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> World Save., Каждую секунду
Jakut
сообщение 29.10.2018, 10:05
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Может кто знает из-за чего может сервер поймать лаг и делать World Save каждую секунду и уже на протяжении полтора часа. Сделал рестар сферы и компа, не помогает.
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Juzzver
сообщение 29.10.2018, 10:46
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время мб перевели, таймер сбился.


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Jakut
сообщение 29.10.2018, 10:48
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Есть идей как исправить? Ошибка заключаеться в том что, как только сервер набирает Age=90 он начинает сам делать сейвы каждую секунду. В чем может быть дело?
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Ozzy Osbourne
сообщение 29.10.2018, 18:11
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Покажи sphere.ini


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Forest Wars
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Jakut
сообщение 29.10.2018, 23:04
Сообщение #5


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Код
 ///////////////////////////////////////////////////////////////
//////// World Save Information
///////////////////////////////////////////////////////////////
// How often for Sphere to save your world (minutes)
SavePeriod=9999*9999*9999

// How many backup levels to keep. Each level means 7 backups done for it.
// So, 10*7 = 70 backup saves will be storied.
BackupLevels=100

// On would save in the background quietly over a longer period of time, and not interrupt the game
// Off would notify "World save has been initiated" and save faster, but pause the game momentarily
SaveBackground=0

///////////////////////////////////////////////////////////////
//////// Account Management
///////////////////////////////////////////////////////////////
//Code for servers account application process
//  0=Closed,       // Closed. Not accepting more.
//  2=Free,         // Anyone can just log in and create a full account.
//  3=GuestAuto,    // You get to be a guest and are automatically sent email with u're new password.
//  4=GuestTrial,   // You get to be a guest til u're accepted for full by an Admin.
//  6=Unspecified,  // Not specified.
// To enable auto account you must set this to 2
AccApp=2

// Store password hashed with MD5
Md5Passwords=0

// local ip is assumed to be the admin
LocalIPAdmin=0

// Default number of chars allowed per account (maximum value is 7)
MaxCharsPerAccount=1

// Min time for a char to exist before delete allowed (in seconds)
MinCharDeleteTime=0

// Max number of Guest accounts allowed
GuestsMax=0

// Max login tries for account before a temporary ban (0 is disabled)
MaxAccountLoginTries=0

///////////////////////////////////////////////////////////////
//////// Client Management
///////////////////////////////////////////////////////////////
// What client protocol version used
// Comment out the ClientVersion line to allow any client that is supported.
//ClientVersion=2.0.3

// Set this to 0 to allow login to encrypted clients
UseCrypt=1

// Set this to 1 to allow login to unencrypted clients
UseNoCrypt=1

// Maximum total open connections to server
ClientMax=256

// Maximum open connections to server per IP
ClientMaxIP=5

// Maximum total (not-in-game) connections to server
ConnectingMax=32

// Maximum total simultaneous (not-in-game) connections to server per IP
ConnectingMaxIp=8

// How long logged out clients linger in seconds
ClientLinger=120

// Walk limiting code: buffer size (in tenths of second)
WalkBuffer=75

// Walk limiting code: regen speed (%)
WalkRegen=25

// Only commands issued by this plevel and higher will be logged
CommandLog=0

// Prefix for ingame commands
CommandPrefix=.

// Function to call if client is executing a command to override the default.
CommandTrigger=f_oncommand

// Use the built in http server
// 0 - disable http server and webpage generation
// 1 - disable http server and enable webpage generation
// 2 - enable http server and webpage generation (default)
UseHttp=2

// Use the OSI AuthID to avoid possible hijack to game server.
UseAuthID=0

// Default setting for all accounts specifying default resdisp.
AutoResDisp=5

// Default setting for new accounts specifying default priv level
//AutoPrivFlags=010

// Max tooltip (if enabled) to send on each tick (to avoid client flooding)
MaxTooltipForTick=7

// How often send my hits updates to visible clients (in seconds)
HitsUpdateRate=1

///////////////////////////////////////////////////////////////
//////// Game Mechanics
///////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////
//////// Game Mechanics
///////////////////////////////////////////////////////////////

