for invalid rounds and straggling events; if we've ended the
game and are getting straggling events, _playerOids has already
been cleared out, so it'll always look like a non-player.
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Clear out _playerOids when a game ends so that all players must re-call
playerReady() to restart the game.
playersAllhere();
Start the game if all players call playerReady() when the game is not in play
(previously this only happened if the game was in the pre-game state).
I know of one place this will affect Yohoho which I will fix, but if there's
anywhere else where we are restarting an ended game, fixes will be needed.
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kept around and passed to mapEnteringBody() so that in Whirled instead of
having a portal map to a destination portal we can simply have the source
portal contain the location in the destination scene at which the arriver is to
be mapped.
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I'm going to assume that this one is ok to change to 0, because that's
what a body's sceneId is going to be before they're ever placed in a scene.
(Which is why 0 is a much better default value.)
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when it should have been communicating results back on the dobj thread. I don't
particularly like the singleton usage here as one has to just "know" that a
server that uses EZGame services must call DictionaryManager.init() whereas all
of our other server services are initialized in a FooServer class that
corresponds with the group of services in question. Really we should use the
same FooContext system that we use on the client to allow services to be
properly mixed and matched.
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based on render order as we use render order. Also some widening.
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game configs inherit from a single enhanced config. It also prevented the
puzzle stuff from being used by ToyBox. It is now gone and Yohoho is even more
broken, but the fixes are in progress.
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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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and automatically removed them from any pending tables.
- Always use the user listener now, even if we're not in a place.
So also ensure that notePlayerRemoved() is called as a result of bodyLeft()
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can't rely on hearing that they left the place to clean up after them.
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While I was in there, I extracted the communication between the client and the
TableManager into a new-style "embedded in the TableLobbyObject" service
instead of wonkily routing everything through the global ParlorService and the
ParlorProvider (which got merged into the ParlorManager as a part of this
rabbit holery). The GG build will break... I will fix it.
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There's no more isPartyGame(), and needsNoShowTimer() simply checks to see
if the game is seated, but needsNoShowTimer() can be overridden and so
I shouldn't have treated it as equivalent to !isPartyGame().
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arbitrarily assigned turn holder be the one to end the game.
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Brought in 'name' from MsoyGameConfig, because it's useful.
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users can do the right thing with regard to adding extra configuration stuff
(rather than trusting the client to have done it).
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