#include "common.cfg" // Configure module gateway for front end operation StartCommands += { // Add a security plugin (will add player info on player module proxy) "gw.securityCreate FESecurity", // create a front end service transport "gw.transportAdd FEServer fes", // set the transport option (need PeerInvisible and Firewalled) "gw.transportOptions fes(PeerInvisible Firewalled)", // open the transport "gw.transportCmd fes(open)", }; // UDP port for client communication //FrontendPort = 47851; ListenAddress = FSListenHost+":"+FSUDPPort; // Maximum size that can be read from a client message DatagramLength = 10000; // Time-out before removing a client when it does not send any more data ClientTimeOut = 600000; // 10 min // Time-out before removing a limbo client when it does not send any more data LimboTimeOut = 60000; // 1 min // Maximum bytes per game cycle sent to all clients (currently not used/implemented) TotalBandwidth = 536870911; // <512 MB : max value for 32 bit bitsize ! // Maximum bytes per game cycle sent to a client, including all headers ClientBandwidth = 332 * BandwidthRatio; // 332 <=> 13 kbit/s at 5 Hz; 202 <=> 16 kbit/s at 10 Hz // Maximum bytes for impulsion channels per datagram sent to a client ImpulsionByteSize0 = 20 * BandwidthRatio; ImpulsionByteSize1 = 200 * BandwidthRatio; ImpulsionByteSize2 = 200 * BandwidthRatio; NbMinimalVisualBytes = 50; // Distance/delta ratio that triggers the sending of a position DistanceDeltaRatioForPos = 100; // Number of game cycles per front-end cycle GameCycleRatio = 1; // Execution period of distance calculation CalcDistanceExecutionPeriod = 8; // Execution period of position prioritization PositionPrioExecutionPeriod = 2; // Execution period of orientation prioritization OrientationPrioExecutionPeriod = 8; // Execution period of discreet properties prioritization DiscreetPrioExecutionPeriod = 2; SortPrioExecutionPeriod = 1; // Display or not the "FE" nlinfos DisplayInfo = 1; // Prioritizer mode (currently the only mode is 1 for DistanceDelta) PriorityMode = 1; // Strategy for selecting pairs to prioritize (Power2WithCeiling=0, Scoring=1) SelectionStrategy = 1; // Minimum number of pairs to select for prioritization MinNbPairsToSelect = 2000; // Index of client to monitor, or 0 for no monitoring ClientMonitor = 0; // Allow or not beeping AllowBeep = 1; Lag = 0; // The lag on the simulated network (used by simlag) PacketLoss = 0; // percentage of lost packet (used by simlag) PacketDuplication = 0; // percentage of duplicated packet (used by simlag) PacketDisordering = 0; // percentage of disordered packet (used by simlag) (Lag must be >100 to use disordering) // ---------------------------------------- // Frontend/Patch mode settings // If 1, the frontend server is used in Patch/Frontend mode (0 = only frontend mode, old behaviour) UseWebPatchServer = 1; // If 0, the frontend service is in Patch mode at startup, and it won't accept clients unless WS tells it to do so. AcceptClientsAtStartup = 1; // Patch URL footer. PatchURL will look like 'http://223.254.124.23:43435/patch' PatchingURLFooter = ":43435/patch"; // System command to be executed when FS tries to start Web Patch server (ideally at FS startup) StartWebServerSysCommand = ""; // System command to be executed when FS tries to stop Web Patch server (ideally when FS turns to frontend mode) StopWebServerSysCommand = ""; // Use Thread for sending UseSendThread = 1; // Unidirectional Mirror mode (FS part) ExpediteTOCK = 1;