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/cvs/deliantra/server/include/config.h
Revision: 1.45
Committed: Sat Jun 9 22:54:03 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.44: +0 -12 lines
Log Message:
- introduce global NOW variable storing current tick time.
- force some packet send at least every 2 seconds, forcing
  an ack reply.
- timeout connections on ack delay exclusively, by default disconnect
  after 8 seconds (allowing for at least 5.5s of network hiccups).
  (linux only, should port to bsds).
- nuke ericserver stats code.
- reduce number of syscalls (less gettimeofday, only get tcp_info
  about once/second).
- get rid of coroapi.time () in favour of now ().

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 /* This file contains various #defines that select various options.
26 * Some may not be desirable, and some just may not work.
27 *
28 * There are some options that are not selectable in this file which
29 * may not always be undesirable. An example would be certain
30 * treasures that you may not want to have available. To remove the
31 * activation code would make these items worthless - instead remove
32 * these from the treasure file. Some things to look for are:
33 *
34 * prepare_weapon, improve_*: Allow characters to enchant their own
35 * weapons
36 * ench_armour: Allow characters to enchant their armor.
37 *
38 * In theory, most of the values here should just be defaults, and
39 * everything here should just be selectable by different run time
40 * flags However, for some things, that would just be too messy.
41 */
42
43 /* There are 4 main sections to this file-
44 * Section 1 is feature selection (enabling/disabling certain features)
45 *
46 * Section 2 is compiler/machine dependant section (stuff that just
47 * makes the program compile and run properly, but don't change the
48 * behavior)
49 *
50 * Section 3 is location of certain files and other defaults. Things in
51 * this section generally do not need to be changed, and generally do
52 * not alter the play as perceived by players. However, you may
53 * have your own values you want to set here.
54 *
55 * Section 4 deals with save file related options.
56 */
57
58 /*******************************************************************
59 * SECTION 1 - FEATURES
60 *
61 * You don't have to change anything here to get a working program, but
62 * you may want to on personal preferance. Items are arranged
63 * alphabetically.
64 *
65 * Short list of features, and what to search for:
66 * DEBUG - more verbose message logging?
67 * 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 * MANY_CORES - generate core dumps on gross errors instead of continuing?
70 * PARTY_KILL_LOG - stores party kill information
71 *
72 ***********************************************************************/
73
74 /* Use a very easy, non-challenging server?
75 * Defining the COZY_SERVER will make the server much less challenging:
76 * no stats loss on death, much less experience loss.
77 */
78 #define COZY_SERVER 1
79
80 /* Use balanced stat loss code?
81 * This code is a little more merciful with repeated stat loss at lower
82 * levels. Basically, the more stats you have lost, the less likely that
83 * you will lose more. Additionally, lower level characters are shown
84 * a lot more mercy (there are caps on how much of a stat you can lose too).
85 * On the nasty side, if you are higher level, you can lose mutiple stats
86 * _at_once_ and are shown less mercy when you die. But when you're higher
87 * level, it is much easier to buy back your stats with potions.
88 * Turn this on if you want death-based stat loss to be more merciful
89 * at low levels and more cruel at high levels.
90 * Only works when stats are depleted rather than lost. This option has
91 * no effect if you are using genuine stat loss.
92 *
93 * The BALSL_.. values control this behaviour.
94 * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
95 * the character level is divided by that value, and that is how many
96 * stats are lost.
97 *
98 * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
99 * basically, level/max_loss_ratio is the most a stat can be depleted.
100 *
101 * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
102 * The chance not to lose a stat is
103 * depleteness^2 / (depletedness^2+ level/ratio).
104 * ie, if the stats current depleted value is 2 and the character is level
105 * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
106 * level, the more likely it is a stat can get really depleted, but
107 * this gets more offset as the stat gets more depleted.
108 *
109 */
110 /* GD */
111
112 #define BALSL_LOSS_CHANCE_RATIO 100
113 #define BALSL_NUMBER_LOSSES_RATIO 100
114 #define BALSL_MAX_LOSS_RATIO 100
115
116
117 /* Don't edit these values. They are configured in lib/settings. These are
118 Simply the defaults. */
119
120 #define BALANCED_STAT_LOSS FALSE
121 #define PERMANENT_EXPERIENCE_RATIO 25
122 #define DEATH_PENALTY_RATIO 20
123 #define DEATH_PENALTY_LEVEL 3
124 #define SET_TITLE TRUE
125 #define SIMPLE_EXP TRUE
126 #define SPELLPOINT_LEVEL_DEPEND TRUE
127 #define SPELL_ENCUMBRANCE TRUE
128 #define SPELL_FAILURE_EFFECTS FALSE
129 #define RESURRECTION FALSE
130 #define SEARCH_ITEMS TRUE
131 #define NOT_PERMADETH TRUE
132 #define EXPLORE_MODE FALSE
133 #define STAT_LOSS_ON_DEATH FALSE
134 #define PK_LUCK_PENALTY 1
135 #define SET_FRIENDLY_FIRE 5
136 #define ARMOR_MAX_ENCHANT 5
137 #define ARMOR_WEIGHT_REDUCTION 10
138 #define ARMOR_WEIGHT_LINEAR TRUE
139 #define ARMOR_SPEED_IMPROVEMENT 10
140 #define ARMOR_SPEED_LINEAR TRUE
141 #define CREATE_HOME_PORTALS FALSE
142
143 /* you can edit the ones below */
144
145 /* DEBUG generates copious amounts of output. I tend to change the CC options
146 * in the crosssite.def file if I want this. By default, you probably
147 * dont want this defined.