// Maximum distance to hear char whispering
DistanceWhisper=18

// Maximum distance to hear char talking
DistanceTalk=18

// Maximum distance to hear char yelling
DistanceYell=18

// Do not allow entering under roof being on horse?
MountHeight=0

// Archery does not work if too close (0 = not checked)
ArcheryMinDist=0

// Maximum Distance for Archery
ArcheryMaxDist=10

// Speed scale factor for weapons
SpeedScaleFactor=15000

// This is the percent of max weight at which stamina is lost half the time
// (200 = no effect)
StaminaLossAtWeight=170

// Weight penalty for running +N% of max carry weight (0 = no effect)
RunningPenalty=35

// Show people joining/leaving the server. 0 disables, 2 enables staff only.
ArriveDepartMsg=0

// Are house and boat keys newbied automatically
AutoNewbieKeys=1

// Maximum number of items allowed in bank
BankMaxItems=10000

// Maximum weight in stones allowed in bank
BankMaxWeight=100000

// If 1 vendors will take gold only from backpack
PayFromPackOnly=0

// Disable weather effects?
NoWeather=1

// Default light level in dungeons
DungeonLight=0

// Day light level 0-30
LightDay=0

// Night light level 0-30
LightNight=0

// Allow manual sector light override?
AllowLightOverride=1

// Wool Regen Time (in minutes)
WoolGrowthTime=30

// Suppress player speech with 75% of capital letters
SuppressCapitals=0

// Extra combat flags to control the fight (default:0, 0.55i compatible)
// COMBAT_NODIRCHANGE              00001 // Not rotate player when fighting (like was in 0.51a)
// COMBAT_FACECOMBAT               00002 // Allow faced combat only (recommended)
// COMBAT_PREHIT                   00004 // allow prehit for close combat. first hit is instant (delay 0.1sec)
// COMBAT_USE_RESISTANCE           00008 // use character props RES* against oldfashioned damage types
// COMBAT_SPECIALDAMAGE            00010 // use character tags TAG.*DAMAGE to apply additional damage
// COMBAT_DCLICKSELF_UNMOUNTS      00020 // unmount horse when dclicking self while in warmode
// COMBAT_ALLOWHITFROMSHIP         00040 // Allow attacking opponents from ships
// COMBAT_OSIDAMAGEMOD             00080 // modify weapon damage OSI-style (taking anatomy, tactics, lumberjacking into account)
// COMBAT_ARCHERYCANMOVE           00100 // firing bow while moving
// COMBAT_STAYINRANGE              00200 // abort attack swing when out of range instead of waiting to come back in range
//
// COMBAT_STACKARMOR               01000 // If a region is covered by more than one armor part, all AR will count
// COMBAT_TARGETTEDHIT             02000 // Allows setting of preferred hit area by TAG.HITPREFERENCE
CombatFlags=01|010|020


// Extra magic flags to control magic/magery behaviour (default:0, 0.55i compatible)
// MAGICF_NODIRCHANGE        = 0x0000001 // Not rotate player when casting/targeting
// MAGICF_PRECAST            = 0x0000002 // Precasting (cast spell before target prompt)
// MAGICF_IGNOREAR           = 0x0000004 // Magic damage ignore ar
// MAGICF_CANHARMSELF        = 0x0000008 // Magic can do damage on self
// MAGICF_STACKSTATS         = 0x0000010 // Different stat spells don't cancel each other out
// MAGICF_FREEZEONCAST       = 0x0000020 // No movement whilst casting
// MAGICF_SUMMONWALKCHECK    = 0x0000040 // Summoned creatures should be able to walk on the target location (e.g. water creatures to be summoned on water)
// MAGICF_NOFIELDSOVERWALLS  = 0x0000080 // Field spells cannot cross over blocking objects
MagicFlags=01|040|080

// Length of time (in seconds) for a player to choose a target when casting (0 = no timeout)
SpellTimeout=0

// Zero point for sextant coordinates counting
//ZeroPoint=1323,1624,0

// How far from land i can be to take off a ship
//MaxShipPlankTeleport=18

///////////////////////////////////////////////////////////////
//////// NPC/Item/Player Management
///////////////////////////////////////////////////////////////
// Distance in tiles before an NPC that's wandered too far from it's home will teleport back
LostNPCTeleport=15

