| 1 |
root |
1.1 |
/* |
| 2 |
root |
1.48 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
| 3 |
pippijn |
1.37 |
* |
| 4 |
root |
1.50 |
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
| 5 |
root |
1.44 |
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
| 6 |
|
|
* Copyright (©) 1992,2007 Frank Tore Johansen |
| 7 |
pippijn |
1.37 |
* |
| 8 |
root |
1.54 |
* Deliantra is free software: you can redistribute it and/or modify it under |
| 9 |
|
|
* the terms of the Affero GNU General Public License as published by the |
| 10 |
|
|
* Free Software Foundation, either version 3 of the License, or (at your |
| 11 |
|
|
* option) any later version. |
| 12 |
pippijn |
1.37 |
* |
| 13 |
root |
1.46 |
* This program is distributed in the hope that it will be useful, |
| 14 |
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 15 |
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 16 |
|
|
* GNU General Public License for more details. |
| 17 |
pippijn |
1.37 |
* |
| 18 |
root |
1.54 |
* You should have received a copy of the Affero GNU General Public License |
| 19 |
|
|
* and the GNU General Public License along with this program. If not, see |
| 20 |
|
|
* <http://www.gnu.org/licenses/>. |
| 21 |
root |
1.44 |
* |
| 22 |
root |
1.48 |
* The authors can be reached via e-mail to <support@deliantra.net> |
| 23 |
pippijn |
1.37 |
*/ |
| 24 |
root |
1.1 |
|
| 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 |
root |
1.3 |
/* Use a very easy, non-challenging server? |
| 75 |
|
|
* Defining the COZY_SERVER will make the server much less challenging: |
| 76 |
root |
1.43 |
* no stats loss on death, much less experience loss. |
| 77 |
root |
1.3 |
*/ |
| 78 |
|
|
#define COZY_SERVER 1 |
| 79 |
|
|
|
| 80 |
root |
1.1 |
/* 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 |
root |
1.2 |
#define BALSL_LOSS_CHANCE_RATIO 100 |
| 113 |
|
|
#define BALSL_NUMBER_LOSSES_RATIO 100 |
| 114 |
|
|
#define BALSL_MAX_LOSS_RATIO 100 |
| 115 |
root |
1.1 |
|
| 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 |
elmex |
1.9 |
#define PERMANENT_EXPERIENCE_RATIO 25 |
| 122 |
|
|
#define DEATH_PENALTY_RATIO 20 |
| 123 |
|
|
#define DEATH_PENALTY_LEVEL 3 |
| 124 |
root |
1.1 |
#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 |
pippijn |
1.16 |
#define CREATE_HOME_PORTALS FALSE |
| 142 |
root |
1.1 |
|
| 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 |
root |
1.41 |
# define DEBUG |
| 151 |
root |
1.1 |
#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 |
root |
1.53 |
// both must be 2**n |
| 186 |
root |
1.52 |
#define MAP_CLIENT_X 32 |
| 187 |
|
|
#define MAP_CLIENT_Y 32 |
| 188 |
root |
1.1 |
|
| 189 |
|
|
/* |
| 190 |
|
|
* If you feel the game is too fast or too slow, change MAX_TIME. |
| 191 |
|
|
* You can experiment with the 'speed <new_max_time> command first. |
| 192 |
|
|
* The length of a tick is MAX_TIME microseconds. During a tick, |
| 193 |
|
|
* players, monsters, or items with speed 1 can do one thing. |
| 194 |
|
|
*/ |
| 195 |
|
|
|
| 196 |
|
|
#define MAX_TIME 120000 |
| 197 |
|
|
|
| 198 |
elmex |
1.49 |
|
| 199 |
|
|
/* |
| 200 |
|
|
* MAX_ITEM_PER_DROP defines how many items a player can drop at once. |
| 201 |
|
|
* (be careful to set this to high values, as dropping lots of things |
