Commented out upstream methods for classes that will never use them.

git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@71 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Ray Greenwell
2006-09-11 20:19:25 +00:00
parent cbdc73381c
commit 854986f4fc
7 changed files with 378 additions and 354 deletions
@@ -64,23 +64,23 @@ public class EZGameObject extends GameObject
return players;
}
// AUTO-GENERATED: METHODS START
/**
* Requests that the <code>turnHolder</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public function setTurnHolder (value :Name) :void
{
var ovalue :Name = this.turnHolder;
requestAttributeChange(
TURN_HOLDER, value, ovalue);
this.turnHolder = value;
}
// AUTO-GENERATED: METHODS END
// // AUTO-GENERATED: METHODS START
// /**
// * Requests that the <code>turnHolder</code> field be set to the
// * specified value. The local value will be updated immediately and an
// * event will be propagated through the system to notify all listeners
// * that the attribute did change. Proxied copies of this object (on
// * clients) will apply the value change when they received the
// * attribute changed notification.
// */
// public function setTurnHolder (value :Name) :void
// {
// var ovalue :Name = this.turnHolder;
// requestAttributeChange(
// TURN_HOLDER, value, ovalue);
// this.turnHolder = value;
// }
// // AUTO-GENERATED: METHODS END
/**
* Called by a PropertySetEvent to enact a property change.
@@ -111,12 +111,19 @@ public class EZGameObject extends GameObject
return oldValue;
}
override public function writeObject (out :ObjectOutputStream) :void
{
super.writeObject(out);
throw new Error("Un-needed");
}
// override public function writeObject (out :ObjectOutputStream) :void
// {
// super.writeObject(out);
//
// out.writeObject(turnHolder);
// out.writeObject(ezGameService);
//
// out.writeInt(_props.length);
// for (var key :String in _props) {
// out.writeUTF(key);
// out.writeObject(EZObjectMarshaller.encode(_props[key]));
// }
// }
override public function readObject (ins :ObjectInputStream) :void
{
@@ -258,204 +258,204 @@ public class GameObject extends PlaceObject
buf.append(":").append(state);
}
// AUTO-GENERATED: METHODS START
/**
* Requests that the <code>gameService</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public function setGameService (value :GameMarshaller) :void
{
var ovalue :GameMarshaller = this.gameService;
requestAttributeChange(
GAME_SERVICE, value, ovalue);
this.gameService = value;
}
/**
* Requests that the <code>state</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public function setState (value :int) :void
{
var ovalue :int = this.state;
requestAttributeChange(
STATE, Integer.valueOf(value), Integer.valueOf(ovalue));
this.state = value;
}
/**
* Requests that the <code>isRated</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public function setIsRated (value :Boolean) :void
{
var ovalue :Boolean = this.isRated;
requestAttributeChange(
IS_RATED, langBoolean.valueOf(value), langBoolean.valueOf(ovalue));
this.isRated = value;
}
/**
* Requests that the <code>isPrivate</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public function setIsPrivate (value :Boolean) :void
{
var ovalue :Boolean = this.isPrivate;
requestAttributeChange(
IS_PRIVATE, langBoolean.valueOf(value),
langBoolean.valueOf(ovalue));
this.isPrivate = value;
}
/**
* Requests that the <code>players</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public function setPlayers (value :TypedArray) :void
{
var ovalue :TypedArray = this.players;
requestAttributeChange(
PLAYERS, value, ovalue);
this.players = (value == null) ? null : (value.clone() as TypedArray);
}
/**
* Requests that the <code>index</code>th element of
* <code>players</code> field be set to the specified value.
* The local value will be updated immediately and an event will be
* propagated through the system to notify all listeners that the
* attribute did change. Proxied copies of this object (on clients)
* will apply the value change when they received the attribute
* changed notification.
*/
public function setPlayersAt (value :Name, index :int) :void
{
var ovalue :Name = (this.players[index] as Name);
requestElementUpdate(
PLAYERS, index, value, ovalue);
this.players[index] = value;
}
/**
* Requests that the <code>winners</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public function setWinners (value :TypedArray) :void
{
var ovalue :TypedArray = this.winners;
requestAttributeChange(
WINNERS, value, ovalue);
this.winners = (value == null) ? null : (value.clone() as TypedArray);
}
/**
* Requests that the <code>index</code>th element of
* <code>winners</code> field be set to the specified value.
* The local value will be updated immediately and an event will be
* propagated through the system to notify all listeners that the
* attribute did change. Proxied copies of this object (on clients)
* will apply the value change when they received the attribute
* changed notification.
