Raydium 3D Game Engine

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 Post subject: path duplicated
PostPosted: Sun Apr 18, 2010 10:38 am 
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Joined: Thu Sep 29, 2005 2:59 pm
Posts: 828
Hi I'm back :)

I noticed the path system was allowing duplicated paths. So I have added a signed char raydium_path_find (char* path) function to check if a certain folder is already in the path.
Also I've modified the raydium_path_add function to avoid adding duplicated paths.

Hope everything is right
(and if someone is going to ask, yes, I'm working on the cal3d animation system).


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 Post subject: Re: path duplicated
PostPosted: Mon Apr 19, 2010 7:42 pm 
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Joined: Sun Mar 16, 2003 2:53 am
Posts: 2590
Location: gnniiiii (Scrat)
Nice to see you, vicente ! :)

Nice catch about duplicated paths. The patch looks OK to me, but you should also test path state, since otherwise, you may use strcmp() on uninitialized string.

Hopes everything is right on your side too ;)


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 Post subject: Re: path duplicated
PostPosted: Tue Apr 20, 2010 12:15 am 
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something like this?
Code:
signed char raydium_path_find (char *dir)
{   
int a;
if(!dir)return 0;
for(a=0;a<RAYDIUM_MAX_PATHS;a++)
    {
    if(!raydium_path_paths[a].path) continue; // or return 0 ?
    if(!strcmp(raydium_path_paths[a].path,dir))
        {         
        return 1;
        }
    }
return 0;
}


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 Post subject: Re: path duplicated
PostPosted: Tue Apr 20, 2010 7:03 am 
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Location: gnniiiii (Scrat)
There is a "state" member in the data structure:
Quote:
if(strcmp(raydium_path_paths[a].state && !strcmp(raydium_path_paths[a].path,dir))

... should do the trick.


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 Post subject: Re: path duplicated
PostPosted: Tue Apr 20, 2010 10:16 am 
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Joined: Thu Sep 29, 2005 2:59 pm
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done


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