The natural next step is playersAllHere(), not startGame(). Normally all
players report ready and we then call playersAllHere(). If we have partial no-show, playersAllHere() will never have been called, so we want to call that and let that call startGame() (or do custom stuff for games that want to do custom stuff). git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4175 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -688,12 +688,13 @@ public class GameManager extends PlaceManager
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cancelGame();
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cancelGame();
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} else {
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} else {
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// go ahead and start the game; gameDidStart() will take care of
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// go ahead and report that everyone is ready (which will start the
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// giving the boot to anyone who isn't around
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// game); gameDidStart() will take care of giving the boot to
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// anyone who isn't around
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Log.info("Forcing start of partial no-show game " +
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Log.info("Forcing start of partial no-show game " +
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"[game=" + _gameobj.which() +
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"[game=" + _gameobj.which() +
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", poids=" + StringUtil.toString(_playerOids) + "].");
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", poids=" + StringUtil.toString(_playerOids) + "].");
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startGame();
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playersAllHere();
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}
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}
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}
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}
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