duration, refresh, radius, displayName, colorMarker, colorOutline);\n }\n\n private bool SpawnMarkerPrivate(string uname, ulong ownerID, Vector3 position)\n {\n int duration = 30;\n float refresh = 1f;\n float radius = 0.4f;\n string displayName = \"Your private marker.\";\n string colorMarker = \"EE82EE\";\n string colorOutline = \"6A5ACD\";\n\n return MarkerAPI.Call<bool>(\"API_CreateMarkerPrivate\", position, uname, ownerID, duration, refresh, radius, displayName, colorMarker, colorOutline);\n }\n\n private void RemoveMarker(string uname)\n {\n MarkerAPI.Call(\"API_RemoveCachedMarker\", uname);\n }\n\n #endregion\n }\n}\n\nMarker API を使用しない方法\nMarker API を使用せずにマップにマーカーを追加します。\nprivate void SpawnMarker(Dictionary<ulong, MapMarkerGenericRadius> spawnedMarkers, ulong ownerID, Vector3 position)\n{\n // マーカーが既に存在する場合は削除する\n if (spawnedMarkers.ContainsKey(ownerID))\n {\n spawnedMarkers[ownerID].Kill();\n spawnedMarkers[ownerID].SendUpdate();\n spawnedMarkers.Remove(ownerID);\n }\n\n MapMarkerGenericRadius mapMarker = GameManager.server.CreateEntity(\"assets/prefabs/tools/map/genericradiusmarker.prefab\", position) as MapMarkerGenericRadius;\n if (mapMarker == null) return;\n\n mapMarker.OwnerID = ownerID;\n mapMarker.tag = \"MarkerExampleTag\";\n mapMarker.alpha = 0.6f;\n mapMarker.radius = 0.4f;\n ColorUtility.TryParseHtmlString(\"#EED382\", out mapMarker.color1);\n ColorUtility.TryParseHtmlString(\"#6A5ACD\", out mapMarker.color2);\n\n mapMarker.Spawn();\n mapMarker.SendUpdate();\n\n spawnedMarkers[ownerID] = mapMarker;\n\n // 30秒後にマーカーを削除する\n timer.Once(30f, () =>\n {\n mapMarker.Kill();\n mapMarker.SendUpdate();\n spawnedMarkers.Remove(ownerID);\n });\n}\n\nCanNetworkTo Hook で自分が追加したマーカーのみ表示するようにします。\nprivate bool? CanNetworkTo(BaseNetworkable instance, BasePlayer player)\n{\n if (instance == null || player == null) return null;\n\n switch (instance.PrefabName)\n {\n case \"assets/prefabs/tools/map/genericradiusmarker.prefab\":\n // このプラグインで追加したマーカーのみ対象とする\n if (instance.tag == \"MarkerExampleTag\")\n {\n // プレイヤー自身が追加したマーカーのみ表示する\n if ((instance as MapMarkerGenericRadius).OwnerID != player.userID) return false;\n };\n break;\n }\n return null;\n}\n\n例\nチャットコマンドでマーカーを追加する例\nusing System;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing Oxide.Core;\nusing Oxide.Core.Plugins;\n\nnamespace Oxide.Plugins\n{\n [Info(\"Marker Example\", \"st-little\", \"0.1.0\")]\n [Description(\"Marker Example.\")]\n public class MarkerExample : RustPlugin\n {\n private readonly Dictionary<ulong, MapMarkerGenericRadius> SpawnedMarkers = new Dictionary<ulong, MapMarkerGenericRadius>();\n\n #region Oxide Hooks\n\n private bool? CanNetworkTo(BaseNetworkable instance, BasePlayer player)\n {\n if (instance == null || player == null) return null;\n\n switch (instance.PrefabName)\n {\n case \"assets/prefabs/tools/map/genericradiusmarker.prefab\":\n // このプラグインで追加したマーカーのみ対象とする\n if (instance.tag == \"MarkerExampleTag\")\n {\n // プレイヤー自身が追加したマーカーのみ表示する\n if ((instance as MapMarkerGenericRadius).OwnerID != player.userID) return false;\n };\n break;\n }\n return null;\n }\n\n #endregion\n\n #region Commands\n\n [ChatCommand(\"marker.private\")]\n private void MarkerPrivateCommand(BasePlayer player, string command, string[] args)\n {\n SpawnMarker(SpawnedMarkers, player.userID, player.transform.position);\n }\n\n #endregion\n\n #region Marker\n\n private void SpawnMarker(Dictionary<ulong, MapMarkerGenericRadius> spawnedMarkers, ulong ownerID, Vector3 position)\n {\n // マーカーが既に存在する場合は削除する\n if (spawnedMarkers.ContainsKey(ownerID))\n {\n spawnedMarkers[ownerID].Kill();\n spawnedMarkers[ownerID].SendUpdate();\n spawnedMarkers.Remove(ownerID);\n }\n\n MapMarkerGenericRadius mapMarker = GameManager.server.CreateEntity(\"assets/prefabs/tools/map/genericradiusmarker.prefab\", position) as MapMarkerGenericRadius;\n if (mapMarker == null) return;\n\n mapMarker.OwnerID = ownerID;\n mapMarker.tag = \"MarkerExampleTag\";\n mapMarker.alpha = 0.6f;\n mapMarker.radius = 0.4f;\n ColorUtility.TryParseHtmlString(\"#EED382\", out mapMarker.color1);\n ColorUtility.TryParseHtmlString(\"#6A5ACD\", out mapMarker.color2);\n\n mapMarker.Spawn();\n mapMarker.SendUpdate();\n\n spawnedMarkers[ownerID] = mapMarker;\n\n // 30秒後にマーカーを削除する\n timer.Once(30f, () =>\n {\n mapMarker.Kill();\n mapMarker.SendUpdate();\n spawnedMarkers.Remove(ownerID);\n });\n }\n\n #endregion\n }\n}\n\n","id":"https://site.little-method.com/blog/add-markers-to-map-with-rust-plugin/","title":"Rust プラグインでマップにマーカーを追加する"},"https://site.little-method.com/blog/adding-libraries-to-rust-plugin/":{"body":"概要\nOxide の拡張機能を利用して Rust プラグインにライブラリを追加します。今回は WanaKanaShaapu をプラグインに追加します。\n参考情報\n\nExtensions\n\n関連情報\n\nRust のサーバーを構築する\nVSCode に Rust の Mod の開発環境を構築する\n\nライブラリの追加\n\n\nライブラリの dll ファイルを用意します。今回は WanaKanaShaapu.dll です。\n\n\nサーバーの RustDedicated_Data/Managed フォルダに dll ファイルをコピーします。\n\n\nプラグインの cs ファイルの先頭に次のコメントを追記します。\n\n\n//Reference: WanaKanaShaapu\n\n","id":"https://site.little-method.com/blog/adding-libraries-to-rust-plugin/","title":"Rust プラグインにライブラリを追加する"},"https://site.little-method.com/blog/build-an-enshrouded-server/":{"body":"概要\nenshrouded-server を使用して Enshrouded のサーバーを構築します。\n前提条件\n\nDocker, Docker Compose が使用できる必要があります。\n\n参考情報\n\nMultiplayer & Server Hosting\n\nサーバーの構築\nEnshrouded のサーバーを構築します。\n\n\nサーバーに必要なフォルダを作成します。\nフォルダ名備考\ndataEnshrouded データ用のフォルダ\n\n\n\nDocker Compose を参考にdocker-compose.yaml を作成します。\n\nservices > enshrouded > environment でサーバーに参加できるプレイヤーの最大数、パスワードなどを設定することができます。詳細は Environment Variables を参照してください。\n\nversion: \"3.7\"\n\nservices:\n # https://github.com/mornedhels/enshrouded-server\n enshrouded:\n image: mornedhels/enshrouded-server:stable-proton\n restart: unless-stopped\n container_name: enshrouded\n hostname: enshrouded\n stop_grace_period: 90s\n ports:\n - \"15636:15636/udp\"\n - \"15637:15637/udp\"\n environment:\n # Environment variables https://github.com/mornedhels/enshrouded-server?tab=readme-ov-file#environment-variables\n - SERVER_NAME=My Private Enshrouded Server\n - SERVER_PASSWORD=my_password\n - UPDATE_CRON=*/30 * * * *\n - PUID=4711\n - PGID=4711\n volumes:\n - ./data:/opt/enshrouded\n\n\n\nサーバーの起動/停止\n\n\nコンテナを起動します。\ndocker-compose up -d\n\n\n\nコンテナを停止します。\ndocker-compose down\n\n\n\nコンテナを削除します。\ndocker-compose rm\n\n\n\nサーバへ接続\nクライアントからサーバーに接続する方法は 公式ドキュメント を参照してください。\nサーバーの公開\nTunnel を構築して自宅サーバーを公開する方法 を参考にしてください。\n次のように nginx を Enshrouded に読み替えてください。\nTunnel の構築\nファイアウォールの設定\nEnshrouded 用のファイアウォールルールを作成します。\n\n名前: enshrouded\nプロトコルとポート\n\n15636/UDP\n15637/UDP\n\n\n\nTunnel の設定\n\n\nインスタンスの ネットワーク タグ に enshrouded を設定します。\n\n\nインスタンスのポートを解放します。\nsudo ufw allow 15636/udp\nsudo ufw allow 15637/udp\n\n\n\nrathole の設定ファイル server.toml を作成します。\n# server.toml\n[server]\nbind_addr = \"0.0.0.0:2333\"\n\n[server.services.enshrouded-game]\ntoken = \"enshrouded-game-token\"\ntype = \"udp\"\nbind_addr = \"0.0.0.0:15636\"\n\n[server.services.enshrouded-query]\ntoken = \"enshrouded-query-token\"\ntype = \"udp\"\nbind_addr = \"0.0.0.0:15637\"\n\n\n\n\nrathole の docker-compose.yaml を作成します。\nversion: \"3.7\"\n\nservices:\n # https://github.com/rapiz1/rathole\n tunnel:\n image: rapiz1/rathole\n restart: unless-stopped\n command: [\"--server\", \"/app/server.toml\"]\n tty: true\n ports:\n # rathole\n - 2333:2333\n # Enshrouded Game\n - 15636:15636/udp\n # Enshrouded Query\n - 15637:15637/udp\n volumes:\n - ./server.toml:/app/server.toml\n\n\n\n自宅サーバーの公開\n\n\nrathole の設定ファイル client.toml を作成します。\n# client.toml\n[client]\nremote_addr = \"myserver:2333\"\n\n[client.services.enshrouded-game]\ntoken = \"enshrouded-game-token\"\ntype = \"udp\"\nlocal_addr = \"enshrouded:15636\"\n\n[client.services.enshrouded-query]\ntoken = \"enshrouded-query-token\"\ntype = \"udp\"\nlocal_addr = \"enshrouded:15637\"\n\n\n\n自宅サーバーと Tunnel の docker-compose.yaml を作成します。\n# docker-compose.yaml > services > tunnel\ntunnel:\n depends_on:\n - enshrouded\n image: rapiz1/rathole\n restart: unless-stopped\n command: [\"--client\", \"/app/client.toml\"]\n tty: true\n volumes:\n - ./client.toml:/app/client.toml\n\n\n\n","id":"https://site.little-method.com/blog/build-an-enshrouded-server/","title":"Enshrouded のサーバーを構築する"},"https://site.little-method.com/blog/build-an-l4d2-server/":{"body":"概要\nl4d2-docker を使用して Left 4 Dead 2 のサーバーを構築します。\n前提条件\n\nDocker, Docker Compose が使用できる必要があります。\n\n参考情報\n\nLeft 4 Dead 2 Dedicated Server Guide (Detailed)\n\nサーバーの構築\nLeft 4 Dead 2 のサーバーを構築します。\n\n\nサーバーに必要なフォルダを作成します。\nフォルダ名備考\naddonsLeft 4 Dead に追加する addon 用のフォルダaddon のダウンロード方法は こちら を参照して下さい。\n\n\n\nEnvironment variables を参考に server.cfg を作成します。\nhostname \"L4D2 Server\"\nsv_region 4\nsv_logecho 1\nmotd_enabled 0\nrcon_password \"mypassword\"\n\n\n\nDocker Compose を参考に docker-compose.yaml を作成します。\nversion: \"3.8\"\n\nservices:\n # https://github.com/Left4DevOps/l4d2-docker\n l4d2:\n image: left4devops/l4d2\n ports:\n - \"27015:27015\"\n - \"27015:27015/udp\"\n volumes:\n - ./addons:/addons/\n - ./server.cfg:/cfg/server.cfg\n\n\n\nサーバーの起動/停止\n\n\nコンテナを起動します。\ndocker compose up -d\n\n\n\nコンテナを停止します。\ndocker compose down\n\n\n\nコンテナを削除します。\ndocker compose rm\n\n\n\nサーバへ接続\nクライアントからサーバーに接続してキャンペーンをプレイします。\n\n\n設定 > キーボード/マウス に進み 開発者コンソールを許可 を有効にします。\n\n\n` キーを押下し Console を開きます。\n\n\n次のコマンドを入力し接続するサーバーを指定します。\n\nipaddress: サーバーの IP アドレスを設定します。\n\nmm_dedicated_force_servers {ipaddress}:27015\n\n\n\nキャンペーンのロビーを作成します。\n\nキャンペーン: 任意のキャンペーンを選択します。\n難易度: 任意の難易度を選択します。\nゲームの公開レベル: フレンド専用ゲーム を選択します。\nサーバーのタイプ: 最適な専用サーバー を選択します。\n\n\n\n\nサーバーの公開\nTunnel を構築して自宅サーバーを公開する方法 を参考にしてください。\n次のように nginx を Left 4 Dead 2 に読み替えてください。\nTunnel の構築\nファイアウォールの設定\nLeft 4 Dead 2 用のファイアウォールルールを作成します。\n\n名前: l4d2\nプロトコルとポート\n\n27015/TCP\n27015/UDP\n\n\n\nTunnel の設定\n\n\nインスタンスの ネットワーク タグ に l4d2 を設定します。\n\n\nインスタンスのポートを解放します。\nsudo ufw allow 27015\nsudo ufw allow 27015/udp\n\n\n\nrathole の設定ファイル server.toml を作成します。\n# server.toml\n[server]\nbind_addr = \"0.0.0.0:2333\"\n\n[server.services.l4d2-tcp]\ntoken = \"l4d2-token\"\ntype = \"tcp\"\nbind_addr = \"0.0.0.0:27015\"\n\n[server.services.l4d2-udp]\ntoken = \"l4d2-token\"\ntype = \"udp\"\nbind_addr = \"0.0.0.0:27015\"\n\n\n\nrathole の docker-compose.yaml を作成します。\nversion: \"3.7\"\n\nservices:\n # https://github.com/rapiz1/rathole\n tunnel:\n image: rapiz1/rathole\n restart: unless-stopped\n command: [\"--server\", \"/app/server.toml\"]\n tty: true\n ports:\n # rathole\n - 2333:2333\n # # Left 4 Dead 2\n - 27015:27015\n - 27015:27015/udp\n volumes:\n - ./server.toml:/app/server.toml\n\n\n\n自宅サーバーの公開\n\n\nrathole の設定ファイル client.toml を作成します。\n# client.toml\n[client]\nremote_addr = \"myserver:2333\"\n\n[client.services.l4d2-tcp]\ntoken = \"l4d2-token\"\ntype = \"tcp\"\nlocal_addr = \"l4d2:27015\"\n\n[client.services.l4d2-udp]\ntoken = \"l4d2-token\"\ntype = \"udp\"\nlocal_addr = \"l4d2:27015\"\n\n\n\n自宅サーバーと Tunnel の docker-compose.yaml を作成します。\n# docker-compose.yaml > services > tunnel\ntunnel:\n depends_on:\n - l4d2\n image: rapiz1/rathole\n restart: unless-stopped\n command: [\"--client\", \"/app/client.toml\"]\n tty: true\n volumes:\n - ./client.toml:/app/client.toml\n\n\n\nRCON\nrcon を使用してサーバーを設定します。もしかしたら間違ってるかもしれません...\n\n\n` キーを押下し Console を開きます。\n\n\n次のコマンドを入力し rcon を実行します。\n\npassword: server.cfg > rcon_password を設定します。\ncommand: 実行するコマンドを設定します。\n\nrcon_password {password} {command}\n\n例えば rcon で sv_cheats 1 を実行する場合は次のコマンドになります。\nrcon_password password sv_cheats 1\n\n\n\n","id":"https://site.little-method.com/blog/build-an-l4d2-server/","title":"Left 4 Dead 2 のサーバーを構築する"},"https://site.little-method.com/blog/build-ark-survival-ascended-server/":{"body":"概要\nark-survival-ascended-linux-container-image を使用して Ark Survival Ascended のサーバーを構築します。\n前提条件\n\nDocker, Docker Compose が使用できる必要があります。\n\n参考情報\n\nDedicated server setup\nServer configuration\n\nサーバーの構築\nArk Survival Ascended のサーバーを構築します。\n\n\nサーバーに必要なフォルダを作成します。\n\nsteam-1\nsteamcmd-1\nserver-files-1\ncluster-shared\n\n\n\nDocker Compose を参考に docker-compose.yaml を作成します。\n\nasa-server-1 > environment > ASA_START_PARAMS でサーバーの設定を行います。\n\nTheIsland_WP: マップ The Islandを指定します。\nPort: ゲームポートを指定します。\nRCONPort: RCON ポートを指定します。\nRCONEnabled: RCON を有効にします。\nSessionName: セッション名を指定します。\nServerPassword: サーバーのパスワードを指定します。\n-WinLiveMaxPlayers: サーバー上で同時にプレイできるプレーヤーの最大数を指定します。\n-culture: サーバーの出力言語を指定します。\n-ClusterDirOverride: Cross-ARK Data Transfer のクロスサーバーストレージの場所を指定します。\n\n\n\nversion: \"3.3\"\nservices:\nasa-server-1:\n container_name: asa-server-1\n hostname: asa-server-1\n entrypoint: \"/usr/bin/start_server\"\n user: gameserver\n image: \"mschnitzer/asa-linux-server:latest\"\n environment:\n - ASA_START_PARAMS=TheIsland_WP?listen?Port=7777?RCONPort=27020?RCONEnabled=True?SessionName=MyPrivateArkServer?ServerPassword=mypassword -WinLiveMaxPlayers=16 -culture=ja -ClusterDirOverride=\"/home/gameserver/cluster-shared\" #PUT clusterid=SECRET here to enable transfers\n - ENABLE_DEBUG=0\n - TZ=Asia/Tokyo\n ports:\n # Game port for player connections through the server browser\n - 0.0.0.0:7777:7777/udp\n # RCON port for remote server administration\n - 0.0.0.0:27020:27020/tcp\n depends_on:\n - set-permissions-1\n volumes:\n - ./steam-1:/home/gameserver/Steam:rw\n - ./steamcmd-1:/home/gameserver/steamcmd:rw\n - ./server-files-1:/home/gameserver/server-files:rw\n - ./cluster-shared:/home/gameserver/cluster-shared:rw\n networks:\n asa-network:\nset-permissions-1:\n entrypoint: \"/bin/bash -c 'chown -R 25000:25000 /steam ; chown -R 25000:25000 /steamcmd ; chown -R 25000:25000 /server-files ; chown -R 25000:25000 /cluster-shared'\"\n user: root\n image: \"opensuse/leap\"\n volumes:\n - ./steam-1:/steam:rw\n - ./steamcmd-1:/steamcmd:rw\n - ./server-files-1:/server-files:rw\n - ./cluster-shared:/cluster-shared:rw\nvolumes:\n cluster-shared:\n steam-1:\n steamcmd-1:\n server-files-1:\nnetworks:\n asa-network:\n attachable: true\n driver: bridge\n driver_opts:\n com.docker.network.bridge.name: \"asanet\"\n\n\n\nサーバーの起動/停止\n\n\nコンテナを起動します。\ndocker compose up -d\n\n\n\nコンテナを停止します。\ndocker compose down\n\n\n\nコンテナを削除します。\ndocker compose rm\n\n\n\nサーバへ接続\nクライアントからサーバーに接続します。\nサーバーブラウザから接続\n\n\nゲームを起動して ゲームに参加 を選択します。\n\n\n非公式 のタブを選択します。\n\n\nプレイヤーサーバーを表示 にチェックを入れて、検索フィールドにセッション名を入力します。\n\nサーバーにパスワードを設定した場合は パスワードありのサーバーを表示 にチェックを入れます。\n\n\n\nセッション名を選択し 開始 を選択します。\n\n\nタイムアウトが発生してサーバーに接続できない場合は コンソールから接続 してみて下さい。\nコンソールから接続\n\n\nゲームを起動して ` キーを入力しコンソールを開きます。\n\n\nコンソールに次のコマンドを入力してサーバーに接続します。{ipaddress}、{port} は自分の環境に置き換えて下さい。\nopen {ipaddress}:{port}\n\n\n\nパスワードありのサーバーに入れない場合\nパスワードありのサーバーに接続する際に、正しいパスワードを入力してもサーバーに入れない不具合があるようです。(2024/3 時点)\nそのため、次の手順でパスワードありのサーバーに入る必要があります。\n\n\nサーバーブラウザから接続 を実施してサーバーに入ろうとするとパスワード入力ダイアログが表示されます。ここで正しいパスワードを入力します。\n\n\nもしサーバーに入れなかった場合は次に コンソールから接続 を実施すると問題なくサーバーに入れます。\n\n\nサーバーの公開\nTunnel を構築して自宅サーバーを公開する方法 を参考にしてください。\n次のように nginx を Ark Survival Ascended に読み替えてください。\nTunnel の構築\nファイアウォールの設定\nArk Survival Ascended 用のファイアウォールルールを作成します。\n\n名前: asa\nプロトコルとポート\n\n27020/TCP\n7777/UDP\n\n\n\nTunnel の設定\n\n\nインスタンスの ネットワーク タグ に asa を設定します。\n\n\nインスタンスのポートを解放します。\nsudo ufw allow 27020\nsudo ufw allow 7777/udp\n\n\n\nrathole の設定ファイル server.toml を作成します。\n# server.toml\n[server]\nbind_addr = \"0.0.0.0:2333\"\n\n[server.services.asa-tcp]\ntoken = \"asa-token\"\ntype = \"tcp\"\nbind_addr = \"0.0.0.0:27020\"\n\n[server.services.asa-udp]\ntoken = \"asa-token\"\ntype = \"udp\"\nbind_addr = \"0.0.0.0:7777\"\n\n\n\nrathole の docker-compose.yaml を作成します。\nversion: \"3.7\"\n\nservices:\n # https://github.com/rapiz1/rathole\n tunnel:\n image: rapiz1/rathole\n restart: unless-stopped\n command: [\"--server\", \"/app/server.toml\"]\n tty: true\n ports:\n # rathole\n - 2333:2333\n # Ark Survival Ascended\n - 27020:27020\n - 7777:7777/udp\n volumes:\n - ./server.toml:/app/server.toml\n\n\n\n自宅サーバーの公開\n\n\nrathole の設定ファイル client.toml を作成します。\n# client.toml\n[client]\nremote_addr = \"myserver:2333\"\n\n[client.services.asa-tcp]\ntoken = \"asa-token\"\ntype = \"tcp\"\nlocal_addr = \"asa-server-1:27020\"\n\n[client.services.asa-udp]\ntoken = \"asa-token\"\ntype = \"udp\"\nlocal_addr = \"asa-server-1:7777\"\n\n\n\n自宅サーバーと Tunnel の docker-compose.yaml を作成します。\n# docker-compose.yaml > services > tunnel\ntunnel:\n depends_on:\n - asa-server-1\n image: rapiz1/rathole\n restart: unless-stopped\n command: [\"--client\", \"/app/client.toml\"]\n tty: true\n volumes:\n - ./client.toml:/app/client.toml\n networks:\n asa-network:\n\n\n\n","id":"https://site.little-method.com/blog/build-ark-survival-ascended-server/","title":"Ark Survival Ascended のサーバーを構築する"},"https://site.little-method.com/blog/build-development-environment-for-rust-mods-with-vscode/":{"body":"概要\nVisual Studio Code に Rust(ビデオゲーム) の Mod の開発環境を構築します。