match, and threw in a bunch of @Overrides so that we won't get bitten by
that again in this particular file.
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up on an ArrayIndexOutOfBoundsException a second later anyways.
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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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rather than assuming that as soon as they construct the EZGameControl, they're
ready to play. That's not totally unreasonable, but with this new explicit
mechanism, games can also "rematch" (or just replay if it's single player) by
having all clients call playerReady() again after the game has ended.
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getIntendedLocation() will return a valid value even before we've moved
somewhere in our new scene.
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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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dobj transaction. Thanks to mdb for the idea of accepting a function to run
for the batch, rather than exposing startTransaction() and commitTransaction()
directly.
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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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the data Object (actually a proxy to it) and do a for or for-each on that,
but we removed that when we made 3 different kinds of sets.
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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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and casting it to a string we get [object Object] instead of what you would expect
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