"We'll add it when we need it" was what was said before, and now the
default non-fucking-obtuse dictionary has been replaced by a scrabble dictionary that contains fucked-up wordfreak words. You know, if you're playing a normal game "abys" is wrong, and "abyss" is right. So I at least added the parameter for selecting a dictionary. Implementation pending. git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@492 c613c5cb-e716-0410-b11b-feb51c14d237
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@@ -499,8 +499,8 @@ public class GameControlBackend
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o["setUserCookie_v1"] = setUserCookie_v1;
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o["isMyTurn_v1"] = isMyTurn_v1;
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o["isInPlay_v1"] = isInPlay_v1;
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o["getDictionaryLetterSet_v1"] = getDictionaryLetterSet_v1;
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o["checkDictionaryWord_v1"] = checkDictionaryWord_v1;
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o["getDictionaryLetterSet_v2"] = getDictionaryLetterSet_v2;
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o["checkDictionaryWord_v2"] = checkDictionaryWord_v2;
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o["populateCollection_v1"] = populateCollection_v1;
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o["alterKeyEvents_v1"] = alterKeyEvents_v1;
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o["focusContainer_v1"] = focusContainer_v1;
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@@ -531,6 +531,8 @@ public class GameControlBackend
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// compatability
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o["endTurn_v2"] = startNextTurn_v1; // it's the same!
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o["getDictionaryLetterSet_v1"] = getDictionaryLetterSet_v1;
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o["checkDictionaryWord_v1"] = checkDictionaryWord_v1;
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}
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/**
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@@ -788,6 +790,12 @@ public class GameControlBackend
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protected function getDictionaryLetterSet_v1 (
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locale :String, count :int, callback :Function) :void
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{
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getDictionaryLetterSet_v2(locale, null, count, callback);
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}
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protected function getDictionaryLetterSet_v2 (
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locale :String, dictionary :String, count :int, callback :Function) :void
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{
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validateConnected();
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var listener :InvocationService_ResultListener;
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@@ -801,17 +809,24 @@ public class GameControlBackend
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var r : Array = result.split(",");
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callback (r);
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};
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listener = new ResultWrapper (failure, success);
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listener = new ResultWrapper(failure, success);
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} else {
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listener = createLoggingResultListener ("checkDictionaryWord");
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listener = createLoggingResultListener("checkDictionaryWord");
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}
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// just relay the data over to the server
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_ezObj.ezGameService.getDictionaryLetterSet(_ctx.getClient(), locale, count, listener);
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_ezObj.ezGameService.getDictionaryLetterSet(
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_ctx.getClient(), locale, dictionary, count, listener);
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}
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protected function checkDictionaryWord_v1 (
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locale :String, word :String, callback :Function) :void
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{
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checkDictionaryWord_v2(locale, null, word, callback);
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}
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protected function checkDictionaryWord_v2 (
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locale :String, dictionary :String, word :String, callback :Function) :void
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{
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validateConnected();
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var listener :InvocationService_ResultListener;
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@@ -825,14 +840,14 @@ public class GameControlBackend
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var r : Boolean = Boolean(result);
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callback (word, r);
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};
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listener = new ResultWrapper (failure, success);
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listener = new ResultWrapper(failure, success);
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} else {
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listener = createLoggingResultListener ("checkDictionaryWord");
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listener = createLoggingResultListener("checkDictionaryWord");
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}
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// just relay the data over to the server
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_ezObj.ezGameService.checkDictionaryWord(_ctx.getClient(), locale, word, listener);
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_ezObj.ezGameService.checkDictionaryWord(
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_ctx.getClient(), locale, dictionary, word, listener);
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}
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/**
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