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Comparing deliantra/server/include/config.h (file contents):
Revision 1.27 by root, Mon Dec 18 02:35:01 2006 UTC vs.
Revision 1.34 by root, Fri Jan 5 10:50:47 2007 UTC

219 */ 219 */
220#define NO_POLYMORPH 220#define NO_POLYMORPH
221 221
222 222
223/* This determine how many entries are stored in the kill log. You 223/* This determine how many entries are stored in the kill log. You
224 * can see this information with the 'party kills' command. More entries 224 * can see this information with the 'party kills' command. More entries
225 * mean slower performance and more memory. IF this is not defined, then 225 * mean slower performance and more memory.
226 * this feature is disabled.
227 */ 226 */
228#define PARTY_KILL_LOG 20 227#define PARTY_KILL_LOG 40
229 228
230/* 229/*
231 * The PERM_EXP values adjust the behaviour of permenent experience. - if 230 * The PERM_EXP values adjust the behaviour of permenent experience. - if
232 * the setting permanent_experience_percentage is zero, these values have 231 * the setting permanent_experience_percentage is zero, these values have
233 * no meaning. The value in the settings file is the percentage of the 232 * no meaning. The value in the settings file is the percentage of the
329 328
330/* 329/*
331 * BANFILE - file used to ban certain sites from playing. See the example 330 * BANFILE - file used to ban certain sites from playing. See the example
332 * ban_file for examples. 331 * ban_file for examples.
333 */ 332 */
334
335#ifndef BANFILE 333#ifndef BANFILE
336#define BANFILE "ban_file" 334#define BANFILE "ban_file"
337#endif 335#endif
338 336
339/* CSPORT is the port used for the new client/server code. Change 337/* CSPORT is the port used for the new client/server code. Change
340 * if desired. Only of relevance if ERIC_SERVER is set above 338 * if desired. Only of relevance if ERIC_SERVER is set above
341 */ 339 */
342
343#define CSPORT 13327 /* old port + 1 */ 340#define CSPORT 13327 /* old port + 1 */
344 341
345 342
346/* 343/*
347 * DMFILE 344 * DMFILE
348 * A file containing valid names that can be dm, one on each line. See 345 * A file containing valid names that can be dm, one on each line. See
349 * example dm_file for syntax help. 346 * example dm_file for syntax help.
350 */ 347 */
351
352#ifndef DMFILE 348#ifndef DMFILE
353#define DMFILE "dm_file" 349#define DMFILE "dm_file"
354#endif 350#endif
355 351
356 352
357/* LOGFILE specifies which file to log to when playing with the 353/* LOGFILE specifies which file to log to when playing with the
358 * -daemon option. 354 * -daemon option.
359 */ 355 */
360
361#ifndef LOGFILE 356#ifndef LOGFILE
362#define LOGFILE "/var/log/crossfire/logfile" 357#define LOGFILE "/var/log/crossfire/logfile"
363#endif 358#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 MAP_DEFAULTRESET (given in seconds.)
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
467 359
468/* 360/*
469 * If you want to have a Message Of The Day file, define MOTD to be 361 * 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 362 * the file with the message. If the file doesn't exist or if it
471 * is empty, no message will be displayed. 363 * is empty, no message will be displayed.
472 * (It resides in the CONFDIR directory) 364 * (It resides in the CONFDIR directory)
473 */ 365 */
474
475#define MOTD "motd" 366#define MOTD "motd"
476 367
477/* 368/*
478 * You can restrict playing in certain times by creating a PERMIT_FILE 369 * You can restrict playing in certain times by creating a PERMIT_FILE
479 * in CONFDIR. See the sample for usage notes. 370 * in CONFDIR. See the sample for usage notes.
480 */ 371 */
481
482#define PERM_FILE "forbid" 372#define PERM_FILE "forbid"
483 373
484/* 374/*
485 * If you want to take the game down while installing new versions, or 375 * 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. 376 * for other reasons, put a message into the SHUTDOWN_FILE file.
487 * Remember to delete it when you open the game again. 377 * Remember to delete it when you open the game again.
488 * (It resides in the CONFDIR directory) 378 * (It resides in the CONFDIR directory)
489 */ 379 */
490
491#ifndef SHUTDOWN_FILE 380#ifndef SHUTDOWN_FILE
492#define SHUTDOWN_FILE "shutdown" 381#define SHUTDOWN_FILE "shutdown"
493#endif 382#endif
494 383
495 384
501 * large. When the OS buffer and this buffer is exhausted, the server 390 * 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 391 * will drop the client connection for falling too far behind. So if
503 * you have very slow client connections, a larger value may be 392 * you have very slow client connections, a larger value may be
504 * warranted. 393 * warranted.
