For games that make use of this, all occupants should call it,
unless they call playerReady().
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up a shutdown interval. Let's override that method and implement GameManager's
special requirements instead of overriding an unrelated method and duplicating
most of the code from it.
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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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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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While testing the new code I discovered that redistribution of large data sets
that approximate a normal curve can cause some funny quantization because the
redistribution algorithm assumes all values in a single bucket are flatly
distributed, but if they actually skew substantially toward the high or low end
of the bucket, then the redistribution generates a choppy curve. Fortunately
this has almost no impact on the percentile curve, which is what's actually
important, it just makes the graph of the contents of the buckets look less
smooth and sexy. Alas.
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that was stupid. Now they're called players. Next I added a list of watchers
rather than simply a count. If we're going to go to all the trouble to update
the table when the watchers change, let's have the goods.
This will probably break Bang and/or Yohoho. I'll fix them toot sweet.
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EZGame has finished it doesn't think that it's still pre-game and that it
should actually cancel the game.
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in the wild, we'll deprecate the old constructors rather than remove them. Yay
cruft!
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own method, so that subclasses can get that behavior without assuming
their their superclass implementation of setFirstTurnHolder does that.
- Use that in EZ's code, and also fall back to it if there's some problem
with the user-specified next-turn value and it's nobody's turn.
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potential weirdness if someone got into the room but never reported ready.
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would start the game as soon as everyone had arrived and *one* person called playerReady(). Now
we do the right thing and only start the game once everyone has arrived and everyone has called
playerReady().
As with the old code, this only affects clients that use the playerInRoom() method.
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@442 c613c5cb-e716-0410-b11b-feb51c14d237
and write ratings once regardless of how many times the game is played.
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