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Re[2]: [gnugo-devel] engine/sgffile.c

From: Paul Pogonyshev
Subject: Re[2]: [gnugo-devel] engine/sgffile.c
Date: Sat, 31 Aug 2002 15:36:10 +0300

> Most of the code in engine/sgffile.c only remains for historic
> reasons. I plan to migrate all sgf code to use the SGFNode and SGFTree
> structures. Currently the sgf output code is rather messy in many
> places.
> ...
> The only reason why the sgffile code has survived so long is because
> it writes moves continously to file and thus leaves some traces when
> the program crashes. It's however perfectly possible to do this also
> with the SGFTree approach. The trick is simply to dump the entire tree
> to file (i.e. rewriting it) each time a move is made, which really
> isn't very expensive. As an extra plus this means that we have valid
> sgf files available at all times and don't have to patch in a final
> ')' for a game record from a crash.

i'll start with this. someone has to do low-priority job ;) i'll keep
move values it outputs now.

just one question: what should be dumped if another .sgf file is
loaded (loadsgf in gtp/load in ascii)? should it be inserted as
another game into the output file?

Paul Pogonyshev

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