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
@@ -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.