mirror of
https://github.com/FeralInteractive/gamemode.git
synced 2025-06-06 07:37:21 +02:00
Merge pull request #144 from mdiluz/add-config-hotreloading
Add config hot-reloading
This commit is contained in:
commit
3a2ebd1cdf
@ -37,11 +37,14 @@ POSSIBILITY OF SUCH DAMAGE.
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/* Ben Hoyt's inih library */
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#include "ini.h"
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#include <dirent.h>
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#include <linux/limits.h>
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#include <pthread.h>
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#include <pwd.h>
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#include <stdio.h>
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#include <string.h>
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#include <sys/inotify.h>
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#include <sys/stat.h>
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#include <sys/types.h>
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/* Name and possible location of the config file */
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@ -59,6 +62,9 @@ POSSIBILITY OF SUCH DAMAGE.
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return value; \
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}
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/* The number of current locations for config files */
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#define CONFIG_NUM_LOCATIONS 4
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/**
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* The config holds various details as needed
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* and a rwlock to allow config_reload to be called
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@ -66,7 +72,7 @@ POSSIBILITY OF SUCH DAMAGE.
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struct GameModeConfig {
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pthread_rwlock_t rwlock;
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int inotfd;
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int inotwd;
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int inotwd[CONFIG_NUM_LOCATIONS];
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struct {
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char whitelist[CONFIG_LIST_MAX][CONFIG_VALUE_MAX];
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@ -342,7 +348,7 @@ static void load_config_files(GameModeConfig *self)
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const char *path;
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bool protected;
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};
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struct ConfigLocation locations[] = {
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struct ConfigLocation locations[CONFIG_NUM_LOCATIONS] = {
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{ "/usr/share/gamemode", true }, /* shipped default config */
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{ "/etc", true }, /* administrator config */
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{ config_location_home, false }, /* $XDG_CONFIG_HOME or $HOME/.config/ */
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@ -350,11 +356,12 @@ static void load_config_files(GameModeConfig *self)
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};
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/* Load each file in order and overwrite values */
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for (unsigned int i = 0; i < sizeof(locations) / sizeof(locations[0]); i++) {
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for (unsigned int i = 0; i < CONFIG_NUM_LOCATIONS; i++) {
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char *path = NULL;
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if (locations[i].path && asprintf(&path, "%s/" CONFIG_NAME, locations[i].path) > 0) {
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FILE *f = fopen(path, "r");
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if (f) {
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FILE *f = NULL;
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DIR *d = NULL;
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if ((f = fopen(path, "r"))) {
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LOG_MSG("Loading config file [%s]\n", path);
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load_protected = locations[i].protected;
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int error = ini_parse_file(f, inih_handler, (void *)self);
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@ -364,6 +371,24 @@ static void load_config_files(GameModeConfig *self)
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LOG_MSG("Failed to parse config file - error on line %d!\n", error);
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}
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fclose(f);
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/* Register for inotify */
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/* Watch for modification, deletion, moves, or attribute changes */
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uint32_t fileflags = IN_MODIFY | IN_DELETE_SELF | IN_MOVE_SELF | IN_ATTRIB;
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if ((self->inotwd[i] = inotify_add_watch(self->inotfd, path, fileflags)) == -1) {
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LOG_ERROR("Failed to watch %s, error: %s", path, strerror(errno));
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}
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} else if ((d = opendir(locations[i].path))) {
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/* We didn't find a file, so we'll wait on the directory */
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/* Notify if a file is created, or move to the directory, or if the directory itself
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* is removed or moved away */
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uint32_t dirflags = IN_CREATE | IN_MOVED_TO | IN_DELETE_SELF | IN_MOVE_SELF;
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if ((self->inotwd[i] =
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inotify_add_watch(self->inotfd, locations[i].path, dirflags)) == -1) {
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LOG_ERROR("Failed to watch %s, error: %s", path, strerror(errno));
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}
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closedir(d);
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}
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free(path);
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}
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@ -409,16 +434,104 @@ void config_init(GameModeConfig *self)
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{
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pthread_rwlock_init(&self->rwlock, NULL);
