When we start and end a transaction in EZGame do so on the InvocationDirector

as that's where all of our messages are generated.


git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@454 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Michael Bayne
2007-10-17 21:33:52 +00:00
parent 18ac5a065f
commit ec1a243d19
@@ -889,20 +889,20 @@ public class GameControlBackend
}
/**
* Start a dobj transaction on the game object.
* Starts a transaction that will group all game state changes into a single message.
*/
protected function startTransaction_v1 () :void
{
validateConnected();
_ezObj.startTransaction();
_ctx.getClient().getInvocationDirector().startTransaction();
}
/**
* Commit a dobj transaction on the game object.
* Commits a transaction started with {@link #startTransaction_v1}.
*/
protected function commitTransaction_v1 () :void
{
_ezObj.commitTransaction();
_ctx.getClient().getInvocationDirector().commitTransaction();
}
/**
@@ -919,8 +919,7 @@ public class GameControlBackend
protected var _ctx :CrowdContext;
protected var _userListener :MessageAdapter =
new MessageAdapter(messageReceivedOnUserObject);
protected var _userListener :MessageAdapter = new MessageAdapter(messageReceivedOnUserObject);
protected var _container :GameContainer;
@@ -931,8 +930,8 @@ public class GameControlBackend
protected var _userFuncs :Object;
/** The function on the EZGameControl which we can use to directly
* dispatch events to the user's game. */
/** The function on the EZGameControl which we can use to directly dispatch events to the
* user's game. */
protected var _ezDispatcher :Function;
protected var _gameData :Object;