diff options
| -rw-r--r-- | engines/advancedDetector.h | 18 | 
1 files changed, 8 insertions, 10 deletions
| diff --git a/engines/advancedDetector.h b/engines/advancedDetector.h index d43462b81d..4f215391a2 100644 --- a/engines/advancedDetector.h +++ b/engines/advancedDetector.h @@ -171,18 +171,16 @@ protected:  	/**  	 * Name of single gameid (optional).  	 * -	 * If set, the target ID will always be set to this one. Currently, it is a -	 * necessary evil to avoid polluting the global namespace with loads of IDs. -	 * Needed for engines that define a lot of game targets, so that there won't -	 * be a situation where two different engines define the same game ID. +	 * 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.  	 * -	 * FIXME: Remove this field altogether! This is a temporary (and ugly) -	 * workaround to a more generic problem. -	 * -	 * TODO: A more correct way to do this would be to distinguish targets with -	 * a singleid-gameid combination, so that there will never be a duplicate +	 * 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. -	 *  	 */  	const char *_singleid; | 
