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		    PvPGN 1.7.x Major Changes And New Features		  ============================================== o Westwood Online (WOL) support    This is a historic moment in the life of the PvPGN project. For the first     time a different gaming network than Battle.net is supported with PvPGN.     Current supports includes almost complete support for Tiberian Sun (TS)     and basic support for Red Alert 2 (RA2) and Yuri's Revenge (YR). o WIN32 GUI for d2cs and d2dbs    d2cs and d2bs now feature a new slick GUI if build under WIN32. o Instant startup (partial)    PvPGN now can startup in a lot lesser time than before, this is due to     code changes which make it not load all accounts at startup. This     improvement should be mostly noticed on very high number of accounts     servers. Note that currently this happens only to SQL storage types     (the file based storage types still load all accounts at startup). o Optimized account loading/saving codes    Account loading/saving codes have been rewritten allowing PvPGN to scale     a lot better with a high number of online users (ie lower CPU usage). o Better game result calculation    Game result decision has been completly changed to use a democratic     ellection scheme (ie it bases the decision on the oppinions of the most     results). This should solve problems with game results beeing wrong under     some situations (like team games). o New WIN32 compiler/enviroment support    Now you can compile PvPGN under WIN32 using complete GPL/free build tools     by using Dev-C++ project and additional tools (mingw, etc). o Optimized handling of D2 clients    Replaced a O(n) search algorithm through the client connection list used     mostly by D2 handling functions with a O(1) algorithm. o Optimized timers codes    Timers codes have been rewritten so the most used functions complete a     lot faster than before. This improves PvPGN CPU usage a lot because some     timers functions are used very often inside PvPGN. o Memory management changes and optimizations    There has been added some memory management wrappers functions which     never fail and thus the calling codes were simplified a lot by removing     checks to memory allocation failures. If memory allocation fails PvPGN     tries to recover by programming an immediate shutdown and cleaning up     some safe memory. o Changed codes to use logged in username instead of account username    This change makes PvPGN use the username introduced at login (with the     exact case as in login) instead of the account name. This solves some     bugs (like could not edit profile in D2 if logged in with different case)     and also gets us more close to Battle.Net. o Switched from string based tags to integer based tags    Codes have been dramatically changed to use integers for storing of tags     (client tags, architecture tags, etc) and thus when comparing tags we use     plain integer comparation instead of string comparation. This should     reduce CPU usage a lot. o Optimized list handling codes    The list API has been changed and the codes have been optimized so it     will remove elements from the list upon request and not later, thus     eliminating a O(n) search and thus making PvPGN a lot faster. o Unified and extended address translation system    We have unified all address translation files and codes to use a single     address_translation.conf file for this job. Also the file syntax has     been completly changed to be more flexible and allow configuration of     almost any thinkable NAT setup. o IRC support reworked    IRC client support has been bugfixed, optimized and made to work with a     lot more IRC clients. o Unified file based storage    File based storage (plain and cdb) have been unified into a single storage     backend (called "file") and the mode (plain/cdb) is just a parameter. o Rewritten low level socket multiplexing codes (fdwatch2)    The codes which deal with how PvPGN knows which sockets are available for     reading/writing have been rewritten with a new interface which does not     presume (like the old codes) that the underlying OS allocates socket     values "close" (ex. WIN32 systems do not while most Unix based systems do     so). The new codes eliminates this presumtion and thus allows WIN32 hosts     to support a large number of connections as PvPGN supported Unix based     platforms. o Added more storage types: SQLite3 and ODBC    With 1.7.x PvPGN now supports besides the MySQL/PostgreSQL SQL backends     also SQLite3 (www.sqlite.org) and ... ODBC SQL engine !! This means that     theoretically now you should be able to use PvPGN with almost any SQL     engine as long as an ODBC driver exists for it. 

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