fix longstanding refcnt bug: socket was zereoing wrong flags field
very very aggressive tcp keepalive - tghis might time out connections in 4 seconds
doh
find mss value for future use
- make face caching mandatory, and pester users to enable it - implement rate-limiting, for images only right now - implement and document output-rate command to set rate limit. - default 1mbit.
- send smooth faces automatically with their base face, anything else just complictaes everything and clients who want smoothing would requets the face anyways. - this reduces the size of struct client considerably, from 300k to about 300k (whoops).
- MAJOR CHANGE - you now need to use cfutil to install arches. - former bigfaces are broken in the server - bigfaces are no longer supported. at all. - use face numbers instead of pointers * saves lotsa space * saves lotsa indirections * saves lots(?) cpu cycles - completely rewrote face handling - faces can now be added at runtime - reload will add new faces - this does not apply to animations - use a hastable instead of binary search (faster) for faces - face caching is broken - facesets are gone - server always reports MAX_FACES to any client who asks
clean up makefiles, add dummy pod.pm
- 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
comments
- move most last_* values into socket, where they belong - this actually saved a lot of space in the text segment, which might mean less complicated pointer accesses, because the data is no where it belongs, mostly.
""
added some copyrights
fix crash when flush destroys a socket
- small, but subtle, rewrite of object management - perl will now keep attachable objects alive - objects are now refcounted - refcouts need to be tested explicitly (refcnt_chk) - explicit destroy is required current - explicit destroy asks "nicely" for the object to self destruct, if possible - refcounts will be used during mortal killing - minor bugfixes, optimisations etc. - some former hacks removed.
- preliminary check in, stuff is rudimentarily working - moved most of the player creation process into a perl coroutine - changed internal design of player management to not reuse and morph the object in funny ways. should be safer and much nicer to handle. - got rid of some annoying hacks, such as clear() (TODO: get rid of player_pod and other stuff now unnecessary?)
- add preliminary per-client coroutine support (I do not threaten, I act :) - moved global events to cf::global
- made state a per-client variable (that does not magically make state a per-client thing!) - rename player->socket to player->ns. its not a good name for "client", but it is an historical artifact, and better than "socket".
- made client a first-class crossfire-perl object (its attachable), but perl support is missing. - added some client events - fixed reply not working after logout
- minor cleanups - minor optimisations (in_player vs. is_player_inv) - added P_PLAYER map flag - some (dead) concept code
re-enable async command execution
thats the crash bug
overoptimise our sockets
- clean up some code - fix some possible (minor) bugs - use a bitset for anims_sent - fix a memory leak - removed dead code
- socket i/o is completely asynchronous now - some command sare handled immediately - others (most palying related commands) are queued for later (as of now synchronous) processing - specifying a max queue length (in seconds) is possible, but disabled - also add some syntax sugar for network code
the rename for sanity campaign hits you died - renamed stuff - partially updated copyrights - some cleanups
- implement event watcher autoncancellation on reload - used it everywhere - removed lots of compatibility cruft - configure does no longer check for mandatory unix functionality/headers - confgiure now runs much faster
- write() is now independent of server ticks and will be done immediately - get rid of CORK hack, it is no longer necessary
- implement c++ interface to Event->io watchers - cut number of write()'s the server does in half
- rewrote most of the socket loop code - moved connection accept into tcp.ext - no evil socket copying anymore, needs more cleanups
moar\! rewrite\!
moar rewrite
(intermediate check-in for recoverability)
- further cleanup and rewrite - fix a potential crash in "lock" and "mark" packets
- medium decruftification - medium cleanups - make settings accessible to perl using cf::settings->mutator (completely untested)
removed #ifn?def WIN32 from all files
added many accessors and mutators to struct player, including *title* and (hint, hint) *own_title*
indent
indent
remove compression support, intiialise perl earlier etc. etc.
expand initial tabs to spaces
workaorund for client mapscroll overflow
support health stats in an extensible way in map1
get rid of esrv_map_scroll and MapNewmapCmd, map update will handle it automatically
Made server compile with C++. Removed cfanim plugin and crossedit. C++ here we come.
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