- Changed Table to just have an int as its key and use autoboxing to make

that a Comparable. It's a slight performance hit, as when a DSet is
  binary searched, it will be boxing up an int for every entry examined.
  Oh well.
- Use some generics.
- Some other cleanups I spotted while writing actionscript versions.


git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@29 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Ray Greenwell
2006-07-28 02:03:53 +00:00
parent 4914a11160
commit b82ab59b1d
8 changed files with 28 additions and 39 deletions
@@ -113,7 +113,7 @@ public abstract class TableConfigurator
protected ParlorContext _ctx;
/** The config we're configurating. */
protected TableConfig _config;
protected TableConfig _config;
/** The game configurator, which we may wish to reference. */
protected GameConfigurator _gameConfigurator;
@@ -260,16 +260,16 @@ public class TableDirector extends BasicDirector
public void entryRemoved (EntryRemovedEvent event)
{
if (event.getName().equals(_tableField)) {
Integer tableId = (Integer)event.getKey();
int tableId = ((Integer) event.getKey()).intValue();
// check to see if our table just disappeared
if (_ourTable != null && tableId.equals(_ourTable.tableId)) {
if (_ourTable != null && tableId == _ourTable.tableId) {
_ourTable = null;
notifySeatedness(false);
}
// now let the observer know what's up
_observer.tableRemoved(tableId.intValue());
_observer.tableRemoved(tableId);
}
}