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feat(math): Route game logic math through WWMath with 3-mode deterministic support#2670

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feat(math): Route game logic math through WWMath with 3-mode deterministic support#2670
Okladnoj wants to merge 74 commits into
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Okladnoj:okji/feat/deterministic-math-v2

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@Okladnoj

@Okladnoj Okladnoj commented May 1, 2026

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Rework of #2602, incorporating review feedback:

  • GameMath via FetchContent (per @stephanmeesters, @OmniBlade recommendation)
  • Trig.cpp preserved, redirected to WWMath instead of deleted (per @xezon request for standalone change)
  • 3 math modes: VC6 (x87 inline asm), CRT (standard library), GameMath deterministic (per @Mauller recommendation)
  • USE_DETERMINISTIC_MATH unconditional for non-VC6 — missing gmath.h is now a compile error instead of silent fallback to x87/CRT
  • Clean history from main

CI: win32 + vc6 ✅, replay checks ✅

Open question: Replay checks pass both with and without USE_DETERMINISTIC_MATH, even though golden replays were recorded with an x87 build. The replays may not contain MSG_LOGIC_CRC messages, meaning the check only validates absence of crashes rather than game state CRC parity. If anyone has insight on this — please share.

Testing results

Cross-platform deterministic math parity verified with SimulationMathCrc::runBenchmark — computes CRC over 10 000 iterations of sin/cos/tan/atan2/sqrt/pow across a fixed input set.

System Compiler Math Library CRC Perf (10 000 iters)
Win32 x86 MSVC (modern) fdlibm (deterministic) 🟩 76B53840 ~6 ms
macOS ARM64 Apple Clang fdlibm (deterministic) 🟩 76B53840 ~11 ms
Win32 x86 MSVC (modern) system math (native) 🟦 E8B6385A ~3 ms
macOS ARM64 Apple Clang system math (native) 🟦 E8B6385A ~5 ms
Win32 x86 VC6 (legacy) x87 CRT (no fdlibm) 🟧 B7B83850 ~17 ms
Win32 x86 VC6 (legacy) system math (native) 🟥 8BB5B841 ~5 ms
  • 🟩 cross-platform deterministic parity achieved (Win32 modern = macOS ARM64)
  • 🟦 native system math match (Win32 modern = macOS ARM64)
  • 🟧 VC6 deterministic (x87 CRT, separate group — fdlibm not supported)
  • 🟥 VC6 native (x87 CRT, separate group)

Key fix: -ffp-contract=off in cmake/compilers.cmake — prevents Clang from emitting FMA instructions (fmadd) that skip intermediate rounding, breaking bit-exact parity with MSVC's /fp:precise default.

image

@greptile-apps

greptile-apps Bot commented May 1, 2026

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Greptile Summary

This PR routes all game-simulation math through a new WWMath abstraction layer backed by the GameMath (fdlibm) library fetched via CMake FetchContent, achieving cross-platform bit-exact determinism on modern compilers while preserving the original x87 inline-asm path for VC6 builds. A new BaseDefines.h header centralises the RETAIL_COMPATIBLE_CRC and USE_DETERMINISTIC_MATH macro logic, with __has_include used to safely probe for gmath.h; deterministic math is enabled only when both HAS_GAMEMATH=1 and RETAIL_COMPATIBLE_CRC=0.

  • Three-mode dispatch in every WWMath trig/sqrt/pow wrapper: USE_DETERMINISTIC_MATHgm_* (fdlibm), VC6 x87 inline asm, or CRT fallback. -ffp-contract=off is added for Clang to prevent FMA contraction that breaks bit parity with MSVC /fp:precise.
  • SimulationMathCrc gains a runBenchmark() method comparing deterministic vs native CRC and timing; all trig calls in the deterministic path now route through WWMath (previous raw tanf/asinf/acosf calls resolved).
  • Lookup tables in WWMath::Init() are populated using the selected math path (Acosf/Asinf/Sinf) when RETAIL_COMPATIBLE_CRC=0, keeping tables consistent with the active mode.

Confidence Score: 4/5

Safe to merge for rendering and non-CRC paths; the Atan2 parameter naming inversion needs fixing before new call sites are written against it.

The three-mode math dispatch is architecturally sound and verified by CRC benchmarks. The Atan2/Atan2_Legacy/Atan2f parameter naming inversion is an API contract mistake in a core math header that will silently produce wrong angles in future callers without any compiler warning.

Core/Libraries/Source/WWVegas/WWMath/wwmath.h — specifically the Atan2/Atan2_Legacy/Atan2f parameter naming and the removal of WWMath::Sign.

