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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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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Fix potential for NPE (passing null to our UserIdentifier) if an
invalid occupantId is specified.
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