New networking.
This commit is contained in:
@@ -8,7 +8,6 @@
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# WAN (WIDE area network) - typically consists of computers OUTSIDE of your router (ie. the internet).
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# x.x.x.x - Format of an IP address. Do not include the x'es into settings. Must be real numbers.
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# ---------------------------------------------------------------------------
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# Networking
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# ---------------------------------------------------------------------------
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@@ -17,11 +16,11 @@
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# 127.0.0.1 - If you are playing alone on a test server
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# 192.168.x.x - This is if you are on a 192.168.x.x type network (behind a standard consumer router) and want other computers from JUST the internal network to be able to connect
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# x.x.x.x - WAN IP obtained from http://www.whatismyip.com/. This is if you want people outside your internal network to be able to connect to your server.
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# If this IP is resolvable by the Login Server, just leave *.
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# If this IP is resolvable by the Login Server, just leave 0.0.0.0.
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# ---------------------------------------------------------------------------
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# Enter here (ip) address of your game server, or use the symbol *
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GameserverHostname = *
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# Enter here (ip) address of your game server, or use 0.0.0.0
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GameserverHostname = 0.0.0.0
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GameserverPort = 7777
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# Configure your external ip
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@@ -35,6 +34,42 @@ InternalHostname = 127.0.0.1
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LoginPort = 9014
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LoginHost = 127.0.0.1
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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 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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# Connection timeout in milliseconds.
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# Default 800
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ConnectionTimeout = 800
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# ---------------------------------------------------------------------------
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# Database
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@@ -134,8 +169,11 @@ InstantThreadPoolCount = -1
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# Specifies how many threads will be in a single instant pool.
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ThreadsPerInstantThreadPool = 2
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# Urgent packet thread core size.
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UrgentPacketThreadCoreSize = -1
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# Use threads to run client packets individually.
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# Less lag when using threads, but more CPU consumption.
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# Can try disabling it when server is highly populated and CPU is high.
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# Default: True
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ThreadsForClientPackets = True
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# ---------------------------------------------------------------------------
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@@ -1,35 +0,0 @@
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#=========================#
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# Telnet Properties #
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#=========================#
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# ----------------------------------------------------------------------------------------------------------------------------------
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# The defaults are set to be retail-like.
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# If you modify any of these settings your server will deviate from being retail-like.
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# Warning:
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# Please take extreme caution when changing anything.
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# Also please understand what you are changing before you do so on a live server.
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# ---------------------------------------------------------------------------------------------------------------------------------
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# Allows text based monitoring and administration of L2J GS/LS
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# by using a telnet client. Communication protocol is insecure
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# and you should use SSL tunnels, VPN, etc. if you plan to connect
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# over non-trusted channels.
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# Default: False
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EnableTelnet = False
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# This is the port L2J should listen to for incoming telnet
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# requests.
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# Default: 12345
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StatusPort = 12345
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# If the following is not set, a random password is generated on server startup.
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# Usage: StatusPW = somePass
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# This list can contain IPs or Hosts of clients you wish to allow. Hostnames must be resolvable to an IP.
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# Example: 0.0.0.0,host,0.0.0.1,host2,host3,host4,0.0.0.3
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# Make sure that the link between the address / hosts no spaces
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ListOfHosts = 127.0.0.1,localhost
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# On / off the generation of complex passwords
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SuperPass = False
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# Size-generated password
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LengthPass = 10
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@@ -44,8 +44,8 @@ import org.l2jmobius.gameserver.model.quest.Quest;
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import org.l2jmobius.gameserver.model.spawn.Spawn;
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import org.l2jmobius.gameserver.model.zone.type.BossZone;
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import org.l2jmobius.gameserver.network.serverpackets.Earthquake;
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import org.l2jmobius.gameserver.network.serverpackets.IClientOutgoingPacket;
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import org.l2jmobius.gameserver.network.serverpackets.PlaySound;
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import org.l2jmobius.gameserver.network.serverpackets.ServerPacket;
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import org.l2jmobius.gameserver.network.serverpackets.SpecialCamera;
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/**
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@@ -522,7 +522,7 @@ public class Antharas extends Quest
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}
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}
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protected void broadcastPacket(IClientOutgoingPacket mov)
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protected void broadcastPacket(ServerPacket packet)
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{
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if (_zone != null)
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{
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@@ -530,7 +530,7 @@ public class Antharas extends Quest
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{
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if (creatures instanceof Player)
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{
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creatures.sendPacket(mov);
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creatures.sendPacket(packet);
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}
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}
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}
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@@ -1 +1 @@
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-server -Dfile.encoding=UTF-8 -Djava.util.logging.manager=org.l2jmobius.log.ServerLogManager -Dio.netty.noUnsafe=true -Dio.netty.noKeySetOptimization=true -Dio.netty.recycler.maxCapacityPerThread=0 -Xmx4g -Xms2g
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-server -Dfile.encoding=UTF-8 -Djava.util.logging.manager=org.l2jmobius.log.ServerLogManager -Xmx4g -Xms2g
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@@ -19,8 +19,8 @@ ExternalHostname = 127.0.0.1
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# This is transmitted to the client from the same network, so it has to be a local IP or resolvable hostname
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InternalHostname = 127.0.0.1
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# Bind ip of the loginServer, use * to bind on all available IPs
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LoginserverHostname = *
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# Bind ip of the loginServer, use 0.0.0.0 to bind on all available IPs
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LoginserverHostname = 0.0.0.0
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LoginserverPort = 2106
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# How many times you can provide an invalid account/pass before the IP gets banned
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@@ -1,35 +0,0 @@
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#=========================#
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# Telnet Properties #
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#=========================#
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# ----------------------------------------------------------------------------------------------------------------------------------
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# The defaults are set to be retail-like.
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# If you modify any of these settings your server will deviate from being retail-like.
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# Warning:
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# Please take extreme caution when changing anything.
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# Also please understand what you are changing before you do so on a live server.
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# ---------------------------------------------------------------------------------------------------------------------------------
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# Allows text based monitoring and administration of L2J GS/LS
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# by using a telnet client. Communication protocol is insecure
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# and you should use SSL tunnels, VPN, etc. if you plan to connect
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# over non-trusted channels.
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# Default: False
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EnableTelnet = False
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# This is the port L2J should listen to for incoming telnet
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# requests.
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# Default: 12345
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StatusPort = 12345
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# If the following is not set, a random password is generated on server startup.
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# Usage: StatusPW = somePass
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# This list can contain IPs or Hosts of clients you wish to allow. Hostnames must be resolvable to an IP.
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# Example: 0.0.0.0,host,0.0.0.1,host2,host3,host4,0.0.0.3
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# Make sure that the link between the address / hosts no spaces
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ListOfHosts = 127.0.0.1,localhost
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# On / off the generation of complex passwords
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SuperPass = False
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# Size-generated password
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LengthPass = 10
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@@ -1 +1 @@
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-server -Dfile.encoding=UTF-8 -Dio.netty.noUnsafe=true -Dio.netty.noKeySetOptimization=true -Dio.netty.recycler.maxCapacityPerThread=0 -Xms128m -Xmx256m
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-server -Dfile.encoding=UTF-8 -Xms128m -Xmx256m
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