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Comparing deliantra/server/include/config.h (file contents):
Revision 1.30 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.41 by root, Tue Mar 6 19:02:35 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24/* This file contains various #defines that select various options. 25/* This file contains various #defines that select various options.
25 * Some may not be desirable, and some just may not work. 26 * Some may not be desirable, and some just may not work.
26 * 27 *
27 * There are some options that are not selectable in this file which 28 * There are some options that are not selectable in this file which
164/* DEBUG generates copious amounts of output. I tend to change the CC options 165/* DEBUG generates copious amounts of output. I tend to change the CC options
165 * in the crosssite.def file if I want this. By default, you probably 166 * in the crosssite.def file if I want this. By default, you probably
166 * dont want this defined. 167 * dont want this defined.
167 */ 168 */
168#ifndef DEBUG 169#ifndef DEBUG
169#define DEBUG 170# define DEBUG
170#endif 171#endif
171/* 172/*
172 * This option creates more core files. In some areas, there are certain 173 * This option creates more core files. In some areas, there are certain
173 * checks done to try and make the program more stable (ie, check 174 * checks done to try and make the program more stable (ie, check
174 * parameter for null, return if it is). These checks are being done 175 * parameter for null, return if it is). These checks are being done
219 */ 220 */
220#define NO_POLYMORPH 221#define NO_POLYMORPH
221 222
222 223
223/* This determine how many entries are stored in the kill log. You 224/* This determine how many entries are stored in the kill log. You
224 * can see this information with the 'party kills' command. More entries 225 * can see this information with the 'party kills' command. More entries
225 * mean slower performance and more memory. IF this is not defined, then 226 * mean slower performance and more memory.
226 * this feature is disabled.
227 */ 227 */
228#define PARTY_KILL_LOG 20 228#define PARTY_KILL_LOG 40
229 229
230/* 230/*
231 * The PERM_EXP values adjust the behaviour of permenent experience. - if 231 * The PERM_EXP values adjust the behaviour of permenent experience. - if
232 * the setting permanent_experience_percentage is zero, these values have 232 * the setting permanent_experience_percentage is zero, these values have
233 * no meaning. The value in the settings file is the percentage of the 233 * no meaning. The value in the settings file is the percentage of the
261 261
262/* 262/*
263#define NEW_MATERIAL_CODE 263#define NEW_MATERIAL_CODE
264*/ 264*/
265 265
266/***********************************************************************
267 * SECTION 2 - Machine/Compiler specific stuff.
268 *
269 * Short list of items:
270 * COMPRESS_SUFFIX - selection of compression programs
271 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
272 *
273 ***********************************************************************/
274
275/*
276 * If you compress your files to save space, set the COMPRESS_SUFFIX below
277 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
278 * should already find the program to use. If you set the suffix to
279 * something that autoconf did not find, you are likely to have serious
280 * problems, so make sure you have the appropriate compression tool installed
281 * before you set this. You can look at the autoconf.h file to see
282 * what compression tools it found (search for COMPRESS).
283 * Note that this is used when saving files. Crossfire will search all
284 * methods when loading a file to see if it finds a match
285 */
286
287#ifndef COMPRESS_SUFFIX
288/* #define COMPRESS_SUFFIX ".Z" */
289#endif
290
291/* If you get a complaint about O_NDELAY not being known/undefined, try
292 * uncommenting this.
293 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
294 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
295 * can be written - otherwise, the number of bytes written will be returned
296 * for both modes.
297 */
298
299/*
300#define O_NDELAY O_NONBLOCK
301*/
302
303 266
304/*********************************************************************** 267/***********************************************************************
305 * Section 3 268 * Section 3
306 * 269 *
307 * General file and other defaults that don't need to be changed, and 270 * General file and other defaults that don't need to be changed, and
308 * do not change gameplay as percieved by players much. Some options 271 * do not change gameplay as percieved by players much. Some options
309 * may affect memory consumption however. 272 * may affect memory consumption however.
310 * 273 *
311 * Values: 274 * Values:
312 * 275 *
313 * BANFILE - ban certain users/hosts.
314 * CSPORT - port to use for new client/server 276 * CSPORT - port to use for new client/server
315 * DMFILE - file with dm/wizard access lists 277 * DMFILE - file with dm/wizard access lists
316 * LOGFILE - where to log if using -daemon option 278 * LOGFILE - where to log if using -daemon option
317 * MAP_ - various map timeout and swapping parameters 279 * MAP_ - various map timeout and swapping parameters
318 * MAX_OBJECTS - how many objects to keep in memory. 280 * MAX_OBJECTS - how many objects to keep in memory.