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self->inotfd = inotify_init1(IN_NONBLOCK);
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if (self->inotfd == -1)
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LOG_ERROR(
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"inotify_init failed: %s, gamemode will be able to watch config files for edits!\n",
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strerror(errno));
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for (unsigned int i = 0; i < CONFIG_NUM_LOCATIONS; i++) {
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self->inotwd[i] = -1;
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}
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/* load the initial config */
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load_config_files(self);
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}
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/*
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* Destroy internal parts of config
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*/
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static void internal_destroy(GameModeConfig *self)
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{
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pthread_rwlock_destroy(&self->rwlock);
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for (unsigned int i = 0; i < CONFIG_NUM_LOCATIONS; i++) {
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if (self->inotwd[i] != -1) {
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/* TODO: Error handle */
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inotify_rm_watch(self->inotfd, self->inotwd[i]);
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}
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}
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if (self->inotfd != -1)
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close(self->inotfd);
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}
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/*
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* Re-load the config file
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*/
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void config_reload(GameModeConfig *self)
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{
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load_config_files(self);
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internal_destroy(self);
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config_init(self);
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}
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/*
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* Check if the config needs to be reloaded
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*/
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bool config_needs_reload(GameModeConfig *self)
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{
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bool need = false;
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/* Take a read lock while we use the inotify fd */
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pthread_rwlock_rdlock(&self->rwlock);
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const size_t buflen = sizeof(struct inotify_event) + NAME_MAX + 1;
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char buffer[buflen] __attribute__((aligned(__alignof__(struct inotify_event))));
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ssize_t len = read(self->inotfd, buffer, buflen);
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if (len == -1) {
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/* EAGAIN is returned when there's nothing to read on a non-blocking fd */
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if (errno != EAGAIN)
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LOG_ERROR("Could not read inotify fd: %s\n", strerror(errno));
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} else if (len > 0) {
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/* Iterate over each event we've been given */
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size_t i = 0;
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while (i < (size_t)len) {
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struct inotify_event *event = (struct inotify_event *)&buffer[i];
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/* We have picked up an event and need to handle it */
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if (event->mask & IN_ISDIR) {
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/* If the event is a dir event we need to take a look */
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if (event->mask & IN_DELETE_SELF || event->mask & IN_MOVE_SELF) {
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/* The directory itself changed, trigger a reload */
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need = true;
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break;
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} else if (event->mask & IN_CREATE || event->mask & IN_MOVED_TO) {
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/* A new file has appeared, check the file name */
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if (strncmp(basename(event->name), CONFIG_NAME, strlen(CONFIG_NAME)) == 0) {
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/* This is a gamemode config file, trigger a reload */
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need = true;
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break;
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}
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}
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} else {
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/* When the event isn't a dir event - one of our files has been interacted with
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* in some way, so let's reload regardless of the details
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*/
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need = true;
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break;
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}
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i += sizeof(struct inotify_event) + event->len;
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}
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}
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/* Return the read lock */
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pthread_rwlock_unlock(&self->rwlock);
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return need;
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}
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/*
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@ -426,7 +539,7 @@ void config_reload(GameModeConfig *self)
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*/
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void config_destroy(GameModeConfig *self)
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{
