ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/config.h
(Generate patch)

Comparing deliantra/server/include/config.h (file contents):
Revision 1.23 by root, Wed Dec 13 02:55:50 2006 UTC vs.
Revision 1.37 by pippijn, Mon Jan 15 21:06:19 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-devel@real-time.com 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
66 * DEBUG - more verbose message logging? 67 * DEBUG - more verbose message logging?
67 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive 68 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
68 * MAX_TIME - how long an internal tick is in microseconds 69 * MAX_TIME - how long an internal tick is in microseconds
69 * MANY_CORES - generate core dumps on gross errors instead of continuing? 70 * MANY_CORES - generate core dumps on gross errors instead of continuing?
70 * PARTY_KILL_LOG - stores party kill information 71 * PARTY_KILL_LOG - stores party kill information
71 * WATCHDOG - allows use of an external watchdog program
72 * 72 *
73 ***********************************************************************/ 73 ***********************************************************************/
74 74
75/* Use a very easy, non-challenging server? 75/* Use a very easy, non-challenging server?
76 * Defining the COZY_SERVER will make the server much less challenging: 76 * Defining the COZY_SERVER will make the server much less challenging:
132#define SIMPLE_EXP TRUE 132#define SIMPLE_EXP TRUE
133#define SPELLPOINT_LEVEL_DEPEND TRUE 133#define SPELLPOINT_LEVEL_DEPEND TRUE
134#define SPELL_ENCUMBRANCE TRUE 134#define SPELL_ENCUMBRANCE TRUE
135#define SPELL_FAILURE_EFFECTS FALSE 135#define SPELL_FAILURE_EFFECTS FALSE
136#define REAL_WIZ TRUE 136#define REAL_WIZ TRUE
137#define RECYCLE_TMP_MAPS FALSE
138#define RESURRECTION FALSE 137#define RESURRECTION FALSE
139#define SEARCH_ITEMS TRUE 138#define SEARCH_ITEMS TRUE
140#define NOT_PERMADETH TRUE 139#define NOT_PERMADETH TRUE
141#define EXPLORE_MODE FALSE 140#define EXPLORE_MODE FALSE
142#define STAT_LOSS_ON_DEATH FALSE 141#define STAT_LOSS_ON_DEATH FALSE
221 */ 220 */
222#define NO_POLYMORPH 221#define NO_POLYMORPH
223 222
224 223
225/* 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
226 * can see this information with the 'party kills' command. More entries 225 * can see this information with the 'party kills' command. More entries
227 * mean slower performance and more memory. IF this is not defined, then 226 * mean slower performance and more memory.
228 * this feature is disabled.
229 */ 227 */
230#define PARTY_KILL_LOG 20 228#define PARTY_KILL_LOG 40
231 229
232/* 230/*
233 * The PERM_EXP values adjust the behaviour of permenent experience. - if 231 * The PERM_EXP values adjust the behaviour of permenent experience. - if
234 * the setting permanent_experience_percentage is zero, these values have 232 * the setting permanent_experience_percentage is zero, these values have
235 * 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
252 */ 250 */
253/* GD */ 251/* GD */
254 252
255#define PERM_EXP_GAIN_RATIO 0.10f 253#define PERM_EXP_GAIN_RATIO 0.10f
256#define PERM_EXP_MAX_LOSS_RATIO 0.50f 254#define PERM_EXP_MAX_LOSS_RATIO 0.50f
257
258/*
259 * WATCHDOG lets sends datagrams to port 13325 on localhost
260 * in (more-or-less) regular intervals, so an external watchdog
261 * program can kill the server if it hangs (for whatever reason).
262 * It shouldn't hurt anyone if this is defined but you don't
263 * have an watchdog program.
264 */
265#define WATCHDOG
266 255
267/* Enable the new material code - it needs some work. You can 256/* Enable the new material code - it needs some work. You can
268 * enable this, and things will work, just you'll see a whole 257 * enable this, and things will work, just you'll see a whole
269 * bunch more materials show up, and thus a whole bunch more materials 258 * bunch more materials show up, and thus a whole bunch more materials
270 * in your inventory, and the sorting for them isn't really good. 259 * in your inventory, and the sorting for them isn't really good.
340 329
341/* 330/*
342 * BANFILE - file used to ban certain sites from playing. See the example 331 * BANFILE - file used to ban certain sites from playing. See the example
343 * ban_file for examples. 332 * ban_file for examples.
