2012 January 31 - 02:06 UMAG2 Almost ready for release
So, things are pretty much finished for the UMAG2 release. Finally got approved for MochiCoins last night.
The finals servers are up, web server, game server, mongoDB replica sets and all.
Still gotta say that it’s likely to be some bugs in my multiplayer server which will only surface during heavier load.
I do have a really tricky sync bug in the game, it has only happened a few times and is impossible to reproduce in a controlled environment (despite massive automated testing), but it seems that some part of the collisions/physics once in a couple of thousand games differ on one of the clients connected to the same game.
It’s possibly caused by cos/sin/atan which may produce different results depending on system, so I’ve implemented non flash-native functions for them. But problem remains.
I’ve rewritten some math stuff today which possibly could be the cause of it, but have no way of confirming it.
I had a similar problem in UMAG1, which is why I rewrote everything from scratch for UMAG2, but apparently a similar problem snuck in.
Either way, it’s not a show-stopping bug.
I’m amazed at how active the beta testers have been, got over 40,000 games played now by only about 30 people.