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pthread_rwlock_destroy(&self->rwlock);
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internal_destroy(self);
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/* Finally, free the memory */
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free(self);
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@ -68,6 +68,11 @@ void config_init(GameModeConfig *self);
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*/
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void config_reload(GameModeConfig *self);
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/*
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* Check if the config has changed and will need a reload
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*/
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bool config_needs_reload(GameModeConfig *self);
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/*
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* Destroy a config
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* Invalidates the config
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@ -206,24 +206,35 @@ void game_mode_client_count_changed(void)
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NULL);
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}
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/**
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* Handles the Refresh Config request
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*/
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static int method_refresh_config(sd_bus_message *m, void *userdata,
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__attribute__((unused)) sd_bus_error *ret_error)
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{
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GameModeContext *context = userdata;
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int status = game_mode_reload_config(context);
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return sd_bus_reply_method_return(m, "i", status);
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}
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/**
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* D-BUS vtable to dispatch virtual methods
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*/
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static const sd_bus_vtable gamemode_vtable[] = {
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SD_BUS_VTABLE_START(0),
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SD_BUS_PROPERTY("ClientCount", "i", property_get_client_count, 0,
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SD_BUS_VTABLE_PROPERTY_EMITS_CHANGE),
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SD_BUS_METHOD("RegisterGame", "i", "i", method_register_game, SD_BUS_VTABLE_UNPRIVILEGED),
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SD_BUS_METHOD("UnregisterGame", "i", "i", method_unregister_game, SD_BUS_VTABLE_UNPRIVILEGED),
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SD_BUS_METHOD("QueryStatus", "i", "i", method_query_status, SD_BUS_VTABLE_UNPRIVILEGED),
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SD_BUS_METHOD("RegisterGameByPID", "ii", "i", method_register_game_by_pid,
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SD_BUS_VTABLE_UNPRIVILEGED),
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SD_BUS_METHOD("UnregisterGameByPID", "ii", "i", method_unregister_game_by_pid,
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SD_BUS_VTABLE_UNPRIVILEGED),
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SD_BUS_METHOD("QueryStatusByPID", "ii", "i", method_query_status_by_pid,
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SD_BUS_VTABLE_UNPRIVILEGED),
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SD_BUS_VTABLE_END
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};
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static const sd_bus_vtable gamemode_vtable[] =
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{ SD_BUS_VTABLE_START(0),
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SD_BUS_PROPERTY("ClientCount", "i", property_get_client_count, 0,
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SD_BUS_VTABLE_PROPERTY_EMITS_CHANGE),
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SD_BUS_METHOD("RegisterGame", "i", "i", method_register_game, SD_BUS_VTABLE_UNPRIVILEGED),
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SD_BUS_METHOD("UnregisterGame", "i", "i", method_unregister_game, SD_BUS_VTABLE_UNPRIVILEGED),
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SD_BUS_METHOD("QueryStatus", "i", "i", method_query_status, SD_BUS_VTABLE_UNPRIVILEGED),
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SD_BUS_METHOD("RegisterGameByPID", "ii", "i", method_register_game_by_pid,
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SD_BUS_VTABLE_UNPRIVILEGED),
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SD_BUS_METHOD("UnregisterGameByPID", "ii", "i", method_unregister_game_by_pid,
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SD_BUS_VTABLE_UNPRIVILEGED),
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SD_BUS_METHOD("QueryStatusByPID", "ii", "i", method_query_status_by_pid,
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SD_BUS_VTABLE_UNPRIVILEGED),
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SD_BUS_METHOD("RefreshConfig", "", "i", method_refresh_config, SD_BUS_VTABLE_UNPRIVILEGED),
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SD_BUS_VTABLE_END };
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/**
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* Main process loop for the daemon. Run until quitting has been requested.
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@ -99,6 +99,17 @@ static void game_mode_context_leave(GameModeContext *self);
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static char *game_mode_context_find_exe(pid_t pid);
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static void game_mode_execute_scripts(char scripts[CONFIG_LIST_MAX][CONFIG_VALUE_MAX], int timeout);
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static void start_reaper_thread(GameModeContext *self)
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{
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pthread_mutex_init(&self->reaper.mutex, NULL);
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pthread_cond_init(&self->reaper.condition, NULL);
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self->reaper.running = true;
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if (pthread_create(&self->reaper.thread, NULL, game_mode_context_reaper, self) != 0) {
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FATAL_ERROR("Couldn't construct a new thread");
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}
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}
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void game_mode_context_init(GameModeContext *self)
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{
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if (had_context_init) {
