the first 80 characters if this every actually discovers an anomaly rather
than just dutifully reporting every time someone updates really lengthy
crew news.
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'iterator()' name and deprecate the old 'entries()' method.
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new turn holder. Log a warning. This is how we do things here.
Additionally, something I didn't change that is redundant is checking
to see if the player name is null, when the default implementation of
the active player check will return false if the name is null. It seems
to me that the movement of the active player business into the base game
package can result in some cleanup that hasn't been done, but I don't
want to look into it any further.
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to write a simple board game for gamegardens, they shouldn't have to
explicitly set up an array indicating that all the players are active
(or worse, waste 45 minutes tracking down why the game is freezing up
suddenly).
If the playerStatus array is null, all players are active.
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load resources to load from the default sets.
(A normal url would be "resource://<set>/<path>", one using the default set
would be "resource:///<path>". Goofy.)
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because we'd like to use the same TileSet over again when possible, but
we don't want to forevermore hold onto a TileSet if it could be gc'd.
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is still actively playing the game. The delegate now uses this when
incrementing turns to skip over players not a part of the game (rather
than needing this same code in the derived classes).
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for an error icon, just whip one up on the fly when needed (almost never).
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value to observers when an OccupantInfo was updated or removed. This
functionality is now built-in to the dobj system, so just use
getOldEntry() on those two events.
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games. Updated the PLAYER_KNOCKED_OUT variable name to prevent some
namespace contention issues.
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you had logged on to one ocean and then moved to another, the previous
ocean's sceneIds are still in the scene cache.
Fix: Clear the scene cache both when we log off and when the scene repo is set.
Also, I made the cache be a LRUHashMap holding a measly 5 scenes.
Why are we filling up memory on the client with scenes that may or may not
ever be revisited?
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sounds.properties lest we lose the needed info specified in the parent
properties files.
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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.
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CommunicationAuthorizer and rolled that into the BodyObject-based
permissions system. A victory for consolidation and elegance.
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loads, but the sound manager wants to load things directly from the
classpath, so we need to allow it to use the classpath that the resource
manager was configured with to ensure that it did the right thing.
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the PresentsClient which can then use it to fill in things like access
control information for the user. We could use this to replace the
UserStash mechanism we use on Yohoho, but that works so I doubt I'll do
that. However, this is needed to do things the more elegant way on future
projects, like Game Gardens.
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day values to incorrectly always display as 0. I'm surprised nobody
else noticed this, it's right there on the blockade panel.
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that were using the old default (usually null) to use the new default.
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as they still implement get() and however they do that internally
is bound to be more efficient than doing the same thing through an
Iterator.
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I just can't bear to see a useless object created (an Iterator) and
potentially a great many objects iterated past in order to find the
chosen random object when the original List is usually RandomAccess.
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messages if repeat requests come in or for some reason the client and
server ever differ in opinion as to which scene the player is in.
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by the MediaPanel as sprites that interact in some standard way with the
mouse.
Modified existing ButtonSprite to work this new way, and it now implements
CommandSprite, ArmingSprite, and DisableableSprite. One method name changed.
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together in one JVM and both interoperate with the AWT thread in a manner
so harmonious as to bring a tear to the eye. This was surprisingly much
easier that I expected, thanks to my eminently sensible initial design,
I'm sure. ;)
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