// Whether PCs get a resurrection robe when they get resurrected.
NoResRobe=1

// Time for a NPC corpse to decay mins
CorpseNPCDecay=5

// Time for a player corpse to decay mins
CorpsePlayerDecay=15

// Base decay time in minutes for items
DecayTimer=2

// Put [NPC] tags over chars
CharTags=0

// Flip dropped items
FlipDroppedItems=1

// Set to 1 to allow players to take equipment from their pets' paperdoll
//CanUndressPets=1

// Monsters run when scared of death
MonsterFear=0

// Monsters may fight each other
MonsterFight=0

// Percent setting of the all NPC move rate, default 100
MoveRate=100

// Do players receive sounds
GenericSounds=1

// Max number of items to sell to one person at once
VendorMaxSell=255

// Max level npc trainers can go
NPCTrainMax=300

// Percent of own ability npcs can train to
NPCTrainPercent=30

// NPC will not be addressed as "Lord" or such if this is set
// NPCNoFameTitle=0

// Max level of skill trainable on dummies, archery butte ecc..
SkillPracticeMax=0

// Max skill player's will start with on skills they haven't chosen during
// character creation
MaxBaseSkill=0

// If set to 0, the MaxBaseSkill will only apply to skills that the client
// can see in their menu (based on Feature* settings, ResDisp and Client
// Version). If this is set to 1 then players to start with all the skills
// that have been defined.
InitHiddenSkills=1

// Time in seconds for hitpoint regeneration
Regen0=15

// Time in seconds for mana regeneration
Regen1=20

// Time in seconds for stamina regeneration
Regen2=10

// Time in minutes for food regeneration
// 1*60*24 = 1 day of real life time
Regen3=3*60*24

// Speech block associated to players
SpeechSelf=spk_player

// Speech block associated to pets
SpeechPet=spk_pet

//Events related to all NPCs
EventsPet=E_BONUS_NPC

//Events related to all players
//EventsPlayer=e_bonus_player

//Events related to all regions
//EventsRegion=your_event

//packet34=pac34
//packet8=pac8
//packet5=pac5
//packet6=pac6
//packet7=pac7
//packet18=pac18
//packet108=pac108
//packet52=pac52
//packet173=pac173
//packet3=pac3

// When player skills/stats goes this times more than skillclass allowed, drop
// them to skillclass level. Setting this to 0 disables the action.
OverSkillMultiply=0

// NPC AI settings
// NPC_AI_PATH                  0001    NPC pathfinding
// NPC_AI_FOOD                  0002    NPC food search (objects + grass)
// NPC_AI_EXTRA                 0004    NPC magics, etc
// NPC_AI_ALWAYSINT             0008    Always be as smart as possible with pathfinding
// NPC_AI_INTFOOD               0010    NPC food search (more intelligent and trusworthy)
// NPC_AI_COMBAT                0040    Look for friends in combat
// NPC_AI_VEND_TIME             0080    vendors closing their shops at nighttime
// NPC_AI_LOOTING               0100    loot corpses an the way
// NPC_AI_MOVEOBSTACLES         0200    if moveable items block my way, try to move them
NPCAI=0002|0008|0010|0200

///////////////////////////////////////////////////////////////
//////// Crime/Murder/Karma/Fame/Guard Settings
///////////////////////////////////////////////////////////////
// Karma when player goes from good to neutral (from -10000 to 10000)
PlayerNeutral=-3000

// Karma when player goes from neutral to evil (from -10000 to 10000)
//PlayerEvil=-8000

// How many minutes are criminals flagged for
CriminalTimer=3

// Times a player can snoop before becoming a criminal
SnoopCriminal=20

// Seconds time to decay a murder count (default 8*60*60 is 8 hours)
MurderDecayTime=28800

