Hi, Florian Köberle a écrit : > Option (c) seems to be quite tricky to me. The main problem is that > locally games stay synchronous for me and I guess it will be the same > for any other developer which doesn't own two machines. So how do you > want to find out that your resynchronization works? One idea to test it > locally would be VMs but I don't know if they are fast enough if they > simulate another architecture.
Using the headless servers forces, I think, traffic to go back and forth through that server. At least that is my supposition after seeing "waiting for player..." with one computer running 2 games connected to that kind of server. > Another option (d), which can also be combined with (a) and (b) is to do > a calculation test which results in a hash of multiple calculation > results. That hash gets then used to determine if a player can play with > another player without a loss of synchronization. It seems unpractical. Even a different version of the same compiler can produce output different from another one on the same computer, for instance because of a slight difference in instruction scheduling by those compilers. Maybe not that common, but it may happen in some deep part inside of wormux. Then your computation will say "reject player B (also x86-64 but under Mandriva rather than Ubuntu) and accept player C". But too bad, if most computations are identical, one is going to be messed. And if you want to distinguish that far, you may end up with no one able to connect to one another. And that's just a slight problem compared to the problem of the gamer frustration for not being able to join a game. Best regards, Kurosu _______________________________________________ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev