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Comparing deliantra/server/include/config.h (file contents):
Revision 1.20 by root, Sat Sep 16 22:06:17 2006 UTC vs.
Revision 1.35 by pippijn, Sat Jan 6 14:42:30 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
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 *
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
158 * and so on.) This can be very useful if you are trying to measure 157 * and so on.) This can be very useful if you are trying to measure
159 * server/bandwidth usage. It will periodially dump out information 158 * server/bandwidth usage. It will periodially dump out information
160 * which contains usage stats for the last X amount of time. 159 * which contains usage stats for the last X amount of time.
161 * CS_LOGTIME is how often it will print out stats. 160 * CS_LOGTIME is how often it will print out stats.
162 */ 161 */
163#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
164#define CS_LOGSTATS 162#define CS_LOGSTATS
165#endif
166#ifdef CS_LOGSTATS
167#define CS_LOGTIME 600 163#define CS_LOGTIME 600
168#endif
169 164
170/* DEBUG generates copious amounts of output. I tend to change the CC options 165/* DEBUG generates copious amounts of output. I tend to change the CC options
171 * in the crosssite.def file if I want this. By default, you probably 166 * in the crosssite.def file if I want this. By default, you probably
172 * dont want this defined. 167 * dont want this defined.
173 */ 168 */
174#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
175#ifndef DEBUG 169#ifndef DEBUG
176#define DEBUG 170#define DEBUG
177#endif
178#endif 171#endif
179/* 172/*
180 * This option creates more core files. In some areas, there are certain 173 * This option creates more core files. In some areas, there are certain
181 * checks done to try and make the program more stable (ie, check 174 * checks done to try and make the program more stable (ie, check
182 * parameter for null, return if it is). These checks are being done 175 * parameter for null, return if it is). These checks are being done
227 */ 220 */
228#define NO_POLYMORPH 221#define NO_POLYMORPH
229 222
230 223
231/* 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
232 * can see this information with the 'party kills' command. More entries 225 * can see this information with the 'party kills' command. More entries
233 * mean slower performance and more memory. IF this is not defined, then 226 * mean slower performance and more memory.
234 * this feature is disabled.
235 */ 227 */
236#define PARTY_KILL_LOG 20 228#define PARTY_KILL_LOG 40
237 229
238/* 230/*
239 * The PERM_EXP values adjust the behaviour of permenent experience. - if 231 * The PERM_EXP values adjust the behaviour of permenent experience. - if
240 * the setting permanent_experience_percentage is zero, these values have 232 * the setting permanent_experience_percentage is zero, these values have
241 * 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
258 */ 250 */
259/* GD */ 251/* GD */
260 252
261#define PERM_EXP_GAIN_RATIO 0.10f 253#define PERM_EXP_GAIN_RATIO 0.10f
262#define PERM_EXP_MAX_LOSS_RATIO 0.50f 254#define PERM_EXP_MAX_LOSS_RATIO 0.50f
263
264/*
265 * WATCHDOG lets sends datagrams to port 13325 on localhost
266 * in (more-or-less) regular intervals, so an external watchdog
267 * program can kill the server if it hangs (for whatever reason).
268 * It shouldn't hurt anyone if this is defined but you don't
269 * have an watchdog program.
270 */
271#ifndef WIN32 /* ***win32 disable watchdog as win32 default */
272#define WATCHDOG
273#endif
274
275 255
276/* Enable the new material code - it needs some work. You can 256/* Enable the new material code - it needs some work. You can
277 * 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
278 * 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
279 * 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.
342 * SHUTDOWN - used when shutting down the server 322 * SHUTDOWN - used when shutting down the server
343 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 323 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
344 * backlogged messages. 324 * backlogged messages.
345 * TMPDIR - directory to use for temp files 325 * TMPDIR - directory to use for temp files
346 * UNIQUE_DIR - directory to put unique item files into 326 * UNIQUE_DIR - directory to put unique item files into
347 * USE_CALLOC for some memory requests
348 *********************************************************************** 327 ***********************************************************************
349 */ 328 */
350 329
351/* 330/*
352 * 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
353 * ban_file for examples. 332 * ban_file for examples.