| 202 |
|
|
* can be a performance problem (for which a fix is worked on)). |
| 203 |
|
|
*/ |
| 204 |
|
|
|
| 205 |
|
|
#define MAX_ITEM_PER_DROP 100 |
| 206 |
|
|
|
| 207 |
root |
1.1 |
/* Polymorph as it currently stands is unbalancing, so by default |
| 208 |
|
|
* we have it disabled. It can be enabled and it works, but |
| 209 |
|
|
* it can be abused in various ways. |
| 210 |
|
|
*/ |
| 211 |
|
|
#define NO_POLYMORPH |
| 212 |
|
|
|
| 213 |
|
|
|
| 214 |
|
|
/* This determine how many entries are stored in the kill log. You |
| 215 |
root |
1.32 |
* can see this information with the 'party kills' command. More entries |
| 216 |
|
|
* mean slower performance and more memory. |
| 217 |
root |
1.1 |
*/ |
| 218 |
root |
1.32 |
#define PARTY_KILL_LOG 40 |
| 219 |
root |
1.1 |
|
| 220 |
elmex |
1.9 |
/* |
| 221 |
|
|
* The PERM_EXP values adjust the behaviour of permenent experience. - if |
| 222 |
|
|
* the setting permanent_experience_percentage is zero, these values have |
| 223 |
|
|
* no meaning. The value in the settings file is the percentage of the |
| 224 |
|
|
* experience that is permenent, the rest could be lost on death. When dying, |
| 225 |
|
|
* the greatest amount of non-permenent exp it is possible to lose at one time |
| 226 |
|
|
* is PERM_EXP_MAX_LOSS_RATIO - this is calculated as |
| 227 |
|
|
* total exp - perm exp * loss ratio. The gain ratio is how much of experienced |
| 228 |
|
|
* experience goes to the permanent value. This does not detract from total |
| 229 |
|
|
* exp gain (ie, if you gained 100 exp, 100 would go to the skill total and |
| 230 |
|
|
* 10 to the permanent value). |
| 231 |
root |
1.1 |
* |
| 232 |
|
|
* A few thoughts on these default value (by MSW) |
| 233 |
|
|
* gain ratio is pretty much meaningless until exp has been lost, as until |
| 234 |
elmex |
1.9 |
* that poin, the value in the settings file will be used. |
| 235 |
root |
1.1 |
* It is also impossible for the exp to actually be reduced to the permanent |
| 236 |
|
|
* exp ratio - since the loss ratio is .5, it will just get closer and |
| 237 |
|
|
* closer. However, after about half a dozen hits, pretty much all the |
| 238 |
|
|
* exp that can be lost has been lost, and after that, only minor loss |
| 239 |
|
|
* will occur. |
| 240 |
|
|
*/ |
| 241 |
|
|
/* GD */ |
| 242 |
|
|
|
| 243 |
|
|
#define PERM_EXP_GAIN_RATIO 0.10f |
| 244 |
|
|
#define PERM_EXP_MAX_LOSS_RATIO 0.50f |
| 245 |
|
|
|
| 246 |
|
|
/*********************************************************************** |
| 247 |
|
|
* Section 3 |
| 248 |
|
|
* |
| 249 |
|
|
* General file and other defaults that don't need to be changed, and |
| 250 |
|
|
* do not change gameplay as percieved by players much. Some options |
| 251 |
|
|
* may affect memory consumption however. |
| 252 |
|
|
* |
| 253 |
|
|
* Values: |
| 254 |
|
|
* |
| 255 |
|
|
* CSPORT - port to use for new client/server |
| 256 |
|
|
* DMFILE - file with dm/wizard access lists |
| 257 |
|
|
* LOGFILE - where to log if using -daemon option |
| 258 |
|
|
* MAP_ - various map timeout and swapping parameters |
| 259 |
|
|
* MAX_OBJECTS - how many objects to keep in memory. |
| 260 |
|
|
* MAX_OBJECTS_LWM - only swap maps out if below that value |
| 261 |
|
|
