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<html>
<head>
<title>The MUCK Manual: Admin: Tuning System Parameters</title>
</head>
<body bgcolor="#FFFFFF">
<center>
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<table>
<tr>
<td width="20%"> </tc>
<td>
<!-- BODY CONTENT HERE -->
<p><b>Setting Up the Database (cont't)</b>:</p>
<p><em>Tuning System Parameters</em>:</p>
<p>The <code>@tune</code> command lets you adjust a number of system
parameters. Type <code>`@tune'</code> without arguments to view the
parameters and their current settings. Most can be left at their default
settings. Of those that you may want to change, some only make cosmetic
or formatting changes, while others significantly affect the operation
of the <code>MUCK.</code> The following are some parameters you may want
to change. The syntax for resetting a parameter is <code>`@tune
<parameter> = <value>'.</code> The value must be compatible
with the data type indicated in the left column of <code>@tune</code>
output: <code>(str),</code> <code>(bool),</code> etc.</p>
<table border="0">
<tr>
<td> </td>
<td valign="top">
<code>dumpwarn_mesg</code> <br>
<code>dumpwarn_mesg</code> <br>
<code>deltawarn_mesg</code> <br>
<code>dumpdeltas_mesg</code> <br>
<code>dumping_mesg</code>
</td>
<td valign="top">
These parameters can be freely changed to alternate save messages.
Note, however, that some players configure clients to be triggered
by the <code>##</code> characters in a save message. So, it's a good
idea to keep this format: enclose your new save messages in
<code>##</code> double octothorpes <code>##</code>
</td>
</tr><tr>
<td colspan="3"> </td>
</tr><tr>
<td> </td>
<td valign="top">
<code>penny</code> <br>
<code>pennies</code> <br>
<code>cpenny</code> <br>
<code>cpennies</code>
</td>
<td valign="top">
Declaring new currency denominations is a time-honored wiz
pastime.
</td>
</tr><tr>
<td colspan="3"> </td>
</tr><tr>
<td> </td>
<td valign="top">
<code>muckname</code>
</td>
<td valign="top">
This you should change. Set it to the name of your
<code>MUCK.</code> It's a good idea to use a <code>muckname</code>
setting that does not include any spaces.
</td>
</tr><tr>
<td colspan="3"> </td>
</tr><tr>
<td> </td>
<td valign="top">
<code>huh_mesg</code><br>
<code>leave_mesg</code><br>
</td>
<td valign="top">
You may want to supply something more imaginative for these.
</td>
</tr><tr>
<td colspan="3"> </td>
</tr><tr>
<td> </td>
<td valign="top">
<code>dump_interval</code>
</td>
<td valign="top">
Four hours is the default interval between saves. This is quite
workable, though it's often shorter on new <code>MUCKs</code> and
longer on large, established ones.
</td>
</tr><tr>
<td colspan="3"> </td>
</tr><tr>
<td> </td>
<td valign="top">
<code>max_pennies</code>
</td>
<td valign="top">
If money is signifcant on your <code>MUCK,</code> you may want to
lower this. Note that <code>M2</code> Muckers can make very simple
programs that give pennies freely. (This will eventually be changed
in fb6.0+.)
</td>
</tr><tr>
<td colspan="3"> </td>
</tr><tr>
<td> </td>
<td valign="top">
<code>penny_rate</code>
</td>
<td valign="top">
Lower this if you want fewer <code>`You found a penny!'</code>
messages; raise it if you want more.
</td>
</tr><tr>
<td colspan="3"> </td>
</tr><tr>
<td> </td>
<td valign="top">
<code>command_burst_size</code><br>
<code>commands_per_time</code><br>
<code>command_time_msec</code><br>
<code>max_delta_objs</code><br>
<code>max_loaded_objs</code><br>
<code>max_process_limit</code><br>
<code>max_plyr_processes</code><br>
<code>max_instr_count</code><br>
<code>instr_slice</code><br>
<code>mpi_max_commands</code><br>
<code>pause_min</code><br>
<code>free_frames_pool</code>
</td>
<td valign="top">
It is unlikely that you will need to change these. However, if for
some reason you believe your server is performing poorly, you may
wish to try adjusting these system-performance parameters.