\n前提条件\n\nVisual Studio Code がインストールされている必要があります。\n\nVisual Studio Code Dev Containers の System requirements を満たしている必要があります。\n\n\nRust のサーバーを構築している必要があります。サーバーの構築方法は こちら を参照して下さい。\n\n環境\n\nVisual Studio Code 1.94.2\nDocker Desktop 4.34.3\n.NET 8\nOxide.Rust 2.0.6307\nOpenMod.UnityEngine.Redist 2021.3.29.1\n\n環境構築\nOxide.Rust\n\n\nGitHub から Oxide.Rust-linux.zip をダウンロードします。\n\n\nダウンロードした Oxide.Rust-linux.zip を展開します。\n\n\nOxide をインストール済みサーバーの RustDedicated_Data/Managed/Rust.Data.dll を Oxide.Rust-linux/RustDedicated_Data/Managed フォルダにコピーします。\n\n\n開発コンテナー構成ファイルの追加\nC# の開発コンテナー構成ファイルを追加します。詳細は Quick start: Try a development container を参照して下さい。\n\n\nVisual Studio Code を開いて 1F キーを押下しコマンドパレットを表示します。\n\n\nコマンドパレットに Dev Containers: add Dev Container Configuration Files を入力し 開発コンテナー: 開発コンテナー構成ファイルを追加 を選択します。\n\n\nワークスペースに構成を追加する を選択します。\n\n\nC# の開発コンテナー構成ファイル C# (.NET) を選択します。\n\n\n既定の .NET version を選択します。\n\n\n追加機能はインストールしないので未選択のまま OK を選択します。\n\n\n開発コンテナー構成ファイル .devcontainer/devcontainer.json が追加されるので、customizations を編集します。\n \"customizations\": {\n \"vscode\": {\n \"settings\": {\n \"editor.formatOnSave\": true,\n \"dotnet.server.useOmnisharp\": true,\n \"[csharp]\": {\n \"editor.maxTokenizationLineLength\": 2500,\n \"editor.defaultFormatter\": \"ms-dotnettools.csharp\",\n \"editor.codeActionsOnSave\": {\n \"source.organizeImports\": \"explicit\"\n }\n }\n },\n \"extensions\": [\n \"ms-dotnettools.csdevkit\",\n \"icsharpcode.ilspy-vscode\"\n ]\n }\n }\n\n\n\n開発コンテナーを開く\nC# の開発コンテナーを開きます。\n\nコマンドパレットに Dev Containers: Reopen in Container を入力し 開発コンテナー: コンテナーで再度開く を選択します。\n\nMod の実装\n次のドキュメントを参考に Mod を実装します。今回は UMod Getting Started のコードを参考にします。\n\nUMod Documentation\nUMod Style Guide\nUMod Approval Guide\n\n\n\n開発コンテナーに Oxide.Rust-linux フォルダをコピーします。\n\n\nソリューションファイルを作成します。\ndotnet new sln\n\n\n\nクラスライブラリ のプロジェクト EpicStuff を作成します。\ndotnet new classlib -o EpicStuff\n\n\n\nEpicStuff/EpicStuff.csproj に依存関係を追加します。\n<Project Sdk=\"Microsoft.NET.Sdk\">\n\n<PropertyGroup>\n <TargetFramework>net8.0</TargetFramework>\n <ImplicitUsings>enable</ImplicitUsings>\n <Nullable>enable</Nullable>\n</PropertyGroup>\n\n<ItemGroup>\n <PackageReference Include=\"OpenMod.UnityEngine.Redist\" Version=\"2021.3.29.1\" />\n</ItemGroup>\n\n<ItemGroup>\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Assembly-CSharp.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Facepunch.Console.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Facepunch.Network.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Facepunch.Rcon.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Facepunch.Sqlite.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Facepunch.UnityEngine.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Mono.Data.Tds.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/MySql.Data.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Oxide.Common.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Oxide.Core.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Oxide.CSharp.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Oxide.MySql.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Oxide.References.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Oxide.Rust.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Oxide.SQLite.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Oxide.Unity.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Rust.Clans.Local.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Rust.Data.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/System.Configuration.Install.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/System.Data.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/System.Data.SQLite.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/System.Drawing.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/System.Runtime.Serialization.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/System.Transactions.dll\" />\n</ItemGroup>\n\n</Project>\n\n\n\nEpicStuff/EpicStuff.csproj をソリューションファイルに追加します。\ndotnet sln add EpicStuff/EpicStuff.csproj\n\n\n\nクラスファイル EpicStuff/Class1.cs のファイル名を EpicStuff.cs に変更します。\n\n\nクラスファイル EpicStuff/EpicStuff.cs の内容を UMod Getting Started を参考に書き換えます。\nnamespace Oxide.Plugins\n{\n [Info(\"Epic Stuff\", \"Unknown Author\", \"0.1.0\")]\n [Description(\"Makes epic stuff happen\")]\n class EpicStuff : CovalencePlugin\n {\n private void Init()\n {\n Puts(GetMessage());\n }\n\n private static string GetMessage()\n {\n return \"A baby plugin is born!\";\n }\n }\n}\n\n\n\nビルドが問題なく実行できることを確認します。\ndotnet build\n\n\n\nMod の実行\n\n\nクラスファイル EpicStuff/EpicStuff.cs をサーバーの oxide/plugins フォルダにコピーします。\n\n\nサーバーを起動します。\n\n\nサーバーのログに A baby plugin is born! が出力されていることを確認します。\nrust-1 | [Epic Stuff] A baby plugin is born!\n\n\n\nUnit Test の実装\n\n\nテストプロジェクトを作成します。\ndotnet new xunit -o EpicStuffTests\n\n\n\nEpicStuffTests/EpicStuffTests.csproj に依存関係を追加します。\n<Project Sdk=\"Microsoft.NET.Sdk\">\n\n<PropertyGroup>\n <TargetFramework>net8.0</TargetFramework>\n <ImplicitUsings>enable</ImplicitUsings>\n <Nullable>enable</Nullable>\n\n <IsPackable>false</IsPackable>\n <IsTestProject>true</IsTestProject>\n</PropertyGroup>\n\n<ItemGroup>\n <PackageReference Include=\"coverlet.collector\" Version=\"6.0.0\" />\n <PackageReference Include=\"Microsoft.NET.Test.Sdk\" Version=\"17.8.0\" />\n <PackageReference Include=\"xunit\" Version=\"2.5.3\" />\n <PackageReference Include=\"xunit.runner.visualstudio\" Version=\"2.5.3\" />\n</ItemGroup>\n\n<ItemGroup>\n <Using Include=\"Xunit\" />\n</ItemGroup>\n\n<ItemGroup>\n <PackageReference Include=\"OpenMod.UnityEngine.Redist\" Version=\"2021.3.29.1\" />\n</ItemGroup>\n\n<ItemGroup>\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Assembly-CSharp.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Facepunch.Console.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Facepunch.Network.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Facepunch.Rcon.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Facepunch.Sqlite.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Facepunch.UnityEngine.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Mono.Data.Tds.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/MySql.Data.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Oxide.Common.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Oxide.Core.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Oxide.CSharp.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Oxide.MySql.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Oxide.References.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Oxide.Rust.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Oxide.SQLite.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Oxide.Unity.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Rust.Clans.Local.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/Rust.Data.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/System.Configuration.Install.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/System.Data.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/System.Data.SQLite.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/System.Drawing.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/System.Runtime.Serialization.dll\" />\n <Reference Include=\"/workspaces/rust-mod-dev/Oxide.Rust-linux/RustDedicated_Data/Managed/System.Transactions.dll\" />\n</ItemGroup>\n\n</Project>\n\n\n\nテストプロジェクトの依存関係としてテスト対象の csproj ファイルを追加します。\ndotnet add EpicStuffTests/EpicStuffTests.csproj reference EpicStuff/EpicStuff.csproj\n\n\n\nソリューションファイルにテストプロジェクトを追加します。\ndotnet sln add EpicStuffTests/EpicStuffTests.csproj\n\n\n\nEpicStuff/AssemblyInfo.cs を作成し InternalsVisibleTo を追加してテストプロジェクトから internal メソッドの利用を許可します。\nusing System.Runtime.CompilerServices;\n\n[assembly: InternalsVisibleTo(\"EpicStuffTests\")]\n\n\n\nEpicStuff/EpicStuff.cs にテスト対象のプライベートメソッドのラッパーを作成します。\nprotected internal static string GetMessageWrapper()\n{\n return GetMessage();\n}\n\n\n\nEpicStuffTests/UnitTest1.cs にテストを実装します。\nusing Oxide.Plugins;\n\nnamespace EpicStuffTests\n{\n public class UnitTest1\n {\n [Fact]\n public void Test1()\n {\n var expected = \"A baby plugin is born!\";\n var actual = EpicStuff.GetMessageWrapper();\n\n Assert.Equal(expected, actual);\n }\n }\n}\n\n\n\nテストを実行します。\ndotnet test\n\n\n\n","id":"https://site.little-method.com/blog/build-development-environment-for-rust-mods-with-vscode/","title":"VSCode に Rust の Mod の開発環境を構築する"},"https://site.little-method.com/blog/build-palworld-server/":{"body":"概要\nthijsvanloef/palworld-server-docker を使用して Palworld のサーバーを構築します。\n前提条件\n\nDocker, Docker Compose が使用できる必要があります。\n\n参考情報\n\nパルワールド テックガイド\n\nサーバーの構築\nPalworld のサーバーを構築します。\n\n\nサーバーに必要なフォルダを作成します。\nフォルダ名備考\ndataPalworld データ用のフォルダ\n\n\n\nDocker Compose を参考にdocker-compose.yaml を作成します。\n\nservices > palworld > environment でサーバーに参加できるプレイヤーの最大数、パスワードなどを設定することができます。詳細は Environment variables を参照してください。\n\nversion: \"3.7\"\n\nservices:\n # https://github.com/thijsvanloef/palworld-server-docker\n palworld:\n image: thijsvanloef/palworld-server-docker:latest\n restart: unless-stopped\n container_name: palworld-server\n stop_grace_period: 30s\n ports:\n - 8211:8211/udp\n - 27015:27015/udp\n environment:\n # Environment variables https://github.com/thijsvanloef/palworld-server-docker?tab=readme-ov-file#environment-variables\n - PUID=1000\n - PGID=1000\n - PORT=8211 # Optional but recommended\n - PLAYERS=16 # Optional but recommended\n - MULTITHREADING=true\n - RCON_ENABLED=true\n - RCON_PORT=25575\n - TZ=Asia/Tokyo\n - ADMIN_PASSWORD=adminPasswordHere\n - COMMUNITY=false # Enable this if you want your server to show up in the community servers tab, USE WITH SERVER_PASSWORD!\n # Enable the environment variables below if you have COMMUNITY=true\n # - SERVER_PASSWORD=worldofpals\n - SERVER_NAME=World of Pals\n # Editing Server Settings https://github.com/thijsvanloef/palworld-server-docker?tab=readme-ov-file#editing-server-settings\n - PLAYER_STOMACH_DECREASE_RATE=0.500000 # プレイヤーの空腹度の減少率\n - PLAYER_STAMINA_DECREASE_RATE=0.500000 # プレイヤーのスタミナ減少率\n - PAL_STAMINA_DECREASE_RATE=0.500000 # パルスタミナ減少率\n - COLLECTION_OBJECT_RESPAWN_SPEED_RATE=0.500000 # 収集可能なオブジェクトの再生成間隔\n - DEATH_PENALTY=None # デスペナルティ\n - BASE_CAMP_WORKER_MAXNUM=20 # ワーカーの最大数\n - PAL_EGG_DEFAULT_HATCHING_TIME=1 # 巨大な卵を孵化させるのにかかる時間(h)\n volumes:\n - /Users/st-little/Documents/palworld/data:/palworld/\n\n\n\nサーバーの起動/停止\n\n\nコンテナを起動します。\ndocker-compose up -d\n\n\n\nコンテナを停止します。\ndocker-compose down\n\n\n\nコンテナを削除します。\ndocker-compose rm\n\n\n\nサーバへ接続\nクライアントからサーバーに接続する方法は 公式ドキュメント を参照してください。\nサーバーの公開\nTunnel を構築して自宅サーバーを公開する方法 を参考にしてください。\n次のように nginx を Palworld に読み替えてください。\nTunnel の構築\nファイアウォールの設定\nPalworld 用のファイアウォールルールを作成します。\n\n名前: palworld\nプロトコルとポート\n\n8211/UDP\n27015/UDP\n\n\n\nTunnel の設定\n\n\nインスタンスの ネットワーク タグ に palworld を設定します。\n\n\nインスタンスのポートを解放します。\nsudo ufw allow 8211/udp\nsudo ufw allow 27015/udp\n\n\n\nrathole の設定ファイル server.toml を作成します。\n# server.toml\n[server]\nbind_addr = \"0.0.0.0:2333\"\n\n[server.services.palworld-game]\ntoken = \"palworld-game-token\"\ntype = \"udp\"\nbind_addr = \"0.0.0.0:8211\"\n\n[server.services.palworld-query]\ntoken = \"palworld-query-token\"\ntype = \"udp\"\nbind_addr = \"0.0.0.0:27015\"\n\n\n\n\nrathole の docker-compose.yaml を作成します。\nversion: \"3.7\"\n\nservices:\n # https://github.com/rapiz1/rathole\n tunnel:\n image: rapiz1/rathole\n restart: unless-stopped\n command: [\"--server\", \"/app/server.toml\"]\n tty: true\n ports:\n # rathole\n - 2333:2333\n # Palworld Game\n - 8211:8211/udp\n # Palworld Query\n - 27015:27015/udp\n volumes:\n - /home/st-little/server.toml:/app/server.toml\n\n\n\n自宅サーバーの公開\n\n\nrathole の設定ファイル client.toml を作成します。\n# client.toml\n[client]\nremote_addr = \"myserver:2333\"\n\n[client.services.palworld-game]\ntoken = \"palworld-game-token\"\ntype = \"udp\"\nlocal_addr = \"palworld:8211\"\n\n[client.services.palworld-query]\ntoken = \"palworld-query-token\"\ntype = \"udp\"\nlocal_addr = \"palworld:27015\"\n\n\n\n自宅サーバーと Tunnel の docker-compose.yaml を作成します。\n# docker-compose.yaml > services > tunnel\ntunnel:\n depends_on:\n - palworld\n image: rapiz1/rathole\n restart: unless-stopped\n command: [\"--client\", \"/app/client.toml\"]\n tty: true\n volumes:\n - /palworld/client.toml:/app/client.toml\n\n\n\n","id":"https://site.little-method.com/blog/build-palworld-server/","title":"Palworld のサーバーを構築する"},"https://site.little-method.com/blog/build-terraria-server/":{"body":"概要\nbeardedio/terraria を使用して Terraria のサーバーを構築します。\n前提条件\n\nDocker, Docker Compose が使用できる必要があります。\n\nサーバーの構築\nTerraria のサーバーを構築します。\n新しいワールドの生成\nDocker を使用して新しいワールドを生成します。\n\n\nGenerating a new world を参考に次のコマンドを実行しワールドの生成を開始します。\nsudo docker run --rm -it -p 7777:7777 \\\n -v /home/terraria/terraria/config:/config \\\n --name=terraria \\\n ghcr.io/beardedio/terraria:latest\n\n\n\nn を入力して新しいワールドの生成を選択します。\nStarting container, CMD: ./TerrariaServer -x64 -config /config/serverconfig.txt -banlist /config/banlist.txt\nError Logging Enabled.\nTerraria Server v1.4.4.9\n\nn New World\nd <number> Delete World\n\nChoose World: n\n\n\n\nワールドのサイズを選択します。\nTerraria Server v1.4.4.9\n\n1 Small\n2 Medium\n3 Large\n\nChoose size: 3\n\n\n\nワールドの難易度を選択します。\nTerraria Server v1.4.4.9\n\n1 Classic\n2 Expert\n3 Master\n4 Journey\n\nChoose difficulty: 1\n\n\n\nEvil を選択します。\nTerraria Server v1.4.4.9\n\n1 Random\n2 Corrupt\n3 Crimson\n\nChoose world evil: 1\n\n\n\nSeed を選択します。\nTerraria Server v1.4.4.9\n\nEnter Seed (Leave Blank For Random):\n\n\n\nワールド名を入力します。\nTerraria Server v1.4.4.9\n\nEnter world name: test_world\n\n\n\n上記で入力したワールド名を選択します。\nTerraria Server v1.4.4.9\n\n1 test_world\nn New World\nd <number> Delete World\n\nChoose World: 1\n\n\n\nワールドの最大人数を入力します。\nTerraria Server v1.4.4.9\n\nMax players (press enter for 16): 8\n\n\n\nポート番号を入力します。\nTerraria Server v1.4.4.9\n\nServer port (press enter for 7777):\n\n\n\nPort forward の設定を入力します。\nTerraria Server v1.4.4.9\n\nAutomatically forward port? (y/n): n\n\n\n\nワールドのパスワードを設定します。\nTerraria Server v1.4.4.9\n\nServer password (press enter for none):\n\n\n\nワールドの生成が完了しサーバーが起動します。\nListening on port 7777\nType 'help' for a list of commands.\n\n: Server started\n\n\n\nクライアントからワールドに接続できることを確認します。\n\n\nCtl + C キーを入力しサーバーを停止します。\n\n\n既存のワールドでサーバーを構築\nDocker Compose を使用してサーバーを起動します。\n\n\nExample Docker Compose file を参考に docker-compose.yaml を作成します。\n\nterraria > environment でサーバーの設定を行います。\n\nworld: ワールドデータのファイル名を指定します。\n\n\n\nversion: \"3\"\n\nservices:\nterraria:\n image: ghcr.io/beardedio/terraria:latest\n ports:\n - \"7777:7777\"\n restart: unless-stopped\n environment:\n - world=test_world.wld\n volumes:\n - /home/terraria/terraria/config:/config\n tty: true\n stdin_open: true\n\n\n\nサーバーの起動/停止\n\n\nコンテナを起動します。\ndocker compose up -d\n\n\n\nコンテナを停止します。\ndocker compose down\n\n\n\nサーバーの公開\nTunnel を構築して自宅サーバーを公開する方法 を参考にしてください。\n","id":"https://site.little-method.com/blog/build-terraria-server/","title":"Terraria のサーバーを構築する"},"https://site.little-method.com/blog/build-timemachine-server/":{"body":"概要\nUbuntu に netatalk を使用して Time Machine を構築します。\n環境\n\nUbuntu 20.04 LTS\nnetatalk 3.1.12\n\nTime Machine の構築\n\n\nTime Machine のユーザーを作成します。\nsudo adduser timemachine\n\n\n\nバックアップデータを保存するフォルダを作成します。\nmkdir /home/timemachine/TMBackup\nchown timemachine:timemachine /home/timemachine/TMBackup\n\n\n\nnetatalk をインストールします。\nsudo apt install netatalk\nnetatalk -V\n\n\n\n/etc/netatalk/afp.conf を変更して netatalk の設定を行います。\n次のコメントアウトを削除して値を変更します。\n\n[My Time Machine Volume]: Mac で表示される名前です。今回は [Proxmox Time Machine] に変更します。\n\npath: バックアップデータを保存するフォルダのパスです。今回は /home/timemachine/TMBackup に変更します。\ntime yes で machine: Time Machine を有効にします。\n\n\n\n;\n; Netatalk 3.x configuration file\n;\n\n[Global]\n; Global server settings\n\n; [Homes]\n; basedir regex = /xxxx\n\n; [My AFP Volume]\n; path = /path/to/volume\n\n[Proxmox Time Machine]\npath = /home/timemachine/TMBackup\ntime machine = yes\n\n\n\nnetatalk を再起動します。\nsudo service netatalk restart\n\n\n\nMac の Time Machine から Proxmox Time Machine が選択できることを確認します。\n\n\n","id":"https://site.little-method.com/blog/build-timemachine-server/","title":"Ubuntu に Time Machine を構築する"},"https://site.little-method.com/blog/building-a-proxmox-ve-8-1-environment/":{"body":"概要\nProxmox VE 8.1 の環境を構築します。