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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 1.31 by root, Sat Dec 30 15:07:59 2006 UTC

329 329
330/* 330/*
331 * 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
332 * ban_file for examples. 332 * ban_file for examples.
333 */ 333 */
334
335#ifndef BANFILE 334#ifndef BANFILE
336#define BANFILE "ban_file" 335#define BANFILE "ban_file"
337#endif 336#endif
338 337
339/* 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
340 * if desired. Only of relevance if ERIC_SERVER is set above 339 * if desired. Only of relevance if ERIC_SERVER is set above
341 */ 340 */
342
343#define CSPORT 13327 /* old port + 1 */ 341#define CSPORT 13327 /* old port + 1 */
344 342
345 343
346/* 344/*
347 * DMFILE 345 * DMFILE
348 * 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
349 * example dm_file for syntax help. 347 * example dm_file for syntax help.
350 */ 348 */
351
352#ifndef DMFILE 349#ifndef DMFILE
353#define DMFILE "dm_file" 350#define DMFILE "dm_file"
354#endif 351#endif
355 352
356 353
357/* LOGFILE specifies which file to log to when playing with the 354/* LOGFILE specifies which file to log to when playing with the
358 * -daemon option. 355 * -daemon option.
359 */ 356 */
360
361#ifndef LOGFILE 357#ifndef LOGFILE
362#define LOGFILE "/var/log/crossfire/logfile" 358#define LOGFILE "/var/log/crossfire/logfile"
363#endif 359#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
467 360
468/* 361/*
469 * 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
470 * 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
471 * is empty, no message will be displayed. 364 * is empty, no message will be displayed.
472 * (It resides in the CONFDIR directory) 365 * (It resides in the CONFDIR directory)
473 */ 366 */
474
475#define MOTD "motd" 367#define MOTD "motd"
476 368
477/* 369/*
478 * 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
479 * in CONFDIR. See the sample for usage notes. 371 * in CONFDIR. See the sample for usage notes.
480 */ 372 */
481
482#define PERM_FILE "forbid" 373#define PERM_FILE "forbid"
483 374
484/* 375/*
485 * 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
486 * for other reasons, put a message into the SHUTDOWN_FILE file. 377 * for other reasons, put a message into the SHUTDOWN_FILE file.
487 * Remember to delete it when you open the game again. 378 * Remember to delete it when you open the game again.
488 * (It resides in the CONFDIR directory) 379 * (It resides in the CONFDIR directory)
489 */ 380 */
490
491#ifndef SHUTDOWN_FILE 381#ifndef SHUTDOWN_FILE
492#define SHUTDOWN_FILE "shutdown" 382#define SHUTDOWN_FILE "shutdown"
493#endif 383#endif
494 384
495 385
501 * 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
502 * 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
503 * you have very slow client connections, a larger value may be 393 * you have very slow client connections, a larger value may be
504 * warranted. 394 * warranted.
505 */ 395 */
506
507#define SOCKETBUFSIZE 256*1024 396#define SOCKETBUFSIZE 256*1024
508 397
509/* 398/*
510 * Your tmp-directory should be large enough to hold the uncompressed 399 * Your tmp-directory should be large enough to hold the uncompressed
511 * map-files for all who are playing. 400 * 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 */ 401 */
519
520/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
521#define TMPDIR "/tmp" 402#define TMPDIR "tmp"
522 403
523 404
524/* 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'
525 * directory. Changing this will cause any old unique items file 406 * directory. Changing this will cause any old unique items file
526 * not to be used. 407 * not to be used.

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