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authorWillem Jan Palenstijn2012-02-29 13:13:28 +0100
committerWillem Jan Palenstijn2012-02-29 13:13:28 +0100
commit3ce34294ee64cecd8ed9c282d59dcbaffb3ecfeb (patch)
tree118846fed0f817b86bec6eb058b9de60e54deee0
parent21d570af83bed7b6edcc485b991fc52ecc9f4ab6 (diff)
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ENGINES: Copy singleid description from wiki
-rw-r--r--engines/advancedDetector.h15
1 files changed, 6 insertions, 9 deletions
diff --git a/engines/advancedDetector.h b/engines/advancedDetector.h
index 4f215391a2..0cec039b5e 100644
--- a/engines/advancedDetector.h
+++ b/engines/advancedDetector.h
@@ -171,16 +171,13 @@ protected:
/**
* Name of single gameid (optional).
*
- * If set, the target ID will always be set to this one. This is necessary
- * for engines that define a lot of game targets, so that the global
- * namespace won't be polluted with loads of IDs, which could lead to a
- * situation where two different engines define the same game ID.
+ * Used to override gameid.
+ * This is a recommended setting to prevent global gameid pollution.
+ * With this option set, the gameid effectively turns into engineid.
*
- * FIXME: This field actually removes a feature (game IDs) in order to
- * address a more generic problem. Another way to address this issue without
- * disabling game IDs altogether would be to distinguish targets with an
- * engineId-gameId combination, so that there will never be a duplicate
- * game ID across different engines.
+ * FIXME: This field actually removes a feature (gameid) in order to
+ * address a more generic problem. We should find a better way to
+ * disambiguate gameids.
*/
const char *_singleid;