luisTJ / ghostplusplus

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Replay stitcher bug #47

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
replay before load and replay after load have different random seeds
so after stitching complete replay differs from the game
before load:
seed:23827500
after load:
seed:24236015
complete replay:
seed:23827500

well maybe problem isn't in random seed, but bug occurs

replays:
http://www.sendspace.com/file/5buwzh

savegame if needed:
http://www.sendspace.com/file/rvbrv9

Original issue reported on code.google.com by uid9260...@gmail.com on 14 Sep 2009 at 5:09

GoogleCodeExporter commented 9 years ago
oh was writing from friend e-mail :(
also have suggestion
can you exclude chat about player's loading time after load from complete 
replay?

Original comment by prodotah...@gmail.com on 14 Sep 2009 at 5:15

GoogleCodeExporter commented 9 years ago
Thanks for testing out the replay stitcher. I'm disappointed that it desynced 
for
you, I'll take a look at the replay data and see if I can figure something out. 
Can
you give me a brief summary of what was supposed to happen in the replay?

Original comment by hogantp on 15 Sep 2009 at 2:13

GoogleCodeExporter commented 9 years ago
well desync starts from tower kill
in game i kill chaos knight and tower(don't remember, no critical strike or 
lesser 
stun duration was in game)
and game ends because i destroy throne

Original comment by prodotah...@gmail.com on 15 Sep 2009 at 2:21

GoogleCodeExporter commented 9 years ago
I've done some more tests and I'm not sure any of my initial tests were 
successful
after reviewing them. I'll be looking into it some more but it may still turn 
out
that replay stitching is impossible.

Original comment by hogantp on 15 Sep 2009 at 6:26

GoogleCodeExporter commented 9 years ago
if change map path in replay from map to savegame can we watch replay in wc3?
if can i think stitching replay not needed

Original comment by prodotah...@gmail.com on 15 Sep 2009 at 10:57

GoogleCodeExporter commented 9 years ago
I'm fairly convinced at this point that replay stitching is not possible. It 
was a
failed experiment and will probably be removed from the project. I've changed 
the
issue's status to "Invalid" because there is no "Unfixable" status.

Original comment by hogantp on 9 Nov 2009 at 7:27

GoogleCodeExporter commented 9 years ago
don't remove plz saving replays after load
replay parsers can use them to get end game data(mainly important for 
competitive 
dota games)

Original comment by prodotah...@gmail.com on 9 Nov 2009 at 7:56

GoogleCodeExporter commented 9 years ago
I will only remove the replay_stitcher project from GHost++. GHost++ will 
continue to
be able to save (complete) replays as that part works fine.

Original comment by hogantp on 9 Nov 2009 at 7:59

GoogleCodeExporter commented 9 years ago
ok
btw have idea
what if after-load data would be saved in tcp packets form and ghost will be 
allowed 
to create game and send this data to player like ggtv
so users would be able to watch game after load

Original comment by prodotah...@gmail.com on 9 Nov 2009 at 8:04

GoogleCodeExporter commented 9 years ago
It might be possible, it depends how Warcraft III handles observers in a saved 
game.
I probably won't look into it but it's a good idea, if fairly complicated to 
get working.

Original comment by hogantp on 9 Nov 2009 at 8:17