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Message #16822
Re: [Merge] lp:~widelands-dev/widelands/refactor_gameclient into lp:widelands
* Get the tribe and check whether it exists before you push it
-> I have no idea (yet) what this code does :-)
It's for the tips in the game loading screen. We have tribe-specific lists of tips.
There is a function bool Widelands::tribe_exists(const std::string& tribename) that you can use.
* The This / this confusion is because I moved some fucntion into Impl, but they need
the main class. I could use "outer" or some other name to avoid it.
I see now - it's just an ugly variable name, yes, please change the name to "game_client" or "parent" or some such.
* send_player_command(Widelands::PlayerCommand* pc) making this a unique_ptr:
-> lets adress this in a seperate branch, I already regret I touched it :-)
LOL fair enough. Cans or worms are best dealt with separately.
* I would leave "GameClientImpl* d" as is:
* it is used very often
* it is used in the local scope only -> no risc to loose control
* commonly used Pattern in Widelands
That's because it was written before we switched to C++11, so there was no unique_ptr available. You don't have to do it in this branch though.
* d->settings.usernum == -2,-1, n seems to be used to define the "hello" handshake
what about "kPreHello" and "kAfterHello" constants?
I have found this comment:
/**
* Checks if client \ref name exists and \returns int32_t :
* - the client number if found
* - -1 if no client was found
* - -2 if the host is the client (has no client number)
*/
So, kUnknownClient and kUnknownHost?
* Maybe we should move the two remaining variables to GameClientImpl, too?
Consistency is good :)
--
https://code.launchpad.net/~widelands-dev/widelands/refactor_gameclient/+merge/366743
Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/refactor_gameclient into lp:widelands.
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