Re:The Windows Subsystem for Linux is now open source
by CorrectHorseBat on Tuesday May 20, 2025 @11:14AM
(#44042553)
Oh interesting, I always wondered what the underlying issue was and why downloading some obscure looking dll solves it.
For a practical solution, just using the Windows dlls seems to work fine. Without AoE2:DE goes out of sync immediately, with I've played hour long games.
Re:The Windows Subsystem for Linux is now open source
by frollogaston on Tuesday May 20, 2025 @11:00AM
(#44042400)
Oh wow, thanks for sharing. I knew it was an oos but didn't think a math lib specifically was the issue.
Re:The Windows Subsystem for Linux is now open source
by coldpie on Tuesday May 20, 2025 @11:22AM
(#44042638)
I remember it being interesting to work on. It's been years, but if I remember right, there is some way to convince the game to dump a log of unit positions during a multiplayer match, possibly as part of its desync handling. I enabled that on both Win & Linux hosts, ran a match between the machines until they desynced, and diff'd the game's own logs, then confirmed from the Wine logs that the faulty values were coming from CRT-related math functions. It's always fun when you get to use a game's own debug utils to track down a problem.
Anyway it'd be great if the game devs included their own math libraries instead of relying on the OS's. That would fix the problem quite nicely.
Re:The Windows Subsystem for Linux is now open source
by CorrectHorseBat on Tuesday May 20, 2025 @11:55AM
(#44043014)
Do you know if the code from the blogpost you mentioned is publicly available? I don't think I could find it but I'd love to give it a try
That was as far as I was able to take it. Another much more skilled dev at CW dug in a lot deeper and wrote a blog post about it[1], but as far as I know the problem remains unsolved.
[1] https://www.codeweavers.com/blog/rbernon/2022/9/12/ucrtcring...