Addition of network configuration file.
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53
L2J_Mobius_10.3_MasterClass/dist/game/config/Network.ini
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53
L2J_Mobius_10.3_MasterClass/dist/game/config/Network.ini
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# ---------------------------------------------------------------------------------------------------------------------------------
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# Network Settings
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# These settings provide fine-grained control over the network behavior and packet handling within the server application.
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# Adjusting these parameters can help optimize network performance and ensure secure communication between the server and clients.
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# ---------------------------------------------------------------------------------------------------------------------------------
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# Client pool size for reading client packets.
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# Each pool is executed on a separate thread.
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# Default: 100
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ClientReadPoolSize = 100
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# Client pool size for sending server packets.
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# Each pool is executed on a separate thread.
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# Default: 25
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ClientSendPoolSize = 25
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# Client pool size for executing client packets.
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# Each pool is executed on a separate thread.
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# Default: 50
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ClientExecutePoolSize = 50
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# Expected client packet count queued by the server.
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# Default: 80
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PacketQueueLimit = 80
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# Disconnect client when queue has reached the queue packet limit.
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# Default: False
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PacketFloodDisconnect = False
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# Drop packets when queue has reached the queue packet limit.
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# Default: False
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PacketFloodDrop = False
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# Log message when queue has reached the queue packet limit.
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# Default: True
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PacketFloodLogged = True
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# Nagle's algorithm tries to conserve bandwidth by minimizing the number of segments that are sent.
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# When applications wish to decrease network latency, they can disable Nagle's algorithm (by enabling TcpNoDelay).
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# Data will be sent earlier, at the cost of an increase in bandwidth consumption.
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# Default: True (disabled)
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TcpNoDelay = True
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# Packet encryption.
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# By default packets sent or received are encrypted using the Blowfish algorithm.
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# Disabling this reduces the resources needed to process any packets transfered,
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# also broadcasted packets do not need to be re-encrypted for each client sent.
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# Retail: True
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PacketEncryption = False
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# Log message when packet decryption has failed.
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# Default: True
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FailedDecryptionLogged = True
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@@ -31,54 +31,6 @@ GameserverHostname = 0.0.0.0
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# Default: 7777
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GameserverPort = 7777
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# Client pool size for reading client packets.
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# Each pool is executed on a separate thread.
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# Default: 100
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ClientReadPoolSize = 100
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# Client pool size for sending server packets.
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# Each pool is executed on a separate thread.
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# Default: 25
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ClientSendPoolSize = 25
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# Client pool size for executing client packets.
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# Each pool is executed on a separate thread.
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# Default: 50
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ClientExecutePoolSize = 50
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# Expected client packet count queued by the server.
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# Default: 80
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PacketQueueLimit = 80
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# Disconnect client when queue has reached the queue packet limit.
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# Default: False
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PacketFloodDisconnect = False
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# Drop packets when queue has reached the queue packet limit.
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# Default: False
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PacketFloodDrop = False
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# Log message when queue has reached the queue packet limit.
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# Default: True
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PacketFloodLogged = True
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# Nagle's algorithm tries to conserve bandwidth by minimizing the number of segments that are sent.
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# When applications wish to decrease network latency, they can disable Nagle's algorithm (by enabling TcpNoDelay).
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# Data will be sent earlier, at the cost of an increase in bandwidth consumption.
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# Default: True (disabled)
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TcpNoDelay = True
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# Packet encryption.
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# By default packets sent or received are encrypted using the Blowfish algorithm.
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# Disabling this reduces the resources needed to process any packets transfered,
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# also broadcasted packets do not need to be re-encrypted for each client sent.
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# Retail: True
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PacketEncryption = False
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# Log message when packet decryption has failed.
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# Default: True
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FailedDecryptionLogged = True
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# ---------------------------------------------------------------------------
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# Database
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