113 lines
No EOL
4.7 KiB
Text
113 lines
No EOL
4.7 KiB
Text
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PvPGN 1.7.x Major Changes And New Features
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==============================================
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o Westwood Online (WOL) support
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This is a historic moment in the life of the PvPGN project. For the first
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time a different gaming network than Battle.net is supported with PvPGN.
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Current supports includes almost complete support for Tiberian Sun (TS)
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and basic support for Red Alert 2 (RA2) and Yuri's Revenge (YR).
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o WIN32 GUI for d2cs and d2dbs
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d2cs and d2bs now feature a new slick GUI if build under WIN32.
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o Instant startup (partial)
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PvPGN now can startup in a lot lesser time than before, this is due to
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code changes which make it not load all accounts at startup. This
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improvement should be mostly noticed on very high number of accounts
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servers. Note that currently this happens only to SQL storage types
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(the file based storage types still load all accounts at startup).
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o Optimized account loading/saving codes
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Account loading/saving codes have been rewritten allowing PvPGN to scale
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a lot better with a high number of online users (ie lower CPU usage).
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o Better game result calculation
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Game result decision has been completly changed to use a democratic
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ellection scheme (ie it bases the decision on the oppinions of the most
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results). This should solve problems with game results beeing wrong under
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some situations (like team games).
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o New WIN32 compiler/enviroment support
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Now you can compile PvPGN under WIN32 using complete GPL/free build tools
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by using Dev-C++ project and additional tools (mingw, etc).
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o Optimized handling of D2 clients
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Replaced a O(n) search algorithm through the client connection list used
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mostly by D2 handling functions with a O(1) algorithm.
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o Optimized timers codes
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Timers codes have been rewritten so the most used functions complete a
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lot faster than before. This improves PvPGN CPU usage a lot because some
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timers functions are used very often inside PvPGN.
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o Memory management changes and optimizations
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There has been added some memory management wrappers functions which
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never fail and thus the calling codes were simplified a lot by removing
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checks to memory allocation failures. If memory allocation fails PvPGN
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tries to recover by programming an immediate shutdown and cleaning up
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some safe memory.
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o Changed codes to use logged in username instead of account username
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This change makes PvPGN use the username introduced at login (with the
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exact case as in login) instead of the account name. This solves some
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bugs (like could not edit profile in D2 if logged in with different case)
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and also gets us more close to Battle.Net.
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o Switched from string based tags to integer based tags
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Codes have been dramatically changed to use integers for storing of tags
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(client tags, architecture tags, etc) and thus when comparing tags we use
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plain integer comparation instead of string comparation. This should
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reduce CPU usage a lot.
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o Optimized list handling codes
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The list API has been changed and the codes have been optimized so it
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will remove elements from the list upon request and not later, thus
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eliminating a O(n) search and thus making PvPGN a lot faster.
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o Unified and extended address translation system
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We have unified all address translation files and codes to use a single
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address_translation.conf file for this job. Also the file syntax has
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been completly changed to be more flexible and allow configuration of
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almost any thinkable NAT setup.
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o IRC support reworked
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IRC client support has been bugfixed, optimized and made to work with a
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lot more IRC clients.
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o Unified file based storage
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File based storage (plain and cdb) have been unified into a single storage
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backend (called "file") and the mode (plain/cdb) is just a parameter.
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o Rewritten low level socket multiplexing codes (fdwatch2)
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The codes which deal with how PvPGN knows which sockets are available for
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reading/writing have been rewritten with a new interface which does not
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presume (like the old codes) that the underlying OS allocates socket
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values "close" (ex. WIN32 systems do not while most Unix based systems do
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so). The new codes eliminates this presumtion and thus allows WIN32 hosts
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to support a large number of connections as PvPGN supported Unix based
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platforms.
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o Added more storage types: SQLite3 and ODBC
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With 1.7.x PvPGN now supports besides the MySQL/PostgreSQL SQL backends
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also SQLite3 (www.sqlite.org) and ... ODBC SQL engine !! This means that
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theoretically now you should be able to use PvPGN with almost any SQL
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engine as long as an ODBC driver exists for it.
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