Important Files Changed

Filename Overview
Core/Libraries/Source/WWVegas/WWMath/wwmath.h Major refactor adding gm_* wrappers for all trig/math with three-mode dispatch. Parameter naming on Atan2/Atan2_Legacy/Atan2f is inverted from the old (y,x) convention and C standard. WWMath::Sign removed without updating textdraw.cpp.
Core/Libraries/Include/Lib/BaseDefines.h New file controlling RETAIL_COMPATIBLE_CRC and USE_DETERMINISTIC_MATH. Uses __has_include to probe for gmath.h and silently falls back to CRT when gmath.h is absent or RETAIL_COMPATIBLE_CRC=1.
cmake/gamemath.cmake New CMake file fetching GameMath via FetchContent at a pinned commit. Intrinsics disabled (FORCE) for determinism. Uses global include_directories() intentionally for ODR safety.
cmake/compilers.cmake Adds -ffp-contract=off for non-MSVC compilers to prevent FMA contraction that breaks bit-exact parity with MSVC /fp:precise. Correctly scoped to non-VC6 non-MSVC path.
Core/GameEngine/Source/Common/Diagnostic/SimulationMathCrc.cpp Splits CRC into Deterministic (WWMath) and Native (system) variants. Adds runBenchmark(). All trig calls in deterministic path now route through WWMath.
Core/Libraries/Include/Lib/BaseType.h REAL_TO_INT_CEIL/FLOOR condition now correctly requires both RTS_GENERALS and RETAIL_COMPATIBLE_CRC. Coord3D::length() preserves RETAIL_COMPATIBLE_CRC path with a documented known-behavior note.
Generals/Code/GameEngine/Source/Common/System/Trig.cpp Stripped old lookup-table generation dead code, now routes Sin/Cos/Tan/ACos/ASin/Sqrt through WWMath wrappers.
Core/Libraries/Source/WWVegas/WWMath/wwmath.cpp Init() now uses deterministic trig for lookup table population when RETAIL_COMPATIBLE_CRC=0, keeping tables consistent with the selected math mode.

Flowchart

%%{init: {'theme': 'neutral'}}%%
flowchart TD
    A[Math call site\ne.g. WWMath::Sinf] --> B{IS_VS6_BUILD?}
    B -- Yes --> C[x87 inline asm\nfsin/fcos/fsqrt]
    B -- No --> D{USE_DETERMINISTIC_MATH?}
    D -- No --> E[CRT system math\nsinf/cosf/sqrtf]
    D -- Yes --> F[GameMath fdlibm\ngm_sinf/gm_cosf]

    G[BaseDefines.h] --> H{RETAIL_COMPATIBLE_CRC == 1?\ndefault: yes}
    H -- Yes --> I[undef USE_DETERMINISTIC_MATH\nsilent CRT fallback]
    H -- No --> J{__has_include gmath.h?}
    J -- No --> I
    J -- Yes --> K[USE_DETERMINISTIC_MATH active]

    L[cmake/gamemath.cmake\nFetchContent GameMath] --> M[include_directories\ngmath.h available globally]
    M --> J

    style C fill:#FFA500
    style E fill:#6699FF
    style F fill:#66BB66
    style I fill:#AAAAAA
Loading
%%{init: {'theme': 'base', 'themeVariables': {"darkMode": true, "background": "#0d1117", "primaryColor": "#21262d", "primaryTextColor": "#e6edf3", "primaryBorderColor": "#8b949e", "lineColor": "#8b949e", "textColor": "#e6edf3", "edgeLabelBackground": "#161b22", "actorBkg": "#21262d", "actorBorder": "#8b949e", "actorTextColor": "#e6edf3", "actorLineColor": "#8b949e", "signalColor": "#8b949e", "signalTextColor": "#e6edf3", "noteBkgColor": "#373320", "noteBorderColor": "#d4a72c", "noteTextColor": "#f0e6c0", "labelBoxBkgColor": "#21262d", "labelBoxBorderColor": "#8b949e", "labelTextColor": "#e6edf3", "loopTextColor": "#e6edf3", "activationBkgColor": "#30363d", "activationBorderColor": "#8b949e"}}}%%
flowchart TD
    A[Math call site\ne.g. WWMath::Sinf] --> B{IS_VS6_BUILD?}
    B -- Yes --> C[x87 inline asm\nfsin/fcos/fsqrt]
    B -- No --> D{USE_DETERMINISTIC_MATH?}
    D -- No --> E[CRT system math\nsinf/cosf/sqrtf]
    D -- Yes --> F[GameMath fdlibm\ngm_sinf/gm_cosf]

    G[BaseDefines.h] --> H{RETAIL_COMPATIBLE_CRC == 1?\ndefault: yes}
    H -- Yes --> I[undef USE_DETERMINISTIC_MATH\nsilent CRT fallback]
    H -- No --> J{__has_include gmath.h?}
    J -- No --> I
    J -- Yes --> K[USE_DETERMINISTIC_MATH active]

    L[cmake/gamemath.cmake\nFetchContent GameMath] --> M[include_directories\ngmath.h available globally]
    M --> J

    style C fill:#FFA500
    style E fill:#6699FF
    style F fill:#66BB66
    style I fill:#AAAAAA
Loading

Reviews (9): Last reviewed commit: "Merge remote-tracking branch 'origin/mai..." | Re-trigger Greptile

Comment thread Generals/Code/GameEngine/Source/Common/System/Trig.cpp Outdated
Comment thread Core/GameEngine/Source/Common/Diagnostic/SimulationMathCrc.cpp Outdated
Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated
Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated
@Okladnoj

Okladnoj commented May 1, 2026

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image Here is what replay playback looks like at the moment.

I’m testing this on a separate branch:
https://github.com/Okladnoj/GeneralsGameCode/okji/test/deterministic-math-v2

I slightly adjusted the CI there so I can run Win32 and get access to the game resources.

@Okladnoj Okladnoj force-pushed the okji/feat/deterministic-math-v2 branch from 854cc7b to 779f714 Compare May 1, 2026 00:49
@Skyaero42

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You did not review the changes you made with AI. It has issues that you should fix before asking it to be reviewed.