505 */ 394 */
506
507#define SOCKETBUFSIZE 256*1024 395#define SOCKETBUFSIZE 256*1024
508 396
509/* 397/*
510 * Your tmp-directory should be large enough to hold the uncompressed 398 * Your tmp-directory should be large enough to hold the uncompressed
511 * map-files for all who are playing. 399 * 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 */ 400 */
519
520/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
521#define TMPDIR "/tmp" 401#define TMPDIR "tmp"
522 402
523 403
524/* Directory to use for unique items. This is placed into the 'lib' 404/* Directory to use for unique items. This is placed into the 'lib'
525 * directory. Changing this will cause any old unique items file 405 * directory. Changing this will cause any old unique items file
526 * not to be used. 406 * not to be used.
527 */ 407 */
528#define UNIQUE_DIR "unique-items" 408#define UNIQUE_DIR "unique-items"
529
530/*
531 * These define the players starting map and location on that map, and where
532 * emergency saves are defined. This should be left as is unless you make
533 * major changes to the map.
534 */
535
536#define EMERGENCY_MAPPATH "/city/city"
537#define EMERGENCY_X 15
538#define EMERGENCY_Y 19
539
540 409
541/* 410/*
542 * These defines tells where, relative to LIBDIR, the maps, the map-index, 411 * These defines tells where, relative to LIBDIR, the maps, the map-index,
543 * archetypes highscore and treaures files and directories can be found. 412 * archetypes highscore and treaures files and directories can be found.
544 */ 413 */
548#define ARCHETYPES "archetypes" 417#define ARCHETYPES "archetypes"
549#define REGIONS "regions" 418#define REGIONS "regions"
550#define HIGHSCORE "highscore" 419#define HIGHSCORE "highscore"
551#define TREASURES "treasures" 420#define TREASURES "treasures"
552#define BANISHFILE "banish_file" 421#define BANISHFILE "banish_file"
553
554#define MAX_ERRORS 25 /* Bail out if more are received during tick */
555#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
556 422
557#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 423#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
558 424
559#define ARCHTABLE 16384 /* Arch hashtable size */ 425#define ARCHTABLE 16384 /* Arch hashtable size */
560#define MAXSTRING 20 426#define MAXSTRING 20
599 */ 465 */
600/* IMPORTANT: there is a race during saving, where the umask is being applied */ 466/* IMPORTANT: there is a race during saving, where the umask is being applied */
601#define SAVE_MODE 0660 467#define SAVE_MODE 0660
602#define SAVE_DIR_MODE 0770 468#define SAVE_DIR_MODE 0770
603 469
604/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
605 * needs to be selected. You can set both, and things will work fine,
606 * however, it just means that a lot more saving will be done, which
607 * can slow things down some.
608 */
609
610/* How often (in seconds) the player is saved if he drops things. If it is
611 * set to 0, the player will be saved for every item he drops. Otherwise,
612 * if the player drops and item, and the last time he was saved
613 * due to item drop is longer
614 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
615 * environment, you may want to set this to a higher value, so that
616 * you are not spending too much time saving the characters.
617 * This option should now work (Crossfire 0.90.5)
618 */
619
620//#define SAVE_INTERVAL 60
621
622/* 470/*
623 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 471 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
624 * 5000 with MAX_TIME set at 120,000 means that the player will be 472 * 5000 with MAX_TIME set at 120,000 means that the player will be
625 * saved every 10 minutes. Some effort should probably be made to 473 * saved every 10 minutes. Some effort should probably be made to
626 * spread out these saves, but that might be more effort than it is 474 * spread out these saves, but that might be more effort than it is
630 * saves pretty well spread out (in a fairly random fashion.) 478 * saves pretty well spread out (in a fairly random fashion.)
631 */ 479 */
632 480
633#define AUTOSAVE 1000 481#define AUTOSAVE 1000
634 482
635/* Often, emergency save fails because the memory corruption that caused
636 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
637 * to disable emergency saves. This actually does
638 * prevent emergency saves now (Version 0.90.5).
639 */
640
641#define NO_EMERGENCY_SAVE
642
643/* By selecting the following, whenever a player does a backup save (with
644 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
645 * information that is specified later). IF this is not set, the player
646 * will be saved at his present location.
647 */
648
649/*#define BACKUP_SAVE_AT_HOME*/
650
651/* RESET_LOCATION_TIME is the number of seconds that must elapse before 483/* RESET_LOCATION_TIME is the number of seconds that must elapse before
652 * we will return the player to his savebed location. If this is zero, 484 * we will return the player to his savebed location. If this is zero,
653 * this feature is disabled (player will resume where ever he was 485 * this feature is disabled (player will resume where ever he was
654 * when he last logged off). If this is set to less than two hours, 486 * when he last logged off). If this is set to less than two hours,
655 * it will prevent players from camping out in treasure rooms. 487 * it will prevent players from camping out in treasure rooms.
665 * Set to one hour as default 497 * Set to one hour as default
666 */ 498 */
667 499
668#define RESET_LOCATION_TIME 3600 500#define RESET_LOCATION_TIME 3600
669 501
502/*
503 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
504 */
505#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
506

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