Oh the humanity. Modified the turn game services to be a "mix-in" using
the bastard Java technique of delegates and interfaces. I feel like I'm doing OOP with one hand tied behind my back. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@989 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
@@ -1,5 +1,5 @@
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//
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// $Id: GameManager.java,v 1.17 2001/12/14 00:11:18 mdb Exp $
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// $Id: GameManager.java,v 1.18 2002/02/12 06:57:29 mdb Exp $
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package com.threerings.parlor.game;
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@@ -65,6 +65,14 @@ public class GameManager
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_playerOids = new int[players.length];
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}
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/**
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* Returns an array of the usernames of the players in this game.
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*/
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public String[] getPlayers ()
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{
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return _players;
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}
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// documentation inherited
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protected void didStartup ()
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{
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@@ -1,30 +1,16 @@
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//
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// $Id: TurnGameController.java,v 1.2 2001/10/18 20:53:23 mdb Exp $
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// $Id: TurnGameController.java,v 1.3 2002/02/12 06:57:30 mdb Exp $
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package com.threerings.parlor.turn;
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import com.threerings.presents.dobj.*;
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import com.threerings.crowd.data.BodyObject;
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import com.threerings.parlor.Log;
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import com.threerings.parlor.game.GameController;
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/**
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* Extends the basic game controller with support for turn-based games.
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* Games that wish to make use of the turn game services should have their
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* controller implement this interface and create an instance of {@link
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* TurnGameControllerDelegate}, calling out to it at the appropriate
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* times.
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*/
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public abstract class TurnGameController extends GameController
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public interface TurnGameController
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{
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// documentation inherited
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public void attributeChanged (AttributeChangedEvent event)
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{
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super.attributeChanged(event);
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// handle turn changes
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if (event.getName().equals(TurnGameObject.TURN_HOLDER)) {
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turnDidChange((String)event.getValue());
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}
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}
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/**
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* Called when the turn changed. This indicates the start of a turn
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* and the user interface should adjust itself accordingly (activating
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@@ -32,20 +18,5 @@ public abstract class TurnGameController extends GameController
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*
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* @param turnHolder the username of the new holder of the turn.
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*/
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protected void turnDidChange (String turnHolder)
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{
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Log.info("Turn changed [holder=" + turnHolder + "].");
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}
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/**
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* Returns true if the game is in progress and it is our turn; false
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* otherwise.
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*/
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protected boolean isOurTurn ()
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{
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TurnGameObject turnGame = (TurnGameObject)_gobj;
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BodyObject self = (BodyObject)_ctx.getClient().getClientObject();
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return (turnGame.state == TurnGameObject.IN_PLAY &&
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turnGame.turnHolder.equals(self.username));
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}
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public void turnDidChange (String turnHolder);
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}
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@@ -0,0 +1,104 @@
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//
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// $Id: TurnGameControllerDelegate.java,v 1.1 2002/02/12 06:57:30 mdb Exp $
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package com.threerings.parlor.turn;
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import com.threerings.presents.dobj.AttributeChangedEvent;
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import com.threerings.presents.dobj.AttributeChangeListener;
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import com.threerings.crowd.data.BodyObject;
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import com.threerings.crowd.util.CrowdContext;
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import com.threerings.parlor.game.GameController;
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import com.threerings.parlor.game.GameObject;
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/**
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* Performs the client-side processing for a turn-based game. Games which
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* wish to make use of these services must construct a delegate and call
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* out to it at the appropriate times (see the method documentation for
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* which methods should be called when). The game's controller must also
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* implement the {@link TurnGameController} interface so that it can be
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* notified when turn-based game events take place.
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*/
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public class TurnGameControllerDelegate
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implements AttributeChangeListener
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{
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/**
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* Constructs a delegate which will call back to the supplied {@link
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* TurnGameController} implementation wen turn-based game related
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* things happen.
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*/
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public TurnGameControllerDelegate (TurnGameController tgctrl)
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{
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_tgctrl = tgctrl;
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}
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/**
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* This must be called from {@link GameController#init}.
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*/
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public void init (CrowdContext ctx)
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{
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_ctx = ctx;
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}
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/**
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* Returns true if the game is in progress and it is our turn; false
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* otherwise.
