they needed to and when all that was stripped away, they didn't really
need their own config files.
Now what little config they need is provided by the users of these basic
services so that said users can make their own decisions about where to
obtain configuration information.
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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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observing the session is likely to need to know about that sort of thing.
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MiCasa package and aught to support the testing of Parlor-based games.
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method invocation services and converted everything to the new style.
Could this be my biggest checkin ever?
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to the newly simplified ChatDisplay interface, which now has but one method.
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be used by a matchmaking interface when setting up a game.
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the various chat displays once we've ascertained success or failure.
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instead be hijacked from the actual server setting but this works for
now).
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asynchronous notification when initialization is complete.
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are translated by the client upon receipt. We love to translate.
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as they are intended to represent codes shared between the client and the
server. Made correspondingly necessary changes throughout.
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array element update support. (Arrays have elements, sets have entries.)
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process so that it can be done by other entities than just the client
management services. Coordination between these parties is managed so that
no toes are stepped on in the course of loading and unloading clients and
everything is generally much nicer.
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a message manager and making it available to the micasa code and second by
actually using it to translate system messages.
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*always* set immediately because after some deliberation, we decided that
doing that led to less unexpectedly annoying behavior than having to wait
for the event to propagate to see the new value.
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