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marcel123

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  1. The hashes are different from the very first turn. I turned on m_EnableOOSLog, as suggested. On examining the resulting files, the first issue that I found was that when recording (multiplayer), the turn length was 500 but when replaying, the turn length was 200. On replay, it uses the default single player setting - hence the difference. When I fixed that, I have made it further, but am still seeing problems. For the first 5 turns, the serialized state for the recording and the replay is identical. On the 6th turn, they start differing. I don't really know enough about the code to have a good idea of what is going on and I am attaching the two states in case somebody might be able to give me a pointer as to what to look into. One odd thing is that even though the serialized state data is identical for the first 5 turns, the hash checking in Replay is reporting a hash mismatch on every single turn. When I look at the varios files, the following puzzles me: On Record the serialized state file for turn 1: State hash: 800d9bbe15bdd0ebc77eade6c20cb829 On Replay the serialized state file for turn 1: State hash: 800d9bbe15bdd0ebc77eade6c20cb829 The command.txt file: start {...} turn 0 200 end hash f362a96697110a6b7d273c63400aa869 turn 1 200 end hash-quick 2c68ba6d1ff4cf925e0c8a8774787742 turn 2 200 end Warning generated in Replay(): HASH MISMATCH (800d9bbe15bdd0ebc77eade6c20cb829 != f362a96697110a6b7d273c63400aa869)Turn 1 (200)... So it seems that the hash being calculated both during the record and the replay are identical and it is the hash that is being checked for by the test in Replay(), but the hash that was put into the command.txt file is somehow different.... Record00006.txt Replay00006.txt
  2. I have just discovered 0 A.D. and starting poking around it. Congratulations to all the contributors. Great Effort! I wanted to get a better understanding of how the game behaves and wanted to study game replays. So, based on the existing "-replay" command, I implemented a quick and dirty "-visualreplay" command which renders the replay as it is playing back. When I record a two player multiplayer match, the visual replay is quite close to what happened during the original match. Howe\ver it is not identical. The general flow of the game seems identical and if you are not paying attention you might think that the replay was perfect. However it is not quite right. Unit positions are sometimes a bit off, sometimes different structures are destroyed, etc. Before I spent more time on it, I thought I would ask about the general state of the replay code and how robust it is considered. Also, I did not see any place where RNGs are seeded for the replays; is that something that could be causing issues? Thanks, Marcel
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