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*/
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public boolean isOurTurn ()
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{
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BodyObject self = (BodyObject)_ctx.getClient().getClientObject();
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return (_gameObj.state == GameObject.IN_PLAY &&
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_turnGame.getTurnHolder().equals(self.username));
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}
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/**
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* This must be called from {@link GameController#willEnterPlace}.
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*/
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public void willEnterPlace (GameObject gobj)
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{
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// get a casted reference to the object
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_gameObj = gobj;
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_turnGame = (TurnGameObject)gobj;
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_thfield = _turnGame.getTurnHolderFieldName();
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// and add ourselves as a listener
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gobj.addListener(this);
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}
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/**
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* This must be called from {@link GameController#didLeavePlace}.
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*/
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public void didLeavePlace (GameObject gobj)
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{
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// remove our listenership
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gobj.removeListener(this);
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// clean up
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_turnGame = null;
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}
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// documentation inherited
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public void attributeChanged (AttributeChangedEvent event)
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{
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// handle turn changes
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if (event.getName().equals(_thfield)) {
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_tgctrl.turnDidChange((String)event.getValue());
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}
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}
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/** A reference to our client context. */
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protected CrowdContext _ctx;
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/** The turn game controller for whom we are delegating. */
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protected TurnGameController _tgctrl;
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/** A reference to our game object. */
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protected GameObject _gameObj;
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/** A casted reference to our game object as a turn game. */
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protected TurnGameObject _turnGame;
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/** The name of the turn holder field. */
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protected String _thfield;
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}
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@@ -1,169 +1,48 @@
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//
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// $Id: TurnGameManager.java,v 1.4 2001/10/19 21:07:06 mdb Exp $
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// $Id: TurnGameManager.java,v 1.5 2002/02/12 06:57:30 mdb Exp $
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package com.threerings.parlor.turn;
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import com.threerings.crowd.data.BodyObject;
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import com.threerings.crowd.server.CrowdServer;
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import com.threerings.parlor.Log;
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import com.threerings.parlor.game.GameManager;
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import com.threerings.parlor.util.MathUtil;
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/**
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* Extends the basic game manager with support for turn-based games.
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* A game manager that wishes to make use of the turn game services should
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* implement this interface and create a {@link TurnGameManagerDelegate}
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* which will perform the basic turn game processing and call back to the
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* main manager via this interface.
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*
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* <p> The basic flow of a turn-based game is as follows:
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* <pre>
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* gameWillStart()
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* gameDidStart()
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* setFirstTurnHolder()
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* startTurn()
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* GameManager.gameWillStart()
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* GameManager.gameDidStart()
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* TurnGameManagerDelegate.setFirstTurnHolder()
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* TurnGameManagerDelegate.startTurn()
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* TurnGameManager.turnWillStart()
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* TurnGameManagerDelegate.endTurn()
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* TurnGameManager.turnDidEnd()
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* TurnGameManagerDelegate.setNextTurnHolder()
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* TurnGameManagerDelegate.startTurn()
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* ...
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* GameManager.endGame()
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* </pre>
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*/
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public class TurnGameManager extends GameManager
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public interface TurnGameManager
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{
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// documentation inherited
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protected void didStartup ()
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{
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super.didStartup();
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// obtain a casted reference to our turn game object
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_turnGame = (TurnGameObject)_plobj;
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}
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// documentation inherited
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protected void gameDidStart ()
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{
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super.gameDidStart();
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// figure out who will be first
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setFirstTurnHolder();
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// and start the first turn if we should apparently do so
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if (_turnIdx != -1) {
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startTurn();
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}
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}
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/**
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* Extending {@link GameManager} should automatically handle
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* implementing this method.
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*/
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public String[] getPlayers ();
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/**
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* This is called to determine whichi player will take the first
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* turn. The default implementation chooses a player at random.
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* Called when we are about to start the next turn. Implementations
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* can do whatever pre-turn activities need to be done.
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*/
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protected void setFirstTurnHolder ()
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{
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// TODO: sort out a better random number generator and make it
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// available via the parlor services
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_turnIdx = MathUtil.random(_players.length);
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}
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public void turnWillStart ();
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/**
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* Called to start the next turn. It calls the derived class to allow
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* it to perform any pre-turn processing and then sets the turn holder
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* that was configured either when the game started or when finishing
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* up the last turn. This assumes that a valid turn holder has been
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* assigned. If some pre-game preparation needs take place in a
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* non-turn-based manner, this function should not be called until it
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* is time to start the first turn.
