9bc219ee14
About Shared Library (shared) and Module Library (module) type of cmake target INSTALL command has different behaviour for ARCHIVE LIBRARY RUNTIME depending on the platform
104 lines
3.6 KiB
INI
104 lines
3.6 KiB
INI
#include "common.cfg"
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// Configure module gateway for front end operation
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StartCommands +=
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{
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// Add a security plugin (will add player info on player module proxy)
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"gw.securityCreate FESecurity",
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// create a front end service transport
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"gw.transportAdd FEServer fes",
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// set the transport option (need PeerInvisible and Firewalled)
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"gw.transportOptions fes(PeerInvisible Firewalled)",
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// open the transport
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"gw.transportCmd fes(open)",
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};
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// UDP port for client communication
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//FrontendPort = 47851;
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ListenAddress = FSListenHost+":"+FSUDPPort;
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// Maximum size that can be read from a client message
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DatagramLength = 10000;
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// Time-out before removing a client when it does not send any more data
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ClientTimeOut = 600000; // 10 min
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// Time-out before removing a limbo client when it does not send any more data
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LimboTimeOut = 60000; // 1 min
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// Maximum bytes per game cycle sent to all clients (currently not used/implemented)
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TotalBandwidth = 536870911; // <512 MB : max value for 32 bit bitsize !
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// Maximum bytes per game cycle sent to a client, including all headers
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ClientBandwidth = 332 * BandwidthRatio; // 332 <=> 13 kbit/s at 5 Hz; 202 <=> 16 kbit/s at 10 Hz
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// Maximum bytes for impulsion channels per datagram sent to a client
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ImpulsionByteSize0 = 20 * BandwidthRatio;
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ImpulsionByteSize1 = 200 * BandwidthRatio;
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ImpulsionByteSize2 = 200 * BandwidthRatio;
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NbMinimalVisualBytes = 50;
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// Distance/delta ratio that triggers the sending of a position
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DistanceDeltaRatioForPos = 100;
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// Number of game cycles per front-end cycle
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GameCycleRatio = 1;
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// Execution period of distance calculation
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CalcDistanceExecutionPeriod = 8;
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// Execution period of position prioritization
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PositionPrioExecutionPeriod = 2;
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// Execution period of orientation prioritization
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OrientationPrioExecutionPeriod = 8;
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// Execution period of discreet properties prioritization
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DiscreetPrioExecutionPeriod = 2;
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SortPrioExecutionPeriod = 1;
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// Display or not the "FE" nlinfos
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DisplayInfo = 1;
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// Prioritizer mode (currently the only mode is 1 for DistanceDelta)
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PriorityMode = 1;
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// Strategy for selecting pairs to prioritize (Power2WithCeiling=0, Scoring=1)
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SelectionStrategy = 1;
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// Minimum number of pairs to select for prioritization
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MinNbPairsToSelect = 2000;
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// Index of client to monitor, or 0 for no monitoring
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ClientMonitor = 0;
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// Allow or not beeping
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AllowBeep = 1;
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Lag = 0; // The lag on the simulated network (used by simlag)
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PacketLoss = 0; // percentage of lost packet (used by simlag)
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PacketDuplication = 0; // percentage of duplicated packet (used by simlag)
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PacketDisordering = 0; // percentage of disordered packet (used by simlag) (Lag must be >100 to use disordering)
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// ----------------------------------------
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// Frontend/Patch mode settings
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// If 1, the frontend server is used in Patch/Frontend mode (0 = only frontend mode, old behaviour)
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UseWebPatchServer = 1;
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// If 0, the frontend service is in Patch mode at startup, and it won't accept clients unless WS tells it to do so.
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AcceptClientsAtStartup = 1;
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// Patch URL footer. PatchURL will look like 'http://223.254.124.23:43435/patch'
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PatchingURLFooter = ":43435/patch";
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// System command to be executed when FS tries to start Web Patch server (ideally at FS startup)
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StartWebServerSysCommand = "";
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// System command to be executed when FS tries to stop Web Patch server (ideally when FS turns to frontend mode)
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StopWebServerSysCommand = "";
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// Use Thread for sending
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UseSendThread = 1;
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// Unidirectional Mirror mode (FS part)
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ExpediteTOCK = 1;
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