########################################################################### ### # Runtime config file for The MUD Institute # ########################################################################### ### # 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 lpmud name : tmi-2 # Define what port number the game is to use. port number : 5555 # Maximum number of users in the game. # (currently this option is unused) maximum users : 40 mudlib directory : /proj/tmi/tmi-2 binary directory : /proj/tmi/bin # This is the subdirectory where all the domain directorys are placed. domain directory : d # where to swap out objects. This file is not used if Time to Swap is 0 swap file : /adm/tmp/swap # Define this to be a directory which allows all objects within it to # become any euid they wish. secure directory : /adm # the file which defines the master object # (should be in the secure directory) master file : /adm/obj/master # This is where the mud configuration files belong (access.allow, etc) config directory : /adm/etc # This is where log files will be placed by default. log directory : /log # The directories which are searched by #include # for multiple dirs, separate each path with a ':' include directories : /include # Directory to save binaries in. (if BINARIES is defined) save binaries directory : /data/binaries # # This is the file where all global simulated efuns are defined. simulated efun file : /adm/obj/simul_efun # the file which contains host access restrictions access allow file : /adm/etc/access.allow # the file where host access is logged # (if enabled in access_check.c) access log file : /log/access.allow.log # 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. # time to clean up : 600 # 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 : 900 # How many seconds until an object is reset again. # Set this value high if big system, otherwise low. # No castles: 1800 (30 minutes) # >100 castles:10000 (almost 3 hours). time to reset : 2400 # When uploading files, we want fast response; however, normal players # shouldn't be able to hog the system in this way. Define Allowed Ed Commands # to be the ratio of the no of ed cmds executed per player cmd. allowed ed commands : 20 # Define the maximum stack size of the stack machine. This stack will also # contain all local variables and arguments. evaluator stack size : 1000 # Define the size of the compiler stack. This defines how complex # expressions the compiler can parse. The value should be big enough. compiler stack size : 200 # Define the maximum call depth for functions. maximum call depth : 30 # 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 number of evaluated nodes/loop. # If this is exceeded, current function is halted. # The worst case yet encountered is 3600 (dec 1989) maximum evaluation cost : 500000 # This is the maximum array size allowed for one single array. maximum array size : 15000 maximum mapping size : 15000 inherit chain size : 30 # Define the maximum size of log files (in bytes). maximum log size : 200000 maximum string length : 200000 # Max size of a file allowed to be read by 'read_file()'. maximum read file size : 200000 # Maximum number of buffered player commands that the system will accept in # each heartbeat interval. (not implemented) maximum commands per heartbeat : 5 # Define MAX_BYTE_TRANSFER to the 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 to get some warning and start Armageddon. # If this value is 0, no area will be reserved. # (on a NeXT, set this to 0, since malloc never fails.) 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 : 3067 # There is a hash table for living objects, used by find_living(). living hash table size : 47 # 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 : 383 # hname stuff address server ip : localhost address server port : 2993 # The default error messages, used when the mudlib hasn't provided an # error message. The fail message is printed whenever the player types # a command that can't be parsed and notify_fail() isn't set. The error # message is printed under some conditions when a driver error occurs. default fail message : What? default error message: Armageddon shouts: Garbage In Garbage Out! # The maximum buffer size is, what you'd guess, the maximum size of # a variable of type buffer. maximum buffer size : 200000