the game. Also factor that out into tableCreated() for easy subclass listening.
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interesting tables and not publishing the not interesting tables in the table
lobby object.
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something because the requester is not the owner of the table and trying to
boot onesself from the table.
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- Apparently genservice hasn't been run in a while, so half of vilya just got poked
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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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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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and automatically removed them from any pending tables.
- Always use the user listener now, even if we're not in a place.
So also ensure that notePlayerRemoved() is called as a result of bodyLeft()
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can't rely on hearing that they left the place to clean up after them.
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While I was in there, I extracted the communication between the client and the
TableManager into a new-style "embedded in the TableLobbyObject" service
instead of wonkily routing everything through the global ParlorService and the
ParlorProvider (which got merged into the ParlorManager as a part of this
rabbit holery). The GG build will break... I will fix it.
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users can do the right thing with regard to adding extra configuration stuff
(rather than trusting the client to have done it).
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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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The creator of a party game isn't joining, but I think that's a problem
with the msoy client...
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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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that a Comparable. It's a slight performance hit, as when a DSet is
binary searched, it will be boxing up an int for every entry examined.
Oh well.
- Use some generics.
- Some other cleanups I spotted while writing actionscript versions.
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extensions to the distributed environment provided by Narya.
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