148 */
149 #ifndef DEBUG
150 # define DEBUG
151 #endif
152 /*
153 * This option creates more core files. In some areas, there are certain
154 * checks done to try and make the program more stable (ie, check
155 * parameter for null, return if it is). These checks are being done
156 * for things that should not happen (ie, being supplied a null parameter).
157 * What MANY_CORES does, is if one of these checks is true, it will
158 * dump core at that time, allowing for fairly easy tracking down of the
159 * problem. Better to fix problems than create thousands of checks.
160 */
161
162 #define MANY_CORES
163
164 /*
165 * This determines the maximum map size the client can request (and
166 * thus what the server will send to the client.
167 * Client can still request a smaller map size (for bandwidth reasons
168 * or display size of whatever else).
169 * The larger this number, the more cpu time and memory the server will
170 * need to spend to figure this out in addition to bandwidth needs.
171 * The server cpu time should be pretty trivial.
172 * There may be reasons to keep it smaller for the 'classic' crossfire
173 * experience which was 11x11. Big maps will likely make the same at
174 * least somewhat easier, but client will need to worry about lag
175 * more.
176 * I put support in for non square map updates in the define, but
177 * there very well might be things that break horribly if this is
178 * used. I figure it is easier to fix that if needed than go back
179 * at the future and have to redo a lot of stuff to support rectangular
180 * maps at that point.
181 *
182 * MSW 2001-05-28
183 */
184
185 #define MAP_CLIENT_X 31
186 #define MAP_CLIENT_Y 31
187
188 /*
189 * If you feel the game is too fast or too slow, change MAX_TIME.
190 * You can experiment with the 'speed <new_max_time> command first.
191 * The length of a tick is MAX_TIME microseconds. During a tick,
192 * players, monsters, or items with speed 1 can do one thing.
193 */
194
195 #define MAX_TIME 120000
196
197 /* Polymorph as it currently stands is unbalancing, so by default
198 * we have it disabled. It can be enabled and it works, but
199 * it can be abused in various ways.
200 */
201 #define NO_POLYMORPH
202
203
204 /* This determine how many entries are stored in the kill log. You
205 * can see this information with the 'party kills' command. More entries
206 * mean slower performance and more memory.
207 */
208 #define PARTY_KILL_LOG 40
209
210 /*
211 * The PERM_EXP values adjust the behaviour of permenent experience. - if
212 * the setting permanent_experience_percentage is zero, these values have
213 * no meaning. The value in the settings file is the percentage of the
214 * experience that is permenent, the rest could be lost on death. When dying,
215 * the greatest amount of non-permenent exp it is possible to lose at one time
216 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
217 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
218 * experience goes to the permanent value. This does not detract from total
219 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
220 * 10 to the permanent value).
221 *
222 * A few thoughts on these default value (by MSW)
223 * gain ratio is pretty much meaningless until exp has been lost, as until
224 * that poin, the value in the settings file will be used.
225 * It is also impossible for the exp to actually be reduced to the permanent
226 * exp ratio - since the loss ratio is .5, it will just get closer and
227 * closer. However, after about half a dozen hits, pretty much all the
228 * exp that can be lost has been lost, and after that, only minor loss
229 * will occur.
230 */
231 /* GD */
232
233 #define PERM_EXP_GAIN_RATIO 0.10f
234 #define PERM_EXP_MAX_LOSS_RATIO 0.50f
235
236 /* Enable the new material code - it needs some work. You can
237 * enable this, and things will work, just you'll see a whole
238 * bunch more materials show up, and thus a whole bunch more materials
239 * in your inventory, and the sorting for them isn't really good.
240 */
241
242 /*
243 #define NEW_MATERIAL_CODE
244 */
245
246
247 /***********************************************************************
248 * Section 3
249 *
250 * General file and other defaults that don't need to be changed, and
251 * do not change gameplay as percieved by players much. Some options
252 * may affect memory consumption however.
