From b9fd60495d47ef08fbff17ae883ae69d37fcb859 Mon Sep 17 00:00:00 2001 From: H.G. Muller Date: Mon, 26 Sep 2011 15:51:49 +0200 Subject: [PATCH 1/1] Make too-long game non-fatal GameEnds is now called when the maximum number of moves is exceeded, rather than DisplayFatalError. Not sure if this properly terminates the game in all situations, but DisplayFatalError (after calling GameEnds) would also wait for the user to confirm the error popup before really exiting, so that in an unattended automatically running tourney there was not much fatal, and the entire tourney would in fact be finished. --- backend.c | 5 ++--- 1 files changed, 2 insertions(+), 3 deletions(-) diff --git a/backend.c b/backend.c index 1682703..71aa6a5 100644 --- a/backend.c +++ b/backend.c @@ -9420,9 +9420,8 @@ MakeMove(fromX, fromY, toX, toY, promoChar) fflush(serverMoves); } - if (forwardMostMove+1 > framePtr) { // [HGM] vari: do not run into saved variations - DisplayFatalError(_("Game too long; increase MAX_MOVES and recompile"), - 0, 1); + if (forwardMostMove+1 > framePtr) { // [HGM] vari: do not run into saved variations.. + GameEnds(GameUnfinished, _("Game too long; increase MAX_MOVES and recompile"), GE_XBOARD); return; } UnLoadPV(); // [HGM] pv: if we are looking at a PV, abort this -- 1.7.0.4