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List: kde-games-devel
Subject: Re: [Kde-games-devel] Review Request 113854: avoid the game lock up
From: "Jaime Torres Amate" <jtamate () gmail ! com>
Date: 2013-11-28 19:20:47
Message-ID: 20131128192047.9309.18691 () vidsolbach ! de
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This is an automatically generated e-mail. To reply, visit:
http://git.reviewboard.kde.org/r/113854/
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(Updated Nov. 28, 2013, 7:20 p.m.)
Status
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This change has been marked as submitted.
Review request for KDE Games and Roney Gomes.
Bugs: 246382
http://bugs.kde.org/show_bug.cgi?id=246382
Repository: knavalbattle
Description
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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
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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
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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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This is an automatically generated e-mail. To reply, visit:
<a href="http://git.reviewboard.kde.org/r/113854/">http://git.reviewboard.kde.org/r/113854/</a>
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<h1 style="margin-right: 0.2em; padding: 0; font-size: 10pt;">This change has been marked as \
submitted.</h1> </td>
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<div>Review request for KDE Games and Roney Gomes.</div>
<div>By Jaime Torres Amate.</div>
<p style="color: grey;"><i>Updated Nov. 28, 2013, 7:20 p.m.</i></p>
<div style="margin-top: 1.5em;">
<b style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Bugs: </b>
<a href="http://bugs.kde.org/show_bug.cgi?id=246382">246382</a>
</div>
<div style="margin-top: 1.5em;">
<b style="color: #575012; font-size: 10pt;">Repository: </b>
knavalbattle
</div>
<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Description </h1>
<table width="100%" bgcolor="#ffffff" cellspacing="0" cellpadding="10" style="border: 1px \
solid #b8b5a0"> <tr>
<td>
<pre style="margin: 0; padding: 0; white-space: pre-wrap; white-space: -moz-pre-wrap; \
white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">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. </pre>
</td>
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<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Testing </h1>
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<pre style="margin: 0; padding: 0; white-space: pre-wrap; white-space: -moz-pre-wrap; \
white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">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.</pre> </td>
</tr>
</table>
<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Diffs</b> </h1>
<ul style="margin-left: 3em; padding-left: 0;">
<li>src/ai/smartai.cpp <span style="color: grey">(261cf01)</span></li>
<li>src/ai/ai.h <span style="color: grey">(738c465)</span></li>
<li>src/ai/ai.cpp <span style="color: grey">(384090f)</span></li>
<li>src/ai/dummyai.cpp <span style="color: grey">(15544e2)</span></li>
</ul>
<p><a href="http://git.reviewboard.kde.org/r/113854/diff/" style="margin-left: 3em;">View \
Diff</a></p>
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