July 16th, 2024

Whose bug is this anyway? (2012)

Patrick Wyatt shares experiences with critical bugs in StarCraft and Guild Wars games. Compiler issues caused incorrect code generation and server crashes, emphasizing the importance of consistent tool versions for stable game development.

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Whose bug is this anyway? (2012)

In a blog post by Patrick Wyatt, he recounts encountering challenging bugs during his time working on the StarCraft and Guild Wars games. One bug in StarCraft involved a compiler issue that led to incorrect code generation, initially thought to be Microsoft's fault but later revealed to be a mistake in the code itself. Another critical bug in Guild Wars caused game servers to crash, traced back to a compiler bug in Microsoft Visual Studio 6 that went unnoticed during testing. The bug was eventually fixed by upgrading the build server. Wyatt emphasizes the importance of developers and build servers using the same tool versions to prevent such issues. Additionally, he reflects on the complexities of debugging and the challenges of identifying and fixing unexpected bugs reported by players in Guild Wars. Wyatt highlights the need for thorough testing and a consistent tool environment to ensure stable game development and operation.

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By @o11c - 7 months
It's fine for dev and production to be compiled differently, but the whole point of staging is that there should be no artifact differences from production, only a bit of configuration.
By @LorenPechtel - 7 months
Long, long ago I chased one bug into the compiler--sent it off to Microsoft and months later heard back with a can't-reproduce.

And in time I find out that my bug was real, but fixed before they looked at what I sent.

By @TonyTrapp - 7 months
One of my favourite blog posts (and blogs in general), so glad to see it (re-)posted. Really interesting takeaways to keep in mind when you run into inexplicable bugs or memory dumps.
By @brudgers - 8 months