// Amount of murders before we get title
MurderMinCount=5

// Looting or carving a blue player is a crime
LootingIsaCrime=0

// Flag players criminal for helping criminals?
HelpingCriminalsIsaCrime=0

// How long do guards linger about in minutes
GuardLinger=3

// Will guards kill instantly or follow normal combat rules
GuardsInstantKill=0

// Limits the MAXHITS/MAXMANA/MAXSTAM changes
// STAT_FLAG_NORMAL     0x00 // MAX* status allowed (default)
// STAT_FLAG_DENYMAX    0x01 // MAX* denied
// STAT_FLAG_DENYMAXP   0x02 //             .. for players
// STAT_FLAG_DENYMAXN   0x04 //             .. for npcs
StatsFlags=0

// Uses the new LoS algorithm
// ADVANCEDLOS_DISABLED   0x00 // Disabled, use the old method
// ADVANCEDLOS_PLAYER     0x01 // Enabled only for players
// ADVANCEDLOS_NPC        0x02 // Enabled only for NPCs
AdvancedLos=0x01

// Default color settings for characters (name, speech)
//ColorNotoGood=063       // blue
//ColorNotoGuildSame=044  // green (ally)
//ColorNotoCriminal=03b2  // grey (criminal)
//ColorNotoNeutral=03b2   // grey (can be attacked)
//ColorNotoEvil=026       // red
//ColorNotoGuildWar=02b   // orange (enemy guild)
//ColorNotoDefault=03b2   // grey (if not any other)

// Which notoriety flags do pets inherit from their masters? (default 0)
// Set flags to indicate which notoriety statuses a pet can inherit from its owner.
//  NotoGood      = 0x01  // blue
//  NotoGuildSame = 0x02  // green (ally)
//  NotoNeutral   = 0x04  // grey (can be attacked)
//  NotoCriminal  = 0x08  // grey (criminal)
//  NotoGuildWar  = 0x10  // orange (enemy guild)
//  NotoEvil      = 0x20  // red
// e.g. "03a" will show pets as criminal/warring/evil/allied when their master has
//      one of these statuses, regardless of the pet's true notoriety.
//PetsInheritNotoriety=0

///////////////////////////////////////////////////////////////
//////// Server Mechanics
///////////////////////////////////////////////////////////////
// Experimental flags
// Flags for options that affect server behaviour and which might affect compatibility
// See the revisions.txt file for more details on this
// EF_DiagonalWalkCheck         = 00000001
// EF_UNICODE                   = 00000002 // No on Linux
// EF_New_Triggers              = 00000008
// EF_Intrinsic_Locals          = 00000020
// EF_Item_Strict_Comparison    = 00000040
// EF_NewPositionChecks         = 00000080 // Do not set while server is running !!!
// EF_WalkCheck                 = 00000100
// EF_AllowTelnetPacketFilter   = 00000200 // Enables packet filtering for telnet connections as well
// EF_Script_Profiler           = 00000400
// EF_Size_Optimise             = 00000800
// EF_Minimize_Triggers         = 00001000 // Minimize trigger calls (use only 0.51 triggers)
// EF_DamageTools               = 00002000 // damage tools (and fire @damage on them) while mining or lumberjacking
// EF_PetSlots            = 00004000 // INCOMPLETE YET! DO NOT USE until this warning is removed!
// EF_UsePingServer             = 00008000 // Enable the experimental Ping Server (for showing pings on the server list, uses UDP port 12000)
// EF_NPCAct_Triggers           = 00010000 // Enable @NPCSpecialAction and @NPCAction triggers (mutual exclusive with EF_Minimize_Triggers)
// EF_UseNetworkMultiVersion    = 00400000 // Modify EF_UseNetworkMulti so clients prior to 4.0.0 are unaffected (try this if you find EF_UseNetworkMulti negatively affects older clients). - Do not set while server is running !!!
// EF_UseNetworkMulti           = 00800000 // Enable optimized network routines (better) - Do not set while server is running !!!
// EF_Specific                  = 01000000 // Specific behaviour, not completly tested
Experimental=01|0100|08|02000



