- automake insists on naming all libdirs .../cfserver now. i have to concur :/ - correctly reattach to players on reload, this likely fixes the reload crash bug. - init env vars very early, so perl gets to see them.
kick in perl
likely fix the freeze-on-quit bug, also nuke in-memory apartments on quit
- prepare find_style_map rewrite - move pick_random_object to maptile:: - make pick_random_object fair overe the numbe rof monsters and no longer prefer big monsters.
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- identified random memory corrutpion bug - fixed most likely cause for bug above - rewrote object loader etc. into a simple one-line lookahead parser. - rewrote/cleaned up archetype, treasure, artifact, formula parser. - some optimisations / cleanups
- implement worldmap underlay and regionset and fill in C++, resulting in a *major* speedup in worldmap loading. - use first arch (e.g. deep_sea) and first region (e.g. panthalassia) to fill maps outside the world: less hardcoded content data. - fix ext/rent.ext to actually check again for entrance. - temporarily remembver previous map in $ob->{_prev_pos} (HACK to make ext/rent.ext work).
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- implement per-space regions
fix the exit is closed... message by stringifying map objects to paths in normalise
- avoid negative event priorities like the plague. they are actually worse because they introduce random memory corruption and endless loops and worse, if worse exists. - aggressively swap out maps when #actives exceeds threshold - sweep and cede after server tick - increase player command handling priorities, just in case. - fix a bug in mortal checking, this was the reason for the enourmous memory leaks in map-world.ext - mark c++-side watchers as non-reentrant
simplify and upgrade configury
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- micro-optimised hit_map and ok_to_put_more, this immensely helped reduce load on dense maps. - introduced xy_normalise, which is imho a saner interface and much faster than get_map_flags so should be used in new code (and time-critical code).
- potentially fix the bug associated with 2007-01-14 18:51:45.228 find_nearest_living_creature: map /mlab/cwdccastleofmarquis3 (40,44) has is_alive set but did not find a monster? a) the mesage seemed to be totally bogus. P_IS_ALIVE means something with FLAG_IS_ALIVE is here, not a monster or anything else. b) map flags caching was disabled due to my stupidity, probably causing high cpu usage. c) ymmv
fix 'object lacks animation' continued reporting. maps should use 'animation', not 'animation NONE'
this seems to fix the random map closed bug... but why?
minor stuff
fix nimbus reset etc.
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further todos
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- start pluggable map types framework - mvoe random map handling out of the core
- disabled stuff that might cause instabilities at the cost of certain (controlled) additional memory usage. - minor changes to improve the stability,
added a note
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another todo item
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moved some todo stuff
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fix perl class for archetype, never free once-allocated objects, or destruct them, there are too many long-lived references (and refcount doesn't help, likely because it isn't correctly being incremented/decremented).
Changes... - alternative shstr representation, saves code - use glibs splice memory allocator (seems slower) - use simpler memory/lifetime management for objects, no recycling
never, ever optimise if you don't need to
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