* MOTD - message of the day - printed each time someone joins the game |
| 262 |
|
|
* PERM_FILE - limit play times |
| 263 |
|
|
* SHUTDOWN - used when shutting down the server |
| 264 |
|
|
* SOCKETBUFSIZE - size of buffer used internally by the server for storing |
| 265 |
|
|
* backlogged messages. |
| 266 |
|
|
* TMPDIR - directory to use for temp files |
| 267 |
|
|
* UNIQUE_DIR - directory to put unique item files into |
| 268 |
|
|
*********************************************************************** |
| 269 |
|
|
*/ |
| 270 |
|
|
|
| 271 |
|
|
/* CSPORT is the port used for the new client/server code. Change |
| 272 |
|
|
* if desired. Only of relevance if ERIC_SERVER is set above |
| 273 |
|
|
*/ |
| 274 |
|
|
#define CSPORT 13327 /* old port + 1 */ |
| 275 |
|
|
|
| 276 |
|
|
/* |
| 277 |
|
|
* DMFILE |
| 278 |
|
|
* A file containing valid names that can be dm, one on each line. See |
| 279 |
|
|
* example dm_file for syntax help. |
| 280 |
|
|
*/ |
| 281 |
|
|
#ifndef DMFILE |
| 282 |
|
|
#define DMFILE "dm_file" |
| 283 |
|
|
#endif |
| 284 |
|
|
|
| 285 |
|
|
/* LOGFILE specifies which file to log to when playing with the |
| 286 |
|
|
* -daemon option. |
| 287 |
|
|
*/ |
| 288 |
|
|
#ifndef LOGFILE |
| 289 |
root |
1.51 |
#define LOGFILE "/var/log/deliantra/logfile" |
| 290 |
root |
1.1 |
#endif |
| 291 |
|
|
|
| 292 |
|
|
/* |
| 293 |
|
|
* If you want to have a Message Of The Day file, define MOTD to be |
| 294 |
|
|
* the file with the message. If the file doesn't exist or if it |
| 295 |
|
|
* is empty, no message will be displayed. |
| 296 |
|
|
* (It resides in the CONFDIR directory) |
| 297 |
|
|
*/ |
| 298 |
|
|
#define MOTD "motd" |
| 299 |
|
|
|
| 300 |
|
|
/* |
| 301 |
|
|
* You can restrict playing in certain times by creating a PERMIT_FILE |
| 302 |
|
|
* in CONFDIR. See the sample for usage notes. |
| 303 |
|
|
*/ |
| 304 |
|
|
#define PERM_FILE "forbid" |
| 305 |
|
|
|
| 306 |
|
|
/* |
| 307 |
|
|
* If you want to take the game down while installing new versions, or |
| 308 |
|
|
* for other reasons, put a message into the SHUTDOWN_FILE file. |
| 309 |
|
|
* Remember to delete it when you open the game again. |
| 310 |
|
|
* (It resides in the CONFDIR directory) |
| 311 |
|
|
*/ |
| 312 |
|
|
#ifndef SHUTDOWN_FILE |
| 313 |
|
|
#define SHUTDOWN_FILE "shutdown" |
| 314 |
|
|
#endif |
| 315 |
|
|
|
| 316 |
|
|
/* |
| 317 |
|
|
* SOCKETBUFSIZE is the size of the buffer used internally by the server for |
| 318 |
|
|
* storing backlogged messages for the client. This is not operating system |
| 319 |
|
|
* buffers or the like. This amount is used per connection (client). |
| 320 |
|
|
* This buffer is in addition to OS buffers, so it may not need to be very |
| 321 |
|
|
* large. When the OS buffer and this buffer is exhausted, the server |
| 322 |
|
|
* will drop the client connection for falling too far behind. So if |
| 323 |
|
|
* you have very slow client connections, a larger value may be |
| 324 |
|
|
* warranted. |
| 325 |
|
|
*/ |
| 326 |
root |
1.21 |
#define SOCKETBUFSIZE 256*1024 |
| 327 |
root |
1.1 |
|
| 328 |
|
|
/* |
| 329 |
|
|
* Your tmp-directory should be large enough to hold the uncompressed |
| 330 |
root |
1.31 |
* map-files for all who are playing. Local to 'lib' directory. |
