is gone, that I'll disable the action debugging. Yay optimism!
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by being incorrectly used by the duty report system.
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rendering the board from the board state and doing all manner of jockeying
to prevent that from wigging out when the board state changes before the
display is ready to change.
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previously abstract methods to make the class behave how a theorized
IntDropBoard would have in our previous world of abstract DropBoards.
Removes the need for the ByteDropBoard and ShortDropBoard as classes can
now derive directly from DropBoard.
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wire in normal play, so we don't care about the space savings.
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pieces on a drop board, like slide them in or off or whatnot.
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suspend the puzzle. Also added some logging to debug the occasional
obscure situation where the puzzle is suspended at just the right time to
prevent the drop block from properly starting up again when we resume.
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triggers the generation of the boards and the difficulty needs to have
been broadcast prior to that.
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but now I've cleaned up the code that dicks with mouse listeners while
paused and moved it into an inner class so that it's easier to understand.
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rather on the whole panel. This allows us to unpause by clicking even if the
boardview is removed during pausing, as it is now in blockade duty puzzles.
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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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scores any points: we are only a draw if the number of winners equals
the number of players who have not bailed.
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Pretty much what I was trying to do before, only instead of forcing the
block to a position, we continue to let the loop attempt to find a rotation
that works. Let's test and see how we like this.
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Unfortunately PlaceController already implements AttributeChangeListener
and various things take advantage of that. At some point I'll go in and
clean that all up, but for now I'll limit my fiddling to PuzzleController
on down.
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