Correct handling of replays with no turns or only turn 0.
Add a comment for r17709.
Some style fixes.
Description
Description
Details
Details
- Committed
elexis Feb 9 2016, 1:09 PM - Parents
- rP17745: Fix compile error for gcc 4.6, refs #3168.
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Event Timeline
/ps/trunk/source/ps/Game.cpp | ||
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165 | This appears to be useless, currentTurn is always 1 or more (you can't actually load a replay without turns). |
/ps/trunk/source/ps/Game.cpp | ||
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165 | It's not actually true. You might have an early loop exit, because the data was malformed and (*m_ReplayStream >> type).good() is false. |
/ps/trunk/source/ps/Game.cpp | ||
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165 | Only locally, because there is a check for ENSURE((*m_ReplayStream >> type).good() && type == "start"); in StartVisualReplay (which is done earlier). |
/ps/trunk/source/ps/Game.cpp | ||
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165 | Nope, it only means that the current read is good, but it doesn't guarantee that the next one will be correct. |
/ps/trunk/source/ps/Game.cpp | ||
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165 | Oh, you're right, yeah. /me needs to stop thinking that computers work. |