Skip to main content
Topic: CItyrules on client and server seems compiler dependent (Read 2289 times) previous topic - next topic

CItyrules on client and server seems compiler dependent

City growth will lead almost immediately to a desync, if client and server did not use the same compiler and platform. The random counter is ok, so somehow in the implementation of the city rules rdwr a client/server different settings appears.

Client MSVC/server Mingw is easy to reproduce this.

EDIT: rules are identcally, but growth is compiler/backend dependent.

Re: CItyrules on client and server seems compiler dependent

Reply #1
Could not reproduce this with executable from the nightly-page (compiled with mingw?) and my own compilation with MSVS.
Parsley, sage, rosemary, and maggikraut.

Re: CItyrules on client and server seems compiler dependent

Reply #2
Did you use the "found new city" or "increase city population" tool? Both start with exactly the same random counter but get different results.

EDIT: It seems undefine debug or define optimize will do the difference. Therefore in some ****erting or DBG_MESSAGE the random generator is called or an ****ert is changing the game state. I will start looking for it :(