New networking.

This commit is contained in:
MobiusDevelopment
2022-11-05 22:02:11 +00:00
parent fb0e3e49f9
commit 6217f0ded2
576 changed files with 6581 additions and 9494 deletions

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@@ -8,7 +8,6 @@
# WAN (WIDE area network) - typically consists of computers OUTSIDE of your router (ie. the internet).
# x.x.x.x - Format of an IP address. Do not include the x'es into settings. Must be real numbers.
# ---------------------------------------------------------------------------
# Networking
# ---------------------------------------------------------------------------
@@ -17,11 +16,11 @@
# 127.0.0.1 - If you are playing alone on a test server
# 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
# 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.
# If this IP is resolvable by the Login Server, just leave *.
# If this IP is resolvable by the Login Server, just leave 0.0.0.0.
# ---------------------------------------------------------------------------
# Enter here (ip) address of your game server, or use the symbol *
GameserverHostname = *
# Enter here (ip) address of your game server, or use 0.0.0.0
GameserverHostname = 0.0.0.0
GameserverPort = 7777
# Configure your external ip
@@ -35,6 +34,42 @@ InternalHostname = 127.0.0.1
LoginPort = 9014
LoginHost = 127.0.0.1
# Client pool size for reading client packets.
# Each pool is executed on a separate thread.
# Default: 100
ClientReadPoolSize = 100
# 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
# Connection timeout in milliseconds.
# Default 800
ConnectionTimeout = 800
# ---------------------------------------------------------------------------
# Database
@@ -134,8 +169,11 @@ InstantThreadPoolCount = -1
# Specifies how many threads will be in a single instant pool.
ThreadsPerInstantThreadPool = 2
# Urgent packet thread core size.
UrgentPacketThreadCoreSize = -1
# Use threads to run client packets individually.
# Less lag when using threads, but more CPU consumption.
# Can try disabling it when server is highly populated and CPU is high.
# Default: True
ThreadsForClientPackets = True
# ---------------------------------------------------------------------------

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@@ -1,35 +0,0 @@
#=========================#
# Telnet Properties #
#=========================#
# ----------------------------------------------------------------------------------------------------------------------------------
# The defaults are set to be retail-like.
# If you modify any of these settings your server will deviate from being retail-like.
# Warning:
# Please take extreme caution when changing anything.
# Also please understand what you are changing before you do so on a live server.
# ---------------------------------------------------------------------------------------------------------------------------------
# Allows text based monitoring and administration of L2J GS/LS
# by using a telnet client. Communication protocol is insecure
# and you should use SSL tunnels, VPN, etc. if you plan to connect
# over non-trusted channels.
# Default: False
EnableTelnet = False
# This is the port L2J should listen to for incoming telnet
# requests.
# Default: 12345
StatusPort = 12345
# If the following is not set, a random password is generated on server startup.
# Usage: StatusPW = somePass
# This list can contain IPs or Hosts of clients you wish to allow. Hostnames must be resolvable to an IP.
# Example: 0.0.0.0,host,0.0.0.1,host2,host3,host4,0.0.0.3
# Make sure that the link between the address / hosts no spaces
ListOfHosts = 127.0.0.1,localhost
# On / off the generation of complex passwords
SuperPass = False
# Size-generated password
LengthPass = 10

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@@ -44,8 +44,8 @@ import org.l2jmobius.gameserver.model.quest.Quest;
import org.l2jmobius.gameserver.model.spawn.Spawn;
import org.l2jmobius.gameserver.model.zone.type.BossZone;
import org.l2jmobius.gameserver.network.serverpackets.Earthquake;
import org.l2jmobius.gameserver.network.serverpackets.IClientOutgoingPacket;
import org.l2jmobius.gameserver.network.serverpackets.PlaySound;
import org.l2jmobius.gameserver.network.serverpackets.ServerPacket;
import org.l2jmobius.gameserver.network.serverpackets.SpecialCamera;
/**
@@ -522,7 +522,7 @@ public class Antharas extends Quest
}
}
protected void broadcastPacket(IClientOutgoingPacket mov)
protected void broadcastPacket(ServerPacket packet)
{
if (_zone != null)
{
@@ -530,7 +530,7 @@ public class Antharas extends Quest
{
if (creatures instanceof Player)
{
creatures.sendPacket(mov);
creatures.sendPacket(packet);
}
}
}

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@@ -1 +1 @@
-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
-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
# This is transmitted to the client from the same network, so it has to be a local IP or resolvable hostname
InternalHostname = 127.0.0.1
# Bind ip of the loginServer, use * to bind on all available IPs
LoginserverHostname = *
# Bind ip of the loginServer, use 0.0.0.0 to bind on all available IPs
LoginserverHostname = 0.0.0.0
LoginserverPort = 2106
# How many times you can provide an invalid account/pass before the IP gets banned

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@@ -1,35 +0,0 @@
#=========================#
# Telnet Properties #
#=========================#
# ----------------------------------------------------------------------------------------------------------------------------------
# The defaults are set to be retail-like.
# If you modify any of these settings your server will deviate from being retail-like.
# Warning:
# Please take extreme caution when changing anything.
# Also please understand what you are changing before you do so on a live server.
# ---------------------------------------------------------------------------------------------------------------------------------
# Allows text based monitoring and administration of L2J GS/LS
# by using a telnet client. Communication protocol is insecure
# and you should use SSL tunnels, VPN, etc. if you plan to connect
# over non-trusted channels.
# Default: False
EnableTelnet = False
# This is the port L2J should listen to for incoming telnet
# requests.
# Default: 12345
StatusPort = 12345
# If the following is not set, a random password is generated on server startup.
# Usage: StatusPW = somePass
# This list can contain IPs or Hosts of clients you wish to allow. Hostnames must be resolvable to an IP.
# Example: 0.0.0.0,host,0.0.0.1,host2,host3,host4,0.0.0.3
# Make sure that the link between the address / hosts no spaces
ListOfHosts = 127.0.0.1,localhost
# On / off the generation of complex passwords
SuperPass = False
# Size-generated password
LengthPass = 10

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@@ -1 +1 @@
-server -Dfile.encoding=UTF-8 -Dio.netty.noUnsafe=true -Dio.netty.noKeySetOptimization=true -Dio.netty.recycler.maxCapacityPerThread=0 -Xms128m -Xmx256m
-server -Dfile.encoding=UTF-8 -Xms128m -Xmx256m