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5bdf3f4971
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34
BUGS
34
BUGS
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@ -1,34 +0,0 @@
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You think you have found a bug ? Good, now read the list below and check if
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its already known. If you dont find it in the list then follow the bug report
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instructions.
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Known Bugs:
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- tournament support has only first round and it doesnt show the map after
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25 minutes nor it stops the game after 30 minutes
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- there are some reported issues with PG/quickgame (network errors plus people
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getting lost game results when they shouldnt be, unfortunetly we havent been
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able to reproduce those)
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Bug report instructions:
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- first read this webpage and only after you have read it come back:
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http://www.chiark.greenend.org.uk/~sgtatham/bugs.html
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- logon to forums.pvpgn.org (create an account if necesarry)
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- search the support forums (official support or open tech support) if your
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problem was already reported, if it was reported then just add some comments
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to the already opened forum thread if you feel its necesary
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- if you got a new/unknown problem, open a new thread in the open tech support
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forum
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- give a usefull title to the thread, not like "it doesnt work" or "pvpgn sucks"
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couse this messages will just get ignored; you need to describe your problem in
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the tile in few words like "client disconnects in profile view" or "players get
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loss in playgame disconnects" or something like that
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- in the body of the post start with first saying which pvpgn version, on which
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OS (operating system) you run pvpgn, configure command line you used if you
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compiled your source on Unix/Linux
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- after that describe in detail your problem; what exactly did you tried to do,
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what did you expected from PvPGN and what happened wrong; also try before
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reporting the problem to find a way to reproduce the problem, that is to find
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the steps which if someone from the PvPGN team will do then they will get the
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problem too, and describe exactly the reproduction steps
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- thank you for the bug report!
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@ -1,7 +0,0 @@
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ALPHA releases ONLY README
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This release is only intended for profesionals and PvPGN team members. This
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release has not beeing had any testing (it may not even compile). You are on
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your own with this release.
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122
README.cmake
122
README.cmake
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@ -1,122 +0,0 @@
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PvPGN CMake Build Instructions
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===================================
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0. Getting "cmake"
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Before anything you need to make sure you have a cmake (at least version
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2.4.3) installed on the system you wish to compile PvPGN. On Linux/*BSD systems
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this sould probably be provided by your package system one way or another or
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you could try to build cmake from source. Follow the "Readme.txt" from cmake
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sources if you are going over that path.
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Another source of "cmake" may be the binary packages provided by the
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cmake people on www.cmake.org. This is usually the way to get it on
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Windows or exotic Unices. For BeOS you could get it from bebits.com.
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Please note that "cmake" is not a build system by itself but rather a
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"meta" build system. Parsing the cmake input files, cmake will generate
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the build system files to use with your build system (which may be a
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classic Unix style "make" or an IDE such as Visual Studio). cmake calls
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the part of it that generates the project files a "generator" (and is
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configurable).
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1. Running "cmake"
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Now that you have cmake (and also you have the pvpgn sources with the
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cmake support) you should try to run cmake to generate the project files
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(or makefiles, depending on your generator used with cmake). It is
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recommended that you do an "out of source" build, this means you should
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not try to build pvpgn inside the source directory but in a directory
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specially made for building pvpgn.
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Note: the instructions generally follow how to use the cmake command
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line version which is more portable (available everywhere cmake is
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available). For using various cmake GUIs one has to find out himself how
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they work.
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Create a build directory (preferably have it empty), change current
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directory there, run cmake as "cmake /path/to/pvpgn-src" where
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"/path/to/pvpgn-src" is obvioulsy the path to the pvpgn source
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directory. This will have cmake generate the type of project files that
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is default for your platform (which is "Unix Makefiles" on Unix/Linux
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systems or "Visual Studio Project files" on Windows) without any
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additional storage types (ie. no SQL support) and will install pvpgn on
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"make install" in the default location (which is "/usr/local" for Unix
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systems or "<System-Drive>:\\Program Files\\pvpgn" on Windows).
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All these defaults are probably not what you wanted so cmake offers a
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way to customize this by command line flags setting variables or
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selecting the project files generator. Here are some useful options:
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-G "Project Type" : tells cmake to use the "Project Type" project
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files generator; on Unix systems this is by default "Unix Makefiles" and
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on Windows "Visual Studio project files"; other useful values are
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"KDevelop3", "MinGW Makefiles" or "MSYS Makefiles" (the last 2 are
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obviously valid only on Windows)
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-D CMAKE_INSTALL_PREFIX="/path/to" : it will tell cmake to set
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accordingly values so that on "make install" it will install relative to
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"/path/to"
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-D WITH_MYSQL=true : it will tell cmake to check for MySQL
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headers/libraries and if present prepare project files able to compile
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PvPGN with MySQL
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-D WITH_PGSQL=true or -D WITH_SQLITE3=true are similar to WITH_MYSQL
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but for PostgreSQL/SQLite3 storage support
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-D CMAKE_BUILD_TYPE=Debug : build in debug mode (to get meaningfull
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stack traces)
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WARNING: in between 2 cmake runs make sure you remove all build files
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or at least remove the CMakeCache.txt file otherwise you may experience
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strange problems.
