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  1. I see from D598 and elsewhere that rejoining a multi-player game is not supported, and typically ends badly with OoS errors. Is there a particular reason for this? From perusing the AI code, there is non-determinism within the AI code. For example, the AI makes many PRNG calls, and if the PRNG is seeded differently/runs a different number of times on rejoin the AI will diverge from current players. I'm curious what other sorts of known issues are at play here. I ask because I play a fair number of multiplayer games, and we experience quite a few random disconnects/crashes. Rejoining would be incredibly helpful to recover, but that does not work unfortunately. I'm happy to help look into fixes for this as well.
  2. Curious if anyone has gotten valgrind to work with 0AD builds. Asking because some of the development documentation references valgrind (https://trac.wildfiregames.com/wiki/CodeQuality#Valgrind) which takes something on the order of a 10-20x hit in runtime performance while ASAN is closer to 2-4x perf hit (https://developers.redhat.com/blog/2021/05/05/memory-error-checking-in-c-and-c-comparing-sanitizers-and-valgrind#performance). At that point, running replays or even full games under ASAN may be reasonable compared to Valgrind which isn't feasible.
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