\n環境\nハードウェア\n\nベアボーン: ASRock DeskMeet X300\nCPU: AMD Ryzen 7 5700G\nMemory: SanMax DDR4-3200 32GB x4\nStorage: SAMSUNG 970 EVO Plus 2TB\nNetwork: Anker PowerExpand USB-C & 2.5Gbps イーサネットアダプタ\nGPU: NVIDIA RTX 4000 SFF Ada\n\nソフトウェア\n\nProxmox VE 8.1\nRufus 4.3\n\n前提条件\n\nブータブル USB メモリ用の USB メモリが必要です。\nブータブル USB メモリを作成するための Windows マシンガ必要です。\n\nProxmox VE の環境構築\nインストーラーのダウンロード\nProxmox VE の ISO インストーラーをダウンロードします。\n\n\nインストーラーの ダウロードサイト を開きます。\n\n\nProxmox VE 8.1 ISO Installer の Download ボタンを押下します。\n\n\nブータブル USB メモリの作成\nRufus を使用して Proxmox VE をインストールするためのブータブル USB メモリの作成を作成します。\n\n\nRufus を開きます。\n\n\nダウンロード から exe ファイルのリンクを選択して Rufus をダウロードします。\n\n\nダウンロードした Rufus を起動します。\n\n\nドライブプロパティを設定します。\n\nデバイス: USB メモリを選択します。\nブートの種類: 選択 ボタンを押下して Proxmox VE の ISO インストーラーを選択します。\n\n\n\nスタート ボタンを押下してブータブル USB メモリの作成を開始します。\n\n\nProxmox VE のインストール\n注意事項\n\nSecure Boot を無効にする必要があります。\nグラフィックボードが刺さった状態だとインストールに失敗したので抜く必要があるようです。\n\n\n\nProxmox VE をインストールするマシンにブータブル USB メモリを挿します。\n\n\nマシンの電源を入れて UEFI を開き、ブータブル USB メモリからブートするように設定し再起動ます。\n\n\nProxmox VE の インストーラーが起動したら Install Proxmox VE (Graphical) を選択しインストールを開始します。\n\n\nI Agree ボタンを押下してライセンスに同意します。\n\n\nProxmox VE をインストールするドライブを選択して Next ボタンを押下します。\n\n\n国、タイムゾーン、キーボードレイアウトを選択して Next ボタンを押下します。\n\n\nパスワード、メールアドレスを入力して Next ボタンを押下します。\n\n\nネットワークの設定を行い Next ボタンを押下します。\n\nManagement Interface: 使用するイーサネットアダプタを選択します。\nHostname (FQDN): 任意の FQDN を入力します。\nIP Address (CIDR): 任意のアドレスを入力します。\nGateway: ルーターのアドレスを入力します。\nDNS Server: ルーターのアドレスを入力します。\n\n\n\nSummary 画面で問題なければインストールを開始します。\n\n\nインストールが完了したら管理画面にアクセスするための URL が表示されます。\n\n\nEnterprise リポジトリの無効化\nアップデートの参照先リポジトリが Enterprise リポジトリになっているので無効にします。\n\n\n管理画面の URL を開きます。\n\n\nLogin ダイアログでパスワードの入力と言語を選択しログインします。\n\n\nアップデート > リポジトリ から Enterprise リポジトリを選択し Disable ボタンを押下します。\n\n\n追加 ボタンを押下してリポジトリの追加ダイアログを開きます。\n\n\nリポジトリ No-Subscription を選択し 追加 ボタンを押下します。\n\n\nアップデートの >_ アップグレード ボタンを押下します。\n\n\nアップグレードを実行します。\n\n\nVM (仮想マシン) の構築\nWindows 11 の VM を構築します。\nインストーラーのダウンロード\nWindows 11 の ISO インストーラーをダウンロードします。\n\n\nWindows 11 の ダウンロードサイト を開き Windows 11 ディスク イメージ (ISO) をダウンロードする に移動します。\n\n\nダウンロードを選択 を Windows 11 (multi-edition ISO) に変更して ダウンロード ボタンを押下します。\n\n\n製品の言語の選択 を 日本語 に変更して 確認 ボタンを押下します。\n\n\n64-bit ダウンロード ボタンを押下してダウンロードを開始します。\n\n\nインストーラーのアップロード\nWindows 11 の ISO インストーラーを Proxmox VE のストレージにアップロードします。\n\n\nProxmox VE の管理画面を開きます。\n\n\nデータセンター > local > ISO イメージ を開き アップロード ボタンを押下します。\n\n\nアップロードダイアログで ファイルを選択 からダウンロードした ISO ファイルを選択し アップロード ボタンを押下します。\n\n\nアップロードが完了したら Task viewer を閉じます。\n\n\nVM の作成\nWindows 11 の VM を作成します。\n\n\nProxmox VE の管理画面を開きます。\n\n\nデータセンター > local-lvm を開き VMを作成 ボタンを押下します。\n\n\n全般の情報を入力して 次へ ボタンを押下します。\n\n名前: 仮想マシンの名前を入力します。\n\n\n\nOS の情報を入力して 次へ ボタンを押下します。\n\nCD/DVD イメージファイル (iso) を使用する\n\nISO イメージ: Windows 11 の ISO ファイルを選択します。\n\n\nゲスト OS\n\n種類: Microsoft Windows を選択します。\nバージョン: 11/2022 を選択します。\n\n\n\n\n\nシステム の情報を入力して 次へ ボタンを押下します。\n\nEFI ストレージ: local-lvm を選択します。\nTPM ストレージ: local-lvm を選択します。\n\n\n\nディスク の情報を入力して 次へ ボタンを押下します。\n\nディスクサイズ (GiB): 任意のサイズを入力します。\n\n\n\nCPU の情報を入力して 次へ ボタンを押下します。\n\nコア: 任意のコア数を入力します。\n\n\n\nメモリ の情報を入力して 次へ ボタンを押下します。\n\nメモリ (MiB): 任意のメモリ容量を入力します。\n\n\n\n確認 で問題なければ 完了 ボタンを押下します。\n\n\nVM の起動\nWindows 11 の VM を起動します。\n\n\nProxmox VE の管理画面を開きます。\n\n\nデータセンター > 100 (win-11) > ハードウェア から CD/DVD ドライブ を選択します。\n\n\nCD/DVD Drive ダイアログで ISO イメージを選択し 追加 ボタンを押下します。\n\nCD/DVD イメージファイル (iso) を使用する\n\nストレージ: local を選択します。\nISO イメージ: Windows 11 の ISO ファイルを選択します。\n\n\n\n\n\nデータセンター > 100 (win-11) から 開始 ボタンを押下します。\n\n\nデータセンター > 100 (win-11) > コンソール から noVNC ボタンを押下します。\n\n\nnoVNC の画面で Proxmox のロゴが表示されたらなんでもいいのでキーを入力します。\n注意: VM を起動してからこの操作まで時間がかかるとネットワークブートになってしまうので、できるだけ早く実施してください。\n\n\nWindwos 11 のセットアップ画面が表示されるので後は通常の手順通りにセットアップを完了します。\n\n\nセットアップが完了したら Windows 11 が起動します。\n\n\nCT (コンテナ) の構築\nLinux の CT を構築します。\nテンプレートのダウンロード\nCT のテンプレートをダウンロードします。\n\n\nProxmox VE の管理画面を開きます。\n\n\nデータセンター > local > CT テンプレート を開き テンプレート ボタンを押下します。\n\n\nテンプレートダイアログで任意のテンプレート w 選択し ダウンロード ボタンを押下します。\n\n\nダウンロードが完了したら Task viewer を閉じます。\n\n\nCT を作成\nLinux の CT を作成します。\n\n\nProxmox VE の管理画面を開きます。\n\n\nデータセンター > local-lvm を開き CTを作成 ボタンを押下します。\n\n\n全般の情報を入力して 次へ ボタンを押下します。\n\nホスト名: 任意のホスト名を入力します。\nパスワード: 任意のパスワードを入力します。\nパスワードの確認: 任意のパスワードを入力します。\n\n\n\nテンプレートの情報を入力して 次へ ボタンを押下します。\n\nテンプレート: ダウンロードしたテンプレートを選択します。\n\n\n\nディスク の情報を入力して 次へ ボタンを押下します。\n\nディスクサイズ (GiB): 任意のサイズを入力します。\n\n\n\nCPU の情報を入力して 次へ ボタンを押下します。\n\nコア: 任意のコア数を入力します。\n\n\n\nメモリ の情報を入力して 次へ ボタンを押下します。\n\nメモリ (MiB): 任意のメモリ容量を入力します。\nスワップ (MiB): 任意のスワップ容量を入力します。\n\n\n\nネットワークの情報を入力して 次へ ボタンを押下します。\n\nIPv4: IP アドレスを固定したいので 静的 を選択します。\nIPv4/CIDR: 任意のアドレスを入力します。\nゲートウェイ (IPv4): ルーターのアドレスを入力します。\nIPv6: 自動で設定したいので SLAAC を選択します。\n\n\n\nDNS の情報を入力して 次へ ボタンを押下します。\n\nDNS サーバ: ルーターのアドレスを入力します。\n\n\n\n確認 で問題なければ 完了 ボタンを押下します。\n\n\nCT の作成が完了したら Task viewer を閉じます。\n\n\nCT の起動\nLinux の CT を起動します。\n\n\nProxmox VE の管理画面を開きます。\n\n\nデータセンター > 101 (linux-ubuntu) > から 開始 ボタンを押下します。\n\n\nデータセンター > 101 (linux-ubuntu) > コンソール から noVNC ボタンを押下します。\n\n\nnoVNC の画面で Linux の CT にログインすることができます。\n\n\nNFS ストレージの追加\nこちら で作成した NFS 共有フォルダを追加します。\n\n\nProxmox VE の管理画面を開きます。\n\n\nデータセンター > ストレージ > 作成 を開き NFS を押下します。\n\n\n追加する NFS の情報を入力し 追加 ボタンを押下します。\n\nID: 任意の値を入力します。\nサーバ: NFS 共有フォルダのアドレスを入力します。\nExport: 任意の値を選択します。\n\n\n\nGPU パススルー\nPCI Passthrough を参考に GPU パススルーの設定を行います。\n\n\nProxmox VE の管理画面を開きます。\n\n\nデータセンターからノード pvehome を選択し シェル ボタンを押下します。\n\n\n別ウィンドウでシェルが開きます。以降のコマンド入力はシェルで行います。\n\n\nエディタで設定ファイル /etc/default/grub を開きます。\nvi /etc/default/grub\n\n\n\nGRUB_CMDLINE_LINUX_DEFAULT に amd_iommu=on を追記しエディタを閉じます。\n# GRUB_CMDLINE_LINUX_DEFAULT=\"quiet\"\nGRUB_CMDLINE_LINUX_DEFAULT=\"quiet amd_iommu=on\"\n\n\n\n次のコマンドで IOMMU が有効になっていることを確認します。\ndmesg | grep -e DMAR -e IOMMU\n\n実行ログ\nroot@pvehome:~# dmesg | grep -e DMAR -e IOMMU\n[ 0.581615] pci 0000:00:00.2: AMD-Vi: IOMMU performance counters supported\n[ 0.582941] pci 0000:00:00.2: AMD-Vi: Found IOMMU cap 0x40\n[ 0.676068] perf/amd_iommu: Detected AMD IOMMU #0 (2 banks, 4 counters/bank).\n\n\n\n\n次のコマンドで IOMMU 割り込みの再マッピングが有効になっていることを確認します。\ndmesg | grep 'remapping'\n\n実行ログ\nroot@pvehome:~# dmesg | grep 'remapping'\n[ 0.582950] AMD-Vi: Interrupt remapping enabled\n\n\n\n\n次のコマンドで IOMMU 分離を確認します。pvehome のノード名は適時変更してください。\npvesh get /nodes/pvehome/hardware/pci --pci-class-blacklist \"\"\n\n実行ログ\nroot@pvehome:~# pvesh get /nodes/pvehome/hardware/pci --pci-class-blacklist \"\"\n┌──────────┬────────┬──────────────┬────────────┬────────┬────────────────────────────\n│ class │ device │ id │ iommugroup │ vendor │ device_name\n╞══════════╪════════╪══════════════╪════════════╪════════╪════════════════════════════\n│ 0x010601 │ 0x7901 │ 0000:05:00.0 │ 2 │ 0x1022 │ FCH SATA Controller [AHCI m\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x010802 │ 0xa808 │ 0000:02:00.0 │ 1 │ 0x144d │ NVMe SSD Controller SM981/P\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x020000 │ 0x8168 │ 0000:03:00.0 │ 1 │ 0x10ec │ RTL8111/8168/8411 PCI Expre\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x030000 │ 0x27b0 │ 0000:01:00.0 │ 0 │ 0x10de │ AD104GL [RTX 4000 SFF Ada G\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x040300 │ 0x22bc │ 0000:01:00.1 │ 0 │ 0x10de │\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x040300 │ 0x1637 │ 0000:04:00.1 │ 2 │ 0x1002 │ Renoir Radeon High Definiti\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x040300 │ 0x15e3 │ 0000:04:00.6 │ 2 │ 0x1022 │ Family 17h/19h HD Audio Con\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060000 │ 0x1630 │ 0000:00:00.0 │ -1 │ 0x1022 │ Renoir/Cezanne Root Complex\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060000 │ 0x1632 │ 0000:00:01.0 │ 0 │ 0x1022 │ Renoir PCIe Dummy Host Brid\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060000 │ 0x1632 │ 0000:00:02.0 │ 1 │ 0x1022 │ Renoir PCIe Dummy Host Brid\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060000 │ 0x1632 │ 0000:00:08.0 │ 2 │ 0x1022 │ Renoir PCIe Dummy Host Brid\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060000 │ 0x166a │ 0000:00:18.0 │ 4 │ 0x1022 │ Cezanne Data Fabric; Functi\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060000 │ 0x166b │ 0000:00:18.1 │ 4 │ 0x1022 │ Cezanne Data Fabric; Functi\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060000 │ 0x166c │ 0000:00:18.2 │ 4 │ 0x1022 │ Cezanne Data Fabric; Functi\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060000 │ 0x166d │ 0000:00:18.3 │ 4 │ 0x1022 │ Cezanne Data Fabric; Functi\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060000 │ 0x166e │ 0000:00:18.4 │ 4 │ 0x1022 │ Cezanne Data Fabric; Functi\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060000 │ 0x166f │ 0000:00:18.5 │ 4 │ 0x1022 │ Cezanne Data Fabric; Functi\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060000 │ 0x1670 │ 0000:00:18.6 │ 4 │ 0x1022 │ Cezanne Data Fabric; Functi\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060000 │ 0x1671 │ 0000:00:18.7 │ 4 │ 0x1022 │ Cezanne Data Fabric; Functi\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060100 │ 0x790e │ 0000:00:14.3 │ 3 │ 0x1022 │ FCH LPC Bridge\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060400 │ 0x1633 │ 0000:00:01.1 │ 0 │ 0x1022 │ Renoir PCIe GPP Bridge\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060400 │ 0x1634 │ 0000:00:02.1 │ 1 │ 0x1022 │ Renoir/Cezanne PCIe GPP Bri\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060400 │ 0x1634 │ 0000:00:02.3 │ 1 │ 0x1022 │ Renoir/Cezanne PCIe GPP Bri\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060400 │ 0x1635 │ 0000:00:08.1 │ 2 │ 0x1022 │ Renoir Internal PCIe GPP Br\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x060400 │ 0x1635 │ 0000:00:08.2 │ 2 │ 0x1022 │ Renoir Internal PCIe GPP Br\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x080600 │ 0x1631 │ 0000:00:00.2 │ -1 │ 0x1022 │ Renoir/Cezanne IOMMU\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x0c0330 │ 0x1639 │ 0000:04:00.3 │ 2 │ 0x1022 │ Renoir/Cezanne USB 3.1\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x0c0330 │ 0x1639 │ 0000:04:00.4 │ 2 │ 0x1022 │ Renoir/Cezanne USB 3.1\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x0c0500 │ 0x790b │ 0000:00:14.0 │ 3 │ 0x1022 │ FCH SMBus Controller\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x108000 │ 0x15df │ 0000:04:00.2 │ 2 │ 0x1022 │ Family 17h (Models 10h-1fh)\n├──────────┼────────┼──────────────┼────────────┼────────┼────────────────────────────\n│ 0x130000 │ 0x145a │ 0000:04:00.0 │ 2 │ 0x1022 │ Zeppelin/Raven/Raven2 PCIe\n└──────────┴────────┴──────────────┴────────────┴────────┴────────────────────────────\n\n\n\n\n次のコマンドでドライバーのブラックリストへの登録を行います。\necho \"blacklist nouveau\" >> /etc/modprobe.d/blacklist.conf\necho \"blacklist nvidia*\" >> /etc/modprobe.d/blacklist.conf\n\n実行ログ\nroot@pvehome:~# echo \"blacklist nouveau\" >> /etc/modprobe.d/blacklist.conf\nroot@pvehome:~# echo \"blacklist nvidia*\" >> /etc/modprobe.d/blacklist.conf\n\n\n\n\nProxmox VE を再起動します。\n\n\nデータセンター > 100 (win-11) > ハードウェア から 追加 ボタンを押下し PCI デバイス を選択します。\n\n\n追加する PCI デバイスを設定し 追加 ボタンを押下します。\n\nRaw Device\n\nデバイス: パススルーする GPU を選択します。\n全機能: チェックを入れます。\n\n\n詳細設定\n\nPCI-Express: チェックを入れます。\n\n\n\n\n\nノード 100 (win-11) を起動してリモートデスクトップ接続します。\n\n\nGPU のドライバーをインストールして GPU を認識していることを確認します。\n\n\n動作確認のために サイバーパンク2077 のベンチマークを実行します。\n\n\n","id":"https://site.little-method.com/blog/building-a-proxmox-ve-8-1-environment/","title":"Proxmox VE 8.1 の環境を構築する"},"https://site.little-method.com/blog/cache-games-in-the-local-environment/":{"body":"概要\nLanCache.NET を導入してゲームをローカル環境にキャッシュすることで、ゲームのインストールを高速化します。\n今回は Steam のゲームをキャッシュしますが、他にもさまざまなゲームをキャッシュすることができます。\nサポートされているサービスについては、 uklans/cache-domains を参照してください。\n前提条件\n\nホストマシンで Git が使用できる必要があります。\nホストマシンで Docker, Docker Compose が使用できる必要があります。\n\n環境\nホストマシン\nLanCache.NET を導入してゲームをキャッシュする PC です。\nハードウェア\n\nCPU: AMD Ryzen 7 5700G\nMemory: 128GB\nStorage: Samsung SSD 970 EVO Plus 2TB\nNetwork: Anker PowerExpand USB-C & 2.5Gbps イーサネットアダプタ\n\nソフトウェア\n\nOS: Ubuntu 22.04.3 LTS\nDocker: version 20.10.24\nDocker Compose: version v2.17.2\nLanCache.NET: lancache-dns, monolithic\n\nクライアントマシン\nゲームをインストールしてプレイする PC です。\nハードウェア\n\nCPU: AMD Ryzen 7 6800U\nMemory: 32GB\nStorage: WD_Black SN770 2TB\nNetwork: Planex USB-LAN2500R\n\nソフトウェア\n\nOS: Windwos 11 Home (23H2)\nSteam: version 1702079146\n\n導入手順\nホストマシン\n公式ドキュメントの The Simplest Method を参考に導入します。\n\n\n次のコマンドで docker-compose を lancache フォルダにダウンロードします。\ngit clone https://github.com/lancachenet/docker-compose/ lancache\n\n\n\nlancache フォルダの .env をエディターで開いて編集します。今回は vim で編集します。\ncd lancache\nvim .env\n\n\n\nMore Detail を参考に .env を編集します。\n\nLANCACHE_IP: LanCache.NET の IP アドレスです。通常はホストマシンの IP アドレスを設定します。\nDNS_BIND_IP: DNSコンテナの IP アドレスです。LANCACHE_IP と同じ値を設定します。\nUPSTREAM_DNS: 上流の DNS サーバーです。複数のアップストリーム DNS サーバーをセミコロン (またはスペース) で区切って設定できます。\nCACHE_ROOT: キャッシュデータを保存する場所です。\nCACHE_DISK_SIZE: キャッシュするボリュームのサイズです。\nTZ: Docker コンテナのタイムゾーンです。日本にする場合は Asia/Tokyo を設定します。\n\n\n\n次のコマンドで LanCache.NET(lancache-dns, monolithic) を起動します。\nsudo docker-compose up -d\n\nLanCache.NET を終了する場合は次のコマンドを実行します。\nsudo docker-compose down\n\n\n\nルーター\nDNS ポイズニングを行うために lancache-dns の IP アドレスを渡すようにルーターを設定します。\nルーターによって設定方法は異なりますが、多くの場合は LAN 設定から DNS サーバーの IP を変更することができます。\n詳細は公式ドキュメントの Configuring your firewall を参照してください。\n今回はクライアント側で DNS 設定を変更するためこの手順はスキップします。\nクライアントマシン\nDNS を lancache-dns の IP アドレスに設定します。\n\n\n設定画面を開きます。\n\n\nサイドメニューの「ネットワークとインターネット」から「イーサーネット」を開きます。\n\n\n「DNS サーバーの割り当て」の 編集 ボタンを押下します。\n\n\n「DNS 設定の編集」を 手動 に変更し次の設定を行います。\n\nIPv4: オンにします。\n優先 DNS: lancache-dns の IP アドレスに設定します。\n\n\n\n検証\nSteam で Left 4 Dead 2 (8.5GB) のインストールにかかる時間をキャッシュ前とキャッシュ後で比較します。\nテスト結果最大ダウンロード速度インストール時間\nキャッシュ前11.8 MB/s29分30秒\nキャッシュ後102.6MB/s02分05秒\n\nキャッシュ後は大幅にインストール時間が短縮されました。\nトラブルシューティング\nLanCache.NET が起動しない\n詳細\n次のエラーが発生して起動に失敗します。\nst-little@ap-server:~/lancache$ sudo docker-compose up -d\n[+] Running 2/3\n ✔ Network lancache_default Created 0.1s \n ✔ Container lancache-monolithic-1 Started 0.7s \n ⠿ Container lancache-dns-1 Starting 0.7s \nError response from daemon: driver failed programming external connectivity on endpoint lancache-dns-1 (4b1ad8818c8767b6bc7d398368294be9e1a1cbd38a2e54ba7d96bdb6396ff446): Error starting userland proxy: listen tcp4 192.168.210.110:53: bind: cannot assign requested address\n\n原因\n既にポート 53 が systemd-resolved に使用されています。\nst-little@ap-server:~/lancache$ sudo lsof -i :53\nCOMMAND PID USER FD TYPE DEVICE SIZE/OFF NODE NAME\nsystemd-r 571 systemd-resolve 13u IPv4 23945 0t0 UDP localhost:domain \nsystemd-r 571 systemd-resolve 14u IPv4 23946 0t0 TCP localhost:domain (LISTEN)\n\n解決方法\n次のコマンドで systemd-resolved を無効にします。\nsudo systemctl disable systemd-resolved\nsudo systemctl stop systemd-resolved\n\n","id":"https://site.little-method.com/blog/cache-games-in-the-local-environment/","title":"ゲームをローカル環境にキャッシュする"},"https://site.little-method.com/blog/how-to-add-custom-emoji-to-rust/":{"body":"概要\nRust にカスタム絵文字を追加して使用する方法を紹介します。\n参考情報\nServer Custom Emojis \n関連情報\n\nRust のサーバーを構築する\n\nRust にカスタム絵文字を追加する方法\n今回はカスタム絵文字 neko.png を追加します。\n\n\n次の要件を満たしたカスタム絵文字を準備します。\n\n256*256ピクセルより大きくない\n.jpgまたは.pngファイル形式であること(注意:.jpgは透過に対応していません)。\nファイルサイズが250kb以下であること\n8ビットと16ビットのPngが動作しない\n\n\n\nカスタム絵文字をサーバーの server/{MY_RUST_SERVER}/serveremoji フォルダにコピーします。\n\n\nクライアントでサーバーの再接続をおこないます。\n\n\nチャットに :{FILE_NAME}: を入力するとカスタム絵文字を使用することができます。今回は :neko: と入力します。\n\n\n","id":"https://site.little-method.com/blog/how-to-add-custom-emoji-to-rust/","title":"Rust にカスタム絵文字を追加する方法"},"https://site.little-method.com/blog/how-to-add-windows-store-games-to-steam/":{"body":"概要\nUWPHook を使用して Windows Store のゲームを Steam に追加します。\nこの記事では Minecraft Launcher を Steam に追加します。\n前提条件\n\nSteam がインストールされている必要があります。\n\n環境\n\nOS: Windows 11 Home 23H2\nUWPHook: バージョン 2.13.0\nSteam: バージョン 1702079146\nMinecraft Launcher: バージョン v.2.15.23-1.7.2\n\n手順\nUWPHook のダウンロード\n\n\nUWPHook の Releases を開きます。\n\n\n最新バージョンの UWPHook.exe を押下してインストーラーをダウンロードします。\n\n\nUWPHook のインストール\n\n\nダウンロードした UWPHook.exe をダブルクリックしてインストーラーを起動します。\n\n\nNext > ボタンを押下してインストーラーを開始します。\n\n\nI Agree ボタンを押下してライセンスに同意します。\n\n\nインストールするフォルダを選択し Next > ボタンを押下します。\n\n\nInstall ボタンを押下してインストールを開始します。\n\n\nインストールが完了したら Finish ボタンを押下してインストーラーを終了します。\n\n\nゲームを Steam に追加\n\n\nUWPHook を起動します。\n\n\nSteamGridDB からゲーム画像を自動で読み込むか問われるので、今回は いいえ(N) ボタンを押下します。\n\n\nゲームの一覧が表示されます。\n\n\nSteam に追加するゲームにチェックを入れます。今回は Minecraft Launcher にチェックを入れます。\n\n\nExport selected apps to Steam ボタンを押下します。\n\n\nSteam に追加が完了したことを知らせるダイアログが表示されるので OK ボタンを押下します。\n\n\nSteam のライブラリを開いてゲームが追加されていることを確認します。