Features (that I can remember)
- uses less RAM (30,000kb with a couple of maps loaded)
- fixed a major issue concerning an infinite loop
- maps now contain two permission parameters (one for building and one for visiting). They can be set via the /perbuild and /pervisit commands (TODO: Merge these commands into one)
- Doors are more stable now and can be activated by anyone (apparently only op and up were able to :/)
- New level generator using the fault algorithm. It can generate Mountain, Ocean, Island, and Flat terrains (activated via /newlvl)
- Logger no longer crashes (thank goodness)
byte[] tempbuffer = new byte[0xFF];
socket.BeginReceive(tempbuffer, // buffer to receive to
0, // offset
tempbuffer.Length, // maximum amount to receive
SocketFlags.None,
new ASyncCallback(Receive),
this);
private void Receive(IAsyncResult result)
{
socket.EndReceive(result);
// parse packets
socket.BeginReceive(tempbuffer, // buffer to receive to
0, // offset
tempbuffer.Length, // maximum amount to receive
SocketFlags.None,
new ASyncCallback(Receive),
this);
}
basically, when I receive the packet, I hand it off to a new function which will parse it. After handing it off I then loop back and repeat.
Canadian_x360a: Players.dna doesn't do ANYTHING, it doesn't affect ranks, it doesn't affect the server in anyway other than idiotic errors due to poor programming. It will be removed and you won't have to worry about it anymore.
Ulrich, i've noticed that when you respond to a post you never address all the question in it. Why? I personally find it annoying if i ask three questions and only two get addressed.
In what way did I not address the question? I gave an answer based on my own experience.
EDIT: also, I will be adding the ability to execute certain commands from the console
Also 1 thing, there is a HUUUGGGEE BUUGG! When anyone does /bind insertrandomnesshere orhere or another faulty command the server starts LAAGGING like HELL! And it DOESNT STOP! I have to REESTART the SERVER!
NeatNit found this and reported it a couple of days ago, it was caused by a number which was off by one (256 vs 255) and so anytime the server would fail to parse a block name an infinite loop was created. it's been fixed.
the new version (will be released soon) runs much better (doesn't max out my CPU anymore :biggrin.gif:) and has a new level generator thanks to fragmer. It also has level permissions which determine what ranks can visit/build on a level (don't worry, your old maps will be converted automatically). File logging has also been improved thanks to our new member Pidgeon.
first off, MCSharp does not use 2GB RAM. I run vista which uses 1.5GB to run idle :/ MCSharp just bumps it up to 2GB that's 512MB used by the server with 2 medium maps running.
and when you think of it. maps store blocks as bytes (at best). 256^3 blocks = 16,777,216 bytes = about 16MB
secondly yes we are going to lower the RAM usage... hopefuly
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New version hot off the... compiler...
Features (that I can remember)
- uses less RAM (30,000kb with a couple of maps loaded)
- fixed a major issue concerning an infinite loop
- maps now contain two permission parameters (one for building and one for visiting). They can be set via the /perbuild and /pervisit commands (TODO: Merge these commands into one)
- Doors are more stable now and can be activated by anyone (apparently only op and up were able to :/)
- New level generator using the fault algorithm. It can generate Mountain, Ocean, Island, and Flat terrains (activated via /newlvl)
- Logger no longer crashes (thank goodness)
http://day7tech.com/minecraft
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EDIT: PLEASE take the time to read both this topic and the readme included with the release before asking any further questions
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basically, when I receive the packet, I hand it off to a new function which will parse it. After handing it off I then loop back and repeat.
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There was an advbuilder glitch but I believe it was fixed in the dev version
messages.txt just reads each line as a message and displays one every 5 minutes I believe.
The 5 map limit is set internally (as in, the array of maps can only hold 5) there's no way to bypass it short of editing the source.
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256x64x256 would be fine
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In what way did I not address the question? I gave an answer based on my own experience.
EDIT: also, I will be adding the ability to execute certain commands from the console
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NeatNit found this and reported it a couple of days ago, it was caused by a number which was off by one (256 vs 255) and so anytime the server would fail to parse a block name an infinite loop was created. it's been fixed.
the new version (will be released soon) runs much better (doesn't max out my CPU anymore :biggrin.gif:) and has a new level generator thanks to fragmer. It also has level permissions which determine what ranks can visit/build on a level (don't worry, your old maps will be converted automatically). File logging has also been improved thanks to our new member Pidgeon.
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and when you think of it. maps store blocks as bytes (at best). 256^3 blocks = 16,777,216 bytes = about 16MB
secondly yes we are going to lower the RAM usage... hopefuly