// Option flags
// Flags for options that affect server behaviour but not compatibility
// See the revisions.txt file for more details on this
// OF_Command_Sysmsgs           = 00000008 //Shows status of hearall, allshow, allmove... commands after toggling them
// OF_OSIMultiSight             = 00000020
// OF_Items_AutoName            = 00000040
// OF_FileCommands              = 00000080
// OF_NoItemNaming              = 00000100
// OF_NoHouseMuteSpeech         = 00000200
// OF_Flood_Protection          = 00001000
// OF_Buffs                     = 00002000
// OF_NoPrefix                  = 00004000 // Add prefix "A" and "An" to itemnames or not
// OF_DyeType                   = 00008000 // if set allows using i_dye on all t_dye_vat instead of only i_dye_tub
// OF_DrinkIsFood               = 00010000 // type T_DRINK will increase FOOD lvl like T_FOOD
// OF_Specific                  = 01000000 // Specific behaviour, not completly tested
OptionFlags=0008|0200|0080|040|02000


// FeatureT2A, used to control T2A expansion features ( default 03 )
// FEATURE_T2A_UPDATE           01 // Monster and Lost lands
// FEATURE_T2A_CHAT             02 // In game chat
FeatureT2A = 03

// FeatureLBR, used to control LBR expansion features ( default 0 )
// FEATURE_LBR_UPDATE           01 // Lbr Monsters
// FEATURE_LBR_SOUND            02 // MP3 instead of MIDI
FeatureLBR = 03

// FeatureAOS, used to control AOS expansion features ( default 0 )
// FEATURE_AOS_UPDATE_A         01 // AOS Monsters, Map
// FEATURE_AOS_UPDATE_B         02 // Tooltip, Fightbook, Necro/paladin on creation, Single/Six char selection screen, Skills, Newer spellbook support
// FEATURE_AOS_POPUP            04 // PopUp Menus
// FEATURE_AOS_DAMAGE           08
FeatureAOS = 01

// FeatureSE, used to control SE expansion features ( default 0 )
// FEATURE_SE_UPDATE            01 // Basic SE features
// FEATURE_SE_NINJASAM          02 // Ninja and Samurai
FeatureSE = 01

// FeatureML, used to control ML expansion features ( default 0 )
// FEATURE_ML_UPDATE            01 // Basic ML features
// FEATURE_ML_NINTHAGE          02 // Unlocks ninth age house designer items
FeatureML = 03

// FeatureKR, used to control KR expansion features ( default 0 ) (still not complete but usable)
// FEATURE_KR_UPDATE_A          01 // Basic KR features
// FEATURE_KR_UPDATE_B          02 // Basic KR features
FeatureKR = 0

// FeatureSA, used to control SA expansion features ( default 0 )
// FEATURE_SA_UPDATE            01 // Unlocks gargoyle character creation and housing items
// FEATURE_SA_MOVEMENT          02 // Activates new movement packets (not good)
FeatureSA = 0


// In game effects to turn on and off
// Messages echoed to the server console while in debug mode
// DEBUGF_NPC_EMOTE     = 00001
// DEBUGF_ADVANCE_STATS = 00002
// DEBUGF_WALKCODES     = 00080 // try the new walk code checking stuff
// DEBUGF_EXP           = 00200 // experience gain/loss
// DEBUGF_LEVEL         = 00400 // experience level changes
// DEBUGF_SCRIPTS       = 00800 // debug flag for scripts
// DEBUGF_LOS           = 01000 // debug flag for AdvancedLOS
// DEBUGF_WALK          = 02000 // debug flag for new walking check stuff
//DebugFlags=00

// Allow rapid Buy/Sell through Buy/Sell agent
AllowBuySellAgent=0

// Console Hears all that is said on the server
HearAll=1

// Secure mode attempts to ignore errors, protect from accidently shutdowns
Secure=1

// Value from 1 to 32, set sectors inactive when unused to conserve resources
SectorSleep=10

// Disconnect inactive socket in x min
DeadSocketTime=5

// Always force a full garbage collection on save
ForceGarbageCollect=1

// Time before restarting when server appears hung (in seconds)
FreezeRestartTime=60

// Length of the game world minute in real world in seconds
GameMinuteLength=60

// Bit Mask of the subjects you want to log when logging is on
// LOGM_ACCOUNTS        0x00080
// LOGM_SAVE            0x00200 // world save status.
// LOGM_CLIENTS_LOG     0x00400 // all clients as they log in and out.
// LOGM_GM_PAGE         0x00800 // player gm pages.
// LOGM_PLAYER_SPEAK    0x01000 // All that the players say.
// LOGM_GM_CMDS         0x02000 // Log all GM commands.
// LOGM_CHEAT           0x04000 // Probably an exploit !
// LOGM_KILLS           0x08000 // Log player combat results.
// LOGM_HTTP            0x10000
//                      0x1ffff // log everything
LogMask=0x00080|0x00400|0x02000|0x10000