\n\n\n","id":"https://site.little-method.com/blog/how-to-add-windows-store-games-to-steam/","title":"Windows Store のゲームを Steam に追加する方法"},"https://site.little-method.com/blog/how-to-auto-click-in-minecraft/":{"body":"概要\nマインクラフトでオートクリックする方法を紹介します。\nトラップで放置しながら経験値を稼ぐことができて便利です。\n前提条件\n\n\nSteam がサポートしている次のコントローラーが必要です。\n\nXbox\nPlayStation\nNintendo Switch\n\n\n\nコントローラーはオートクリックを開始・終了するときだけ使用します。\nそれ以外の操作は全てキーボードとマウスを使用する想定です。\n\n\n環境\n\nOS: Windows 11 Home 23H2\nSteam: バージョン 1702079146\nMinecraft Launcher: バージョン v.2.15.23-1.7.2\nコントローラー: Xbox ワイヤレス コントローラー + ワイヤレス アダプタ for Windows 10 1VA-00005\n\n手順\n\n\nパソコンにコントローラーを接続します。\n\n\nSteam を起動し設定画面を開きます。\n\n\nコントローラ から使用するコントローラーを有効にします。\n\n\nデスクトップレイアウトの 編集 ボタンを押下します。\n\n\nSteam入力を有効にする ボタンを押下します。\n\n\nレイアウトを編集 ボタンを押下します。\n\n\n十字キー 左 の歯車アイコンを押下します。\n\n\n設定 を押下します。\n\n\n次の設定を行い 閉じる ボタンを押下します。\n\n長押しで繰り返し (ターボ): 有効\n繰り返し頻度: 1000\n切り替え: 有効\n\n\n\n十字キー 左 を押下します。\n\n\nマウス から 左マウスクリック を押下します。\n\n\nMinecraft を起動して 十字キー 左 を押すとオートクリックが開始されます。\nオートクリックを終了する場合はもう一度 十字キー 左 を押します。\n※ Bedrock Edition の場合は 十字キー 左 に絵文字がバインドされているため、あらかじめ別のボタン変更してください。\n\n\n","id":"https://site.little-method.com/blog/how-to-auto-click-in-minecraft/","title":"Minecraft でオートクリックする方法"},"https://site.little-method.com/blog/how-to-backup-google-services/":{"body":"概要\nGoogle Takeout を利用して Gmail, Google Drive, Youtube などの Google サービスをまとめてバックアップします。\n詳細は公式ドキュメント Google データをダウンロードする方法 を参照してください。\nバックアップ方法\n\n\nGoogle Takeout を開きます。\n\n\n追加するデータの選択 でバックアップしたいサービスにチェックが入っていることを確認し 次のステップ ボタンを押下します。\n\n\nファイル形式、エクスポート回数、エクスポート先の選択 でバックアップの設定を行い エクスポートを作成 ボタンを押下します。\n今回は定期的にバックアップしたいので 頻度 を 1 年間 2 か月ごとにエクスポート に変更します。\n\n\nエクスポートのスケシューズが設定されます。\n\n\nデータのアーカイブを開始したことを知らせるメールが届きます。\n\n\nダウンロードリンクがメールで届くので、データをダウンロードして保存してください。\n\n\n","id":"https://site.little-method.com/blog/how-to-backup-google-services/","title":"Google サービスのバックアップ方法"},"https://site.little-method.com/blog/how-to-connect-remotely-to-windows-pc/":{"body":"概要\nWindows PC にリモート接続します。\n前提条件\n\n接続先 PC の Windows は Pro を使用する必要があります。\n\n環境\n\n\n接続先の PC\n\nWindows 11 Pro\n\n\n\n接続する PC\n\nWindows 11 Pro\nmacOS 13.6.1\n\n\n\n参考情報\n\nリモート デスクトップの使い方\n\n接続先の PC の設定\n接続先の PC でリモート接続を有効にします。\n\n\nスタートから 設定 を開きます。\n\n\nシステムから リモートデスクトップ を開きます。\n\n\nリモートデスクトップから オフ になっているトグルボタンを押下します。\n\n\nリモートデスクトップを有効にする確認ダイアログで 確認 ボタンを押下します。\n\n\nリモートデスクトップのトグルボタンが オン になったことを確認します。またリモート接続する際に PC 名 が必要になります。\n\n\nWindows PC からリモート接続する\n\n\nタスクバーの検索ボックスに リモートデスクトップ接続 と入力し [リモート デスクトップ接続] を選択します。\n\n\nリモートデスクトップ接続のコンピュータに接続先の PC の PC 名 を入力し 接続 ボタンを押下します。\n\n\n資格情報の入力画面で その他 から 別のアカウントを使用する を選択し接続先の PC のユーザー名、パスワードを入力し OK ボタンを押下します。\n\n\n証明書の警告ダイアログの はい ボタンを押下します。\n\n\nMac からリモート接続する\n\n\nMac App Store から Microsoft Remote Desktop をインストールします。\n\n\nMicrosoft Remote Desktop を起動します。\n\n\n利用状況およびパフォーマンス情報をマイクロソフトと共有するか問われるので Not now を選択します。\n\n\nマイクとカメラを使用するメッセージが表示されたら Continue を選択します。\n\n\nOK を選択してマイクのアクセスを許可します。\n\n\nOK を選択してカメラのアクセスを許可します。\n\n\nAdd PC ボタンを押下します。\n\n\nPC name に接続先の PC の PC 名 を入力し Add ボタンを押下します。\n\n\n追加した PC の Connect を選択します。\n\n\n接続先の PC のユーザー名、パスワードを入力して Continue ボタンを押下します。\n\n\n証明書の警告ダイアログの Continue ボタンを押下します。\n\n\n","id":"https://site.little-method.com/blog/how-to-connect-remotely-to-windows-pc/","title":"Windows PC にリモート接続する方法"},"https://site.little-method.com/blog/how-to-download-content-from-steam-workshop/":{"body":"概要\nSteamCMD を使用して Steam Workshop のコンテンツをダウンロードします。\n環境\n\nUbuntu 23.10\n\n手順\n\n\n次のコマンドを実行して SteamCMD をインストールします。\nsudo add-apt-repository multiverse; sudo dpkg --add-architecture i386; sudo apt update\nsudo apt install steamcmd\n\n\n\n次のコマンドを実行して Workshop からコンテンツをダウンロードします。\n\nusername: ログインする Steam のユーザー名\npassword: ログインパスワード\nappid: SteamDB でゲームの App ID を確認します。\n\n同じゲームタイトルでもクライアントとサーバーで App ID が異なる場合があります。\n\n\nworkshopid: ワークショップページの URL の ?id= と表示されている数字が Workshop ID です。\n\nsteamcmd +login {username} {password} +workshop_download_item {appid} {workshopid} validate +quit\n\nLeft 4 Dead 2 の Yama part 1 をダウンロードする場合は次のコマンドになります。\nsteamcmd +login username password +workshop_download_item 550 767999000 validate +quit\n\n\n\nWorkshop のコンテンツが ~/.local/share/Steam/steamapps/workshop/content/{appid}/{workshopid}/ にダウンロードされます。\n\n\nダウンロードしたファイル名が 数字_legacy.bin の場合はファイル名を変更しないとゲームに addon として追加できません。\n\n数字_legacy: 何の addon か分かりやすい名前に変更します。\nbin: addon の拡張子に変更します。 Left 4 Dead 2 の場合は vpk です。\n\n例えば Yama part 1 のファイル名は 263848390351735587_legacy.bin なので l4d2addons_yama_part_1.vpk に変更します。\n\n\n","id":"https://site.little-method.com/blog/how-to-download-content-from-steam-workshop/","title":"Steam Workshop からコンテンツをダウンロードする方法"},"https://site.little-method.com/blog/how-to-enable-raytracing-in-minecraft-be/":{"body":"概要\nMinecraft Bedrock Edition でレイトレーシングを有効化する方法を紹介します。\n前提条件\n\nレイトレーシングの 最小要件 を満たしている必要があります。\n\n手順\n\n\nレイトレーシングの テクスチャパック をダウンロードします。\n\n\nダウンロードしたテクスチャパックをダブルクリックしてインストールします。\n\n\nMinecraft Bedrock Edition を起動して 設定 > グローバル リソース > マイ パック を開きインストールしたテクスチャパックを有効化します。\n\n\nワールドに入って 設定 > ビデオ を開きレイトレーシングを有効化します。\n\n\n","id":"https://site.little-method.com/blog/how-to-enable-raytracing-in-minecraft-be/","title":"Minecraft でレイトレーシングを有効化する方法"},"https://site.little-method.com/blog/how-to-implement-chat-commands-in-rust-plugin/":{"body":"概要\nチャットコマンドを実行しアクティブユーザーの名前をチャットに表示する Rust 用プラグインを作成します。\n参考情報\n\nPlugin lifecycle\nWriting your first plugin\n\n関連情報\n\nRust のサーバーを構築する\nVSCode に Rust の Mod の開発環境を構築する\n\nプラグインの実装方法\nActivePlayers.cs ファイルを作成し、アクティブユーザーの名前をチャットに表示するチャットコマンドを実装します。\n\n\nメソッド ActivePlayersCommand を実装します。\n void ActivePlayersCommand(BasePlayer player, string command, string[] args)\n {\n\n }\n\nメソッドは次の引数を受け取ります。\n\nplayer: コマンドを呼び出したBasePlayer\ncommand: 呼び出されるコマンド\nargs: コマンドに続くオプションの追加引数の配列\n\n\n\nアノテーション ChatCommand でチャットコマンドを指定します。\n [ChatCommand(\"activeplayers\")]\n\n\n\nBasePlayer.activePlayerList でアクティブユーザーを取得し、その名前を PrintToChat でチャットに出力します。\n foreach (BasePlayer activePlayer in BasePlayer.activePlayerList)\n {\n PrintToChat(player, $\"Active Player: {activePlayer.displayName}\");\n }\n\n\n\n全てのソースコードは次の通りです。\nnamespace Oxide.Plugins\n{\n [Info(\"Active Players\", \"Unknown Author\", \"0.1.0\")]\n [Description(\"This plugin displays all active usernames in the chat.\")]\n class ActivePlayers : RustPlugin\n {\n void Init()\n {\n }\n\n [ChatCommand(\"activeplayers\")]\n void ActivePlayersCommand(BasePlayer player, string command, string[] args)\n {\n foreach (BasePlayer activePlayer in BasePlayer.activePlayerList)\n {\n PrintToChat(player, $\"Active Player: {activePlayer.displayName}\");\n }\n }\n }\n}\n\n\n\nプラグインの動作確認\n\n\nActivePlayers.cs ファイルをサーバーの oxide/plugins フォルダにコピーします。\n\n\nサーバーを起動します。\n\n\nRust を起動してサーバーに接続します。\n\n\nチャットに /activeplayers を入力します。\n\n\n","id":"https://site.little-method.com/blog/how-to-implement-chat-commands-in-rust-plugin/","title":"Rust プラグインのチャットコマンドを実装する"},"https://site.little-method.com/blog/how-to-install-mod-in-palworld/":{"body":"概要\nSteam 版 Palworld に Nexus Mods の Mod をインストールする方法を紹介します。\n環境\n\nWindows 10 Pro 22H2\nUE4SS v3.0.0\nPalworld v0.1.4.1\nVortex v1.9.12\nPal Analyzer v0.72\n\nUE4SS のインストール\nMod に必要な UE4SS をインストールします。\n\n\nUE4SS の リリースページ を開きます。\n\n\nインストールする Mod に対応したバージョンの zip ファイルをダウンロードします。今回は UE4SS_v3.0.0.zip をダウンロードします。\n\n\nダウンロードした zip ファイル を展開します。\n\n\nSteam > ライブラリ > Palworld > 管理 > ローカルファイルを閲覧 に進みます。\n\n\nPal > Binaries > Win64 に進みます。\n\n\n展開した UE4SS フォルダの内容を Win64 フォルダに移動します。\n\n\n一度 Palworld を起動し、メインメニューが表示されたら Palworld を終了します。(今回はゲームがクラッシュしましたが、再度 Palworld を実行したら問題なく起動しました。)\n\nこの手順で UE4SS が使用する LogicMods フォルダが Pal\\Content\\Paks に生成されます。\n\n\n\nVortex のインストール\nMod マネージャーの Vortex をインストールします。\n\n\nNexus Mods に 登録 してアカウントを作成します。\n\n\nVortex の FILES を開きます。\n\n\nMAIN FILES > MANUAL DOWNLOAD を選択します。\n\n\nDOWNLOAD を選択します。\n\n\nSLOW DOWNLOAD を選択しインストーラーをダウンロードします。\n\n\nダウンロードしたインストーラーを実行しインストールします。\n\n\nMod のインストール\nNexus Mods から Mod をインストールします。今回は Pal Analyzer をインストールしますが他の Mod も同じ手順です。\n\n\nVortex を起動します。\n\n\nゲーム で palworld を検索し 管理 を選択します。\n\n\nダウンロード を選択します。\n\n\nMod のページの FILES タブを開きます。\n\n\nMOD MANAGER DOWNLOAD を選択します。\n\n\nDOWNLOAD を選択します。\n\n\nSLOW DOWNLOAD を選択します。\n\n\nVortex を開く を選択します。\n\n\nユーザー権限の昇格, 配置 を選択します。\n\n\n動作確認\n\n\nPalworld を起動します。(ゲームがクラッシュした場合は再起動してください。)\n\n\nゲーム内で Pal の情報が表示されることを確認します。\n\nShift + O キーを押して Mod の設定画面を開くことができます。\n\n\n\n","id":"https://site.little-method.com/blog/how-to-install-mod-in-palworld/","title":"Palworld に Mod をインストールする方法"},"https://site.little-method.com/blog/how-to-install-vortex-on-steam-deck/":{"body":"概要\nSteam Deck に Vortex Mod Manager をインストールします。\n環境\n\nSteam Deck OLED 1TB\nSteamOS 3.5.7\nVortex 1.9.12\nProton 8.0-5\n\n手順\nSteam deck はデスクトップモードです。\nインストーラーのダウンロード\nVortex のインストーラーをダウンロードします。\n\n\nブラウザで Vortex の FILES を開き MANUAL DOWNLOAD を選択します。\n\n\nDOWNLOAD を選択します。\n\n\nSHOW DOWNLOAD を選択しインストーラーをダウンロードします。\n\n\nインストーラーを Vortex Mod Manager フォルダ移動します。\nKonsole を起動し次のコマンドを実行します。\nmkdir \"/home/deck/.local/share/Steam/steamapps/common/Vortex Mod Manager\"\nmv /home/deck/Downloads/Vortex-1-1-9-12-1704709175.exe \"/home/deck/.local/share/Steam/steamapps/common/Vortex Mod Manager\"\n\n\n\nインストーラーを Steam に追加\nSteam に Vortex のインストーラーを追加します。\n\n\nSteam を起動します。\n\n\n左下の ゲームの追加 から 非Steamゲームを追加... を選択します。\n\n\n参照... を選択します。\n\n\nアドレスバーに /home/deck/.local/share/Steam/steamapps/common/Vortex Mod Manager を入力しインストーラーを選択します。\n\n\nインストーラーにチェックが入っていることを確認して 選択したプログラムを追加 を選択します。\n\n\nライブラリからインストーラーの プロパティ を選択します。\n\n\n互換性を開き互換性の設定を行います。\n\n特定の Steam Play 互換ツールの使用を強制する: チェックを入れます。\nProton 8.0-5: Proton の最新バージョンを選択します。\n\n\n\nVortex のインストール\nSteam Deck に Vortex をインストールします。\n\n\nSteam を起動します。\n\n\nライブラリからインストーラーの プレイ を選択します。\n\n\nインストール を選択し Vortex のインストールを開始します。\n\n\n完了 を選択し Vortex のインストールを終了します。\n\n\nVortex が起動したら Fix を選択します。\n\n\nOK を選択します。\n\n\nVortex のダッシュボードが表示されます。\n\n\nVortex を Steam に追加\nSteam に Vortex を追加します。\n\n\nゲームデータに Vortex がアクセスできるようにします。今回は Palworld のゲームデータを選択します。\nKonsole を起動し次のコマンドを実行します。3003722372 は自分の環境に合わせて変更して下さい。\nmkdir /home/deck/.local/share/Steam/steamapps/compatdata/3003722372/pfx/drive_c/users/Public/Game\nln -s /home/deck/.local/share/Steam/steamapps/common/Palworld /home/deck/.local/share/Steam/steamapps/compatdata/3003722372/pfx/drive_c/users/Public/Game\n\n\n\nSteam を起動します。\n\n\n左下の ゲームの追加 から 非Steamゲームを追加... を選択します。\n\n\n参照... を選択します。\n\n\nアドレスバーに /home/deck/.local/share/Steam/steamapps/compatdata/3916960645/pfx/drive_c/Program Files/Black Tree Gaming Ltd/Vortex を入力し Vortex.exe を選択します。\n\n\nVortex にチェックが入っていることを確認して 選択したプログラムを追加 を選択します。\n\n\nライブラリから Votex の プロパティ を選択します。\n\n\n互換性を開き互換性の設定を行います。\n\n特定の Steam Play 互換ツールの使用を強制する: チェックを入れます。\nProton 8.0-5: Proton の最新バージョンを選択します。\n\n\n\nライブラリから Votex の プレイ を選択します。\n\n\nゲームから Palworld の 管理 を選択します。\n\n\nダウンロード を選択します。\n\n\nゲームデータを選択します。\n\n\nMod の FILES を開き MANUAL DOWNLOAD を選択します。\n\n\nダウンロードした Mod を移動します。\nKonsole を起動し次のコマンドを実行します。3003722372 は自分の環境に合わせて変更して下さい。\nmv \"/home/deck/Downloads/Pal Analyzer-336-0-72-1707630256.zip\" /home/deck/.local/share/Steam/steamapps/compatdata/3003722372/pfx/drive_c/users/Public\n\n\n\nMod から ファイルのインストール を選択します。\n\n\nMod を選択します。\n\n\n","id":"https://site.little-method.com/blog/how-to-install-vortex-on-steam-deck/","title":"Steam Deck に Vortex をインストールする方法"},"https://site.little-method.com/blog/how-to-run-scripts-on-a-mc-be-dedicated-server/":{"body":"概要\nMinecraft Bedrock Dedicated Server でスクリプトを実行する方法を紹介します。\nスクリプトは microsoft/minecraft-scripting-samples/ts-starter-complete-cotta を使用します。\n重要: 記事作成時点でスクリプトは実験的な機能です。\n参考情報\n\nUsing script to add new capabilities to dedicated servers\nBuild a gameplay experience with TypeScript\n\n関連記事\n\nMinecraft Bedrock Edition のサーバーを構築する\n\n環境\n\nMinecraft Bedrock Edition v1.21.44\n\n前提条件\n\n\ndocker-minecraft-bedrock-server を使用して Minecraft Bedrock Dedicated Server が構築されていること。\n\n\nローカル環境のマインクラフトに ts-starter-complete-cotta のスクリプトがデプロイされていること。\n\n\n手順\n\n\nベータ API がオンになっているワールドが必要なので、シングルプレイでベータ API がオンのワールドを作成します。\n\n一般\n\n世界名: test\nゲームモード: クリエイティブ\n\n\n詳細設定\n\n平坦な世界: ON\n座標を表示: ON\n\n\nビヘイビアーパック\n\nCotta Behavior Pack: 有効化\n\n\n実験\n\nベータ API: ON\n\n\n\n\n\n上記で作成したシングルプレイのワールドを Bedrock Dedicated Server にコピーします。\n\nシングルプレイで作成したコピー元のワールドは %localappdata%\\Packages\\Microsoft.MinecraftUWP_8wekyb3d8bbwe\\LocalState\\games\\com.mojang\\minecraftWorlds 配下の「fyqEYmKXAwA=」のようなフォルダです。\nBedrock Dedicated Server のコピー先のワールドは worlds/Bedrock level フォルダです。\n\n\n\nBedrock Dedicated Server を起動します。\n\n\nログに次のように active: gtst と出力されていることを確認します。gtst は実験的なスクリプト API が現在ワールド内で利用可能であることを示します。\nminecraft-bedrock-server | [2024-11-09 08:19:35:933 INFO] Experiment(s) active: gtst\n\n\n\n\n\ndata\\config\\default\\permissions.json で権限を設定します。\n\n\nBedrock Dedicated Server の worlds\\Bedrock level\\behavior_packs フォルダにスクリプトをコピーします。\n\ncotta\n\nscripts\n\nmain.js\n\n\nmanifest.json\npack_icon.png\n\n\n\n\n\n既存のワールドでベータ API をオンにする方法\nworlds/Bedrock level/level.dat を開き次の 3 項目に 1 を設定します。\n\nexperiments_ever_used\ngametest\nsaved_with_toggled_experiments\n\n","id":"https://site.little-method.com/blog/how-to-run-scripts-on-a-mc-be-dedicated-server/","title":"Minecraft Server でスクリプトを実行する方法"},"https://site.little-method.com/blog/how-to-take-a-screenshot-in-minecraft-and-where-to-save-it/":{"body":"概要\nMinecraft でスクリーンショットを撮る方法と保存場所を紹介します。\n環境\n\nWindows 10\nMinecraft Bedrock Edition\n\nスクリーンショットを撮る方法\n\n\nEsc キーを押下してポーズメニューを表示します。\n\n\nカメラボタン を押下してスクリーンショットを撮ります。\n\n\nスクリーンショットを見る方法\n\n\nEsc キーを押下してポーズメニューを表示します。\n\n\nプロフィールボタン を押下してプロフィールを表示します。\n\n\nプロフィールの概要から スクリーンショット ギャラリー を押下してスクリーンショット ギャラリーを表示します。\n\n\nスクリーンショット ギャラリーにスクリーンショットのサムネイルが表示されるので、見たいサムネイルを押下します。\n\n\nスクリーンショットの保存場所\n\n\nWin キーと R キーを同時に押下して ファイル名を指定して実行 画面を開きます。\n\n\n名前に %localappdata%\\Packages\\Microsoft.MinecraftUWP_8wekyb3d8bbwe\\LocalState\\games\\com.mojang\\Screenshots を入力し OK ボタンを押下します。\n\n\n保存場所のフォルダが開きます。\n\n\n","id":"https://site.little-method.com/blog/how-to-take-a-screenshot-in-minecraft-and-where-to-save-it/","title":"Minecraft でスクリーンショットを撮る方法と保存場所"},"https://site.little-method.com/blog/implement-a-basic-gui-for-the-rust-plugin/":{"body":"概要\nRust プラグインの基本的な GUI を実装し、チャットコマンドを実行すると文字を表示します。\n参考情報\n\nBasic concepts of GUI\nRustCui\nKulltero/Rust.Community\nTimers\nFlamingMojo's Blog\n\n関連情報\n\nRust プラグインのチャットコマンドを実装する\n\n環境\n\nVisual Studio Code 1.91.1\nDocker Desktop 4.33.1\n.NETFramework Standard 2.1\nMicrosoft.NETFramework.ReferenceAssemblies 1.0.3\nOpenMod.Rust.Oxide 3.8.10\n\nGUI の実装\nチャットコマンド gui を実行すると Hello World! を 5 秒間表示するプラグインを実装します。\n\n\n背景のコンポーネントを実装します。Color は正規化された RGBA で指定します。\nvar imgComp = new CuiImageComponent\n{\n Color = \"0.753 0.753 0.753 1\", // silver: #c0c0c0\n FadeIn = 1.0f\n};\n\n\n\n文字のコンポーネントを実装します。\nvar txtComp = new CuiTextComponent\n{\n Text = \"Hello World!\",\n Color = \"0 0 0 1\", // black: #000000\n FadeIn = 1.0f,\n Align = TextAnchor.MiddleCenter,\n FontSize = 24\n};\n\n\n\n位置のコンポーネントを実装します。Anchor は幅と高さを 0.0 (0%) から 1.0 (100%) までのパーセント (%) で表す数値です。Min 値はの左下隅の位置で、Max は右上隅の位置です。\nvar rectComp = new CuiRectTransformComponent\n{\n AnchorMin = \"0.2 0.8\",\n AnchorMax = \"0.8 0.95\"\n};\n\n\n\n背景の要素を実装します。Parent は レイヤー を指定します。\nvar imgElem = new CuiElement\n{\n Name = \"parentImageElement\",\n Parent = \"Hud\",\n FadeOut = 1.0f,\n};\nimgElem.Components.Add(imgComp);\nimgElem.Components.Add(rectComp);\n\n\n\n文字の要素を実装します。\nvar txtElem = new CuiElement\n{\n Name = \"childTextElement\",\n FadeOut = 1.0f,\n};\ntxtElem.Components.Add(txtComp);\ntxtElem.Components.Add(rectComp);\n\n\n\nCuiElementContainer に要素を追加します。\nvar elements = new CuiElementContainer();\nelements.Add(txtElem);\nelements.Add(imgElem);\n\n\n\n実装した GUI をプレイヤーに送信します。\nCuiHelper.AddUi(player, elements);\n\n\n\nGUI が 5 秒後に消えるようにタイマーを実装します。\ntimer.Once(5.0f, () =>\n{\n CuiHelper.DestroyUi(player, \"parentImageElement\");\n CuiHelper.DestroyUi(player, \"childTextElement\");\n});\n\n\n\n全てのソースコード\nusing Oxide.Game.Rust.Cui;\nusing UnityEngine;\n\nnamespace Oxide.Plugins\n{\n [Info(\"Basic concepts of GUI\", \"Unknown Author\", \"0.1.0\")]\n [Description(\"Basic GUI concepts such as anchors, offsets, etc.\")]\n class BasicConceptsOfGUI : RustPlugin\n {\n void Init()\n {\n }\n\n [ChatCommand(\"gui\")]\n void GUICommand(BasePlayer player, string command, string[] args)\n {\n var imgComp = new CuiImageComponent\n {\n Color = \"0.753 0.753 0.753 1\", // silver: #c0c0c0\n FadeIn = 1.0f\n };\n var txtComp = new CuiTextComponent\n {\n Text = \"Hello World!