344 */ 333 */
345
346#ifndef BANFILE 334#ifndef BANFILE
347#define BANFILE "ban_file" 335#define BANFILE "ban_file"
348#endif 336#endif
349 337
350/* CSPORT is the port used for the new client/server code. Change 338/* CSPORT is the port used for the new client/server code. Change
351 * if desired. Only of relevance if ERIC_SERVER is set above 339 * if desired. Only of relevance if ERIC_SERVER is set above
352 */ 340 */
353
354#define CSPORT 13327 /* old port + 1 */ 341#define CSPORT 13327 /* old port + 1 */
355 342
356 343
357/* 344/*
358 * DMFILE 345 * DMFILE
359 * A file containing valid names that can be dm, one on each line. See 346 * A file containing valid names that can be dm, one on each line. See
360 * example dm_file for syntax help. 347 * example dm_file for syntax help.
361 */ 348 */
362
363#ifndef DMFILE 349#ifndef DMFILE
364#define DMFILE "dm_file" 350#define DMFILE "dm_file"
365#endif 351#endif
366 352
367 353
368/* LOGFILE specifies which file to log to when playing with the 354/* LOGFILE specifies which file to log to when playing with the
369 * -daemon option. 355 * -daemon option.
370 */ 356 */
371
372#ifndef LOGFILE 357#ifndef LOGFILE
373#define LOGFILE "/var/log/crossfire/logfile" 358#define LOGFILE "/var/log/crossfire/logfile"
374#endif 359#endif
375
376/*
377 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
378 * after a player has left it. If it is set to 0, maps are
379 * swapped out the instant the last player leaves it.
380 * If you are low on memory, you should set this to 0.
381 * Note that depending on the map timeout variable, the number of
382 * objects can get quite high. This is because depending on the maps,
383 * a player could be having the objects of several maps in memory
384 * (the map he is in right now, and the ones he left recently.)
385 * Each map has it's own TIMEOUT value and value field and it is
386 * defaulted to 300
387 *
388 * Having a nonzero value can be useful: If a player leaves a map (and thus
389 * is on a new map), and realizes they want to go back pretty quickly, the
390 * old map is still in memory, so don't need to go disk and get it.
391 *
392 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
393 * to swap out in less than that many ticks, we use the MINTIMEOUT value
394 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
395 * maps.
396 */
397
398/* How many ticks till maps are swapped out */
399#define MAP_MAXTIMEOUT 300
400/* At least that many ticks before swapout */
401#define MAP_MINTIMEOUT 300
402
403/*
404 * MAP_MAXRESET is the maximum time a map can have before being reset. It
405 * will override the time value set in the map, if that time is longer than
406 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
407 * TMPDIR device, set this value to somethign small. The default
408 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
409 * I personally like 1 hour myself, for solo play. It is long enough that
410 * maps won't be resetting as a solve a quest, but short enough that some
411 * maps (like shops and inns) will be reset during the time I play.
412 * Comment out MAP_MAXRESET time if you always want to use the value
413 * in the map archetype.
414 */
415
416/* Maximum time to reset. */
417#define MAP_MAXRESET 7200
418/* Default time to reset. */
419#define MAP_DEFAULTRESET 3600
420
421/*
422 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
423 * will look for maps which are already scheldued for swapping, and
424 * promptly swap them out before new maps are being loaded.
425 * If playing only by yourself, this number can probably be as low as
426 * 3000. If in server mode, probably figure about 1000-2000 objects per
427 * active player (if they typically play on different maps), for some guess
428 * on how many to define. If it is too low, maps just get swapped out
429 * immediately, causing a performance hit. If it is too high, the program
430 * consumes more memory. If you have gobs of free memory, a high number
431 * might not be a bad idea. Each object is around 350 bytes right now.
432 * 25000 is about 8.5 MB
433 */
434
435#define MAX_OBJECTS 400000
436
437/*
438 * Max objects low water mark (lwm). If defined, the map swapping strategy
439 * is a bit different:
440 * 1) We only start swapping maps if the number of objects in use is
441 * greater than MAX_OBJECTS above.
442 * 2) We keep swapping maps until there are no more maps to swap or the number
443 * of used objects drop below this low water mark value.
444 *
445 * If this is not defined, maps are swapped out on the timeout value above,
446 * or if the number of objects used is greater than MAX_OBJECTS above.
447 *
448 * Note: While this will prevent the pauses noticed when saving maps, there
449 * can instead be cpu performance penalties - any objects in memory get
450 * processed. So if there are 4000 objects in memory, and 1000 of them
451 * are living objects, the system will process all 1000 objects each tick.
