[Freeciv-Dev] [patch #1792] Move ai function pointer setting to ai code
Update of patch #1792 (project freeciv): Status: Ready For Test = Done Assigned to:None = cazfi Open/Closed:Open = Closed ___ Reply to this item at: http://gna.org/patch/?1792 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1792] Move ai function pointer setting to ai code
Follow-up Comment #6, patch #1792 (project freeciv): I guess the prefix fcai should be fc_ai, according to the most functions using this prefix. Ok, though most other functions with such a name belong to utility, and this one refers to ai module name. (file #9662) ___ Additional Item Attachment: File name: DefaultAiInit_1792-3.diff Size:5 KB ___ Reply to this item at: http://gna.org/patch/?1792 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1792] Move ai function pointer setting to ai code
Follow-up Comment #2, patch #1792 (project freeciv): updated to current trunk (file #9636) ___ Additional Item Attachment: File name: 20100730-01-trunk-Move-ai-function-pointer-setting-to-ai-code.patch Size:5 KB ___ Reply to this item at: http://gna.org/patch/?1792 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1792] Move ai function pointer setting to ai code
Follow-up Comment #3, patch #1792 (project freeciv): * Renamed default_ai_init() as fcai_default_setup(). This will be more correct name after some more patches * Moved init_ai() call from ai implementation specific fcai_default_setup() to ai_init() in common server code move all code which helps players (autosettler, autoexplorer, helper tools like aitools, advisors) into ./server/advisor Yes, although doing this right requires much more work than simply moving stuff. Some rewrites are required as well the server should only use function from ./server/advisor or call the AI via functions pointers; never call AI functions directly This should already be the case after I implemented ai_type and function pointers in it. This makes it possible to make AI as separately loadable module. the AI should prefer to use functions from ./common over functions from ./server (posibility of a client side AI) I don't see the gain here. Client side AI could use almost no code from current server side AI. There's no much point in making ai to look like common code when it still can be used only as server code. (file #9638) ___ Additional Item Attachment: File name: DefaultAiInit_1792-2.diff Size:5 KB ___ Reply to this item at: http://gna.org/patch/?1792 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1792] Move ai function pointer setting to ai code
Follow-up Comment #4, patch #1792 (project freeciv): I guess the prefix fcai should be fc_ai, according to the most functions using this prefix. ___ Reply to this item at: http://gna.org/patch/?1792 ___ Message posté via/par Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1792] Move ai function pointer setting to ai code
Follow-up Comment #5, patch #1792 (project freeciv): This should already be the case after I implemented ai_type and function pointers in it. This makes it possible to make AI as separately loadable module. It is not the case. As listed in patch #1785 there are a lot dependencies of the server on code in ./ai. This should already be the case after I implemented ai_type and function pointers in it. This makes it possible to make AI as separately loadable module. Yes; but at the moment the server code and the ai code are really interconnected (ai_choice, settlermap, ...). ___ Reply to this item at: http://gna.org/patch/?1792 ___ Nachricht geschickt von/durch Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1792] Move ai function pointer setting to ai code
URL: http://gna.org/patch/?1792 Summary: Move ai function pointer setting to ai code Project: Freeciv Submitted by: cazfi Submitted on: Thursday 07/29/2010 at 19:10 Category: ai Priority: 5 - Normal Status: Ready For Test Privacy: Public Assigned to: None Originator Email: Open/Closed: Open Discussion Lock: Any Planned Release: 2.3.0 ___ Details: With this patch aiiface.c (common server code) needs to have just one ai implementation specific function as entry point, default_ai_init(), instead of all the interface functions. default_ai_init() sets up all the function pointers. ___ File Attachments: --- Date: Thursday 07/29/2010 at 19:10 Name: DefaultAiInit.diff Size: 5kB By: cazfi http://gna.org/patch/download.php?file_id=9624 ___ Reply to this item at: http://gna.org/patch/?1792 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] [patch #1792] Move ai function pointer setting to ai code
Follow-up Comment #1, patch #1792 (project freeciv): This is a nice cleanup of the ai specific functions. I will check if I can port the changes of patch #1778 on top of this. That are your plans for the ai interface? My ideas: * move all code which helps players (autosettler, autoexplorer, helper tools like aitools, advisors) into ./server/advisor * the server should only use function from ./server/advisor or call the AI via functions pointers; never call AI functions directly * the AI should prefer to use functions from ./common over functions from ./server (posibility of a client side AI) ___ Reply to this item at: http://gna.org/patch/?1792 ___ Message sent via/by Gna! http://gna.org/ ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev