- 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
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@@ -113,7 +113,7 @@ public abstract class TableConfigurator
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protected ParlorContext _ctx;
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/** The config we're configurating. */
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protected TableConfig _config;
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protected TableConfig _config;
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/** The game configurator, which we may wish to reference. */
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protected GameConfigurator _gameConfigurator;
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@@ -260,16 +260,16 @@ public class TableDirector extends BasicDirector
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public void entryRemoved (EntryRemovedEvent event)
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{
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if (event.getName().equals(_tableField)) {
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Integer tableId = (Integer)event.getKey();
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int tableId = ((Integer) event.getKey()).intValue();
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// check to see if our table just disappeared
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if (_ourTable != null && tableId.equals(_ourTable.tableId)) {
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if (_ourTable != null && tableId == _ourTable.tableId) {
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_ourTable = null;
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notifySeatedness(false);
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}
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// now let the observer know what's up
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_observer.tableRemoved(tableId.intValue());
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_observer.tableRemoved(tableId);
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}
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}
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