[bf1942] New Build ... now w/ Bots.

Morten Striboldt morten at boomtown.net
Mon Jan 20 05:57:10 EST 2003


This build looks very stable, since we haven't had a crash for 24 hours
on Debian 2.2.19. Nice work Ryan... Looking forward to the 30+ ping fix,
then all our Windoze servers are to be shut down :)

Best regards / Med venlig hilsen
Morten Striboldt - Game administrator
Boomtown.net


> -----Original Message-----
> From: Ryan C. Gordon [mailto:icculus at clutteredmind.org] 
> Sent: 18. januar 2003 23:42
> To: bf1942 at icculus.org
> Subject: [bf1942] New Build ... now w/ Bots.
> 
> 
> 
> This took about 18 years longer than it should have, but the 
> darn bots no longer sit in the corner of the map.
> 
>    
> http://icculus.org/betas/bf1942/bf1942-lnxded-betaupdate-build
-1042921583.tar.bz2

md5sum of tarball: ddda3404717998bb095ae27ebfe99e9e

(PLEASE make sure you unpack this in the correct place!)

This build has the bots in COOP mode. It also has some (very) minor
networking tweaks, code to replace the 'STUB: menu chat thingey'
message, and a brute force attempt to close a ton of file handles on
mapchange (which should end the crashes caused by going through 10-20
mapchanges. That we could make it through 10-20 mapchanges without a
crash is good news, though.  :)  ).

Warning: Using bots spams a LOT to stdout right now. A LOT. This will go
away in a later build with the rest of the debug output.

Remember also that the bot AI wasn't _REALLY_ getting used before (the
bots were always flagged as "dead" and as such, never spawned in the
first place), so while this got a thorough testing on my system (I even
set the ticket ratio above 3!), this is a large amount of code that
never got executed in previous builds...don't be shocked if there are
crashbugs to weed out.

Bots use a lot of CPU. Please don't complain about this.

The server is still single threaded, and still gives a 30+ ping on the
LAN (since it's doing network updates each tick...30 ticks per second.
Do the math). This will be corrected in a later build, either by
returning to threads, or doing packet handling outside of the server
tick code. I am aware of it.

Ok, everyone, please test. The bots were the last glaringly obvious
problem, so now I can focus on the less obvious problems (the crashes,
memory leaks, network desync, etc). If you had a stack trace you posted
before, please post it again for this build so we see where things stand
at this point.

Next build (assuming nothing really embarassing pops up tonight) will be
after LinuxWorld.

Thanks, y'all.

--ryan.





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