bugXBoard - Bugs: bug #27751, Negative holding counts displayed?

 
 

bug #27751: Negative holding counts displayed?

Submitted by:  None
Submitted on:  Mon 19 Oct 2009 07:48:40 AM UTC  
 
Category: NoneSeverity: 3 - Normal
Item Group: NoneStatus: Fixed
Assigned to: NoneOpen/Closed: Closed
Release: None

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Tue 20 Oct 2009 06:50:25 AM UTC, comment #5:

This fix works for me in v4.4.1.20091019.

Anonymous
Tue 20 Oct 2009 01:11:28 AM UTC, comment #4:

uploaded the patch from HGM.

I guess we only could resolve this if we keep track of the partners game, which is something that we should do at one point, but it will take a while until we get there...

ARUN

Arun Persaud <apersaud>
Project Administrator
Mon 19 Oct 2009 02:43:52 PM UTC, comment #3:

This was essentially what WinBoard was doing. Having negative counts can potentially produce unpredictable effects when converting the position to a FEN (for saving the position, or sending it to an engine with a setboard command), so it is better to keep a consistent and valid holdings state at all times, even i it is not the correct one.

The fixed version will appear in git soon.

H.G. Muller

Anonymous
Mon 19 Oct 2009 02:30:02 PM UTC, comment #2:

To me just not displaying the "buggy" characters would have been the solution (and to make sure there are no other side effects by those unknown holdings).

Anonymous
Mon 19 Oct 2009 09:33:32 AM UTC, comment #1:

When you load a bughouse game with "smoves" the ICS does not tell you what you were holding on every move. When XBoard grabs the game from the move list, it reconstucts the positions from the (known) initial setup of bughouse by playing the moves from the move list. But, unlike crazyhouse, a capture in bughouse does not put the captured piece in your own holdings. These holdings can only be filled by what is handed to you by your partner, and this info is not included in the "smoves" list. So the reconstruction of the game by XBoard from the moves list will in general contain wrong holdings. And this is what you step through using the arrows after smoves.

When you are examining the game, it is the ICS that reconstructs the game positions, and it sends a board + holdings for every position you step through.

I don't know how to fix the basic problem of the holdings being invalid in a re-loaded bughouse game; it does not seem you can request this info from the ICS. The particular problem of negative counts can of course be fixed by not flagging drop moves in an ICS bughouse game as illegal when the piece is not in the holding, but suppress the decrementing to negative holding counts in that case. (Currently I think drop moves are not tested for legality at all in XBoard, except that dropping Pawns on the 1st / 8th rank is considered illegal.) WinBoard must already do this, as I did not see the effect you mention there. As long as the negative counts do not crash XBoard, this is merely a cosmetic change; the holdings will still be crap in this situation even after I would fix this.

I will have a look why this happens in XBoard, and not in WinBoard, though. Code preventing the counts to become negative belongs in the back-end, not in the front-end!

H.G. Muller

Anonymous
Mon 19 Oct 2009 07:48:40 AM UTC, original submission:

On FICS use smoves on a bughouse game e.g.:
smoves BugBug 53

When stepping throught the game you can see characters like "/" being displayed where normally the number of pieces in the holding is shown. On a move that inserts a black pawn the symbol for "black pawn count" is changed, so I assume these are caused by negative counts.

Examining the same game and stepping throught doesn't show this effect.

Anonymous

 

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    Follow 3 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Wed 21 Oct 2009 02:11:07 AM UTCapersaudStatusReady For Test=>Fixed
      Open/ClosedOpen=>Closed
    Tue 20 Oct 2009 01:11:28 AM UTCapersaudStatusNone=>Ready For Test

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