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Comparing deliantra/server/Changes (file contents):
Revision 1.16 by root, Sun May 27 18:06:41 2007 UTC vs.
Revision 1.35 by root, Thu Nov 8 01:48:00 2007 UTC

1Crossfire TRT Server, Maps and Archetypes ChangeLog 1Crossfire TRT Server, Maps and Archetypes ChangeLog.
2 2
32.2 3 - assign weapons on user load time, not login-time, avoiding
4 crashes.
5
62.3 Sat Oct 27 11:22:38 CEST 2007
7 - fixed an important bug that caused passwords to be forgotten.
8 - implement *tag destinations for goto, slaying etc. and use it
9 in some of the maps.
10 - bigworldised many maps (islands as in pupland and aldwulf),
11 which is now trivial to do.
12 - removed all traces of the old (and never working) plug-in interface
13 (70kb code less on amd64).
14 - improve/tune scheduling priorities.
15 - fix some freezing bugs.
16 - fix a memory corruption problem in dynbuf.printf.
17 - use channels for chat and many informational commands.
18 - improved the tutorial.
19 - create missile is now fixed.
20 - race fields must now contain archetypes.
21 - jumping skill now works as advertised.
22
232.2 Tue Sep 11 15:41:24 CEST 2007
24 - relicense under the gnu affero license.
25 - new inscription skill, can only inscribe INSCRIBABLE items.
26 - implement server-side framework for generic resources.
27 - use resource framework for server-provided ambient
28 music.
29 - save object owners (players only atm).
30 - replace limited sound api with server-provided sound effects.
31 - new sc (sound control) protocol command.
32 - improve fxix protocol to include types.
33 - exactly fill tcp segments, if possible.
34 - output-rate is now an upper limit, the server will automatically
35 (and quite perfectly) adjust to the network conditions, ensuring
36 low latency even during bulk transfers (music, images, sounds etc.).
37 - implement server-side widgets (i.e. client widgets controlled
38 in the server side). this will allow future expansion without
39 having to upgrade clients.
40 - implement a (artwork) world map with realtime player position
41 tracking.
42 - new and more efficient extcmd (server still supports old extcmd
43 protocol).
44 - fixed lots of underflow/overflow bugs in diseases and general stats
45 calcluation that could be easily exploited by users.
46 - rebalanced diseases to spread more naturally/evenly.
47 - completely asynchronous map loading even for tiled maps.
48 - replace simple messaging protocol with channels carrying metadata
49 (similar to message types, but more directed at the user).
50 - reduce command processing latency by a whopping 120ms by
51 reordering some processing steps inside the server. this directly
52 reduces lag by 120ms.
53 - actually send spell faces to the client.
54 - implement player genders.
55 - unclean logout/login results in: nothing if map hasn't reset,
56 otherwise return to savebed and possible kill if the log-out
57 was for too long.
58 - fast socket-dead detection (kick player after 8 seconds without ack).
59 - greatly reduce the cpu time needed to draw maps _again_.
60 - archetypes are now subclasses of objects.
61 - rebalanced shop greed and approval functions to be more realistic
62 (and likely match the actual intention).
63 - implement "crossfire pod" format for messages, with working bold,
64 italic, gender-specific text, paragraphs etc.
65 - implemented hint framework, players can opt to receive hints.
66 - implemented (long) book framework, added some books from the cf wiki.
67 - implement generic message framework that uses xml, utf8 for the client
68 protocol and is capable of transmitting generic meta information.
69 - implement (in a suboptimal way) per-player instantiated maps.
70 - replace the nexus by a per-player tutorial map that teaches stuff
71 better than the newbie house.
72 - fix the magicmap colours.
73 - optimise map update even more by removing unneeded code and checks.
74 - decouple map and stats update from pl->ob and use pl->observe instead.
75 - implement observe command.
76 - major speed up in map refresh by replacing most get_map_from_coord
77 calls with a simple comparison.
78 - fix a latent crossfire bug that could crash the server because the
79 map refresh did not update the mapspace.
80 - support custom keys for regions and maps, regions are now
81 refcount-managed.
82 - allow worldmap overlays anywhere in the 000..999 range.
83 - new system to acquire time slices for background jobs, to reduce
84 jitter.
85 - semi-persistent object-referencing framework (currently only players
86 supported).
87 - dependency tracking for perl extensions.
88 - new slag-ex extension for cleaning cauldrons.
89 - fix invoke result processing.
90 - there are even less i/o syncpoints in the server now.
91 - added map-tags extension that scans all maps for object tags
92 and records them in the database (not used yet).
93 - metaserver 2 support.
94 - many more bugfixes and minor optimisations.
4 95
52.1 Sun May 27 04:21:29 CEST 2007 962.1 Sun May 27 04:21:29 CEST 2007
6 - optimised event invocation (non-wanted events can now be 97 - optimised event invocation (non-wanted events can now be
7 skipped with 4-5 inlined instructions). 98 skipped with 4-5 inlined instructions).
8 - complete rewrite of town_portal: it now creates a portal 99 - complete rewrite of town_portal: it now creates a portal
53 - make coroapi accessible to cf+. 144 - make coroapi accessible to cf+.
54 - moved map handling logic completely to perl 145 - moved map handling logic completely to perl
55 - per player maps are now marked in the map 146 - per player maps are now marked in the map
56 - maps are saved completely differently now, 147 - maps are saved completely differently now,
57 and much more often. 148 and much more often.
58 - rewrote map header parser and writer 149 - rewrote map header parser and writer, to be much faster.
59 - maps and players are now (in the average case) loaded 150 - maps and players are now (in the average case) loaded
60 and saved completely asynchronously, I/O contention will no 151 and saved completely asynchronously, I/O contention will no
61 longer freeze the server. 152 longer freeze the server.
62 - players and maps can be loaded anytime, without the player 153 - players and maps can be loaded anytime, without the player
63 being logged in. 154 being logged in.

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