151 lines
5.3 KiB
INI
151 lines
5.3 KiB
INI
###############################################################################
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# Customizable runtime config file for MudOS #
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# NOTE: All paths specified here are relative to the mudlib directory except #
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# for mudlib directory, and binary directory. #
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# Lines beginning with a # or a newline are ignored. #
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###############################################################################
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# name of this mud
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name : DeadSoulsNew
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# port number to accept users on
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external_port_1 : telnet 6666
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# pathname of mudlib
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mudlib directory : ../lib
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# pathname of driver/config dir
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binary directory : ../bin
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# the address server is an external program that lets the mud translate
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# internet names to numbers (and vice versa). select an unused port.
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address server ip : localhost
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address server port : 8099
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# fd6 stuff is what allows portbind to work properly. If
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# you want to have the mud accept connections on port 23 but run
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# as non-root, you uncomment the two fd6 lines below and issue the
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# appropriate portbind command to start the mud.
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#fd6 port : 23
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#fd6 kind : telnet
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# debug.log and author/domain stats are stored here
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log directory : /log
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# the directories which are searched by #include <...>
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# for multiple dirs, separate each path with a ':'
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include directories : /secure/include:/include
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# Directory to save binaries in. (if BINARIES is defined)
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save binaries directory : /secure/save/binaries
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# the file which defines the master object
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master file : /secure/daemon/master
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# the file where all global simulated efuns are defined.
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simulated efun file : /secure/sefun/sefun
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# file to swap out objects; not used if time to swap is 0
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swap file : /secure/tmp/swap
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# alternate debug.log file name (assumed to be in specified 'log directory')
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debug log file : runtime
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# This is an include file which is automatically #include'd in all objects
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global include file : <global.h>
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# if an object is left alone for a certain time, then the
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# function clean_up will be called. This function can do anything,
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# like destructing the object. If the function isn't defined by the
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# object, then nothing will happen.
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# This time should be substantially longer than the swapping time.
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time to clean up : 2100000000
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# How long time until an unused object is swapped out.
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# Machine with too many players and too little memory: 900 (15 minutes)
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# Machine with few players and lot of memory: 10000
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# Machine with infinite memory: 0 (never swap).
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time to swap : 0
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# How many seconds until an object is reset again.
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time to reset : 2100000000
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# Maximum number of bits in a bit field. They are stored in printable
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# strings, 6 bits per byte.
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maximum bits in a bitfield : 1200
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# Max number of local variables in a function.
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maximum local variables : 35
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# Maximum amount of "eval cost" per thread - execution is halted when
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# it is exceeded.
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maximum evaluation cost : 5000000
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# This is the maximum array size allowed for one single array.
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maximum array size : 64000
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# This is the maximum allowed size of a variable of type 'buffer'.
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maximum buffer size : 400000
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# Max size for a mapping
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maximum mapping size : 64000
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# Max inherit chain size
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inherit chain size : 30
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# maximum length of a string variable
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maximum string length : 200000
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# Max size of a file allowed to be read by 'read_file()'.
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maximum read file size : 200000
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# max number of bytes you allow to be read and written with read_bytes
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# and write_bytes
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maximum byte transfer : 10000
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# Reserve an extra memory area from malloc(), to free when we run out
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# of memory and allow the mudlib to shutdown.
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# If this value is 0, no area will be reserved.
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reserved size : 0
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# Define the size of the shared string hash table. This number should
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# a prime, probably between 1000 and 30000; if you set it to about 1/5
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# of the number of distinct strings you have, you will get a hit ratio
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# (number of comparisons to find a string) very close to 1, as found strings
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# are automatically moved to the head of a hash chain. You will never
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# need more, and you will still get good results with a smaller table.
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hash table size : 7001
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# Object hash table size.
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# Define this like you did with the strings; probably set to about 1/4 of
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# the number of objects in a game, as the distribution of accesses to
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# objects is somewhat more uniform than that of strings.
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object table size : 1501
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# default no-matching-action message
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default fail message : What?
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# default message when error() occurs (optional)
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default error message : Something *REALLY* bad just happened.
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###############################################################################
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# The following aren't currently used or implemented (yet) #
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###############################################################################
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# maximum number of users in the game (unused currently)
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maximum users : 40
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# Define the maximum stack size of the stack machine. This stack will also
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# contain all local variables and arguments. (unused currently)
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evaluator stack size : 1000
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# Define the size of the compiler stack. This defines how complex
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# expressions the compiler can parse. (unused currently)
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compiler stack size : 200
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# Define the maximum call depth for functions. (unused currently)
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maximum call depth : 30
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# There is a hash table for living objects, used by find_living().
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# (unused currently)
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living hash table size : 100
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