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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 15 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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Merge by rebase

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 defaults on for non-VC6. BaseDefines.h turns it off automatically when gmath.h is not available or when RETAIL_COMPATIBLE_CRC is set, so a build without GameMath falls back to the CRT path rather than failing
  • GameMath keeps its own intrinsics default — the earlier GM_ENABLE_INTRINSICS=OFF override was dropped after a Windows replay run showed byte-identical CRC logs with intrinsics on and off
  • Linear history on top of current main, no merge commits

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 introduces three-mode math routing through WWMath, integrates GameMath for deterministic non-VC6 builds, and migrates simulation-sensitive calculations across the shared engine and both game variants.

  • Adds deterministic, native CRT, and legacy VC6 math paths.
  • Routes gameplay, pathfinding, geometry, rendering, and diagnostic calculations through the appropriate WWMath entry points.
  • Adds a simulation math CRC benchmark and disables floating-point contraction where required for cross-platform parity.
  • Preserves retail-compatible behavior and legacy rendering paths where deterministic routing would alter compatibility.

Confidence Score: 5/5

The PR appears safe to merge because no new code changes were introduced after the previous review and no outstanding findings remain.

The previous review SHA and current head have identical trees, so there are no newly introduced failures to report. The incorrect Generals header finding was claimed fixed by Okladnoj and its thread was resolved; the other five prior threads were manually resolved without explanatory replies and therefore are not outstanding.

Important Files Changed

Filename Overview
Core/Libraries/Include/Lib/BaseDefines.h Defines the retail-compatibility and deterministic-math feature selection used throughout the target graph.
Core/Libraries/Source/WWVegas/WWMath/wwmath.h Adds the central deterministic, CRT, and legacy math routing interfaces.
Core/GameEngine/Source/Common/Diagnostic/SimulationMathCrc.cpp Routes the CRC fingerprint through WWMath and adds deterministic-versus-native benchmark reporting.
cmake/gamemath.cmake Integrates the GameMath dependency for supported non-VC6 configurations.
cmake/compilers.cmake Disables floating-point contraction where necessary to preserve cross-compiler numeric parity.
Generals/Code/GameEngine/Source/Common/System/Trig.cpp Preserves the Generals trigonometry bridge while routing its implementation through WWMath.

Flowchart

%%{init: {'theme': 'neutral'}}%%
flowchart LR
    Callers[Gameplay and engine math callers] --> WWMath[WWMath routing layer]
    WWMath -->|VC6 build| X87[Legacy x87 path]
    WWMath -->|Deterministic enabled| GameMath[GameMath / fdlibm]
    WWMath -->|Deterministic unavailable or disabled| CRT[Native CRT math]
    GameMath --> CRC[Simulation CRC agreement]
    X87 --> Retail[Legacy compatibility]
    CRT --> Native[Platform-native behavior]
Loading

Reviews (13): Last reviewed commit: "bugfix(gamelogic): Restore the upstream ..." | 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
Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated
Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated
Comment thread Core/Libraries/Include/Lib/BaseType.h Outdated
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
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
Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated
Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated
Comment thread Core/Libraries/Include/Lib/BaseType.h Outdated
Comment thread Generals/Code/GameEngine/Source/Common/System/Trig.cpp Outdated
@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 Outdated
Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated
@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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@Okladnoj

Okladnoj commented Sep 3, 2026

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@xezon @OmniBlade

Tested against 47be83a, both the bits and the speed. Test, dumps and the weighting — https://github.com/Okladnoj/GeneralsGameCode/tree/f8476c1ccd517ee0ec575ae6453e6d442f7747ab/tests

The results match. sqrt gives the same bits as the software path.

Speed, nanoseconds per call:

before after CRT
x86 sqrt double 60.5 3.9 2.6
x86 sqrt float 25.9 3.9 2.6
x64 sqrt double 62.8 2.1 2.1
x64 sqrt float 20.9 1.3 1.3

On x64 it lands exactly on the CRT.

