Valbuena72
Registered
Noel talk about C + +.
Actually it is best to offload as much as possible to an external process because the plugin API is blocking. If you do too much work in the DLL it will cause framerate drops (on the server too). I actually don't like the idea of writing to a file. My first timing plugin wrote to an XML file (overwrote though) and I had another process that read the XML and then wrote the data to a database. I ended up switching to sending Windows Messages to another process that then wrote to the DB. The Windows Messages literally sent the raw scoring struct via WM. If the second process wasn't running the plugin will automatically return without doing any work at all. The advantage to this design is that the plugin remained static. I never made any changes to it. All the real work was in the second process with I wrote in a higher level language. In the middle of a race I could push a new version to the server without having to restart the server. The second process also has a very minimal HTTP server built in which would serve up XML on demand. So I had a webpage that used Javascript to pull the XML timing data and display that. This was all written for an endurance league (VOR) I have been with for 3 years now. When you have 40 teams doing a 12 hour race with drive swaps you want to make sure your plugin doesn't add too much load.
Do you have a sample of the XML data your plugin was generating?
Our last API change was May 20. Any before that could be out of date.Maybe ISI to change the plugin part of the game
As a result, some plugins deserves an update?
Antivirus?
Wifi.I had problem serverside too with antivirus (with arma3 dedicated server - not rfactor2)...
But sometimes it filters a bit too much ...
You're playing with an ethernet cable or wifi ??