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Comparing deliantra/server/Changes (file contents):
Revision 1.9 by root, Fri Apr 27 02:20:21 2007 UTC vs.
Revision 1.28 by root, Sun Sep 9 12:52:48 2007 UTC

1Crossfire TRT Server ChangeLog 1Crossfire TRT Server, Maps and Archetypes ChangeLog.
2 2
32.1 32.2
4 - relicense under the gnu affero license.
5 - new inscription skill, can only inscribe INSCRIBABLE items.
6 - implement server-side framework for generic resources.
7 - use resource framework for server-provided ambient
8 music.
9 - save object owners (players only atm).
10 - replace limited sound api with server-provided sound effects.
11 - new sc (sound control) protocol command.
12 - improve fxix protocol to include types.
13 - exactly fill tcp segments, if possible.
14 - output-rate is now an upper limit, the server will automatically
15 (and quite perfectly) adjust to the network conditions, ensuring
16 low latency even during bulk transfers (music, images, sounds etc.).
17 - implement server-side widgets (i.e. client widgets controlled
18 in the server side). this will allow future expansion without
19 having to upgrade clients.
20 - implement a (artwork) world map with realtime player position
21 tracking.
22 - new and more efficient extcmd (server still supports old extcmd
23 protocol).
24 - fixed lots of underflow/overflow bugs in diseases and general stats
25 calcluation that could be easily exploited by users.
26 - rebalanced diseases to spread more naturally/evenly.
27 - completely asynchronous map loading even for tiled maps.
28 - replace simple messaging protocol with channels carrying metadata
29 (similar to message types, but more directed at the user).
30 - reduce command processing latency by a whopping 120ms by
31 reordering some processing steps inside the server. this directly
32 reduces lag by 120ms.
33 - actually send spell faces to the client.
34 - implement player genders.
35 - unclean logout/login results in: nothing if map hasn't reset,
36 otherwise return to savebed and possible kill if the log-out
37 was for too long.
38 - fast socket-dead detection (kick player after 8 seconds without ack).
39 - greatly reduce the cpu time needed to draw maps _again_.
40 - archetypes are now subclasses of objects.
41 - rebalanced shop greed and approval functions to be more realistic
42 (and likely match the actual intention).
43 - implement "crossfire pod" format for messages, with working bold,
44 italic, gender-specific text, paragraphs etc.
45 - implemented hint framework, players can opt to receive hints.
46 - implemented (long) book framework, added some books from the cf wiki.
47 - implement generic message framework that uses xml, utf8 for the client
48 protocol and is capable of transmitting generic meta information.
49 - implement (in a suboptimal way) per-player instantiated maps.
50 - replace the nexus by a per-player tutorial map that teaches stuff
51 better than the newbie house.
52 - fix the magicmap colours.
53 - optimise map update even more by removing unneeded code and checks.
54 - decouple map and stats update from pl->ob and use pl->observe instead.
55 - implement observe command.
56 - major speed up in map refresh by replacing most get_map_from_coord
57 calls with a simple comparison.
58 - fix a latent crossfire bug that could crash the server because the
59 map refresh did not update the mapspace.
60 - support custom keys for regions and maps, regions are now
61 refcount-managed.
62 - allow worldmap overlays anywhere in the 000..999 range.
63 - new system to acquire time slices for background jobs, to reduce
64 jitter.
65 - implement new observe command.
66 - semi-persistent object-referencing framework (currently only players
67 supported).
68 - dependency tracking for perl extensions.
69 - new slag-ex extension for cleaning cauldrons.
70 - server clamps some stats now to avoid over/underflow.
71 - fix invoke result processing.
72 - there are even less i/o syncpoints in the server now.
73 - metaserver 2 support.
74 - many more bugfixes and minor optimisations.
75
762.1 Sun May 27 04:21:29 CEST 2007
77 - optimised event invocation (non-wanted events can now be
78 skipped with 4-5 inlined instructions).
79 - complete rewrite of town_portal: it now creates a portal
80 to the "nearest" town only, travel is only possible
81 to the town and back, anybody can use it (also removes
82 one of the remaining syncpoints in the server).
83 - complete rewrite of the range/attack skill slot system:
84 there are now two slots, one for combat, one for ranged
85 attacks.
86 - introduce the concept of a current weapon (either a ranged
87 or a combat weapon/skill/tool) and switch between them as
88 needed.
89 - rewrite bow code so bows get more useful: apply damage,
90 attacktype and other stats to the arrows and treat
91 bows as weapons. also rebalance the missile weapons skill
92 so its damage increases with level.
93 - rewrite the complete player speed logic: weapon_speed now
94 works as documented and there are no unnatural speed boosts.
4 - implement a utility - cfutil - that simplifies arch and map 95 - implement a utility - cfutil - that simplifies arch and map
5 installation, replacing the old collect scripts and 96 installation, replacing the old collect scripts and
6 simplying deployment by scaling and cutting faces as required. 97 simplying deployment by scaling and cutting faces as required.
7 - simplify the map protocol extensively by taking advantage 98 - simplify the map protocol extensively by taking advantage
8 of missing bigfaces, speeding up map generation immensely. 99 of missing bigfaces, speeding up map generation immensely.
13 - make the worldmap, facedata (smoothing, faces, magicmap) 104 - make the worldmap, facedata (smoothing, faces, magicmap)
14 reloadable at runtime. 105 reloadable at runtime.
15 - implement 64x64 faceset support. 106 - implement 64x64 faceset support.
16 - implement fxixsx protocol that saves 107 - implement fxixsx protocol that saves
17 a lot of bandwidth over the old image/face/smooth packets 108 a lot of bandwidth over the old image/face/smooth packets
18 and allows images > packetsize. 109 and allows images > packetsize, incremental and background
110 transfers.
19 - implement a bandwidth-saving smoothing protocol that works 111 - implement a bandwidth-saving smoothing protocol that works
20 on a face basis as opposed to a mapspace basis. 112 on a face basis as opposed to a mapspace basis.
21 - the server can now rate-limit image uploads to not exceed 113 - the server can now rate-limit image uploads to not exceed
22 a certain (client-configurable) speed while guarenteeing full 114 a certain (client-configurable) speed while guarenteeing full
23 freedom of movement. 115 freedom of movement.
24 - implement new ex command to request item descriptions. 116 - implement new ex command to request item descriptions.
25 - implement new msg command for in-game messages with meta 117 - implement new msg command for in-game messages with meta
26 information (using xml). 118 information (using xml).
27 - enforce utf-8 for all text messages. 119 - enforce utf-8 for all text messages.
120 - added micropather (not used yet).
28 - many, many bugfixes. 121 - many, many bugfixes.
29 122
302.0 Tue Mar 6 15:22:53 CET 2007 1232.0 Tue Mar 6 15:22:53 CET 2007
31 - make coroapi accessible to cf+. 124 - make coroapi accessible to cf+.
32 - moved map handling logic completely to perl 125 - moved map handling logic completely to perl
33 - per player maps are now marked in the map 126 - per player maps are now marked in the map
34 - maps are saved completely differently now, 127 - maps are saved completely differently now,
35 and much more often. 128 and much more often.
36 - rewrote map header parser and writer 129 - rewrote map header parser and writer, to be much faster.
37 - maps and players are now (in the average case) loaded 130 - maps and players are now (in the average case) loaded
38 and saved completely asynchronously, I/O contention will no 131 and saved completely asynchronously, I/O contention will no
39 longer freeze the server. 132 longer freeze the server.
40 - players and maps can be loaded anytime, without the player 133 - players and maps can be loaded anytime, without the player
41 being logged in. 134 being logged in.

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