Clarify the logic in this method to make it clear that there's no way out that

does not result in shutdown() being called.


git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@589 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Michael Bayne
2008-04-29 19:00:33 +00:00
parent c8f680696d
commit f044381e2c
@@ -862,14 +862,17 @@ public class GameManager extends PlaceManager
if (_gameobj.state != GameObject.PRE_GAME && _gameobj.state != GameObject.GAME_OVER && if (_gameobj.state != GameObject.PRE_GAME && _gameobj.state != GameObject.GAME_OVER &&
_gameobj.state != GameObject.CANCELLED) { _gameobj.state != GameObject.CANCELLED) {
_gameobj.setState(GameObject.GAME_OVER); _gameobj.setState(GameObject.GAME_OVER);
// and shutdown directly shutdown(); // and shutdown directly
shutdown(); return;
// cancel the game; which will shut us down
} else if (!cancelGame()) {
// or shut down directly if the game is already over
shutdown();
} }
// otherwise, cancel the game; which will shut us down
if (cancelGame()) {
return;
}
// if we couldn't cancel (because the game was already over) shutdown directly
shutdown();
} }
/** /**