Fixed: Resolved some cases which made Zeus fail altogether.
Added: Monitoring option via http port 80. As long as Zeus replies with 200 then it is running.
Fixed: Resolved several edge cases with weird router/nat configurations.
Added: Clients can now query zeus for total hosts, total clients in games and total clients in zeus.
Fixed: Issue where on certain mono/.net versions an infinite loop would occur.
Changed: Added flushing to the log file.
Changed: Added more checks for exceptions being thrown in the mailboxes.
Fixed: Several issues relating to symmetric NAT’s and direct connections have been resolved.
Added: The session objects now contains properties for max/current connections.
Added: The session objects now contain a property called
IsDedicated to signify if the host was created with the
Added: You can now specify the port the master server should start on by setting the
Port attribute on the
Added: Zeus now writes its console log to a file also, called ZeusLogTIMESTAMP.txt
Fixed: Fixed a threading issue where adding ‘Game’ instances dynamically could cause some instances to get dropped.
Added: Added a lot more logging to make it easier to diagnose what’s going on.
Fixed: Zeus will now properly detect the case where you’re trying to connect to another machine on your own LAN Fixed: Zeus will now let you connect to another game instance running on the same computer (Localhost)
Added: Improved logging sagnificantly
Added: Added a netmask property to the Config.xml file:
<LanNetmask Netmask=”255.255.255.0″ />
Fixed: Errors will now be properly reported to the connected clients/hosts. Fixed: The configuration file will now be loaded from the same directory at zeus.exe instead of CWD.
This is the initial public release of Zeus, the Master Server for Bolt. You can find more information about Zeus over at the respective documentation page.