Restructured things to work with the new mechanism for creating distributed
objects. git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@53 c613c5cb-e716-0410-b11b-feb51c14d237
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@@ -40,7 +40,6 @@ import com.threerings.crowd.data.BodyObject;
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import com.threerings.crowd.data.PlaceObject;
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import com.threerings.crowd.server.CrowdServer;
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import com.threerings.crowd.server.PlaceManager;
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import com.threerings.crowd.server.PlaceRegistry;
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import com.threerings.parlor.Log;
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import com.threerings.parlor.data.ParlorCodes;
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@@ -261,14 +260,9 @@ public class TableManager
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// fill the players array into the game config
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table.config.players = table.getPlayers();
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PlaceRegistry.CreationObserver obs =
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new PlaceRegistry.CreationObserver() {
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public void placeCreated (PlaceObject plobj, PlaceManager pmgr) {
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gameCreated(table, plobj);
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}
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};
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try {
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CrowdServer.plreg.createPlace(table.config, obs);
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PlaceManager pmgr = CrowdServer.plreg.createPlace(table.config);
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gameCreated(table, (GameObject)pmgr.getPlaceObject());
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} catch (Throwable t) {
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Log.warning("Failed to create manager for game " +
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"[config=" + table.config + "]: " + t);
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@@ -277,16 +271,16 @@ public class TableManager
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}
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/**
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* Called when our game has been created, we take this opportunity to
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* clean up the table and transition it to "in play" mode.
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* Called when our game has been created, we take this opportunity to clean
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* up the table and transition it to "in play" mode.
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*/
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protected void gameCreated (Table table, PlaceObject plobj)
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protected void gameCreated (Table table, GameObject gameobj)
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{
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// update the table with the newly created game object
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table.gameOid = plobj.getOid();
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table.gameOid = gameobj.getOid();
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// configure the privacy of the game
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((GameObject) plobj).setIsPrivate(table.tconfig.privateTable);
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gameobj.setIsPrivate(table.tconfig.privateTable);
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// clear the occupant to table mappings as this game is underway
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for (int i = 0; i < table.bodyOids.length; i++) {
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@@ -295,7 +289,7 @@ public class TableManager
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// add an object death listener to unmap the table when the game
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// finally goes away
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plobj.addListener(_gameDeathListener);
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gameobj.addListener(_gameDeathListener);
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// and then update the lobby object that contains the table
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_tlobj.updateTables(table);
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