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[Freeciv-Dev] Re: cma assert at end of game (PR#2071)
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[Freeciv-Dev] Re: cma assert at end of game (PR#2071)

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To: Christian Knoke <chrisk@xxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx, bugs@xxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: cma assert at end of game (PR#2071)
From: Raimar Falke <rf13@xxxxxxxxxxxxxxxxx>
Date: Thu, 19 Sep 2002 20:05:35 +0200

On Thu, Sep 19, 2002 at 07:30:40PM +0200, Raimar Falke wrote:
> On Thu, Sep 19, 2002 at 07:28:00PM +0200, Raimar Falke wrote:
> > > To reproduce, login as chris and press return.
> > 
> > I can't reproduce this here with current CVS.
> 
> Reason: the new dataio intrudces a new attribute format and the old
> ones are removed -> no CMA. I will try with an older version.

Mhh we are fall above our kludge. Problem is that the CMA happily
continues after the game is over. And because of this
  /*
   * We are currently ignoring the CLIENT_GAME_OVER_STATE state
   * because the client hasen't been changed to take care of it. So it
   * breaks the show-whole-map-at-the-end-of-the-game. Nevertheless
   * the server is so kind and sends the client this information. And
   * in the future the client can/should take advantage of this
   * information.
   *
   * FIXME: audit all client code to that it copes with
   * CLIENT_GAME_OVER_STATE and implement specific
   * CLIENT_GAME_OVER_STATE actions like history browsing. Then remove
   * the kludge below.
   */
  if (newstate == CLIENT_GAME_OVER_STATE) {
    newstate = CLIENT_GAME_RUNNING_STATE;
  }

the CMA isn't able to test for CLIENT_GAME_OVER_STATE in
cma_core.c. Either we fix the above or I add another kludge like
"real_client_state".

Davide: what is the status of the patch for above?

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "That's fundamental game play!  My main enemy is *ALWAYS* fighting 
  a 4-front war.  I make sure of it!"
    -- Tony Stuckey, freeciv-dev


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