Note that the default value of the encodeArrayElements has changed to reflect
the more general-purpose use.
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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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- 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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Then intention is that other games besides EZGame may use this as well,
so it's semi-separated, but for now it's part of EZGame.
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because otherwise the EZGameController will try to unmarshall the value.
The marshalling/unmarshalling is purely clientside, the server doesn't
understand how to do it, so it must dispatch a different event that just
contains a nice normal integer.
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We'll be using this in game gardens, at least.
Note that the actionscript side currently doesn't compile because of
limitations in building a .swc file, but that'll be fixed soon.
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