Re: [Wormux-dev] Windows Networking

2007-08-06 Par sujet Matthieu Fertré
Kurosu a écrit : > Matthieu Fertré a écrit : > >> So, in my opinion, the detection of duplicated rectangles must be done >> in Map::OptimizeCache(). Methods Map::ToRedrawOnScreen() and >> Map::ToRedrawOnMap() should stay silly methods. >> > > I think that on the other hand, as long as Map

Re: [Wormux-dev] Windows Networking

2007-08-06 Par sujet Kurosu
Hello, Kyle a écrit : > With this known now, I believe it is possible to simply change > CompareRectangles such that it returns false if the rectangles are > equal, thus fixing the "weak" part of the requirement. Since it is very This is worth investiguating indeed. Please refer to my reply to

Re: [Wormux-dev] Windows Networking

2007-08-06 Par sujet Kurosu
Hello, Matthieu Fertré a écrit : > I'm not sure it's always possible to remove the duplicates. It should be > possible if on each layer (4 layers: sky, wind particles, ground, all > other objects), 2 objects of the same size can not be at a same position > => collisions between all objects of a

Re: [Wormux-dev] Windows Networking

2007-08-05 Par sujet Kyle
Matthieu Fertré wrote: > So, in my opinion, the detection of duplicated rectangles must be done > in Map::OptimizeCache(). Methods Map::ToRedrawOnScreen() and > Map::ToRedrawOnMap() should stay silly methods. This follows from where I have found the assertions to come from, inside OptimizeCache

Re: [Wormux-dev] Windows Networking

2007-08-05 Par sujet Matthieu Fertré
Kurosu a écrit : > Kurosu a écrit : >> Maybe this cache is storing twice something. > > Yes, this is what happens. I have found at least 3 such risky situations. > > I've added something to track duplicated entries in > Map::ToRedrawOnScreen. It has spotted the following contexts when this > dupl

Re: [Wormux-dev] Windows Networking

2007-08-05 Par sujet Kurosu
Kurosu a écrit : Maybe this cache is storing twice something. Yes, this is what happens. I have found at least 3 such risky situations. I've added something to track duplicated entries in Map::ToRedrawOnScreen. It has spotted the following contexts when this duplicate insertion occurs: 1) Ga

Re: [Wormux-dev] Windows Networking

2007-08-04 Par sujet Kurosu
Hello, Kyle a écrit : > Yay! .8 final is that much closer! These three other problems are big, Some could just be glitches that someone else may not be able to reproduce. > any ideas (the asserts are in optimizeCache, whenever it tries to access > a list, including list.begin(). The actual ass

Re: [Wormux-dev] Windows Networking

2007-08-04 Par sujet Matthieu Fertré
Julien PUYDT a écrit : > Kurosu a écrit : > >> 1) over the 3 heterogeneous network games I did, a player always landed >> on a mine; not unplayable, but strangely repetitive >> > > Both player and mine are certainly randomly placed -- I would say the > random function is broken and either

Re: [Wormux-dev] Windows Networking

2007-08-03 Par sujet Julien PUYDT
Kurosu a écrit : > 1) over the 3 heterogeneous network games I did, a player always landed > on a mine; not unplayable, but strangely repetitive Both player and mine are certainly randomly placed -- I would say the random function is broken and either gives the same position for both, or gives m

Re: [Wormux-dev] Windows Networking

2007-08-03 Par sujet Kyle
Kurosu wrote: > Network game is now able to start, but there are a number of bugs making > it a bit unplayable: > 1) over the 3 heterogeneous network games I did, a player always landed > on a mine; not unplayable, but strangely repetitive > 2) After first shot, end of turn does not seem to be seen

Re: [Wormux-dev] Windows Networking

2007-08-03 Par sujet Kurosu
Matthieu Fertré a écrit : >> One thing I have noticed is that RAND_MAX is defined >> differently on Windows (MSVC) and Linux. This would affect a lot of >> things in RandomSync I believe, and might explain some bugs. >> >> kyle >> > > Method double RandomSync::GetDouble() must return a numbe

Re: [Wormux-dev] Windows Networking

2007-08-03 Par sujet Matthieu Fertré
> One thing I have noticed is that RAND_MAX is defined > differently on Windows (MSVC) and Linux. This would affect a lot of > things in RandomSync I believe, and might explain some bugs. > > kyle > Method double RandomSync::GetDouble() must return a number between 0.0 and 1.0, and this me

Re: [Wormux-dev] Windows Networking

2007-07-31 Par sujet Kyle
Matthieu Fertré wrote: >> 3. Character placement fails because the client is always placing the >> character in the ground. The only reasons I can see for this happening >> is if either the random values are messed up or if what is considered >> ground is messed up. When debugging this, it shows

Re: [Wormux-dev] Windows Networking

2007-07-31 Par sujet Matthieu Fertré
> 3. Character placement fails because the client is always placing the > character in the ground. The only reasons I can see for this happening > is if either the random values are messed up or if what is considered > ground is messed up. When debugging this, it shows that it is trying > posi

Re: [Wormux-dev] Windows Networking

2007-07-31 Par sujet Kurosu
[EMAIL PROTECTED] a écrit : > can't attach a patch nor commit right now, so I'll just explain. Action::Push > has a weird way to do the memcpy, using &tmp instead of tmp. The same was Fix in svn as of r3002. Not yet tested if it improves anything. ___ W

Re: [Wormux-dev] Windows Networking

2007-07-31 Par sujet kurosu
I'm replying through a webmail, so please bear with me. Quoting Kyle <[EMAIL PROTECTED]>: > 1. The Linux host runs fine, the Windows client crashes with an empty > random table. This is because it is unable to place its characters on > the map, and uses up all 1024 random numbers in the table tryi