Computer 1: Win 7 64bit Computer 2: Ubuntu 32bit Compilation parameters: - Used -O2 -mssse3 -mfpmath=sse -DNDEBUG in release mode for both linux and windows - Used latest svn revision and: - Applied http://developer.wz2100.net/changeset/11099 - Applied both patches from http://developer.wz2100.net/ticket/1962
Reminder: Sent / received statistics in the logs are still swapped in newnet. Test #1: Map: 8c Sandcastles T1 Host: Computer 1 Additional details: Host in slot 0, computer 2 in slot 1, 6 dydo ai's in remaining slots. Summary: Instant de-sync. Looking a the logs it seems only p0 added power to the AI's at the start, power seems to be the only difference in the desync logs. I didn't let the game run long. Notes: I tried this setup twice. Logs: http://filebin.ca/qsgaoq/logs1.tar.gz Conclusion: This will need to be resolved before I try this setup again. Test #2 Map: 8c NTW2 T3 Host: Computer 2 Additional details: Host in slot 0, computer 1 in slot 1, 1 standard ai in slot 7. Summary: Played a ~24 minute game without any desync errors. There wasn't any action on computer 1. Logs: netplay (computer 1, trimmed): http://pastebin.com/DvSinLnz netplay (computer 2, trimmed): http://pastebin.com/n5tx79Ek ----- Start WZlog (trimmed)---- 12:21:19: [recvDroidInfo] Packet from 0 refers to non-existent droid 168664, [Human : p0] last message repeated 2 times 12:21:28: [recvDroidInfo] Packet from 0 refers to non-existent droid 173968, [Human : p0] last message repeated 2 times ----- End WZlog (trimmed)---- Supplemental connection statistics: Computer 1: ~12MB down, ~4MB up (IIRC) Computer 2: Wireshark summary: Packets: 48408 Duration: 1537 s Avg. packet size: 359.7 bytes Avg. packet /s : 31.5 Bytes: 17410957 Avg. bytes /s: 11325 _______________________________________________ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev