IRC logs for #openttd.dev on OFTC at 2013-02-25
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11:34:55 <fonsinchen> What's the recommended thing to do if CanAllocateItem returns false?
11:35:39 <fonsinchen> In most cases we have to abort then, so I can basically always assert on that.
11:38:01 <fonsinchen> I should make sure the pool allows for enough items to be created of course.
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12:19:17 <Rubidium> no, an assert on CanAllocateItem is bad
12:19:32 <Rubidium> asserts can be compile out of the source
12:19:53 <Rubidium> also, CanAllocateItem is often in the main code at places where you rather not crash (like commands)
12:20:33 <Rubidium> I've got no idea what the pool will be used for though, so I can't really give a sensible answer
12:28:36 <fonsinchen> I have a pool for link graphs and one for link graph jobs.
12:29:02 <fonsinchen> I'm making both large enough so that there can theoretically be 32 graphs and 32 jobs for each station.
12:29:38 <fonsinchen> It should always be able to allocate a link graph or a link graph job then if there's no mistake in the game logic.
12:31:01 <fonsinchen> Or rather: If I cannot allocate a link graph when I need one I'm out of luck and need to kill the game to avoid desyncs.
12:31:28 <Rubidium> then rather do if (!CanAllocate()) { /* Some comment explaining why it can't happen. */ NOT_REACHED(); }
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