maemo.org Bugzilla – Bug 12435
Miniature should recognize games forfeited on time
Last modified: 2011-11-01 07:16:02 UTC
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SOFTWARE VERSION: master EXACT STEPS LEADING TO PROBLEM: 1. Play a very fast game. 2. Make a player run out of time. EXPECTED OUTCOME: gameoverDialog appears with - "You win!", "You lose..." or "Draw" depending on Miniature.Result* - Reason "Someone needs to play faster" - Rating adjustment. ACTUAL OUTCOME: Wrong dialog due to catch-all game ending signal. OTHER COMMENTS: The backend is missing the parsing of games 'forfeit on time': "{Game 407 (GuestVXQC vs. GuestSLTQ) GuestSLTQ forfeits on time} 1-0" "{Game 169 (GuestBZJB vs. GuestYYMR) Game drawn because both players ran out of time} 1/2-1/2"
Seems to be straightforward, no further UI changes needed, right? Everything is already there, I only need to specialize the catch-all further.
Adding Miniature.ReasonTimeForfeit condition & string to OnlineBoard. http://gitorious.org/miniature/miniature/commit/abaa322413c70f31c8da1e15ce31463860851b1c
Fixed with fd039cf07e2ad94d7e7eb7525d4a03e16e0d8088. I also added the second case (game draws because both players ran out of time), though I have no idea how to test that it works.
Verified for the case when a player runs out of time. Now that autoflag is enabled by default I believe it is not possible that both players run out of time... Anyway, good that the fix is there for this case as well.