OK, I need some people (who suffer from the crash bug and/or get occasional corrupted hands) to test this: http://www.jukofyork.com/FreePHG_v3a.exe
This is only a (very basic and cut-down) test version so don't bother downloading it if your current FPHG runs without any problems... I'll be releasing the proper FPHG V3 installation/EXE later on.
Just download the EXE and run it: It will create the data-mined ".hhf" hands in the "C:\FreePHG_HandHistories" folder and put the ".live" hands in the "C:\FreePHG_HandHistories\live" folder (no way to change this in this test version atm).
The code will be quite CPU intensive as it grabs the hands from memory like the old FPHG v0.0x versions did. This is what I intend to use as a fallback in case the hooking-related crash bug isn't solved (the hooking code will just use a different method of acquiring the data - all the same data-handling functions in this code will still be called so any crashes or corruption will clearly be the fault of this code and not the hooking part).
There will be a small delay between the actions of the players and the hand being written (as there will be with the new asynchronous hooking code) so make sure you don't act too quickly or BetPot might miss a player's action before you (there is a way to tune this so as to react quicker using more CPU time, but unless this becomes a problem for the testers I'm just going to leave it at 1000ms delay - post if this is a problem and/or it's using too much CPU to test properly and I'll tell you how to edit the command line arguments).
Here are the questions I need answering from those who test this:
A) Does this work with HEM and/or any other HUD that uses it?
B) Does this work with BetPot and if so is the 1000ms scanning delay OK?
C) Does this use too much CPU time and cause your client/system to chug? If so what CPU are you using?
D) Do any odd corrupted hands appear? These might be hands with random junk in them or hands where actions have been missed or delayed until future lines get written. If so, please post them.
E) Overall is this satisfactory to use if I cannot fix the hooking crash bug for the people who get it?
If people can try this and answer these questions then the next step is to try acquiring the data via hooking again, but instead of doing all the work inside of Party's memory (like I did before) pass out the data as soon as possible to then be passed through this same set of (crash and corruption tested) functions (running within FPHG.exe rather than Party itself). If Party still crashes then then there is nothing I can do about it, but hopefully if it does the fallback code will still be adequate for those who can't use the hooking.
I have the IPC code on my netbook and it's just a case of gluing it all together to create FPHG V3 after I get some feedback on this test version (a few hours work at most).
Last edited by jukofyork; 08-05-2009 at 03:37 PM.