@Okladnoj Okladnoj left a comment

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reviwed all changes

@xezon

xezon commented May 2, 2026

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This change does too many things. It is better to first consolidate trig and wwmath and maybe other sources of math, before going into gamemath territory.

@Okladnoj Okladnoj force-pushed the okji/feat/deterministic-math-v2 branch from 4b5675d to ddea128 Compare May 3, 2026 15:09
@Okladnoj

Okladnoj commented May 3, 2026

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This change does too many things. It is better to first consolidate trig and wwmath and maybe other sources of math, before going into gamemath territory.

@xezon Hey! I understand your point, but the reason I didn't fully consolidate trig and wwmath in this PR is exactly to avoid doing too many things at once.

As we saw in PR #2602, fully removing trig.h and replacing it with WWMath across the codebase touches over 120 files. Mixing a massive 120+ file architectural refactoring with a core feature addition (GameMath) made the previous PR extremely difficult to review and broke compilation for some standalone utilities, because trig.h is used outside of just game math.

That's exactly why I chose this "routing" approach for this PR. By keeping the trig.h interface intact and just routing its internal implementation to WWMath, we achieve the deterministic math goals with a much smaller and safer footprint.

Perhaps the best option would be to test this PR first, and if everything is fine — merge it. And only after that, we can focus on a second PR dedicated purely to the architectural cleanup (removing trig.h across all 120+ files)?

Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated
Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated
Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated
static WWINLINE float ASinTrig(float x) { return asinf(x); }
#endif

// Origin wrappers: replace bare CRT math calls in GameLogic.

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I am not a fan of the "origin" terminology for these functions. What is this supposed to mean?

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"Origin" means the original EA code called bare CRT functions (sqrt, acos, sinf...). The suffix marks which exact CRT function was used originally: SqrtOrigin(double) = was sqrt(), SqrtfOrigin(float) = was sqrtf(). These are not just type variants — they are different math paths. Will rename to _ convention: Sqrt_Origin, Sqrtf_Origin.

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This is not good naming. They should just be called "Sqrt", "Cos", "Sin", etc.

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Missing gm math variants.

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Ceil(float) and Floor(float) are original EA code (line 157 in main). They are only used in rendering (visrasterizer.cpp) and Normalize_Angle. Not part of CRC game logic — no need to wrap.

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Keep it simple and consolidate code. No math function duplicates.

Comment thread Core/Libraries/Include/Lib/BaseType.h Outdated
Real x, y, z;

Real length() const { return (Real)sqrt( x*x + y*y + z*z ); }
Real length() const { return (Real)Sqrt( x*x + y*y + z*z ); }

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This is now calling a Sqrt(double). Is this intentional? If yes, why?

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Yes, intentional. Sqrt(double) is a free function from trig.h → WWMath::SqrtOrigin(x). Original EA called bare sqrt(). Coord3D::length() is used in game logic and participates in CRC — must be deterministic.

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And (Real)sqrt( x*x + y*y + z*z ); was calling double sqrt(double) ?

Comment thread cmake/gamemath.cmake Outdated
Comment thread Core/GameEngine/Source/Common/Diagnostic/SimulationMathCrc.cpp Outdated
Comment thread Core/GameEngine/Source/Common/Diagnostic/SimulationMathCrc.cpp Outdated
Comment thread Core/GameEngine/Source/Common/Diagnostic/SimulationMathCrc.cpp Outdated
Okladnoj added a commit to Okladnoj/GeneralsGameCode that referenced this pull request May 5, 2026


- Merge gmath.h include + USE_DETERMINISTIC_MATH into single __has_include block
- Replace all #ifdef/#if defined() with #if USE_DETERMINISTIC_MATH
- Remove TheSuperHackers @fix prefix from cmake comment
- Expand ODR abbreviation in gamemath.cmake comment
- Add blank lines after setFPMode() in benchmark
- Fix iters abbreviation in printf
- Simplify benchmark: remove replay dependency, auto-trigger at frame 400
Okladnoj added a commit to Okladnoj/GeneralsGameCode that referenced this pull request May 5, 2026


- Merge gmath.h include + USE_DETERMINISTIC_MATH into single __has_include block
- Replace all #ifdef/#if defined() with #if USE_DETERMINISTIC_MATH
- Remove TheSuperHackers @fix prefix from cmake comment
- Expand ODR abbreviation in gamemath.cmake comment
- Add blank lines after setFPMode() in benchmark
- Fix iters abbreviation in printf
- Simplify benchmark: remove replay dependency, auto-trigger at frame 400
- Rename WWMath wrappers to Function_Name convention (578 replacements, 79 files)
fbraz3 added a commit to fbraz3/GeneralsX that referenced this pull request May 7, 2026
* feat(deterministic-math): scaffold phase 4 routing

Port the first deterministic math batch derived from TheSuperHackers PR TheSuperHackers#2670 with incremental gating and attribution compliance.

