Hi,
I've just had another look at this, and there are a number of issues:
* Non-unique match numbers
* Poor storage of who is in each match
* The assumption that both arenas will remain perfectly in sync
* No compensation for delays > MATCH_LENGTH
Some further detail on each follows (in order)
A match number is not a unique id for a given match, instead referring
to a pair of matches which happen to occur at the same time. This is a
problem when trying to work out where a team should go, as well as
when trying to tie a match's scores back to its teams and/or schedule.
The storage of who is in each match is currently a space-delimited
string of TLAs. This is not going to be converted to an array by the
yaml loader, and should instead be a proper array.
While it would be nice if both arenas could be kept perfectly in sync,
we know from experience that it's hard enough to keep one arena on
time. I think it would be wise to have the option of having separate
delays for each arena.
I think we need to work out what's going to happen if we end up with a
delay of more than the length of a single match, particularly around
the boundaries of the match sets. While a small number of matches
could just overrun into, say, lunch, a larger delay might require
dropping a 'round'.
I think most of these can be fixed, but I'm going to focus on poltergeist.
Thanks,
Peter
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