ANet 1.3.0.1 public Beta

Posted By: Dark_samurai

ANet 1.3.0.1 public Beta - 02/28/10 10:12

Hi!

This is the public beta thread for ANet 1.3.0.1.
It's the biggest release since ANet was released the first time.

I also want to announce two important changes for you:
  • When ANet 1.3.0.1 is officially released a new edition called ANet Web will be available. This edition will offer you access to the http, ftp and udp features of ANet. So it's easy to create lan and internet serverlists with this edition, even if you are not using ANet for the other network stuff.
  • The ANet Demo has changed: ANet Demo now offers you access too ALL functions of ANet but the Demo closes automatically after 3 minutes.


What's new:
  • The function http_get_status() now returns more detailed information if there was an error during the http post.
  • The VoIP feature was completly rewritten. It isn't only easier to handle it also offers the possibility to play streams as 3d sounds (i.e. on the position of entities). This creates the illusion as if the entity would speak.
  • enet_disconnect_client() now accepts a string that is passed to the EVENT_DISCONNECTED of the client.
  • If ANet.dll can't get loaded and Lite-C is used an error message will pop up that prompts the user to install the Visual Studio 2008 Redistributable Package.
  • Because of an internal improvement of the entity system an unlimited number of global entities can be created now.
  • Server paswords (enet_init_server()), the levelname (enet_set_level()), the file- and functionname of entites (enet_ent_create()) and the functionname of events (enet_sv/clset_event()) have no length limit anymore.
  • EVENT_PLAYERNAME is called on all participants if a client changed its playername. Additionally a playername is now only sent if it has changed.
  • enet_send_pos() and enet_send_angle() have got a third parameter. With this parameter sending of the z coordinate and of the tilt and roll angles can be prevented.
  • New macros: MY_GLOBPOINTER, MY_CREATOR, MY_CLIENTID and MY_CONNECTION were added to anet.h and anet_h.wdl. Additionally a description of the defines and macros was added to the manual.
  • enet_sv/clsend_event got a new parameter (length). Additionally if an event is called the size of the sent msg is passed. Thereby also none zero terminated data can be sent with enet_sv/clsend_event.
  • A new tip "sending of key states/bits" was added to the "Tips and Tricks" section.
  • A new function enet_send_data() allows sending of all data types of Lite-C.
  • The function enet_send_array(), enet_send_skills() and enet_send_flags() were optimized. They cause 3 byte less traffic if their packet is sent to the server and 2 byte less from the server to the client. enet_send_flags() doesn't additionally causes 1 byte traffic for every flag that is sent anymore.
  • 2 new functions (enet_protect_data() and enet_unprotect_data()) were added. They allow to protect data segments from cheaters.
  • All function were so overloaded, that they also accept char* instead of STRING* only. With this improvement it's not necessary to use _str() anymore.
  • A new function enet_ent_morph() was added. The function morphs global entities.
  • All http function now return something. Additionally the max. number of running http posts at the same time was reduced to 5. This reduces the used ram.
  • ftp_get_size() is now overloaded under Lite-C so that it returns also double values. This is required when sending big files.
  • Two new functions ftp_getdate() and ftp_get_timestamp() were added. These functions return the file size and timestamp of the last change.
  • The url is now checked in http_post(), ftp_get(), ftp_put() and ftp_getdate() so that the functions don't crash if an invaild url was passed.
  • If the filename isn't appended to the url that was passed to ftp_get() or ftp_put(), the filename of the parameter path is now added.
  • A new function enet_get_fstatus() was added. The function returns if a file is sent to the client/server currently.
  • A new function enet_get_fclientid() was added. The function returns the ClientID of the other participant of a file transfer.


Bugfixes:
  • If a sound gets streamed with voip_play() or voip_loop() the sound was never played on the client with clientid 0.
  • If a huge amount of data is received with http_post() the function crashes.
  • If http_free() is called during a http post the plugin crashes sometimes.
  • If anet_use_handles(0) is used, a variable can't be sent with enet_send_var().
  • If the string that was passed to http_get_result() is much bigger than the received data length the function crashed.
  • If more than 2 clients are connected with a VoIP server and talk at the same time, the stream sounds choppy.
  • Because ENet is running in a thread, ENet doesn't work 100% correct (there are some random connection losts if the traffic is high).
  • If a none existing url was passed to http_post(), http_get_status() always returned 0 instead of -2.
  • Sometimes the ftp upload didn't work properly
  • If directly after closing a ftp transfer a new transfer is started, the new transfer doesn't get executed.
  • The server isn't able to send files to clients with a ClientID greater 0.
  • Even if a participant doesn't accepts the receiving of a file, the transfer continued on the sender.


