A time-travelling door bug in Half Life 2

(mastodon.gamedev.place)

398 points | by AshleysBrain 2 days ago

14 comments

  • g7r 23 hours ago
    Ah, nice story!

    This reminds me of another story with FPU involved. I was a game developer once. We were making a game that consistently triggered assertion failures related to FPU calculations, but only on a single PC in the whole office. The game was explicitly setting FPU precision to 32 bits at the start to make all calculations more consistent. However, on that particular PC, there was a fancy hand writing input software that injected its DLL into every process. As you've probably already guessed, that DLL did FPU mode reset to the default in the event handling loop (i.e., main thread). I had to shift FPU mode setting code from process initialization to the event handling loop to be able to deal with the damage that third party DLLs could inflict.

    • djmips 17 hours ago
      nice detective work. Global FPU state had sure caused a lot of headaches.
      • zokier 9 hours ago
        I recall that D3D liked poking FPU state too, which of course had all sorts of fun results
  • stevefan1999 5 hours ago
    Reminds me of what G-Man said in the opening scene of HL2: "The right man in the wrong place can make all the differences in the world"
    • powerclue 2 hours ago
      Indeed, that quote is deployed prominently in red text in the thread, in fact.
  • zX41ZdbW 9 hours ago
    This reminds me of an old bug in simdjson - any usage of it breaks std::unordered_map in unrelated parts of the code due to an unintentional modification of FPU flags: https://github.com/simdjson/simdjson/issues/169
    • mattgreenrocks 6 hours ago
      Beautiful, and by that, I mean completely and utterly horrific.
  • Ericson2314 10 hours ago
    It's a goal of mine to get Valve using Nix. (I hope our in-progress Windows support would make this especially compelling.)

    One advantage of this is that it will become very easy to not only build the original source of the game, but also build it with the original toolchain and dependencies, the toolchains for those dependencies, etc. etc., all the way down.

    Hopefully something like that at your finger trips would have made finding the root cause of this bug a good bit easier!

    • zenethian 3 hours ago
      Nix seems like a cool tool but nix users are becoming increasingly irritating.
    • bpye 3 hours ago
      > I hope our in-progress Windows support would make this especially compelling.

      What is the current story for using Nix to build Windows binaries?

    • throwaway314155 7 hours ago
      > It's a goal of mine to get Valve using Nix

      They’re using Arch Linux. Let’s call it a win and move on lol.

  • accrual 7 hours ago
    > The door and the guard are both physical objects, both have momentum, they impart an impulse on each other

    I wonder if the term "impulse" here has any connection to the various impulse commands available in the source engine. I remember using "impulse 101" and causing havok in the opening plaza area. Spawning zombies on the roofs, sending them after the combine, etc.

    https://developer.valvesoftware.com/wiki/Impulse

  • FrostKiwi 6 hours ago
    A Valve employee using YouTube Playthroughs [1] to diagnose a bug is hilarious to me. Awesome story.

    [1] https://mastodon.gamedev.place/@TomF/115589894339657055

    • lomase 5 hours ago
      Is Valve porting HL2 to VR? A 2013, sorry.
  • HelloUsername 1 day ago
  • Wowfunhappy 1 day ago
    Wait, so is that "beta" of Half Life 2 VR a thing I can play? If it is, how did I not know about this, and if not... why not?

    I'd also love to play Portal, actually. They say it makes you sick, but to my knowledge I'm immune from VR motion sickness, so worth a try...

    • Shekelphile 2 hours ago
      It was publicly released in 2013 and you can enable it with -vr in args IIRC. Not sure if it would work with modern VR hardware since steamvr wasn't a thing back then.
    • aranelsurion 1 day ago
      I don’t know about the beta, but there’s an excellent HL2 VR conversion mod you can play today. It feels just right and got me to play HL2 again after all these years.
      • Philpax 8 hours ago
        • accrual 7 hours ago
          Fantastic! If HL3 releases on VR, maybe I'll do HL2 in VR (refresher), then Alyx, then HL3. :)
          • phantasmish 4 hours ago
            HL3 exclusively in VR is likely the only thing that’d get me to increase my “time spent in VR” from the current about-ten-minutes to about six hours.
            • Agentlien 1 hour ago
              Interesting that Half-Life: Alyx exclusively in VR wasn't enough, then. I love VR and that game is the best VR experience I've had.
    • davepdotorg 1 day ago
      There’s a great VR mod for Portal 2. Played it all the way through. Surprisingly comfortable to play too.
      • patrickdavey 4 hours ago
        I'm pretty sure I'd be vomiting everywhere! I'm amazed you found it comfortable!!
  • why_at 9 hours ago
    >a big innovation of HL2 was the extensive use of a real physics engine. The door and the guard are both physical objects, both have momentum, they impart an impulse on each other, and although the door hinge is frictionless, the guard's boots have some amount of friction with the floor.

    It's been a while since I've played HL2 but this isn't exactly how I remember it. While a lot of things were physics objects I thought the doors would just smoothly rotate towards their target position without any physics at all. You can't bump them shut with another physics object for instance.

