Quote:
Originally Posted by Tabasco
The less practical, but possibly more effective approach is to start a server and then attempt some content or feature of great ambition.
Players will notify you of every quirk and quibble and from there you can do direct debugging.
This is a joke, of course. I offer nothing of value but the quiet chuckle that may keep you from weeping in the face of this beautiful but occasionally broken behemoth of a codebase.
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Aw I had a laugh. Now I just want to hug you and tell you everything is going to be ok.
Quote:
Originally Posted by lerxst2112
Unit testing is tough to refit into an existing codebase, especially one with random encapsulation like this one.
One of the games I worked on we tried to add tests while also refactoring some of the huge classes into smaller testable components, but it was a very painful. In the end it did help quite a bit.
Most of the games I've worked on had some sort of automated testing that we ran overnight to find crashes and memory leak/fragmentation issues. It's a great tool if you can do it, but it would be tough without being able to modify both the server and client.
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We could try some static analysis too!