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cOol
2 Aug 2007, 17:38
After many tries I finally managed to kill all the worms without being touched.

But after sending this replay to TCB I noticed it was corrupted!! :s

http://www.c0o1.com/wa/wth.WAgame

Is it a bug? If you export the log there are some messages like this one:
[00:01:09.98] *** Checksum Mismatch in Frame 3499 / 3623

05:10.42 -> I remember that this blue worm (3) never used a second shotgun to open the hole.

At 07:02 I never! used the napalm because of the wind....

Also, the log says I won the match, but that doesnt happen in the replay :s

cOol
10 Aug 2007, 16:27
So.. any ideas? lol

CyberShadow
10 Aug 2007, 20:37
Odd, I thought I replied to this thread.

There's a bug in 3.6.28.0 that causes all replays from offline games started using the Direct IP option to cause checksum mismatches. It has been fixed in the code, so you'll just have to wait for the next Beta.

cOol
10 Aug 2007, 20:55
Oh thanks, but I think I wasn't using that option, it was a single offline game.

CyberShadow
11 Aug 2007, 08:17
I can't say much about it, then. Deadcode might. Let us know if it happens again.

Deadcode
18 Dec 2007, 20:15
My hypothesis is that:
The CPU desynced at 0:51.48, doing a different move (a bazooka) that took less time than what it did when you actually played. CPU moves are currently not checksummed, so the discrepancy would not show up as a checksum error until you made a move yourself.
The CPU algorithm code may be unstable on large maps; this could explain why the bug hasn't been noticed before.Your turns from that point on would be the same up until the point that you did something that depended on something the CPU had done, or depended on the wind.

This will require some looking into.

cOol
19 Dec 2007, 04:43
My hypothesis is that:
The CPU desynced at 0:51.48, doing a different move (a bazooka) that took less time than what it did when you actually played. CPU moves are currently not checksummed, so the discrepancy would not show up as a checksum error until you made a move yourself.
The CPU algorithm code may be unstable on large maps; this could explain why the bug hasn't been noticed before.Your turns from that point on would be the same up until the point that you did something that depended on something the CPU had done, or depended on the wind.

This will require some looking into.

wow, nice and thanks for taking a look.