Javadoc fixes.
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@@ -57,7 +57,7 @@ import static com.threerings.micasa.Log.log;
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* <p> Presently, the lobby registry is configured with lobbies via the server configuration. An
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* <p> Presently, the lobby registry is configured with lobbies via the server configuration. An
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* example configuration follows:
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* example configuration follows:
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*
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*
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* <pre>
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* <pre>{@code
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* lobby_ids = foolobby, barlobby, bazlobby
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* lobby_ids = foolobby, barlobby, bazlobby
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*
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*
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* foolobby.mgrclass = com.threerings.micasa.lobby.LobbyManager
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* foolobby.mgrclass = com.threerings.micasa.lobby.LobbyManager
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@@ -70,7 +70,7 @@ import static com.threerings.micasa.Log.log;
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* barlobby.ugi = <universal game identifier>
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* barlobby.ugi = <universal game identifier>
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* barlobby.name = <human readable lobby name>
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* barlobby.name = <human readable lobby name>
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* ...
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* ...
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* </pre>
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* }</pre>
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*
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*
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* This information will be loaded from the MiCasa server configuration which means that it should
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* This information will be loaded from the MiCasa server configuration which means that it should
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* live in <code>rsrc/config/micasa/server.properties</code> somwhere in the classpath where it
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* live in <code>rsrc/config/micasa/server.properties</code> somwhere in the classpath where it
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@@ -80,11 +80,11 @@ import static com.threerings.micasa.Log.log;
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* identify every type of game and also to classify it according to meaningful keywords. It is best
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* identify every type of game and also to classify it according to meaningful keywords. It is best
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* described with a few examples:
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* described with a few examples:
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*
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*
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* <pre>
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* <pre>{@code
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* backgammon,board,strategy
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* backgammon,board,strategy
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* spades,card,partner
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* spades,card,partner
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* yahtzee,dice
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* yahtzee,dice
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* </pre>
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* }</pre>
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*
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*
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* As you can see, a UGI should start with an identifier uniquely identifying the type of game and
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* As you can see, a UGI should start with an identifier uniquely identifying the type of game and
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* can be followed by a list of keywords that classify it as a member of a particular category of
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* can be followed by a list of keywords that classify it as a member of a particular category of
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@@ -96,7 +96,7 @@ public class Rating
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* Computes a ratings adjustment for the given player, using a modified
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* Computes a ratings adjustment for the given player, using a modified
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* version of the FIDE Chess rating system as:
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* version of the FIDE Chess rating system as:
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*
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*
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* <pre>
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* <pre>{@code
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* adjustment = K(W - We)
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* adjustment = K(W - We)
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*
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*
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* where:
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* where:
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@@ -112,7 +112,7 @@ public class Rating
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* We = expected score (win expectancy) as determined by:
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* We = expected score (win expectancy) as determined by:
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*
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*
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* We = 1 / (10^(dR/400) + 1)
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* We = 1 / (10^(dR/400) + 1)
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* </pre>
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* }</pre>
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*
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*
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* @param W the win value the game in question (1.0 means the player won,
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* @param W the win value the game in question (1.0 means the player won,
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* 0.5 means they drew, 0 means they lost).
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* 0.5 means they drew, 0 means they lost).
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@@ -144,8 +144,8 @@ public class Rating
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}
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}
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/**
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/**
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* Returns true if this rating is provisional (experience < 20).
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* Returns true if this rating is provisional ({@code experience < 20}).
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*/
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*/
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public boolean isProvisional ()
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public boolean isProvisional ()
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{
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{
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return (experience < 20);
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return (experience < 20);
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@@ -76,7 +76,7 @@ public class TestTileLoader implements TileSetIDBroker
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* will be used to create tilesets for all the .png files in the same
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* will be used to create tilesets for all the .png files in the same
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* directory.
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* directory.
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*
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*
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* @return a HashIntMap containing a TileSetId -> TileSet mapping for
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* @return a HashIntMap containing a {@code TileSetId -> TileSet} mapping for
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* all the tilesets we create.
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* all the tilesets we create.
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*/
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*/
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public HashIntMap<TileSet> loadTestTiles ()
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public HashIntMap<TileSet> loadTestTiles ()
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@@ -46,7 +46,7 @@ public class IntSetStat extends SetStat<Integer>
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/**
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/**
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* Constructs a new IntSetStat that will store up to maxSize ints.
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* Constructs a new IntSetStat that will store up to maxSize ints.
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*
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*
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* @param maxSize the maximum number of ints to store in the IntSetStat. Must be <= 255.
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* @param maxSize the maximum number of ints to store in the IntSetStat. Must be {@code <= 255}.
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*/
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*/
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public IntSetStat (int maxSize)
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public IntSetStat (int maxSize)
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{
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{
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