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aion-server 4.8

Gitteol
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 4.8 61f661d · 1 commits 새로받기(Pull)
game-server/src/com/aionemu/gameserver/configs/network/NetworkConfig.java
package com.aionemu.gameserver.configs.network;

import java.net.InetSocketAddress;

import com.aionemu.commons.configuration.Property;

public class NetworkConfig {

	/**
	 * Address where Aion clients will attempt to connect to (host/domain name or IP)
	 */
	@Property(key = "gameserver.network.client.connect_address", defaultValue = "0.0.0.0:7777")
	public static InetSocketAddress CLIENT_CONNECT_ADDRESS;

	/**
	 * Local address where GS will listen for Aion client connections (0.0.0.0 = bind any local IP)
	 */
	@Property(key = "gameserver.network.client.socket_address", defaultValue = "0.0.0.0:7777")
	public static InetSocketAddress CLIENT_SOCKET_ADDRESS;

	/**
	 * Address (host/domain name or IP) of the login server
	 */
	@Property(key = "gameserver.network.login.address", defaultValue = "localhost:9014")
	public static InetSocketAddress LOGIN_ADDRESS;

	/**
	 * Address (host/domain name or IP) of the chat server
	 */
	@Property(key = "gameserver.network.chat.address", defaultValue = "localhost:9021")
	public static InetSocketAddress CHAT_ADDRESS;

	/**
	 * Password for this GameServer ID for authentication at ChatServer.
	 */
	@Property(key = "gameserver.network.chat.password", defaultValue = "")
	public static String CHAT_PASSWORD;

	/**
	 * GameServer id that this GameServer will request at LoginServer.
	 */
	@Property(key = "gameserver.network.login.gsid", defaultValue = "1")
	public static int GAMESERVER_ID;

	/**
	 * Password for this GameServer ID for authentication at LoginServer.
	 */
	@Property(key = "gameserver.network.login.password", defaultValue = "")
	public static String LOGIN_PASSWORD;

	/**
	 * Minimum required access level for accounts trying to connect (=maintenance mode)
	 */
	@Property(key = "gameserver.network.login.min_accesslevel", defaultValue = "0")
	public static int MIN_ACCESS_LEVEL;

	/**
	 * Max allowed online players
	 */
	@Property(key = "gameserver.network.login.max_players", defaultValue = "100")
	public static int MAX_ONLINE_PLAYERS;

	/**
	 * Number of Threads dedicated to be doing io read & write. There is always 1 acceptor thread. If value is < 1 - acceptor thread will also handle
	 * read & write. If value is > 0 - there will be given amount of read & write threads + 1 acceptor thread.
	 */
	@Property(key = "gameserver.network.nio.threads", defaultValue = "1")
	public static int NIO_READ_WRITE_THREADS;

	/**
	 * Number of minimum threads that will be used to execute aion client packets.
	 */
	@Property(key = "gameserver.network.packet.processor.threads.min", defaultValue = "4")
	public static int PACKET_PROCESSOR_MIN_THREADS;

	/**
	 * Number of maximum threads that will be used to execute aion client packets.
	 */
	@Property(key = "gameserver.network.packet.processor.threads.max", defaultValue = "4")
	public static int PACKET_PROCESSOR_MAX_THREADS;

	/**
	 * Threshold that will be used to decide when extra threads are not needed. (it doesn't have any effect if min threads == max threads)
	 */
	@Property(key = "gameserver.network.packet.processor.threshold.kill", defaultValue = "3")
	public static int PACKET_PROCESSOR_THREAD_KILL_THRESHOLD;

	/**
	 * Threshold that will be used to decide when extra threads should be spawned. (it doesn't have any effect if min threads == max threads)
	 */
	@Property(key = "gameserver.network.packet.processor.threshold.spawn", defaultValue = "50")
	public static int PACKET_PROCESSOR_THREAD_SPAWN_THRESHOLD;

	/**
	 * If aion client packets unknown by the server should be logged.
	 */
	@Property(key = "gameserver.network.logging.unknown_packets", defaultValue = "false")
	public static boolean LOG_UNKNOWN_PACKETS;

	/**
	 * If ignored aion client packets (due to invalid connection state) should be logged.
	 */
	@Property(key = "gameserver.network.logging.ignored_packets", defaultValue = "false")
	public static boolean LOG_IGNORED_PACKETS;

	@Property(key = "gameserver.network.flood.connections", defaultValue = "false")
	public static boolean ENABLE_FLOOD_CONNECTIONS;

	@Property(key = "gameserver.network.flood.tick", defaultValue = "1000")
	public static int Flood_Tick;

	@Property(key = "gameserver.network.flood.short.warn", defaultValue = "10")
	public static int Flood_SWARN;

	@Property(key = "gameserver.network.flood.short.reject", defaultValue = "20")
	public static int Flood_SReject;

	@Property(key = "gameserver.network.flood.short.tick", defaultValue = "10")
	public static int Flood_STick;

	@Property(key = "gameserver.network.flood.long.warn", defaultValue = "30")
	public static int Flood_LWARN;

	@Property(key = "gameserver.network.flood.long.reject", defaultValue = "60")
	public static int Flood_LReject;

	@Property(key = "gameserver.network.flood.long.tick", defaultValue = "60")
	public static int Flood_LTick;
}

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