in networking mode, the win32 client freezes after some time. It's easily reproducible, just join a multiplayer game from a win32 client, play and it'll freeze after a few minutes.
it's because of an infinite loop ... that shouldn't be infinite. The ending condition is always false because it does some test with a NaN (float which is Not a Number). I've added a macro to test NaNs, and guess what ... it still freeze !!!
That's really strange since the code of the infinite loop shouldn"t be run because of the NaN test, so the float becomes a NaN after that test ... between the test and the loop there are a total of 0 lines of code . I've spent 3 hours trying to fix it without success.
I'll try something tomorrow ... time to go to bed zzzzzzzzzzzzzzzz
Very strange bug on win32
- zuzuf
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Very strange bug on win32
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- zuzuf
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I don't really understand what's happening with this bug. But I wrote a workaround. It checks for NaN, but it seems my workaround wasn't detecting a specific king of NaN (the one that appears here ... ), now it should be fixed (I hope, I faced an other crash while testing, a thread safe bug, it's fixed now ...)
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- zuzuf
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Ok, I could nearly finish a game between a Linux server and a windows client
There is a strange bug that didn't make the game crash but that prevent from wining of losing:
weapons creation aren't always synced don''t know why. It's using TCP, network isn't under heavy load, it shouldn't lose any packet !! so it's on the program side, but that's strange, I'll debug this on Linux, it'll be easier to find and fix.
There is a strange bug that didn't make the game crash but that prevent from wining of losing:
weapons creation aren't always synced don''t know why. It's using TCP, network isn't under heavy load, it shouldn't lose any packet !! so it's on the program side, but that's strange, I'll debug this on Linux, it'll be easier to find and fix.
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