452 * With swapping enable, maybe 600 of the objects would have gotten swapped
453 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
454 * than if it is very large.
455 * Also, the pauses you do get can be worse, as if you enter a map with
456 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
457 * many maps to get below the low water mark.
458 */
459
460/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
461
462/*
463 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
464 * to find memory corruption and leaks. Currently, the main thing
465 * that happens with this activated is that one malloc is done for
466 * each object - thus whatever debugging mechanism the malloc library
467 * (or other debugging tool provides, like purify), it can track this
468 * individual malloc. Default behaviour when turned off is that
469 * enough memory is malloced for a large group of objects so malloc does
470 * not need to be called as often.
471 * This should only be turned on if some form of memory debugging tool
472 * is being used - otherwise, turning this on will cause some performance
473 * hit with no useful advantage.
474 */
475
476/*#define MEMORY_DEBUG*/
477
478 360
479/* 361/*
480 * If you want to have a Message Of The Day file, define MOTD to be 362 * If you want to have a Message Of The Day file, define MOTD to be
481 * the file with the message. If the file doesn't exist or if it 363 * the file with the message. If the file doesn't exist or if it
482 * is empty, no message will be displayed. 364 * is empty, no message will be displayed.
483 * (It resides in the CONFDIR directory) 365 * (It resides in the CONFDIR directory)
484 */ 366 */
485
486#define MOTD "motd" 367#define MOTD "motd"
487 368
488/* 369/*
489 * You can restrict playing in certain times by creating a PERMIT_FILE 370 * You can restrict playing in certain times by creating a PERMIT_FILE
490 * in CONFDIR. See the sample for usage notes. 371 * in CONFDIR. See the sample for usage notes.
491 */ 372 */
492
493#define PERM_FILE "forbid" 373#define PERM_FILE "forbid"
494 374
495/* 375/*
496 * If you want to take the game down while installing new versions, or 376 * If you want to take the game down while installing new versions, or
497 * for other reasons, put a message into the SHUTDOWN_FILE file. 377 * for other reasons, put a message into the SHUTDOWN_FILE file.
498 * Remember to delete it when you open the game again. 378 * Remember to delete it when you open the game again.
499 * (It resides in the CONFDIR directory) 379 * (It resides in the CONFDIR directory)
500 */ 380 */
501
502#ifndef SHUTDOWN_FILE 381#ifndef SHUTDOWN_FILE
503#define SHUTDOWN_FILE "shutdown" 382#define SHUTDOWN_FILE "shutdown"
504#endif 383#endif
505 384
506 385
512 * large. When the OS buffer and this buffer is exhausted, the server 391 * large. When the OS buffer and this buffer is exhausted, the server
513 * will drop the client connection for falling too far behind. So if 392 * will drop the client connection for falling too far behind. So if
514 * you have very slow client connections, a larger value may be 393 * you have very slow client connections, a larger value may be
515 * warranted. 394 * warranted.
516 */ 395 */
517
518#define SOCKETBUFSIZE 256*1024 396#define SOCKETBUFSIZE 256*1024
519 397
520/* 398/*
521 * Your tmp-directory should be large enough to hold the uncompressed 399 * Your tmp-directory should be large enough to hold the uncompressed
522 * map-files for all who are playing. 400 * map-files for all who are playing. Local to 'lib' directory.
523 * It ought to be locally mounted, since the function used to generate
524 * unique temporary filenames isn't guaranteed to work over NFS or AFS
525 * On the other hand, if you know that only one crossfire server will be
526 * running using this temporary directory, it is likely to be safe to use
527 * something that is NFS mounted (but performance may suffer as NFS is
528 * slower than local disk)
529 */ 401 */
530
531/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
532#define TMPDIR "/tmp" 402#define TMPDIR "tmp"
533 403
534 404
535/* Directory to use for unique items. This is placed into the 'lib' 405/* Directory to use for unique items. This is placed into the 'lib'
536 * directory. Changing this will cause any old unique items file 406 * directory. Changing this will cause any old unique items file
537 * not to be used. 407 * not to be used.
538 */ 408 */
539#define UNIQUE_DIR "unique-items" 409#define UNIQUE_DIR "unique-items"
540
541/*
542 * These define the players starting map and location on that map, and where
543 * emergency saves are defined. This should be left as is unless you make
544 * major changes to the map.