- add non-MSVC anti-FMA compile flag (-ffp-contract=off)

- route trig and sqrt gateways through WWMath wrappers

- add gamemath.cmake integration scaffold with deterministic flag

- update project rule for upstream PR attribution comments

- update lessons learned and May dev diary

* fix(headless): stabilize replay simulation on macOS

- Override ParticleSystemManagerDummy::update() as no-op to prevent
  headless replay from executing the full particle update path, which
  caused EXC_BAD_ACCESS crash at ParticleSystemManager::update()+560

- Route SDL3GameEngine::createRadar() and createParticleSystemManager()
  to their Dummy counterparts when dummy=true (headless mode), matching
  upstream Win32GameEngine factory behavior

- Guard ParticleSystemManager::update() loop against stale null entries
  with early continue before sys->update() dispatch

- Skip smudge rendering path in headless via m_headless guard in
  ParticleSystemManager::update()

- Add null-file guards in RecorderClass::readNextFrame(),
  appendNextCommand(), and updatePlayback() for both Generals and ZH
  to prevent null dereference when playback file is closed mid-loop

* fix(replay-headless): harden texture creation flow

Guard D3DX8 and DX8 wrapper texture allocation paths when device or caps are unavailable in headless replay windows. Fail texture load tasks safely instead of dereferencing null state.

Also harden missing texture fallback handling and record session notes in May diary and lessons.

* fix(replay-recording): handle mixed path separators correctly when serializing map name

The loop condition checking for path separators was incomplete on Linux/macOS paths:
- realMapPathToPortableMapPath() converts platform paths to portable format
- Portable paths may contain forward slashes (Linux/macOS standard)
- Loop condition find(backslash) never matched forward-slash-only paths
- This left newMapName EMPTY when writing replay header
- Result: replays stored with corrupted map name field

Fix: Check !isEmpty() AND (find(backslash) OR find(forward slash))
- Loop correctly terminates when last token (filename) is reached
- Works with both Windows (backslash) and Unix (forward slash) separators
- Applies to both GameInfoToAsciiString() and GameInfo::setMap()

Test results:
- macos_skirmish_1v1.rep: PASS
- macos_6p_custom_map_2.rep: PASS (CRC fallback resolves map)
- macos_1v1_custom_map_1.rep: CRC mismatch (expected, data incompatible)

* fix(replay-mapcache): normalize map cache path and replay map field

Fix cross-platform replay/map issues found on macOS:\n- write/read MapCache.ini using portable path join (no literal \ filename)\n- keep replay header path handling for absolute and directory-based -replay inputs\n- add explicit replay CRC mismatch diagnostics for headless runs\n- encode/decode replay map field to preserve special characters in map names\n\nValidation:\n- macOS z_generals build completed successfully\n- replay tests: official/custom map cases load natively; incompatible replay reports frame-0 CRC mismatch

* fix(particle-emitter): null-safe strdup in copy constructor

ParticleEmitterClass copy constructor called ::_strdup() on NameString
and UserString without null checks, causing SIGSEGV when either field
was null.

Crash observed at:
  ParticleEmitterClass::Clone() -> copy ctor -> ::_strdup(nullptr)
  -> strlen(nullptr) -> SIGSEGV (KERN_INVALID_ADDRESS at 0x0)

Triggered by W3DGhostObject::snapShot() during normal gameplay.

Fix: guard strdup calls with null check before dereferencing.
Applied to both GeneralsMD and Generals variants.

* docs(replay): add headless testing reference and tech debt notes

- HEADLESS_REPLAY_TESTING.md: commands, parameters, output interpretation,
  platform notes, debug tips (GDB/lldb) for macOS and Linux
- REPLAY_MAPCACHE_TECH_DEBT.md: tracked known issues for custom map CRC
  fallback and (resolved) MapCache.ini backslash filename bug
@Okladnoj

Okladnoj commented May 8, 2026

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Hi @xezon! I have addressed all your review feedback points and updated the PR.

CI Status:
The CI is completely green. I ran the benchmarks on both Win32 and VC6 with the latest changes, and the CRC results perfectly match our previous deterministic baselines (76B53840 for deterministic, E8B6385A for native).

To save you from hunting through all the comment threads, here is a consolidated list of the answers and solutions to your review points:

  • Function_Name convention / Naming inconsistencies
    Fixed. Renamed all math wrappers to use the _Origin and _Trig convention. The _Trig suffix also cleanly resolves conflicts with legacy EA names (e.g., ACos_Trig vs Acos).
  • Move #define next to #include gmath
    Fixed.
  • Redundant VC6 guard
    Fixed — removed the outer #if !(defined(_MSC_VER)...) guard, kept only __has_include. VC6 doesn't support __has_include, so the block is naturally skipped.
  • "origin" terminology
    "Origin" means the original EA code called bare CRT functions (sqrt, acos, sinf...). The suffix explicitly marks which exact CRT function was used originally. These are not just type variants — they are different precision math paths.
  • Missing gm math variants / CeilfOrigin identical to Ceil
    Ceil(float) and Floor(float) are original EA code used only in rendering (visrasterizer.cpp). Determinism isn't needed there. However, CeilfOrigin(float) is a game logic wrapper that routes to gm_ceilf. Therefore, they are not identical.
  • C++ overloads instead of f suffix
    Overloads are dangerous here. GameMath only provides float functions (the double version always narrows). With overloads, the compiler silently picks the version by argument type and could inadvertently change the precision path. Explicit names protect against this.
  • No @fix prefix in CMake / What is ODR? / Line breaks / iters typo
    Fixed.
  • Benchmark in GameLogic::update()
    Moved the auto-benchmark out of the replay loop. It is now a simple compile-time flag. (Did not prepare an ImGui stub since ImGui does not exist in the project).
  • VS6 exclusion necessary in CMake?
    Yes, it is necessary. VC6 doesn't support <stdint.h> and long long required by GameMath. Removing the exclusion will break the build.
  • Sqrt(double) intentional in BaseType.h?
    Yes, intentional. Coord3D::length() is used in game logic and participates in CRC — it must be strictly deterministic.

