Did away with PartyGameConfig, added getGameType() to GameConfig.
Changed the names of the 3 standard game types, but I could be convinced
of better names:
SEATED_GAME: normal match-made game, a game with a set list of players that
does not change.
SEATED_CONTINUOUS: the game starts immediately, but people join the room
and then choose a place to sit to become a player.
PARTY: no seats, anyone that enters is a player.
Also, changed SEATED_CONTINUOUS to create an occupants array and auto-sit
the creator, since I'm pretty sure we'll want to show seating in the lobby
for those types of games (but it actually does neither right now, code
needs to be written either way, depending on UI decisions.)
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@182 c613c5cb-e716-0410-b11b-feb51c14d237
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@@ -32,7 +32,8 @@ import com.threerings.crowd.data.PlaceObject;
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import com.threerings.crowd.server.CrowdServer;
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import com.threerings.parlor.game.data.PartyGameConfig;
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import com.threerings.parlor.game.data.GameConfig;
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import com.threerings.parlor.game.server.GameManager;
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import com.threerings.parlor.turn.server.TurnGameManager;
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@@ -404,8 +405,8 @@ public class EZGameManager extends GameManager
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protected void validateUser (ClientObject caller)
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throws InvocationException
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{
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switch (getPartyGameType()) {
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case PartyGameConfig.FREE_FOR_ALL_PARTY_GAME:
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switch (getGameType()) {
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case GameConfig.PARTY:
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return; // always validate.
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default:
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@@ -447,7 +448,8 @@ public class EZGameManager extends GameManager
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_gameObj.setEzGameService(
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(EZGameMarshaller) CrowdServer.invmgr.registerDispatcher(new EZGameDispatcher(this)));
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if (isPartyGame()) {
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// if we don't need the no-show timer, start.
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if (!needsNoShowTimer()) {
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startGame();
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}
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}
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