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@ -120,14 +131,25 @@ void game_mode_context_init(GameModeContext *self)
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game_mode_initialise_gpu(self->config, &self->target_gpu);
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pthread_rwlock_init(&self->rwlock, NULL);
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pthread_mutex_init(&self->reaper.mutex, NULL);
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pthread_cond_init(&self->reaper.condition, NULL);
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/* Get the reaper thread going */
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self->reaper.running = true;
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if (pthread_create(&self->reaper.thread, NULL, game_mode_context_reaper, self) != 0) {
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FATAL_ERROR("Couldn't construct a new thread");
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}
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start_reaper_thread(self);
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}
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static void end_reaper_thread(GameModeContext *self)
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{
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self->reaper.running = false;
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/* We might be stuck waiting, so wake it up again */
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pthread_mutex_lock(&self->reaper.mutex);
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pthread_cond_signal(&self->reaper.condition);
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pthread_mutex_unlock(&self->reaper.mutex);
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/* Join the thread as soon as possible */
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pthread_join(self->reaper.thread, NULL);
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pthread_cond_destroy(&self->reaper.condition);
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pthread_mutex_destroy(&self->reaper.mutex);
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}
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void game_mode_context_destroy(GameModeContext *self)
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@ -143,18 +165,8 @@ void game_mode_context_destroy(GameModeContext *self)
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had_context_init = false;
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game_mode_client_free(self->client);
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self->reaper.running = false;
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/* We might be stuck waiting, so wake it up again */
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pthread_mutex_lock(&self->reaper.mutex);
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pthread_cond_signal(&self->reaper.condition);
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pthread_mutex_unlock(&self->reaper.mutex);
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/* Join the thread as soon as possible */
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pthread_join(self->reaper.thread, NULL);
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pthread_cond_destroy(&self->reaper.condition);
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pthread_mutex_destroy(&self->reaper.mutex);
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end_reaper_thread(self);
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/* Destroy the gpu object */
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game_mode_free_gpu(&self->stored_gpu);
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@ -324,6 +336,20 @@ int game_mode_context_num_clients(GameModeContext *self)
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return atomic_load(&self->refcount);
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}
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static int game_mode_apply_client_optimisations(GameModeContext *self, pid_t client)
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{
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/* Store current renice and apply */
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game_mode_apply_renice(self, client, 0 /* expect zero value to start with */);
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/* Store current ioprio value and apply */
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game_mode_apply_ioprio(self, client, IOPRIO_DEFAULT);
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/* Apply scheduler policies */
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game_mode_apply_scheduling(self, client);
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return 0;
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}
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int game_mode_context_register(GameModeContext *self, pid_t client, pid_t requester)
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{
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errno = 0;
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@ -410,21 +436,16 @@ int game_mode_context_register(GameModeContext *self, pid_t client, pid_t reques
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/* Update the list */
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cl->next = self->client;
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self->client = cl;
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pthread_rwlock_unlock(&self->rwlock);
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/* First add, init */
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if (atomic_fetch_add_explicit(&self->refcount, 1, memory_order_seq_cst) == 0) {
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game_mode_context_enter(self);
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}
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/* Store current renice and apply */
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game_mode_apply_renice(self, client, 0 /* expect zero value to start with */);
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game_mode_apply_client_optimisations(self, client);
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/* Store current ioprio value and apply */
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game_mode_apply_ioprio(self, client, IOPRIO_DEFAULT);
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/* Apply scheduler policies */
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game_mode_apply_scheduling(self, client);
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/* Unlock now we're done applying optimisations */
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pthread_rwlock_unlock(&self->rwlock);
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game_mode_client_count_changed();
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@ -438,6 +459,17 @@ error_cleanup:
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return err;
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}
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static int game_mode_remove_client_optimisations(GameModeContext *self, pid_t client)
