"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default non-fucking-obtuse dictionary has been replaced by a scrabble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
This commit is contained in:
Ray Greenwell
2007-11-12 20:09:41 +00:00
parent 679a5f1cfc
commit 1efafd649a
10 changed files with 77 additions and 48 deletions
@@ -499,8 +499,8 @@ public class GameControlBackend
o["setUserCookie_v1"] = setUserCookie_v1;
o["isMyTurn_v1"] = isMyTurn_v1;
o["isInPlay_v1"] = isInPlay_v1;
o["getDictionaryLetterSet_v1"] = getDictionaryLetterSet_v1;
o["checkDictionaryWord_v1"] = checkDictionaryWord_v1;
o["getDictionaryLetterSet_v2"] = getDictionaryLetterSet_v2;
o["checkDictionaryWord_v2"] = checkDictionaryWord_v2;
o["populateCollection_v1"] = populateCollection_v1;
o["alterKeyEvents_v1"] = alterKeyEvents_v1;
o["focusContainer_v1"] = focusContainer_v1;
@@ -531,6 +531,8 @@ public class GameControlBackend
// compatability
o["endTurn_v2"] = startNextTurn_v1; // it's the same!
o["getDictionaryLetterSet_v1"] = getDictionaryLetterSet_v1;
o["checkDictionaryWord_v1"] = checkDictionaryWord_v1;
}
/**
@@ -788,6 +790,12 @@ public class GameControlBackend
protected function getDictionaryLetterSet_v1 (
locale :String, count :int, callback :Function) :void
{
getDictionaryLetterSet_v2(locale, null, count, callback);
}
protected function getDictionaryLetterSet_v2 (
locale :String, dictionary :String, count :int, callback :Function) :void
{
validateConnected();
var listener :InvocationService_ResultListener;
@@ -801,17 +809,24 @@ public class GameControlBackend
var r : Array = result.split(",");
callback (r);
};
listener = new ResultWrapper (failure, success);
listener = new ResultWrapper(failure, success);
} else {
listener = createLoggingResultListener ("checkDictionaryWord");
listener = createLoggingResultListener("checkDictionaryWord");
}
// just relay the data over to the server
_ezObj.ezGameService.getDictionaryLetterSet(_ctx.getClient(), locale, count, listener);
_ezObj.ezGameService.getDictionaryLetterSet(
_ctx.getClient(), locale, dictionary, count, listener);
}
protected function checkDictionaryWord_v1 (
locale :String, word :String, callback :Function) :void
{
checkDictionaryWord_v2(locale, null, word, callback);
}
protected function checkDictionaryWord_v2 (
locale :String, dictionary :String, word :String, callback :Function) :void
{
validateConnected();
var listener :InvocationService_ResultListener;
@@ -825,14 +840,14 @@ public class GameControlBackend
var r : Boolean = Boolean(result);
callback (word, r);
};
listener = new ResultWrapper (failure, success);
listener = new ResultWrapper(failure, success);
} else {
listener = createLoggingResultListener ("checkDictionaryWord");
listener = createLoggingResultListener("checkDictionaryWord");
}
// just relay the data over to the server
_ezObj.ezGameService.checkDictionaryWord(_ctx.getClient(), locale, word, listener);
_ezObj.ezGameService.checkDictionaryWord(
_ctx.getClient(), locale, dictionary, word, listener);
}
/**