Complete.Org: Mailing Lists: Archives: freeciv-ai: November 2002:
[freeciv-ai] Re: fix for strange goto code

[freeciv-ai] Re: fix for strange goto code

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: "Per I. Mathisen" <per@xxxxxxxxxxx>
Cc: freeciv-ai@xxxxxxxxxxx
Subject: [freeciv-ai] Re: fix for strange goto code
From: Gregory Berkolaiko <Gregory.Berkolaiko@xxxxxxxxxxxx>
Date: Thu, 7 Nov 2002 12:43:15 +0000 (GMT)

Actually there was a bug in goto_is_sane, annoying little bug.
Fix is attached.  Check if it works without your correction to 

Your correction still makes sense though...

On Thu, 7 Nov 2002, Per I. Mathisen wrote:

> On Thu, 7 Nov 2002, Gregory Berkolaiko wrote:
> > You change do_unit_goto.The changes are sane, but what is the caller of
> > this function that was having problems.Please give more info.
> To reproduce: Watch the AI ship a settler overseas, then watch it abandon
> that ship permanently at the point where it drops off the settler.
> I tracked the error down to this place, and the patch fixes it. However,
> _why_ it fixes it is a good question. This is another case where I just
> have to ask - why did this code ever work? There must have been a bug in
> goto_is_sane() that you fixed that eliminated the bug that I just
> discovered...
>   - Per

Attachment: goto_is_sane_corr.diff
Description: Text document

[Prev in Thread] Current Thread [Next in Thread]