<table><tr><td style="">fabiank added a comment.
</td><a style="text-decoration: none; padding: 4px 8px; margin: 0 8px 8px; float: right; color: #464C5C; font-weight: bold; border-radius: 3px; background-color: #F7F7F9; background-image: linear-gradient(to bottom,#fff,#f1f0f1); display: inline-block; border: 1px solid rgba(71,87,120,.2);" href="https://phabricator.kde.org/D27336">View Revision</a></tr></table><br /><div><div><p>So I think this depends in part on whether we want to have an atomic undo/redo for automatic moves. With your change, every single move in the auto move will be put on the undo stack. The behaviour before was that they were all composed into one "big" move.<br />
If we want to keep the existing behaviour, we would need to modify DealerScene::moveCount() to changes.size() of the undo stack elements and m_currentState into account.</p>
<p>I'm also not sure if auto moves count in all games. So if we decide to keep the current undo behaviour, maybe moveCount should also be virtual, with most classes using the existing implementation, and Freecell doing some special accounting.</p></div></div><br /><div><strong>REPOSITORY</strong><div><div>R410 KPatience</div></div></div><br /><div><strong>REVISION DETAIL</strong><div><a href="https://phabricator.kde.org/D27336">https://phabricator.kde.org/D27336</a></div></div><br /><div><strong>To: </strong>aacid, KDE Games<br /><strong>Cc: </strong>fabiank, piotrkakol, shlomif, yurchor, kde-games-devel<br /></div>