X-Git-Url: http://git.sourceforge.jp/view?p=shogi-server%2Fshogi-server.git;a=blobdiff_plain;f=changelog;h=a9b20951da37cc72092b070fbe65bb6c24abd7fa;hp=2211823512e39cb7f1bb656ba496d92d235db8a1;hb=9c4dad06f7ea9b2aefeb5dfdc5b6be234fe745d7;hpb=ccd953e7b54b086ba7a7880f9ae6a34091c95609 diff --git a/changelog b/changelog index 2211823..a9b2095 100644 --- a/changelog +++ b/changelog @@ -1,3 +1,54 @@ +2008-12-28 Daigo Moriwaki + + * [mk_rate] + - Check kifu files more carefully so that files that contain + incomplete records are skipped. + - mk_rate might have failed to alloc due to out of memory. Now it + consumes less memory (about 200MB instead of 2GB). + +2008-12-13 Daigo Moriwaki + + * [shogi-server] + - Improved an existance check and etc. of directories specified + by command line options, expecially in case of the daemon mode. + (Closes: #14244) + - A lotated log file is moved to $topdir/YYYY/MM/DD. + (Closes: #14245) + +2008-11-27 Daigo Moriwaki + + * [shogi-server] + - Added sample/*.sh for command line samples. + +2008-11-24 Daigo Moriwaki + + * [shogi-server] + - Added a new option --floodgate-history, which allows users to + specify a file name that stores the records of games. The + records are taken care of when games are matched. + +2008-10-18 Daigo Moriwaki + + * [utils/eval_graph.rb] + - Display time control graphs as well. + Thanks to Nishimura-san for this idea. + (Closes: #13678) + +2008-10-08 Daigo Moriwaki + + * [shogi-server] + - Ruby 1.8.7 (or later) must be used. Ruby 1.8.6 is not supported. + - Daemon mode is available. + - shogi_server/piece_ky.rb is again merged with + shogi_server/piece.rb, then has been removed. + - Added a test case, TC_usi.rb. + +2008-06-30 Daigo Moriwaki + + * [shogi-server] + - Added a new option --player-log-dir, which allows users to log + messages that are received or sent to the wire. + 2008-06-28 Daigo Moriwaki * [shogi-server] @@ -5,6 +56,10 @@ record file instead of after the last move, which allows other applications watching a game to recognize players in the middle of the game. (Closes #12821) + - If a player, including a monitor, stuck at the time of sending + messages to the wire, which means that the giant lock was locked, + it might have prevented other players from processing until + timeout occurred. This issue has been fixed. (Closes #12555) 2008-06-27 Daigo Moriwaki