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
@@ -164,8 +164,17 @@ public class GameControlBackend
o["getPlayers_v1"] = getPlayers_v1;
}
/**
* Set a property.
*
* Note: immediate defaults to true, even though immediate=false is
* the general case. We are providing some backwards compatibility
* to old versions of setProperty_v1() that assumed immediate and did
* not pass a 4th value.
* All callers should now specify that value explicitely.
*/
public function setProperty_v1 (
propName :String, value :Object, index :int) :void
propName :String, value :Object, index :int, immediate :Boolean = true) :void
{
validatePropertyChange(propName, value, index);
@@ -173,6 +182,9 @@ public class GameControlBackend
_ezObj.ezGameService.setProperty(
_ctx.getClient(), propName, encoded, index,
false, null, createLoggingConfirmListener("setProperty"));
if (immediate) {
_ezObj.applyPropertySet(propName, value, index);
}
}
public function testAndSetProperty_v1 (