I think some features are not totally clear to you so I will explain them:

What is this 3d voip about? It's like if you skype with somebody, but the stream of your opponent is played in a 3d world as 3d sound. So you can play the stream at the position of your opponents entity and it sounds like his character is speaking with you.
enet_protect/unprotect_data() offers you the possibility to protect memory segments from changes through a hacker/cheater. If somebody hacks the client code of your application and this special one get's access to let's say enet_send_var(), it's still impossible to change variables because enet_protect_data() allows no ANet function to change this variable.
enet_send_data() now offers you the possiblity to send EVERY Lite-C datatype (structs, double, float, int...)

Some hints:

Please notice this is a public BETA!! So there still can be bugs that crash your current projects. If you find bugs report them, please. You can send me a mail to anet_support[at]aauer[.]com
The examples and tutorials that are available on the anet homepage are not converted to ANet 1.3.0.1 yet!
Please notice that you may have to do some changes in your code until your project runs fine with ANet 1.3.0.1. Just read through the manuals update/changes section to see what has been changed.


Ok I think I mentioned everything. Here is the new Version: Get ANet 1.3.0.1 here

Important: You have to install OpenAL 1.1 or the plugin won't get loaded. You can get it for free here: http://connect.creativelabs.com/openal/Downloads/oalinst.zip
Now alot of people will say: Oh no not something that has to be installed if I want to create a project using ANet. That's not true, Gamestudio will shortly also move to OpenAL. So if you create a project with Gamestudio you have to install OpenAL anyway.

Have fun while testing!
Posted By: Razoron

Re: ANet 1.3.0.1 public Beta - 02/28/10 12:35

Great, I see you fixed the bug i reported in 1.3.0.0..
Quote:

* When ANet 1.3.0.1 is officially released a new edition called ANet Web will be available. This edition will offer you access to the http, ftp and udp features of ANet. So it's easy to create lan and internet serverlists with this edition, even if you are not using ANet for the other network stuff.
* The ANet Demo has changed: ANet Demo now offers you access too ALL functions of ANet but the Demo closes automatically after 3 minutes.

Nice that you decided that all functions will be aviable in the demo. I also couldn't test the http functions of ANet before I bought ANet Pro. But everything works great now. Hope the ANet community will grow up.
Posted By: darkinferno

Re: ANet 1.3.0.1 public Beta - 02/28/10 12:38

great list Dark_Samuri, will definately be testing all these features soon, looking forward to it actually wink
Posted By: SchokoKeks

Re: ANet 1.3.0.1 public Beta - 02/28/10 12:48

Wow, I'm impressed! Love the new feature that enables to send non-nullterminated data in an event! that can be very handy when you're sending several vars in a single string on an event.

What I don't really like is the 3 minutes limit on the demo, but I quess I'll finally have to buy Anet now wink
Posted By: Germanunkol

Re: ANet 1.3.0.1 public Beta - 02/28/10 15:41

Good to see this process. I have a request though: If you don't use ANet's VOIP features but want to use version 1.3.0.1, you have to install the OpenAL anyways. I don't want all my users to have to load OpenAL if the game doesn't even use it. Is there a way to make the dll work without the OpenAL unless you call the VOIP features?

Thanks for this update!
Posted By: Dark_samurai

Re: ANet 1.3.0.1 public Beta - 02/28/10 16:15

Yes this would work of course, but makes no sense because in the near future also gamestudio will use OpenAL.
Posted By: Germanunkol

Re: ANet 1.3.0.1 public Beta - 03/02/10 15:55

Hm. That's bad. That means I have to install libraries my Game won't even use. I don't like the thought of that.

Don't get me wrong, I appreciate your 3d VOIP feature, but gamestudio requiring the openAL? I don't like that.
Posted By: Dark_samurai

Re: ANet 1.3.0.1 public Beta - 03/02/10 16:20

Quote:
That means I have to install libraries my Game won't even use.


