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Comparing deliantra/server/include/config.h (file contents):
Revision 1.32 by root, Sun Dec 31 10:28:36 2006 UTC vs.
Revision 1.33 by root, Tue Jan 2 11:08:36 2007 UTC

465 */ 465 */
466/* 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 */
467#define SAVE_MODE 0660 467#define SAVE_MODE 0660
468#define SAVE_DIR_MODE 0770 468#define SAVE_DIR_MODE 0770
469 469
470/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
471 * needs to be selected. You can set both, and things will work fine,
472 * however, it just means that a lot more saving will be done, which
473 * can slow things down some.
474 */
475
476/* How often (in seconds) the player is saved if he drops things. If it is
477 * set to 0, the player will be saved for every item he drops. Otherwise,
478 * if the player drops and item, and the last time he was saved
479 * due to item drop is longer
480 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
481 * environment, you may want to set this to a higher value, so that
482 * you are not spending too much time saving the characters.
483 * This option should now work (Crossfire 0.90.5)
484 */
485
486//#define SAVE_INTERVAL 60
487
488/* 470/*
489 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 471 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
490 * 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
491 * saved every 10 minutes. Some effort should probably be made to 473 * saved every 10 minutes. Some effort should probably be made to
492 * 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

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