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Here is what replay playback looks like at the moment.
I’m testing this on a separate branch: I slightly adjusted the CI there so I can run Win32 and get access to the game resources. |
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You did not review the changes you made with AI. It has issues that you should fix before asking it to be reviewed. |
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This change does too many things. It is better to first consolidate trig and wwmath and maybe other sources of math, before going into gamemath territory. |
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@xezon Hey! I understand your point, but the reason I didn't fully consolidate As we saw in PR #2602, fully removing That's exactly why I chose this "routing" approach for this PR. By keeping the Perhaps the best option would be to test this PR first, and if everything is fine — merge it. And only after that, we can focus on a second PR dedicated purely to the architectural cleanup (removing |
- Merge gmath.h include + USE_DETERMINISTIC_MATH into single __has_include block - Replace all #ifdef/#if defined() with #if USE_DETERMINISTIC_MATH - Remove TheSuperHackers @fix prefix from cmake comment - Expand ODR abbreviation in gamemath.cmake comment - Add blank lines after setFPMode() in benchmark - Fix iters abbreviation in printf - Simplify benchmark: remove replay dependency, auto-trigger at frame 400
- Merge gmath.h include + USE_DETERMINISTIC_MATH into single __has_include block - Replace all #ifdef/#if defined() with #if USE_DETERMINISTIC_MATH - Remove TheSuperHackers @fix prefix from cmake comment - Expand ODR abbreviation in gamemath.cmake comment - Add blank lines after setFPMode() in benchmark - Fix iters abbreviation in printf - Simplify benchmark: remove replay dependency, auto-trigger at frame 400 - Rename WWMath wrappers to Function_Name convention (578 replacements, 79 files)
* feat(deterministic-math): scaffold phase 4 routing Port the first deterministic math batch derived from TheSuperHackers PR TheSuperHackers#2670 with incremental gating and attribution compliance. - add non-MSVC anti-FMA compile flag (-ffp-contract=off) - route trig and sqrt gateways through WWMath wrappers - add gamemath.cmake integration scaffold with deterministic flag - update project rule for upstream PR attribution comments - update lessons learned and May dev diary * fix(headless): stabilize replay simulation on macOS - Override ParticleSystemManagerDummy::update() as no-op to prevent headless replay from executing the full particle update path, which caused EXC_BAD_ACCESS crash at ParticleSystemManager::update()+560 - Route SDL3GameEngine::createRadar() and createParticleSystemManager() to their Dummy counterparts when dummy=true (headless mode), matching upstream Win32GameEngine factory behavior - Guard ParticleSystemManager::update() loop against stale null entries with early continue before sys->update() dispatch - Skip smudge rendering path in headless via m_headless guard in ParticleSystemManager::update() - Add null-file guards in RecorderClass::readNextFrame(), appendNextCommand(), and updatePlayback() for both Generals and ZH to prevent null dereference when playback file is closed mid-loop * fix(replay-headless): harden texture creation flow Guard D3DX8 and DX8 wrapper texture allocation paths when device or caps are unavailable in headless replay windows. Fail texture load tasks safely instead of dereferencing null state. Also harden missing texture fallback handling and record session notes in May diary and lessons. * fix(replay-recording): handle mixed path separators correctly when serializing map name The loop condition checking for path separators was incomplete on Linux/macOS paths: - realMapPathToPortableMapPath() converts platform paths to portable format - Portable paths may contain forward slashes (Linux/macOS standard) - Loop condition find(backslash) never matched forward-slash-only paths - This left newMapName EMPTY when writing replay header - Result: replays stored with corrupted map name field Fix: Check !isEmpty() AND (find(backslash) OR find(forward slash)) - Loop correctly terminates when last token (filename) is reached - Works with both Windows (backslash) and Unix (forward slash) separators - Applies to both GameInfoToAsciiString() and GameInfo::setMap() Test results: - macos_skirmish_1v1.rep: PASS - macos_6p_custom_map_2.rep: PASS (CRC fallback resolves map) - macos_1v1_custom_map_1.rep: CRC mismatch (expected, data incompatible) * fix(replay-mapcache): normalize map cache path and replay map field Fix cross-platform replay/map issues found on macOS:\n- write/read MapCache.ini using portable path join (no literal \ filename)\n- keep replay header path handling for absolute and directory-based -replay inputs\n- add explicit replay CRC mismatch diagnostics for headless runs\n- encode/decode replay map field to preserve special characters in map names\n\nValidation:\n- macOS z_generals build completed successfully\n- replay tests: official/custom map cases load natively; incompatible replay reports frame-0 CRC mismatch * fix(particle-emitter): null-safe strdup in copy constructor ParticleEmitterClass copy constructor called ::_strdup() on NameString and UserString without null checks, causing SIGSEGV when either field was null. Crash observed at: ParticleEmitterClass::Clone() -> copy ctor -> ::_strdup(nullptr) -> strlen(nullptr) -> SIGSEGV (KERN_INVALID_ADDRESS at 0x0) Triggered by W3DGhostObject::snapShot() during normal gameplay. Fix: guard strdup calls with null check before dereferencing. Applied to both GeneralsMD and Generals variants. * docs(replay): add headless testing reference and tech debt notes - HEADLESS_REPLAY_TESTING.md: commands, parameters, output interpretation, platform notes, debug tips (GDB/lldb) for macOS and Linux - REPLAY_MAPCACHE_TECH_DEBT.md: tracked known issues for custom map CRC fallback and (resolved) MapCache.ini backslash filename bug