Weighted by the call frequency measured across two live battles, for win32 x86 with the default /fp, which is what the game builds:

before after
GameMath, ms per logic frame 0.4198 0.2187
against the MSVC CRT ×1.55 ×0.80

The frame cost drops by almost half, and the deterministic math ends up cheaper than the platform CRT. sqrt was the only place it lost to the CRT; on sin, cos and especially atan2 it is faster — 36.4 ns against 155.8.

As a side effect this narrows the float against double gap we were discussing: it was 2.11×, now 1.68–1.79×. Almost all of what float was winning came from the expensive double sqrt, and both forms now cost the same.

verify_game_math.c only takes functions that have both a double and a float form, so the lrint family is outside the matrix. These runs say nothing about that half of your PR.


My own opinion, separate from the measurements.

The current mixed arrangement should go in as it stands — it is quite possibly the first and last point where retail compatibility and the deterministic build still hold together.

After that I would move the game logic to float entirely and drop retail support: retail has computations declared in double, and moving those to float gives a different result, so keeping both is not on the table.

Float is both the faster one and by far the more common in the logic: by the call frequency measurement, 96% of all math calls go through the float forms and 3.9% through double, and that 3.9% is almost entirely gm_sqrt.

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Okladnoj commented Sep 3, 2026

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PS

To put a number on the second half of that: in the Zero Hour GameLogic sources there are 1714 declarations of Real, the game's own scalar type, which is float, against 11 declarations of double. The frequency figure and the source count point the same way.

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Okladnoj commented Sep 3, 2026

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@xezon @OmniBlade

PSS. Went through the outstanding review threads.

Of the five findings from the Codex review, three were real and are fixed in 47bc6ac92d — the #if RETAIL_COMPATIBLE_CRC block in SpecialPowerModule, the original guard around the division in DeliverPayloadAIUpdate, and #define NO_DEBUG_CRC in ObjectCreationList. My math routing had taken all three with it, and none of them is about math.

The other two do not reproduce and I answered in the threads. On the float Sin and Cos overloads in wwmath.h: RETAIL_COMPATIBLE_CRC=1 was run against five golden replays, and WWMath::Sin is reached from over fifty call sites, so a one bit change there would not leave tens of thousands of frames of CRC matching. On BaseType.h: the condition came from your own #2180 with the macro commented out, my commit only removed the comment markers, and fast_float_ceil is the original path Zero Hour has compiled in every mode since the first release.

The comments about moving render call sites to fabsf / cosf / sinf / floorf, and the one about the double overloads, I parked until the float versus double decision, since that decision changes what those sites should be.

Fifteen threads from July are anchored to code that no longer exists; closed.

One is left open on purpose — an issue with a test case for the gm_pow divergence in https://github.com/TheAssemblyArmada/GameMath. That is separate work in a different repository, and the queue is long enough already.

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Well, later will do it

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I'm going to tentatively approve this as I believe the majority of the concerns have been addressed and the remaining concerns relate to things that cannot be addressed until VC6 retail compatibility is dropped.

For performance reasons bumping the version of GameMath and enabling intrinsics to improve sqrt performance may be desirable, but I don't think its a deal breaker.

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Codex Review: Didn't find any major issues. Another round soon, please!

Reviewed commit: 47bc6ac92d

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@xezon

xezon commented Sep 5, 2026

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@Okladnoj Are the 15 commits as is meant to be merged with rebase onto main?

…ns (TheSuperHackers#2670)

Introduces the gamemath.cmake module and wires HAS_GAMEMATH /
USE_DETERMINISTIC_MATH through the compiler configuration.
…TH switches (TheSuperHackers#2670)

Moves RETAIL_COMPATIBLE_CRC into BaseDefines.h so that WWMath can see it
without depending on GameDefines.h, and adds USE_DETERMINISTIC_MATH which
is disabled automatically when retail CRC compatibility is required.
Adds the WWMath wrappers that dispatch between the deterministic gamemath
implementation and the platform libm, plus the _Legacy variants used by
rendering code that must stay outside the simulation.
…ckers#2670)