354 */ 333 */
355
356#ifndef BANFILE 334#ifndef BANFILE
357#define BANFILE "ban_file" 335#define BANFILE "ban_file"
358#endif 336#endif
359 337
360/* 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
361 * if desired. Only of relevance if ERIC_SERVER is set above 339 * if desired. Only of relevance if ERIC_SERVER is set above
362 */ 340 */
363
364#define CSPORT 13327 /* old port + 1 */ 341#define CSPORT 13327 /* old port + 1 */
365 342
366 343
367/* 344/*
368 * DMFILE 345 * DMFILE
369 * 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
370 * example dm_file for syntax help. 347 * example dm_file for syntax help.
371 */ 348 */
372
373#ifndef DMFILE 349#ifndef DMFILE
374#define DMFILE "dm_file" 350#define DMFILE "dm_file"
375#endif 351#endif
376 352
377 353
378/* LOGFILE specifies which file to log to when playing with the 354/* LOGFILE specifies which file to log to when playing with the
379 * -daemon option. 355 * -daemon option.
380 */ 356 */
381
382#ifndef LOGFILE 357#ifndef LOGFILE
383#ifdef WIN32 /* change define path */
384#define LOGFILE "var\\crossfire.log"
385#else
386#define LOGFILE "/var/log/crossfire/logfile" 358#define LOGFILE "/var/log/crossfire/logfile"
387#endif 359#endif
388#endif
389
390/*
391 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
392 * after a player has left it. If it is set to 0, maps are
393 * swapped out the instant the last player leaves it.
394 * If you are low on memory, you should set this to 0.
395 * Note that depending on the map timeout variable, the number of
396 * objects can get quite high. This is because depending on the maps,
397 * a player could be having the objects of several maps in memory
398 * (the map he is in right now, and the ones he left recently.)
399 * Each map has it's own TIMEOUT value and value field and it is
400 * defaulted to 300
401 *
402 * Having a nonzero value can be useful: If a player leaves a map (and thus
403 * is on a new map), and realizes they want to go back pretty quickly, the
404 * old map is still in memory, so don't need to go disk and get it.
405 *
406 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
407 * to swap out in less than that many ticks, we use the MINTIMEOUT value
408 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
409 * maps.
410 */
411
412/* How many ticks till maps are swapped out */
413#define MAP_MAXTIMEOUT 300
414/* At least that many ticks before swapout */
415#define MAP_MINTIMEOUT 300
416
417/*
418 * MAP_MAXRESET is the maximum time a map can have before being reset. It
419 * will override the time value set in the map, if that time is longer than
420 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
421 * TMPDIR device, set this value to somethign small. The default
422 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
423 * I personally like 1 hour myself, for solo play. It is long enough that
424 * maps won't be resetting as a solve a quest, but short enough that some
425 * maps (like shops and inns) will be reset during the time I play.
426 * Comment out MAP_MAXRESET time if you always want to use the value
427 * in the map archetype.
428 */
429
430/* Maximum time to reset. */
431#define MAP_MAXRESET 7200
432/* Default time to reset. */
433#define MAP_DEFAULTRESET 3600
434
435/*
436 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
437 * will look for maps which are already scheldued for swapping, and
438 * promptly swap them out before new maps are being loaded.
439 * If playing only by yourself, this number can probably be as low as
440 * 3000. If in server mode, probably figure about 1000-2000 objects per
441 * active player (if they typically play on different maps), for some guess
442 * on how many to define. If it is too low, maps just get swapped out
443 * immediately, causing a performance hit. If it is too high, the program
444 * consumes more memory. If you have gobs of free memory, a high number
445 * might not be a bad idea. Each object is around 350 bytes right now.
446 * 25000 is about 8.5 MB
447 */
448
449#define MAX_OBJECTS 400000
450
451/*
452 * Max objects low water mark (lwm). If defined, the map swapping strategy
453 * is a bit different:
454 * 1) We only start swapping maps if the number of objects in use is
455 * greater than MAX_OBJECTS above.
456 * 2) We keep swapping maps until there are no more maps to swap or the number
457 * of used objects drop below this low water mark value.
