/[LeafOK_CVS]/pvpgn-1.7.4/NEWS
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Annotation of /pvpgn-1.7.4/NEWS

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Revision 1.1 - (hide annotations)
Tue Jun 6 03:41:37 2006 UTC (19 years, 9 months ago) by sysadm
CVS Tags: pvpgn_1-7-4-0_MIL
Branch point for: GNU, MAIN
Initial revision

1 sysadm 1.1
2     PvPGN 1.7.x Major Changes And New Features
3     ==============================================
4    
5    
6     o WIN32 GUI for d2cs and d2dbs
7    
8     d2cs and d2bs now feature a new slick GUI if build under WIN32.
9    
10     o Instant startup (partial)
11    
12     PvPGN now can startup in a lot lesser time than before, this is due to
13     code changes which make it not load all accounts at startup. This
14     improvement should be mostly noticed on very high number of accounts
15     servers. Note that currently this happens only to SQL storage types
16     (the file based storage types still load all accounts at startup).
17    
18     o Optimized account loading/saving codes
19    
20     Account loading/saving codes have been rewritten allowing PvPGN to scale
21     a lot better with a high number of online users (ie lower CPU usage).
22    
23     o Better game result calculation
24    
25     Game result decision has been completly changed to use a democratic
26     ellection scheme (ie it bases the decision on the oppinions of the most
27     results). This should solve problems with game results beeing wrong under
28     some situations (like team games).
29    
30     o New WIN32 compiler/enviroment support
31    
32     Now you can compile PvPGN under WIN32 using complete GPL/free build tools
33     by using Dev-C++ project and additional tools (mingw, etc).
34    
35     o Optimized handling of D2 clients
36    
37     Replaced a O(n) search algorithm through the client connection list used
38     mostly by D2 handling functions with a O(1) algorithm.
39    
40     o Optimized timers codes
41    
42     Timers codes have been rewritten so the most used functions complete a
43     lot faster than before. This improves PvPGN CPU usage a lot because some
44     timers functions are used very often inside PvPGN.
45    
46     o Memory management changes and optimizations
47    
48     There has been added some memory management wrappers functions which
49     never fail and thus the calling codes were simplified a lot by removing
50     checks to memory allocation failures. If memory allocation fails PvPGN
51     tries to recover by programming an immediate shutdown and cleaning up
52     some safe memory.
53    
54     o Changed codes to use logged in username instead of account username
55    
56     This change makes PvPGN use the username introduced at login (with the
57     exact case as in login) instead of the account name. This solves some
58     bugs (like could not edit profile in D2 if logged in with different case)
59     and also gets us more close to Battle.Net.
60    
61     o Switched from string based tags to integer based tags
62    
63     Codes have been dramatically changed to use integers for storing of tags
64     (client tags, architecture tags, etc) and thus when comparing tags we use
65     plain integer comparation instead of string comparation. This should
66     reduce CPU usage a lot.
67    
68     o Optimized list handling codes
69    
70     The list API has been changed and the codes have been optimized so it
71     will remove elements from the list upon request and not later, thus
72     eliminating a O(n) search and thus making PvPGN a lot faster.
73    
74     o Unified and extended address translation system
75    
76     We have unified all address translation files and codes to use a single
77     address_translation.conf file for this job. Also the file syntax has
78     been completly changed to be more flexible and allow configuration of
79     almost any thinkable NAT setup.
80    
81     o IRC support reworked
82    
83     IRC client support has been bugfixed, optimized and made to work with a
84     lot more IRC clients.
85    
86     o Unified file based storage
87    
88     File based storage (plain and cdb) have been unified into a single storage
89     backend (called "file") and the mode (plain/cdb) is just a parameter.
90    
91     o Rewritten low level socket multiplexing codes (fdwatch2)
92    
93     The codes which deal with how PvPGN knows which sockets are available for
94     reading/writing have been rewritten with a new interface which does not
95     presume (like the old codes) that the underlying OS allocates socket
96     values "close" (ex. WIN32 systems do not while most Unix based systems do
97     so). The new codes eliminates this presumtion and thus allows WIN32 hosts
98     to support a large number of connections as PvPGN supported Unix based
99     platforms.

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