    • sigmoid10 9 hours ago
      You can't move them (apart from the opening and closing animation), but they can move other objects that are in their way. Both need to be physics objects for that to work, even though the door is just kinematic (i.e. it won't react to forces applied to it). Although if I remember correctly, they are not even fully kinematic. I think you could get them stuck halfway closed by cramming something in the door frame that would get the whole thing jammed.
      • Lammy 5 hours ago
        > I think you could get them stuck halfway closed by cramming something in the door frame that would get the whole thing jammed.

        This was a popular griefing tactic when TF2 first came out where you could trap everyone in spawn by crouch-jumping into the spawn door as Scout: https://youtu.be/JUPzN7tp7bQ?t=243

    • accrual 7 hours ago
      Just did some quick testing - the doors definitely have physics and can get stuck on objects and can impart forces. But unimpeded yes, they smoothly open/close.

      I stuck a tire in a door frame and tried to close it, the tire emitted a bunch of dust clouds as the two objects fought before the door finally ejected the tire at high speed.

  • Panzerschrek 2 days ago
    It seems to be typical - some calculations break while switching from x87 to SSE. The same happened with TF2 too - it's ammo calculation code worked slightly differently on GNU/Linux build of the game, because it was built with SSE instructions (Windows version still used x87).
    • arcfour 1 day ago
      I think the only visible effect from that was the Engineer's metal, giving +40 or +41 from a small box, depending on the server platform (all classes technically do have metal, but the others can't use it).

      It was always fun to play on a new server and check what OS it was running that way, too. :-)

      • stoltzmann 1 day ago
        And IIRC ammo for heavy and health for soldier!
    • MBCook 10 hours ago
      I’m surprised to hear the ammo calculation code would use floats.
      • bakugo 6 hours ago
        The game has ammo pickups that refill 20% and 50% of whatever your max ammo is, so floats have to be involved in there somewhere.
        • manwe150 6 hours ago
          Dividing by 5 or 2, respectively, are integers, if the game developers wanted them to be. More so because the actual units of ammo need to be integers if they are to render as full bullets each
    • HaroldCindy 8 hours ago
      I expect this is / was a very common problem for people porting 32-bit game code to newer compilers. I work on a fairly old codebase that forces use of x87 for a handful of code paths that don't work correctly otherwise. GCC will use default to x87 if you do an i386 compile, but will default to SSE for 64-bit builds, so you have to be careful there too.
  • nasretdinov 1 day ago
    I wonder how on earth stuff like x86->ARM translation works so well if games break even after switching from x87 registers to SSE preserving all the logic otherwise...
    • toast0 1 day ago
      I think x87 fpu is the only 'weird' floating point units left. I think if you stick with 64-bit double precision floats or 32-bit single precision floats, where the registers are also 64 or 32 bits, all the modern stuff behaves the same. x87 is just weird because registers are 80-bits ... the idea was to have more accurate results from more precision, but it ends up weird because if you run out of registers and have to spill to memory, you typically lose precision.

      Edit: since this post was second chanced, I can add on that some of the pre-PC consoles have weird floats too. If they had floats at all. Lots of fun for emulation developers. Even fun for contemporaneous game developers... PilotWings on the SNES comes with different revision accelerator chips and the demo only works properly on the early revision chips (but I think? the later revision chips have more accurate math). The PS2 FPU has weirdness around NaN, Infinity, very large numbers, and denormalized numbers. Etc.

      • kineticdaffodil 5 hours ago
        What about arm, with software floats its compiler depending?
    • ErroneousBosh 12 hours ago
      It's probably because you have to have weird precision issues where the numbers are calculated ever so slightly differently, and some other effect like a guard being slightly too close and getting clipped by a door where that difference matters.

      I debugged some software synthesizer code a while back (like 20 years or so now I think of it) where a build of it on one platform failed because of a precision bug. I can't remember the details, but there was a lot of "works fine on my machine" type discussion around it. Anyway it relied on a crude simulation of an RC circuit reaching very close to 0 asymptotically to trigger a state change, but on something like 64-bit Intel with a specific processor it never quite made it low enough to trip the comparison because of something to do with not flushing denormals.

      From an electronic standpoint, making it simulate "it's high enough" as being about 0.7 and " it's low enough" being about 0.01 was far closer to the instrument they were trying to simulate, and making it massively imprecise like that got it going on everything.

      • lomase 5 hours ago
        Is funny because the only code I have read that flushed denormals was in synth code.
    • pdw 8 hours ago
      Rosetta uses software emulation for x87 floating point. That's slow, but in practice that doesn't matter much. Mac software never had a reason to use x87 FP, every Intel Mac had at least SSE3 support.
      • ksherlock 7 hours ago
        There was at least one reason...

            long double x87me(long double a, long double b) {
                return a+b;
            }
        
            pushq %rbp
            movq %rsp, %rbp
            fldt 32(%rbp)
            fldt 16(%rbp)
            faddp %st(1)
            popq %rbp
            retq
  • dev0p 7 hours ago
    >But on the SSE version, a whole bunch of tiny precisions are very slightly different, and a combination of the friction on the floor and the mass of the objects means the guard still rotates from the collision, but now he rotates very slightly less far.

    Insanity. The values were just right. Just wow.

  • YouAreWRONGtoo 9 hours ago
    [dead]
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