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2. Building PvPGN
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After successfully running cmake you are ready to build pvpgn.
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Depending on your project files generator used with cmake you do this in
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various ways. Example: when using "Unix Makefiles" you should just issue
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"make" and it should build your pvpgn binaries. When using some IDE
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project file types such as KDevelop3 or Visual Studio you should run the
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"Build" command of that IDE.
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3. Installing PvPGN
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Again, depending on the type of project files generator you used you
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can install pvpgn to the CMAKE_INSTALL_DIR prefixed location. When using
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the "Unix Makefiles" generator you can use "make install" to do so.
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4. Full examples usage
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4.1 Using cmake on a Unix/Linux system installing pvpgn under "~pvpgn"
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with MySQL support
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$ cd pvpgn-build
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$ cmake -D CMAKE_INSTALL_PREFIX=/home/pvpgn -D WITH_MYSQL ../pvpgn-src
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$ make
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$ make install
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4.2 Using cmake on a Windows (command line prompt) system with mingw32
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> cd pvpgn-build
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> cmake ..\pvpgn-src
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> mingw32-make
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> mingw32-make install
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5. Problems
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cmake building in PvPGN is a young feature as such many issues may
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still arise. If you have problems with cmake please contact us at
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pvpgn-dev@berlios.de (after you subscribe to the mailing list at
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https://lists.berlios.de/mailman/listinfo/pvpgn-dev) or use the bug
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tracker at http://developer.berlios.de/bugs/?group_id=2291 .
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When reporting problems please provide all information such as pvpgn
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version, your platform name/version, exactly what you tried to do (the
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commands used) and exactly the errors you get.
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40
TODO
40
TODO
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PvPGN TODO LIST AND WHATS BEING WORKED ON:
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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Release v2.0-PRO ROADMAP:
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1. DOCUMENTATION (client and server documentation; a FAQ, HOWTO and a file
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describing all configuration options). Site http://pvpgn.pro
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2. i18n or some sort to support different language messages to users
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3. Connectivity with Ghost++ to support DotA
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Stuff not programmed for any specific version release:
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* admin protocol (design an admin protocol and implement the server side and
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a client lib)
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* w3route server and serverside game packets
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* extend/redesign storage to be used by both bnetd and d2cs/d2dbs
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* complete tournament support with crash recovery option
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* anonagame stuff
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a. the new W3 AMM introduced with 1.15 patch
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c. move w3route functions to its own .c/.h file (for w3route server)
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e. tournament stuff
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1. determine how games are limited to 30 minutes & map reveled at 25
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2. complete the process for finals selection
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3. make struct to hold / match / advance / eleminate finals players
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and functions to acomplish this task
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4. add stats recording for tournament games (did race wins)
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* changing data references from accountnames to UIDs ....
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* design a plugins support and move in time all the code in plugins (except
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the core code of course)
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* add some way to be able to read/write specific "runtime changable" bnetd.conf
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entries (like while server is online doing /config "allow_unknown_version" "false")
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* optimize PvPGN using "inline" functions in all "small" functions
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@ -1,29 +0,0 @@
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PvPGN C++ conversion changelog
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================================
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What is this file all about?
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----------------------------
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As some of you might have noticed PvPGN is currently undergoing lots of changes
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while the code is being converted from C to C++. This file is ment to keep
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track of the changes made - and possible implications to users/admins.
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Changes:
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--------
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bnetd/handle_irc*, bnetd_handle_wol*, bnetd/irc.*:
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- merged WOL specific patch (better WOL support, cleaner code seperation)
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bnetd/ladder*:
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- no longer supports output of xml ladder files (at least so far)
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bnetd/mail
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bnetd/adbanner:
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- requires changes in conf/ad.conf (unique id)
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- requires changes in conf/ad.conf (language tag)
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common/fdwatch*:
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- no functional changes
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compat/pdir
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- converted to "Directory" class
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@ -117,7 +117,7 @@ function quiz:stop(username)
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q_records_total[idx].points = t.points
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else
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-- update diff if it was changed to negative
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if q_records_diff[tusername] < 0 then
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if tonumber(q_records_diff[tusername]) < 0 then
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q_records_diff[tusername] = q_records_diff[tusername] + t.points
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end
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q_records_total[idx].points = q_records_total[idx].points + t.points
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Loading…
Add table
Reference in a new issue