I had no problems in the quick testing that I did with this release, and I don't see any show stoping bugs, so please do let me know if anything is working, not working so we can move onto the next branch 0.5.0 for PHP 5.4.x.
[Edit]
Yes, I just called Hell, it has frozen over. That's why there is a new PRISM release.
You can download PHPInSimMod - PRISM 0.4.4 from that link. Please use this thread to talk about this release.
Thank you.
PHPInSimMod (PRISM) 0.4.4
Updated to Version 0.4.4. Asorted Fixes
Fixed E_STRICT warning with InsimConnection::writeUDP()
Fixed up timer bug, which caused another timer with same timestamp to be removed.
Merge pull request #30 from LFSPovo/master Fixed timer stop issue reported by Povo.
Fixed merge conflicts with messaging branch.
Adds IS_NPL fix (Thanks the_angry_angel)
Adds IS_TOC fix (Thanks the_angry_angel)
Added DarkTime's timer fix for timer's smaller then 1 second. (Thanks DarkTimes)
PTH & LVS fixes and improvements
First attempt at using custom pth files with PRISM, pth files must be in the same dir as the normal pth files (/data/pth/) to load correctly. The layout name must match that of the pth file to load the layout correctly.
LVS now reports on / off track events for all players.
LVS Plugin now works, with some modifications to the PTH parser as well.
Fixed E_STRICT warning with InsimConnection::writeUDP()
Fixed up timer bug, which caused another timer with same timestamp to be removed.
Merge pull request #30 from LFSPovo/master Fixed timer stop issue reported by Povo.
Fixed merge conflicts with messaging branch.
Adds IS_NPL fix (Thanks the_angry_angel)
Adds IS_TOC fix (Thanks the_angry_angel)
Added DarkTime's timer fix for timer's smaller then 1 second. (Thanks DarkTimes)
PTH & LVS fixes and improvements
First attempt at using custom pth files with PRISM, pth files must be in the same dir as the normal pth files (/data/pth/) to load correctly. The layout name must match that of the pth file to load the layout correctly.
LVS now reports on / off track events for all players.
LVS Plugin now works, with some modifications to the PTH parser as well.
Lol, well, if you do have a git hub account, you can make the change by forking the current PRISM master branch, and making the edit in your browser, then sending me a pull request for the change. No need to download git-scm at all.
There's still the out standing bug with the timer function that DarkTime's fixed, I'm still waiting on a reply from him. I wonder if he apparently does not have a GitHub account, but I'd really like to credit him with the fix within the Git resource files, so that it's displayed correctly on the GitHub page.
I tried something without testing it first, the problem is that you can't unset an object from within. What I'll have to do is follow the chain down to the client handler object from within PRISM, that should allow me to do something like this.
global $PRISM; unset($PRISM->hosts[$PRISM->hosts->getHost()]->clients[$this->UCID]);
Ideally, from a git prospective, each edit you make should only take a sentence to explain. If it takes more then one sentence to explain your edit, that really you should split that off into different commits. But from there, I'll cherry pick what ever updates you have. For the most part, I'm pretty sure that I'll add anything that you put in unless I think it goes against the nature of how PRISM or InSim should operate. But as you have a fundamental understanding of InSim, and PRISM is pretty much directly evolved to make sure that the underside of InSim is available, you should be ok.
In this case, player's should be inside of client's. Because a client must be made for each player, and each player has to come from a client. An example of this is that each client can have up to four players, one human, and three AIs from the single client connection. There is an intrinsic relationship between these two items, that relationship can also be found within the InSim packets.
Always, I've just not had any recently. I also applied DarkTime's fix for the timer in my local, but I was hoping that he would submit it him self to get the credit within the GitHub branch. If anyone wants to submit other patches, I would be happy to release a patch update for this version.
It had to happen eventually. But I'm pretty sure they are not doing this on any server that I've been on, not that there are many areas to innovate except for cruse these days. With the rest of the game being stagnate.
That worked in past version of PHP to keep the memory footprint down, as you only ever had one variable with many references, but in the newer versions of PHP, it optimizes that for you so you don't have to do it any more. Although Vic said that LFS handles usernames as case insensitive.
It pretty much kills this project outright for Windows 8. No point in continuing a project if no one else can use it. If the PHP devs charged me to make PHP scripts, I'd be pretty pissed.