default non-fucking-obtuse dictionary has been replaced by a scrabble
dictionary that contains fucked-up wordfreak words.
You know, if you're playing a normal game "abys" is wrong, and "abyss"
is right.
So I at least added the parameter for selecting a dictionary.
Implementation pending.
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and a new event: SizeChangedEvent.
So that games can query and listen for changes to the size of their
display area.
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end up differing in opinion about whether or not we're connected.
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Note that the default value of the encodeArrayElements has changed to reflect
the more general-purpose use.
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This breaks UD's current cookie mechanism, but it's easily fixed.
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rather than assuming that as soon as they construct the EZGameControl, they're
ready to play. That's not totally unreasonable, but with this new explicit
mechanism, games can also "rematch" (or just replay if it's single player) by
having all clients call playerReady() again after the game has ended.
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dobj transaction. Thanks to mdb for the idea of accepting a function to run
for the batch, rather than exposing startTransaction() and commitTransaction()
directly.
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Blowtorch". Refactored GameConfig and the EZ game framework, cleaning up some
old cruft from GameConfig (which will break other projects and which I'll fix
ASAP) and moved the XML based configuration system from ToyBox into EZGame.
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Doing this on the client, while theoretically possible, is more complex. We
have a server, we use it to provide commonly needed services, the assignment of
a single client to control the game is a commonly needed service. This also
matches the way other services like turn change and game start and end are
implemented.
A side note: the client-side code was not properly handling disconnected
players, which the server code properly handles.
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It acted as a proxy for the distributed ez properties, such that you could
set properties in the object and they'd magically go out over the network.
Like so:
var data :Object = _gameCtrl.data;
data.scores = [ 0, 0 ];
data.startingPlayer = (Math.random() > .5) ? 0 : 1;
Of course, you could read props too and even iterate over them in a for
or for-each loop.
But, with the addition of testAndSet() and setImmediately() it was decided
that this direct access was ripe for confusion. Also, because there was
not a *second-level* proxy for every array property, it didn't send
individual array element updates over the network. I suppose I could write
an array proxy and create one for every array property set, but jeezgod
let's not get too crazy. Let's just keep it EZ and make people use our
nice well-documented methods.
If we want to add a method to EZGameControl for iterating over all
properties, we can. That might be useful...
There is one small concern, which is that now we're handing off our
internal storage Object to usercode, so someone would have to modify
their copy of EZGameControl and then they could... mess up their own game.
Whatever.
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do it on the backend more efficiently than seating.getPlayerPosition(getMyId());
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to sending a playerReady notification to the server.
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essentially calling setImmediate() when they call set(), since set() used
to be immediate.
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the event trundles through the queue, especially since the 'test' was
being done immediately.
- Simplified some stuff on the server.
- Fixed up the test, as EZgame arrays will auto-grow.
- Do not set the property immediately on the client! Dangerz! We will add
a new function for that, so that set() behaves like testAndSet() without the
test, and set() behaves like setImmediate() without the immediate.
(And there's no such thing as test and set immediately.)
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- Moved property testing, so that it happens before any propertySet events are
dispatched. In the previous version, testing happened while processing the
set event on the server - but since by that time client events have already been
sent, it introduced the possibility of short-lived inconsistencies between client
and server data models.
- Introduced a separate EZ API call for test and set - not only does it perform
the test, but unlike regular set, it does not cache the new value ahead of time.
Instead the new value will have to arrive from the server, at some future point.
- Trimmed PropertySetEvent and other handlers back down - they don't need to
carry any of the test info around, after it's already been performed. Also
cut redundant testing on the clients.
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it's atomic in the sense that a single server event will test the variable,
and only set it if the previous value was null (i.e. didn't exist).
This allows for a level of elementary synchronization between the clients.
The new function on EZGameControl is:
_gameCtrl.testAndSet (propertyName, newValue[, index])
I hoped to generalize this to test against arbitrary values, but that's
significantly harder, since properties accept numerous types as values,
and those can have different representations on the client and the server.
So it remains a check against null until we need to generalize it. :)
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Undocumented, I'm sure we'll change some things around soon.
Fixed a few bugs, too.
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That way, when a function is changed the compiler will tell us about
any matching change we may need to make to WorldGameControlBackend.
Otherwise, the override function that may be present in the world version
may shift to overridding the adapter function.
It's also just cleaner to move these adapter functions to their own class.
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- switched everything to be based on playerId instead of index
(which doesn't make sense for a party game.)
- started adding new functions
- backwards compatible with all old games!
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and retrieving a set of language-specific letters. This is just a transient checkin, since
it only pushes data both ways through the ActionScript/Java interface ("small step for
mankind, huge step for me" kind of a thing ;). Word lookup logic will be coming next.
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This will force us to migrate soon to a OID-based player indexing system.
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We used to compare them against the Object class, but that doesn't work
well in the presence of multiple application domains. So instead we
check for the presence of parent classes.
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calling setProperty() with an array was encoding it as byte[][], even when
an index was passed in.
Messages of arrays were also encoding as byte[][] for the server, even though
the server doesn't care about messages.
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They can add their keyboard listeners directly to the GameControl object
to receive global key events.
There are strange focus weirdnesses on the flex side- sometimes you have
focus with no focus highlight and sometimes you don't have focus and you
do have the highlight. Punting, rather than spending more hours on this.
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Now, instead of implementing "Game" and having the EZGame object assigned
to you, you create it yourself using your top-level component.
You must register listeners manually, and keyboard focus is currently an
issue that I'm working on.
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