cause the game to start. In Whirled we'll have all players report in
immediately for games that want to handle playerReady() themselves so that they
can do whatever they want before the game starts and then finally start it with
a call to playerReady() from all the players.
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Revamped the way the GameCookieManager does its business.
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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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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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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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Changed the names of the 3 standard game types, but I could be convinced
of better names:
SEATED_GAME: normal match-made game, a game with a set list of players that
does not change.
SEATED_CONTINUOUS: the game starts immediately, but people join the room
and then choose a place to sit to become a player.
PARTY: no seats, anyone that enters is a player.
Also, changed SEATED_CONTINUOUS to create an occupants array and auto-sit
the creator, since I'm pretty sure we'll want to show seating in the lobby
for those types of games (but it actually does neither right now, code
needs to be written either way, depending on UI decisions.)
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a natural thing to do in playerGameDidEnd() is replacePlayer() the departed
player with an AI but if we wait until after playerGameDidEnd() to announce it,
we end up announcing the departure of the newly configured AI.
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dispatched message event system. Rearranged the methods in GameManager into
some semblance of order.
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createPlaceObject() because it needs to fall back to PlaceManager's
createPlaceObject() which calls getPlaceObjectClass() which all GG games
currently use.
It doesn't really make sense for GameManager to implement that method anyway
because no one will ever just use a GameObject, they'll need some sort of
derivation if they want to have any game state at all.
Really that method should be abstract in PlaceManager and GameManager but I'm
not sure we could change that now without breaking things (certainly we
couldn't preserve backwards compability which renders the idea moot anyway).
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that a Comparable. It's a slight performance hit, as when a DSet is
binary searched, it will be boxing up an int for every entry examined.
Oh well.
- Use some generics.
- Some other cleanups I spotted while writing actionscript versions.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@29 c613c5cb-e716-0410-b11b-feb51c14d237
if we do the postponey business and find things still booched after that.
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extensions to the distributed environment provided by Narya.
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