fix for bug #27642: Clock jumps strangely in engine mode
authorH.G. Muller <h.g.muller@hccnet.nl>
Sat, 10 Oct 2009 15:27:55 +0000 (08:27 -0700)
committerArun Persaud <arun@nubati.net>
Sat, 10 Oct 2009 15:27:55 +0000 (08:27 -0700)
This moves SwitchClocks() back to after incrementing forwardMostMove,
so that it knows again who has the move (which was broken by the "bare" patch),
and will take the appropriate tick length.

backend.c

index 565942b..3605468 100644 (file)
--- a/backend.c
+++ b/backend.c
@@ -5050,7 +5050,6 @@ int lastLoadGameUseList = FALSE;
 char lastLoadGameTitle[MSG_SIZ], lastLoadPositionTitle[MSG_SIZ];
 ChessMove lastLoadGameStart = (ChessMove) 0;
 
-
 ChessMove
 UserMoveTest(fromX, fromY, toX, toY, promoChar, captureOwn)
      int fromX, fromY, toX, toY;
@@ -7475,9 +7474,6 @@ MakeMove(fromX, fromY, toX, toY, promoChar)
                        0, 1);
       return;
     }
-    SwitchClocks();
-    timeRemaining[0][forwardMostMove+1] = whiteTimeRemaining;
-    timeRemaining[1][forwardMostMove+1] = blackTimeRemaining;
     if (commentList[forwardMostMove+1] != NULL) {
        free(commentList[forwardMostMove+1]);
        commentList[forwardMostMove+1] = NULL;
@@ -7487,6 +7483,9 @@ MakeMove(fromX, fromY, toX, toY, promoChar)
     ApplyMove(fromX, fromY, toX, toY, promoChar, boards[forwardMostMove+1], 
                                castlingRights[forwardMostMove+1], &epStatus[forwardMostMove+1]);
     forwardMostMove++; // [HGM] bare: moved to after ApplyMove, to make sure clock interrupt finds complete board
+    SwitchClocks(); // uses forwardMostMove, so must be done after incrementing it !
+    timeRemaining[0][forwardMostMove] = whiteTimeRemaining;
+    timeRemaining[1][forwardMostMove] = blackTimeRemaining;
     gameInfo.result = GameUnfinished;
     if (gameInfo.resultDetails != NULL) {
        free(gameInfo.resultDetails);