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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