if they've got that burning need to do something out of the ordinary.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@371 c613c5cb-e716-0410-b11b-feb51c14d237
its own function so puzzles wanting fancier fill logic can override it as
needed.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@370 c613c5cb-e716-0410-b11b-feb51c14d237
need to keep around a copy to confirm that somebody is allowed to request
a rematch, and then pull everyone into it.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@368 c613c5cb-e716-0410-b11b-feb51c14d237
bit more cleanly shared and the process of resolving zones and scenes and the
various fiddling done during a scene move can be more easily grokked.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@363 c613c5cb-e716-0410-b11b-feb51c14d237
new pattern of having a Provider interface which is implemented by a Manager or
other server-side entity.
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a new server and reissue its request, which it, in theory, now does.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@354 c613c5cb-e716-0410-b11b-feb51c14d237
Revamped the way the GameCookieManager does its business.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@346 c613c5cb-e716-0410-b11b-feb51c14d237
game ends. We may need their when the game is not in play. playerGameDidEnd()
was removing based on player index rather than playerOId which was is correct.
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preferences system to store cookies so that cookies will work in the standalone
test environment.
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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.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@329 c613c5cb-e716-0410-b11b-feb51c14d237
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.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@321 c613c5cb-e716-0410-b11b-feb51c14d237
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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