A fast, scalable, distributed game server engine/framework for C++, include the actor library, network library, can be used as a real time multiplayer game engine ( MMO RPG/MOBA ), which support C#/Lua script/ Unity3d, Cocos2dx and plan to support Unreal.
Added blueprint framework Optimized the schedule module with std::set to meet a high-performance goal Removed mid-ware from framework to let developers can use NF as a submodule to support multiple projects using the same config files) New pipeline system to support multiple platforms Done improvement for actor module with std::thread Supported WebSocket protocol Using vcpkg as the package manager Upgraded VS2015 as VS2019 Add ConcurrentQueue to support actor module
bugs:
Bug fixed: Implementing the virtual function 'Finalize' in class NFIPlugin.
remove AI plugin when running NF add security plugin in NoahFrame.sln to ensure can running success when the new users learning.
Fixed some problems for compiling
fixed bugs for refreshing properties
new version core library restructure to use friendly upgrade net library as a net plugin add new unity client convert all vs project to code block add usergift plugin, friendplugin and so on save all data to redis add a coroutine library demo add script to convert protocol library to ios platform remove any cpu optional modified http plugin as 64bits create base group for all scene add aoi module add websocket load role data first then create a player object when player wants to enter game world add message hunter for enter game world when we used nosql plugin add interface to expand buffer size for net library(default 20m)