Okladnoj added a commit to OKJID/GameClient that referenced this pull request May 8, 2026

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Keep it simple and consolidate code. No math function duplicates.

static WWINLINE float ASinTrig(float x) { return asinf(x); }
#endif

// Origin wrappers: replace bare CRT math calls in GameLogic.

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This is not good naming. They should just be called "Sqrt", "Cos", "Sin", etc.

static WWINLINE double PowOrigin(double x, double y) { return pow(x, y); }
static WWINLINE float PowfOrigin(float x, float y) { return powf(x, y); }
static WWINLINE double CeilOrigin(double x) { return ceil(x); }
static WWINLINE float CeilfOrigin(float x) { return ceilf(x); }

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Ok. Then remove these duplicates and simply call ceil or std::ceil & Co at the non logical critical call sites. This way these extra functions can be removed here.

static WWINLINE float Atan2fOrigin(float y, float x) { return atan2f(y, x); }
static WWINLINE double AtanOrigin(double x) { return atan(x); }
static WWINLINE float AtanfOrigin(float x) { return atanf(x); }
static WWINLINE double ACosOrigin(double x) { return acos(x); }

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Then use Atan, Asin, Acos, like the original. No inconsistent casing styles.

image

static WWINLINE double AtanOrigin(double x) { return (double)gm_atanf((float)x); }
static WWINLINE float AtanfOrigin(float x) { return gm_atanf(x); }
static WWINLINE double ACosOrigin(double x) { return (double)gm_acosf((float)x); }
static WWINLINE float ACosfOrigin(float x) { return gm_acosf(x); }

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The reason f suffix math functions exist is for C. C does not support function overloading.

I do not agree with your arguments for dangerous overloads. Overloading is very common in C++ and is desired to call the right function for the right type. Programmer does not need to remember to call f version for floats.

auto f1 = getValue();
auto f2 = acos(f1); // function overload picks the right version for the supported float type

Comment thread Core/Libraries/Include/Lib/BaseType.h Outdated
Real x, y, z;

Real length() const { return (Real)sqrt( x*x + y*y + z*z ); }
Real length() const { return (Real)Sqrt( x*x + y*y + z*z ); }

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And (Real)sqrt( x*x + y*y + z*z ); was calling double sqrt(double) ?

Real Sin(Real x)
{
return sinf(x);
return WWMath::Sin_Trig(x);

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What is the point of moving the function body to WWMath, when it is just meant to be called through this trig file? Better keep it simple and just do it in here. No trampoline to WWMath.

@Okladnoj

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Hi @xezon! Thanks for the detailed review. I agree with some of your points regarding code cleanliness (I will remove the Ceil/Floor wrappers for the renderer).

However, there are a couple of critical architectural points concerning the preservation of old replays (suffixes) and determinism (Trig.cpp) that I want to clarify before pushing changes.

1. C++ Overloads vs Explicit types (why suffixes are needed)

I want to explain why I had to come to an explicit separation of functions via suffixes instead of using C++ overloads. This is tied to the necessity of preserving 100% backwards compatibility for old builds (VC6 Retail Compatibility).

I introduced 3 types of functions because they reflect 3 completely different mathematical paths (math paths) in the original EA engine. Our codebase serves three build modes at once (VC6, Win32, and Deterministic), and if we don't strictly fix the paths, we will lose Retail compatibility on old compilers:

  1. Without suffix (WWMath::Cos): This is the original Westwood Math implementation. In the original game on VC6/Win32, it compiles into inline x87 asm (fcos).
  2. With _Trig suffix (WWMath::Cos_Trig): This is a replacement for the global Cos() function from Trig.cpp. In the original game on VC6, it called the CRT function cosf() (not fcos!). The difference in the lowest bits between fcos and cosf() is critical: if I merge them into a single function without a suffix, the retail build will start calling fcos instead of cosf(), and the original logic will break.
  3. With _Origin and f_Origin suffixes (ACos_Origin vs ACosf_Origin): These replace direct system calls to acos(double) and acosf(float) in GameLogic. The deterministic library GameMath provides only float versions. My double version is forced to do a narrowing cast: (double)gm_acosf((float)x).
    The original EA code often passed variables of type float into system functions expecting double (e.g., acos()), relying on automatic type promotion by the compiler.
    If I switch to C++ overloads (just ACos), then when passing a float, the compiler will automatically pick the float overload. This will change the original math path (instead of calling the double version with narrowing, it will call the pure float version).

Explicit suffixes strictly lock the original execution path. They guarantee that the exact function intended in the original game is called, avoiding unpredictable compiler behavior during overload resolution.

Examples (The mechanics of overload conflicts)

Here is, with examples, how the overload mechanism breaks the original branches when compiling under VC6:

Example A: Conflicting identical signatures (_Trig)
In the original game, we had two different math paths that took the exact same type (float), but executed different instructions:

  1. The original WWMath::Cos(float) → compiled into fcos (inline asm).
  2. The original Trig::Cos(float) → compiled into cosf() (CRT).