253 *
254 * Values:
255 *
256 * CSPORT - port to use for new client/server
257 * DMFILE - file with dm/wizard access lists
258 * LOGFILE - where to log if using -daemon option
259 * MAP_ - various map timeout and swapping parameters
260 * MAX_OBJECTS - how many objects to keep in memory.
261 * MAX_OBJECTS_LWM - only swap maps out if below that value
262 * MOTD - message of the day - printed each time someone joins the game
263 * PERM_FILE - limit play times
264 * SHUTDOWN - used when shutting down the server
265 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
266 * backlogged messages.
267 * TMPDIR - directory to use for temp files
268 * UNIQUE_DIR - directory to put unique item files into
269 ***********************************************************************
270 */
271
272 /* CSPORT is the port used for the new client/server code. Change
273 * if desired. Only of relevance if ERIC_SERVER is set above
274 */
275 #define CSPORT 13327 /* old port + 1 */
276
277 /*
278 * DMFILE
279 * A file containing valid names that can be dm, one on each line. See
280 * example dm_file for syntax help.
281 */
282 #ifndef DMFILE
283 #define DMFILE "dm_file"
284 #endif
285
286 /* LOGFILE specifies which file to log to when playing with the
287 * -daemon option.
288 */
289 #ifndef LOGFILE
290 #define LOGFILE "/var/log/crossfire/logfile"
291 #endif
292
293 /*
294 * If you want to have a Message Of The Day file, define MOTD to be
295 * the file with the message. If the file doesn't exist or if it
296 * is empty, no message will be displayed.
297 * (It resides in the CONFDIR directory)
298 */
299 #define MOTD "motd"
300
301 /*
302 * You can restrict playing in certain times by creating a PERMIT_FILE
303 * in CONFDIR. See the sample for usage notes.
304 */
305 #define PERM_FILE "forbid"
306
307 /*
308 * If you want to take the game down while installing new versions, or
309 * for other reasons, put a message into the SHUTDOWN_FILE file.
310 * Remember to delete it when you open the game again.
311 * (It resides in the CONFDIR directory)
312 */
313 #ifndef SHUTDOWN_FILE
314 #define SHUTDOWN_FILE "shutdown"
315 #endif
316
317 /*
318 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
319 * storing backlogged messages for the client. This is not operating system
320 * buffers or the like. This amount is used per connection (client).
321 * This buffer is in addition to OS buffers, so it may not need to be very
322 * large. When the OS buffer and this buffer is exhausted, the server
323 * will drop the client connection for falling too far behind. So if
324 * you have very slow client connections, a larger value may be
325 * warranted.
326 */
327 #define SOCKETBUFSIZE 256*1024
328
329 /*
330 * Your tmp-directory should be large enough to hold the uncompressed
331 * map-files for all who are playing. Local to 'lib' directory.
332 */
333 #define TMPDIR "tmp"
334
335 /* Directory to use for unique items. This is placed into the 'lib'
336 * directory. Changing this will cause any old unique items file
337 * not to be used.
338 */
339 #define UNIQUE_DIR "unique-items"
340
341 /*
342 * These defines tells where, relative to LIBDIR, the maps, the map-index,
343 * archetypes highscore and treaures files and directories can be found.
344 */
345
346 #define MAPDIR "maps"
347 #define TEMPLATE_DIR "template-maps"
348 #define ARCHETYPES "archetypes"
349 #define REGIONS "regions"
350 #define HIGHSCORE "highscore"
351 #define TREASURES "treasures"
352
353 #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
354
355 #define MAXSTRING 20
356
357 #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
358
359
360
361 /***********************************************************************
362 * Section 4 - save player options.
363 *
364 * There are a lot of things that deal with the save files, and what
365 * gets saved with them, so I put them in there own section.
366 *
367 ***********************************************************************/
368
369 /*
370 * If you want the players to be able to save their characters between
371 * games, define SAVE_PLAYER and set PLAYERDIR to the directories
372 * where the player-files will be put.
373 * Remember to create the directory (make install will do that though).
374 *
375 * If you intend to run a central server, and not allow the players to
376 * start their own crossfire, you won't need to define this.
377 *
378 */
379
380 #ifndef PLAYERDIR
381 # define PLAYERDIR "players"
382 #endif
383
384 /*
385 * If you have defined SAVE_PLAYER, you might want to change this, too.
386 * This is the access rights for the players savefiles.
387 * Given that crossfire runs in a client/server model, there should
388 * be no issue setting these to be quite restrictive (600 and 700).
389 * Before client/server, multiple people might run the executable,
390 * thus requiring that the server be setuid/setgid, and more generous
391 * permisisons needed.
392 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
393 * for nay directories created.
394 */
395 /* IMPORTANT: there is a race during saving, where the umask is being applied */
396 #define SAVE_MODE 0660
397 #define SAVE_DIR_MODE 0770
398
399 /*
400 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
401 */
402 #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
403