*/
public function setWinnersAt (value :Boolean, index :int) :void
{
var ovalue :Boolean = (this.winners[index] as Boolean);
requestElementUpdate(
WINNERS, index, langBoolean.valueOf(value),
langBoolean.valueOf(ovalue));
this.winners[index] = value;
}
/**
* Requests that the <code>roundId</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public function setRoundId (value :int) :void
{
var ovalue :int = this.roundId;
requestAttributeChange(
ROUND_ID, Integer.valueOf(value), Integer.valueOf(ovalue));
this.roundId = value;
}
/**
* Requests that the <code>playerStatus</code> field be set to the
* specified value. The local value will be updated immediately and an
* event will be propagated through the system to notify all listeners
* that the attribute did change. Proxied copies of this object (on
* clients) will apply the value change when they received the
* attribute changed notification.
*/
public function setPlayerStatus (value :TypedArray) :void
{
var ovalue :TypedArray = this.playerStatus;
requestAttributeChange(
PLAYER_STATUS, value, ovalue);
this.playerStatus = (value == null) ? null
: (value.clone() as TypedArray);
}
/**
* Requests that the <code>index</code>th element of
* <code>playerStatus</code> field be set to the specified value.
* The local value will be updated immediately and an event will be
* propagated through the system to notify all listeners that the
* attribute did change. Proxied copies of this object (on clients)
* will apply the value change when they received the attribute
* changed notification.
*/
public function setPlayerStatusAt (value :int, index :int) :void
{
var ovalue :int = (this.playerStatus[index] as int);
requestElementUpdate(
PLAYER_STATUS, index, Integer.valueOf(value),
Integer.valueOf(ovalue));
this.playerStatus[index] = value;
}
// AUTO-GENERATED: METHODS END
override public function writeObject (out :ObjectOutputStream) :void
{
super.writeObject(out);
out.writeObject(gameService);
out.writeInt(state);
out.writeBoolean(isRated);
out.writeBoolean(isPrivate);
out.writeObject(players);
out.writeField(winners);
out.writeInt(roundId);
out.writeField(playerStatus);
}
// // AUTO-GENERATED: METHODS START
// /**
// * Requests that the <code>gameService</code> field be set to the
// * specified value. The local value will be updated immediately and an
// * event will be propagated through the system to notify all listeners
// * that the attribute did change. Proxied copies of this object (on
// * clients) will apply the value change when they received the
// * attribute changed notification.
// */
// public function setGameService (value :GameMarshaller) :void
// {
// var ovalue :GameMarshaller = this.gameService;
// requestAttributeChange(
// GAME_SERVICE, value, ovalue);
// this.gameService = value;
// }
//
// /**
// * Requests that the <code>state</code> field be set to the
// * specified value. The local value will be updated immediately and an
// * event will be propagated through the system to notify all listeners
// * that the attribute did change. Proxied copies of this object (on
// * clients) will apply the value change when they received the
// * attribute changed notification.
// */
// public function setState (value :int) :void
// {
// var ovalue :int = this.state;
// requestAttributeChange(
// STATE, Integer.valueOf(value), Integer.valueOf(ovalue));
// this.state = value;
// }
//
// /**
// * Requests that the <code>isRated</code> field be set to the
// * specified value. The local value will be updated immediately and an
// * event will be propagated through the system to notify all listeners
// * that the attribute did change. Proxied copies of this object (on
// * clients) will apply the value change when they received the
// * attribute changed notification.
// */
// public function setIsRated (value :Boolean) :void
// {
// var ovalue :Boolean = this.isRated;
// requestAttributeChange(
// IS_RATED, langBoolean.valueOf(value), langBoolean.valueOf(ovalue));
// this.isRated = value;
// }
//
// /**
// * Requests that the <code>isPrivate</code> field be set to the
// * specified value. The local value will be updated immediately and an
// * event will be propagated through the system to notify all listeners
// * that the attribute did change. Proxied copies of this object (on
// * clients) will apply the value change when they received the
// * attribute changed notification.
// */
// public function setIsPrivate (value :Boolean) :void
// {
// var ovalue :Boolean = this.isPrivate;
// requestAttributeChange(
// IS_PRIVATE, langBoolean.valueOf(value),
// langBoolean.valueOf(ovalue));
// this.isPrivate = value;
// }
//
// /**
// * Requests that the <code>players</code> field be set to the
// * specified value. The local value will be updated immediately and an
// * event will be propagated through the system to notify all listeners
// * that the attribute did change. Proxied copies of this object (on
// * clients) will apply the value change when they received the
// * attribute changed notification.
