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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Doing this on the client, while theoretically possible, is more complex. We
have a server, we use it to provide commonly needed services, the assignment of
a single client to control the game is a commonly needed service. This also
matches the way other services like turn change and game start and end are
implemented.
A side note: the client-side code was not properly handling disconnected
players, which the server code properly handles.
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to sending a playerReady notification to the server.
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Now, instead of implementing "Game" and having the EZGame object assigned
to you, you create it yourself using your top-level component.
You must register listeners manually, and keyboard focus is currently an
issue that I'm working on.
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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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if implemented by something on the display hierarchy.
You may also implement them in utility classes and register and unregister
event listening by hand.
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We'll be using this in game gardens, at least.
Note that the actionscript side currently doesn't compile because of
limitations in building a .swc file, but that'll be fixed soon.
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