Clear our game end tracker when the game is started once again; add code
to work around the rapid-fire endGame()/startGame() calls that don't allow the endGame() events to propagate before startGame() is called. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3089 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -1,5 +1,5 @@
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//
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// $Id: GameManager.java,v 1.73 2004/08/13 21:18:39 mdb Exp $
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// $Id: GameManager.java,v 1.74 2004/08/23 18:40:58 mdb Exp $
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package com.threerings.parlor.game;
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@@ -557,6 +557,9 @@ public class GameManager extends PlaceManager
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return false;
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}
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// TEMP: clear out our game end tracker
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_gameEndTracker.clear();
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// make sure everyone has turned up
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if (!allPlayersReady()) {
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Log.warning("Requested to start a game that is still " +
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@@ -566,6 +569,20 @@ public class GameManager extends PlaceManager
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return false;
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}
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// if we're still waiting for a call to endGame() to propagate,
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// queue up a runnable to start the game which will allow the
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// endGame() to propagate before we start things up
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if (_committedState == GameObject.IN_PLAY) {
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Log.info("Postponing start of still-ending game " +
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"[which=" + _gameobj.which() + "].");
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CrowdServer.omgr.postUnit(new Runnable() {
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public void run () {
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startGame();
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}
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});
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return true;
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}
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// let the derived class do its pre-start stuff
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gameWillStart();
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@@ -894,7 +911,7 @@ public class GameManager extends PlaceManager
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public void attributeChanged (AttributeChangedEvent event)
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{
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if (event.getName().equals(GameObject.STATE)) {
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switch (event.getIntValue()) {
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switch (_committedState = event.getIntValue()) {
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case GameObject.IN_PLAY:
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gameDidStart();
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break;
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@@ -980,6 +997,10 @@ public class GameManager extends PlaceManager
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/** Our delegate operator to tick AIs. */
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protected TickAIDelegateOp _tickAIOp;
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/** The state of the game that has been propagated to our
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* subscribers. */
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protected int _committedState;
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/** TEMP: debugging the pending rating double release bug. */
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protected RepeatCallTracker _gameEndTracker = new RepeatCallTracker();
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