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Re: CRT Combat Model (really long)
>> Anyway, I just found that the function used in this case, random_walk,
>> is causing some of the synch errors. For reasons that I really don't
>> understand, it computes differently on a unix host and client.
>
>Strange. Did you step through the function on the host and the client
>in a debugger? And were the host and client the same kind of machine?
>I glanced at the code and didn't see something like a 32bit vs 64bit
>problem, but there is a fair bit of code there.
Forget about this - it was a red herring. But thanks for checking it out.
The real problem in this case was that the game state got changed between
master and client run_game execution. Which was actually the underlying
common problem for all sync errors. At least those that I am aware of. See
my other post.
Hans
Hans Ronne
hronne@pp.sbbs.se