On Fri, 17 Aug 2012 04:56:30 PM Ola Sundell wrote:
> * Huuuge classes (InGameController is 3866 lines! Yikes!!!)

Which one?  There are two, client and server.  IMHO in both cases they
contain very little that does not really belong there.  Paolo and I have 
discussed some things that might be possible to remove from the client IGC
(such as the save-game routines), and Michael and I have a longstanding intent 
to reform the path following/trade route code.   Neither are trivial to do 
well alas.

> * Old-ish versions of external libraries

tritonus and vorbis-spi are going away soon if my ogg player code survives
some more play testing.

> * Code coverage could be a little bit better

Do you have some suggestions?

> * A bit of code duplication here and there.

Anything in particular?  (Ignore findPath* and search*, they are going through 
an incremental cutover from versions that return null if already at the 
destination, to versions that return a trivial path in that case, and only 
return null if no path is found)

> All together I would say that from what I've gathered thus far, the code
> base is in very good shape would it not be for the gigantic classes. I
> humbly ask for permission to start refactoring - would that be of interest?
> I would primarily look at breaking those huge classes apart.

More coding help is always most welcome, however I agree with Paolo, and would 
like to hear more detail as to how splitting (either) IGC will make them 
better in some way other than just reduced file size.  I also feel obliged here 
to recommend having a user-visible improvement in mind as the real goal behind 
any substantial rewriting--- for example, I am currently buried in major 
changes to how the AI units receive and perform their missions, however in the 
process I have been able to fix 5 longstanding bugs, with another 3 ready to 
fall soon.

Cheers,
Mike Pope

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