removed serialization code because SimpleStreamableObject now
automatically handles it.
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array element update support. (Arrays have elements, sets have entries.)
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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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code doesn't have to do something like that itself to prevent code from
being inadvertently executed after the game has been ended.
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when all players have arrived in the game room into a method that can be
overridden.
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delegates; added isGameOver() to standardize the way that the delegates
determine that the game is over (isGameOver() may need to be customized by
the games, so we want the delegates to use the game's custom code when
appropriate).
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classes is only going to become more common, I've gone and created a
comprehensive facility for creating and using delegates in the place
controller and manager as well as the game controller and manager. With
the pattern nicely set, it is also easy to extend to controller/managers
further up the hierarchy that might need to delegate special methods of
their own. Whee!
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the bastard Java technique of delegates and interfaces. I feel like I'm
doing OOP with one hand tied behind my back.
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game ready notification and for taking charge of the process of entering
the game room.
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bit of fiddling to accomplish some things that used to be done by hand.)
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derived classes need not do their own toString()ing.
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state transition event has been processed. This ensures that any events
posted up to (and during) the call to startGame() or endGame() are
dispatched before we invoke code that reacts to that change in game state.
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and manager will simply disappear at that point which means that the game
will be aborted if it hasn't yet been completed.
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it into its own table manager class so that each place manager that wishes
to perform table management can instantiate a table manager which can then
more easily track tables for that particular place.
Now handle occupants disappearing from pending tables properly. Still need
to sort out game object life-cycle tracking.
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than looking up their body object (because we don't *really* need them to
be online to start their turn).
Also added a sanity check to startTurn() to ensure that someone didn't
booch the _turnIdx before calling it.
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notifications. If someone disconnects and comes back, we don't want to
restart the game when they show up and we determine that everyone is once
again available.
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already have that around in 99% of the cases that you're implementing
message handlers and you more likely have it casted to the type you're
interested in and don't get any use out of that extra argument and have to
import PlaceObject when you might not otherwise have had to.
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with distributed objects rather than having a single handleEvent() by
which all subscribers are forced to hear about all events. Now one
subscribes separately and then adds onesself as any of a few types of
listener once they have access to the subscribed object reference.
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across parlor.client, parlor.server and parlor.data.
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changed to Presents and Party changed to Crowd. Whee!
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