Made it protected, added a second function for 'friend' access.
We could use a custom namespace for this, too.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@206 c613c5cb-e716-0410-b11b-feb51c14d237
essentially calling setImmediate() when they call set(), since set() used
to be immediate.
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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.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@195 c613c5cb-e716-0410-b11b-feb51c14d237
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.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@190 c613c5cb-e716-0410-b11b-feb51c14d237
- 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.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@181 c613c5cb-e716-0410-b11b-feb51c14d237
It may be well worth adding an isConnected() method that can be used to test
whether the EZGame stuff is connected or whether we should just show
demo graphics or something.
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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.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@137 c613c5cb-e716-0410-b11b-feb51c14d237