more discipline when handling names in our code base. Any user entered
name should find its way into a Name object as soon as it comes out of a
text field or whatnot, and stay that way until it makes its way into a
text field or into a database record (for which String objects are vastly
simpler because of JORA magic).
Dear God, let me never again make a change this large for the rest of my
mortal life.
Unfortunately, this means we have to keep an eye out for funny business
pretty much everywhere. However, since we will absolutely want to test
market stalls and so forth on Azure, we'll have an opportunity to iron out
any funny business that might fall under the radar during our internal
testing.
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never started and the server eventually gave me the boot."
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is a problem with starting a transaction, we don't get an exception
for failing to commit the transaction.
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- FeedbackMessage has been subsumed into SystemMessage, which now has three
modes: INFO, FEEDBACK, or ATTENTION.
- Cleaned up methods for sending those system messages.
- on the server: sendInfo(), sendFeedback(), sendAttention()
- on the client: displayInfo(), displayFeedback(), displayAttention().
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- Repackaged crowd/chat
- All messages are delivered to the client via ChatMessage messages,
including tells.
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This was originally in yohoho's PuzzleConfig, but apparently got deleted
a while back, and this is where it should be anyway.
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untrustable derived class freaks out in gameDidEnd().
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useful info when we abort a game because of a complete no-show.
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checkForNoShows() to only claim a partial no-show when one or more players
have not reported readiness.
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no longer call gameDidStart() directly from startGame() but wait for the
game state event to dispatch and then call it;
removed gameDidReset() because no one was using it and it is funny because
it was being called after gameWillStart() and gameDidStart() were already
called and what in the heck would you be doing that wasn't part of the
normal game startup procedure that you didn't already do in
gameWillReset().
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the game, as assigned by GameManager.assignWinners() when the game ends.
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in the game and which doesn't choke if called before we have a game
object. Modified code to use it where appropriate.
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added since it's (at least currently) assumed that the puzzle has already
been created and the player is fully present in the puzzle room.
Sanity-check to disallow adding a player to a game more than once.
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that may have one or more null player entries so that party games can
create their game with the maximum number of players they support and can
use the player index as the player's "seat". Simplified some of the
jockeying we had to do when adding and removing players. Complexified
some of the turn game management in order to deal properly with the sparse
player arrays.
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GameManager.setPlayers(), now it is simply provided as part of the game
config object which is cleaner and makes the information available during
the initialization and permissions checking phases.
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