Addition of network configuration file.
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								L2J_Mobius_06.0_Fafurion/dist/game/config/Network.ini
									
									
									
									
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								L2J_Mobius_06.0_Fafurion/dist/game/config/Network.ini
									
									
									
									
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							| @@ -0,0 +1,53 @@ | ||||
| # --------------------------------------------------------------------------------------------------------------------------------- | ||||
| # Network Settings | ||||
| # These settings provide fine-grained control over the network behavior and packet handling within the server application. | ||||
| # Adjusting these parameters can help optimize network performance and ensure secure communication between the server and clients. | ||||
| # --------------------------------------------------------------------------------------------------------------------------------- | ||||
|  | ||||
| # Client pool size for reading client packets. | ||||
| # Each pool is executed on a separate thread. | ||||
| # Default: 100 | ||||
| ClientReadPoolSize = 100 | ||||
|  | ||||
| # Client pool size for sending server packets. | ||||
| # Each pool is executed on a separate thread. | ||||
| # Default: 25 | ||||
| ClientSendPoolSize = 25 | ||||
|  | ||||
| # Client pool size for executing client packets. | ||||
| # Each pool is executed on a separate thread. | ||||
| # Default: 50 | ||||
| ClientExecutePoolSize = 50 | ||||
|  | ||||
| # Expected client packet count queued by the server. | ||||
| # Default: 80 | ||||
| PacketQueueLimit = 80 | ||||
|  | ||||
| # Disconnect client when queue has reached the queue packet limit. | ||||
| # Default: False | ||||
| PacketFloodDisconnect = False | ||||
|  | ||||
| # Drop packets when queue has reached the queue packet limit. | ||||
| # Default: False | ||||
| PacketFloodDrop = False | ||||
|  | ||||
| # Log message when queue has reached the queue packet limit. | ||||
| # Default: True | ||||
| PacketFloodLogged = True | ||||
|  | ||||
| # Nagle's algorithm tries to conserve bandwidth by minimizing the number of segments that are sent. | ||||
| # When applications wish to decrease network latency, they can disable Nagle's algorithm (by enabling TcpNoDelay). | ||||
| # Data will be sent earlier, at the cost of an increase in bandwidth consumption. | ||||
| # Default: True (disabled) | ||||
| TcpNoDelay = True | ||||
|  | ||||
| # Packet encryption. | ||||
| # By default packets sent or received are encrypted using the Blowfish algorithm. | ||||
| # Disabling this reduces the resources needed to process any packets transfered, | ||||
| # also broadcasted packets do not need to be re-encrypted for each client sent. | ||||
| # Retail: True | ||||
| PacketEncryption = False | ||||
|  | ||||
| # Log message when packet decryption has failed. | ||||
| # Default: True | ||||
| FailedDecryptionLogged = True | ||||
| @@ -31,54 +31,6 @@ GameserverHostname = 0.0.0.0 | ||||
| # Default: 7777 | ||||
| GameserverPort = 7777 | ||||
|  | ||||
| # Client pool size for reading client packets. | ||||
| # Each pool is executed on a separate thread. | ||||
| # Default: 100 | ||||
| ClientReadPoolSize = 100 | ||||
|  | ||||
| # Client pool size for sending server packets. | ||||
| # Each pool is executed on a separate thread. | ||||
| # Default: 25 | ||||
| ClientSendPoolSize = 25 | ||||
|  | ||||
| # Client pool size for executing client packets. | ||||
| # Each pool is executed on a separate thread. | ||||
| # Default: 50 | ||||
| ClientExecutePoolSize = 50 | ||||
|  | ||||
| # Expected client packet count queued by the server. | ||||
| # Default: 80 | ||||
| PacketQueueLimit = 80 | ||||
|  | ||||
| # Disconnect client when queue has reached the queue packet limit. | ||||
| # Default: False | ||||
| PacketFloodDisconnect = False | ||||
|  | ||||
| # Drop packets when queue has reached the queue packet limit. | ||||
| # Default: False | ||||
| PacketFloodDrop = False | ||||
|  | ||||
| # Log message when queue has reached the queue packet limit. | ||||
| # Default: True | ||||
| PacketFloodLogged = True | ||||
|  | ||||
| # Nagle's algorithm tries to conserve bandwidth by minimizing the number of segments that are sent. | ||||
| # When applications wish to decrease network latency, they can disable Nagle's algorithm (by enabling TcpNoDelay). | ||||
| # Data will be sent earlier, at the cost of an increase in bandwidth consumption. | ||||
| # Default: True (disabled) | ||||
| TcpNoDelay = True | ||||
|  | ||||
| # Packet encryption. | ||||
| # By default packets sent or received are encrypted using the Blowfish algorithm. | ||||
| # Disabling this reduces the resources needed to process any packets transfered, | ||||
| # also broadcasted packets do not need to be re-encrypted for each client sent. | ||||
| # Retail: True | ||||
| PacketEncryption = False | ||||
|  | ||||
| # Log message when packet decryption has failed. | ||||
| # Default: True | ||||
| FailedDecryptionLogged = True | ||||
|  | ||||
|  | ||||
| # --------------------------------------------------------------------------- | ||||
| # Database | ||||
|   | ||||
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