Added setImmediate(), made it so that old un-recompiled games are

essentially calling setImmediate() when they call set(), since set() used
to be immediate.


git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@197 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Ray Greenwell
2007-02-19 21:55:10 +00:00
parent 38016c0ab0
commit e8ada1ac88
2 changed files with 28 additions and 2 deletions
+15 -1
View File
@@ -157,7 +157,21 @@ public class EZGameControl extends EventDispatcher
*/
public function set (propName :String, value :Object, index :int = -1) :void
{
callEZCode("setProperty_v1", propName, value, index);
callEZCode("setProperty_v1", propName, value, index, false);
}
/**
* Set a property, but have this client immediately set the value so that
* it can be re-read. The property change event will still arrive and
* will be your clue as to when the other clients will see the newly
* set value. Be careful with this method, as it can allow data
* inconsistency: two clients may see different values for a property
* if one of them recently set it immediately, and the resultant
* PropertyChangedEvent's oldValue also may not be consistent.
*/
public function setImmediate (propName :String, value :Object, index :int = -1) :void
{
callEZCode("setProperty_v1", propName, value, index, true);
}
/**