545 */
546
547#define EMERGENCY_MAPPATH "/city/city"
548#define EMERGENCY_X 15
549#define EMERGENCY_Y 19
550
551 410
552/* 411/*
553 * These defines tells where, relative to LIBDIR, the maps, the map-index, 412 * These defines tells where, relative to LIBDIR, the maps, the map-index,
554 * archetypes highscore and treaures files and directories can be found. 413 * archetypes highscore and treaures files and directories can be found.
555 */ 414 */
560#define REGIONS "regions" 419#define REGIONS "regions"
561#define HIGHSCORE "highscore" 420#define HIGHSCORE "highscore"
562#define TREASURES "treasures" 421#define TREASURES "treasures"
563#define BANISHFILE "banish_file" 422#define BANISHFILE "banish_file"
564 423
565#define MAX_ERRORS 25 /* Bail out if more are received during tick */
566#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
567
568#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 424#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
569 425
570#define ARCHTABLE 16384 /* Arch hashtable size */ 426#define ARCHTABLE 16384 /* Arch hashtable size */
571#define MAXSTRING 20 427#define MAXSTRING 20
572 428
592 * start their own crossfire, you won't need to define this. 448 * start their own crossfire, you won't need to define this.
593 * 449 *
594 */ 450 */
595 451
596#ifndef PLAYERDIR 452#ifndef PLAYERDIR
597#define PLAYERDIR "players" 453# define PLAYERDIR "players"
598#endif 454#endif
599 455
600/* 456/*
601 * If you have defined SAVE_PLAYER, you might want to change this, too. 457 * If you have defined SAVE_PLAYER, you might want to change this, too.
602 * This is the access rights for the players savefiles. 458 * This is the access rights for the players savefiles.
610 */ 466 */
611/* IMPORTANT: there is a race during saving, where the umask is being applied */ 467/* IMPORTANT: there is a race during saving, where the umask is being applied */
612#define SAVE_MODE 0660 468#define SAVE_MODE 0660
613#define SAVE_DIR_MODE 0770 469#define SAVE_DIR_MODE 0770
614 470
615/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
616 * needs to be selected. You can set both, and things will work fine,
617 * however, it just means that a lot more saving will be done, which
618 * can slow things down some.
619 */
620
621/* How often (in seconds) the player is saved if he drops things. If it is
622 * set to 0, the player will be saved for every item he drops. Otherwise,
623 * if the player drops and item, and the last time he was saved
624 * due to item drop is longer
625 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
626 * environment, you may want to set this to a higher value, so that
627 * you are not spending too much time saving the characters.
628 * This option should now work (Crossfire 0.90.5)
629 */
630
631//#define SAVE_INTERVAL 60
632
633/* 471/*
634 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 472 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
635 * 5000 with MAX_TIME set at 120,000 means that the player will be 473 * 5000 with MAX_TIME set at 120,000 means that the player will be
636 * saved every 10 minutes. Some effort should probably be made to 474 * saved every 10 minutes. Some effort should probably be made to
637 * spread out these saves, but that might be more effort than it is 475 * spread out these saves, but that might be more effort than it is
641 * saves pretty well spread out (in a fairly random fashion.) 479 * saves pretty well spread out (in a fairly random fashion.)
642 */ 480 */
643 481
644#define AUTOSAVE 1000 482#define AUTOSAVE 1000
645 483
646/* Often, emergency save fails because the memory corruption that caused
647 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
648 * to disable emergency saves. This actually does
649 * prevent emergency saves now (Version 0.90.5).
650 */
651
652#define NO_EMERGENCY_SAVE
653
654/* By selecting the following, whenever a player does a backup save (with
655 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
656 * information that is specified later). IF this is not set, the player
657 * will be saved at his present location.
658 */
659
660/*#define BACKUP_SAVE_AT_HOME*/
661
662/* RESET_LOCATION_TIME is the number of seconds that must elapse before 484/* RESET_LOCATION_TIME is the number of seconds that must elapse before
663 * we will return the player to his savebed location. If this is zero, 485 * we will return the player to his savebed location. If this is zero,
664 * this feature is disabled (player will resume where ever he was 486 * this feature is disabled (player will resume where ever he was
665 * when he last logged off). If this is set to less than two hours, 487 * when he last logged off). If this is set to less than two hours,
666 * it will prevent players from camping out in treasure rooms. 488 * it will prevent players from camping out in treasure rooms.
676 * Set to one hour as default 498 * Set to one hour as default
677 */ 499 */
678 500
679#define RESET_LOCATION_TIME 3600 501#define RESET_LOCATION_TIME 3600
680 502
503/*
504 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
505 */
506#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
507

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines