khanat-opennel-code/code/ryzom/server/sheet_pack_cfg/gpm_service.cfg
2010-05-06 02:08:41 +02:00

128 lines
3.5 KiB
INI

// by default, use WIN displayer
FixedSessionId = 0;
DontUseStdIn = 0;
DontUseAES=1;
DontUseNS=1;
// by default, use localhost to find the naming service
//NSHost = "localhost"; // "ld-02"; // "linuxshard0"; // localhost"; //
NSHost = "localhost";
AESHost = "localhost";
AESPort = 46702;
// Use Shard Unifier or not
DontUseSU = 1;
// AI & EGS
NbPlayersLimit = 5000;
NbGuildsLimit = 15000;
// EGS
NbObjectsLimit = 50000;
NbNpcSpawnedByEGSLimit = 5000;
NbForageSourcesLimit = 10000;
NbToxicCloudsLimit = 200;
// AI
NbPetLimit = 20000; // NbPlayersLimit*4
NbFaunaLimit = 25000;
NbNpcLimit = 15000;
Paths +=
{
"../common/data_leveldesign/leveldesign/DFN",
"data_shard",
// "save_shard",
"../common/data_common",
"../common/data_leveldesign/primitives"
};
PathsNoRecurse +=
{
"../common/data_leveldesign/leveldesign/Game_elem", // for sheet_id.bin
"../common/data_leveldesign/leveldesign/game_element", // not needed at all
"../common/data_leveldesign/leveldesign/world_editor_files", // for primitive format
"../common/data_leveldesign/leveldesign/World", // static fame and weather ?
"../common/data_leveldesign/leveldesign/DFN/basics" // Needed for outposts
};
GeorgePaths =
{
"../common/data_leveldesign/leveldesign/Game_elem",
"../common/data_leveldesign/leveldesign/game_element"
};
// where to save generic shard data (ie: packed_sheet)
WriteFilesDirectory = "src/gpm_service/";
// Root directory where data from shards are stored into
SaveShardRoot = "save_shard";
// Where to save specific shard data (ie: player backup), relatively to SaveShardRoot
SaveFilesDirectory = "";
// Will SaveFilesDirectory will be converted to a full path?
ConvertSaveFilesDirectoryToFullPath = 0;
/* Force default value for PDLib directory (e.g. SaveFilesDirectory...)
* PLEASE NOTICE THAT THIS LINE MUST BE LEFT TO ""
* Only log analyser must have the $shard parameter to find all shards root directory
*/
PDRootDirectory = "";
// This is the mapping for logical continent to physical one
ContinentNameTranslator =
{
};
// This is the list of continent to use with their unique instance number
UsedContinents =
{
};
// define the primitives configuration used.
UsedPrimitives =
{
};
NegFiltersDebug += { "NET", "ADMIN", "MIRROR", "NC", "PATH", "BSIF", "IOS" };
NegFiltersInfo += { "NET", "ADMIN", "MIRROR", "NC", "CF", "TimerManagerUpdate" };
NegFiltersWarning += { "CT_LRC", "AnimalSpawned" };
FontName = "Lucida Console";
FontSize = 9;
IgnoredFiles = { "continent.cfg", "__read_me.txt", "bandit.html", "flora_primr.primitive" };
// If the update loop is too slow, a thread will produce an assertion.
// By default, the value is set to 10 minutes.
// Set to 0 for no assertion.
UpdateAssertionThreadTimeout = 600000;
DefaultMaxExpectedBlockSize = 200000000; // 200 M !
DefaultMaxSentBlockSize = 200000000; // 200 M !
// how to sleep between to network update
// 0 = pipe
// 1 = usleep
// 2 = nanosleep
// 3 = sched_yield
// 4 = nothing
UseYieldMethod = 0;
// Set to one to use a full static fame and fame propagation matrix instead of
// a lower left half matrix. Remember to update static_fames.txt before
// activating this feature (which can be turned on/off at run time).
UseAsymmetricStaticFames = 1;
CheckPlayerSpeed = 1;
SecuritySpeedFactor = 1.5;
LoadPacsPrims = 0;
LoadPacsCol = 1;
Paths += { "../common/data_leveldesign/leveldesign/World", "../common/data_leveldesign/leveldesign/world_editor_files" };