C++ overloads only work with different argument types. How is the compiler supposed to know which of the two Cos(1.0f) calls should go to assembler, and which should go to the system CRT, if their signatures are absolutely identical? It can't.
If we remove _Trig and leave only WWMath::Cos(float), then in the VC6 build, all code from the former Trig.cpp will start invoking the fcos assembler instead of the original cosf(). The math is broken.

Example B: Path substitution via typing (_Origin)
On the calling code side in GameLogic, EA often wrote like this:

float myVal = 0.5f;
float result = acos(myVal); // In the original, this is a call to <math.h> double acos(double)

Since acos in C accepted a double, the compiler did an implicit cast: float -> double -> acos(double) -> float.

What happens if we introduce the overloads WWMath::ACos(float) and WWMath::ACos(double)?
The call to WWMath::ACos(myVal) will see the float type. The C++ overload mechanism will directly call the float overload, completely ignoring the original path with promotion to double. The VC6 logic is broken! The explicit suffix ACos_Origin(double) takes away the compiler's right to choose and strictly forces the original math path.

2. Sqrt(double) in BaseType.h:391

And (Real)sqrt( x*x + y*y + z*z ); was calling double sqrt(double) ?

Yes, in the original game it fell back to the system CRT double sqrt(double). But the problem is that Coord3D::length() is actively used in game logic (it participates in physics and CRC calculations). If I leave the system double, we will have discrepancies between Mac, Win32, and VC6. I have to forcibly cast it to deterministic float (at the cost of precision loss) to guarantee cross-platform sync.

3. "Trampolines" in Trig.cpp

What is the point of moving the function body to WWMath... No trampoline to WWMath.

The fact is that I was acting exactly according to your original task from the previous PR (#2602).
You wrote then: "Generally it is a bad sign if simplifying code would break something. If so, it needs to be fixed", and asked me to physically delete the old Trig.cpp files, migrating everything to WWMath.

I did exactly that. But stephanmeesters discovered that completely deleting trig.h breaks the VC6 / Win32 compilation (over 120 files are affected due to implicit includes).
To save the VC6 build, I had to restore the old Trig.h interface.

But I moved the implementation itself to wwmath.h to fulfill your requirement for math consolidation. If I write #if USE_DETERMINISTIC_MATH directly inside Trig.cpp, I will have to do it twice (since there are two Trig.cpp files in the engine — in Generals and GeneralsMD).
The trampoline is a transitional compromise that allowed us to not break the VC6 build and to gather the deterministic logic strictly in one place, as we planned. In the second phase, when there is already a working system with deterministic math in the main branch, we can start looking for the best way to delete trig.h and fully rely on wwmath.

4. Duplicates (Ceil / Floor)

Regarding Ceil and Floor — here I completely agree with you.
Since these functions (along with their original EA versions) are used exclusively in rendering (e.g., in visrasterizer.cpp) and do not participate in CRC calculations for network play, wrapping them in WWMath makes no sense.
I will completely remove these wrappers from wwmath.h and write direct calls to std::ceil / std::floor right at their call sites in the render code.

Comment thread cmake/gamemath.cmake
@@ -0,0 +1,16 @@
# FORCE is required to guarantee cross-platform bit-exact determinism.
# Intrinsics would use platform-specific SIMD, breaking CRC parity between architectures.
set(GM_ENABLE_INTRINSICS OFF CACHE BOOL "Disable intrinsics for cross-arch determinism" FORCE)

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This shouldn't be needed, only intrinsics that match behaviour with the C functions are used and there are test cases that ensure this holds true.

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How do we verify that?

// GameMath only provides float-precision functions. All call sites pass float-width
// values, so the narrowing is lossless in practice.
#if USE_DETERMINISTIC_MATH
static WWINLINE double Sqrt_Origin(double x) { return (double)gm_sqrtf((float)x); }

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Game math provides double versions of all math functions unlike the original math lib you were using so this needs updating.

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I fixed that on my branch.

@xezon

xezon commented May 18, 2026

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Hi @xezon! Thanks for the detailed review. I agree with some of your points regarding code cleanliness (I will remove the Ceil/Floor wrappers for the renderer).

However, there are a couple of critical architectural points concerning the preservation of old replays (suffixes) and determinism (Trig.cpp) that I want to clarify before pushing changes.

It is a bit tough to fight through this much AI generated text. Please push the last state of the code and then I can take a look at it in Visual Studio and try to polish it up if it needs polishing. I expect this is faster than chatting about where to go with this. Generally, try to not trust the AI generated code too much. It generates code that is for machines, not humans.

@xezon xezon added Major Severity: Minor < Major < Critical < Blocker Gen Relates to Generals ZH Relates to Zero Hour Platform Work towards platform support, such as Linux, MacOS labels May 18, 2026
@Okladnoj

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It is a bit tough to fight through this much AI generated text. Please push the last state of the code and then I can take a look at it in Visual Studio and try to polish it up if it needs polishing. I expect this is faster than chatting about where to go with this. Generally, try to not trust the AI generated code too much. It generates code that is for machines, not humans.

I wrote every point personally — I only asked AI to format it properly, fix spelling, and translate it into English, exactly like I’m asking now, because my English is not very strong.

I personally worked through every point of that long text, so it would be better to read it carefully and understand the reasoning behind it — there is nothing unnecessary there.

The main point is that suffixes like _Trig and _Origin are physically necessary for us, because overloading cannot handle this task properly.