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Hi @xezon! I have addressed all your review feedback points and updated the PR. CI Status: To save you from hunting through all the comment threads, here is a consolidated list of the answers and solutions to your review points:
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Hi @xezon! Thanks for the detailed review. I agree with some of your points regarding code cleanliness (I will remove the However, there are a couple of critical architectural points concerning the preservation of old replays (suffixes) and determinism ( 1. C++ Overloads vs Explicit types (why suffixes are needed)I want to explain why I had to come to an explicit separation of functions via suffixes instead of using C++ overloads. This is tied to the necessity of preserving 100% backwards compatibility for old builds (VC6 Retail Compatibility). I introduced 3 types of functions because they reflect 3 completely different mathematical paths (math paths) in the original EA engine. Our codebase serves three build modes at once (VC6, Win32, and Deterministic), and if we don't strictly fix the paths, we will lose Retail compatibility on old compilers:
Explicit suffixes strictly lock the original execution path. They guarantee that the exact function intended in the original game is called, avoiding unpredictable compiler behavior during overload resolution. Examples (The mechanics of overload conflicts)Here is, with examples, how the overload mechanism breaks the original branches when compiling under VC6: Example A: Conflicting identical signatures (
C++ overloads only work with different argument types. How is the compiler supposed to know which of the two Example B: Path substitution via typing ( float myVal = 0.5f;
float result = acos(myVal); // In the original, this is a call to <math.h> double acos(double)Since What happens if we introduce the overloads 2. Sqrt(double) in BaseType.h:391
Yes, in the original game it fell back to the system CRT 3. "Trampolines" in Trig.cpp
The fact is that I was acting exactly according to your original task from the previous PR (#2602). I did exactly that. But But I moved the implementation itself to 4. Duplicates (Ceil / Floor)Regarding |
It is a bit tough to fight through this much AI generated text. Please push the last state of the code and then I can take a look at it in Visual Studio and try to polish it up if it needs polishing. I expect this is faster than chatting about where to go with this. Generally, try to not trust the AI generated code too much. It generates code that is for machines, not humans. |
I wrote every point personally — I only asked AI to format it properly, fix spelling, and translate it into English, exactly like I’m asking now, because my English is not very strong. I personally worked through every point of that long text, so it would be better to read it carefully and understand the reasoning behind it — there is nothing unnecessary there. The main point is that suffixes like In the original project, before deterministic math was introduced, there were places with mixed math inside the game logic that affects the CRC. When If we could simply remove |
@xezon The project’s math was not always written with a clean and transparent architecture — or at least not all parts of it were. Maybe this was even done intentionally to make it harder to reverse-engineer the CRC logic. At the moment, all workflows build successfully, and all replays also play successfully both with deterministic math enabled and disabled. Above, I sent a screenshot of your job, plus one additional replay run that I configured specifically to verify Win32. |
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Ok fair comments. I was under the impression I was chatting with AI generated text because of all the polished formatting. Can you push the latest state to the branch that you have now? I would like to take a look at it in Visual Studio next. Btw, Replay Check is currently broken. We need to wait until after that is fixed. |
The branch is already up to date — I haven't made any changes since the last push, I was waiting for your feedback. Feel free to take the current branch and work on it in VS. If you need my help — push your changes and I'll pick up from there. Regarding the broken Replay Check — the CI runner has no way to obtain the game data. I solved this by extracting a minimal set of files from the Steam distribution (no textures, audio, or GUI — just enough for replay verification), uploaded them as a release to a private repository ( |
The last push in from 08 May |
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xezon
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Next wave. I am not of fan of the Div_Safe usage. Is protects from division by zero, but it does so in an illogical way.
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What is the current state of this review? |
3 review points addressed:
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I do not understand this reasoning. The fallback values were invented by this change. What this change needs to do instead is invent appropriate epsilons at the individual division sites.
