Prior to acting upon any call from usercode, ensure we're still connected.

Otherwise, throw an error.


git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@267 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Ray Greenwell
2007-03-30 19:58:26 +00:00
parent 4c696a579d
commit 744127a192
2 changed files with 46 additions and 0 deletions
@@ -89,6 +89,7 @@ public class GameControlCompatibility
public function getPlayerCount_v1 () :int
{
_backend.validateConnected();
if (_ezObj.players.length == 0) {
// party game
return _ezObj.occupants.size();
@@ -100,6 +101,7 @@ public class GameControlCompatibility
public function getPlayerNames_v1 () :Array
{
_backend.validateConnected();
var names :Array = [];
if (_ezObj.players.length == 0) {
// party game, count all occupants
@@ -119,6 +121,7 @@ public class GameControlCompatibility
public function getMyIndex_v1 () :int
{
_backend.validateConnected();
if (_ezObj.players.length == 0) {
// TODO: this shouldn't be based off of the String form of the name.
var array :Array = getPlayerNames_v1();
@@ -131,11 +134,13 @@ public class GameControlCompatibility
public function getTurnHolderIndex_v1 () :int
{
_backend.validateConnected();
return _ezObj.getPlayerIndex(_ezObj.turnHolder);
}
public function getWinnerIndexes_v1 () :Array /* of int */
{
_backend.validateConnected();
var arr :Array = new Array();
if (_ezObj.winners != null) {
for (var ii :int = 0; ii < _ezObj.winners.length; ii++) {