325 * TMPDIR - directory to use for temp files 287 * TMPDIR - directory to use for temp files
326 * UNIQUE_DIR - directory to put unique item files into 288 * UNIQUE_DIR - directory to put unique item files into
327 *********************************************************************** 289 ***********************************************************************
328 */ 290 */
329 291
330/*
331 * BANFILE - file used to ban certain sites from playing. See the example
332 * ban_file for examples.
333 */
334
335#ifndef BANFILE
336#define BANFILE "ban_file"
337#endif
338
339/* CSPORT is the port used for the new client/server code. Change 292/* CSPORT is the port used for the new client/server code. Change
340 * if desired. Only of relevance if ERIC_SERVER is set above 293 * if desired. Only of relevance if ERIC_SERVER is set above
341 */ 294 */
342
343#define CSPORT 13327 /* old port + 1 */ 295#define CSPORT 13327 /* old port + 1 */
344
345 296
346/* 297/*
347 * DMFILE 298 * DMFILE
348 * A file containing valid names that can be dm, one on each line. See 299 * A file containing valid names that can be dm, one on each line. See
349 * example dm_file for syntax help. 300 * example dm_file for syntax help.
350 */ 301 */
351
352#ifndef DMFILE 302#ifndef DMFILE
353#define DMFILE "dm_file" 303#define DMFILE "dm_file"
354#endif 304#endif
355 305
356
357/* LOGFILE specifies which file to log to when playing with the 306/* LOGFILE specifies which file to log to when playing with the
358 * -daemon option. 307 * -daemon option.
359 */ 308 */
360
361#ifndef LOGFILE 309#ifndef LOGFILE
362#define LOGFILE "/var/log/crossfire/logfile" 310#define LOGFILE "/var/log/crossfire/logfile"
363#endif 311#endif
364
365/*
366 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
367 * after a player has left it. If it is set to 0, maps are
368 * swapped out the instant the last player leaves it.
369 * If you are low on memory, you should set this to 0.
370 * Note that depending on the map timeout variable, the number of
371 * objects can get quite high. This is because depending on the maps,
372 * a player could be having the objects of several maps in memory
373 * (the map he is in right now, and the ones he left recently.)
374 * Each map has it's own TIMEOUT value and value field and it is
375 * defaulted to 300
376 *
377 * Having a nonzero value can be useful: If a player leaves a map (and thus
378 * is on a new map), and realizes they want to go back pretty quickly, the
379 * old map is still in memory, so don't need to go disk and get it.
380 *
381 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
382 * to swap out in less than that many ticks, we use the MINTIMEOUT value
383 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
384 * maps.
385 */
386
387/* How many ticks till maps are swapped out */
388#define MAP_MAXTIMEOUT 300
389/* At least that many ticks before swapout */
390#define MAP_MINTIMEOUT 300
391
392/*
393 * MAP_MAXRESET is the maximum time a map can have before being reset. It
394 * will override the time value set in the map, if that time is longer than
395 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
396 * TMPDIR device, set this value to somethign small. The default
397 * value in the map object is given in seconds.->defaultreset
398 * I personally like 1 hour myself, for solo play. It is long enough that
399 * maps won't be resetting as a solve a quest, but short enough that some
400 * maps (like shops and inns) will be reset during the time I play.
401 * Comment out MAP_MAXRESET time if you always want to use the value
402 * in the map archetype.
403 */
404
405/* Maximum time to reset. */
406#define MAP_MAXRESET 7200
407/* Default time to reset. */
408#define MAP_DEFAULTRESET 3600
409
410/*
411 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
412 * will look for maps which are already scheldued for swapping, and
413 * promptly swap them out before new maps are being loaded.
414 * If playing only by yourself, this number can probably be as low as
415 * 3000. If in server mode, probably figure about 1000-2000 objects per
416 * active player (if they typically play on different maps), for some guess
417 * on how many to define. If it is too low, maps just get swapped out
418 * immediately, causing a performance hit. If it is too high, the program
419 * consumes more memory. If you have gobs of free memory, a high number
420 * might not be a bad idea. Each object is around 350 bytes right now.
