Bugfix - This MAY be the elusive sync bug(s). Puzzle controller queues progress events, then sends them periodicially on a tick. The round-id at the time of the tick is used to make sure stale events aren't sent. BUT, the queue never used to be cleared when the round changed, so stale events already in the queue could still be sent. Now clearing queue on round change.

git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3816 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
Mike Thomas
2006-01-23 19:09:45 +00:00
parent b994d709d3
commit c866377681
@@ -360,6 +360,11 @@ public abstract class PuzzleController extends GameController
super.attributeChanged(event);
break;
}
} else if (event.getName().equals(PuzzleObject.ROUND_ID)) {
// Need to clear out stale events. If we don't, we could send
// events that claim to be from the new round that are actually
// from the old round.
_events.clear();
}
}