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config.deadsouls
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config.deadsouls
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###############################################################################
# Customizable runtime config file for MudOS #
# NOTE: All paths specified here are relative to the mudlib directory except #
# for mudlib directory, and binary directory. #
# Lines beginning with a # or a newline are ignored. #
###############################################################################
# name of this mud
name : DeadSouls-FluffOS2019
# port number to accept users on
# port number : 6666
external_port_1 : websocket 5555
websocket http dir: ./www
external_port_2 : telnet 6666
# pathname of mudlib
mudlib directory : ./lib
# fd6 stuff is what allows portbind to work properly. If
# you want to have the mud accept connections on port 23 but run
# as non-root, you uncomment the two fd6 lines below and issue the
# appropriate portbind command to start the mud.
#fd6 port : 23
#fd6 kind : telnet
# debug.log and author/domain stats are stored here
log directory : /log
# the directories which are searched by #include <...>
# for multiple dirs, separate each path with a ':'
include directories : /secure/include:/include
# Directory to save binaries in. (if BINARIES is defined)
save binaries directory : /secure/save/binaries
# the file which defines the master object
master file : /secure/daemon/master
# the file where all global simulated efuns are defined.
simulated efun file : /secure/sefun/sefun
# file to swap out objects; not used if time to swap is 0
# swap file : /secure/tmp/swap
# alternate debug.log file name (assumed to be in specified 'log directory')
debug log file : runtime
# This is an include file which is automatically #include'd in all objects
global include file : <global.h>
# if an object is left alone for a certain time, then the
# function clean_up will be called. This function can do anything,
# like destructing the object. If the function isn't defined by the
# object, then nothing will happen.
# This time should be substantially longer than the swapping time.
time to clean up : 2100000000
# How many seconds until an object is reset again.
time to reset : 2100000000
# Maximum number of bits in a bit field. They are stored in printable
# strings, 6 bits per byte.
# maximum bits in a bitfield : 1200
# Max number of local variables in a function.
# maximum local variables : 35
# Maximum amount of "eval cost" per thread - execution is halted when
# it is exceeded.
maximum evaluation cost : 30000000
# This is the maximum array size allowed for one single array.
maximum array size : 64000
# This is the maximum allowed size of a variable of type 'buffer'.
# maximum buffer size : 400000
# Max size for a mapping
# maximum mapping size : 64000
# Max inherit chain size
# inherit chain size : 30
# maximum length of a string variable
# maximum string length : 200000
# Max size of a file allowed to be read by 'read_file()'.
# maximum read file size : 200000
# max number of bytes you allow to be read and written with read_bytes
# and write_bytes
# maximum byte transfer : 10000
# Define the size of the shared string hash table. This number should
# a prime, probably between 1000 and 30000; if you set it to about 1/5
# of the number of distinct strings you have, you will get a hit ratio
# (number of comparisons to find a string) very close to 1, as found strings
# are automatically moved to the head of a hash chain. You will never
# need more, and you will still get good results with a smaller table.
# hash table size : 7001
# Object hash table size.
# Define this like you did with the strings; probably set to about 1/4 of
# the number of objects in a game, as the distribution of accesses to
# objects is somewhat more uniform than that of strings.
# object table size : 1501
# default no-matching-action message
default fail message : What?
# default message when error() occurs (optional)
default error message : Something *REALLY* bad just happened.
###############################################################################
# The following aren't currently used or implemented (yet) #
###############################################################################
# maximum number of users in the game (unused currently)
maximum users : 40
# Define the maximum stack size of the stack machine. This stack will also
# contain all local variables and arguments. (unused currently)
# evaluator stack size : 1000
# Define the size of the compiler stack. This defines how complex
# expressions the compiler can parse. (unused currently)
compiler stack size : 200
# Define the maximum call depth for functions. (unused currently)
# maximum call depth : 30
# There is a hash table for living objects, used by find_living().
# (unused currently)
# living hash table size : 100