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| author | Simon Tatham <anakin@pobox.com> | 2016-02-24 19:01:42 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2016-02-24 19:01:42 +0000 |
| commit | deff331e5f8d46215b967b7eaa7f64b13878785a (patch) | |
| tree | 54f4ce927acafd626af0fca4bc66f39b0f001ffb /net.c | |
| parent | 1add03f7b8a502d4453f53f4ea6930d0e71a6bb0 (diff) | |
| download | puzzles-deff331e5f8d46215b967b7eaa7f64b13878785a.zip puzzles-deff331e5f8d46215b967b7eaa7f64b13878785a.tar.gz puzzles-deff331e5f8d46215b967b7eaa7f64b13878785a.tar.bz2 puzzles-deff331e5f8d46215b967b7eaa7f64b13878785a.tar.xz | |
Bridges: use the new findloop for loop detection.
Bridges only needs a loop detector for its non-default 'don't allow
loops' mode. But the one it had was using the graph-pruning strategy,
which means it had the dumb-bell bug - two loops joined by a path
would highlight the path as well as the loops. Switching to the new
findloop system fixes that bug.
A side effect is that I've been able to remove the 'scratch' array
from the game_state, which was only used by the old loop finder, so
that should save memory.
Diffstat (limited to 'net.c')
0 files changed, 0 insertions, 0 deletions