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{
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/* Restore the ioprio value for the process, expecting it to be the config value */
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game_mode_apply_ioprio(self, client, (int)config_get_ioprio_value(self->config));
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/* Restore the renice value for the process, expecting it to be our config value */
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game_mode_apply_renice(self, client, (int)config_get_renice_value(self->config));
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return 0;
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}
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int game_mode_context_unregister(GameModeContext *self, pid_t client, pid_t requester)
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{
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GameModeClient *cl = NULL;
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@ -491,9 +523,6 @@ int game_mode_context_unregister(GameModeContext *self, pid_t client, pid_t requ
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break;
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}
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/* Unlock here, potentially yielding */
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pthread_rwlock_unlock(&self->rwlock);
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if (!found) {
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LOG_HINTED(
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ERROR,
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@ -503,6 +532,7 @@ int game_mode_context_unregister(GameModeContext *self, pid_t client, pid_t requ
|
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" -- with a nearby 'Removing expired game' which means we cleaned up properly\n"
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" -- (we will log this event). This hint will be displayed only once.\n",
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client);
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pthread_rwlock_unlock(&self->rwlock);
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return -1;
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}
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@ -511,14 +541,13 @@ int game_mode_context_unregister(GameModeContext *self, pid_t client, pid_t requ
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game_mode_context_leave(self);
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}
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game_mode_remove_client_optimisations(self, client);
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/* Unlock now we're done applying optimisations */
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pthread_rwlock_unlock(&self->rwlock);
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game_mode_client_count_changed();
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/* Restore the ioprio value for the process, expecting it to be the config value */
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game_mode_apply_ioprio(self, client, (int)config_get_ioprio_value(self->config));
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||||
/* Restore the renice value for the process, expecting it to be our config value */
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game_mode_apply_renice(self, client, (int)config_get_renice_value(self->config));
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return 0;
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}
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||||
@ -613,6 +642,39 @@ static void game_mode_client_free(GameModeClient *client)
|
||||
free(client);
|
||||
}
|
||||
|
||||
/* Internal refresh config function (assumes no contention with reaper thread) */
|
||||
static void game_mode_reload_config_internal(GameModeContext *self)
|
||||
{
|
||||
LOG_MSG("Reloading config...\n");
|
||||
|
||||
/* Make sure we have a readwrite lock on ourselves */
|
||||
pthread_rwlock_wrlock(&self->rwlock);
|
||||
|
||||
/* Remove current optimisations when we're already active */
|
||||
if (game_mode_context_num_clients(self)) {
|
||||
for (GameModeClient *cl = self->client; cl; cl = cl->next)
|
||||
game_mode_remove_client_optimisations(self, cl->pid);
|
||||
|
||||
game_mode_context_leave(self);
|
||||
}
|
||||
|
||||
/* Reload the config */
|
||||
config_reload(self->config);
|
||||
|
||||
/* Re-apply all current optimisations */
|
||||
if (game_mode_context_num_clients(self)) {
|
||||
/* Start the global context back up */
|
||||
game_mode_context_enter(self);
|
||||
|
||||
for (GameModeClient *cl = self->client; cl; cl = cl->next)
|
||||
game_mode_apply_client_optimisations(self, cl->pid);
|
||||
}
|
||||
|
||||
pthread_rwlock_unlock(&self->rwlock);
|
||||
|
||||
LOG_MSG("Config reload complete\n");
|
||||
}
|
||||
|
||||
/**
|
||||
* We continuously run until told otherwise.
|
||||
*/
|
||||
@ -640,6 +702,12 @@ static void *game_mode_context_reaper(void *userdata)
|
||||
/* Expire remaining entries */
|
||||
game_mode_context_auto_expire(self);
|
||||
|
||||
/* Check if we should be reloading the config, and do so if needed */
|
||||
if (config_needs_reload(self->config)) {
|
||||
LOG_MSG("Detected config file changes\n");
|
||||
game_mode_reload_config_internal(self);
|
||||
}
|
||||
|
||||
ts.tv_sec = time(NULL) + reaper_interval;
|
||||
}
|
||||
|
||||
@ -736,3 +804,23 @@ static void game_mode_execute_scripts(char scripts[CONFIG_LIST_MAX][CONFIG_VALUE
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Reload the current configuration
|
||||
*
|
||||
* Reloading the configuration completely live would be problematic for various optimisation values,
|
||||
* to ensure we have a fully clean state, we tear down the whole gamemode state and regrow it with a
|
||||
* new config, remembering the registered games
|
||||
*/
|
||||
int game_mode_reload_config(GameModeContext *self)
|
||||
{
|
||||
/* Stop the reaper thread first */
|
||||
end_reaper_thread(self);
|
||||
|
||||
game_mode_reload_config_internal(self);
|
||||
|
||||
/* Restart the reaper thread back up again */
|
||||
start_reaper_thread(self);
|
||||
|
||||
return 0;
|
||||
}
|
@ -111,6 +111,11 @@ int game_mode_context_query_status(GameModeContext *self, pid_t pid, pid_t reque
|
||||
*/
|
||||
GameModeConfig *game_mode_config_from_context(const GameModeContext *context);
|
||||
|
||||
/*
|
||||
* Reload the current configuration
|
||||
*/
|
||||
int game_mode_reload_config(GameModeContext *context);
|
||||
|
||||
/** gamemode-env.c
|
||||
* Provides internal API functions specific to working environment
|
||||
* variables.
|
||||
|
@ -1,5 +1,5 @@
|
||||
[general]
|
||||
; The reaper thread will check every 5 seconds for exited clients
|
||||
; The reaper thread will check every 5 seconds for exited clients and for config file changes
|
||||
reaper_freq=5
|
||||
|
||||
; The desired governor is used when entering GameMode instead of "performance"
|
||||
|
Loading…
x
Reference in New Issue
Block a user