// Amount of time to keep map data cached in sec
MapCacheTime=120

// Max NPC chars for a sector to prevent lag
MaxComplexity=128

// Amount of items in one tile so start showing "too many items here"
MaxItemComplexity=25

// Amount of items in one sector to start showing "x items too complex"
MaxSectorComplexity=2048

// Limit the number of cycles the while/for loop can proceed. Setting this to
// zero disables the limitation
MaxLoopTimes=0

// Amount of minutes to call f_onserver_timer (0 disables this, default)
TimerCall=1

// Should sphere record the time it takes to do actions like treating npcs, scripts, clients and such?
// Can be viewed by right clicking the mouse on sphere screen.
Profile=0

///////////////////////////////////////////////////////////////
//////// Magic/Effects Settings
///////////////////////////////////////////////////////////////

// Allow casting while equipped
EquippedCast=1

// Words of power for player using magic
WOPPlayer=1

// Words of power for staff using magic
WOPStaff=1

// Words of power font
//WOPFont=3

// Words of power color
WOPColor=07a1

// Reagents lost if magic fails
ReagentLossFail=1

// Magic requires reagents
ReagentsRequired=1

// What % of hitpoints players will resurrect with. Note, that if you set this
// too low, people with little STR will have problems resurrecting.
HitPointPercentOnRez=33

// How many % of hits will the character loose when starving. 0 disables
//HitsHungerLoss=0

// Amount of skill of lock picking needed to unlock a magically locked door
MagicUnlockDoor=900

// Teleport effect for GMs and players. Setting 0 disables the effect
TeleportEffectNPC=0372a
TeleportEffectPlayers=0372a
TeleportEffectStaff=03709
TeleportSoundNPC=01fe
TeleportSoundPlayers=01fe
TeleportSoundStaff=01f3
///////////////////////////////////////////////////////////////
//////// Experience and Level system
///////////////////////////////////////////////////////////////

// Enable experience system
//ExperienceSystem=0

// Experience system settings:
//  0001    gain experience in combat
//  0002    gain experience in crafts
//  0004    allow experience to go down
//  0008    limit experience decrease by a range witheen a current level
//  0010    auto-init EXP/LEVEL for NPCs if not set in @Create
//  0020    allow trigger @ExpChange
//  0040    allow trigger @ExpLevelChange
//ExperienceMode=0

// If combat experience gain is allowed, use these percents for gaining exp in
// Player versus Monster and Player versus Player combats. Value 0 disables gain.
//ExperienceKoefPVM=100
//ExperienceKoefPVP=100

// Enable levels system (as a part of experience system)
//LevelSystem=0

// Level system settings:
//  linear = 0  (each NextLevelAt exp will give a level up)
//  double = 1  (you need (NextLevelAt * (level+1)) to get a level up)
//LevelMode=1

// Amount of experience to raise to the next level
//LevelNextAt=0
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Atheist
сообщение 30.10.2018, 0:31
Сообщение #6


********

Master
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Код
 // How often for Sphere to save your world (minutes)
SavePeriod=9999*9999*9999

// How many backup levels to keep. Each level means 7 backups done for it.
// So, 10*7 = 70 backup saves will be storied.
BackupLevels=100

это еще что за приколы? (IMG:style_emoticons/default/smile.gif)

поставь например 60 и 3


--------------------
0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, 233, 377, 610, 987, 1597, 2584, 4181, 6765, 10946, 17711, 28657, 46368, 75025...
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Juzzver
сообщение 30.10.2018, 21:02
Сообщение #7


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Цитата
SavePeriod=9999*9999*9999

результат этого умножения даст число превышающие максимальный размер числа int, в результате чего оно получится отрицательным, отсюда и проблема была, что проверка на сейв срабатывала бесконечно, т.к. тайм аут меньше нуля стоит.


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