4 players online
// Disconnect inactive socket in x min
DeadSocketTime=5
// Maximum number of packets to send per tick
MaxPacketsPerTick=150
// Number of connections a client can make before being blocked
MaxPings=15
// Maximum number of packets before lowering packet priorities (0 for no limit)
MaxQueueSize=150
// Maximum number of bytes to send per tick (also governs maximum size of outgoing packets)
MaxSizePerTick=18000
// Time (in seconds) to remember previous connection history
NetTTL=300
///
// Number of network threads to create in order to split the network i/o workload
// (0 for no additional threads: run all the code on the main thread)
// WARNING: values > 0 are still experimental, and may cause server crash/instability (or not).
// If Sphere crashes, this is the first setting to revert!
NetworkThreads = 0
// Priority of each network thread (valid only if NetworkThreads >= 1)
// 1 = Normal = tick 100ms
// 2 = High = tick 50ms
// 3 = Highest = tick 5ms
// 4 = RealTime = tick almost instantly
NetworkThreadPriority = 0
// Use asynchronous data sends, valid for both single and multi threaded networking
// WARNING: changing this setting at runtime may produce unexpected behaviour!
// 0 = Off
// 1 = Always on (it may not work for older clients!)
// 2 = On for 4.0.0+ game clients only
UseAsyncNetwork=0
///
// Prioritize outgoing packets (provides a smoother experience in crowded areas)
UsePacketPriority=0
// Enables an additional buffer for outgoing data
UseExtraBuffer=1
// Tooltip modes
// 0 = Always send full tooltip
// 1 = Wait for client to request full tooltip
TooltipMode=1
// Time (in seconds) to cache tooltip data
TooltipCache=30