Commit Graph

  • 8647002b71 Use an observer list. Ray Greenwell 2006-09-18 21:43:18 +00:00
  • 62dc95dbf9 Re-set the position in the byte array so that we can read from it using the IDataInput methods. Ray Greenwell 2006-09-18 21:42:43 +00:00
  • 854986f4fc Commented out upstream methods for classes that will never use them. Ray Greenwell 2006-09-11 20:19:25 +00:00
  • cbdc73381c Removed some code that only needs to be on the server-side. Ray Greenwell 2006-09-07 21:38:02 +00:00
  • f2dc1b2269 Whoops, we've got to manually clone these fields. Ray Greenwell 2006-09-06 22:02:11 +00:00
  • 8703f5b0a8 Don't allow scene resolution to continue if the updates couldn't load. They *are* just updates, but if it's ok for them to not load then a game-specific scene repository needs to make that decision and just return a blank update list rather than throwing an exception. Ray Greenwell 2006-09-01 21:07:27 +00:00
  • b1ae928811 Added a note explaining the difference between an ideal implementation and the one we have now. Ray Greenwell 2006-08-28 22:30:46 +00:00
  • ba1d173a30 Use varargs to make construction plainer. Ray Greenwell 2006-08-28 22:26:17 +00:00
  • 4b9ec23221 - Use samskivert Predicate. - Type safety. Ray Greenwell 2006-08-28 18:53:03 +00:00
  • 37b60db7a7 Let's use our protected _index instead of going through the accessor. Ray Greenwell 2006-08-25 01:58:41 +00:00
  • ebcaedeb5a Ez game stuff, javafied. Ray Greenwell 2006-08-25 01:58:11 +00:00
  • 64550318e9 A little type safety. Ray Greenwell 2006-08-25 01:57:38 +00:00
  • 3182d9d7a9 Let's make sure these compile Mark Johnson 2006-08-25 00:52:45 +00:00
  • aad235c7f2 Nixed GameService as it can be more simply implemented with the new dynamically dispatched message event system. Rearranged the methods in GameManager into some semblance of order. Michael Bayne 2006-08-24 17:37:25 +00:00
  • e03ffd02bc To preserve backwards compatibility, GameManager cannot define createPlaceObject() because it needs to fall back to PlaceManager's createPlaceObject() which calls getPlaceObjectClass() which all GG games currently use. Michael Bayne 2006-08-24 01:05:18 +00:00
  • 86e594ed5e I swear I got all of these. This should really be the last one. :) Michael Bayne 2006-08-24 00:47:51 +00:00
  • 37dd31ad75 More spots, missed. Michael Bayne 2006-08-24 00:28:04 +00:00
  • 54f0316691 Removed debug statement. Ray Greenwell 2006-08-24 00:20:48 +00:00
  • a465884a84 Created listener interfaces that will automatically be registered if implemented by something on the display hierarchy. You may also implement them in utility classes and register and unregister event listening by hand. Ray Greenwell 2006-08-24 00:15:49 +00:00
  • b118e302a3 Brought up to date and made easier to subclass. Ray Greenwell 2006-08-24 00:14:15 +00:00
  • eed4d67b9e Restructured things to work with the new mechanism for creating distributed objects. Michael Bayne 2006-08-23 23:48:07 +00:00
  • a993e2ec46 Fixed the toString() output a bit. Ray Greenwell 2006-08-23 21:25:59 +00:00
  • 77c51c95d8 For now, the EZGameConfig contains a String called configData that simply contains the game url or classname. Ray Greenwell 2006-08-23 21:17:25 +00:00
  • 7d870d5eb6 Resource bundle jockeying. Michael Bayne 2006-08-23 18:18:30 +00:00
  • 35f6bc5b90 Renamed "GameObject" to "EZGame". I'm not super happy with the name, so not everything is converted. I'll revisit once I've decided what to do. Ray Greenwell 2006-08-23 17:37:26 +00:00
  • c1d05502e4 Let's dist the ezgame stuff as part of parlor. Ray Greenwell 2006-08-23 17:35:26 +00:00
  • 70b0d759c0 Moved the serverless game stuff out of msoy and back into the vilya library. 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. Ray Greenwell 2006-08-23 02:28:36 +00:00