// */
// public function setPlayers (value :TypedArray) :void
// {
// var ovalue :TypedArray = this.players;
// requestAttributeChange(
// PLAYERS, value, ovalue);
// this.players = (value == null) ? null : (value.clone() as TypedArray);
// }
//
// /**
// * Requests that the <code>index</code>th element of
// * <code>players</code> field be set to the specified value.
// * The local value will be updated immediately and an event will be
// * propagated through the system to notify all listeners that the
// * attribute did change. Proxied copies of this object (on clients)
// * will apply the value change when they received the attribute
// * changed notification.
// */
// public function setPlayersAt (value :Name, index :int) :void
// {
// var ovalue :Name = (this.players[index] as Name);
// requestElementUpdate(
// PLAYERS, index, value, ovalue);
// this.players[index] = value;
// }
//
// /**
// * Requests that the <code>winners</code> field be set to the
// * specified value. The local value will be updated immediately and an
// * event will be propagated through the system to notify all listeners
// * that the attribute did change. Proxied copies of this object (on
// * clients) will apply the value change when they received the
// * attribute changed notification.
// */
// public function setWinners (value :TypedArray) :void
// {
// var ovalue :TypedArray = this.winners;
// requestAttributeChange(
// WINNERS, value, ovalue);
// this.winners = (value == null) ? null : (value.clone() as TypedArray);
// }
//
// /**
// * Requests that the <code>index</code>th element of
// * <code>winners</code> field be set to the specified value.
// * The local value will be updated immediately and an event will be
// * propagated through the system to notify all listeners that the
// * attribute did change. Proxied copies of this object (on clients)
// * will apply the value change when they received the attribute
// * changed notification.
// */
// public function setWinnersAt (value :Boolean, index :int) :void
// {
// var ovalue :Boolean = (this.winners[index] as Boolean);
// requestElementUpdate(
// WINNERS, index, langBoolean.valueOf(value),
// langBoolean.valueOf(ovalue));
// this.winners[index] = value;
// }
//
// /**
// * Requests that the <code>roundId</code> field be set to the
// * specified value. The local value will be updated immediately and an
// * event will be propagated through the system to notify all listeners
// * that the attribute did change. Proxied copies of this object (on
// * clients) will apply the value change when they received the
// * attribute changed notification.
// */
// public function setRoundId (value :int) :void
// {
// var ovalue :int = this.roundId;
// requestAttributeChange(
// ROUND_ID, Integer.valueOf(value), Integer.valueOf(ovalue));
// this.roundId = value;
// }
//
// /**
// * Requests that the <code>playerStatus</code> field be set to the
// * specified value. The local value will be updated immediately and an
// * event will be propagated through the system to notify all listeners
// * that the attribute did change. Proxied copies of this object (on
// * clients) will apply the value change when they received the
// * attribute changed notification.
// */
// public function setPlayerStatus (value :TypedArray) :void
// {
// var ovalue :TypedArray = this.playerStatus;
// requestAttributeChange(
// PLAYER_STATUS, value, ovalue);
// this.playerStatus = (value == null) ? null
// : (value.clone() as TypedArray);
// }
//
// /**
// * Requests that the <code>index</code>th element of
// * <code>playerStatus</code> field be set to the specified value.
// * The local value will be updated immediately and an event will be
// * propagated through the system to notify all listeners that the
// * attribute did change. Proxied copies of this object (on clients)
// * will apply the value change when they received the attribute
// * changed notification.
// */
// public function setPlayerStatusAt (value :int, index :int) :void
// {
// var ovalue :int = (this.playerStatus[index] as int);
// requestElementUpdate(
// PLAYER_STATUS, index, Integer.valueOf(value),
// Integer.valueOf(ovalue));
// this.playerStatus[index] = value;
// }
// // AUTO-GENERATED: METHODS END
//
// override public function writeObject (out :ObjectOutputStream) :void
// {
// super.writeObject(out);
//
// out.writeObject(gameService);
// out.writeInt(state);
// out.writeBoolean(isRated);
// out.writeBoolean(isPrivate);
// out.writeObject(players);
// out.writeField(winners);
// out.writeInt(roundId);
// out.writeField(playerStatus);
// }
override public function readObject (ins :ObjectInputStream) :void
{
@@ -47,11 +47,11 @@ public interface TurnGameObject
*/
function getTurnHolder () :Name;
/**
* Requests that the <code>turnHolder</code> field be set to the specified
* value.
*/
function setTurnHolder (turnHolder :Name) :void;
// /**
// * Requests that the <code>turnHolder</code> field be set to the specified
// * value.
// */
// function setTurnHolder (turnHolder :Name) :void;
/**
* Returns the array of player names involved in the game.
