it's atomic in the sense that a single server event will test the variable,
and only set it if the previous value was null (i.e. didn't exist).
This allows for a level of elementary synchronization between the clients.
The new function on EZGameControl is:
_gameCtrl.testAndSet (propertyName, newValue[, index])
I hoped to generalize this to test against arbitrary values, but that's
significantly harder, since properties accept numerous types as values,
and those can have different representations on the client and the server.
So it remains a check against null until we need to generalize it. :)
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- switched everything to be based on playerId instead of index
(which doesn't make sense for a party game.)
- started adding new functions
- backwards compatible with all old games!
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dictionary files, and acually uses them for user queries.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@185 c613c5cb-e716-0410-b11b-feb51c14d237
and other dictionary tasks as separate job units on the Invoker thread
(that's because we want to be as lazy as possible about loading
dictionary files, but those can take a while :).
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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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and retrieving a set of language-specific letters. This is just a transient checkin, since
it only pushes data both ways through the ActionScript/Java interface ("small step for
mankind, huge step for me" kind of a thing ;). Word lookup logic will be coming next.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@181 c613c5cb-e716-0410-b11b-feb51c14d237
left. Go ahead and don't start the turn when there are no players,
and don't change it when there are 1 or LESS.
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The creator of a party game isn't joining, but I think that's a problem
with the msoy client...
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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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and over. Casting host to a Component seems to make java find the
appropriate other function to call.
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because no doubt much code exists in the wild that is compiled against that
signature.
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Then intention is that other games besides EZGame may use this as well,
so it's semi-separated, but for now it's part of EZGame.
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(And personally, I think falling-through is fine if documented. Maybe we
need a @FallThrough annotation so that the compiler can be our best friend.)
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between the Java and ActionScript version since ActionScript doesn't support
method overloading. We only have to observe this limitation in Streamable
classes.
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because otherwise the EZGameController will try to unmarshall the value.
The marshalling/unmarshalling is purely clientside, the server doesn't
understand how to do it, so it must dispatch a different event that just
contains a nice normal integer.
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