Joe Wells skrev:

And non-determinism can lead to net games being aborted, so this is
an important consideration.
Yes, I know...
which is why some seriousish regression testing in this area might be a good idea.

I propose (in case this doesn't exist already) an automated way to run the following test, e.g. when called as glob2 --twin-test <savegame> <number of steps>: - $n versions of the game is loaded, on the same host as a default, where $n is the number of AI players in the savegame. - The games commence a multiplayer game, loading the savegame and running as each of the AIs. - Besides the normal inter-game traffic, the games `compare notes', comparing the exact locations and states of all the entities involved, and perhaps other stuff like the gradients. For instance, after each turn a random tenth of the entities are picked and compared.

It would be interesting to see if a test like that would catch the error I mentioned...

I don't really know this part of the code.  I think there are two
versions of “locked”: one for not-reachable by non-swimmers and one
for not-reachable by swimmers.  I think this information is used by
some of the AIs.
Yes, looking at the code I figured 'locked' must mean 'reachable'.
But, reachable from where exactly? Any point on the border of the local gradient? That would have been my guess, but that's not how I read the code.

/Erik


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