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* Called when the turn was ended. Implementations can perform any
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* post-turn processing (like updating scores, etc.).
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*/
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protected void startTurn ()
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{
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// sanity check
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if (_turnIdx < 0 || _turnIdx >= _players.length) {
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Log.warning("startTurn() called with invalid turn index " +
|
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"[turnIdx=" + _turnIdx + "].");
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// abort, abort
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return;
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}
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// let the derived class do their thing
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turnWillStart();
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// and set the turn indicator accordingly
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_turnGame.setTurnHolder(_players[_turnIdx]);
|
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}
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/**
|
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* Called when we are about to start the next turn. Derived classes
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* should override this and do whatever pre-turn activities need to be
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* done.
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*/
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protected void turnWillStart ()
|
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{
|
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}
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/**
|
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* Called to end the turn. Whatever indication a game manager has that
|
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* the turn has ended (probably the submission of a valid move of some
|
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* sort by the turn holding player), it should call this function to
|
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* cause this turn to end and the next to begin.
|
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*
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* <p> If the next turn should not be started immediately after this
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* turn, the game manager should arrange for {@link
|
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* #setNextTurnHolder} to set the {@link #_turnIdx} field to -1 which
|
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* will cause us not to start the next turn. It can then call {@link
|
||||
* #endGame} if the game is over or do whatever else it needs to do
|
||||
* outside the context of the turn flow. To start things back up
|
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* again it would set {@link #_turnIdx} to the next turn holder and
|
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* call {@link #startTurn} itself.
|
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*/
|
||||
protected void endTurn ()
|
||||
{
|
||||
// let the derived class know that the turn is over
|
||||
turnDidEnd();
|
||||
|
||||
// figure out whose up next
|
||||
setNextTurnHolder();
|
||||
|
||||
// and start the next turn if desired
|
||||
if (_turnIdx != -1) {
|
||||
startTurn();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the turn was ended. Derived classes should override
|
||||
* this and perform any post-turn processing (like updating scores,
|
||||
* etc.).
|
||||
*/
|
||||
protected void turnDidEnd ()
|
||||
{
|
||||
}
|
||||
|
||||
/**
|
||||
* This is called to determine which player will next hold the turn.
|
||||
* The default implementation simply rotates through the players in
|
||||
* order, but some games may need to mess with the turn from time to
|
||||
* time. This should update the <code>_turnIdx</code> field, not set
|
||||
* the turn holder field in the game object directly.
|
||||
*/
|
||||
protected void setNextTurnHolder ()
|
||||
{
|
||||
// next!
|
||||
_turnIdx = (_turnIdx + 1) % _players.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the index of the current turn holder as configured in the
|
||||
* game object.
|
||||
*
|
||||
* @return the index into the players array of the current turn holder
|
||||
* or -1 if there is no current turn holder.
|
||||
*/
|
||||
protected int getTurnHolderIndex ()
|
||||
{
|
||||
for (int i = 0; i < _players.length; i++) {
|
||||
if (_players[i].equals(_turnGame.turnHolder)) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
/** A reference to our game object. */
|
||||
protected TurnGameObject _turnGame;
|
||||
|
||||
/** The offset into the _players array of the current turn holder or
|
||||
* -1 if it's no one's turn. */
|
||||
protected int _turnIdx = -1;
|
||||
public void turnDidEnd ();
|
||||
}
|
||||
|
||||
@@ -0,0 +1,174 @@
|
||||
//
|
||||
// $Id: TurnGameManagerDelegate.java,v 1.1 2002/02/12 06:57:30 mdb Exp $
|
||||
|
||||
package com.threerings.parlor.turn;
|
||||
|
||||
import com.threerings.parlor.Log;
|
||||
import com.threerings.parlor.game.GameManager;
|
||||
import com.threerings.parlor.util.MathUtil;
|
||||
|
||||
/**
|
||||
* Performs the server-side turn-based game processing for a turn based
|
||||
* game. Games which wish to make use of the turn services must call the
|
||||
* following methods on the delegate at the appropriate times:
|
||||
*
|
||||
* <pre>
|
||||
* init()
|
||||
* gameDidStart()
|
||||
* startTurn()
|
||||
* endTurn()
|
||||
* </pre>
|
||||
*
|
||||
* They must also implement the {@link TurnGameManager} interface.
