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
current scene information if we move to a non-scene location. Previously when
we did so, it simply didn't notice and thought we were still in the last scene
that we had occupied.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@369 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
across server switches, when it would otherwise be cleared out.
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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.
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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
Note that the default value of the encodeArrayElements has changed to reflect
the more general-purpose use.
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This breaks UD's current cookie mechanism, but it's easily fixed.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@350 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.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@340 c613c5cb-e716-0410-b11b-feb51c14d237
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
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.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@328 c613c5cb-e716-0410-b11b-feb51c14d237
getIntendedLocation() will return a valid value even before we've moved
somewhere in our new scene.
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