\",\n Color = \"0 0 0 1\", // black: #000000\n FadeIn = 1.0f,\n Align = TextAnchor.MiddleCenter,\n FontSize = 24\n };\n var rectComp = new CuiRectTransformComponent\n {\n AnchorMin = \"0.2 0.8\",\n AnchorMax = \"0.8 0.95\"\n };\n\n var imgElem = new CuiElement\n {\n Name = \"parentImageElement\",\n Parent = \"Hud\",\n FadeOut = 1.0f,\n };\n imgElem.Components.Add(imgComp);\n imgElem.Components.Add(rectComp);\n\n var txtElem = new CuiElement\n {\n Name = \"childTextElement\",\n FadeOut = 1.0f,\n };\n txtElem.Components.Add(txtComp);\n txtElem.Components.Add(rectComp);\n\n var elements = new CuiElementContainer();\n elements.Add(txtElem);\n elements.Add(imgElem);\n\n CuiHelper.AddUi(player, elements);\n\n timer.Once(5.0f, () =>\n {\n CuiHelper.DestroyUi(player, \"parentImageElement\");\n CuiHelper.DestroyUi(player, \"childTextElement\");\n });\n }\n }\n}\n\n","id":"https://site.little-method.com/blog/implement-a-basic-gui-for-the-rust-plugin/","title":"Rust プラグインの基本的な GUI を実装する"},"https://site.little-method.com/blog/installing-cocricot-on-minecraft-je-server/":{"body":"概要\nMinecraft Java Edition のサーバーに Cocricot をインストールします。\nサーバーに Cocricot をインストールすると、クライアントは Cocricot をインストールする必要はありません。\n前提条件\n\n\n既に Minecraft Java Edition のサーバーが構築されている必要があります。\n\nサーバーを構築する方法は こちら を参照してください。\n\n\n\nサーバーとクライアントのマインクラフトのバージョンは一致している必要があります。\n\n\n環境\nサーバー\n\n\nMinecraft Java Edition: バージョン 1.20.1\n\n\nForge: バージョン 47.2\n\n\nCocricot: バージョン 1.20.1\n\n\nクライアント\n\nMinecraft Java Edition: バージョン 1.20.1\n\n手順\nリソースパックのダウンロード\n公式サイトのダウンロードページからリソースパックをダウンロードします。\n\n\nリソースパックの ダウンロードページ を開きます。\n\n\n1.20.1 Java Edition の Resourcepack を押下します。\n\n\n利用規約に同意できる場合は 利用規約に同意してダウンロード を押下します。\n\n\nリソースパックのアップロード\nリソースパックをクラウドストレージサービスにアップロードします。\n今回は MCPacks にアップロードします。\n\n\nMCPacks を開きます。\n\n\nファイルを選択 ボタンを押下しリソースパックを選択します。\n\n\nUpload ボタンを押下してリソースパックをアップロードします。\n\n\nDownload URL, SHA-1 Hash をコピーします。\n\n\nサーバーの設定\nサーバーのコンテナ定義 docker-compose.yml を設定します。\n詳細は Custom resource pack を参照してください。\n\n\nenvironment の RESOURCE_PACK に Download URL を設定します。\nRESOURCE_PACK: \"https://download.mc-packs.net/pack/812efe7330936ebd1fb3d147deb977616077b3a3.zip\"\n\n\n\nenvironment の RESOURCE_PACK_SHA1 に SHA-1 Hash を設定します。\nRESOURCE_PACK_SHA1: \"812efe7330936ebd1fb3d147deb977616077b3a3\"\n\n\n\nenvironment の RESOURCE_PACK_ENFORCE に TRUE を設定します。\nRESOURCE_PACK_ENFORCE: \"TRUE\"\n\n\n\nサーバーを起動します。\n\n\n","id":"https://site.little-method.com/blog/installing-cocricot-on-minecraft-je-server/","title":"Minecraft のサーバーに Cocricot をインストールする"},"https://site.little-method.com/blog/installing-forge-on-windows/":{"body":"概要\nWindwos に Minecraft Forge 14 をインストールします。\n環境\n\n\nWindows 11 Home\n\nバージョン 22H2\n\n\n\nMinecraft\n\nJava Edition\nバージョン 1.12.2\n\n\n\nMinecraft Forge\n\nバージョン 14.23.5.2859\n\n\n\n手順\n準備\nすでに Java がインストール済みの場合は不要です。\n\n\nJava の ダウンロードページ を開いて、「Javaのダウンロード」ボタンを選択します。 \n\n\nダウンロードされた「JavaSetup8u351.exe」を実行して Java をインストールします。\n\n\nMinecraft Forge のインストール\n\n\nMinecraft 1.12.2 用の ダウンロードページ を開きます。\n\n\nDownload Recommended の Installer を選択します。\n\n\n広告画面の 「SKIP」ボタンを選択してインストーラーをダウンロードします。\n\n\nダウンロードしたインストーラー「forge-1.12.2-14.23.5.2859-installer.jar」を実行してインストールを開始します。\n\n\nインストールが完了したら「OK」ボタンを選択します。\n\n\n起動構成の作成\n\n\nMinecraft Launcher を起動して「MINECRAFT:Java Edition」を選択します。\n\n\n「Installations」タブを選択し「新規作成」ボタンを選択します。\n\n\n「名前」に自分が分かりやすい任意の名前を入力します。\n\n\n「バージョン」は release 1.12.2-forge-14.23.5.2859 を選択します。\n\n\n「ゲームディレクトリ」は「参照」ボタンを選択して任意のフォルダーを選択します。\n\n\n「作成」ボタンを選択して起動構成を作成します。\n\n\n起動の確認\n\n\n作成した起動構成の「プレイ」ボタンを選択します。\n\n\n警告ダイアログが表示されるので「プレイ」ボタンを選択して Minecraft を起動します。\n\n\n無事に Minecraft が起動したら「Quit Game」ボタンを選択して Minecraft を終了します。\n\n\n","id":"https://site.little-method.com/blog/installing-forge-on-windows/","title":"Windwos に Minecraft Forge 14 をインストールする"},"https://site.little-method.com/blog/installing-galacticraft-in-minecraft/":{"body":"概要\nMinecraft に Galacticraft をインストールします。\nMinecraft Forge が未インストールの場合は先に Minecraft Forge をインストールしてください。\n環境\n\n\nWindows 11 Home\n\nバージョン 22H2\n\n\n\nMinecraft\n\nJava Edition\nバージョン 1.12.2\n\n\n\nMinecraft Forge\n\nバージョン 14.23.5.2859\n\n\n\nGalacticraft\n\nバージョン 4\n\n\n\n手順\nGalacticraft のダウンロード\n\n\nGalacticraft の ダウンロードサイト を開きます。\n\n\n「Minecraft Version」で「1.12.2」を選択します。\n\n\njar ファイルを全てダウンロードします。 \n\n\nGalacticraft のインストール\n\n\nMinecraft Launcher を起動して「MINECRAFT:Java Edition」を選択します。\n\n\n「Installations」タブを選択します。\n\n\nGalacticraft をインストールする起動構成のフォルダを開きます。\n\n\n「mods」フォルダの中に Galacticraft の jar ファイルを置きます。\n\n\nGalacticraft の起動\n\n\nGalacticraft をインストールした起動構成の「プレイ」ボタンを選択します。。\n\n\nMinecraft が起動したら「Mods」を選択します。\n\n\nインストール済みの Mod 一覧に Galacticraft が表示されることを確認します。\n\n\n","id":"https://site.little-method.com/blog/installing-galacticraft-in-minecraft/","title":"Minecraft に Galacticraft をインストールする"},"https://site.little-method.com/blog/installing-minecraft-on-steam-deck/":{"body":"概要\nSteam Deck に マインクラフト公式のランチャー をインストールして Minecraft Java 版をプレイできるようにします。\n環境\n\n\nSteam Deck OLED 1TB\n\nSteamOS 3.5.7\n\n\n\nドッキングステーション\n\nキーボード、マウスを接続します。\n\n\n\n準備\nSteam Deck の雑多まとめ を参考に次の準備を行ます。\n\nsudo コマンドを利用できるようにします。\npacman コマンドを利用できるようにします。\nbase-devel をインストールします。\nKDE ウォレットを無効にします。\ngnome-keyring をインストールします。\n\n手順\nMinecraft Launcher のダウンロード\nマインクラフト公式のランチャーをダウンロードします。\nSteam deck はデスクトップモードです。\n\n\nブラウザで ランチャー のページを開きます。\n\n\nPackage Actions の Download snapshot リンクを選択しファイルをダウンロードします。\n\n\nMinecraft Launcher のインストール\nマインクラフト公式のランチャーをインストールします。\nSteam deck はデスクトップモードです。\n\n\nKonsole ターミナルを起動します。\n\n\n次のコマンドを実行してダウンロードフォルダのランチャーファイルを展開します。\ncd Downloads/\ntar -zxvf minecraft-launcher.tar.gz\n\n\n\n次のコマンドを実行して展開したランチャーをビルドします。\ncd minecraft-launcher/\nsudo steamos-readonly disable\nmakepkg -s\n\n\n\n次のコマンドを実行してビルドしたランチャーをインストールします。\nsudo pacman -U minecraft-launcher-1\\:1.0.1221-1-x86_64.pkg.tar.zst\nsudo steamos-readonly enable\n\n\n\n実行ログ\n(1)(deck@steamdeck ~)$ cd Downloads/\n(deck@steamdeck Downloads)$ tar -zxvf minecraft-launcher.tar.gz\nminecraft-launcher/\nminecraft-launcher/.SRCINFO\nminecraft-launcher/.gitignore\nminecraft-launcher/PKGBUILD\nminecraft-launcher/PKGBUILD.template\nminecraft-launcher/SRCINFO.template\nminecraft-launcher/minecraft-launcher.desktop\n(deck@steamdeck Downloads)$ cd minecraft-launcher/\n(deck@steamdeck minecraft-launcher)$ sudo steamos-readonly disable\n[sudo] deck のパスワード:\n(deck@steamdeck minecraft-launcher)$ makepkg -s\n==> パッケージを作成: minecraft-launcher 1:1.0.1221-1 (2023年12月14日 08時49分07秒)\n==> ランタイムの依存関係を確認...\n==> 欠けている依存パッケージをインストール...\n:: 4 個の選択肢が java-runtime にはあります:\n:: リポジトリ extra-3.5\n 1) jre-openjdk 2) jre11-openjdk 3) jre17-openjdk 4) jre8-openjdk\n\n数字を入力してください (デフォルト=1): 4\n依存関係を解決しています...\n衝突するパッケージがないか確認しています...\n\nパッケージ (3) java-runtime-common-3-5 jre8-openjdk-headless-8.372.u07-1 jre8-openjdk-8.372.u07-1\n\n合計ダウンロード容量: 28.97 MiB\n合計インストール容量: 99.69 MiB\n\n:: インストールを行いますか? [Y/n] Y\n:: パッケージを取得します...\n java-runtime-common-3-5-any 5.0 KiB 4.63 KiB/s 00:01 [#######################################################] 100%\n jre8-openjdk-8.372.u07-1-x86_64 173.0 KiB 125 KiB/s 00:01 [#######################################################] 100%\n jre8-openjdk-headless-8.372.u07-1-x86_64 28.8 MiB 1705 KiB/s 00:17 [#######################################################] 100%\n 合計 (3/3) 29.0 MiB 1623 KiB/s 00:18 [#######################################################] 100%\n(3/3) キーリングのキーを確認 [#######################################################] 100%\n(3/3) パッケージの整合性をチェック [#######################################################] 100%\n(3/3) パッケージファイルのロード [#######################################################] 100%\n(3/3) ファイルの衝突をチェック [#######################################################] 100%\n(3/3) 空き容量を確認 [#######################################################] 100%\n:: パッケージの変更を処理しています...\n(1/3) インストール java-runtime-common [#######################################################] 100%\nFor the complete set of Java binaries to be available in your PATH,\nyou need to re-login or source /etc/profile.d/jre.sh\nPlease note that this package does not support forcing JAVA_HOME as former package java-common did\n(2/3) インストール jre8-openjdk-headless [#######################################################] 100%\njre8-openjdk-headless の提案パッケージ java-rhino: for some JavaScript support\n(3/3) インストール jre8-openjdk [#######################################################] 100%\nwhen you use a non-reparenting window manager,\nset _JAVA_AWT_WM_NONREPARENTING=1 in /etc/profile.d/jre.sh\njre8-openjdk の提案パッケージ icedtea-web: web browser plugin + Java Web Start\n alsa-lib: for basic sound support [インストール済み]\n gtk2: for the Gtk+ look and feel - desktop usage\n java8-openjfx: for JavaFX GUI components support\n:: トランザクション後のフックを実行...\n(1/1) Arming ConditionNeedsUpdate...\n==> ビルドタイムの依存関係を確認...\n==> ソースを取得...\n -> ダウンロード minecraft-launcher_1.0.1221.tar.gz...\n % Total % Received % Xferd Average Speed Time Time Time Current\n Dload Upload Total Spent Left Speed\n100 595k 100 595k 0 0 271k 0 0:00:02 0:00:02 --:--:-- 272k\n -> minecraft-launcher.desktop を見つけました -> ダウンロード minecraft-launcher.svg...\n % Total % Received % Xferd Average Speed Time Time Time Current\n Dload Upload Total Spent Left Speed\n100 61803 100 61803 0 0 694k 0 --:--:-- --:--:-- --:--:-- 701k\n==> source で sha256sums ファイルを検証...\n minecraft-launcher_1.0.1221.tar.gz ... 成功 minecraft-launcher.desktop ... 成功 minecraft-launcher.svg ... 成功==> ソースを展開...\n -> minecraft-launcher_1.0.1221.tar.gz を bsdtar で展開==> fakeroot 環境を開始します...\n==> package() を開始...\n==> インストールを整理...\n -> libtool ファイルを削除...\n -> 不要なファイルを削除...\n -> スタティックライブラリファイルを削除しています...\n -> バイナリとライブラリから不要なシンボルを削除...\n -> man と info ページを圧縮...\n==> パッケージの問題をチェック...\n==> パッケージを作成 \"minecraft-launcher\"...\n -> .PKGINFO ファイルを生成...\n -> .BUILDINFO ファイルを生成...\n -> .MTREE ファイルを生成...\n -> パッケージの圧縮...\n==> fakeroot 環境を終了。==> 作成完了: minecraft-launcher 1:1.0.1221-1 (2023年12月14日 08時52分58秒)\n(1)(deck@steamdeck minecraft-launcher)$ sudo pacman -U minecraft-launcher-1\\:1.0.1221-1-x86_64.pkg.tar.zst\nパッケージをロード...\n依存関係を解決しています...\n衝突するパッケージがないか確認しています...\n\nパッケージ (1) minecraft-launcher-1:1.0.1221-1\n\n合計インストール容量: 1.61 MiB\n\n:: インストールを行いますか? [Y/n] Y\n(1/1) キーリングのキーを確認 [#######################################################] 100%\n(1/1) パッケージの整合性をチェック [#######################################################] 100%\n(1/1) パッケージファイルのロード [#######################################################] 100%\n(1/1) ファイルの衝突をチェック [#######################################################] 100%\n(1/1) 空き容量を確認 [#######################################################] 100%\n:: パッケージの変更を処理しています...\n(1/1) インストール minecraft-launcher [#######################################################] 100%\nminecraft-launcher の提案パッケージ flite: narrator support\n:: トランザクション後のフックを実行...\n(1/3) Arming ConditionNeedsUpdate...\n(2/3) Updating icon theme caches...\n(3/3) Updating the desktop file MIME type cache...\n(deck@steamdeck minecraft-launcher)$ sudo steamos-readonly enable\n(deck@steamdeck minecraft-launcher)$\n\n\nMinecraft Launcher の追加\nマインクラフト公式のランチャーを Steam に追加します。\nSteam deck はデスクトップモードです。\n\n\nSteam を開きます。\n\n\nメニューバーのゲームから非Steamゲームをマイライブラリに追加を選択して非 Steam ゲームを追加画面を開きます。\n\n\n非 Steam ゲームを追加画面で Minecraft Launcher にチェックを入れて 選択したプログラムを追加ボタンを選択します。\n\n\nMinecraft Launcher のログイン\nマインクラフト公式のランチャーを起動してログインします。\nSteam deck はデスクトップモードです。\n\n\nMinecraft Launcher を起動します。\n\n\nキーリングツール gnome-keyring のパスワード入力ダイアログが表示されたらパスワードなしでダイアログを閉じます。\n\nこの手順でマインクラフトのログイン状態を保持し、次回の起動からログインをパスします。\n\n\n\nMinecraft Launcher のログイン画面でログインを行います。\n\n\nMinecraft Launcher を終了します。\n\n\nMinecraft Launcher のボタンレイアウトを設定\nマインクラフト公式のランチャーのボタンレイアウトを設定します。\n設定方法は次の2パターンを紹介します。\n\nControllable でボタンレイアウトを設定します。\nSteam コントローラ設定 でボタンレイアウトを設定します。\n\nControllable でボタンレイアウトを設定\nSteam deck はデスクトップモードです。\n\nこちら の記事を参照してください。\n※ボタンレイアウトを変更する際はゲームモードにしてください。\n\nSteam コントローラ設定 でボタンレイアウトを設定\nSteam deck はゲームモードです。\n\n\nライブラリの非 STEAM を表示します。\n\n\nMinecraft Launcher を選択します。\n\n\nコントーラーアイコンを選択してコントローラー設定画面を開きます。\n\n\n現在のボタンレイアウトを選択します。\n\n\nコミュニティレイアウトでマインクラフト向けのレイアウトを選択して A ボタンを押下します。\n\n\nボタンレイアウトを確認して X ボタンを押下します。\n\n\n現在のボタンレイアウトが変更されたことを確認して B ボタンを押下します。\n\n\nMinecraft Launcher の起動\nマインクラフト公式のランチャーを起動します。\nSteam deck はゲームモードです。\n\n\nライブラリの非 STEAM を表示します。\n\n\nMinecraft Launcher を選択します。\n\n\nプレイを選択して Minecraft Launcher を起動します。\n\n\nMinecraft Launcher が起動します。\n\n\nJava Edition を起動します。\n\n\n","id":"https://site.little-method.com/blog/installing-minecraft-on-steam-deck/","title":"Steam Deck に Minecraft をインストールする"},"https://site.little-method.com/blog/localize-rust-plugin/":{"body":"概要\nRust プラグインをローカライズします。\n参考情報\n\nLocalization\nLocalization\n\n関連情報\n\nRust のサーバーを構築する\nVSCode に Rust の Mod の開発環境を構築する\nRust プラグインのチャットコマンドを実装する\n\nデフォルトの文言を設定\nRust プラグインのチャットコマンドを実装する で作成した ActivePlayers.cs ファイルをローカライズします。\n\n\nDictionary を使用するため、System.Collections.Generic をインポートします。\nusing System.Collections.Generic;\n\n\n\nLoadDefaultMessages メソッドをオーバーライドして、デフォルトの文言を設定します。言語コードは ISO 639 language code を指定します。\n // English\n lang.RegisterMessages(new Dictionary<string, string>\n {\n [\"ActivePlayerName\"] = \"Active Player: {0}\"\n }, this);\n\n // Japanese\n lang.RegisterMessages(new Dictionary<string, string>\n {\n [\"ActivePlayerName\"] = \"アクティブプレーヤー: {0}\"\n }, this, \"ja\");\n\n\n\nActivePlayersCommand メソッドでデフォルトの文言を取得します。\n string activePlayerNameMessage = lang.GetMessage(\"ActivePlayerName\", this, player.UserIDString);\n\n\n\nデフォルトの文言をチャットに表示します。\n foreach (BasePlayer activePlayer in BasePlayer.activePlayerList)\n {\n PrintToChat(player, string.Format(activePlayerNameMessage, activePlayer.displayName));\n }\n\n\n\n全てのソースコードは次の通りです。\nusing System.Collections.Generic;\n\nnamespace Oxide.Plugins\n{\n [Info(\"Active Players\", \"Unknown Author\", \"0.1.0\")]\n [Description(\"This plugin displays all active usernames in the chat.\")]\n class ActivePlayers : RustPlugin\n {\n void Init()\n {\n }\n\n protected override void LoadDefaultMessages()\n {\n // English\n lang.RegisterMessages(new Dictionary<string, string>\n {\n [\"ActivePlayerName\"] = \"Active Player: {0}\"\n }, this);\n\n // Japanese\n lang.RegisterMessages(new Dictionary<string, string>\n {\n [\"ActivePlayerName\"] = \"アクティブプレーヤー: {0}\"\n }, this, \"ja\");\n }\n\n [ChatCommand(\"activeplayers\")]\n void ActivePlayersCommand(BasePlayer player, string command, string[] args)\n {\n string activePlayerNameMessage = lang.GetMessage(\"ActivePlayerName\", this, player.UserIDString);\n\n foreach (BasePlayer activePlayer in BasePlayer.activePlayerList)\n {\n PrintToChat(player, string.Format(activePlayerNameMessage, activePlayer.displayName));\n }\n }\n }\n}\n\n\n\nデフォルトの文言を上書き\nプラグインの文言をサーバー側で上書きします。\n\n\nサーバーの oxide/lang/ja にある JSON ファイル ActivePlayers.json を VSCode で開きます。\n\n\nActivePlayerName の文言を書き換えます。\n{\n \"ActivePlayerName\": \"現在ログイン中のユーザー: {0}\"\n}\n\n\n\nプラグインの動作確認\n\n\nActivePlayers.cs ファイルをサーバーの oxide/plugins フォルダにコピーします。\n\n\nサーバーを起動します。\n\n\nRust を起動してサーバーに接続します。\n\n\nチャットに /activeplayers を入力します。\n\n\n","id":"https://site.little-method.com/blog/localize-rust-plugin/","title":"Rust プラグインをローカライズする"},"https://site.little-method.com/blog/match-minecraft-je-controller-bindings-to-be/":{"body":"概要\nMinecraft Java Edition に Controllable をインストールすることで Java Edition でもコントローラーが使えるようになります。\nしかし、コントローラーバインドが Bedrock Edition と異なります。\nそこで Controllable のコントローラーバインドを変更し可能な限り Bedrock Edition のコントローラーバインドに合わせます。\n前提条件\n\nControllable をインストールしている必要があります。\n\nインストール方法は Minecraft Java Edition をコントローラーでプレイする を参照してください。\n\n\n\n環境\n\nコントローラー: Xbox ワイヤレス コントローラー + ワイヤレス アダプタ for Windows 10 1VA-00005\nMinecraft Java Edition: バージョン 1.20.1\nMinecraft Forge: バージョン 47.2.0\nControllable: バージョン 0.20.3\n\nバインド表\n\n \n \n Function\n Java Edition Binding\n Bedrock Edition Binding\n \n \n Keyboard & Mouse\n Xbox Controller\n Keyboard & Mouse\n Xbox Controller\n \n \n \n \n 前に動く\n W\n 左スティック 上\n W\n 左スティック 上\n \n \n 後ろに動く\n S\n 左スティック 下\n S\n 左スティック 下\n \n \n 左に動く\n A\n 左スティック 左\n A\n 左スティック 左\n \n \n 右に動く\n D\n 左スティック 右\n D\n 左スティック 右\n \n \n 見回す\n マウス 移動\n 右スティック 移動\n マウス 移動\n 右スティック 移動\n \n \n ジャンプ/フライアップ\n Space\n A\n Space\n A\n \n \n 攻撃/破壊\n マウス 左クリック\n RT\n マウス 左クリック\n RT\n \n \n アイテムを使用/ブロックを配置\n マウス 右クリック\n LT\n マウス 右クリック\n LT\n \n \n クラフト画面を開く\n N/A\n N/A\n N/A\n X\n \n \n クラフト画面を閉じる\n N/A\n N/A\n N/A\n B\n \n \n インベントリ画面を開く\n E\n Y\n E\n Y\n \n \n インベントリ画面でアイテムを半分とる\n N/A\n X\n N/A\n X\n \n \n インベントリ画面でアイテムをとる\n N/A\n A\n N/A\n A\n \n \n インベントリ画面でアイテムをクイック移動する\n N/A\n Y\n N/A\n Y\n \n \n インベントリ画面を閉じる\n N/A\n B\n N/A\n B\n \n \n オフハンドに持ち替える\n F\n X\n N/A\n N/A\n \n \n ホットバーのアイテム 1-9\n 1 - 9\n N/A\n 1 - 9\n N/A\n \n \n ホットバーのアイテムを左にサイクル\n マウスホイール 上\n LB\n マウスホイール 上\n LB\n \n \n ホットバーのアイテムを右にサイクル\n マウスホイール 下\n RB\n マウスホイール 下\n RB\n \n \n 視点の切り替え\n F5\n 十字キー 上\n F5\n 十字キー 上\n \n \n ヘッドアップディスプレイの切り替え\n F1\n N/A\n F1\n N/A\n \n \n スクリーンショットを撮る\n F2\n N/A\n N/A\n N/A\n \n \n デバッグ画面を開く\n F3\n N/A\n N/A\n N/A\n \n \n アイテムを落とす\n Q\n 十字キー 下\n Q\n 十字キー 下\n \n \n エモート\n N/A\n N/A\n B\n 十字キー 左\n \n \n オープンチャットを開く\n T, Enter\n 十字キー 右\n T, Enter\n 十字キー 右\n \n \n コマンドラインを開く\n /\n N/A\n /\n N/A\n \n \n スニーク/フライダウン\n Ctrl\n 右スティック クリック\n Ctrl\n B, 右スティック クリック\n \n \n スプリント\n Shift\n 左スティック クリック\n Shift\n 左スティック クリック\n \n \n メニューを開く\n ESC\n メニュー ボタン\n ESC\n メニュー ボタン\n \n \n プレイヤーリストを開く\n Tab\n ビュー ボタン\n N/A\n N/A\n \n \n\nControllable のマッピングを変更\n\n\nMinecraft Java Edition を起動して 設定 ボタンを押下します。