--- deliantra/server/include/config.h 2006/12/18 02:35:01 1.27 +++ deliantra/server/include/config.h 2007/02/16 21:38:18 1.40 @@ -1,25 +1,26 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire@schmorp.de -*/ + * CrossFire, A Multiplayer game for X-windows + * + * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team + * Copyright (C) 2002 Mark Wedel & Crossfire Development Team + * Copyright (C) 1992 Frank Tore Johansen + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. + * + * The authors can be reached via e-mail at crossfire@schmorp.de + */ /* This file contains various #defines that select various options. * Some may not be desirable, and some just may not work. @@ -221,11 +222,10 @@ /* This determine how many entries are stored in the kill log. You - * can see this information with the 'party kills' command. More entries - * mean slower performance and more memory. IF this is not defined, then - * this feature is disabled. + * can see this information with the 'party kills' command. More entries + * mean slower performance and more memory. */ -#define PARTY_KILL_LOG 20 +#define PARTY_KILL_LOG 40 /* * The PERM_EXP values adjust the behaviour of permenent experience. - if @@ -331,7 +331,6 @@ * BANFILE - file used to ban certain sites from playing. See the example * ban_file for examples. */ - #ifndef BANFILE #define BANFILE "ban_file" #endif @@ -339,7 +338,6 @@ /* CSPORT is the port used for the new client/server code. Change * if desired. Only of relevance if ERIC_SERVER is set above */ - #define CSPORT 13327 /* old port + 1 */ @@ -348,7 +346,6 @@ * A file containing valid names that can be dm, one on each line. See * example dm_file for syntax help. */ - #ifndef DMFILE #define DMFILE "dm_file" #endif @@ -357,128 +354,22 @@ /* LOGFILE specifies which file to log to when playing with the * -daemon option. */ - #ifndef LOGFILE #define LOGFILE "/var/log/crossfire/logfile" #endif /* - * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out - * after a player has left it. If it is set to 0, maps are - * swapped out the instant the last player leaves it. - * If you are low on memory, you should set this to 0. - * Note that depending on the map timeout variable, the number of - * objects can get quite high. This is because depending on the maps, - * a player could be having the objects of several maps in memory - * (the map he is in right now, and the ones he left recently.) - * Each map has it's own TIMEOUT value and value field and it is - * defaulted to 300 - * - * Having a nonzero value can be useful: If a player leaves a map (and thus - * is on a new map), and realizes they want to go back pretty quickly, the - * old map is still in memory, so don't need to go disk and get it. - * - * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set - * to swap out in less than that many ticks, we use the MINTIMEOUT value - * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all - * maps. - */ - -/* How many ticks till maps are swapped out */ -#define MAP_MAXTIMEOUT 300 -/* At least that many ticks before swapout */ -#define MAP_MINTIMEOUT 300 - -/* - * MAP_MAXRESET is the maximum time a map can have before being reset. It - * will override the time value set in the map, if that time is longer than - * MAP_MAXRESET. This value is in seconds. If you are low on space on the - * TMPDIR device, set this value to somethign small. The default - * value in the map object is MAP_DEFAULTRESET (given in seconds.) - * I personally like 1 hour myself, for solo play. It is long enough that - * maps won't be resetting as a solve a quest, but short enough that some - * maps (like shops and inns) will be reset during the time I play. - * Comment out MAP_MAXRESET time if you always want to use the value - * in the map archetype. - */ - -/* Maximum time to reset. */ -#define MAP_MAXRESET 7200 -/* Default time to reset. */ -#define MAP_DEFAULTRESET 3600 - -/* - * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire - * will look for maps which are already scheldued for swapping, and - * promptly swap them out before new maps are being loaded. - * If playing only by yourself, this number can probably be as low as - * 3000. If in server mode, probably figure about 1000-2000 objects per - * active player (if they typically play on different maps), for some guess - * on how many to define. If it is too low, maps just get swapped out - * immediately, causing a performance hit. If it is too high, the program - * consumes more memory. If you have gobs of free memory, a high number - * might not be a bad idea. Each object is around 350 bytes right now. - * 25000 is about 8.5 MB - */ - -#define MAX_OBJECTS 400000 - -/* - * Max objects low water mark (lwm). If defined, the map swapping strategy - * is a bit different: - * 1) We only start swapping maps if the number of objects in use is - * greater than MAX_OBJECTS above. - * 2) We keep swapping maps until there are no more maps to swap or the number - * of used objects drop below this low water mark value. - * - * If this is not defined, maps are swapped out on the timeout value above, - * or if the number of objects used is greater than MAX_OBJECTS above. - * - * Note: While this will prevent the pauses noticed when saving maps, there - * can instead be cpu performance penalties - any objects in memory get - * processed. So if there are 4000 objects in memory, and 1000 of them - * are living objects, the system will process all 1000 objects each tick. - * With swapping enable, maybe 600 of the objects would have