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[Freeciv-Dev] Re: Unit move rate cleanup (PR#1343)
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[Freeciv-Dev] Re: Unit move rate cleanup (PR#1343)

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To: freeciv-dev@xxxxxxxxxxx
Cc: bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Unit move rate cleanup (PR#1343)
From: Adam Theo <theo@xxxxxxxxxxxxx>
Date: Thu, 11 Apr 2002 19:51:00 -0400



Raahul Kumar wrote:
To put it bluntly, I do know every legal way for something to come to pass.
Yes, sea moves is stored as negative values. Did you read this code properly?
Sea moves should not be negative at this stage. If they are, then it is a
tremendous bug that will screw up the users game long before they get 6 hrs of
gameplay.

Regardless, the only way that code block will be switched to is if there is a
unit with an invalid move_type. Certainly a big bug, and I think my actions are
correct. Raimar, Mike? Should developers write code that exits or not? Do you
feel continuing with a potentially unpredictably buggy program is better than
exiting?

I'm no programmer, and new to the list, but I'd say it's best to do this
when such a problem occurs:
* Save the game, if possible.
* Display a quick summary of the problem, along with a longer, more detailed explanation. Also try to make sure that this text can be copy-and-pasted, at least as easily as possible. * Then crash, after giving a nice apology to the user, asking them to send in the report to the list.

That's a much better solution for the long term than letting potential bugs seep into the code when a bit more effort could be spent to find and squash them.

Just MHO, anyway.
--
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