On Tue, Mar 05, 2002 at 09:54:19PM -0800, jdorje@xxxxxxxxxxxxxxxxxxxxx wrote:
+/**************************************************************************
+ This function, along with unqueue_mapview_update(), helps in updating
+ the mapview when a packet is received. Previously, we just called
+ update_map_canvas when (for instance) a city update was received.
+ Not only would this often end up with a lot of duplicated work, but it
+ would also draw over the city descriptions, which would then just
+ "disappear" from the mapview. The hack is to instead call
+ queue_mapview_update in place of this update, and later (after all
+ packets have been read) call unqueue_mapview_update. The functions
+ don't track which areas of the screen need updating, rather when the
+ unqueue is done we just update the whole visible mapqueue, and redraw
+ the city descriptions.
+
+ Using these functions, updates are done correctly, and are probably
+ faster too. But it's a bit of a hack to insert this code into the
+ packet-handling code.
+**************************************************************************/
if (draw_map_grid && get_client_state() == CLIENT_GAME_RUNNING_STATE) {
I ask myself: shouldn't this be
if ((draw_map_grid || draw_city_names || draw_city_productions) &&
get_client_state() == CLIENT_GAME_RUNNING_STATE)
Or do I miss something here?