@@ -32,9 +32,9 @@ public interface ScenedBodyObject
*/
function getSceneId () :int;
/**
* Sets the scene id currently occupied by this body.
*/
function setSceneId (sceneId :int) :void;
// /**
// * Sets the scene id currently occupied by this body.
// */
// function setSceneId (sceneId :int) :void;
}
}
@@ -21,6 +21,9 @@
package com.threerings.whirled.spot.data {
import com.threerings.io.ObjectInputStream;
import com.threerings.io.ObjectOutputStream;
import com.threerings.presents.dobj.DObject;
import com.threerings.presents.dobj.OidList;
@@ -39,26 +42,40 @@ public class ClusterObject extends DObject
*/
public var occupants :OidList = new OidList();
// AUTO-GENERATED: METHODS START
/**
* Requests that <code>oid</code> be added to the <code>occupants</code>
* oid list. The list will not change until the event is actually
* propagated through the system.
*/
public function addToOccupants (oid :int) :void
{
requestOidAdd(OCCUPANTS, oid);
}
// // AUTO-GENERATED: METHODS START
// /**
// * Requests that <code>oid</code> be added to the <code>occupants</code>
// * oid list. The list will not change until the event is actually
// * propagated through the system.
// */
// public function addToOccupants (oid :int) :void
// {
// requestOidAdd(OCCUPANTS, oid);
// }
//
// /**
// * Requests that <code>oid</code> be removed from the
// * <code>occupants</code> oid list. The list will not change until the
// * event is actually propagated through the system.
// */
// public function removeFromOccupants (oid :int) :void
// {
// requestOidRemove(OCCUPANTS, oid);
// }
// // AUTO-GENERATED: METHODS END
//
// override public function writeObject (out :ObjectOutputStream) :void
// {
// super.writeObject(out);
//
// out.writeObject(occupants);
// }
/**
* Requests that <code>oid</code> be removed from the
* <code>occupants</code> oid list. The list will not change until the
* event is actually propagated through the system.
*/
public function removeFromOccupants (oid :int) :void
override public function readObject (ins :ObjectInputStream) :void
{
requestOidRemove(OCCUPANTS, oid);
super.readObject(ins);
occupants = (ins.readObject() as OidList);
}
// AUTO-GENERATED: METHODS END
}
}
@@ -40,9 +40,9 @@ public interface ClusteredBodyObject extends ScenedBodyObject
*/
function getClusterOid () :int;
/**
* Sets the oid of the cluster to which this user currently belongs.
*/
function setClusterOid (clusterOid :int) :void;
// /**
// * Sets the oid of the cluster to which this user currently belongs.
// */
// function setClusterOid (clusterOid :int) :void;
}
}
@@ -48,108 +48,108 @@ public class SpotSceneObject extends SceneObject
/** Contains information on all {@link Cluster}s in this scene. */
public var clusters :DSet = new DSet();
// AUTO-GENERATED: METHODS START
/**
* Requests that the specified entry be added to the
* <code>occupantLocs</code> set. The set will not change until the event is
* actually propagated through the system.
*/
public function addToOccupantLocs (elem :DSet_Entry) :void
{
requestEntryAdd(OCCUPANT_LOCS, elem);
}
/**
* Requests that the entry matching the supplied key be removed from
* the <code>occupantLocs</code> set. The set will not change until the
* event is actually propagated through the system.
*/
public function removeFromOccupantLocs (key :Object) :void
{
requestEntryRemove(OCCUPANT_LOCS, key);
}
/**
* Requests that the specified entry be updated in the
* <code>occupantLocs</code> set. The set will not change until the event is
* actually propagated through the system.
*/
public function updateOccupantLocs (elem :DSet_Entry) :void
{
requestEntryUpdate(OCCUPANT_LOCS, elem);
}
/**
* Requests that the <code>occupantLocs</code> field be set to the
* specified value. Generally one only adds, updates and removes
* entries of a distributed set, but certain situations call for a
* complete replacement of the set value. The local value will be
* updated immediately and an event will be propagated through the
* system to notify all listeners that the attribute did
* change. Proxied copies of this object (on clients) will apply the
* value change when they received the attribute changed notification.
*/
public function setOccupantLocs (value :DSet) :void
{
requestAttributeChange(OCCUPANT_LOCS, value, this.occupantLocs);
this.occupantLocs = value;
}
/**
* Requests that the specified entry be added to the
* <code>clusters</code> set. The set will not change until the event is
* actually propagated through the system.