421 * 25000 is about 8.5 MB
422 */
423
424#define MAX_OBJECTS 400000
425
426/*
427 * Max objects low water mark (lwm). If defined, the map swapping strategy
428 * is a bit different:
429 * 1) We only start swapping maps if the number of objects in use is
430 * greater than MAX_OBJECTS above.
431 * 2) We keep swapping maps until there are no more maps to swap or the number
432 * of used objects drop below this low water mark value.
433 *
434 * If this is not defined, maps are swapped out on the timeout value above,
435 * or if the number of objects used is greater than MAX_OBJECTS above.
436 *
437 * Note: While this will prevent the pauses noticed when saving maps, there
438 * can instead be cpu performance penalties - any objects in memory get
439 * processed. So if there are 4000 objects in memory, and 1000 of them
440 * are living objects, the system will process all 1000 objects each tick.
441 * With swapping enable, maybe 600 of the objects would have gotten swapped
442 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
443 * than if it is very large.
444 * Also, the pauses you do get can be worse, as if you enter a map with
445 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
446 * many maps to get below the low water mark.
447 */
448
449/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
450
451/*
452 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
453 * to find memory corruption and leaks. Currently, the main thing
454 * that happens with this activated is that one malloc is done for
455 * each object - thus whatever debugging mechanism the malloc library
456 * (or other debugging tool provides, like purify), it can track this
457 * individual malloc. Default behaviour when turned off is that
458 * enough memory is malloced for a large group of objects so malloc does
459 * not need to be called as often.
460 * This should only be turned on if some form of memory debugging tool
461 * is being used - otherwise, turning this on will cause some performance
462 * hit with no useful advantage.
463 */
464
465/*#define MEMORY_DEBUG*/
466
467 312
468/* 313/*
469 * If you want to have a Message Of The Day file, define MOTD to be 314 * If you want to have a Message Of The Day file, define MOTD to be
470 * the file with the message. If the file doesn't exist or if it 315 * the file with the message. If the file doesn't exist or if it
471 * is empty, no message will be displayed. 316 * is empty, no message will be displayed.
472 * (It resides in the CONFDIR directory) 317 * (It resides in the CONFDIR directory)
473 */ 318 */
474
475#define MOTD "motd" 319#define MOTD "motd"
476 320
477/* 321/*
478 * You can restrict playing in certain times by creating a PERMIT_FILE 322 * You can restrict playing in certain times by creating a PERMIT_FILE
479 * in CONFDIR. See the sample for usage notes. 323 * in CONFDIR. See the sample for usage notes.
480 */ 324 */
481
482#define PERM_FILE "forbid" 325#define PERM_FILE "forbid"
483 326
484/* 327/*
485 * If you want to take the game down while installing new versions, or 328 * If you want to take the game down while installing new versions, or
486 * for other reasons, put a message into the SHUTDOWN_FILE file. 329 * for other reasons, put a message into the SHUTDOWN_FILE file.
487 * Remember to delete it when you open the game again. 330 * Remember to delete it when you open the game again.
488 * (It resides in the CONFDIR directory) 331 * (It resides in the CONFDIR directory)
489 */ 332 */
490
491#ifndef SHUTDOWN_FILE 333#ifndef SHUTDOWN_FILE
492#define SHUTDOWN_FILE "shutdown" 334#define SHUTDOWN_FILE "shutdown"
493#endif 335#endif
494
495 336
496/* 337/*
497 * SOCKETBUFSIZE is the size of the buffer used internally by the server for 338 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
498 * storing backlogged messages for the client. This is not operating system 339 * storing backlogged messages for the client. This is not operating system
499 * buffers or the like. This amount is used per connection (client). 340 * buffers or the like. This amount is used per connection (client).
501 * large. When the OS buffer and this buffer is exhausted, the server 342 * large. When the OS buffer and this buffer is exhausted, the server
502 * will drop the client connection for falling too far behind. So if 343 * will drop the client connection for falling too far behind. So if
503 * you have very slow client connections, a larger value may be 344 * you have very slow client connections, a larger value may be
504 * warranted. 345 * warranted.
505 */ 346 */
506
507#define SOCKETBUFSIZE 256*1024 347#define SOCKETBUFSIZE 256*1024
508 348
509/* 349/*
510 * Your tmp-directory should be large enough to hold the uncompressed 350 * Your tmp-directory should be large enough to hold the uncompressed
511 * map-files for all who are playing. 351 * map-files for all who are playing. Local to 'lib' directory.
