Comment by netcoyote
4 hours ago
This type of problem plagues all sorts of software. Having experienced this type of problem before, for Guild Wars game servers -- which run deterministic game instances that live for long periods of time -- we initialized a per-game-context variable that gets added to Windows GetTickCount() to a value such that the result was either 5 seconds before 0x7fff_ffff ticks, or 5 seconds before 0xffff_ffff ticks, so that any weird time-computation overflow errors would be likely to show up immediately.
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