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| author | Simon Tatham <anakin@pobox.com> | 2018-11-13 21:58:14 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2018-11-13 21:58:14 +0000 |
| commit | 47cec547e59ac8c5012f6091394dcb4304d64fc3 (patch) | |
| tree | 3eecd1216dd8562ec4285fb8f137a0e9773c550f /Buildscr | |
| parent | cdc0563123951822b2f5f514336f8890ee6df522 (diff) | |
| download | puzzles-47cec547e59ac8c5012f6091394dcb4304d64fc3.zip puzzles-47cec547e59ac8c5012f6091394dcb4304d64fc3.tar.gz puzzles-47cec547e59ac8c5012f6091394dcb4304d64fc3.tar.bz2 puzzles-47cec547e59ac8c5012f6091394dcb4304d64fc3.tar.xz | |
Unruly, Group: reference-count the 'immutable' array.
I noticed this during the bool trawl: both of these games have an
array of flags indicating which grid squares are immutable starting
clues, and copy it in every call to dup_game, which is completely
unnecessary because it doesn't change during play. So now each one
lives in a reference-counted structure, as per my usual practice in
similar cases elsewhere.
Diffstat (limited to 'Buildscr')
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