Change 42 on 2006/02/04 by tcbw@tcbw - Adaptions allowing to run a tunnel with a x86/x64 endpoint binary mix. - Thread start is now done by C runtime library macro _beginthreadex() rather than directly via the API call CreateThread() in order to avoid mmeory leaks in the C runtime library upon thread termination. - Resource file structure changed to allow for x86 and x64 build related version resource compilation. - COUT macro changed: Each output is now prefixed by the ID of the thread doing the output. In the output all threads are now identified by their ID rather their HANDLE. Change 41 on 2006/02/04 by tcbw@tcbw Updated due to flex/bison re-install Change 37 on 2006/01/30 by tcbw@tcbw x64 support Change 36 on 2006/01/30 by tcbw@tcbw New build due to bug fix in shared module NetworkLink. Change 29 on 2006/01/29 by tcbw@tcbw New build due to bug fix in shared module NetworkLink. Change 4 on 2005/11/26 by tcbw@tcbw Re-created from web site source zip archive TATunnel Distribution 3 after loss of local SCSI disk data. Change 411 on 2005/08/14 18:27:11 by Administrator@master Creation of Microsoft *.pdb files enabled for release build Change 410 on 2005/08/13 23:30:02 by Administrator@master Improved compatibility with original TA traffic signature: - tunnel server side code now utilising a unique UDP socket for sending/receiving UDP packets to/from the ta server and outer ta client instances. - tunnel client side code now utilising a single UDP socket per fake ta instance for exchaning UDP traffic with the inner ta client instance. Better UPnP support: - A ta server or an outer ta client instance located behind a UPnP entity should now be able to join up with the inner ta client thru tunnel. - The tunnel client side endpoint should now be able to get a UPnP mapped inner ta client into the game by gathering the external/internal port mapping information from the UPnP entity on the fly. Although chances are slim that the restricted network provides UPnP this functionality has been added nevertheless, mainly to allow for testing the client side tunnel endpoint in UPnP environments. Miscellaneous changes: - Superflous console output removed where an exception is thrown to indicate a broken tunnel link. - Tunnel client endpoint: In case the tunnel link to a remote counterpart thread breaks local bridge threads incarnating the ta server isntance do now terminate with an exception rather than gracefully in order to speed up shutdown of a game instance. Bug fixes: - GameManagerAtServer ran into an assertion during a game instance shutdown in case all dynamic threads had already terminated before the thread cleanup method was entered. Fixed. - GameManagerAtClient now does locally bind the IP given with the switch -flip/-flhn rather than the default network interface. - ParameterHandlerAtClient doesn't continue code execution with incomplete parameter values after an error has been detected anymore. Instead the exception gets re-emitted. - Potential memory leaks in TaClientToTunnelClientEndForTaClientTCPBridge, TaClientToTunnelClientEndForTaServerTCPBridge, TaServerToTunnelServerEndTCPBridge, TunnelServerEndToTaServerJoinBridge and TunnelClientEndForTaServerToTaClientTCPBridge, TunnelServerEndToTaServerUDPBridge fixed (not very likely to occure respectivly to last long though). - Code for handling the closure of the port 47624 connection in TaClientToTunnelClientEndJoinBridge has been moved to the proper location (now following the socket read attempt immediatly). - Tunnel server end point main function exception catcher outputs the complete exception description text now and does not swallow a possibly existing OS error information anymore. Change 404 on 2005/06/26 05:59:51 by Administrator@master Rename //depot/TATUNNEL_v2_UPnP/shared/src/NetworkLink.cpp To //depot/shared/NetworkLink/NetworkLink.cpp //depot/TATUNNEL_v2_UPnP/shared/include/NetworkLink.h To //depot/shared/NetworkLink/NetworkLink.h Change 400 on 2005/06/24 03:48:25 by Administrator@master New branch opened for version with UPnP support