# # Configuration file for the MudOS LPmud driver. # # # [ REQUIRED ] # # This will be the name of your mud. # name : FR-release # # [ optional ] # # This will be the port number that your users will connect to # port number : 4001 # # [ optional ] # # The address server is an external program that lets the mud translate # internet names to numbers (and vice versa). This program is typically # named "addr_server" and is built along with your driver executable. # Do not confuse this with a Domain Name Server. # # This IP address should match where you started the program. This is # almost always "localhost". The port number should match the command # line argument that you gave the addr_server program. The example # below corresponds to running the addr_server on the same machine as # your mud and using the following command to start it up: # # % addr_server 9990 # address server ip : localhost address server port : 6364 # # [ REQUIRED ] # # This should be the absolute pathname to where you placed your copy of # the Mudlib. # mudlib directory : /mud/fr/lib # # [ REQUIRED ] # # This should be the absolute pathname to where you placed your copy of # the driver that you built. # binary directory : /mud/fr/bin # ------------------------------------------------------------------------ # # You shouldn't change anything below this point unless you know what # you're changing.... =) # # # NOTE: all paths below here are relative to the "mudlib directory" # # # this include file is found in the include directories specified below # global include file : <standard.h> # # debug.log and author/domain stats are stored here # log directory : /log # # alternate debug.log file name (assumed to be in specified 'log directory') # debug log file : runtime_debug.log # # the directories which are searched by #include <...> # for multiple dirs, separate each path with a ':' # include directories : /include # # the file which defines the master object # master file : /secure/master # # the file where all global simulated efuns are defined. # simulated efun file : /secure/simul_efun # # file to swap to. not used if time to swap is 0 # (not used by Lima) # swap file : /tmp/MudOS_swapfile # # Directory to save binaries in. (if BINARIES is defined) # (not used by Lima) # save binaries directory : /binaries # 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 : 7200 # How long time until an unused object is swapped out. # Machine with too many players and too little memory: 900 (15 minutes) # Machine with few players and lot of memory: 10000 # Machine with infinite memory: 0 (never swap). time to swap : 1800 # How many seconds until an object is reset again. time to reset : 1800 # 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 : 30 # Maximum amount of "eval cost" per thread - execution is halted when # it is exceeded. maximum evaluation cost : 1000000 # This is the maximum array size allowed for one single array. maximum array size : 15000 # This is the maximum allowed size of a variable of type 'buffer'. maximum buffer size : 400000 # Max size for a mapping maximum mapping size : 15000 # 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 # Reserve an extra memory area from malloc(), to free when we run out # of memory. If this value is 0, no area will be reserved. reserved size : 0 # 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 successfully didn't happen. ############################################################################### # The following aren't currently used or implemented (yet) # ############################################################################### # maximum number of users in the game (unused currently) maximum users : 110 # 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 : 35 # There is a hash table for living objects, used by find_living(). # (unused currently) living hash table size : 100