Ensure we've registered our receiver before we call our superclass's function, since this queues up a playerReady and it's important that our addToReceivers event is queued up before that so the game doesn't start before we're ready to go.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@319 c613c5cb-e716-0410-b11b-feb51c14d237
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@@ -42,19 +42,19 @@ public abstract class CardGameController extends GameController
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// Documentation inherited.
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public void willEnterPlace (PlaceObject plobj)
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{
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super.willEnterPlace(plobj);
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if (_ctx.getClient().getClientObject().receivers.containsKey(
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CardGameDecoder.RECEIVER_CODE)) {
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Log.warning("Yuh oh, we already have a card game receiver " +
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"registered and are trying for another...!");
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Thread.dumpStack();
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}
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_ctx.getClient().getInvocationDirector().registerReceiver(
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new CardGameDecoder(this));
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super.willEnterPlace(plobj);
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}
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// Documentation inherited.
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public void didLeavePlace (PlaceObject plobj)
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{
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@@ -63,7 +63,7 @@ public abstract class CardGameController extends GameController
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_ctx.getClient().getInvocationDirector().unregisterReceiver(
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CardGameDecoder.RECEIVER_CODE);
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}
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// Documentation inherited.
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public void turnDidChange (Name turnHolder)
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{}
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@@ -77,7 +77,7 @@ public abstract class CardGameController extends GameController
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receivedHand(hand);
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}
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}
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/**
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* Called when the server deals the client a new hand of cards. Default
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* implementation does nothing.
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@@ -86,7 +86,7 @@ public abstract class CardGameController extends GameController
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*/
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public void receivedHand (Hand hand)
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{}
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/**
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* Dispatched to the client when it has received a set of cards
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* from another player. Default implementation does nothing.
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@@ -96,7 +96,7 @@ public abstract class CardGameController extends GameController
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*/
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public void receivedCardsFromPlayer (int plidx, Card[] cards)
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{}
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/**
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* Dispatched to the client when the server has forced it to send
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* a set of cards to another player. Default implementation does
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@@ -107,7 +107,7 @@ public abstract class CardGameController extends GameController
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*/
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public void sentCardsToPlayer (int plidx, Card[] cards)
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{}
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/**
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* Dispatched to the client when a set of cards is transferred between
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* two other players in the game. Default implementation does nothing.
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