state of win32 build of current SVN

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zuzuf
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state of win32 build of current SVN

Post by zuzuf » Sat Dec 19, 2009 2:02 pm

Currently it builds but it seems there is some compatibility issue between some binary components. I ran the game through gdb and I only saw random crashes in system or pthread DLLs, often related to free/malloc functions.

I tried to build TA3D with GCC 3.4 and 4.4, so far I got the same results with both GCC versions.

I've added several tests to make sure TA3D doesn't do anything bad with memory allocated for images and pathfinding stuffs, everything is ok here but it keeps crashing :(

I am running out of ideas :evil:
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Re: state of win32 build of current SVN

Post by Balthazar » Sat Dec 19, 2009 7:24 pm

Maybe it is somehow connected to muli-core CPU?

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Re: state of win32 build of current SVN

Post by milipili » Sat Dec 19, 2009 11:54 pm

On OS X, I've just found how to make Ta3D work. I have to disable the compression texture and then it works just fine :)
It may be related.
In any cases, we now have a working version of TA3D on Snow Leopard !
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Re: state of win32 build of current SVN

Post by zuzuf » Sun Dec 20, 2009 12:21 am

On windows it crashes on single core and multi core machines and disabling texture compression doesn't help :cry:
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Re: state of win32 build of current SVN

Post by zuzuf » Tue Jan 12, 2010 12:33 am

After several hours of testing I could figure out that this bug appeared in r2199 which means the new pathfinder code is responsible for it. Well more specifically the new pathfinder interface seems to be responsible for this bug since r2199 doesn't bring the new algorithm.
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Re: state of win32 build of current SVN

Post by zuzuf » Tue Jan 12, 2010 4:24 pm

:D WOOOWWWWWWW, I think I finally got it working :D :D :D :D :D :D :D :D :D

It looks like it doesn't like creating/destroying mutexes on windows :evil: . AI:Path objects were also ObjectSync objects which contain a Mutex. This mutex was useless since it didn't protect copy operations and the unit mutex was already protecting it so I just removed the ObjectSync stuffs from AI::Path and now it works :D !!

I am cleaning things a bit, once it's done I'll build the first working beta package 8)
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Re: state of win32 build of current SVN

Post by Balthazar » Tue Jan 12, 2010 6:46 pm

Hehe, thats a very nice news i must say :P

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Re: state of win32 build of current SVN

Post by xpoy » Wed Jan 13, 2010 8:22 am

WOOWOWOW! It' over, lol, cool

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Re: state of win32 build of current SVN

Post by Balthazar » Sat Jan 16, 2010 6:46 pm

Any news conserning the bug in 2235 build?

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Re: state of win32 build of current SVN

Post by zuzuf » Sat Jan 16, 2010 6:56 pm

It was due to some change I made to have TA3D running in virtual box, something related to OpenGL accumulation buffer (which is not used by TA3D :shock: ) initialization.

I have changed the values used but I haven't tested yet, I'll make another binary tomorrow for you to test it.
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Re: state of win32 build of current SVN

Post by Balthazar » Sat Jan 16, 2010 9:14 pm

Thanks :P

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