Jump to content


Community Members
  • Posts

  • Joined

  • Last visited

1 Follower

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Bellaz89's Achievements


Discens (2/14)



  1. Hi @Stan` I have the same problem. And it is weird Wouldn't this block every player that try to join a lobby game? I have some(but not all!) of my friend in different countries/different ISPs that reported this issue. This problem also started to happen to me after I moved to another house. I mantained the same ISP, but I needed to switch from cable DSL to a 5G modem. I don't know what kind of connection my other friends have. I can ask if this can be useful. I am quite sure that we all run on linux (I have Ubuntu 20). I have tried to enable/disable the TLS encryption without success. After this change, this problem starts to happen. I am still able to connect to some 'golden' player, but many of them are out of my reach. I saw this on A24 and on the A25 prerelease I am also open to help and make tests with my network if needed
  2. Hello @user1 my lobby name: Bellanzio offending user name: troll The opponent was the host and they ended the game without resigning when it was clear they were going to lose commands.txt
  3. Interesting. So probably some VM knobs have really to be optimized.. What kind of feature does SM 91 include that makes the code run faster? I am not able to find the changelog (it seems that FF 91 is not even released).
  4. @wraitii Just out of curiosity: did you see an improvement in JS execution performance after the SM update? I remember that I didn't get very impressive results with tests done by myself.
  5. I don't know the 0ad developers plans, but I think that some dependencies of 0ad would be very difficult to compile with emscripten. For example, there should be a limitation in JIT generation from webassembly. This is a limitation for the Javascript engine of 0ad, Spidermonkey (https://stackoverflow.com/questions/53760444/is-it-possible-to-compile-javascript-enginelike-spidermonkey-and-run-on-webass). Even without that, making something as complicate as a modern JIT engine to run on an unsupported platform is extremely difficult (if possible at all..). IMHO even getting rid of Spidermonkey to make 0ad run on webassembly/emscripten would require a too big effort. This would mean to rethink all the foundations of the 0ad engine (pyrogenesis). At this point, it might be even easier to rewrite all 0ad C++ codebase from scratch... For comparison, just porting the JS engine (so, most of the code was already written) from version 45 to version 78 took ~1 year 'only' to fix all the API changes.
  6. I don't know if this is intended or not, but the "source" install page is still referring to A23 https://play0ad.com/download/source/
  7. Congratulations to the 0ad team and thank you very much for your efforts!!
  8. AH cool! I was not aware that it is possible to enable them! This simplifies the SM68 -> SM78 upgrade a lot .
  9. Hi @wraitii Just a question: since in SM78 uneval() and .toSource() were removed, how did you get around that? did you modify the JS scripts or did you write a wrapper?
  10. Good job! I really like your solution of using the context through Request . I wonder if in Spidermonkey V52 there is already the bug in StructuredClone API I encountered in SM68 and SM78. Back then I had to patch Spidermonkey itself to make it possible to use the StructuredClone API (a symbol was not exported). Is this the case also for SM52?
  11. @happyconcepts Yes, there was. It is fixed in https://code.wildfiregames.com/D2869
  12. Hi there! Probably you noticed that there were not updates for some time. Unfortunately I was quite busy with other stuff and in the future I don't think I will have more time to dedicate on this (at least for ~8months). Therefore I would say that this experiment finishes here and I am happy about the outcomes. Some WFG members are already working on porting the main branch of 0ad to more recent version of Spidermonkey, so don't worry about this. Last micro update. I tried to do a very rough and inaccurate performance test just looking at the framerate. It seems that my modifications reduced a bit (not dramatically) the FPS. In my opinion this is due to the fact that many optimizations of the GC parameters were done for SM45 and are not useful anymore or even counterproductive for most recent versions of Spidermonkey. I think that there will be the need to spend some time in profiling the VM to get the best achievable performance.
  13. That's a good question. I didn't profile the game and for now I just did debug builds so far, therefore I cannot tell. However I expect some improvement since many changes were made on the underling VM since V45. Also, for the future, having the possibility to use WebAssebly (and WebWorkers as suggested on #0ad-dev) could have for sure an impact. Stay tuned for benchmarks!
  14. Update: Fixed error handling issue. Now 100% tests are running It was found that non-ASCII characters in game schema resulted in a crash. Since the presence of these characters is non-essential and limited, these characters were temporarly removed (Identity.js). The problem is under investigation. Probably this is due Game is running with Spidermonkey 68 Todo: Clean up. (better naming.. remove failed attempts to correct issue in the code) Benchmarking/Profiling. See how much the performaces increase/decrease after the upgrade Try link the game with SM78 beta () A big thanks to the WFG team for helping me in this task even though it doesn't follow the 'normal' 0ad development process. I hope this will be helpful in porting the official branch to newer versions of Spidermonkey Running game:
  15. Update: Corrected a cross-compartment bug in CGame::ReallyStartGame, line 329. Does this affect the current 0ad version too?? Added checks to consume error messages I was able to start a game! ...but almost nothing (except the gui!) works properly
  • Create New...