Merge pull request from pvpgn/master

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34
BUGS
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You think you have found a bug ? Good, now read the list below and check if
its already known. If you dont find it in the list then follow the bug report
instructions.
Known Bugs:
- tournament support has only first round and it doesnt show the map after
25 minutes nor it stops the game after 30 minutes
- there are some reported issues with PG/quickgame (network errors plus people
getting lost game results when they shouldnt be, unfortunetly we havent been
able to reproduce those)
Bug report instructions:
- first read this webpage and only after you have read it come back:
http://www.chiark.greenend.org.uk/~sgtatham/bugs.html
- logon to forums.pvpgn.org (create an account if necesarry)
- search the support forums (official support or open tech support) if your
problem was already reported, if it was reported then just add some comments
to the already opened forum thread if you feel its necesary
- if you got a new/unknown problem, open a new thread in the open tech support
forum
- give a usefull title to the thread, not like "it doesnt work" or "pvpgn sucks"
couse this messages will just get ignored; you need to describe your problem in
the tile in few words like "client disconnects in profile view" or "players get
loss in playgame disconnects" or something like that
- in the body of the post start with first saying which pvpgn version, on which
OS (operating system) you run pvpgn, configure command line you used if you
compiled your source on Unix/Linux
- after that describe in detail your problem; what exactly did you tried to do,
what did you expected from PvPGN and what happened wrong; also try before
reporting the problem to find a way to reproduce the problem, that is to find
the steps which if someone from the PvPGN team will do then they will get the
problem too, and describe exactly the reproduction steps
- thank you for the bug report!

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ALPHA releases ONLY README
This release is only intended for profesionals and PvPGN team members. This
release has not beeing had any testing (it may not even compile). You are on
your own with this release.

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PvPGN CMake Build Instructions
===================================
0. Getting "cmake"
Before anything you need to make sure you have a cmake (at least version
2.4.3) installed on the system you wish to compile PvPGN. On Linux/*BSD systems
this sould probably be provided by your package system one way or another or
you could try to build cmake from source. Follow the "Readme.txt" from cmake
sources if you are going over that path.
Another source of "cmake" may be the binary packages provided by the
cmake people on www.cmake.org. This is usually the way to get it on
Windows or exotic Unices. For BeOS you could get it from bebits.com.
Please note that "cmake" is not a build system by itself but rather a
"meta" build system. Parsing the cmake input files, cmake will generate
the build system files to use with your build system (which may be a
classic Unix style "make" or an IDE such as Visual Studio). cmake calls
the part of it that generates the project files a "generator" (and is
configurable).
1. Running "cmake"
Now that you have cmake (and also you have the pvpgn sources with the
cmake support) you should try to run cmake to generate the project files
(or makefiles, depending on your generator used with cmake). It is
recommended that you do an "out of source" build, this means you should
not try to build pvpgn inside the source directory but in a directory
specially made for building pvpgn.
Note: the instructions generally follow how to use the cmake command
line version which is more portable (available everywhere cmake is
available). For using various cmake GUIs one has to find out himself how
they work.
Create a build directory (preferably have it empty), change current
directory there, run cmake as "cmake /path/to/pvpgn-src" where
"/path/to/pvpgn-src" is obvioulsy the path to the pvpgn source
directory. This will have cmake generate the type of project files that
is default for your platform (which is "Unix Makefiles" on Unix/Linux
systems or "Visual Studio Project files" on Windows) without any
additional storage types (ie. no SQL support) and will install pvpgn on
"make install" in the default location (which is "/usr/local" for Unix
systems or "<System-Drive>:\\Program Files\\pvpgn" on Windows).
All these defaults are probably not what you wanted so cmake offers a
way to customize this by command line flags setting variables or
selecting the project files generator. Here are some useful options:
-G "Project Type" : tells cmake to use the "Project Type" project
files generator; on Unix systems this is by default "Unix Makefiles" and
on Windows "Visual Studio project files"; other useful values are
"KDevelop3", "MinGW Makefiles" or "MSYS Makefiles" (the last 2 are
obviously valid only on Windows)
-D CMAKE_INSTALL_PREFIX="/path/to" : it will tell cmake to set
accordingly values so that on "make install" it will install relative to
"/path/to"
-D WITH_MYSQL=true : it will tell cmake to check for MySQL
headers/libraries and if present prepare project files able to compile
PvPGN with MySQL
-D WITH_PGSQL=true or -D WITH_SQLITE3=true are similar to WITH_MYSQL
but for PostgreSQL/SQLite3 storage support
-D CMAKE_BUILD_TYPE=Debug : build in debug mode (to get meaningfull
stack traces)
WARNING: in between 2 cmake runs make sure you remove all build files
or at least remove the CMakeCache.txt file otherwise you may experience
strange problems.
2. Building PvPGN
After successfully running cmake you are ready to build pvpgn.
Depending on your project files generator used with cmake you do this in
various ways. Example: when using "Unix Makefiles" you should just issue
"make" and it should build your pvpgn binaries. When using some IDE
project file types such as KDevelop3 or Visual Studio you should run the
"Build" command of that IDE.
3. Installing PvPGN
Again, depending on the type of project files generator you used you
can install pvpgn to the CMAKE_INSTALL_DIR prefixed location. When using
the "Unix Makefiles" generator you can use "make install" to do so.
4. Full examples usage
4.1 Using cmake on a Unix/Linux system installing pvpgn under "~pvpgn"
with MySQL support
$ cd pvpgn-build
$ cmake -D CMAKE_INSTALL_PREFIX=/home/pvpgn -D WITH_MYSQL ../pvpgn-src
$ make
$ make install
4.2 Using cmake on a Windows (command line prompt) system with mingw32
> cd pvpgn-build
> cmake ..\pvpgn-src
> mingw32-make
> mingw32-make install
5. Problems
cmake building in PvPGN is a young feature as such many issues may
still arise. If you have problems with cmake please contact us at
pvpgn-dev@berlios.de (after you subscribe to the mailing list at
https://lists.berlios.de/mailman/listinfo/pvpgn-dev) or use the bug
tracker at http://developer.berlios.de/bugs/?group_id=2291 .
When reporting problems please provide all information such as pvpgn
version, your platform name/version, exactly what you tried to do (the
commands used) and exactly the errors you get.