I guess your game will uses sounds ^^ I don't know when it's planned that Gamestudio uses OpenAL, but I remember jcl saying something that this is in the near future.

But we can make a deal: If you or somebody else release his game and gamestudio still doesn't use OpenAL I will compile you a version that is working without OpenAL.

But I don't know why this is such a problem? Just include the dll that is installed into the installer rutine of your game. Don't forget to include the licency agreement of OpenAL.
Posted By: Germanunkol

Re: ANet 1.3.0.1 public Beta - 03/02/10 18:05

"But we can make a deal: If you or somebody else release his game and gamestudio still doesn't use OpenAL I will compile you a version that is working without OpenAL."

That sounds like a great deal!
Yeah, it's the licence thing. I know it's not much of a deal, but it's one more thing to remember, one more dll that I can have trouble adding to the archive, one more dll I have to keep on remembering people need to install etc. I realise it's not much, but if 3dgs doesn't use it by the time we release, it would really be great if we could get an Anet version without it, thanks for the offer!!

I put in the new dll and have not yet found any errors, after installing the OpenAl.dll it loads and works great.
Posted By: Dark_samurai

Re: ANet 1.3.0.1 public Beta - 03/09/10 16:57

To the OpenAL thing:
I asked on the OpenAL talkboard and it is allowed to put the OpenAL32.dll and wrap_oal.dll into your project folder => then no installing is required. I will offer the dll's on the download page of ANet.

It's also possible to run the installer of OpenAL in "silent mode". In silent mode, no dialogs or messages will be displayed => you can easily start the installer from your gameinstaller or you could start it from your game (if it runs the first time on a machine).
Posted By: Dark_samurai

ANet 1.3.0.2 official release - 03/14/10 14:37

Hi guys,

ANet 1.3.0.2 is now officially released. The bugs that where reported in the public beta phase of ANet 1.3.0.1 are fixed in ANet 1.3.0.2. I removed ANet 1.3.0.1 from the server.

Also ANet Web Edition is now officially available.

Visit www.anet-plugin.com for downloads and more details.
Posted By: Razoron

Re: ANet 1.3.0.2 official release - 03/14/10 15:00

Quote from FAQ:
Quote:

Do I have to pay for updates and how do I get them?

Normal updates are for free. If you already bought ANet, you will receive the update per mail.

I never recieved any updates. (Waiting for ANet 1.3.0.2)
Posted By: Dark_samurai

Re: ANet 1.3.0.2 official release - 03/14/10 16:39

Maybe I have the wrong email address. Please send it to me again (per PM).
Posted By: Dark_samurai

Re: ANet 1.3.0.3 beta release - 05/29/10 12:24

Hey guys.

A small update that should fix the problems with A7.84 and higher. Please note that this is only a beta and not the final release. So tell me if it is working for you, please.

For updating, read the Update/Changes section of the new manual (is included to this download) and copy the new ANet.dll and anet.h/anet_h.wdl into your project folder.

Download ANet 1.3.0.3 here

Have fun!
Posted By: darkinferno

Re: ANet 1.3.0.3 beta release - 06/01/10 23:03

thanks man... two words... LIFE SAVER, works perfectly... well so far, i'll update you but this recent update helps ALOT
Posted By: darkinferno

Re: ANet 1.3.0.3 beta release - 06/02/10 11:08

ok, prob, i'm using the latest anet version with A7.84 works good however whenever i compile the game i get errors such as event function not found which is odd because the game runs perfectly from SED so any ideas? i also notice it doesnt detect my keyfile if i build as a resource
Posted By: 3run

Re: ANet 1.3.0.1 public Beta - 06/03/10 21:39

I'm completely noob about multiplayer, but I want to start learning! Can you advice me how to start with A net? I've made already player script for single player mode, can it be easily changed to the multiplayer? Or I'll need to start from the very beginning? Thank you, sorry for English.
Posted By: Dark_samurai

Re: ANet 1.3.0.1 public Beta - 06/04/10 09:14

The best would be to start with the HowTo's in the ANet manual and the simple 3d chat tutorial. You can get them on www.anet-plugin.com.

You will have to do some changes in the player script, but most of it can be used. But first work through the tutorials I mentioned above, then everything should be clear.