\n\n\n設定画面でコントローラーのアイコンを押下します。\n\n\nSettings タブで次のバインドを変更します。\n\nGameplay\n\nSneak Mode: Toggle\n\n\n\n\n\nBindings タブで次のバインドを変更します。\n\nゲームプレイ\n\nOpen / Use Radial Menu: 十字キー 左\nブロック選択: クリア\n\n\nインベントリ\n\nClose Inventory: B\nQuick Move: Y\n\n\nマルチプレイ\n\nチャットを開く: 十字キー 右\n\n\n\n\n\n","id":"https://site.little-method.com/blog/match-minecraft-je-controller-bindings-to-be/","title":"Minecraft Java Edition のコントローラーバインドを Bedrock Edition に合わせる"},"https://site.little-method.com/blog/misc-on-steam-deck/":{"body":"概要\nSteam Deck の雑多まとめ\n環境\n\nSteam Deck OLED 1TB\n\nSteamOS 3.5.7\n\n\n\nMisc\nsudo\n次のコマンドでパスワードを設定して sudo コマンドを使用できるようにします。\npasswd\n\n実行ログ\n(1)(deck@steamdeck ~)$ passwd\n新しいパスワード:\n新しいパスワードを再入力してください:\npasswd: パスワードは正しく更新されました(deck@steamdeck ~)$\n\n\npacman\n次のコマンドで pacman を使用できるようにします。\nsudo steamos-readonly disable\nsudo pacman-key --init\nsudo pacman-key --populate archlinux\nsudo steamos-readonly enable\n\n実行ログ\n(1)(deck@steamdeck ~)$ sudo steamos-readonly disable\n[sudo] deck のパスワード:\nWarning: The rootfs is already read-write!\n Nothing is performed.\n(deck@steamdeck ~)$ sudo pacman-key --init\n(deck@steamdeck ~)$ sudo pacman-key --populate archlinux\n==> archlinux.gpg からキーを追加...\n==> 信頼データベースを更新...\ngpg: 次回の信用データベース検査は、2023-12-18です(deck@steamdeck ~)$ sudo pacman-key --populate hello\n==> エラー: キーリングファイル /usr/share/pacman/keyrings/hello.gpg が存在しません。(1)(deck@steamdeck ~)$ sudo pacman-key --populate holo\n==> holo.gpg からキーを追加...\n==> キーリングの信頼されたキーに署名...\n -> 5 キーにローカルで署名しました。==> 所有者信頼値をインポート...\ngpg: setting ownertrust to 4\ngpg: inserting ownertrust of 4\ngpg: setting ownertrust to 4\ngpg: setting ownertrust to 4\ngpg: setting ownertrust to 4\n==> 信頼データベースを更新...\ngpg: marginals needed: 3 completes needed: 1 trust model: pgp\ngpg: 深さ: 0 有効性: 1 署名: 10 信用: 0-, 0q, 0n, 0m, 0f, 1u\ngpg: 深さ: 1 有効性: 10 署名: 86 信用: 0-, 0q, 0n, 10m, 0f, 0u\ngpg: 深さ: 2 有効性: 63 署名: 24 信用: 63-, 0q, 0n, 0m, 0f, 0u\n(deck@steamdeck ~)$ sudo steamos-readonly enable\n(deck@steamdeck ~)$\n\n\nbase-devel\n次のコマンドで base-devel をインストールします。\nsudo steamos-readonly disable\nsudo pacman -S --needed base-devel\nsudo steamos-readonly enable\n\n実行ログ\n(1)(deck@steamdeck ~)$ sudo steamos-readonly disable\n[sudo] deck のパスワード:\nWarning: The rootfs is already read-write!\n Nothing is performed.\ngpg: 次回の信用データベース検査は、2023-12-18です(deck@steamdeck ~)$ sudo pacman -S --needed base-devel\n依存関係を解決しています...\n衝突するパッケージがないか確認しています...\n\nパッケージ (16) autoconf-2.71-4 automake-1.16.5-2 bison-3.8.2-5 debugedit-5.0-5 fakeroot-1.31-2\n flex-2.6.4-5 gcc-13.1.1-1 groff-1.22.4-10 libisl-0.26-1 libmpc-1.3.1-1 m4-1.4.19-3\n make-4.4.1-2 patch-2.7.6-10 pkgconf-1.8.1-1 texinfo-7.0.3-1 base-devel-1-1\n\n合計ダウンロード容量: 2.26 MiB\n合計インストール容量: 216.44 MiB\n\n:: インストールを行いますか? [Y/n] Y\n:: パッケージを取得します...\n debugedit-5.0-5-x86_64 43.5 KiB 39.5 KiB/s 00:01 [####################################] 100%\n m4-1.4.19-3-x86_64 246.0 KiB 216 KiB/s 00:01 [####################################] 100%\n automake-1.16.5-2-any 612.8 KiB 477 KiB/s 00:01 [####################################] 100%\n autoconf-2.71-4-any 644.8 KiB 304 KiB/s 00:02 [####################################] 100%\n bison-3.8.2-5-x86_64 772.0 KiB 297 KiB/s 00:03 [####################################] 100%\n 合計 (5/5) 2.3 MiB 743 KiB/s 00:03 [####################################] 100%\n(16/16) キーリングのキーを確認 [####################################] 100%\n(16/16) パッケージの整合性をチェック [####################################] 100%\n(16/16) パッケージファイルのロード [####################################] 100%\n(16/16) ファイルの衝突をチェック [####################################] 100%\n(16/16) 空き容量を確認 [####################################] 100%\n:: パッケージの変更を処理しています...\n( 1/16) インストール m4 [####################################] 100%\n( 2/16) インストール autoconf [####################################] 100%\n( 3/16) インストール automake [####################################] 100%\n( 4/16) インストール bison [####################################] 100%\n( 5/16) インストール debugedit [####################################] 100%\n( 6/16) インストール fakeroot [####################################] 100%\n( 7/16) インストール flex [####################################] 100%\n( 8/16) インストール libmpc [####################################] 100%\n( 9/16) インストール libisl [####################################] 100%\n(10/16) インストール gcc [####################################] 100%\ngcc の提案パッケージ lib32-gcc-libs: for generating code for 32-bit ABI [インストール済み]\n(11/16) インストール groff [####################################] 100%\ngroff の提案パッケージ netpbm: for use together with man -H command interaction in browsers\n psutils: for use together with man -H command interaction in browsers\n libxaw: for gxditview [インストール済み]\n perl-file-homedir: for use with glilypond\n(12/16) インストール make [####################################] 100%\n(13/16) インストール patch [####################################] 100%\npatch の提案パッケージ ed: for patch -e functionality\n(14/16) インストール pkgconf [####################################] 100%\n(15/16) インストール texinfo [####################################] 100%\ntexinfo の提案パッケージ perl-archive-zip: EPUB file output via texi2any\n(16/16) インストール base-devel [####################################] 100%\n:: トランザクション後のフックを実行...\n(1/2) Arming ConditionNeedsUpdate...\n(2/2) Updating the info directory file...\n(deck@steamdeck ~)$ sudo steamos-readonly enable\n(deck@steamdeck ~)$\n\n\nKDE ウォレット\nKDE ウォレットを無効にしてダイアログを非表示にします。\n\n\n\n次のコマンドを実行して設定ファイルを開きます。\nvim ~/.config/kwalletrc\n\n\n\n最終行に次の行を追加して KDE ウォレットを無効にします。\nEnabled=false\n\n\n\n\nSteam deck を再起動します。\n\n\ngnome-keyring\n次のコマンドを実行してキーリングツール gnome-keyring をインストールします。\nsudo steamos-readonly disable\nsudo pacman -S gnome-keyring\nsudo steamos-readonly enable\n\n実行ログ\n(1)(deck@steamdeck ~)$ sudo steamos-readonly disable\n(deck@steamdeck ~)$ sudo pacman -S gnome-keyring\n依存関係を解決しています...\n衝突するパッケージがないか確認しています...\n\nパッケージ (3) gcr-3.41.1-4 gcr-4-4.1.0-1 gnome-keyring-1:42.1-3\n\n合計ダウンロード容量: 2.02 MiB\n合計インストール容量: 10.35 MiB\n\n:: インストールを行いますか? [Y/n] Y\n:: パッケージを取得します...\n gcr-4-4.1.0-1-x86_64 553.2 KiB 430 KiB/s 00:01 [##################################] 100%\n gcr-3.41.1-4-x86_64 745.0 KiB 534 KiB/s 00:01 [##################################] 100%\n gnome-keyring-1:42.1-3-x86_64 771.5 KiB 437 KiB/s 00:02 [##################################] 100%\n 合計 (3/3) 2.0 MiB 827 KiB/s 00:03 [##################################] 100%\n(3/3) キーリングのキーを確認 [##################################] 100%\n(3/3) パッケージの整合性をチェック [##################################] 100%\n(3/3) パッケージファイルのロード [##################################] 100%\n(3/3) ファイルの衝突をチェック [##################################] 100%\n(3/3) 空き容量を確認 [##################################] 100%\n:: パッケージの変更を処理しています...\n(1/3) インストール gcr [##################################] 100%\n(2/3) インストール gcr-4 [##################################] 100%\nCreated symlink /etc/systemd/user/sockets.target.wants/gcr-ssh-agent.socket → /usr/lib/systemd/user/gcr-ssh-agent.socket.\ngcr-4 の提案パッケージ gtk4: gcr-viewer-gtk4\n(3/3) インストール gnome-keyring [##################################] 100%\nCreated symlink /etc/systemd/user/sockets.target.wants/gnome-keyring-daemon.socket → /usr/lib/systemd/user/gnome-keyring-daemon.socket.\n:: トランザクション後のフックを実行...\n(1/5) Arming ConditionNeedsUpdate...\n(2/5) Updating the MIME type database...\n(3/5) Compiling GSettings XML schema files...\n(4/5) Updating icon theme caches...\n(5/5) Updating the desktop file MIME type cache...\n(deck@steamdeck ~)$ sudo steamos-readonly enable\n(deck@steamdeck ~)$\n\n\nスクリーンショット\nデスクトップモード\n\nSpectacle を起動してスクリーンショットを撮ることができます。\nスクリーンショットは /home/deck/Pictures フォルダに保存されます。\n\nゲームモード\n\nR1 + STEAM を同時押しすることでスクリーンショットを撮ることができます。\nスクリーンショットは Steam メニューのメディアで見ることができます。\nスクリーンショットは /home/deck/.local/share/Steam/userdata のさらに深い階層にある screenshots フォルダに保存されます。\n\n例: /home/deck/.local/share/Steam/userdata/303216667/760/remote/7/screenshots\n\n\n\nDNS\nKDE システム設定 > 接続 > 接続名 > IPv4 に進み 他の DNS サーバ を入力します。\nトラブルシューティング\nトラブル内容\nコマンドを実行すると次のエラーが発生します。\nエラー: 処理を始められませんでした (データベースをロックできません)\nエラー: データベースをロックできませんでした: 読み込み専用ファイルシステムです(1)\n\n解決方\nエラーが発生するコマンドの前に、次のコマンドを実行します。\nsudo steamos-readonly disable\n\nエラーが発生するコマンドの後に、次のコマンドを実行します。\nsudo steamos-readonly enable\n\n","id":"https://site.little-method.com/blog/misc-on-steam-deck/","title":"Steam Deck の雑多まとめ"},"https://site.little-method.com/blog/open-minecraft-leveldat/":{"body":"Minecraft の level.dat ファイルから Seed 値 をコピーしたかったので、 level.dat ファイルを開くことができるツールを調べてみました。\nJava EditionBedrock Edition編集可備考\nnbt-studio〇〇〇対応 OS は Windows のみ\nwebNBT〇×〇Web アプリなのでインストール不要\nvscode-nbt〇〇×VSCode の拡張機能なので VSCode が必要\n\n","id":"https://site.little-method.com/blog/open-minecraft-leveldat/","title":"Minecraft の level.dat ファイルを開く"},"https://site.little-method.com/blog/publish-home-server-with-amazon-lightsail/":{"body":"概要\nAmazon Lightsail と rathole を使用して Tunnel を構築し自宅のサーバーを公開します。\nTunnel を構築して自宅のサーバーを公開するその他の方法は こちら を参照してください。\n前提条件\n\nAWS のアカウントが必要です。\nDocker, Docker Compose が使用できる必要があります。\n\n手順\nトンネルの構築\n\n\nAmazon Lightsail を開き インスタンスの作成 ボタンを選択します。\n\n\nインスタンスのイメージ、サイズなどを選択し インスタンスの作成 ボタンを選択します。\n\n\nインスタンスイメージの選択\n\nプラットフォームの選択: Linux/Unix を選択します。\n設計図の選択: オペレーティングシステム (OS) のみ から Ubuntu22.04 LTS を選択します。\n\n\n\n\n\nサイズを選択: $3.51 か月あたりの USD を選択します。\n\n\n\nインスタンスを確認: 任意のインスタンス名を入力します。\n\n\n\nインスタンスが 保留中 から 実行中 になるまで待ちます。\n\n\nインスタンスが 実行中 になったらインスタンス名を選択し管理画面に進みます。\n\n\n管理画面の ネットワーキング タブ > IPv4 ファイアウォール > ルールを追加 を選択し開放するポートを追加します。\n\nTCP/2333: rathole のポート番号です。\nTCP/80: 自宅サーバーのポート番号です。\n\n\n\nインスタンスのコンソールアイコンを選択しインスタンスに接続します。以降の手順はインスタンス内で行います。\n\n\nインスタンスのポートを開放します。\nufw を有効にします。\nsudo ufw enable\n\n開放するポートを追加します。2333 は rathole 、 80 は自宅サーバーのポート番号です。\nsudo ufw allow ssh\nsudo ufw allow 2333\nsudo ufw allow 80\n\nufw をリロードします。\nsudo ufw reload\n\n\n\nインスタンスに docker と docker-compose をインストールします。\n\nInstall Docker Engine on Ubuntu\nInstall the Compose plugin\n\n\n\nrathole の設定ファイル server.toml を作成します。詳細は readme を参照してください。\n # server.toml\n [server]\n bind_addr = \"0.0.0.0:2333\"\n\n [server.services.home-server]\n token = \"home-server-token\"\n type = \"tcp\"\n bind_addr = \"0.0.0.0:80\"\n\n\n\nrathole の docker-compose.yaml を作成します。2333 は rathole 、 80 は自宅サーバーのポート番号です。\nversion: \"3.7\"\n\nservices:\n # https://github.com/rapiz1/rathole\n tunnel:\n image: rapiz1/rathole\n restart: unless-stopped\n command: [\"--server\", \"/app/server.toml\"]\n tty: true\n ports:\n # rathole\n - 2333:2333\n # home server\n - 80:80\n volumes:\n - ./server.toml:/app/server.toml\n\n\n\nインスタンスで rathole を起動します。\nsudo docker-compose up -d\n\n\n\n自宅サーバーの公開\n\n\nrathole の設定ファイル client.toml を作成します。詳細は readme を参照してください。\n# client.toml\n[client]\nremote_addr = \"myserver:2333\"\n\n[client.services.home-server]\ntoken = \"home-server-token\"\ntype = \"tcp\"\nlocal_addr = \"home-sever:80\"\n\n\n\n自宅サーバーと Tunnel の docker-compose.yaml を作成します。今回の自宅サーバーは nginx を使用します。\nversion: \"3.7\"\n\nservices:\n # https://hub.docker.com/_/nginx\n home-sever:\n restart: unless-stopped\n image: nginx:latest\n ports:\n - \"80:80\"\n # https://github.com/rapiz1/rathole\n tunnel:\n restart: unless-stopped\n image: rapiz1/rathole:latest\n command: [\"--client\", \"/app/client.toml\"]\n volumes:\n - ./client.toml:/app/client.toml\n\n\n\n自宅サーバーと Tunnel を起動します。\ndocker-compose up -d\n\n停止する場合は次のコマンドを実行します。\ndocker-compose down\n\n削除する場合は次のコマンドを実行します。\ndocker-compose rm\n\n\n\n自宅サーバーにアクセスできることを確認します。\n\n\n","id":"https://site.little-method.com/blog/publish-home-server-with-amazon-lightsail/","title":"Amazon Lightsail で自宅サーバーを公開する"},"https://site.little-method.com/blog/publish-home-server-with-cloudflare-tunnel/":{"body":"概要\nCloudFlare Tunnel を使用して自宅のサーバーを公開します。\nTunnel を構築して自宅のサーバーを公開するその他の方法は こちら を参照してください。\n前提条件\n\nCloudFlare のアカウントが必要です。\nDomain が必要です。今回は Google Domains で取得済みです。\nDocker, Docker Compose が使用できる必要があります。\n\n手順\nGoogle Domains にカスタムネームサーバーを登録\n\n\nCloudFlare にログインします。\n\n\nホームの 始める ボタンを押下します。\n\n\nDomain を入力して 続行 ボタンを押下します。\n\n\nプランを選択します。今回は Free を選択します。\n\n\nDNS レコードを確認する 画面で 続行 ボタンを押下します。\n\n\nネームサーバーを変更する 画面で CloudFlare のネームサーバーをコピーします。\n\n\nGoogle Domains のドメイン管理画面から CloudFlare のネームサーバーを追加します。\n\n\nネームサーバーを変更する 画面の 続行 ボタンを押下します。\n\n\nZero Trust の利用開始\n\n\nCloudFlare にログインします。\n\n\nサイドメニューから Zero Trust を選択します。\n\n\nチーム名を入力して Next ボタンを押下します。\n\n1 アカウントに 1 つのチームドメインが紐付きます。\nチーム名は他のアカウントのチーム名と同一のものは設定することができません。\n\n\n\n任意のプランの Select plan ボタンを押下します。今回は Free を選択します。\n\n\nProceed to payment ボタンを押下して支払い画面に進みます。\n\n\n支払い方法を追加して Zero Trust の利用を開始します。\n\n\nトンネルの追加\n\n\nCloudFlare にログインします。\n\n\nサイドメニューから Zero Trust を選択します。\n\n\nサイドメニューから Zero Trust > Access > Tunnels を選択します。\n\n\nAdd a tunnel ボタンを押下して新しいトンネルを追加します。\n\n\nトンネル名を入力して Save tunnel ボタンを押下します。\n\n\nトンネルの追加が完了したら Choose your environment を選択します。今回は Docker を選択します。\n\n\ndocker run コマンドと Token が表示されます。\n\n\n自宅サーバーの公開\n\n\n自宅サーバーと Tunnel の docker-compose.yaml を作成します。今回の自宅サーバーは nginx を使用します。\nservices > tunnel > environment > TUNNEL_TOKEN の値はトンネルを追加した画面に表示された Token に書き換えます。\nversion: \"3.7\"\n\nservices:\n# https://hub.docker.com/_/nginx\nhome-sever:\n restart: unless-stopped\n image: nginx:latest\n ports:\n - \"80:80\"\n# https://hub.docker.com/r/cloudflare/cloudflared\ntunnel:\n restart: unless-stopped\n image: cloudflare/cloudflared:latest\n command: tunnel --no-autoupdate run\n environment:\n - TUNNEL_TOKEN=トンネルを追加した画面に表示された Token\n\n\n\n自宅サーバーと Tunnel を起動します。\ndocker-compose up -d\n\n停止する場合は次のコマンドを実行します。\ndocker-compose down\n\n削除する場合は次のコマンドを実行します。\ndocker-compose rm\n\n\n\nTunnel が接続されると Connectors に Connectors ID が表示されるので、 Next ボタンを押下します。\n\n\nPublic Hostname を入力し Save hostname を押下します。\n\nService > Type: HTTP\nService > URL: home-sever:80\n\n\n\n自宅サーバーにアクセスできることを確認します。\n\n\n","id":"https://site.little-method.com/blog/publish-home-server-with-cloudflare-tunnel/","title":"CloudFlare Tunnel で自宅サーバーを公開する"},"https://site.little-method.com/blog/publish-home-server-with-gcp/":{"body":"概要\nGCP と rathole を使用して Tunnel を構築し自宅のサーバーを公開します。\nTunnel を構築して自宅のサーバーを公開するその他の方法は こちら を参照してください。\n前提条件\n\nGCP のアカウントが必要です。\nDomain が必要です。今回は Google Domains で取得済みです。\nDocker, Docker Compose が使用できる必要があります。\n\n手順\nTunnel の構築\nGCP のファイアウォール、Tunnel、DNS を設定します。\nファイアウォールの設定\nVPC ファイアウォールのルールを作成します。\n\n\nGCP にログインします。\n\n\nサイドメニューから VPC ネットワーク の ファイアウォール 選択します。\n\n\nファイアウォール ルールを作成 を選択します。\n\n\n項目に次の値を入力し 作成 ボタンを選択します。\n項目名入力値備考\n名前home-server任意の値\n説明home-server のルール任意の値\nターゲットタグhome-server任意の値\n送信元 IPV4 範囲0.0.0.0/0\nプロトコルとポート > 指定したプロトコルとポート > TCP80TCP チェックボックスにチェックを入れます。今回は自宅サーバーを port 80 で公開します。\n\n\n\nTunnel の設定\nCompute Engine で rathole を起動して Tunnel を構築します。\nCompute Engine のインスタンスは Google Cloud の無料プログラム を参考に設定します。\n\n\nサイドメニューから Compute Engine の VM インスタンス 選択します。\n\n\nインスタンスを作成 を選択します。\n\n\n項目に次の値を入力し 作成 ボタンを選択します。\n項目名入力値備考\n名前instance-1任意の値\nリージョンオレゴン: us-west1\nマシン構成 > シリーズE2\nマシン構成 > マシンタイプe2-micro\nブートディスク > OSUbuntu\nブートディスク > バージョンUbuntu 18.04 LTS\nブートディスク > ブートディスクの種類標準永続ディスク\nブートディスク > サイズ (GB)30\nファイアウォール > HTTP トラフィックを許可する許可チェックボックスにチェックを入れる\nファイアウォール > HTTPS トラフィックを許可する許可チェックボックスにチェックを入れる\n詳細オプション > ネットワーキング > ネットワーク タグhome-serverファイアウォールのターゲットタグを入力する\n\n\n\n作成したインスタンスの SSH を選択し SSH 接続します。\n\n\nインスタンスのポートを開放します。\nufw を有効にします。\nsudo ufw enable\n\n開放するポートを追加します。2333 は rathole 、 80 は自宅サーバーのポート番号です。\nsudo ufw allow 2333\nsudo ufw allow 80\n\nufw をリロードします。\nsudo ufw reload\n\n\n\nインスタンスに docker と docker-compose をインストールします。\n\nInstall Docker Engine on Ubuntu\nInstall the Compose plugin\n\n\n\nrathole の設定ファイル server.toml を作成します。詳細は readme を参照してください。\n # server.toml\n [server]\n bind_addr = \"0.0.0.0:2333\"\n\n [server.services.home-server]\n token = \"home-server-token\"\n type = \"tcp\"\n bind_addr = \"0.0.0.0:80\"\n\n\n\nrathole の docker-compose.yaml を作成します。2333 は rathole 、 80 は自宅サーバーのポート番号です。\nversion: \"3.7\"\n\nservices:\n # https://github.com/rapiz1/rathole\n tunnel:\n image: rapiz1/rathole\n restart: unless-stopped\n command: [\"--server\", \"/app/server.toml\"]\n tty: true\n ports:\n # rathole\n - 2333:2333\n # home server\n - 80:80\n volumes:\n - /home/st-little/server.toml:/app/server.toml\n\n\n\nインスタンスで rathole を起動します。