build(windows): restore deterministic x86 build - #253
Conversation
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hey @arazmj do you have a discord account so we can talk about the implementation? thanks! |
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Additional real-world validation: completed another multiplayer game with two macOS GeneralsX clients and one deterministic Windows client. Map loading, shared tunnel exits, sound, and synchronization all remained working with no reported problems. |
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A Windows build seems to be a good idea, could you please:
Thanks! |
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Addressed both requests: the branch is rebased onto current |
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thanks for adress the issues. Just a few more questions.
I'm also found a diference on windows replay tests, if you refer to linux or mac replay tests you will find lines like this at end of logs for all replay files: But on windows headless replay test the log ends early, so it seems the replay test itself is not running. |
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@fbraz3 Addressed in
The corrected CI run |
Restore the native MSVC build, add independent cross-platform replay validation, and standardize replay wide-character serialization for Windows compatibility. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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Addressed review |
Description
Restore the experimental native MSVC x86 Zero Hour build and enable the same
fdlibm-backed deterministic math path used by Linux and macOS.
The previous modern Windows path referenced moved Win32 sources, exposed POSIX
compatibility headers ahead of Windows SDK headers, omitted native runtime
implementations, and did not link the native D3DX library. This prevented the
placeholder workflow from producing a usable executable.
Changes
/fp:precisefor Windows x86generalsxzh-windows-x86as the user-facing artifact with the executable, symbols, zlib runtime, and installation instructionsgeneralsxzh-windows-x86-replay-test-onlysolely for headless CI, with generated Miles/Bink stubs but no symbolsmss32.dllandbinkw32.dllValidation
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