Have fun!
Posted By: JoGa

Re: ANet 1.3.0.1 public Beta - 06/27/10 09:31

Hey!
Great tool, but i Have one question:
Is there any list of Malfunctions/errors?
I got this one, as i tried to connect a client, but i don't know, which file is ment.

Posted By: Dark_samurai

Re: ANet 1.3.0.1 public Beta - 06/27/10 10:23

This is not an ANet error but a gamestudio error. ANet errors are all self explaining and start with "ANet-Error:".

Maybe you forgot to copy a file into your project folder which is tried to be opened by the engine (this could also be some ANet related files). How ANet can be included into a project is descripted in the ANet manual.
Posted By: JoGa

Re: ANet 1.3.0.1 public Beta - 06/27/10 11:16

thanks for reply.
The model is in the right project folder, i use it in WED, too and some lines above, I unse this model with "ent_create...."
I searched for the mistake an found something:
First, i wrote instead of "enet_init();"
Code:
if((enet_init())==ANET_ERROR){exit;}


Maybe I initialised the Anet-plugin in a wrong way.
But it didn't exit, so i think the initialising is okay.
After that i wrote instead of "enet_init_server(used_port,max_players,"");"
Code:
if((enet_init_server(used_port,max_players,""))==ANET_ERROR){exit;}


used_port = 2300 and max_players = 4 as in your 3D-Chat-example and well, the engine quites. But I can't imagine, why - have you any ideas?
I read in your manual
Quote:
Rückgabe:
1 wenn alles geklappt hat
ANET_ERROR wenn ein Fehler aufgetreten ist

So there have to be a mistake in my way to create the server, but where? ^^
Thanks for helping!

EDIT:
I installed the "VC++ 2008 Redistributable Package" as on Anet-Faq remarked and the 3D-Chat-A7-exe does work on my PC.
Posted By: Dark_samurai

Re: ANet 1.3.0.1 public Beta - 06/28/10 12:10

Hmmm... I can't see a problem here. If you want you can send me the project and I will look into it.

http://www.anet-plugin.com/contact_ger.htm (use the support mail address).
Posted By: SchokoKeks

Re: ANet 1.3.0.1 public Beta - 06/29/10 09:37

Do you have installed OpenAL? Its needed for the Anet versions >= 1.3, but that information is missing from the manual or the anet homepage. If it isn't installed you'll get the message "failed to load DLL" on startup and in the acklog.txt.
Posted By: JoGa

Re: ANet 1.3.0.1 public Beta - 06/29/10 10:48

Thanks for this notice, I installed it, but nothing changed.
Other examples from the Anet-page do work well.
I have sended Dark_samurai my Code and now I am excited laugh
Posted By: Dark_samurai

New ANet homepage - 06/29/10 12:38

@JoGa: Check your mails wink

I proudly want to introduce the new ANet homepage.
It has a much friendlier style now (not so dark as the old homepage) and it has a own workshop section where the old HowTo's and tutorials are now together.
I want to thank all the ANet users who spent screenshots for the user gallery (they all look great btw. laugh )!

The URL for the homepage is still the same, so have a look:
http://www.anet-plugin.com

If you have problems or if you find some typing mistakes, please contact me.

I hope you like it! laugh


The next thing on the list is the final release of the current beta version.
Posted By: Germanunkol

Re: New ANet homepage - 06/29/10 14:26

neat!
the links on the gallery are broken though, those pointing to external sites...
Posted By: SchokoKeks

Re: New ANet homepage - 06/29/10 17:10

Looks really good! The projects look really great, didn't even know about 2 of them. and didn't know that silas uses ANet. Great advertising for you! Hopefully, my game will also be added to the gallery in a few months wink.

one thing, could you update the FAQ that users also need OpenAL installed? currently its only referring to the VCC redist.
Posted By: Rasch

Re: New ANet homepage - 07/04/10 22:07

Hi i´m trying to download the latest ANET Editon from here.

http://www.anet-plugin.com/downloads_eng.htm

But there´s no link on the download button. laugh
Posted By: Razoron

Re: New ANet homepage - 07/05/10 06:25

He is making a new website. More features than the older.
I've got the lastest update.
http://razgames.de/wp-content/uploads/ANetDemo.zip
If you use a version with Unicode, 7.84-7.85
http://www.anet-plugin.com/downloads/ANet_beta.zip

Posted By: Dark_samurai

Re: New ANet homepage - 07/05/10 07:51

Thanks for the report. It should work now again.

