Decided to take the pain and refactor the parlor.game and parlor.turn
packages properly into client, data and server subpackages. This eliminates a bunch of hackery I had to do to properly handle dead code removal when building the Game Gardens client and games and it simplifies things and sets a good example to follow the standard procedure as much as possible. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3381 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -22,7 +22,7 @@
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package com.threerings.parlor.data;
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import com.threerings.parlor.client.ParlorService;
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import com.threerings.parlor.game.GameConfig;
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import com.threerings.parlor.game.data.GameConfig;
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import com.threerings.presents.client.Client;
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import com.threerings.presents.client.InvocationService;
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import com.threerings.presents.data.InvocationMarshaller;
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@@ -31,7 +31,7 @@ import com.threerings.util.Name;
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import com.threerings.presents.dobj.DSet;
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import com.threerings.parlor.data.ParlorCodes;
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import com.threerings.parlor.game.GameConfig;
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import com.threerings.parlor.game.data.GameConfig;
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/**
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* This class represents a table that is being used to matchmake a game by
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