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Re: [Freeciv-Dev] Capability code
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Re: [Freeciv-Dev] Capability code

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To: Kris.Bubendorfer@xxxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: Re: [Freeciv-Dev] Capability code
From: David Pfitzner <dwp@xxxxxxxxxxxxxx>
Date: Mon, 15 Mar 1999 15:25:20 +1100

Kris Bubendorfer wrote:

> I'm confused.  I though the idea was to use the capability code for backwards 
> compatability - however, it has been removed from some places in the CVS.  In 
> particular, the backwards compatability of the client capability patch has 
> been commented out, and likewise, the capability code from the trade cities 
> has gone.
> 
> Now it looks to me like the current capability string of 1.8pre2 is `plused' 
> which means we are back in effect to the nasty old `version' days, as you 
> need 
> THIS version.....

> Can I please have some clarification on this. 

>From common/shared.h:
 * A note to whoever increments the capability string for a new release:
 * It is your responsibility to search the Freeciv code, and look for places
 * where people are using has_capability.  If you're taking a capability out
 * of the string, because now every client and server supports it, then
 * you should take out the if(has_capability( code so that this code is
 * always executed.

The thing is that 1.8.0 would have "plused" capability tags compared
to 1.7.2 anyway (eg, rulesets, network byte order).  So it makes 
sense (at least to me) that we clean up the capability string 
(and the code) on major releases, rather than have the capability
string (and code) cluttered up with old capability stuff indefinitely 
into the future.

>  I want to know if I should 
> bother adding capability code to my trade units patch (which is finished by 
> the way).

Yes, please do.  It is only at major release times that 
capabiltiies will be compacted.

(Wondering: how do you specify which units you want to trade??)

Regards,
-- David

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