458 *
459 * If this is not defined, maps are swapped out on the timeout value above,
460 * or if the number of objects used is greater than MAX_OBJECTS above.
461 *
462 * Note: While this will prevent the pauses noticed when saving maps, there
463 * can instead be cpu performance penalties - any objects in memory get
464 * processed. So if there are 4000 objects in memory, and 1000 of them
465 * are living objects, the system will process all 1000 objects each tick.
466 * With swapping enable, maybe 600 of the objects would have gotten swapped
467 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
468 * than if it is very large.
469 * Also, the pauses you do get can be worse, as if you enter a map with
470 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
471 * many maps to get below the low water mark.
472 */
473
474/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
475
476/*
477 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
478 * to find memory corruption and leaks. Currently, the main thing
479 * that happens with this activated is that one malloc is done for
480 * each object - thus whatever debugging mechanism the malloc library
481 * (or other debugging tool provides, like purify), it can track this
482 * individual malloc. Default behaviour when turned off is that
483 * enough memory is malloced for a large group of objects so malloc does
484 * not need to be called as often.
485 * This should only be turned on if some form of memory debugging tool
486 * is being used - otherwise, turning this on will cause some performance
487 * hit with no useful advantage.
488 */
489
490/*#define MEMORY_DEBUG*/
491
492 360
493/* 361/*
494 * 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
495 * 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
496 * is empty, no message will be displayed. 364 * is empty, no message will be displayed.
497 * (It resides in the CONFDIR directory) 365 * (It resides in the CONFDIR directory)
498 */ 366 */
499
500#define MOTD "motd" 367#define MOTD "motd"
501 368
502/* 369/*
503 * 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
504 * in CONFDIR. See the sample for usage notes. 371 * in CONFDIR. See the sample for usage notes.
505 */ 372 */
506
507#define PERM_FILE "forbid" 373#define PERM_FILE "forbid"
508 374
509/* 375/*
510 * 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
511 * for other reasons, put a message into the SHUTDOWN_FILE file. 377 * for other reasons, put a message into the SHUTDOWN_FILE file.
512 * Remember to delete it when you open the game again. 378 * Remember to delete it when you open the game again.
513 * (It resides in the CONFDIR directory) 379 * (It resides in the CONFDIR directory)
514 */ 380 */
515
516#ifndef SHUTDOWN_FILE 381#ifndef SHUTDOWN_FILE
517#define SHUTDOWN_FILE "shutdown" 382#define SHUTDOWN_FILE "shutdown"
518#endif 383#endif
519 384
520 385
526 * 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
527 * 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
528 * you have very slow client connections, a larger value may be 393 * you have very slow client connections, a larger value may be
529 * warranted. 394 * warranted.
530 */ 395 */
531
532#define SOCKETBUFSIZE 128*1024 396#define SOCKETBUFSIZE 256*1024
533 397
534/* 398/*
535 * Your tmp-directory should be large enough to hold the uncompressed 399 * Your tmp-directory should be large enough to hold the uncompressed
536 * map-files for all who are playing. 400 * map-files for all who are playing. Local to 'lib' directory.
537 * It ought to be locally mounted, since the function used to generate
538 * unique temporary filenames isn't guaranteed to work over NFS or AFS
539 * On the other hand, if you know that only one crossfire server will be
540 * running using this temporary directory, it is likely to be safe to use
541 * something that is NFS mounted (but performance may suffer as NFS is
542 * slower than local disk)
543 */ 401 */
544
545/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
546#ifdef WIN32 /* change define path tmp */
547#define TMPDIR "tmp" 402#define TMPDIR "tmp"
548#else
549#define TMPDIR "/tmp"
550#endif
551 403
552 404
553/* 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'
554 * directory. Changing this will cause any old unique items file 406 * directory. Changing this will cause any old unique items file
555 * not to be used. 407 * not to be used.
556 */ 408 */
557#define UNIQUE_DIR "unique-items" 409#define UNIQUE_DIR "unique-items"
558
559/*
560 * If undefined, malloc is always used.
561 * It looks like this can be oboleted. However, it can be useful to
562 * track down some bugs, as it will make sure that the entire data structure
563 * is set to 0, at the expense of speed.