| 331 |
root |
1.1 |
*/ |
| 332 |
root |
1.31 |
#define TMPDIR "tmp" |
| 333 |
root |
1.1 |
|
| 334 |
|
|
/* Directory to use for unique items. This is placed into the 'lib' |
| 335 |
|
|
* directory. Changing this will cause any old unique items file |
| 336 |
|
|
* not to be used. |
| 337 |
|
|
*/ |
| 338 |
|
|
#define UNIQUE_DIR "unique-items" |
| 339 |
|
|
|
| 340 |
|
|
/* |
| 341 |
|
|
* These defines tells where, relative to LIBDIR, the maps, the map-index, |
| 342 |
|
|
* archetypes highscore and treaures files and directories can be found. |
| 343 |
|
|
*/ |
| 344 |
|
|
|
| 345 |
|
|
#define MAPDIR "maps" |
| 346 |
|
|
#define TEMPLATE_DIR "template-maps" |
| 347 |
|
|
#define ARCHETYPES "archetypes" |
| 348 |
|
|
#define REGIONS "regions" |
| 349 |
|
|
#define HIGHSCORE "highscore" |
| 350 |
|
|
#define TREASURES "treasures" |
| 351 |
|
|
|
| 352 |
|
|
#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
| 353 |
|
|
|
| 354 |
|
|
#define MAXSTRING 20 |
| 355 |
|
|
|
| 356 |
|
|
#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
| 357 |
|
|
|
| 358 |
|
|
|
| 359 |
|
|
|
| 360 |
|
|
/*********************************************************************** |
| 361 |
|
|
* Section 4 - save player options. |
| 362 |
|
|
* |
| 363 |
|
|
* There are a lot of things that deal with the save files, and what |
| 364 |
|
|
* gets saved with them, so I put them in there own section. |
| 365 |
|
|
* |
| 366 |
|
|
***********************************************************************/ |
| 367 |
|
|
|
| 368 |
|
|
/* |
| 369 |
|
|
* If you want the players to be able to save their characters between |
| 370 |
|
|
* games, define SAVE_PLAYER and set PLAYERDIR to the directories |
| 371 |
|
|
* where the player-files will be put. |
| 372 |
|
|
* Remember to create the directory (make install will do that though). |
| 373 |
|
|
* |
| 374 |
|
|
* If you intend to run a central server, and not allow the players to |
| 375 |
|
|
* start their own crossfire, you won't need to define this. |
| 376 |
|
|
* |
| 377 |
|
|
*/ |
| 378 |
|
|
|
| 379 |
|
|
#ifndef PLAYERDIR |
| 380 |
root |
1.36 |
# define PLAYERDIR "players" |
| 381 |
root |
1.1 |
#endif |
| 382 |
|
|
|
| 383 |
|
|
/* |
| 384 |
|
|
* If you have defined SAVE_PLAYER, you might want to change this, too. |
| 385 |
|
|
* This is the access rights for the players savefiles. |
| 386 |
|
|
* Given that crossfire runs in a client/server model, there should |
| 387 |
|
|
* be no issue setting these to be quite restrictive (600 and 700). |
| 388 |
|
|
* Before client/server, multiple people might run the executable, |
| 389 |
|
|
* thus requiring that the server be setuid/setgid, and more generous |
| 390 |
|
|
* permisisons needed. |
| 391 |
|
|
* SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
| 392 |
|
|
* for nay directories created. |
| 393 |
|
|
*/ |
| 394 |
root |
1.5 |
/* IMPORTANT: there is a race during saving, where the umask is being applied */ |
| 395 |
root |
1.1 |
#define SAVE_MODE 0660 |
| 396 |
|
|
#define SAVE_DIR_MODE 0770 |
| 397 |
|
|
|
| 398 |
|
|
/* |
| 399 |
root |
1.34 |
* The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on). |
| 400 |
|
|
*/ |
| 401 |
|
|
#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies." |
| 402 |
|
|
|