#pentagram@irc.freenode.net logs for 16 Nov 2004 (GMT)

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[02:37:05] <Sheng_Gradilla> :)
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[13:24:19] <watt> been thinking.... savegame handling might actually be one place we would want exceptions... mostly because assertions don't hack it once we start using multiple versions of savegames
[13:24:43] <watt> and also double digits on the version
[13:25:06] <Colourless> no exceptions!
[13:25:07] <watt> oh wait.. not need for double digits.
[13:25:54] <watt> eeek!
[13:25:57] * watt ducks
[13:27:04] <watt> (forgot that version on savegame entries is already a uint16)
[13:28:54] <watt> Colourless: Any reason besides the obvious slowdown of exception handling?
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[14:11:35] <WattAtWork> Hi from work now
[14:12:18] <edbgon> ahoj
[14:55:58] <wjp> compiler support for exceptions is a problem, from what I remember
[14:57:17] <wjp> WattAtWork: what would you want to use them for?
[15:04:39] <WattAtWork> I was thinking exceptions rather than assertions in the savegame loading
[15:05:01] <wjp> there are assertions in savegame loading?
[15:05:29] <WattAtWork> version check?
[15:05:29] <wjp> I thought every load function returned a boolean; true if success, false if failed
[15:06:58] <WattAtWork> oh... perhaps not.
[15:07:24] <WattAtWork> I guess I'm getting a touch scatter-brained
[15:07:33] <wjp> some of the top-level functions might have asserts... can't remember exactly
[15:07:38] <wjp> but they shouldn't be necessary
[15:07:51] <wjp> an interesting issue is what to do on failure...
[15:08:18] <wjp> already deleted the 'current' game, so you can't continue as if nothing happened
[15:10:12] <WattAtWork> hmm... I thought I saw an assertion somewhere.... I'll have to grep for assert sometime.
[15:12:15] <wjp> I _might_ have put assertions on the existence of GameMapGump and DesktopGump and the like
[15:12:58] <WattAtWork> that might be where I saw them... but it's equally possible that I'm crazy.
[15:14:46] <WattAtWork> ...after all, early this morning I though version was held in a char.... quickly correcting myself only after mentioning it.
[15:15:15] <wjp> I wonder how much space we'd save if it was changed to a char :-)
[15:24:45] <wjp> the versioning stuff is really wasting space
[15:25:07] <wjp> compression should take care of most of that redundancy, though, once we starting gzipping
[15:25:59] <WattAtWork> just how big are the savegames?
[15:26:21] <wjp> largest ones are close to 800Kb I think
[15:26:27] <wjp> but they compress really well
[15:26:43] <wjp> they'll be more like 200-250Kb gzipped, I think
[15:27:12] <wjp> I've got one here that's 665Kb; it's 195Kb gzipped
[15:27:35] <wjp> 182Kb bzip2-ed
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[19:03:29] <Dominus> hey ho
[19:09:39] <WattAtWork> hiyo
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[19:20:04] <Dominus> there seem to be too many watt's here :)
[19:22:57] * WattAtWork nods - all of me.... me, me, me, and of course me
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