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
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@@ -157,7 +157,21 @@ public class EZGameControl extends EventDispatcher
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*/
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public function set (propName :String, value :Object, index :int = -1) :void
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{
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callEZCode("setProperty_v1", propName, value, index);
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callEZCode("setProperty_v1", propName, value, index, false);
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}
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/**
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* Set a property, but have this client immediately set the value so that
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* it can be re-read. The property change event will still arrive and
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* will be your clue as to when the other clients will see the newly
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* set value. Be careful with this method, as it can allow data
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* inconsistency: two clients may see different values for a property
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* if one of them recently set it immediately, and the resultant
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* PropertyChangedEvent's oldValue also may not be consistent.
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*/
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public function setImmediate (propName :String, value :Object, index :int = -1) :void
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{
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callEZCode("setProperty_v1", propName, value, index, true);
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}
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/**
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