47ccfe279a
Changed: Use the Windows SDK installed with VC++ or the most recent compatible one
104 lines
3.6 KiB
INI
104 lines
3.6 KiB
INI
#include "common.cfg"
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// Configure module gateway for front end operation
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StartCommands +=
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{
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// Add a security plugin (will add player info on player module proxy)
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"gw.securityCreate FESecurity",
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// create a front end service transport
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"gw.transportAdd FEServer fes",
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// set the transport option (need PeerInvisible and Firewalled)
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"gw.transportOptions fes(PeerInvisible Firewalled)",
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// open the transport
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"gw.transportCmd fes(open)",
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};
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// UDP port for client communication
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//FrontendPort = 47851;
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ListenAddress = FSListenHost+":"+FSUDPPort;
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// Maximum size that can be read from a client message
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DatagramLength = 10000;
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// Time-out before removing a client when it does not send any more data
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ClientTimeOut = 600000; // 10 min
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// Time-out before removing a limbo client when it does not send any more data
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LimboTimeOut = 60000; // 1 min
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// Maximum bytes per game cycle sent to all clients (currently not used/implemented)
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TotalBandwidth = 536870911; // <512 MB : max value for 32 bit bitsize !
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// Maximum bytes per game cycle sent to a client, including all headers
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ClientBandwidth = 332 * BandwidthRatio; // 332 <=> 13 kbit/s at 5 Hz; 202 <=> 16 kbit/s at 10 Hz
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// Maximum bytes for impulsion channels per datagram sent to a client
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ImpulsionByteSize0 = 20 * BandwidthRatio;
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ImpulsionByteSize1 = 200 * BandwidthRatio;
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ImpulsionByteSize2 = 200 * BandwidthRatio;
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NbMinimalVisualBytes = 50;
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// Distance/delta ratio that triggers the sending of a position
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DistanceDeltaRatioForPos = 100;
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// Number of game cycles per front-end cycle
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GameCycleRatio = 1;
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// Execution period of distance calculation
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CalcDistanceExecutionPeriod = 8;
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// Execution period of position prioritization
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PositionPrioExecutionPeriod = 2;
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// Execution period of orientation prioritization
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OrientationPrioExecutionPeriod = 8;
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// Execution period of discreet properties prioritization
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DiscreetPrioExecutionPeriod = 2;
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SortPrioExecutionPeriod = 1;
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// Display or not the "FE" nlinfos
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DisplayInfo = 1;
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// Prioritizer mode (currently the only mode is 1 for DistanceDelta)
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PriorityMode = 1;
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// Strategy for selecting pairs to prioritize (Power2WithCeiling=0, Scoring=1)
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SelectionStrategy = 1;
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// Minimum number of pairs to select for prioritization
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MinNbPairsToSelect = 2000;
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// Index of client to monitor, or 0 for no monitoring
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ClientMonitor = 0;
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// Allow or not beeping
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AllowBeep = 1;
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Lag = 0; // The lag on the simulated network (used by simlag)
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PacketLoss = 0; // percentage of lost packet (used by simlag)
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PacketDuplication = 0; // percentage of duplicated packet (used by simlag)
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PacketDisordering = 0; // percentage of disordered packet (used by simlag) (Lag must be >100 to use disordering)
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// ----------------------------------------
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// Frontend/Patch mode settings
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// If 1, the frontend server is used in Patch/Frontend mode (0 = only frontend mode, old behaviour)
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UseWebPatchServer = 1;
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// If 0, the frontend service is in Patch mode at startup, and it won't accept clients unless WS tells it to do so.
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AcceptClientsAtStartup = 1;
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// Patch URL footer. PatchURL will look like 'http://223.254.124.23:43435/patch'
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PatchingURLFooter = ":43435/patch";
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// System command to be executed when FS tries to start Web Patch server (ideally at FS startup)
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StartWebServerSysCommand = "";
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// System command to be executed when FS tries to stop Web Patch server (ideally when FS turns to frontend mode)
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StopWebServerSysCommand = "";
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// Use Thread for sending
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UseSendThread = 1;
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// Unidirectional Mirror mode (FS part)
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ExpediteTOCK = 1;
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