[15.25]math.random non deterministic

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Choumiko
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[15.25]math.random non deterministic

Post by Choumiko »

Luas math.random seems to be non deterministic depending on how you call it inside your scripts:

Code: Select all

local math = math
local random = math.random

local random1 = function()
    game.print(random())
end

local random2 = function()
    game.print(math.random())
end

commands.add_command("test_random1", "", random1)
commands.add_command("test_random2", "", random2)
/test_random1 desyncs every time, whereas test_random2 never desyncs

Related mod bug report + commit that solved it: https://github.com/Choumiko/FARL/issues/85

Mod to reproduce the desync attached
Attachments
ChoumikoTest_0.0.1.zip
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darkfrei
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Re: [15.25]math.random non deterministic

Post by darkfrei »

What difference between

Code: Select all

local random = math.random
and

Code: Select all

local random = math.random()
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Nexarius
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Re: [15.25]math.random non deterministic

Post by Nexarius »

math.random is just a variable (variables can be functions)
math.random() is calling the function with the name math.random
darkfrei wrote:

Code: Select all

local random = math.random
The variable random is set to math.random
darkfrei wrote:

Code: Select all

local random = math.random()
The variable random is set to the result of the function math.random
Rseding91
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Re: [15.25]math.random non deterministic

Post by Rseding91 »

Thanks for the report. This was due to the order that we replace math.random with our own deterministic random generator. The control.lua contents are parsed first then we replaced math.random. I changed it for the next version of 0.15 so it replaces math.random first then parses the script so both functions will get a reference to our built in deterministic random generator.

It's fixed now for the next version of 0.15.
If you want to get ahold of me I'm almost always on Discord.
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