\ndocker-compose up -d\n\n\n\n予算の設定\n\n\nサイドメニューから お支払い を選択します。\n\n\nお支払いのサイドメニューから 請求先アカウント を選択します。\n\n\nお支払いのサイドメニューから 予算とアラート を選択します。\n\n\n予算を作成 を選択します。\n\n\n項目に次の値を入力し 終了 ボタンを選択します。\n項目名入力値備考\n範囲 > 名前home-server任意の値\n金額 > 目標金額1000予算の上限金額\n\n\n\nDNS の設定\nCloud DNS を使用してドメインを設定します。\n\n\nサイドメニューから ネットワーキング の Cloud DNS を選択します。\n\n\nゾーンを作成 を選択します。\n\n\n項目に次の値を入力し 作成 ボタンを選択します。\n項目名入力値備考\nゾーンのタイプ公開\nゾーン名mc-zone任意の値\nDNS 名DNS 名の接尾辞\n説明home-server DNS任意の値\n\n\n\n作成したゾーンを選択し ゾーンの詳細 を表示します。\n\n\nレコードセットの追加 を選択します。\n\n\n項目に次の値を入力し 作成 ボタンを選択します。\n項目名入力値備考\nDNS 名DNS ゾーンのサブドメイン\nリソース レコードのタイプA\nIPv4 アドレスVM インスタンスの外部 IPTunnel の設定 で作成した Compute Engine のインスタンス\n\n\n\n自宅サーバーの公開\n\n\nrathole の設定ファイル client.toml を作成します。詳細は readme を参照してください。\n# client.toml\n[client]\nremote_addr = \"myserver:2333\"\n\n[client.services.home-server]\ntoken = \"home-server-token\"\ntype = \"tcp\"\nlocal_addr = \"home-sever:80\"\n\n\n\n自宅サーバーと Tunnel の docker-compose.yaml を作成します。今回の自宅サーバーは nginx を使用します。\nversion: \"3.7\"\n\nservices:\n # https://hub.docker.com/_/nginx\n home-sever:\n restart: unless-stopped\n image: nginx:latest\n ports:\n - \"80:80\"\n # https://github.com/rapiz1/rathole\n tunnel:\n restart: unless-stopped\n image: rapiz1/rathole:latest\n command: [\"--client\", \"/app/client.toml\"]\n volumes:\n - ./client.toml:/app/client.toml\n\n\n\n自宅サーバーと Tunnel を起動します。\ndocker-compose up -d\n\n停止する場合は次のコマンドを実行します。\ndocker-compose down\n\n削除する場合は次のコマンドを実行します。\ndocker-compose rm\n\n\n\n自宅サーバーにアクセスできることを確認します。\n\n\n","id":"https://site.little-method.com/blog/publish-home-server-with-gcp/","title":"GCP で自宅サーバーを公開する"},"https://site.little-method.com/blog/running-commands-on-minecraft-be-server/":{"body":"概要\nMinecraft Bedrock Edition のサーバーでコマンドを実行します。\nコマンドを実行することでゲームモードの変更や座標を表示することができます。\n実行できるコマンドは List of Commands を参照してください。\n手順\nDocker でサーバーを起動している想定です。\n\n\nサーバーの CONTAINER ID 確認します。\ndocker ps\n\n\n\nサーバーのコンテナにアタッチします。\ndocker attach {CONTAINER ID}\n\n\n\n任意のコマンドを実行します。試しに gamerule の showcoordinates を true に変更して座標を表示します。\ngamerule showcoordinates true\n\n\n\nMinecraft のクライアント側で座標が表示されていることを確認します。\n\n\nキー「Ctrl-P Ctrl-Q」を入力して、アタッチしたコンテナからデタッチします。\n\n\n","id":"https://site.little-method.com/blog/running-commands-on-minecraft-be-server/","title":"Minecraft Bedrock Edition のサーバーでコマンドを実行する"},"https://site.little-method.com/blog/rust-plugin-to-scale-entities/":{"body":"概要\nRust プラグインで Entity Scale Manager を使用してエンティティのスケールを変更します。\n参考情報\nEntity Scale Manager \n関連情報\n\nRust のサーバーを構築する\nVSCode に Rust の Mod の開発環境を構築する\n\nEntity Scale Manage のインストール\n\n\nEntity Scale Manager から EntityScaleManager.cs をダウンロードします。\n\n\nEntityScaleManager.cs をサーバーの oxide/plugins フォルダにコピーします。\n\n\nAPI_ScaleEntity\nEntity Scale Manage の API API_ScaleEntity でエンティティのサイズを変更します。今回は大きいドローンをスポーンするプラグインを作ります。\n\n\nプラグインのインスタンスを保持するフィールドを作成し初期化処理時にインスタンスを設定します。\nprivate static BigDrone _pluginInstance;\n\n[PluginReference]\nPlugin EntityScaleManager;\n\nprivate void Init()\n{\n _pluginInstance = this;\n}\n\nprivate void Unload()\n{\n _pluginInstance = null;\n}\n\n\n\nドローンがスポーンしたら API_ScaleEntity を呼んでサイズを大きくします。\nprivate void OnEntitySpawned(BaseNetworkable entity)\n{\n switch (entity.PrefabName)\n {\n case \"assets/prefabs/deployable/drone/drone.deployed.prefab\":\n var result = _pluginInstance.EntityScaleManager.CallHook(\"API_ScaleEntity\", entity, 5f);\n break;\n }\n}\n\n\n\nスポーンコマンドを実行すると巨大化したドローンがスポーンします。\nspawn drone.deployed\n\n\n\n全てのソースコード\nusing Oxide.Core;\nusing Oxide.Core.Plugins;\n\nnamespace Oxide.Plugins\n{\n [Info(\"Big Drone\", \"st-little\", \"0.1.0\")]\n [Description(\"This plugin spawns a Big Drone.\")]\n public class BigDrone : RustPlugin\n {\n private static BigDrone _pluginInstance;\n\n [PluginReference]\n Plugin EntityScaleManager;\n\n private void Init()\n {\n _pluginInstance = this;\n }\n\n private void Unload()\n {\n _pluginInstance = null;\n }\n\n private void OnEntitySpawned(BaseNetworkable entity)\n {\n switch (entity.PrefabName)\n {\n case \"assets/prefabs/deployable/drone/drone.deployed.prefab\":\n var result = _pluginInstance.EntityScaleManager.CallHook(\"API_ScaleEntity\", entity, 5f);\n break;\n }\n }\n }\n}\n\nAPI_RegisterScaledEntity\nEntity Scale Manage の API API_RegisterScaledEntity でサイズを変更済みのエンティティを Entity Scale Manager に登録します。今回は小さいサーチライトをRHIBに追加するプラグインを作ります。\n\n\nプラグインのインスタンスを保持するフィールドを作成し初期化処理時にインスタンスを設定します。\nprivate static RHIB _pluginInstance;\n\n[PluginReference]\nPlugin EntityScaleManager;\n\nprivate void Init()\n{\n _pluginInstance = this;\n}\nprivate void Unload()\n{\n _pluginInstance = null;\n}\n\n\n\nRHIB がスポーンしたら RHIB の子エンティティとして SphereEntity をスポーンします。次に、SphereEntity の子エンティティとして小さいサーチライトをスポーンします。最後に API_RegisterScaledEntity を呼んでサーチライトのエンティティを Entity Scale Manager に登録します。\nprivate void OnEntitySpawned(BaseNetworkable entity)\n{\n switch (entity.PrefabName)\n {\n case \"assets/content/vehicles/boats/rhib/rhib.prefab\":\n var sphereEntity = GameManager.server.CreateEntity(\"assets/prefabs/visualization/sphere.prefab\", new Vector3(0.27f, 3.2f, 0.85f)) as SphereEntity;\n if (sphereEntity == null) return;\n\n sphereEntity.SetParent((BaseVehicle)entity);\n sphereEntity.currentRadius = 0.4f;\n sphereEntity.lerpRadius = 0.4f;\n sphereEntity.Spawn();\n\n SearchLight searchLight = GameManager.server.CreateEntity(\"assets/prefabs/deployable/search light/searchlight.deployed.prefab\") as SearchLight;\n if (searchLight == null)\n {\n sphereEntity.Kill();\n return;\n }\n\n searchLight.SetParent(sphereEntity);\n Vector3 searchLightScale = searchLight.transform.localScale;\n searchLightScale.x = 0.4f;\n searchLightScale.y = 0.4f;\n searchLightScale.z = 0.4f;\n searchLight.transform.localScale = searchLightScale;\n Vector3 searchLightAngles = searchLight.transform.localEulerAngles;\n searchLightAngles.y = 180.0f;\n searchLight.transform.localEulerAngles = searchLightAngles;\n searchLight.Spawn();\n\n _pluginInstance.EntityScaleManager.Call(\"API_RegisterScaledEntity\", searchLight);\n\n break;\n }\n}\n\n\n\nスポーンコマンドを実行するとコクピットの上部に小さいサーチライトが追加された RHIB がスポーンします。\nspawn spawn rhib\n\n\n\n全てのソースコード\nusing System;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing Oxide.Core;\nusing Oxide.Core.Plugins;\n\nnamespace Oxide.Plugins\n{\n [Info(\"RHIB\", \"st-little\", \"0.1.0\")]\n [Description(\"RHIB\")]\n public class RHIB : RustPlugin\n {\n private static RHIB _pluginInstance;\n\n [PluginReference]\n Plugin EntityScaleManager;\n\n private void Init()\n {\n _pluginInstance = this;\n }\n private void Unload()\n {\n _pluginInstance = null;\n }\n\n private void OnEntitySpawned(BaseNetworkable entity)\n {\n switch (entity.PrefabName)\n {\n case \"assets/content/vehicles/boats/rhib/rhib.prefab\":\n var sphereEntity = GameManager.server.CreateEntity(\"assets/prefabs/visualization/sphere.prefab\", new Vector3(0.27f, 3.2f, 0.85f)) as SphereEntity;\n if (sphereEntity == null) return;\n\n sphereEntity.SetParent((BaseVehicle)entity);\n sphereEntity.currentRadius = 0.4f;\n sphereEntity.lerpRadius = 0.4f;\n sphereEntity.Spawn();\n\n SearchLight searchLight = GameManager.server.CreateEntity(\"assets/prefabs/deployable/search light/searchlight.deployed.prefab\") as SearchLight;\n if (searchLight == null)\n {\n sphereEntity.Kill();\n return;\n }\n\n searchLight.SetParent(sphereEntity);\n Vector3 searchLightScale = searchLight.transform.localScale;\n searchLightScale.x = 0.4f;\n searchLightScale.y = 0.4f;\n searchLightScale.z = 0.4f;\n searchLight.transform.localScale = searchLightScale;\n Vector3 searchLightAngles = searchLight.transform.localEulerAngles;\n searchLightAngles.y = 180.0f;\n searchLight.transform.localEulerAngles = searchLightAngles;\n searchLight.Spawn();\n\n _pluginInstance.EntityScaleManager.Call(\"API_RegisterScaledEntity\", searchLight);\n\n break;\n }\n }\n }\n}\n\n","id":"https://site.little-method.com/blog/rust-plugin-to-scale-entities/","title":"Rust プラグインでエンティティのスケールを変更する"},"https://site.little-method.com/blog/seo-for-the-blog-site/":{"body":"概要\nブログサイトの SEO 対策のために Google Analytics と Google Search Console を導入します。\n前提\n\nGoogle アカウントを持っている必要があります。\n\nGoogle Analytics\n導入\nアナリティクス で Google Analytics を導入します。\nアカウントの作成\n\n\n\n任意のアカウント名を入力します。\n\n\nアカウントのデータ共有設定を選択します。\n\n\n次へ ボタンを押下します。\n\n\nプロパティの作成\n\n\n\n任意のプロパティ名を入力します。\n\n\nタイムゾーンを 日本 に設定します。\n\n\n通貨を 日本円(¥) に設定します。\n\n\n次へ ボタンを押下します。\n\n\nビジネスの説明\n\n\n\n業種を選択します。\n\n\nビジネスの規模を選択します。\n\n\n次へ ボタンを押下します。\n\n\nビジネスの目標\n\n\n\nビジネスの目標を選択します。\n\n\nビジネスの機微を選択します。\n\n\n次へ ボタンを押下します。\n\n\nデータの収集\n\n\nプラットフォームを選択します。今回はブログサイトなので ウェブ を選択します。\n\n\nデータストリームの設定で ウェブサイトのURL を入力します。\n\n\nストリームを作成 を押下します。\n\n\n実装手順を実施します。今回は 手動でインストールする に従って、Google タグをブログサイトのすべてのページの <head> 内に記述します。\n\n\nGoogle Analytics の導入が完了し ウェブストリームの詳細 が表示されます。\n\n\n設定\n自分の IPアドレス を除外\n自分のアクセスを除外することでより正確に解析できるようにします。\n\n\nサイドメニューの歯車アイコンからデータストリームを選択します。\n\n\nイベントの変更を選択します。\n\n\n内部トラフィックの定義を選択します。\n\n\n内部トラフィックルールの 作成 ボタンを押下します。\n\n\nIP アドレスの値に自分の IP アドレスを入力し 作成 ボタンを押下します。\n\n\nGoogle Search Console\n導入\nGoogle Search Console へようこそ で Google Search Console を導入します。\n\n\nURL プレフィックスにブログサイトの URL を入力し 続行 ボタンを押下します。\n\n\n所有権の確認を行ます。今回は Google アナリティクス トラッキング コード を選択します。\n\n\n設定\nサイトマップの追加\n検索エンジンへサイトの情報を伝えるためにサイトマップと RSS/Atom フィードを追加します。\n\n\n\nサイドメニューから サイトマップ を選択します。\n\n\n入力フィールドに atom.xml を入力し 送信 ボタンを押下します。\n\n\n入力フィールドに sitemap.xml を入力し 送信 ボタンを押下します。\n\n\nインデックスの登録\nブログサイトが検索結果に表示されるようにインデックスの登録を行ます。\n\n\nサイドメニューから URL 検査 を選択します。\n\n\n検索フィールドに URL を入力し 公開 URL をテスト ボタンを押下します。\n\n\nテスト結果に問題がなければ インデックス登録をリクエスト を押下します。\n\n\nインデックス登録のリクエストが完了します。\n\n\n","id":"https://site.little-method.com/blog/seo-for-the-blog-site/","title":"ブログサイトの SEO 対策"},"https://site.little-method.com/blog/set-permissions-for-the-rust-plugin/":{"body":"概要\nRust プラグインに権限を設定し、権限のあるユーザーのみがプラグインを使用できるようにします。\n参考情報\n\nPlugin lifecycle\nIntroduction to Permissions\n\n関連情報\n\nRust のサーバーを構築する\nVSCode に Rust の Mod の開発環境を構築する\nRust プラグインのチャットコマンドを実装する\n\n権限の設定\nRust プラグインのチャットコマンドを実装する で作成した ActivePlayers.cs ファイルに権限を設定します。\n\n\nプロパティ Permission で実装する権限を指定します。\n private const string Permission = \"activeplayers.allow\";\n\n\n\nInit メソッドで権限を追加します。\n void Init()\n {\n permission.RegisterPermission(Permission, this);\n }\n\n\n\nチャットコマンドを実行する前に権限があるかチェックします。権限がない場合はチャットにメッセージを表示して権限がないことをユーザーに伝えます。\n if (!permission.UserHasPermission(player.UserIDString, Permission))\n {\n PrintToChat(player, \"You don't have permission to use this command!\");\n return;\n }\n\n\n\n全てのソースコードは次の通りです。\nnamespace Oxide.Plugins\n{\n [Info(\"Active Players\", \"Unknown Author\", \"0.1.0\")]\n [Description(\"This plugin displays all active usernames in the chat.\")]\n class ActivePlayers : RustPlugin\n {\n private const string Permission = \"activeplayers.allow\";\n\n void Init()\n {\n permission.RegisterPermission(Permission, this);\n }\n\n [ChatCommand(\"activeplayers\")]\n void ActivePlayersCommand(BasePlayer player, string command, string[] args)\n {\n if (!permission.UserHasPermission(player.UserIDString, Permission))\n {\n PrintToChat(player, \"You don't have permission to use this command!\");\n return;\n }\n foreach (BasePlayer activePlayer in BasePlayer.activePlayerList)\n {\n PrintToChat(player, $\"Active Player: {activePlayer.displayName}\");\n }\n }\n }\n}\n\n\n\n権限の動作確認\n\n\nActivePlayers.cs ファイルをサーバーの oxide/plugins フォルダにコピーします。\n\n\nサーバーを起動します。\n\n\nRust を起動してサーバーに接続します。\n\n\nRust のチャットに /activeplayers を入力すると、権限がないため次のメッセージが表示されます。\nYou don't have permission to use this command!\n\n\n\nサーバー側で次のコマンドを実行し権限を付与します。\noxide.grant user {USER_ID} activeplayers.allow\n\n\n\nRust のチャットに /activeplayers を入力すると、権限があるためアクティブユーザーの名前が表示されます。\n\n\n","id":"https://site.little-method.com/blog/set-permissions-for-the-rust-plugin/","title":"Rust プラグインに権限を設定する"},"https://site.little-method.com/blog/set-up-configuration-for-rust-plugin/":{"body":"概要\nRust プラグインに構成を設定し JSON ファイルから設定を読み込みます。\n参考情報\n\nPlugin lifecycle\nStep 6: Implementing Configuration\n\n関連情報\n\nRust のサーバーを構築する\nVSCode に Rust の Mod の開発環境を構築する\nRust プラグインのチャットコマンドを実装する\n\n権限の設定\nRust プラグインのチャットコマンドを実装する で作成した ActivePlayers.cs ファイルに構成を設定します。\n\n\nファイルの先頭に名前空間への参照を追加します。\nusing Newtonsoft.Json;\n\n\n\nconfiguration class を定義し構成クラスへの参照となるフィールドを定義します。\nprivate Configuration _configuration;\n\nprivate class Configuration\n{\n public string ActivePlayerNameMessage;\n}\n\n\n\nデフォルトの設定値を使用して新しいプラグイン設定を作成します。\nprivate Configuration GetDefaultConfig()\n{\n return new Configuration\n {\n ActivePlayerNameMessage = \"Active Player: {0}\"\n };\n}\n\n\n\n既存のプラグイン設定ファイルをロードします。設定ファイルが見つからない場合は、 LoadDefaultConfig メソッドを呼び出して作成します。\nprotected override void LoadConfig()\n{\n base.LoadConfig();\n\n try\n {\n _configuration = Config.ReadObject<Configuration>();\n\n if (_configuration == null)\n LoadDefaultConfig();\n }\n catch\n {\n PrintError(\"Configuration file is corrupt! Check your config file at https://jsonlint.com/\");\n LoadDefaultConfig();\n return;\n }\n\n SaveConfig();\n}\n\nprotected override void LoadDefaultConfig() => _configuration = GetDefaultConfig();\n\n\n\nプラグインの設定を oxide/config ディレクトリの JSON ファイルに書き込みます。\nprotected override void SaveConfig() => Config.WriteObject(_configuration);\n\n\n\nチャットコマンドを実行して表示するメッセージを設定ファイルから取得します。\nPrintToChat(player, string.Format(_configuration.ActivePlayerNameMessage, activePlayer.displayName));\n\n\n\n全てのソースコードは次の通りです。\nusing Newtonsoft.Json;\n\nnamespace Oxide.Plugins\n{\n [Info(\"Active Players\", \"Unknown Author\", \"0.1.0\")]\n [Description(\"This plugin displays all active usernames in the chat.\")]\n class ActivePlayers : RustPlugin\n {\n private Configuration _configuration;\n\n private class Configuration\n {\n public string ActivePlayerNameMessage;\n }\n\n private Configuration GetDefaultConfig()\n {\n return new Configuration\n {\n ActivePlayerNameMessage = \"Active Player: {0}\"\n };\n }\n\n protected override void LoadConfig()\n {\n base.LoadConfig();\n\n try\n {\n _configuration = Config.ReadObject<Configuration>();\n\n if (_configuration == null)\n LoadDefaultConfig();\n }\n catch\n {\n PrintError(\"Configuration file is corrupt! Check your config file at https://jsonlint.com/\");\n LoadDefaultConfig();\n return;\n }\n\n SaveConfig();\n }\n\n protected override void LoadDefaultConfig() => _configuration = GetDefaultConfig();\n protected override void SaveConfig() => Config.WriteObject(_configuration);\n\n void Init()\n {\n }\n\n [ChatCommand(\"activeplayers\")]\n void ActivePlayersCommand(BasePlayer player, string command, string[] args)\n {\n foreach (BasePlayer activePlayer in BasePlayer.activePlayerList)\n {\n PrintToChat(player, string.Format(_configuration.ActivePlayerNameMessage, activePlayer.displayName));\n }\n }\n }\n}\n\n\n\n","id":"https://site.little-method.com/blog/set-up-configuration-for-rust-plugin/","title":"Rust プラグインに構成を設定する"},"https://site.little-method.com/blog/setup-server-for-minecraft-be/":{"body":"概要\nMinecraft Bedrock Edition のサーバーを構築します。\n前提条件\n\nDocker, Docker Compose が使用できる必要があります。\n\nサーバーの構築\n\n\nサーバーに必要なフォルダを作成します。\nフォルダ名備考\nvolumeワールドデータ用のフォルダ\n\n\n\n公式ドキュメント を参考に docker-compose.yaml を作成します。\n\nservices > mc > environment でシード値、ゲームモードなどを設定することができます。詳細は 公式ドキュメント を参照してください。\n\nversion: \"3.7\"\n\nservices:\n # https://github.com/itzg/docker-minecraft-bedrock-server\n mc:\n image: itzg/minecraft-bedrock-server\n tty: true\n stdin_open: true\n ports:\n - \"19132:19132/udp\"\n # https://github.com/itzg/docker-minecraft-bedrock-server?tab=readme-ov-file#environment-variables\n environment:\n EULA: \"TRUE\"\n GAMEMODE: \"survival\"\n DIFFICULTY: \"normal\"\n volumes:\n - /mc-be/volume:/data\n\n\n\nホワイトリストの設定\n許可したプレイヤーだけがログインできるようにホワイトリストを設定します。詳細は 公式ドキュメント を参照してください。\n\n\nallowlist.json を作成します。\nプレイヤーの uuid、name を json 形式で記述します。\n[\n {\n \"uuid\": \"xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx\",\n \"name\": \"xxxxxx\"\n }\n]\n\n\n\ndocker-compose.yaml を修正してホワイトリストを有効にします。\n\nservices > mc > environment\n\nALLOW_LIST: \"TRUE\"\n\n\nservices > mc > volumes\n\n- /mc-be/allowlist.json:/data/allowlist.json\n\n\n\n修正後の docker-compose.yaml\nmc:\n image: itzg/minecraft-bedrock-server\n tty: true\n stdin_open: true\n ports:\n - \"19132:19132/udp\"\n environment:\n EULA: \"TRUE\"\n GAMEMODE: \"survival\"\n DIFFICULTY: \"normal\"\n ALLOW_LIST: \"TRUE\"\n volumes:\n - /mc-be/volume:/data\n - /mc-be/allowlist.json:/data/allowlist.json\n\n\n\nサーバーの起動/停止\n\n\nコンテナを起動します。\ndocker-compose up -d\n\n\n\nコンテナを停止します。\ndocker-compose down\n\n\n\nコンテナを削除します。