Changed our frame participant to be a non-anynonmous class to support
subclassing it in the SwordController. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3693 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -829,16 +829,15 @@ public abstract class PuzzleController extends GameController
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protected PuzzlePanel _panel;
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}
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/** The mouse jockey for unpausing our puzzles. */
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protected Unpauser _unpauser;
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/** Handles the sending of puzzle progress updates. We can't just
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/** A special frame participant that handles the sending of puzzle
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* progress updates. We can't just
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* register an interval for this because sometimes the clock goes
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* backwards in time in windows and our intervals don't get called for
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* a long period of time which causes the server to think the client
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* is disconnected or cheating and resign them from the puzzle. God
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* bless you, Microsoft. */
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protected FrameParticipant _updater = new FrameParticipant() {
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protected class Updater implements FrameParticipant
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{
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public void tick (long tickStamp) {
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if (_astate == ACTION_CLEARED) {
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// remove ourselves as the action is now cleared; we can't
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@@ -862,8 +861,22 @@ public abstract class PuzzleController extends GameController
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return null;
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}
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protected long _lastProgressTick;
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};
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public long _lastProgressTick;
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}
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/**
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* Create the updater to be used in this puzzle.
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*/
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protected Updater createUpdater ()
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{
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return new Updater();
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}
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/** The mouse jockey for unpausing our puzzles. */
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protected Unpauser _unpauser;
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/** Handles the sending of puzzle progress updates. */
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protected Updater _updater = createUpdater();
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/** Listens for players being knocked out. */
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protected ElementUpdateListener _kolist = new ElementUpdateListener() {
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