Replaces direct libm calls in the game simulation of both Generals and
Zero Hour with the WWMath wrappers, so that the simulation uses the
deterministic implementation when it is enabled.
TheSuperHackers#2670)

Keeps the GameLogic sources free of direct libm calls after the nuke
radius debug draw was added.
…erHackers#2670)

The override was a precaution and never had a measurement behind it. A
Windows replay run built with intrinsics enabled produced CRC logs that
are byte-identical to the run with them disabled, so the override only
cost speed.
…ckers#2670)

Four divisions in Generals were left unguarded while Zero Hour already
routed the same places through WWMath::Div_Safe. Fallback values match
the Zero Hour side so the two games behave alike.
TheSuperHackers#2670)

Routing simulation math through WWMath took three pieces of surrounding
logic with it that had nothing to do with math.

SpecialPowerModule lost the guard that holds a special power unavailable
while its object is still under construction, added upstream in TheSuperHackers#1218.
Without it m_availableOnFrame starts at zero rather than 0xFFFFFFFF when
RETAIL_COMPATIBLE_CRC is off, and isReady reports the power ready until
the creation callback sets the timer. Both games had it, both lost it.

DeliverPayloadAIUpdate lost the explicit maxTurnRate > 0 test around the
turn radius division. Div_Safe only stands in for it where deterministic
math is compiled in, and only for a divisor of exactly zero, so the
retail path was left dividing by zero where it used to fall back to
999999. Removing that test changes game logic rather than math, so the
retail form is now the original expression and the guarded division sits
in the other branch.

ObjectCreationList had NO_DEBUG_CRC commented out, which lets CRCDebug.h
define DEBUG_CRC and wakes the 27 DUMP calls further down the file in any
build with debug logging.
@Okladnoj
Okladnoj force-pushed the okji/feat/deterministic-math-v2 branch from 47bc6ac to 882089b Compare September 5, 2026 09:44
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Okladnoj commented Sep 5, 2026

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@Okladnoj Are the 15 commits as is meant to be merged with rebase onto main?

Individually the commits may fail to build, and moreover they do not support RET backward compatibility for VC6, and there are also no guarantees of cross-platform determinism — only the whole solution, as is, guarantees these 2 behaviors.

But I still do not want to squash such a cyclopean volume of code, and therefore I have prepared the commits for rebase in order to preserve them — 15 commits is the minimum of how the changes can be structured per module.

@xezon

xezon commented Sep 5, 2026

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Yes we need individual commits that are reviewable. Each commit needs to compile on its own and not break the build. It is perfectly fine if only the last commit reaches math determinism.

@Okladnoj

Okladnoj commented Sep 5, 2026

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Yes we need individual commits that are reviewable. Each commit needs to compile on its own and not break the build. It is perfectly fine if only the last commit reaches math determinism.

I have just done a factual check of the commits for self-sufficiency:

The first 10 commits are not self-sufficient — they are a per-module grouping of a single monolithic refactor — I would leave them as they are, but if you insist — I will simply squash these 10 commits into one. The rest, from the 11th to the 15th, are self-sufficient and build individually.


Branches, one per commit, with the CI run and the first error:

branch build first error
c01 run CMake: cannot find source file Libraries/Include/Lib/BaseDefines.h
c02 run C2065 M_PI undeclared — W3DMouse.cpp:571
c03 run C2666 Atan2 ambiguous — WWMath/euler.cpp:188
c04 run C2666 Atan2 ambiguous — WW3D2/camera.cpp
c05 run same
c06 run same
c07 run same
c08 run same
c09 run same
c10 run same
c11 run builds, 13/13
c12 run builds, 13/13
c13 run builds, 13/13
c14 run builds, 13/13
c15 run builds, 13/13

The runs for c11–c15 are marked red only because of the Replay Check — my fork has no replay data. All 13 build jobs in them are green.

@xezon

xezon commented Sep 5, 2026

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We always ensure that all commits that go into main branch compile on their own. Splitting this big change into small reviewable chunks is the right approach. If there is a compile issue, then maybe reorder them or fix the individual commit(s) to avoid the compile error(s).

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