</td>
</tr><tr>
<td colspan="3"> </td>
</tr><tr>
<td> </td>
<td valign="top">
<code>playermax_limit</code>
</td>
<td valign="top">
The default limit is 64. Higher limits allow more players, but
setting an unreasonably high limit wastes memory.
</td>
</tr><tr>
<td colspan="3"> </td>
</tr><tr>
<td> </td>
<td valign="top">
<code>listen_mlev</code>
</td>
<td valign="top">
This parameter controls the minimum Mucker level of programs which
can be called by <code>_listen.</code> The default is
<code>M3,</code> which is a good choice. The decision whether to
raise or lower it should be based on how closely player programming
is monitored.
</td>
</tr><tr>
<td colspan="3"> </td>
</tr><tr>
<td> </td>
<td valign="top">
<code>player_start</code>
</td>
<td valign="top">
This should be changed. Set it to the dbref of the room where you
want new players to start.
</td>
</tr><tr>
<td colspan="3"> </td>
</tr><tr>
<td> </td>
<td valign="top">
<code>use_hostnames</code>
</td>
<td valign="top">
The default for this parameter is <code>no,</code> but tuning it to
<code>yes</code> is convenient. Wizards see connection information
when typing <code>`WHO*'</code> (use <code>`WHO'</code> without the
asterix for normal formatting). With <code>use_hostnames</code> set
to <code>`yes',</code> domain names rather than numeric IP addresses
will be shown for all players logged on. Note: the change won't be
immediately apparent. Host names will be supplied for players who
log on after you tune the parameter to <code>`yes';</code> those who
are logged on now will still have numeric addresses.
</td>
</tr><tr>
<td colspan="3"> </td>
</tr><tr>
<td> </td>
<td valign="top">
<code>log_commands </code><br>
<code>log_failed_commands</code><br>
<code>log_programs </code>
</td>
<td valign="top">
Whether or not to log and what you do with the logs are fairly
significant decisions. See also <a href="security.html">Security
Concerns</a> and <a href="privacy">Privacy Issues</a>. As for the
technical aspects of logging, note the following: </p>
<ul>
<li><p>All commands (including says and poses) entered by wizards
are logged, regardless of the logging parameters. If
<code>log_commands</code> is off, and you want to have a private
discussion that won't go into the logs, set yourself
<code>Quell.</code></p>
<li><p>Log files pile up. You will need to follow some schedule
for deleting old log files. (The files are in the server directory
<code>game/logs.</code>) Either by hand, or with a script, or with
a crontab script that runs automatically, follow a routine for
copying the current logs to storage files. For example:</p>
<p><code>
mv com2 com3<br>
mv com1 com2<br>
mv commands com1
</code></p>
<p>Doing this once per day, say, will keep one-day- old
log_commands files in <code>`com1',</code> two-day-old logs in
<code>`com2',</code> three-day-old logs in <code>`com3'.</code>
After three days, they're gone.</p>
<p>Raw logs are difficult to read. If you do need to review log
files, mastering the <code>UNIX</code> <code>`grep'</code> command
will be very helpful.</code></p>
</ul>
</td>
</tr><tr>
<td colspan="3"> </td>
</tr><tr>
<td> </td>
<td valign="top">
<code>dbdump_warning</code>
<code>deltadump_warning</code>
</td>
<td valign="top">
Until your <code>MUCK</code> grows to past several thousand objects,
full saves will take only a couple seconds, and delta saves will be
practically instantaneous. You might want to turn these off, out of
anti-spam sentiment.
</td>
</tr><tr>
<td colspan="3"> </td>
</tr><tr>
<td> </td>
<td valign="top">
<code>realms_control</code>
</td>
<td valign="top">
<code>The</code> Realms Wizard system has advantages and disad-
vantages. See <a href="realmswiz.html">Using the Realms Wizard
System</a>.
</td>
</tr>
</table>
<p>The remaining parameters can safely be left at their default
settings. For a (terse) description of what each parameter does, see
the entry for <code>SYSPARM</code> in <a href="mufref.html#sysparm">Section
3.2.5</a>, <code>MUF</code> Reference.</p>
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</td>
<td width="20%"> </tc>
</table>
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