Dead Souls v2.1
From the mudos.cfg file
Below is a segment of the file that controls the basic code limits
for DS. What I am curious about is how far those limits can go, and
what side-effects might come from extreme settings.
I personally am not running a testmud at this time so I am loath to
do any experimenting with this myself. But since I know a lot of
people around here do have such safe environments I thought I could
turn my curiosity into useful information for others.
For myself I know I must turn the maximum array size up, but how
far I can go is the question. There are also some performance
options mentioned towards the bottom of the code, and perhaps we
could come up with some settings tables for people to use when
configing their Mud.
If this information is to be useful then what we report has to
be tested and verified. Just saying 'oh you can set the max array
size to 2 billion if you want' is not the same as actually doing
it, rebooting, and building an array large enough to prove it.
So if you have a testmud, and a little bit of time. Try some
extreme tweeks to the values below and let us know what happened.
Test one thing, or everything, whatever you wish.
------------------Begin File-----------------------------------------
# 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 : 14400
# 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 : 90000
# How many seconds until an object is reset again.
time to reset : 900000
# 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 amount of "eval cost" per thread - execution is halted when
# it is exceeded.
maximum evaluation cost : 5000000
# This is the maximum array size allowed for one single array.
maximum array size : 15000
# This is the maximum allowed size of a variable of type 'buffer'.
maximum buffer size : 400000
# Max size for a mapping
maximum mapping size : 15000
# Max inherit chain size
inherit chain size : 30
# maximum length of a string variable
maximum string length : 200000
# Max size of a file allowed to be read by 'read_file()'.
maximum read file size : 200000
# max 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 and allow the mudlib to shutdown.
# If this value is 0, no area will be reserved.
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
# 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
------------------End File-------------------------------------------
A.T
(-)