On 01/19/2011 09:03 PM, Gerd Lorscheid wrote:

Hi Gerd,

Should this maybe also solve a problem that I reported previously?

Something like.
1) Open (big) base
2) Open tree of (1)
3) Before (2) completes start a new game in (1) and enter a few moves
4) Observe that new game is destroyed upon completion of (2)

Cheers,
Joost.

>       Hello,
>
> at the end of ::tree::dorefresh you find the following code:
>
>
>    # if the Tree base is not the current one, updates the Tree base to the
> first game in filter : that way it is possible to
>    # directly generate an opening report for example
>    if {$baseNumber != [sc_base current] } {
>      set current [sc_base current]
>      sc_base switch $baseNumber
>      if { [sc_filter first] != 0 } {
>        sc_game load [sc_filter first]
>      }
>      sc_base switch $current
>
>
> Now if you do the following:
> * open two bases with trees
> * create a new game in one base, insert moves but do not save
> * switch to the other base and back.
> Your entered game is lost.
>
> The following replacement should prevent this.
>
>
>    # if the Tree base is not the current one, updates the Tree base to the
> first game in filter : that way it is possible to
>    # directly generate an opening report for example
>    if {$baseNumber != [sc_base current] } {
>      set current [sc_base current]
>      sc_base switch $baseNumber
>      if { [sc_filter first] != 0 } {
>        if { [sc_game number] != 0 } {
>          if { [sc_game altered] == 0 } {
>            sc_game load [sc_filter first]
>          }
>       }
>      }
>      sc_base switch $current
>
>
> Somebody should check it and check it in.
>
>       Gerd
>
>
>
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