New networking.

This commit is contained in:
MobiusDevelopment
2022-11-05 22:07:30 +00:00
parent 6217f0ded2
commit 837f21af8d
609 changed files with 7257 additions and 10150 deletions

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@@ -31,6 +31,49 @@ 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 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
# 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
# ---------------------------------------------------------------------------
# Database
@@ -130,8 +173,11 @@ 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