Interlude branch.

This commit is contained in:
MobiusDev
2018-03-03 00:51:38 +00:00
parent ae7660220a
commit e013196428
17475 changed files with 1039393 additions and 0 deletions

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#=========================================#
# MMOCore Connection Settings #
#=========================================#
# ---------------------------- #
# Debug and Develop logging #
# ---------------------------- #
EnableMMOCoreDebug = False
EnableMMOCoreDevelop = False
EnableMMOCoreExceptions = False
PacketHandlerDebug = False
# ----------------------------
# Config BackLog
# ----------------------------
# Maximum length of request.
# The maximum length for incoming requests (connection request).
# Maximum number of requests, after which the requests
# Will not be accepted.
# The default is 50
# Must be equal to the estimated number of players.
# Example: Players in the game 1000 +, NetworkBackLog = 1000
# NetworkBackLog = 50
# ----------------
# Set TOS
# ----------------
# Set the traffic going to a particular socket.
# Can be ignored JAVA-machine.
# Range: 0 <= tc <= 255 or a ban happens.
# Note:
# To TCP4 should be set high priority and should be RFC 1349.
# You can also create a type priorities bit, example:
# IPTOS_LOWCOST (0x02)
# IPTOS_RELIABILITY (0x04)
# IPTOS_THROUGHPUT (0x08)
# IPTOS_LOWDELAY (0x10)
# The lowest bit is ignored (0).
# Set bits in the priority may cause the collapse of the server.
# depends on the service and platform.
# Note:
# Applications can not change GameServer after connecting.
# To TCP6 value can be found in the header sin6_flowinfo.
# NetworkIpTOS = 0
# ---------------------------------------
# Setting TCP_NODELAY
# ---------------------------------------
# On / Off TCP_NODELAY
#NetworkTcpNoDelay = False
# -------------------------------
# Setting KeepAlive
# -------------------------------
# On / Off SO_KEEPALIVE
#NetworkKeepAlive = False
# ------------------------
# Set a timeout
# ------------------------
# Set a timeout in milliseconds.
# If set to 0, the timeout will be standard.
# Timeout must be greater than 0.
# Zero timeout is defined as an infinite timeout.
#NetworkSoTimeOut = 0
# ---------------------------------------------------
# Configure repetitions Adresses
# ---------------------------------------------------
# On / Off option.
# If the connection is closed, then turn timeout.
#NetworkSoReuseAddr = True
# --------------------------------------
# Set buffer compounds
# --------------------------------------
# Buffer size in kbit (kilobits)
# By default (Windows) - 64KBits
# Default (* nix) - 128KBits
#NetworkReadBufferSize = 64
#NetworkWriteBufferSize = 64
#NetworkHelperBufferSize = 64
# The size of the auxiliary buffer
#NetworkHelperBufferCount = 20
# --------------------------
# Client Queue Configuration
# --------------------------
# Queue size, do not set it too low !
# Default: 14
ClientPacketQueueSize = 14
# Maximum number of packets in burst.
# Execution will be aborted and thread released if more packets executed in raw.
# Default: 50
ClientPacketQueueMaxBurstSize = 50
# Maximum number of packets per second.
# Flood detector will be triggered if more packets received.
# After triggering all incoming packets will be dropped until flooding stopped.
# Default: 80
ClientPacketQueueMaxPacketsPerSecond = 80
# Average number of packets per second calculated during this interval.
# Using larger value decrease number of false kicks, but slower reaction to flood.
# Avoid using too low or too high values, recommended between 3 and 10.
# Default: 5
ClientPacketQueueMeasureInterval = 5
# Maximum average number of packets per second during measure interval.
# Flood detector will be triggered if more packets received.
# After triggering all incoming packets will be dropped until flooding stopped.
# Default: 40
ClientPacketQueueMaxAveragePacketsPerSecond = 40
# Maximum number of flood triggers per minute.
# Client will be kicked if more floods detected.
# Default: 2
ClientPacketQueueMaxFloodPerMin = 6
# Maximum number of queue overflows per minute.
# After overflow all incoming packets from client are dropped until queue is flushed.
# Client will be kicked if more queue overflows detected.
# Default: 50
ClientPacketQueueOverflowsPerMin = 50
# Maximum number of buffer underflows per minute.
# Client will be kicked if more underflow exceptions detected.
# Default: 1
ClientPacketQueueUnderflowsPerMin = 1
# Maximum number of unknown packets per minute.
# Client will be kicked if more unknown packets received.
# Default: 5
ClientPacketQueueUnknownPerMin = 5

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#=========================#
# 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