[Kde-games-devel] Review Request 113854: avoid the game lock up

Albert Astals Cid aacid at kde.org
Wed Nov 27 22:47:19 UTC 2013



> On Nov. 27, 2013, 9:47 p.m., Albert Astals Cid wrote:
> > As said, looks good from my side, may want to wait for Roney's comment.
> 
> Roney Gomes wrote:
>     Is this fix able to go with 4.12?

Fixes a bug, seems that is not very regression prone and does not introduce a new string, so it seems good enough for 4.12 branch for me.


- Albert


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On Nov. 14, 2013, 12:11 p.m., Jaime Torres Amate wrote:
> 
> -----------------------------------------------------------
> This is an automatically generated e-mail. To reply, visit:
> http://git.reviewboard.kde.org/r/113854/
> -----------------------------------------------------------
> 
> (Updated Nov. 14, 2013, 12:11 p.m.)
> 
> 
> Review request for KDE Games and Roney Gomes.
> 
> 
> Bugs: 246382
>     http://bugs.kde.org/show_bug.cgi?id=246382
> 
> 
> Repository: knavalbattle
> 
> 
> Description
> -------
> 
> Always return a valid move if there is still one.
> desperateMove does that, it checks one bye one the sea and returns the first free coord or invalid if finally there are no free coords.
> 
> 
> Diffs
> -----
> 
>   src/ai/smartai.cpp 261cf01 
>   src/ai/ai.h 738c465 
>   src/ai/ai.cpp 384090f 
>   src/ai/dummyai.cpp 15544e2 
> 
> Diff: http://git.reviewboard.kde.org/r/113854/diff/
> 
> 
> Testing
> -------
> 
> As I said in the bug, it happens when illegal move ( -1 , -1 ) for player x is reached in Controller::finalizeShot.
> There are no more illegal moves (because the AI never shoots first), and I've seen this new method called several times (when it had kWarnings).
> Also, in more than 50 matches (implementing the several ships feature), no more lockups.
> 
> 
> Thanks,
> 
> Jaime Torres Amate
> 
>

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