Make sure we stop the drop sprite from dropping at high velocity when we
suspend the puzzle. Also added some logging to debug the occasional obscure situation where the puzzle is suspended at just the right time to prevent the drop block from properly starting up again when we resume. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3057 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -1,5 +1,5 @@
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//
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//
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// $Id: DropControllerDelegate.java,v 1.3 2004/02/25 14:48:44 mdb Exp $
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// $Id: DropControllerDelegate.java,v 1.4 2004/07/10 05:18:59 mdb Exp $
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package com.threerings.puzzle.drop.client;
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package com.threerings.puzzle.drop.client;
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@@ -703,6 +703,11 @@ public abstract class DropControllerDelegate extends PuzzleControllerDelegate
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// ", commit=" + commit + ", pctdone=" + pctdone + "].");
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// ", commit=" + commit + ", pctdone=" + pctdone + "].");
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if (_dboard.isValidDrop(rows, cols, pctdone)) {
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if (_dboard.isValidDrop(rows, cols, pctdone)) {
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if (commit) {
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Log.info("Not valid drop [source=" + source +
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", commit=" + commit + ", atTop=" + atTop +
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", pctdone=" + pctdone + "].");
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}
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return false;
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return false;
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}
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}
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@@ -939,6 +944,18 @@ public abstract class DropControllerDelegate extends PuzzleControllerDelegate
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return false;
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return false;
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}
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}
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// documentation inherited
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public void didSuspend ()
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{
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super.didSuspend();
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// make sure our drop sprite is not dropping quickly
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if (_blocksprite != null) {
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_fastDrop = false;
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_blocksprite.setVelocity(getPieceVelocity(false));
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}
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}
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// documentation inherited
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// documentation inherited
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public void didResume (long delta)
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public void didResume (long delta)
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{
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{
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