\ndocker-compose rm\n\n\n\nサーバーの公開\nTunnel を構築して自宅サーバーを公開する方法 を参考にしてください。\n次のように nginx を Minecraft Bedrock Edition に読み替えてください。\n# server.toml\n[server]\nbind_addr = \"0.0.0.0:2333\"\n\n[server.services.mc-be]\ntoken = \"mc-be-token\"\ntype = \"udp\"\nbind_addr = \"0.0.0.0:19132\"\n\n# client.toml\n[client]\nremote_addr = \"myserver:2333\"\n\n[client.services.mc-be]\ntoken = \"mc-be-token\"\ntype = \"udp\"\nlocal_addr = \"mc:19132\"\n\n# docker-compose.yaml > services > tunnel\ntunnel:\n depends_on:\n - mc\n image: rapiz1/rathole\n restart: unless-stopped\n command: [\"--client\", \"/app/client.toml\"]\n tty: true\n volumes:\n - /mc-be/client.toml:/app/client.toml\n\n","id":"https://site.little-method.com/blog/setup-server-for-minecraft-be/","title":"Minecraft Bedrock Edition のサーバーを構築する"},"https://site.little-method.com/blog/setup-server-for-minecraft-je/":{"body":"概要\nMinecraft Server on Docker (Java Edition) を使用して Minecraft Java Edition のサーバーを構築します。\n前提条件\n\nDocker, Docker Compose が使用できる必要があります。\n\nサーバーの構築\nMinecraft Java Edition のサーバーを構築します。\n\n\nサーバーに必要なフォルダを作成します。フォルダ構成の詳細は 公式ドキュメント を参照してください。\nフォルダ名備考\nvolumeワールドデータ用のフォルダ\nconfigサーバー設定用のフォルダ\nmodsmod を入れるフォルダ\nplugingspluging を入れるフォルダ\nbackupsワールドデータのバックアップ用のフォルダ\n\n\n\n公式ドキュメント を参考に docker-compose.yaml を作成します。\n\nservices > mc > environment でシード値、ゲームモードなどを設定することができます。詳細は 公式ドキュメント を参照してください。\nバックアップが不要の場合は services > backups を削除してください。\n\nversion: \"3.7\"\n\nservices:\n # https://docker-minecraft-server.readthedocs.io/en/latest/#using-docker-compose\n mc:\n image: itzg/minecraft-server\n tty: true\n stdin_open: true\n ports:\n - 25565:25565\n # https://docker-minecraft-server.readthedocs.io/en/latest/variables/#server\n environment:\n EULA: \"TRUE\"\n MODE: \"survival\"\n DIFFICULTY: \"normal\"\n GUI: \"FALSE\"\n volumes:\n - /mc-je/volume:/data\n - /mc-je/config:/data/config\n - /mc-je/mods:/data/mods\n - /mc-je/plugings:/data/plugings\n\n # https://github.com/itzg/docker-mc-backup\n backups:\n image: itzg/mc-backup\n environment:\n BACKUP_INTERVAL: \"24h\"\n PAUSE_IF_NO_PLAYERS: \"true\"\n PRUNE_BACKUPS_DAYS: 7\n # instead of network_mode below, could declare RCON_HOST\n # RCON_HOST: mc\n volumes:\n # mount the same volume used by server, but read-only\n - /mc-je/volume:/data:ro\n # use a host attached directory so that it in turn can be backed up\n # to external/cloud storage\n - /mc-je/backups:/backups\n # share network namespace with server to simplify rcon access\n network_mode: \"service:mc\"\n\n\n\nホワイトリストの設定\n許可したプレイヤーだけがログインできるようにホワイトリストを設定します。詳細は 公式ドキュメント を参照してください。\n\n\nwhitelist.json を作成します。\nプレイヤーの uuid、name を json 形式で記述します。\n[\n {\n \"uuid\": \"xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx\",\n \"name\": \"xxxxxx\"\n }\n]\n\n\n\ndocker-compose.yaml を修正してホワイトリストを有効にします。\n\nservices > mc > environment\n\nENABLE_WHITELIST: \"TRUE\"\n\n\nservices > mc > volumes\n\n- /mc-je/whitelist.json:/data/whitelist.json\n\n\n\n修正後の docker-compose.yaml\nmc:\n image: itzg/minecraft-server\ntty: true\nstdin_open: true\nports:\n - 25565:25565\nenvironment:\nEULA: \"TRUE\"\nMODE: \"survival\"\nDIFFICULTY: \"normal\"\nGUI: \"FALSE\"\nENABLE_WHITELIST: \"TRUE\"\nvolumes:\n - /mc-je/volume:/data\n - /mc-je/config:/data/config\n - /mc-je/mods:/data/mods\n - /mc-je/plugings:/data/plugings\n - /mc-je/whitelist.json:/data/whitelist.json\n\n\n\nサーバーの起動/停止\n\n\nコンテナを起動します。\ndocker-compose up -d\n\n\n\nコンテナを停止します。\ndocker-compose down\n\n\n\nコンテナを削除します。\ndocker-compose rm\n\n\n\nサーバーの公開\nTunnel を構築して自宅サーバーを公開する方法 を参考にしてください。\n次のように nginx を Minecraft Java Edition に読み替えてください。\n# server.toml\n[server]\nbind_addr = \"0.0.0.0:2333\"\n\n[server.services.mc-je]\ntoken = \"mc-je-token\"\ntype = \"tcp\"\nbind_addr = \"0.0.0.0:25565\"\n\n# client.toml\n[client]\nremote_addr = \"myserver:2333\"\n\n[client.services.mc-je]\ntoken = \"mc-je-token\"\ntype = \"tcp\"\nlocal_addr = \"mc:25565\"\n\n# docker-compose.yaml > services > tunnel\ntunnel:\n depends_on:\n - mc\n image: rapiz1/rathole\n restart: unless-stopped\n command: [\"--client\", \"/app/client.toml\"]\n tty: true\n volumes:\n - /mc-je/client.toml:/app/client.toml\n\n","id":"https://site.little-method.com/blog/setup-server-for-minecraft-je/","title":"Minecraft Java Edition のサーバーを構築する"},"https://site.little-method.com/blog/setup-server-for-rust/":{"body":"概要\ndidstopia/rust-server を使用して Rust のサーバーを構築します。\n前提条件\n\nDocker, Docker Compose が使用できる必要があります。\n\n参考情報\n\nRust Wiki - Creating a server\nRustafied - Host your own Rust Dedicated Server\n\nサーバーの構築\nRust のサーバーを構築します。\n\n\nサーバーに必要なフォルダを作成します。\nフォルダ名備考\ndataRust データ用のフォルダ\n\n\n\nサーバーに必要な環境変数を記述したファイル「rust.env」を作成します。\nRUST_SERVER_STARTUP_ARGUMENTS=-batchmode -load -logfile - +server.secure 1 +fps.limit 30\nRUST_SERVER_IDENTITY=private_rust_server\nRUST_SERVER_SEED=2107922314\nRUST_SERVER_WORLDSIZE=2500\nRUST_SERVER_NAME=Private Rust Server\nRUST_SERVER_DESCRIPTION=Private Rust Server\nRUST_RCON_PASSWORD=mypw\nRUST_OXIDE_ENABLED=1\nRUST_SERVER_MAXPLAYERS=5\n\n環境変数の補足\n環境変数補足\nRUST_SERVER_STARTUP_ARGUMENTS+fps.limit でサーバー側の FPS を制限します。\nRUST_SERVER_SEEDシード値を設定します。\nRUST_SERVER_WORLDSIZEマップの広さを設定します。\nRUST_RCON_PASSWORDパスワードはできるだけ複雑な値にします。\nRUST_OXIDE_ENABLEDMOD を使用するため 1 を設定します。\nRUST_SERVER_MAXPLAYERSサーバーに接続できるプレイヤーの人数の上限を設定します。\n\n\n\ndocker-compose.yaml を作成します。\nversion: '3.7'\n\nservices:\n # https://hub.docker.com/r/didstopia/rust-server\n rust:\n image: didstopia/rust-server\n ports:\n # Rust クライアント接続ポート\n - 28015:28015\n - 28015:28015/udp\n # Rcon クライアント接続ポート\n - 28016:28016\n # Steam Networking\n - 28017:28017/udp\n # Web Console\n - 28018:8080\n env_file:\n - /Users/st-little/Documents/rust/rust.env\n stdin_open: true\n tty: true\n volumes:\n - /Users/st-little/Documents/rust/data:/steamcmd/rust\n\n\n\nサーバーの起動/停止\n\n\nコンテナを起動します。\ndocker-compose up -d\n\n\n\nコンテナを停止します。\ndocker-compose down\n\n\n\nコンテナを削除します。\ndocker-compose rm\n\n\n\nサーバへ接続\nクライアントからサーバーに接続します。\n\n\nRust が起動したら F1 キーを押します。\n\n\n次のコマンドを入力してエンターキーを押します。\nclient.connect myserver:28015\n\n\n\nサーバーの公開\nTunnel を構築して自宅サーバーを公開する方法 を参考にしてください。\n次のように nginx を Rust に読み替えてください。\n# server.toml\n[server]\nbind_addr = \"0.0.0.0:2333\"\n\n[server.services.rust-tcp]\ntoken = \"token\"\ntype = \"tcp\"\nbind_addr = \"0.0.0.0:28015\"\n\n[server.services.rust-udp]\ntoken = \"token\"\ntype = \"udp\"\nbind_addr = \"0.0.0.0:28015\"\n\n[server.services.rust-rcon]\ntoken = \"token\"\ntype = \"tcp\"\nbind_addr = \"0.0.0.0:28016\"\n\n[server.services.rust-steam]\ntoken = \"token\"\ntype = \"udp\"\nbind_addr = \"0.0.0.0:28017\"\n\n# client.toml\n[client]\nremote_addr = \"myserver:2333\"\n\n[client.services.rust-tcp]\ntoken = \"token\"\ntype = \"tcp\"\nlocal_addr = \"rust:28015\"\n\n[client.services.rust-udp]\ntoken = \"token\"\ntype = \"udp\"\nlocal_addr = \"rust:28015\"\n\n[client.services.rust-rcon]\ntoken = \"token\"\ntype = \"tcp\"\nlocal_addr = \"rust:28016\"\n\n[client.services.rust-steam]\ntoken = \"token\"\ntype = \"udp\"\nlocal_addr = \"rust:28017\"\n\n# docker-compose.yaml > services > tunnel\ntunnel:\n depends_on:\n - rust\n image: rapiz1/rathole\n restart: unless-stopped\n command: [\"--client\", \"/app/client.toml\"]\n tty: true\n volumes:\n - /Users/st-little/Documents/rust/client.toml:/app/client.toml\n\nMOD\nuMod Plugins で Rust 用の Mod を探すことができます。\nWhitelist\nホワイトリストに登録されたプレイヤーのうち、許可を得た人にサーバーへのアクセスを制限します。\n\n\n「Download」ボタンを選択し Whitelist.cs をダウンロードします。\n\n\nWhitelist.cs を data/oxide/plugins にコピーします。\n\n\nブラウザで管理画面 myserver:28018/ を開きます。\n\n\nConsole を開いて一番下にある入力フィールドに次のコマンドを入力しエンターキーを押します。myid は SteamID64 です。\noxide.grant user myid whitelist.allow\n\n\n\nBackpacks\nバックパックを持つことで、インベントリを増やすことができます。\n\n\n「Download」ボタンを選択し Backpacks.cs をダウンロードします。\n\n\nBackpacks.cs を data/oxide/plugins にコピーします。\n\n\nブラウザで管理画面 myserver:28018/ を開きます。\n\n\nConsole を開いて一番下にある入力フィールドに次のコマンドを入力しエンターキーを押します。\nすべてのプレイヤーがバックパックを使用できるようにします。\no.grant group default backpacks.use\n\nすべてのプレイヤーがバックパック GUI ボタン を表示できるようにします。\no.grant group default backpacks.gui\n\nバックアップ容量をデフォルトの 6 から 24 に変更します。\no.grant group default backpacks.size.24\n\n\n\nRecycler Speed\nリサイクラーのスピードを変更します。\n\n\n「Download」ボタンを選択し RecyclerSpeed.cs をダウンロードします。\n\n\nRecyclerSpeed.cs を data/oxide/plugins にコピーします。\n\n\ndata/oxide/config/RecyclerSpeed.json の Recyler Speed でスピードを設定します。\n{\n \"Recyler Speed (Lower = Faster) (Seconds)\": 1.0\n}\n\n\n\nブラウザで管理画面 myserver:28018/ を開きます。\n\n\nConsole を開いて一番下にある入力フィールドに次のコマンドを入力しエンターキーを押します。\nすべてのプレイヤーが Recycler Speed を使用できるようにします。\no.grant group default recyclerspeed.use\n\n\n\nDiscord Messages\nメッセージを Discord に送信します。\n\n\n「Download」ボタンを選択し DiscordMessages.cs をダウンロードします。\n\n\nDiscordMessages.cs を data/oxide/plugins にコピーします。\n\n\nInbound\nパトロールヘリや補給物資の投下、貨物船などの入港を Discord でお知らせします。\n前提条件\n\nDiscord Messages のインストールが必要です。\nDiscord の Webhook が必要です。\n\n\n\n「Download」ボタンを選択し Inbound.cs をダウンロードします。\n\n\nInbound.cs を data/oxide/plugins にコピーします。\n\n\ndata/oxide/config/Inbound.json を修正します。\nDiscord Messages の有効化、Webhook URL の設定を行います。\n{\n \"Discord Messages\": {\n \"Enabled\": true,\n \"Webhook URL\": \"my Webhook url\"\n }\n}\n\n\n\nIngame Clock GUI\nゲーム内の時刻を表示します。\n\n\n「Download」ボタンを選択し IngameClockGUI.cs をダウンロードします。\n\n\nIngameClockGUI.cs を data/oxide/plugins にコピーします。\n\n\ndata/oxide/config/IngameClockGUI.json で設定を変更します。\n時刻のフォントサイズ、表示位置を変更します。\n{\n \"FontSize\": 16,\n \"Position\": {\n \"Bottom\": 0.015,\n \"Left\": 0.3\n }\n}\n\n\n\nWipe\nワイプの確認、変更ができます。詳細は Rust Wiki - Server Wipe Timer を参照してください。\nPrintWipe コマンドでワイプの確認ができます。\nタイムゾーンの変更\nデフォルトのタイムゾーンは wipetimer.wipetimezone: \"Europe/London\" です。次のコマンドで日本に変更します。\nwipeTimezone Japan\n\nワイプ日の指定\nUNIX タイムスタンプを使用して、正確なワイプ日時を設定できます。2023/7/31 15:00:00 GMT+0 を指定する場合は次のコマンドを実行します。\nwipeUnixTimestampOverride 1690815600\n\nMisc\n\nspawn f15e コマンドで F-15E 戦闘機をスポーンすることができます。\nspawn bradleyapc コマンドで Bradley APC をスポーンすることができます。\n\n","id":"https://site.little-method.com/blog/setup-server-for-rust/","title":"Rust のサーバーを構築する"},"https://site.little-method.com/blog/using-controller-in-minecraft-je/":{"body":"概要\nMinecraft に Mod (Controllable) を入れてコントローラーでプレイできるようにします。\nControllable のコントローラーバインドを可能な限り Bedrock Edition に合わせる場合は こちら を参照してください。\n前提条件\n\nForge がインストールされている必要があります。\n\nインストールする方法は Windwos に Minecraft Forge 14 をインストールする を参照してください。\n\n\n\n環境\n\nコントローラー: Xbox ワイヤレス コントローラー + ワイヤレス アダプタ for Windows 10 1VA-00005\nMinecraft Java Edition: バージョン 1.12.2\nMinecraft Forge: バージョン 14.23.5.2859\nControllable: バージョン 0.11.2\n\n手順\nControllable のダウンロード\n\n\nControllable の Main File を開きます。\n\n\nGame Version 1.12.2 の Controllable 0.11.2 にあるダウンロードボタンを選択し、 controllable-0.11.2-1.12.2.jar をダウンロードます。\n\n\nControllable のインストール\n\n\nMinecraft Launcher を起動して「MINECRAFT:Java Edition」を選択します。\n\n\n「Installations」タブを選択します。\n\n\nControllable をインストールする起動構成のフォルダを開きます。\n\n\n「mods」フォルダの中に Controllable の controllable-0.11.2-1.12.2.jar ファイルを置きます。\n\n新しいバージョンの Controllable を使用する場合は Framework が必須です。\n\n\n\nControllable の確認\n\n\nコントローラをパソコンに接続します。\n\n\nControllable をインストールした起動構成の「プレイ」ボタンを選択します。。\n\n\nMinecraft が起動したら「Mods」を選択します。\n\n\nインストール済みの Mod 一覧に Controllable が表示されることを確認します。\n\n\n","id":"https://site.little-method.com/blog/using-controller-in-minecraft-je/","title":"Minecraft Java Edition をコントローラーでプレイする"},"https://site.little-method.com/blog/using-data-files-with-rust-plugins/":{"body":"概要\nRust プラグインのデータファイルを使用して任意のデータを保存します。\n参考情報\n\nData Files\n\n関連情報\n\nRust のサーバーを構築する\nVSCode に Rust の Mod の開発環境を構築する\n\nデータファイルの使用\n\n\nファイルの先頭に名前空間への参照を追加します。\nusing Oxide.Core.Configuration;\n\n\n\nデータファイルのフィールドを作成します。\nDynamicConfigFile dataFile;\n\n\n\nデータファイル oxide/data/MyDataFile.json がすでに存在する場合はロードします。データファイルが存在しない場合は作成します。\ndataFile = Core.Interface.Oxide.DataFileSystem.GetDatafile(\"MyDataFile\");\n\n\n\nデータファイルにデータを保存します。\ndataFile[\"EpicString\"] = \"EpicValue\";\ndataFile[\"EpicNumber\"] = 42;\n\ndataFile.Save();\n\n\n\nデータファイル oxide/data/MyDataFile.json の内容は次の通りです。\n{\n \"EpicNumber\": 42,\n \"EpicString\": \"EpicValue\"\n}\n\n\n\nデータファイルからデータを取得します。\n// Check if the EpicString exists\nif (dataFile[\"EpicString\"] != null)\n{\n Puts(dataFile[\"EpicString\"] as string); // Outputs: EpicValue\n}\n\n// Check if the EpicNumber exists\nif (dataFile[\"EpicNumber\"] != null)\n{\n Puts(dataFile[\"EpicNumber\"] as string); // Outputs: 42\n}\n\n\n\n例\nプラグインの初期化時にデータファイルを作成し、初期化終了時にデータファイルの保存、取得を行う例です。\nusing Oxide.Core.Configuration;\n\nnamespace Oxide.Plugins\n{\n [Info(\"DataFiles\", \"st-little\", \"0.1.0\")]\n [Description(\"DataFiles\")]\n public class DataFiles : RustPlugin\n {\n DynamicConfigFile dataFile;\n\n #region Oxide Hooks\n\n private void Init()\n {\n // データファイルの作成\n dataFile = Core.Interface.Oxide.DataFileSystem.GetDatafile(\"MyDataFile\");\n }\n\n private void OnServerInitialized()\n {\n // データファイルの保存\n dataFile[\"EpicString\"] = \"EpicValue\";\n dataFile[\"EpicNumber\"] = 42;\n\n dataFile.Save();\n\n // データファイルの取得\n // Check if the EpicString exists\n if (dataFile[\"EpicString\"] != null)\n {\n Puts(dataFile[\"EpicString\"] as string); // Outputs: EpicValue\n }\n\n // Check if the EpicNumber exists\n if (dataFile[\"EpicNumber\"] != null)\n {\n Puts(dataFile[\"EpicNumber\"] as string); // Outputs: 42\n }\n }\n\n #endregion\n }\n}\n\nデータオブジェクトの使用\n\n\nデータオブジェクトのクラスを作成します。\nprivate class StoredData\n{\n public int EpicNumber;\n public string EpicString;\n\n public StoredData()\n {\n }\n}\n\n\n\nデータオブジェクトのフィールドを作成します。\nprivate StoredData storedData;\n\n\n\nデータファイル oxide/data/MyDataFile.json がすでに存在する場合はロードします。データファイルが存在しない場合は作成します。\nstoredData = Core.Interface.Oxide.DataFileSystem.ReadObject<StoredData>(\"MyDataFile\");\n\n\n\nデータオブジェクトでデータを保存します。\nstoredData.EpicNumber = 42;\nstoredData.EpicString = \"EpicValue\";\nCore.Interface.Oxide.DataFileSystem.WriteObject(\"MyDataFile\", storedData);\n\n\n\nデータオブジェクトからデータを取得します。\n// Check if the EpicString exists\nif (storedData.EpicString != null)\n{\n Puts(storedData.EpicString); // Outputs: EpicValue\n}\n\n// Check if the EpicNumber exists\nif (storedData.EpicNumber != null)\n{\n Puts(storedData.EpicNumber.ToString()); // Outputs: 42\n}\n\n\n\n例\nプラグインの初期化時にデータファイルを作成し、初期化終了時にデータファイルの保存、取得を行う例です。\nusing Oxide.Core.Configuration;\n\nnamespace Oxide.Plugins\n{\n [Info(\"DataFiles\", \"st-little\", \"0.1.0\")]\n [Description(\"DataFiles\")]\n public class DataFiles : RustPlugin\n {\n private class StoredData\n {\n public int EpicNumber;\n public string EpicString;\n\n public StoredData()\n {\n }\n }\n\n private StoredData storedData;\n\n #region Oxide Hooks\n\n private void Init()\n {\n // ファイルの作成\n storedData = Core.Interface.Oxide.DataFileSystem.ReadObject<StoredData>(\"MyDataFile\");\n }\n\n private void OnServerInitialized()\n {\n // ファイルの保存\n storedData.EpicNumber = 42;\n storedData.EpicString = \"EpicValue\";\n Core.Interface.Oxide.DataFileSystem.WriteObject(\"MyDataFile\", storedData);\n\n // データファイルの取得\n // Check if the EpicString exists\n if (storedData.EpicString != null)\n {\n Puts(storedData.EpicString); // Outputs: EpicValue\n }\n\n // Check if the EpicNumber exists\n if (storedData.EpicNumber != null)\n {\n Puts(storedData.EpicNumber.ToString()); // Outputs: 42\n }\n }\n\n #endregion\n }\n}\n\n\n","id":"https://site.little-method.com/blog/using-data-files-with-rust-plugins/","title":"Rust プラグインのデータファイルを使用する"},"https://site.little-method.com/blog/using-qnap-nas-as-an-nfs-datastore/":{"body":"概要\nQNAP NAS を NFS データストアとして利用します。\n環境\n\nモデル: TS-251D\nファームウェア: QTS 5.1.5.2645\n\n参考サイト\n\nQNAP NFS サービスの設定\n\n手順\nNFS サービスの有効化\n\n\n[コントロールパネル] > [ネットワークとファイルサービス] > [Win/Mac/NFS/WebDAV] > [NFS サービス] に進みます。\n\n\n[ネットワーク ファイル システム (NFS) サービスを有効にする] を選択し 1 つ以上の NFS バージョンを選択します。\n\n\nボリュームの作成\n\n\n[ストレージ&スナップショット] > [ストレージ] > [ストレージ/スナップショット] に進みます。\n\n\n[作成] > [新規ボリューム] に進みます。\n\n\nタイプを選択し 次へ 進みます。\n\nボリュームタイプ: 任意のボリュームタイプを選択します。\nロケーション: 任意のロケーションを選択します。\n\n\n\n構成を入力し 次へ 進みます。\n\nボリュームのエイリアス: 任意の値を入力します。\nボリュームの要領: 任意の値を入力します。\n\n\n\n要約を確認し 完了 を選択します。\n\n\nNFS 共有フォルダの作成\n\n\n[コントロールパネル] > [権限設定] > [共有フォルダー] > [共有フォルダー] に進みます。\n\n\n[作成] > [共有フォルダー] に進みます。\n\n\nフィールドを入力し 次へ 進みます。\n\nフォルダー名: 任意の値を入力します。\nディスクボリューム: 作成したボリュームを選択します。\n\n\n\nアクセスするユーザーの権限を設定し 次へ 進みます。\n\n\nプロパティを設定し 完了 を選択します。\n\n\n作成した共有フォルダーの 共有フォルダー権限の編集 を選択します。\n\n\nアクセス権を変更し 適用 を選択します。\n\n権限タイプの選択: NFS ホストのアクセス を選択します。\nアクセス権: チェックを入れます。\nホスト/IP/ネットワーク: NFS 共有フォルダに接続するアドレスを入力します。\nSquash: 読み取り/書き込み を選択します。\n\n\n\n","id":"https://site.little-method.com/blog/using-qnap-nas-as-an-nfs-datastore/","title":"QNAP NAS を NFS 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