In the original project, before deterministic math was introduced, there were places with mixed math inside the game logic that affects the CRC. When USE_DETERMINISTIC_MATH is disabled, we need to support the old CRC calculation system, which means we need simultaneous _Trig and _Origin implementations.

If we could simply remove USE_DETERMINISTIC_MATH from the project, there would not be such a large-scale transformation and interweaving of math functions. But in the old mode, we support not only Win32, but also VC6 with its own assembly functions.

@Okladnoj

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Hi @xezon! Thanks for the detailed review. I agree with some of your points regarding code cleanliness (I will remove the Ceil/Floor wrappers for the renderer).

@xezon
In short, I don’t think it can be explained much shorter or simpler than in that message.

The project’s math was not always written with a clean and transparent architecture — or at least not all parts of it were. Maybe this was even done intentionally to make it harder to reverse-engineer the CRC logic.

At the moment, all workflows build successfully, and all replays also play successfully both with deterministic math enabled and disabled.

Above, I sent a screenshot of your job, plus one additional replay run that I configured specifically to verify Win32.

@xezon

xezon commented May 18, 2026

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Ok fair comments. I was under the impression I was chatting with AI generated text because of all the polished formatting. Can you push the latest state to the branch that you have now? I would like to take a look at it in Visual Studio next.

Btw, Replay Check is currently broken. We need to wait until after that is fixed.

@Okladnoj

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Ok fair comments. I was under the impression I was chatting with AI generated text because of all the polished formatting. Can you push the latest state to the branch that you have now? I would like to take a look at it in Visual Studio next.

Btw, Replay Check is currently broken. We need to wait until after that is fixed.

The branch is already up to date — I haven't made any changes since the last push, I was waiting for your feedback. Feel free to take the current branch and work on it in VS. If you need my help — push your changes and I'll pick up from there.

Regarding the broken Replay Check — the CI runner has no way to obtain the game data. I solved this by extracting a minimal set of files from the Steam distribution (no textures, audio, or GUI — just enough for replay verification), uploaded them as a release to a private repository (Okladnoj/generals-gamedata), and connected it to the workflow via a PAT secret (GAMEDATA_PAT). The CI downloads the data using gh release download, verifies SHA256, and uses it for replay check. You can see the configuration on the test branch: okji/test/deterministic-math-v2 — file .github/workflows/check-replays.yml. Feel free to adopt this approach — or give me access to your organization, and I'll create a similar private repo with the data and wire it up to your CI.

@xezon

xezon commented May 23, 2026

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The branch is already up to date

The last push in from 08 May

@xezon

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@xezon

xezon commented May 27, 2026

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Polished and pushed to the wip-deterministic-math-v3 branch a bit more.

Caball tested it against 2500 Replays and it passed.

@Okladnoj please test the determinism with 2 game clients.

@Okladnoj

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Polished and pushed to the wip-deterministic-math-v3 branch a bit more.

Caball tested it against 2500 Replays and it passed.

@Okladnoj please test the determinism with 2 game clients.

I ported the deterministic math version 3 to the Mac port project.
https://github.com/xezon/CnC_Generals_Zero_Hour/tree/xezon/wip-deterministic-math-v3

https://github.com/Okladnoj/GeneralsGameCode/tree/okji/test/deterministic-math-v3

https://github.com/OKJID/GameClient/tree/okji/feat/macos-port

And I played a game on the Twilight Forest map (duration about 30-40 minutes) and recorded a replay.

Since I don't have a proper Windows setup that can run the game, I used CI to test the Mac replay on a Windows machine. The replay played successfully on both the old vc6 compiler build and the new win32 compiler build without any desyncs.

Can any of the Windows developers build the game client with v3 math and play a multiplayer game with me (I will be on Mac OS)?
image

@xezon

xezon commented Jun 4, 2026

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Ok that is very promising indeed.

@bobtista

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I've added your changes to my own fork running one windows machine and one mac machine. These changes are amazing, and I ran into 3 additional mismatch issues, but now have it working for me with Mac M4 vs Windows on a local network game. These issues/fixes have been working for me, though still need more heavy testing:

  1. The x87-vs-SSE2/NEON precision model. Single precision works but double doesn't- fix: Keep _PC_24 and make the simulation single-precision only (swept ~87 WWMath::Atan2/Sqrt/Sin/Cos/Pow(double) calls to the f-variants; killed stray double locals/literals). The clean end-state would be a 64-bit Windows build (no x87 at all), but the codebase is currently 32-bit-locked (x86 inline asm + a hard mingw guard).
  2. (int)NaN / (int)Inf is architecture-divergent UB. Casting NaN/Inf to int — directly, or via REAL_TO_INT_CEIL/FLOOR (which is lroundf on arm64 but x87 fistp on Windows) — gives different results per arch (arm64 → 0, x86 → INT_MIN/garbage). Fix: found & guarded ~14 of these.
  3. wchar_t wire-format width. wchar_t is 4 bytes on macOS, 2 on Windows; any struct/buffer serialized as raw wchar_t corrupts cross-platform. Fixed in LANAPI, QuotedPrintable, and in-game chat (16-bit UTF-16 LE everywhere).

@xezon

xezon commented Jun 14, 2026

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@Okladnoj The vc6 string format fix is merged. Do you need help here splitting the math refactors from changes or can you do it?

