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More serialisation changes: the game_aux_info structure has now been
retired, and replaced with a simple string. Most of the games which use it simply encode the string in the same way that the Solve move will also be encoded, i.e. solve_game() simply returns dupstr(aux_info). Again, this is a better approach than writing separate game_aux_info serialise/deserialise functions because doing it this way is self-testing (the strings are created and parsed during the course of any Solve operation at all). [originally from svn r6029]
This commit is contained in:
10
cube.c
10
cube.c
@ -586,7 +586,7 @@ static void classify_grid_square_callback(void *ctx, struct grid_square *sq)
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}
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static char *new_game_desc(game_params *params, random_state *rs,
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game_aux_info **aux, int interactive)
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char **aux, int interactive)
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{
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struct grid_data data;
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int i, j, k, m, area, facesperclass;
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@ -687,11 +687,6 @@ static char *new_game_desc(game_params *params, random_state *rs,
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return desc;
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}
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static void game_free_aux_info(game_aux_info *aux)
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{
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assert(!"Shouldn't happen");
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}
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static void add_grid_square_callback(void *ctx, struct grid_square *sq)
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{
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game_state *state = (game_state *)ctx;
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@ -985,7 +980,7 @@ static void free_game(game_state *state)
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}
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static char *solve_game(game_state *state, game_state *currstate,
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game_aux_info *aux, char **error)
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char *aux, char **error)
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{
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return NULL;
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}
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@ -1714,7 +1709,6 @@ const struct game thegame = {
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TRUE, game_configure, custom_params,
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validate_params,
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new_game_desc,
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game_free_aux_info,
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validate_desc,
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new_game,
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dup_game,
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