Example: Real ratio = m_currentHealth / prevMaxHealth;to Real ratio = m_currentHealth / std::max(prevMaxHealth, WWMATH_EPSILON);Div_Safe can be kept because we still need the 2 compile methods, but it does not carry a fallback. Real ratio = m_currentHealth / prevMaxHealth;to Real ratio = WWMath::Div_Safe(m_currentHealth, prevMaxHealth, WWMATH_EPSILON);Make the epsilon argument default to WWMATH_EPSILON |
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@xezon |
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Why does this need to run on a frame 400 ? Should this perhaps be part of a unit test instead?
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Frame 400 was picked by experiment: by then the game has settled into a steady load. The benchmark runs inside the game loop, so it measures on a CPU that is busy with the game rather than in a cold standalone process, which gives numbers closer to real play.
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I dont understand. So the math benchmark results depend on which moment they run at and are not deterministic at random points in the lifetime of the process? In other words, if we run the benchmark at frame 399 or at the launch of the application, the results will be different? If yes, why?
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@xezon
What does determinism have to do with this? I’m talking about CPU load. I measured the execution speed of the math functions. And yes, the speed of calculations is affected not only by how heavily the PC is loaded with other processes, but even by the power delivered through the power cable. A real-life example: when I was testing the CTA functions, I couldn’t understand why they suddenly started showing negative results — and only later noticed that I was having fluctuations in the power grid.
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Ok so it is a performance benchmark, not a correctness one.
Ok that is still odd however. The execution before the benchmark should not influence the result of the benchmark. It would make more sense if the benchmark was isolated from the game runtime.
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We should add a proper benchmark target that does the CPU warmup and test. Then we do not need to hack it into the game like that.
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Separate. We also need a unit test target. I wanted to take a look at this soon but you can also explore into that direction.
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Removed runBenchmarkOnFrame and its call in GameLogic. Only runBenchmark is left, to be called manually.
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Google Benchmark has been added with #3405.
After it is merged you should be able to hook up your new benchmark there.
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Macroscope has since reviewed this pull request. An earlier review was skipped by a cost limit; a review has now completed, so that notice no longer applies. |
ApprovabilityVerdict: Not approved Macroscope's review found this PR not approvable — This PR introduces a broad math backend and build-mode change that rewires existing AI, physics, pathfinding, gameplay, and rendering behavior across 188 files, with additional external dependency and compiler floating-point changes. The benchmark/testing design remains a separate concern, so the scope and runtime blast radius require human review. Not approved because:
Review your spending limits in Billing settings, or comment |
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@macroscope-app review |
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Sorry, I'm unable to act on this request because you do not have permissions within this repository. |
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@xezon how that PR going? |
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On it! |
…ns (TheSuperHackers#2670) Introduces the gamemath.cmake module and wires HAS_GAMEMATH / USE_DETERMINISTIC_MATH through the compiler configuration.
…ATH switches (TheSuperHackers#2670) Moves RETAIL_COMPATIBLE_CRC into BaseDefines.h so that WWMath can see it without depending on GameDefines.h, and adds USE_DETERMINISTIC_MATH which is disabled automatically when retail CRC compatibility is required. BaseFunctions.h and Coord2D.h include BaseDefines.h, which enables the RETAIL_COMPATIBLE_CRC condition of REAL_TO_INT_CEIL, REAL_TO_INT_FLOOR and Coord2D::toAngle. config-retail.cmake collects the RETAIL_COMPATIBLE_ defines of BaseDefines.h as well, so RTS_BUILD_OPTION_RETAIL_COMPATIBLE_GAME keeps controlling RETAIL_COMPATIBLE_CRC.
…ers#2670) Moves the WWMath declarations and definitions into the layout used by the deterministic math entry points, so that the next commit only adds and changes functions in place. Merges the per-platform duplicate definitions into one body with the platform branches inside, moves the inline bodies of Fabs, Atan, Atan2, Ceil and Floor out of the class and drops the section banners. No functional change.
Adds the WWMath wrappers that dispatch between the deterministic gamemath implementation and the platform libm, plus the _Legacy variants used by rendering code that must stay outside the simulation. Adds WWMath::Div_Safe, which clamps the divisor to an epsilon under deterministic math. Routes the Trig.cpp functions through WWMath, adds Sqrt(Real) and Sqrt(double) there and drops the unused REGENERATE_TRIG_TABLES generator. Coord3D::length() keeps the original sqrt call under RETAIL_COMPATIBLE_CRC. Existing callers of the changed functions move to the _Legacy and float variants in this commit, so retail behaviour holds between commits.