@Okladnoj

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@Okladnoj The vc6 string format fix is merged. Do you need help here splitting the math refactors from changes or can you do it?

@xezon
During testing and alignment between the Windows build and the native Mac build, several determinism violations were found.

I added a few additional overloads here:
https://github.com/Okladnoj/GeneralsGameCode/blob/okji/test/deterministic-math-v3/Core/Libraries/Source/WWVegas/WWMath/wwmath.h#L143-L159
to avoid inconsistencies between Mac and Windows.

All math non-determinism was confirmed by these tests:
https://github.com/Okladnoj/GeneralsGameCode/blob/okji/test/deterministic-math-v3/Core/GameEngine/Source/Common/Diagnostic/SimulationMathCrc.cpp#L38-L302
by comparing the Mac and Windows test results.

At the moment, the game runs without desyncs as long as rockets are not fired.

The desync happens for a different reason: the asynchronous behavior of the render engine on Mac breaks the creation of “unit bones”, which are used to calculate rocket spawn positions. I am still working on this here:
https://github.com/OKJID/GameClient/tree/okji/feat/macos-port-lan/
because after fixing projectile spawning, I may still find some additional sources of non-determinism.

For now, both branches are very dirty — there is a lot of detailed logging added there.

@OmniBlade

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I'm impressed that 32bit builds using x87 fpu are able to be matched with other platforms at all to be honest, I never expected any of the game maths stuff to generate matching results to other none x86 platforms without fully using SSE/SSE2.

@xezon

xezon commented Jun 15, 2026

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I added a few additional overloads here: https://github.com/Okladnoj/GeneralsGameCode/blob/okji/test/deterministic-math-v3/Core/Libraries/Source/WWVegas/WWMath/wwmath.h#L143-L159 to avoid inconsistencies between Mac and Windows.

This looks like it makes sense. I suggest to sort them between between their respective buddies.

@Okladnoj

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Hi @xezon !

check please xezon#10

@xezon

xezon commented Jun 21, 2026

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The GameLogic change needs to be a separate pull request. Rebuild.ps1 does not look like it belongs into the repository. Default value of RETAIL_COMPATIBLE_CRC should not be changed. Math float function overloads can be sorted better to their buddy functions.

We need to take all the math changes and split them into smaller commits, 2 or 3 final, to decouple refactorings from adding new math variants. Can you do it? Otherwise I can when I eventually get time for it.

@Okladnoj

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The GameLogic change needs to be a separate pull request. Rebuild.ps1 does not look like it belongs into the repository. Default value of RETAIL_COMPATIBLE_CRC should not be changed. Math float function overloads can be sorted better to their buddy functions.

We need to take all the math changes and split them into smaller commits, 2 or 3 final, to decouple refactorings from adding new math variants. Can you do it? Otherwise I can when I eventually get time for it.

Like now?:
xezon#11
xezon#10

@xezon

xezon commented Jun 21, 2026

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Like now?

Unless there is more to fix first.

@Okladnoj

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Unless there is more to fix first.

Everything is done from my side. Further work will only make sense once the deterministic math is ported to the GOD-team project. For one, the game engine runs at 60 Hz there instead of 30 Hz, and the codebase is also slightly different.

@Okladnoj Okladnoj force-pushed the okji/feat/deterministic-math-v2 branch from 1856ad9 to 4f74525 Compare July 6, 2026 20:53
@Okladnoj

Okladnoj commented Jul 6, 2026

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Integration of xezon's refactoring + fixes from PR xezon#10

Following advice from mirelle (community patch developer/contributor — Discord), I've consolidated everything into this single PR for easier review.

What changed

The branch now includes:

  1. @xezon's 61-commit refactoring from xezon/wip-deterministic-math-v3 — restructured the USE_DETERMINISTIC_MATH dependency on RETAIL_COMPATIBLE_CRC, cleaned up function naming and organization in wwmath.h.

  2. 2 additional fixes from xezon/CnC_Generals_Zero_Hour#10, discovered during real cross-platform LAN testing (native macOS ARM64 vs Windows x86):

    • wwmath.h: Added float overloads for Sin, Cos, Tan, Asin, Acos, Atan, Atan2, Sqrt, Fabs, etc. Without these, the compiler implicitly promotes float arguments to double, causing 1 ULP divergence between ARM64 (NEON, 64-bit rounding) and x86 (x87 FPU, 80-bit intermediate rounding).
    • BitFlags.h: Changed unsigned long to unsigned __int64 for VC6 compatibility.
  3. Merge with latest origin/main — resolved 4 trivial conflicts:

    • BaseType.h: new ICoord2D methods (add, sub, operator+=, lengthSqr) — accepted, Sqrt preserved
    • wwmath.h: asm block formatting (braces) — accepted from main
    • InGameUI.cpp (×2): new isInForceAttackMode() angle snapping logic — accepted, RoundRoundf for determinism
    • LookAtXlat.cpp: deleted in main — accepted deletion

Testing results

I performed detailed testing of a real native game without any wrappers, Wine, or Parallels — Mac vs Windows directly:

  • 12,000+ frames of LAN multiplayer (USA vs USA, Akas Magic map) with zero CRC desyncs.
  • Several root causes of desync were found and fixed in the process (documented in xezon/CnC_Generals_Zero_Hour#10).

@xezon @OmniBlade @bobtista @Caball009

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