|
||||
*/
|
||||
public class TurnGameManagerDelegate
|
||||
{
|
||||
/**
|
||||
* Constructs a delegate that will manage the turn game state and call
|
||||
* back to the supplied {@link TurnGameManager} implementation to let
|
||||
* it in on the progression of the game.
|
||||
*/
|
||||
public TurnGameManagerDelegate (TurnGameManager tgmgr)
|
||||
{
|
||||
_tgmgr = tgmgr;
|
||||
}
|
||||
|
||||
/**
|
||||
* This should be called from {@link GameManager#didStartup} to
|
||||
* initialize the delegate.
|
||||
*/
|
||||
public void init (TurnGameObject turnGame)
|
||||
{
|
||||
_turnGame = turnGame;
|
||||
}
|
||||
|
||||
/**
|
||||
* This should be called from {@link GameManager#gameDidStart} to let
|
||||
* the turn delegate perform start of game processing.
|
||||
*/
|
||||
public void gameDidStart ()
|
||||
{
|
||||
// grab the players array
|
||||
_players = _tgmgr.getPlayers();
|
||||
|
||||
// figure out who will be first
|
||||
setFirstTurnHolder();
|
||||
|
||||
// and start the first turn if we should apparently do so
|
||||
if (_turnIdx != -1) {
|
||||
startTurn();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This is called to determine whichi player will take the first
|
||||
* turn. The default implementation chooses a player at random.
|
||||
*/
|
||||
protected void setFirstTurnHolder ()
|
||||
{
|
||||
// TODO: sort out a better random number generator and make it
|
||||
// available via the parlor services
|
||||
_turnIdx = MathUtil.random(_players.length);
|
||||
}
|
||||
|
||||
/**
|
||||
* Called to start the next turn. It calls {@link
|
||||
* TurnGameManager#turnWillStart} to allow our owning manager to
|
||||
* perform any pre-turn processing and then sets the turn holder that
|
||||
* was configured either when the game started or when finishing up
|
||||
* the last turn. This assumes that a valid turn holder has been
|
||||
* assigned. If some pre-game preparation needs take place in a
|
||||
* non-turn-based manner, this function should not be called until it
|
||||
* is time to start the first turn.
|
||||
*/
|
||||
public void startTurn ()
|
||||
{
|
||||
// sanity check
|
||||
if (_turnIdx < 0 || _turnIdx >= _players.length) {
|
||||
Log.warning("startTurn() called with invalid turn index " +
|
||||
"[turnIdx=" + _turnIdx + "].");
|
||||
// abort, abort
|
||||
return;
|
||||
}
|
||||
|
||||
// let the derived class do their thing
|
||||
_tgmgr.turnWillStart();
|
||||
|
||||
// and set the turn indicator accordingly
|
||||
_turnGame.setTurnHolder(_players[_turnIdx]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Called to end the turn. Whatever indication a game manager has that
|
||||
* the turn has ended (probably the submission of a valid move of some
|
||||
* sort by the turn holding player), it should call this function to
|
||||
* cause this turn to end and the next to begin.
|
||||
*
|
||||
* <p> If the next turn should not be started immediately after this
|
||||
* turn, the game manager should arrange for {@link
|
||||
* #setNextTurnHolder} to set the {@link #_turnIdx} field to -1 which
|
||||
* will cause us not to start the next turn. It can then call {@link
|
||||
* #endGame} if the game is over or do whatever else it needs to do
|
||||
* outside the context of the turn flow. To start things back up
|
||||
* again it would set {@link #_turnIdx} to the next turn holder and
|
||||
* call {@link #startTurn} itself.
|
||||
*/
|
||||
public void endTurn ()
|
||||
{
|
||||
// let the manager know that the turn is over
|
||||
_tgmgr.turnDidEnd();
|
||||
|
||||
// figure out whose up next
|
||||
setNextTurnHolder();
|
||||
|
||||
// and start the next turn if desired
|
||||
if (_turnIdx != -1) {
|
||||
startTurn();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This is called to determine which player will next hold the turn.
|
||||
* The default implementation simply rotates through the players in
|
||||
* order, but some games may need to mess with the turn from time to
|
||||
* time. This should update the <code>_turnIdx</code> field, not set
|
||||
* the turn holder field in the game object directly.
