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