The logical place to start with YOG debugging is to make sure the YOG
messages themselves are being serialized properly. This requires extending
NetTestSuite.h/.cpp to all of the messages in net message. I stopped doing
this, after writing the script add_net_message.py, all NetMessage classes
where generated by the script, and as such never had any bugs. However, if
one feels its needed, test cases can never the less be added for all net
message classes, just to verify the bottom line is working properly.

After that, I don't know where to begin. Reproducible sequences that involve
running a fresh server, and logging into it and doing whatever that results
in an invalid state need to be found. What I believe is happening is that
the server is going into an invalid state, causing problems for both players
and eventually crashing the server. I can't verify this for sure, its likely
a combination of bugs in both client and server code. The bug could be as
simple as a buffer overrun or something like that, causing systemic problems
for all of YOG. These reproducible sequences might be long, involving
starting a server, logging in with several different accounts, playing,
starting and stopping a number of games at the same time and consecutivly,
downloading or uploading maps, almost anything that is doable on YOG.
Eventually, we might be able to narrow it down to the problematic things to
do.

-- 
Extra cheese comes at a cost. Bradley Arsenault.
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