|
||||
*/
|
||||
protected void setNextTurnHolder ()
|
||||
{
|
||||
// next!
|
||||
_turnIdx = (_turnIdx + 1) % _players.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the index of the current turn holder as configured in the
|
||||
* game object.
|
||||
*
|
||||
* @return the index into the players array of the current turn holder
|
||||
* or -1 if there is no current turn holder.
|
||||
*/
|
||||
protected int getTurnHolderIndex ()
|
||||
{
|
||||
String holder = _turnGame.getTurnHolder();
|
||||
for (int i = 0; i < _players.length; i++) {
|
||||
if (_players[i].equals(holder)) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
/** The game manager for which we are delegating. */
|
||||
protected TurnGameManager _tgmgr;
|
||||
|
||||
/** A reference to our game object. */
|
||||
protected TurnGameObject _turnGame;
|
||||
|
||||
/** Our own happy copy of the game manager's players array. I *love*
|
||||
* not having fucking multiple inheritance. */
|
||||
protected String[] _players;
|
||||
|
||||
/** The offset into the _players array of the current turn holder or
|
||||
* -1 if it's no one's turn. */
|
||||
protected int _turnIdx = -1;
|
||||
}
|
||||
@@ -1,17 +0,0 @@
|
||||
//
|
||||
// $Id: TurnGameObject.dobj,v 1.4 2002/02/08 23:55:25 mdb Exp $
|
||||
|
||||
package com.threerings.parlor.turn;
|
||||
|
||||
import com.threerings.parlor.game.GameObject;
|
||||
|
||||
/**
|
||||
* Extends the basic game object with support for turn-based games.
|
||||
*/
|
||||
public class TurnGameObject extends GameObject
|
||||
{
|
||||
/** The username of the player who is currently taking their turn in
|
||||
* this turn-based game or null if no user currently holds the
|
||||
* turn. */
|
||||
public String turnHolder;
|
||||
}
|
||||
@@ -1,41 +1,31 @@
|
||||
//
|
||||
// $Id: TurnGameObject.java,v 1.1 2002/02/08 23:55:25 mdb Exp $
|
||||
// $Id: TurnGameObject.java,v 1.2 2002/02/12 06:57:30 mdb Exp $
|
||||
|
||||
package com.threerings.parlor.turn;
|
||||
|
||||
import com.threerings.parlor.game.GameObject;
|
||||
|
||||
/**
|
||||
* Extends the basic game object with support for turn-based games.
|
||||
* Games that wish to support turn-based play must implement this
|
||||
* interface with their {@link GameObject}.
|
||||
*/
|
||||
public class TurnGameObject extends GameObject
|
||||
public interface TurnGameObject
|
||||
{
|
||||
/** The field name of the <code>turnHolder</code> field. */
|
||||
public static final String TURN_HOLDER = "turnHolder";
|
||||
/**
|
||||
* Returns the distributed object field name of the
|
||||
* <code>turnHolder</code> field in the object that implements this
|
||||
* interface.
|
||||
*/
|
||||
public String getTurnHolderFieldName ();
|
||||
|
||||
/** The username of the player who is currently taking their turn in
|
||||
* this turn-based game or null if no user currently holds the
|
||||
* turn. */
|
||||
public String turnHolder;
|
||||
/**
|
||||
* Returns the username of the player who is currently taking their
|
||||
* turn in this turn-based game or null if no user currently holds the
|
||||
* turn.
|
||||
*/
|
||||
public String getTurnHolder ();
|
||||
|
||||
/**
|
||||
* Requests that the <code>turnHolder</code> field be set to the specified
|
||||
* value.
|
||||
*/
|
||||
public void setTurnHolder (String turnHolder)
|
||||
{
|
||||
requestAttributeChange(TURN_HOLDER, turnHolder);
|
||||
}
|
||||
|
||||
/**
|
||||
* Requests that the <code>turnHolder</code> field be set to the
|
||||
* specified value and immediately updates the state of the object
|
||||
* to reflect the change. This should <em>only</em> be called on the
|
||||
* server and only then if you know what you're doing.
|
||||
*/
|
||||
public void setTurnHolderImmediate (String turnHolder)
|
||||
{
|
||||
this.turnHolder = turnHolder;
|
||||
requestAttributeChange(TURN_HOLDER, turnHolder);
|
||||
}
|
||||
public void setTurnHolder (String turnHolder);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user