*/
public function addToClusters (elem :DSet_Entry) :void
{
requestEntryAdd(CLUSTERS, elem);
}
/**
* Requests that the entry matching the supplied key be removed from
* the <code>clusters</code> set. The set will not change until the
* event is actually propagated through the system.
*/
public function removeFromClusters (key :Object) :void
{
requestEntryRemove(CLUSTERS, key);
}
/**
* Requests that the specified entry be updated in the
* <code>clusters</code> set. The set will not change until the event is
* actually propagated through the system.
*/
public function updateClusters (elem :DSet_Entry) :void
{
requestEntryUpdate(CLUSTERS, elem);
}
/**
* Requests that the <code>clusters</code> field be set to the
* specified value. Generally one only adds, updates and removes
* entries of a distributed set, but certain situations call for a
* complete replacement of the set value. The local value will be
* updated immediately and an event will be propagated through the
* system to notify all listeners that the attribute did
* change. Proxied copies of this object (on clients) will apply the
* value change when they received the attribute changed notification.
*/
public function setClusters (value :DSet) :void
{
requestAttributeChange(CLUSTERS, value, this.clusters);
this.clusters = value;
}
// AUTO-GENERATED: METHODS END
// documentation inherited
override public function writeObject (out :ObjectOutputStream) :void
{
super.writeObject(out);
out.writeObject(occupantLocs);
out.writeObject(clusters);
}
// // AUTO-GENERATED: METHODS START
// /**
// * Requests that the specified entry be added to the
// * <code>occupantLocs</code> set. The set will not change until the event is
// * actually propagated through the system.
// */
// public function addToOccupantLocs (elem :DSet_Entry) :void
// {
// requestEntryAdd(OCCUPANT_LOCS, elem);
// }
//
// /**
// * Requests that the entry matching the supplied key be removed from
// * the <code>occupantLocs</code> set. The set will not change until the
// * event is actually propagated through the system.
// */
// public function removeFromOccupantLocs (key :Object) :void
// {
// requestEntryRemove(OCCUPANT_LOCS, key);
// }
//
// /**
// * Requests that the specified entry be updated in the
// * <code>occupantLocs</code> set. The set will not change until the event is
// * actually propagated through the system.
// */
// public function updateOccupantLocs (elem :DSet_Entry) :void
// {
// requestEntryUpdate(OCCUPANT_LOCS, elem);
// }
//
// /**
// * Requests that the <code>occupantLocs</code> field be set to the
// * specified value. Generally one only adds, updates and removes
// * entries of a distributed set, but certain situations call for a
// * complete replacement of the set value. The local value will be
// * updated immediately and an event will be propagated through the
// * system to notify all listeners that the attribute did
// * change. Proxied copies of this object (on clients) will apply the
// * value change when they received the attribute changed notification.
// */
// public function setOccupantLocs (value :DSet) :void
// {
// requestAttributeChange(OCCUPANT_LOCS, value, this.occupantLocs);
// this.occupantLocs = value;
// }
//
// /**
// * Requests that the specified entry be added to the
// * <code>clusters</code> set. The set will not change until the event is
// * actually propagated through the system.
// */
// public function addToClusters (elem :DSet_Entry) :void
// {
// requestEntryAdd(CLUSTERS, elem);
// }
//
// /**
// * Requests that the entry matching the supplied key be removed from
// * the <code>clusters</code> set. The set will not change until the
// * event is actually propagated through the system.
// */
// public function removeFromClusters (key :Object) :void
// {
// requestEntryRemove(CLUSTERS, key);
// }
//
// /**
// * Requests that the specified entry be updated in the
// * <code>clusters</code> set. The set will not change until the event is
// * actually propagated through the system.
// */
// public function updateClusters (elem :DSet_Entry) :void
// {
// requestEntryUpdate(CLUSTERS, elem);
// }
//
// /**
// * Requests that the <code>clusters</code> field be set to the
// * specified value. Generally one only adds, updates and removes
// * entries of a distributed set, but certain situations call for a
// * complete replacement of the set value. The local value will be
// * updated immediately and an event will be propagated through the
// * system to notify all listeners that the attribute did
// * change. Proxied copies of this object (on clients) will apply the
// * value change when they received the attribute changed notification.
// */
// public function setClusters (value :DSet) :void
// {
// requestAttributeChange(CLUSTERS, value, this.clusters);
// this.clusters = value;
// }
// // AUTO-GENERATED: METHODS END
//
// // documentation inherited
// override public function writeObject (out :ObjectOutputStream) :void
// {
// super.writeObject(out);
//
// out.writeObject(occupantLocs);
// out.writeObject(clusters);
// }
// documentation inherited
override public function readObject (ins :ObjectInputStream) :void