512 * It ought to be locally mounted, since the function used to generate
513 * unique temporary filenames isn't guaranteed to work over NFS or AFS
514 * On the other hand, if you know that only one crossfire server will be
515 * running using this temporary directory, it is likely to be safe to use
516 * something that is NFS mounted (but performance may suffer as NFS is
517 * slower than local disk)
518 */ 352 */
519
520/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
521#define TMPDIR "/tmp" 353#define TMPDIR "tmp"
522
523 354
524/* Directory to use for unique items. This is placed into the 'lib' 355/* Directory to use for unique items. This is placed into the 'lib'
525 * directory. Changing this will cause any old unique items file 356 * directory. Changing this will cause any old unique items file
526 * not to be used. 357 * not to be used.
527 */ 358 */
536#define TEMPLATE_DIR "template-maps" 367#define TEMPLATE_DIR "template-maps"
537#define ARCHETYPES "archetypes" 368#define ARCHETYPES "archetypes"
538#define REGIONS "regions" 369#define REGIONS "regions"
539#define HIGHSCORE "highscore" 370#define HIGHSCORE "highscore"
540#define TREASURES "treasures" 371#define TREASURES "treasures"
541#define BANISHFILE "banish_file"
542 372
543#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 373#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
544 374
545#define ARCHTABLE 16384 /* Arch hashtable size */
546#define MAXSTRING 20 375#define MAXSTRING 20
547 376
548#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 377#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
549 378
550 379
567 * start their own crossfire, you won't need to define this. 396 * start their own crossfire, you won't need to define this.
568 * 397 *
569 */ 398 */
570 399
571#ifndef PLAYERDIR 400#ifndef PLAYERDIR
572#define PLAYERDIR "players" 401# define PLAYERDIR "players"
573#endif 402#endif
574 403
575/* 404/*
576 * If you have defined SAVE_PLAYER, you might want to change this, too. 405 * If you have defined SAVE_PLAYER, you might want to change this, too.
577 * This is the access rights for the players savefiles. 406 * This is the access rights for the players savefiles.
585 */ 414 */
586/* IMPORTANT: there is a race during saving, where the umask is being applied */ 415/* IMPORTANT: there is a race during saving, where the umask is being applied */
587#define SAVE_MODE 0660 416#define SAVE_MODE 0660
588#define SAVE_DIR_MODE 0770 417#define SAVE_DIR_MODE 0770
589 418
590/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
591 * needs to be selected. You can set both, and things will work fine,
592 * however, it just means that a lot more saving will be done, which
593 * can slow things down some.
594 */
595
596/* How often (in seconds) the player is saved if he drops things. If it is
597 * set to 0, the player will be saved for every item he drops. Otherwise,
598 * if the player drops and item, and the last time he was saved
599 * due to item drop is longer
600 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
601 * environment, you may want to set this to a higher value, so that
602 * you are not spending too much time saving the characters.
603 * This option should now work (Crossfire 0.90.5)
604 */
605
606//#define SAVE_INTERVAL 60
607
608/* 419/*
609 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 420 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
610 * 5000 with MAX_TIME set at 120,000 means that the player will be
611 * saved every 10 minutes. Some effort should probably be made to
612 * spread out these saves, but that might be more effort than it is
613 * worth (Depending on the spacing, if enough players log on, the spacing
614 * may not be large enough to save all of them.) As it is now, it will
615 * just set the base tick of when they log on, which should keep the
616 * saves pretty well spread out (in a fairly random fashion.)
617 */
618
619#define AUTOSAVE 1000
620
621/* RESET_LOCATION_TIME is the number of seconds that must elapse before
622 * we will return the player to his savebed location. If this is zero,
623 * this feature is disabled (player will resume where ever he was
624 * when he last logged off). If this is set to less than two hours,
625 * it will prevent players from camping out in treasure rooms.
626 * Do not comment this out - it must be set to something - if you
627 * comment this out, the program will not compile.
628 * 421 */
629 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player 422#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
630 * where appear under what conditions is a little complicated depending
631 * on how the player exited the game. But if the elapsed time is greater than
632 * the value below, player will always get returned to savebed location
633 * location.
634 *
635 * Set to one hour as default
636 */
637 423
638#define RESET_LOCATION_TIME 3600
639

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