gotten swapped - * out. This is less likely a problem with a smaller number of MAX_OBJECTS - * than if it is very large. - * Also, the pauses you do get can be worse, as if you enter a map with - * a lot of new objects and go above MAX_OBJECTS, it may have to swap out - * many maps to get below the low water mark. - */ - -/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/ - -/* - * Turning on MEMORY_DEBUG slows down execution, but makes it easier - * to find memory corruption and leaks. Currently, the main thing - * that happens with this activated is that one malloc is done for - * each object - thus whatever debugging mechanism the malloc library - * (or other debugging tool provides, like purify), it can track this - * individual malloc. Default behaviour when turned off is that - * enough memory is malloced for a large group of objects so malloc does - * not need to be called as often. - * This should only be turned on if some form of memory debugging tool - * is being used - otherwise, turning this on will cause some performance - * hit with no useful advantage. - */ - -/*#define MEMORY_DEBUG*/ - - -/* * If you want to have a Message Of The Day file, define MOTD to be * the file with the message. If the file doesn't exist or if it * is empty, no message will be displayed. * (It resides in the CONFDIR directory) */ - #define MOTD "motd" /* * You can restrict playing in certain times by creating a PERMIT_FILE * in CONFDIR. See the sample for usage notes. */ - #define PERM_FILE "forbid" /* @@ -487,7 +378,6 @@ * Remember to delete it when you open the game again. * (It resides in the CONFDIR directory) */ - #ifndef SHUTDOWN_FILE #define SHUTDOWN_FILE "shutdown" #endif @@ -503,22 +393,13 @@ * you have very slow client connections, a larger value may be * warranted. */ - #define SOCKETBUFSIZE 256*1024 /* * Your tmp-directory should be large enough to hold the uncompressed - * map-files for all who are playing. - * It ought to be locally mounted, since the function used to generate - * unique temporary filenames isn't guaranteed to work over NFS or AFS - * On the other hand, if you know that only one crossfire server will be - * running using this temporary directory, it is likely to be safe to use - * something that is NFS mounted (but performance may suffer as NFS is - * slower than local disk) + * map-files for all who are playing. Local to 'lib' directory. */ - -/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ -#define TMPDIR "/tmp" +#define TMPDIR "tmp" /* Directory to use for unique items. This is placed into the 'lib' @@ -528,17 +409,6 @@ #define UNIQUE_DIR "unique-items" /* - * These define the players starting map and location on that map, and where - * emergency saves are defined. This should be left as is unless you make - * major changes to the map. - */ - -#define EMERGENCY_MAPPATH "/city/city" -#define EMERGENCY_X 15 -#define EMERGENCY_Y 19 - - -/* * These defines tells where, relative to LIBDIR, the maps, the map-index, * archetypes highscore and treaures files and directories can be found. */ @@ -551,12 +421,8 @@ #define TREASURES "treasures" #define BANISHFILE "banish_file" -#define MAX_ERRORS 25 /* Bail out if more are received during tick */ -#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */ - #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ -#define ARCHTABLE 16384 /* Arch hashtable size */ #define MAXSTRING 20 #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ @@ -583,7 +449,7 @@ */ #ifndef PLAYERDIR -#define PLAYERDIR "players" +# define PLAYERDIR "players" #endif /* @@ -601,24 +467,6 @@ #define SAVE_MODE 0660 #define SAVE_DIR_MODE 0770 -/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really - * needs to be selected. You can set both, and things will work fine, - * however, it just means that a lot more saving will be done, which - * can slow things down some. - */ - -/* How often (in seconds) the player is saved if he drops things. If it is - * set to 0, the player will be saved for every item he drops. Otherwise, - * if the player drops and item, and the last time he was saved - * due to item drop is longer - * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing - * environment, you may want to set this to a higher value, so that - * you are not spending too much time saving the characters. - * This option should now work (Crossfire 0.90.5) - */ - -//#define SAVE_INTERVAL 60 - /* * AUTOSAVE saves the player every AUTOSAVE ticks. A value of * 5000 with MAX_TIME set at 120,000 means that the player will be @@ -632,22 +480,6 @@ #define AUTOSAVE 1000 -/* Often, emergency save fails because the memory corruption that caused - * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE - * to disable emergency saves. This actually does - * prevent emergency saves now (Version 0.90.5). - */ - -#define NO_EMERGENCY_SAVE - -/* By selecting the following, whenever a player does a backup save (with - * the 'save command), the player will be saved at home (EMERGENCY_MAP_* - * information that is specified later). IF this is not set, the player - * will be saved at his present location. - */ - -/*#define BACKUP_SAVE_AT_HOME*/ - /* RESET_LOCATION_TIME is the number of seconds that must elapse before * we will return the player to his savebed location. If this is zero, * this feature is disabled (player will resume where ever he was @@ -667,3 +499,8 @@ #define RESET_LOCATION_TIME 3600 +/* + * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on). + */ +#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies." +