…rappers (TheSuperHackers#2670) Replaces the libm calls inside the WWMath library itself (matrices, quaternions, vectors, spheres and vehicle curves) with the WWMath wrappers.
…Hackers#2670) Replaces the remaining direct libm calls in the shared engine code and in the game simulation of both Generals and Zero Hour with the WWMath wrappers, so that the simulation uses the deterministic implementation when it is enabled.
…hmark (TheSuperHackers#2670) Computes the simulation math CRC with the WWMath wrappers and adds the same computation on the system math functions, plus a benchmark that compares both.
…heSuperHackers#2670) Adds BezierMath with D3DXVec4Transform and D3DXVec4Dot. Under USE_DETERMINISTIC_MATH they are computed in plain C++ with a fixed order of additions; otherwise they call D3DX as before.
…perHackers#2670) Removes the M_* math constants from visualc.h and switches their remaining uses in W3DMouse.cpp and W3DView.cpp to the WWMATH_* constants.

Merge by rebase
Rework of #2602, incorporating review feedback:
USE_DETERMINISTIC_MATHdefaults on for non-VC6.BaseDefines.hturns it off automatically whengmath.his not available or whenRETAIL_COMPATIBLE_CRCis set, so a build without GameMath falls back to the CRT path rather than failingGM_ENABLE_INTRINSICS=OFFoverride was dropped after a Windows replay run showed byte-identical CRC logs with intrinsics on and offmain, no merge commitsOpen question: Replay checks pass both with and without
USE_DETERMINISTIC_MATH, even though golden replays were recorded with an x87 build. The replays may not containMSG_LOGIC_CRCmessages, meaning the check only validates absence of crashes rather than game state CRC parity. If anyone has insight on this — please share.Testing results
Cross-platform deterministic math parity verified with
SimulationMathCrc::runBenchmark— computes CRC over 10 000 iterations of sin/cos/tan/atan2/sqrt/pow across a fixed input set.fdlibm(deterministic)76B53840fdlibm(deterministic)76B53840E8B6385AE8B6385AB7B838508BB5B841Key fix:
-ffp-contract=offincmake/compilers.cmake— prevents Clang from emitting FMA instructions (fmadd) that skip intermediate rounding, breaking bit-exact parity with MSVC's/fp:precisedefault.Note
Route game logic math through
WWMathwith 3-mode deterministic supportWWMathAPI in wwmath.h with explicit float, double, and legacy float overloads for all math operations. Deterministic builds dispatch to single-precision GameMath functions; non-deterministic builds use precision-matched C math functions.USE_DETERMINISTIC_MATHandRETAIL_COMPATIBLE_CRCconfiguration macros in BaseDefines.h. Deterministic math enables only when GameMath is available and retail CRC compatibility is disabled. Adds GameMath as a CMake FetchContent dependency for non-VS6 builds via gamemath.cmake.sqrt,sin,cos,atan2,fabs,ceil, etc.) withWWMathwrappers across the entire engine:Locomotor,Weapon,PartitionManager,PhysicsUpdate,AIUpdate, pathfinding, terrain, geometry, projectiles, and dozens of other systems.WWMath::Div_Safeto replace direct division in ~15 call sites (mine placement, scaffold count, health ratios, build progress, flight-path segments, turn-radius), clamping the divisor to a supplied epsilon in deterministic builds.-ffp-contract=offfor non-VS6 compilers in compilers.cmake to prevent fused multiply-add contraction, and adds a deterministic-vs-native math benchmark viaSimulationMathCrc::runBenchmark.PartitionManager::calcMinRadiusandcalcRadiusVecnow useRealintermediates instead ofdoubleoutsideRETAIL_COMPATIBLE_CRCbuilds, which may change radius results.Coord3D::lengthand severalWWMathdouble overloads route through single-precision GameMath in deterministic builds, reducing precision.visualc.hno longer defines local math constants; consumers must useWWMATH_*equivalents.PolygonClass::Compute_Planenow casts squared length tofloatbeforeWWMath::Sqrt, which may lose precision for large polygons.📊 Macroscope summarized 32d3717. 188 files reviewed, 3 issues evaluated, 1 issue filtered, 2 comments posted
🗂️ Filtered Issues
GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/motchan.cpp — 0 comments posted, 1 evaluated, 1 filtered
filtertableis used to decode the packed motion-channel data, but this changes its generated values fromWWMath::Sin(float)(which used the double-precisionsinpath in non-deterministic builds) toSinf_Legacy(which usessinfon non-x86 builds). The table is not serialized with each motion channel, so existing assets decoded by a modern non-deterministic build can reconstruct different deltas/poses, and the change also makes the decoder's quantization behavior platform/configuration dependent rather than preserving the previous table generation. [ Out of scope (triage) ]