That should be private.

If it's public, we try to shadow it in a subclass & wind up still
getting THIS one.

git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@932 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Dave Hoover
2010-06-18 23:40:19 +00:00
parent 4f6a3767fd
commit 3536e0225a
2 changed files with 4 additions and 4 deletions
@@ -64,8 +64,6 @@ import com.threerings.parlor.util.ParlorContext;
public class TableDirector extends BasicDirector public class TableDirector extends BasicDirector
implements SetListener, InvocationService_ResultListener implements SetListener, InvocationService_ResultListener
{ {
protected static const log :Log = Log.getLog(TableDirector);
/** /**
* Creates a new table director to manage tables with the specified observer which will receive * Creates a new table director to manage tables with the specified observer which will receive
* callbacks when interesting table related things happen. * callbacks when interesting table related things happen.
@@ -424,5 +422,7 @@ public class TableDirector extends BasicDirector
/** A custom failure handler, or null. */ /** A custom failure handler, or null. */
protected var _failureHandler :Function; protected var _failureHandler :Function;
private static const log :Log = Log.getLog(TableDirector);
} }
} }
@@ -51,8 +51,6 @@ import com.threerings.parlor.util.ParlorContext;
public /*abstract*/ class GameController extends PlaceController public /*abstract*/ class GameController extends PlaceController
implements AttributeChangeListener implements AttributeChangeListener
{ {
protected static const log :Log = Log.getLog(GameController);
/** /**
* Initializes this game controller with the game configuration that * Initializes this game controller with the game configuration that
* was established during the match making process. Derived classes * was established during the match making process. Derived classes
@@ -322,5 +320,7 @@ public /*abstract*/ class GameController extends PlaceController
* the client knows the game is over before the server has * the client knows the game is over before the server has
* transitioned the game object accordingly. */ * transitioned the game object accordingly. */
protected var _gameOver :Boolean; protected var _gameOver :Boolean;
private static const log :Log = Log.getLog(GameController);
} }
} }