Changes between Version 10 and Version 11 of Debugging


Ignore:
Timestamp:
Sep 8, 2014, 4:48:38 AM (10 years ago)
Author:
historic_bruno
Comment:

Another tip about OOS debugging

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  • Debugging

    v10 v11  
    106106However, it may be that you won't see any diff, or maybe it will be huge and affect many entities and components. If there's no diff, that means the simulation state differed, but the difference doesn't affect the debug serializer. There are a few reasons why this could happen, but most likely the [wiki:JSON JSON] representation of the dump doesn't allow the actual value or (for a JavaScript value) the difference is in SpiderMonkey's internal representation of the data. This has been reported before with e.g. `NaN`, having a single bit difference depending on the JIT behavior (see #1879).
    107107
     108Even OOS dumps with many differences can be useful. Differences between local entities (previews, waypoint flags) can be disregarded, as they don't affect the serialized game state. If you notice one component is especially affected or a component of a recently added feature, then it's often possible (and desirable) to construct a much simpler test case. An OOS in an hour long multiplayer game is complicated, but an OOS or serialization failure on a blank map with a handful of entities is much simpler.
     109
    108110=== OOS caused by the AI ===
    109111An out of sync error is caused by the AI if the following conditions are both true: