all pre-game processing can properly know what round it is, but then actually
publish that value to the clients so that we can trigger off ROUND_ID to call
roundDidStart without having roundDidStart get called before gameDidStart.
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already sitting at a table. We also enforce this in the UI (though not in
certain cases in MSOY at the moment which is how this was uncovered).
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to be asking for scene updates starting farther back than what
we know about, so notice that case & return back a null list of
updates rather than an incomplete one.
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- Allow subclasses of EditorFrame to specify the EditorScenePanel and StageSceneWriter used
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but apparently not. Use the helper method to see if the game's in play since
it's there for just that reason.
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and also to make the Maven artifact not look like a meta-artifact that brings
in all Narya/Nenya/Vilya dependencies.
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but the functionality is handled automatically in whirled.
Let's avoid confusion by leaving this out of the asdocs..
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one at the 11th hour so we can pass in our own fancier UserMessage subclasses
as appropriate.
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so it's easily accessible to subclasses that are managing scene loading in
their own special ways.
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AsDoc is crappy: the @eventType tag has two different syntaxes, depending on whether
you're using it to comment an [Event] declared by a class, or the type constant.
Also: this is pointless, asdoc should be able to get this value using the other
@eventType tag, but instead we have to be redundant, possibly making a mistake.
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In a party game, if a next player is unspecified, the player that has
been around the longest without getting a turn will get the turn.
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asdoc tool fails to recognize the Events, and they don't end up in the documentation.
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Moved everything onto sub-control objects.
Got rid of the Listener interfaces.
https://intranet.earth.threerings.net/metasoy/EZGame_API_Reorg
I'll go through and make the documentation nice next.
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