Final polish for 4.3.10.
This commit is contained in:
parent
4b1fb9b924
commit
207cbb86ab
2 changed files with 22 additions and 24 deletions
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@ -1,4 +1,4 @@
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Changes to Empire 4.3.10 - Sun Sep 2 18:01:17 UTC 2007
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Changes to Empire 4.3.10 - Thu Sep 6 17:59:53 UTC 2007
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* Bridge spans now cost $1000 instead of $2000, and bridge towers
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$3000 instead of $7500.
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* The Windows port now supports IPv6, but it still needs to be
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@ -8,16 +8,15 @@ Changes to Empire 4.3.10 - Sun Sep 2 18:01:17 UTC 2007
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that facilitates attacks against the PRNG. This misfeature crept
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into 4.3.0.
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* Remove the ancient, crufty non-UCONTEXT system-dependent LWP code.
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Using it required manual hackery since 4.3.0, and it hasn't been
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missed.
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Using it required manual hackery since 4.3.0.
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* Plug file descriptor leak in add command.
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* Don't kill player connections violently when their thread appears
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to be hung. Threads being aborted by update or shutdown could be
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misidentified as hung, and the violence could lead to resource
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leaks, locked out updates, and corrupted game state.
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* Fix LWP to wake up threads sleeping for a time reliably. Before,
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players with a sufficiently fast connection could starve out
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threads system threads, including the update.
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* Fix LWP to reliably wake up threads sleeping for a time. Before,
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players with a sufficiently fast connection could starve out system
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threads, including the update.
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* Fix a class of bugs that made commands behave differently while the
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update is attempting to take control:
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- No MOB_ACCESS mobility was gained.
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@ -61,10 +60,10 @@ Changes to Empire 4.3.10 - Sun Sep 2 18:01:17 UTC 2007
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- Simplify update to a single thread waiting for the trigger.
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Before, three update threads had to perform a carefully
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choreographed dance to make updates happen. The dance relied on
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thread priorities for correctness, but they're only implemented
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by LWP. With pthreads and under Windows, demand updates were
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prone to two update threads starting up concurrently. Even with
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LWP, forced and demand updates could lead to double updates.
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thread priorities for correctness, which are only implemented by
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LWP. With pthreads and under Windows, demand updates were prone
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to two update threads starting up concurrently. Even with LWP,
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forced and demand updates could lead to double updates.
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- Use a lock for synchronization: commands take it shared, update
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and shutdown take it exclusive. This makes update and shutdown
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block until all aborted commands terminated and gave up their
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@ -73,8 +72,8 @@ Changes to Empire 4.3.10 - Sun Sep 2 18:01:17 UTC 2007
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- New commands no longer fail while the update is pending, they are
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delayed until after the update.
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- New commands can no longer start during shutdown. Before, they
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could, but risked getting killed violently, corrupting the game
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state.
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could, but risked getting killed violently, possibly corrupting
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game state.
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- Fix command execution so that commands blocked in writing
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redirections are abortable. The bug allowed players to delay
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update and shutdown indefinitely.
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@ -7,7 +7,7 @@ new Empire4 Server. This outlines the various changes and how they
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will affect you, the player. These were coded as the Wolfpack project,
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and bug-reports should be sent to <wolfpack@wolfpackempire.com>.
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.NF
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Changes to Empire 4.3.10 - Sun Sep 2 18:01:17 UTC 2007
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Changes to Empire 4.3.10 - Thu Sep 6 17:59:53 UTC 2007
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* Bridge spans now cost $1000 instead of $2000, and bridge towers
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$3000 instead of $7500.
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* The Windows port now supports IPv6, but it still needs to be
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@ -17,16 +17,15 @@ Changes to Empire 4.3.10 - Sun Sep 2 18:01:17 UTC 2007
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that facilitates attacks against the PRNG. This misfeature crept
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into 4.3.0.
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* Remove the ancient, crufty non-UCONTEXT system-dependent LWP code.
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Using it required manual hackery since 4.3.0, and it hasn't been
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missed.
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Using it required manual hackery since 4.3.0.
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* Plug file descriptor leak in add command.
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* Don't kill player connections violently when their thread appears
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to be hung. Threads being aborted by update or shutdown could be
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misidentified as hung, and the violence could lead to resource
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leaks, locked out updates, and corrupted game state.
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* Fix LWP to wake up threads sleeping for a time reliably. Before,
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players with a sufficiently fast connection could starve out
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threads system threads, including the update.
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* Fix LWP to reliably wake up threads sleeping for a time. Before,
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players with a sufficiently fast connection could starve out system
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threads, including the update.
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* Fix a class of bugs that made commands behave differently while the
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update is attempting to take control:
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- No MOB_ACCESS mobility was gained.
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@ -70,10 +69,10 @@ Changes to Empire 4.3.10 - Sun Sep 2 18:01:17 UTC 2007
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- Simplify update to a single thread waiting for the trigger.
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Before, three update threads had to perform a carefully
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choreographed dance to make updates happen. The dance relied on
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thread priorities for correctness, but they're only implemented
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by LWP. With pthreads and under Windows, demand updates were
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prone to two update threads starting up concurrently. Even with
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LWP, forced and demand updates could lead to double updates.
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thread priorities for correctness, which are only implemented by
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LWP. With pthreads and under Windows, demand updates were prone
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to two update threads starting up concurrently. Even with LWP,
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forced and demand updates could lead to double updates.
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- Use a lock for synchronization: commands take it shared, update
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and shutdown take it exclusive. This makes update and shutdown
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block until all aborted commands terminated and gave up their
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@ -82,8 +81,8 @@ Changes to Empire 4.3.10 - Sun Sep 2 18:01:17 UTC 2007
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- New commands no longer fail while the update is pending, they are
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delayed until after the update.
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- New commands can no longer start during shutdown. Before, they
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could, but risked getting killed violently, corrupting the game
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state.
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could, but risked getting killed violently, possibly corrupting
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game state.
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- Fix command execution so that commands blocked in writing
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redirections are abortable. The bug allowed players to delay
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update and shutdown indefinitely.
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