Request for Multithreaded Executable Tutorial/FAQ

Request for Multithreaded Executable Tutorial/FAQ

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Trenchant
Posts: 1
Joined: 01 Sep 2010, 23:43

Request for Multithreaded Executable Tutorial/FAQ

Post by Trenchant »

Howdy Everyone,

I've searched these and other spring sites' forums for a straightforward explanation of the proper way to force the spring lobby to run the multithreaded executable rather than the default .exe without success. My own hackneyed attempts have proven fruitless and resulted in some combination of crashes, failures to find/load all of the game data, etc. As I usually find myself hosting multiplayer matches, running the MT .exe would be a great boon to my friends (and enemies).

What I'm requesting is thus: could one or more of our more experienced players or Devs write up a Sticky post containing a step-by-step process to switch a default install of Spring over to the MT .exe for purposes of LAN or online games?

I noticed that there is already some discussion about MT operation under Linux (specifically 64-bit Linux), so I'd request the discussion in this sticky limit itself to Windows (32, 64, or both). Thanks in advance for the help.
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Request for Multithreaded Executable Tutorial/FAQ

Post by SeanHeron »

Umm, at first I thought you'd want to rename the exe, but actually, go to the "Edit" Menuitem in SpringLobby (That is, if you're using the "SpringLobby"), select "preferences".
The preferences window opens: select the "Spring" tab, and then set the multithreaded .exe as default executable. I'd think that should do the trick.

Not that I have the slightest clue, but if for some reason that shouldn't work, I'd suggest renaming the multithreaded .exe to "spring.exe" (probably want to save the original as spring.exe.backup or similiar...).
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Request for Multithreaded Executable Tutorial/FAQ

Post by Pressure Line »

In SpringLobby, don't forget to hit [Apply] when you change a setting...
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Request for Multithreaded Executable Tutorial/FAQ

Post by zerver »

In Springlobby preferences, "Search only in current installed path" may need to be deselected, which is a bit illogical.

And make sure to get the fixed MT exe: http://www.springfiles.com/show_file.php?id=2754
slogic
AI Developer
Posts: 626
Joined: 17 Mar 2008, 19:03

Re: Request for Multithreaded Executable Tutorial/FAQ

Post by slogic »

zerver wrote:...And make sure to get the fixed MT exe: http://www.springfiles.com/show_file.php?id=2754
Isn't it included in 0.82.4?
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Request for Multithreaded Executable Tutorial/FAQ

Post by zerver »

Yes, but lobby server is still 82.3
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Request for Multithreaded Executable Tutorial/FAQ

Post by KaiserJ »

when it says "non enough memory" on start with multithread, it means my cpu is too crap for the multithread exe, correct?
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Request for Multithreaded Executable Tutorial/FAQ

Post by zerver »

Never seen that. A single core cpu?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Request for Multithreaded Executable Tutorial/FAQ

Post by Forboding Angel »

Unless I'm mistaken, MT fails on almost everything except BA, so dunno if that makes any difference.
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Request for Multithreaded Executable Tutorial/FAQ

Post by zerver »

Well, almost. Special BA works. XTA used to work, long since I tested though.

In short, it works under the following assumptions:
1. All OpenGL stuff in draw call-ins.
2. The LUA must be coded so that it will work correctly even if draw/sim call-ins are executed (mixed) in any order.

1. Is planned to be fixed at the next major release (83.X)
2. We plan a change so that draw/sim have separate execution environments and draw call-ins are only allowed to access a restricted set of data. This will solve the problem, but also means incompatibilities with most of the current LUA rendering code.
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oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: Request for Multithreaded Executable Tutorial/FAQ

Post by oksnoop2 »

So MT will just flat out work, but engine will break support with a bunch of lua drawing stuff. Is that what you are saying?

Edit: after reading that it sounds kind of hostile. I don't mean it to come out like that, I would gladly welcome breaking a bunch of lua if it meant i could run MT no questions asked. I was just asking for clarification.
Last edited by oksnoop2 on 04 Sep 2010, 00:26, edited 1 time in total.
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KaiserJ
Community Representative
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Joined: 08 Sep 2008, 22:59

Re: Request for Multithreaded Executable Tutorial/FAQ

Post by KaiserJ »

its a triple (cripple) core
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Request for Multithreaded Executable Tutorial/FAQ

Post by zerver »

oksnoop2 wrote:So MT will just flat out work, but engine will break support with a bunch of lua drawing stuff. Is that what you are saying?
Correct, all mods and widgets would (or should :mrgreen:) work, but the lua rendering code will probably need a rewrite.
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