40
TODO
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PvPGN TODO LIST AND WHATS BEING WORKED ON:
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Release v2.0-PRO ROADMAP:
1. DOCUMENTATION (client and server documentation; a FAQ, HOWTO and a file
describing all configuration options). Site http://pvpgn.pro
2. i18n or some sort to support different language messages to users
3. Connectivity with Ghost++ to support DotA
Stuff not programmed for any specific version release:
* admin protocol (design an admin protocol and implement the server side and
a client lib)
* w3route server and serverside game packets
* extend/redesign storage to be used by both bnetd and d2cs/d2dbs
* complete tournament support with crash recovery option
* anonagame stuff
a. the new W3 AMM introduced with 1.15 patch
c. move w3route functions to its own .c/.h file (for w3route server)
e. tournament stuff
1. determine how games are limited to 30 minutes & map reveled at 25
2. complete the process for finals selection
3. make struct to hold / match / advance / eleminate finals players
and functions to acomplish this task
4. add stats recording for tournament games (did race wins)
* changing data references from accountnames to UIDs ....
* design a plugins support and move in time all the code in plugins (except
the core code of course)
* add some way to be able to read/write specific "runtime changable" bnetd.conf
entries (like while server is online doing /config "allow_unknown_version" "false")
* optimize PvPGN using "inline" functions in all "small" functions

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PvPGN C++ conversion changelog
================================
What is this file all about?
----------------------------
As some of you might have noticed PvPGN is currently undergoing lots of changes
while the code is being converted from C to C++. This file is ment to keep
track of the changes made - and possible implications to users/admins.
Changes:
--------
bnetd/handle_irc*, bnetd_handle_wol*, bnetd/irc.*:
- merged WOL specific patch (better WOL support, cleaner code seperation)
bnetd/ladder*:
- no longer supports output of xml ladder files (at least so far)
bnetd/mail
bnetd/adbanner:
- requires changes in conf/ad.conf (unique id)
- requires changes in conf/ad.conf (language tag)
common/fdwatch*:
- no functional changes
compat/pdir
- converted to "Directory" class

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@ -117,7 +117,7 @@ function quiz:stop(username)
q_records_total[idx].points = t.points
else
-- update diff if it was changed to negative
if q_records_diff[tusername] < 0 then
if tonumber(q_records_diff[tusername]) < 0 then
q_records_diff[tusername] = q_records_diff[tusername] + t.points
end
q_records_total[idx].points = q_records_total[idx].points + t.points