No more SYNC_BOARD_STATE either. Now that too can be activated at runtime.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3183 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -1,5 +1,5 @@
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//
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// $Id: PuzzleController.java,v 1.17 2004/10/28 18:59:35 mdb Exp $
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// $Id: PuzzleController.java,v 1.18 2004/10/28 19:20:04 mdb Exp $
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2004 Three Rings Design, Inc., All Rights Reserved
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@@ -739,7 +739,7 @@ public abstract class PuzzleController extends GameController
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}
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_events.add(new Integer(event));
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if (_puzconfig.syncBoardState()) {
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if (PuzzlePanel.isSyncingBoards()) {
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_states.add((board == null) ? null : board.clone());
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if (board == null) {
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Log.warning("Added progress event with no associated board " +
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@@ -751,7 +751,7 @@ public abstract class PuzzleController extends GameController
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/**
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* Sends the server a game progress update with the list of events, as
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* well as board states if {@link #SYNC_BOARD_STATE} is true.
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* well as board states if {@link PuzzlePanel#isSyncingBoards} is true.
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*/
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public void sendProgressUpdate ()
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{
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@@ -770,7 +770,7 @@ public abstract class PuzzleController extends GameController
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// create an array of the board states that correspond with those
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// events (if state syncing is enabled)
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if (_puzconfig.syncBoardState()) {
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if (PuzzlePanel.isSyncingBoards()) {
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int scount = _states.size();
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Board[] states = new Board[scount];
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for (int ii = 0; ii < scount; ii++) {
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