564 * Rupert Goldie has run Purify against the code, and if this is disabled,
565 * apparantly there are a lot of uninitialized memory reads - I haven't
566 * seen any problem (maybe the memory reads are copies, and the destination
567 * doesn't actually use the garbage values either?), but the impact on speed
568 * of using this probably isn't great, and should make things more stable.
569 * Msw 8-9-97
570 */
571#define USE_CALLOC
572
573
574/*
575 * These define the players starting map and location on that map, and where
576 * emergency saves are defined. This should be left as is unless you make
577 * major changes to the map.
578 */
579
580#ifdef WIN32 /* change define path city */
581
582# define EMERGENCY_MAPPATH "\\city\\city"
583# define EMERGENCY_X 15
584# define EMERGENCY_Y 19
585#else
586# define EMERGENCY_MAPPATH "/city/city"
587# define EMERGENCY_X 15
588# define EMERGENCY_Y 19
589#endif
590
591 410
592/* 411/*
593 * 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,
594 * archetypes highscore and treaures files and directories can be found. 413 * archetypes highscore and treaures files and directories can be found.
595 */ 414 */
599#define ARCHETYPES "archetypes" 418#define ARCHETYPES "archetypes"
600#define REGIONS "regions" 419#define REGIONS "regions"
601#define HIGHSCORE "highscore" 420#define HIGHSCORE "highscore"
602#define TREASURES "treasures" 421#define TREASURES "treasures"
603#define BANISHFILE "banish_file" 422#define BANISHFILE "banish_file"
604
605#define MAX_ERRORS 25 /* Bail out if more are received during tick */
606#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
607 423
608#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 424#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
609 425
610#define ARCHTABLE 16384 /* Arch hashtable size */ 426#define ARCHTABLE 16384 /* Arch hashtable size */
611#define MAXSTRING 20 427#define MAXSTRING 20
650 */ 466 */
651/* 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 */
652#define SAVE_MODE 0660 468#define SAVE_MODE 0660
653#define SAVE_DIR_MODE 0770 469#define SAVE_DIR_MODE 0770
654 470
655/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
656 * needs to be selected. You can set both, and things will work fine,
657 * however, it just means that a lot more saving will be done, which
658 * can slow things down some.
659 */
660
661/* How often (in seconds) the player is saved if he drops things. If it is
662 * set to 0, the player will be saved for every item he drops. Otherwise,
663 * if the player drops and item, and the last time he was saved
664 * due to item drop is longer
665 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
666 * environment, you may want to set this to a higher value, so that
667 * you are not spending too much time saving the characters.
668 * This option should now work (Crossfire 0.90.5)
669 */
670
671//#define SAVE_INTERVAL 60
672
673/* 471/*
674 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 472 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
675 * 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
676 * saved every 10 minutes. Some effort should probably be made to 474 * saved every 10 minutes. Some effort should probably be made to
677 * 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
681 * saves pretty well spread out (in a fairly random fashion.) 479 * saves pretty well spread out (in a fairly random fashion.)
682 */ 480 */
683 481
684#define AUTOSAVE 1000 482#define AUTOSAVE 1000
685 483
686/* Often, emergency save fails because the memory corruption that caused
687 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
688 * to disable emergency saves. This actually does
689 * prevent emergency saves now (Version 0.90.5).
690 */
691
692#define NO_EMERGENCY_SAVE
693
694/* By selecting the following, whenever a player does a backup save (with
695 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
696 * information that is specified later). IF this is not set, the player
697 * will be saved at his present location.
698 */
699
700/*#define BACKUP_SAVE_AT_HOME*/
701
702/* 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
703 * 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,
704 * this feature is disabled (player will resume where ever he was 486 * this feature is disabled (player will resume where ever he was
705 * 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,
706 * it will prevent players from camping out in treasure rooms. 488 * it will prevent players from camping out in treasure rooms.
716 * Set to one hour as default 498 * Set to one hour as default
717 */ 499 */
718 500
719#define RESET_LOCATION_TIME 3600 501#define RESET_LOCATION_TIME 3600
720 502
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

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