Comments (5)
Merging #94 first would make fixing this a bit simpler, because then it's just one place to change the hasher.
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@aleksa2808 Thanks for the detailed write-up. Do you want to contribute this as a PR (casting to u64 and replacing with SeaHash or another portable hasher)?
from bevy_ggrs.
Sure, I can make this a PR. I'm just not sure what to do with SeaHash
as I'm currently using my own fork of it where I intentionally panic when trying to hash usize
/isize
values since this would lead to desyncs on different architectures. I could use the original, non-panicky version, but I feel like users could easily make the mistake of hashing some .len()
value for example and in this case I think it is good to error out (or better yet prevent compilation if possible). Do you have any ideas regarding this?
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We don't necessarily have to do everything in one go. We could do it like this:
- Get rid of
usize
in internal checksums - Change
aHash
toSeaHash
or something else - Document this gotcha (#35)
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Hey @johanhelsing, sorry for the late reply. I created a PR for this now with both changes included as they are both essential to calculate checksums in a portable manner.
Additionally, regarding the mentioned SeaHash
fork, in this PR I used the regular, crates.io
provided version. This means that users will still be able to use usize
/isize
types in their code which would break portability, so it is a good idea to have this mentioned in a gotcha.
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Related Issues (20)
- Potential Scalability Refactor HOT 6
- Sessions `.with_desync_detection(DesyncDetection::On)` always reports false positives HOT 1
- Integration Tests incorrect HOT 2
- More idiomatic component/resource checksums for float types?
- Adding non-rollbacked children to rollbacked entities break the hierarchy HOT 1
- Desync detection appears to compare the checksum of predicted frames to confirmed frames HOT 8
- Sprite Component doesn't get respawned after rollback HOT 5
- panic: `Rollback requested was not created using AddRollbackCommand!`
- When rollbacks happen across entity spawning, desyncs are reported HOT 1
- Despawned entities are not restored HOT 2
- Convenient way to end a session HOT 5
- [Question] How to sync elapsed time since startup among peers? HOT 4
- 3d example, and other questions HOT 4
- Update entity IDs in Children/Parent components on rollback. HOT 2
- Update to Bevy 0.13
- Document idiomatic way to sort rollback related queries
- Synctest session doesn't detect all desyncs that it could/should
- Adding players after p2p session already started HOT 3
- Support synchronizing parts of world state, since Rust isn't deterministic.
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