@Germanunkol: I tested the links with IE, Firefox and Chrome and they are all working for me. Please try to refresh the page, maybe an old version is in your cache or something like that...

The homepage is still not 100% working but I hope that I can fix the last problems the next days.
Posted By: Tempelbauer

Re: New ANet homepage - 07/05/10 11:03

the new site is buggy (if noscript is on).
only if i allow javascript, it´s working fine
call me a retro, but i opine that a website should work without any scripts
Posted By: Germanunkol

Re: New ANet homepage - 07/05/10 19:00

Hm. No cache thing I believe.


if I click on Visit: www.csis-game.net I get something like this in my URL bar: "http://www.anet-plugin.com/%5C%5Cwww.csis-game.net"
Posted By: Dark_samurai

Re: New ANet homepage - 07/05/10 19:12

Quote:
the new site is buggy (if noscript is on).
only if i allow javascript, it´s working fine
call me a retro, but i opine that a website should work without any scripts


Hmmm... I will think about a solution/workaround. But the slideshow will only be visible if java is activated.

@Germanunkol: I think I found the problem. I used backslashes instead of slashes after http:. Now it should work. I guess my browsers corrected the links automatically.
Posted By: Dark_samurai

Re: New ANet homepage - 07/06/10 10:42

@Tempelbauer: It should work also without Javascript enabled now.

Another major problem fixed: The buttons now also change when the mouse is over on IE and Firefox (this was only working with chrome...).
There are still some small problems with the gallery script and some display differneces between the browsers that need to be fixed. But all in all it should work now without any big problems.
Posted By: Dark_samurai

ANet 1.3.1.0 Beta released - 07/26/10 16:00

Because of a bug and a feature request I decided to release another public beta.

Download ANet 1.3.1.0 Beta here

What's new:
  • voip_set_volume() now supports an input gain greater than 200%. Additionally clipping is automatically prevented (clipping: if a loud signal would be amplified it would sound like noise).
  • enet_set_ftransferpath was added. This function allows to select a path in which all received files are saved.
  • enet_send_string() didn't worked under Lite-c using anet_use_handles(0);. [Fixed in 1.3.1.0]


Have fun! laugh
Posted By: Kral

Re: ANet 1.3.1.0 Beta released - 07/27/10 09:42

Thank you (:
Posted By: Dark_samurai

Re: ANet 1.3.2.0 released - 09/19/10 18:04

Just wanted to tell you that ANet 1.3.2.0 is now official released. Basicly it's the same like 1.3.1.0 but has some small improvements in the anet.h and anet_h.wdl header files.

For updating download the ANet Demo and follow the instructions of the readme file: http://www.anet-plugin.com
Posted By: Dark_samurai

ANet 1.3.3.0 released - 10/30/10 20:19

A new version of ANet is available. Version 1.3.3.0 fixes all reported bugs and introduces the new version control feature.

ANet has now it's own default.c file ("anet_default.c") not a modified version of Gamestudio's default.c. This prevents the problem that the default.c file that is modified for ANet get's out of date when updating to a newer Gamestudio version. The new anet_default.c should be used as addition to the normal default.c and can be found in the resources folder of the ANet Demo.

For updating, download the new ANet demo and follow the instructions of the ReadMe!.txt.

Before updating, read the updates/changes section in the manual. The new manual and resources can be found in the ANet Demo folder.

Have fun with the new version!
Posted By: Rackscha

Re: ANet 1.3.3.0 released - 10/31/10 13:04

Thanks for the update laugh

One question:
If i understood it correct, there is no Timeout disconnect event for crashed clients?

Imagine a client connected, but for any reason, client shuts down(lost internet connection/windows said 'good bye :D') or something like this.

It seems to disconect event is trigered on the server o.O
Posted By: Dark_samurai

Re: ANet 1.3.3.0 released - 11/02/10 18:25

The disconnect event is triggered on the server when the client disconnected normal or because of a connection timeout. If you want to distinguish between a "safe" disconnect and a timeout, send an event to the server before you disconnect.
© 2024 lite-C Forums