/
MudOS_0.9.19/bin/
MudOS_0.9.19/doc/concepts/
MudOS_0.9.19/doc/driver/
MudOS_0.9.19/doc/efuns/bitstrings/
MudOS_0.9.19/doc/efuns/buffers/
MudOS_0.9.19/doc/efuns/communication/
MudOS_0.9.19/doc/efuns/core/
MudOS_0.9.19/doc/efuns/mappings/
MudOS_0.9.19/doc/efuns/math/
MudOS_0.9.19/doc/efuns/security/
MudOS_0.9.19/doc/lpc/constructs/
MudOS_0.9.19/doc/lpc/types/
MudOS_0.9.19/doc/platforms/
MudOS_0.9.19/etc/
MudOS_0.9.19/mudlib/
MudOS_0.9.19/mudlib/lil/
MudOS_0.9.19/mudlib/lil/clone/
MudOS_0.9.19/mudlib/lil/command/
MudOS_0.9.19/mudlib/lil/data/
MudOS_0.9.19/mudlib/lil/etc/
MudOS_0.9.19/mudlib/lil/include/
MudOS_0.9.19/mudlib/lil/inherit/
MudOS_0.9.19/mudlib/lil/inherit/master/
MudOS_0.9.19/mudlib/lil/log/
MudOS_0.9.19/mudlib/lil/single/
MudOS_0.9.19/mudlib/lil/u/
MudOS_0.9.19/src/testsuite/
MudOS_0.9.19/src/testsuite/clone/
MudOS_0.9.19/src/testsuite/command/
MudOS_0.9.19/src/testsuite/data/
MudOS_0.9.19/src/testsuite/etc/
MudOS_0.9.19/src/testsuite/include/
MudOS_0.9.19/src/testsuite/inherit/
MudOS_0.9.19/src/testsuite/inherit/master/
MudOS_0.9.19/src/testsuite/log/
MudOS_0.9.19/src/testsuite/single/
MudOS_0.9.19/src/testsuite/single/efuns/
MudOS_0.9.19/src/testsuite/u/
###############################################################################
#                  Customizable runtime config file for MudOS                 #
###############################################################################
# NOTE: All paths specified here are relative to the mudlib directory except  #
#       for mudlib directory, and binary directory.                           #
# Lines beginning with a # or a newline are ignored.                          #
###############################################################################

# Name of this lpmud
name : lil

# Define what port number the game is to use.
port number : 4444

# Maximum number of users in the game.
# (currently this option is unused)
maximum users : 40

mudlib directory : /usr/local/src/mud/MudOS_0.9.17/mudlib/lil
binary directory : /usr/local/mud/bin

# This is the subdirectory where all the domain directorys are placed.
domain directory : d

# where to swap out objects. This file is not used if Time to Swap is 0
swap file : /adm/tmp/swap

# Define this to be a directory which allows all objects within it to
# become any euid they wish.
secure directory : /single

# the file which defines the master object
# (should be in the secure directory)
master file : /single/master

# This is where the mud configuration files belong (access.allow, etc)
config directory : /etc

# This is where log files will be placed by default.
log directory : /log

# The directories which are searched by #include
# for multiple dirs, separate each path with a ':'
include directories : /include

# This is the file where all global simulated efuns are defined.
simulated efun file : /single/simul_efun

# This is an include file which is automatically #include'd in all objects
# This is an optional define, and currently doesn't work.
#global include file : "/include/config.h"

# the file which contains host access restrictions
access allow file : /etc/access.allow

# the file where host access is logged
# (if enabled in access_check.c)
access log file : /log/access.allow.log

# If an object is left alone for a certain time, then the
# function clean_up will be called. This function can do anything,
# like destructing the object. If the function isn't defined by the
# object, then nothing will happen.
#
# This time should be substantially longer than the swapping time.
time to clean up : 180

# How long time until an unused object is swapped out.
# Machine with too many players and too little memory: 900 (15 minutes)
# Machine with few players and lot of memory: 10000
# Machine with infinite memory: 0 (never swap).
time to swap : 120

# How many seconds until an object is reset again.
# Set this value high if big system, otherwise low.
# No castles:   1800   (30 minutes)
# >100 castles:10000   (almost 3 hours).
time to reset : 1800

# When uploading files, we want fast response; however, normal players
# shouldn't be able to hog the system in this way.  Define Allowed Ed Commands
# to be the ratio of the no of ed cmds executed per player cmd.
allowed ed commands : 20

# Define the maximum stack size of the stack machine. This stack will also
# contain all local variables and arguments.
evaluator stack size : 1000

# Define the size of the compiler stack. This defines how complex
# expressions the compiler can parse. The value should be big enough.
compiler stack size : 200

# Define the maximum call depth for functions.
maximum call depth : 30

# Maximum number of bits in a bit field. They are stored in printable
# strings, 6 bits per byte.
maximum bits in a bitfield : 1200

# Max number of local variables in a function.
maximum local variables : 30

# Maximum number of evaluated nodes/loop.
# If this is exceeded, current function is halted.
# The worst case yet encountered is 3600       (dec 1989)
maximum evaluation cost : 100000

# This is the maximum array size allowed for one single array.
maximum array size : 15000

maximum mapping size : 15000

inherit chain size : 30

# Define the maximum size of log files (in bytes).
maximum log size : 200000

maximum string length : 200000

# Max size of a file allowed to be read by 'read_file()'.
maximum read file size : 200000 

# Maximum number of buffered player commands that the system will accept in
# each heartbeat interval. (not implemented)
maximum commands per heartbeat : 5

# Define MAX_BYTE_TRANSFER to the number of bytes you allow to be read
# and written with read_bytes and write_bytes
maximum byte transfer : 10000

# Reserve an extra memory area from malloc(), to free when we run out
# of memory to get some warning and start Armageddon.
# If this value is 0, no area will be reserved.
# (on a NeXT, set this to 0, since malloc never fails.)
reserved size : 0

# Define the size of the shared string hash table.  This number should
# a prime, probably between 1000 and 30000; if you set it to about 1/5
# of the number of distinct strings you have, you will get a hit ratio
# (number of comparisons to find a string) very close to 1, as found strings
# are automatically moved to the head of a hash chain.  You will never
# need more, and you will still get good results with a smaller table.
hash table size : 7001

# There is a hash table for living objects, used by find_living().
living hash table size : 100

# Object hash table size.
# Define this like you did with the strings; probably set to about 1/4 of
# the number of objects in a game, as the distribution of accesses to
# objects is somewhat more uniform than that of strings.
object table size : 1501

# hname stuff
address server ip : localhost
address server port : 7374

default fail message : What?

# directory to save binaries in
save binaries directory : /binaries

maximum buffer size : 100000