  • a90d7e655b Compilation fixes: these classes weren't referenced before and so weren't compiling, but I'm playing around with building .swc libraries to cut down on the build time of the client. Ray Greenwell 2006-08-22 20:48:47 +00:00
  • 5331407313 Match change to ConfirmAdapter. Ray Greenwell 2006-08-19 01:05:32 +00:00
  • 81037188de Let's actually set _pctx. Ray Greenwell 2006-08-17 18:43:34 +00:00
  • a4d5a9fa9d TURN_HOLDER_REPLACED was already moved to TurnGameController in because constant values cannot be defined in an interface in actionscript. Ray Greenwell 2006-08-16 18:41:31 +00:00
  • ee4fc4a8db Added 'turn' stuff, and the GameControllerDelegate required to do so. Ray Greenwell 2006-08-16 00:26:28 +00:00
  • f171848695 Use GameObject.isInPlay() to determine in-play status. Ray Greenwell 2006-08-16 00:09:05 +00:00
  • cab4e2eac8 Use ClassUtil.isSameClass(). Ray Greenwell 2006-08-12 01:19:54 +00:00
  • e10a3ae94d Let's rename that, because it will only return the index if the player is actually in the game. Ray Greenwell 2006-08-11 23:30:45 +00:00
  • fc57d9bb8f Added a method to get player index by Oid. Ray Greenwell 2006-08-11 21:25:33 +00:00
  • 9be1f1db14 This should be using getVisibleName(). Michael Bayne 2006-08-11 02:22:03 +00:00
  • 6fc509432c Fixed compile errors now that these classes are linked in... Ray Greenwell 2006-08-09 01:00:13 +00:00
  • 92ce73208a Wasn't streaming in GameConfig or GameObject; Fix a compile error in FlexGameConfigurator Ray Greenwell 2006-08-07 23:23:39 +00:00
  • c5b4139c01 These weren't being compiled before, as there were no references in the client to these classes. Fixed up. Ray Greenwell 2006-08-07 19:07:34 +00:00
  • 6f10fc445f Occam's razor. Ray Greenwell 2006-07-29 01:10:59 +00:00
  • ed0c4fd3f4 Cleanup. Ray Greenwell 2006-07-29 01:10:22 +00:00
  • de896d967c Compilation... Ray Greenwell 2006-07-28 20:49:54 +00:00
  • 7ee319bb2b Checkpoint: converting parlor stuff to actionscript. Ray Greenwell 2006-07-28 02:47:21 +00:00
  • b82ab59b1d - Changed Table to just have an int as its key and use autoboxing to make 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. Ray Greenwell 2006-07-28 02:03:53 +00:00
  • 4914a11160 Nixed my earlier fiddling and replaced it with a sensible addition to the turn game logic which is that we won't try to start the next turn if the game reports being over. If we still see problems with infinite loops in GG games, then we'll reinstate the fiddling. Michael Bayne 2006-07-19 06:26:54 +00:00
  • db8125271b I hate adding random booleans, but it is an easy mistake to miss a case where turnDidStart() results in an immediate call to endTurn() and things then spiral off into infinite loop land. If someone genuinely does want to end a turn mmediately in turnDidStart() they can queue up a dobj unit to do so. Michael Bayne 2006-07-19 02:55:08 +00:00
  • 19e5b04b41 Need to abstract out the assignment of the starting location of a body. We use this in yohoho for pets to put them somewhere other than a portal. Mike Thomas 2006-07-17 21:41:19 +00:00
  • e76a54c18f If a client somehow has a higher version scene than we do, tell them all about the current scene model instead of informing them that the version they have is OK. It's not ok! Ray Greenwell 2006-07-13 22:15:37 +00:00
  • d93c79cfd0 A standard portal modification scene update. Will be used by msoy, but could be used by other games as well. Ray Greenwell 2006-07-13 21:45:21 +00:00
  • 53bb1c598f Match some name changes made to the actionscript narya library. Ray Greenwell 2006-07-13 19:08:43 +00:00
  • b0c7ddf861 Log the version of the new model if persistence fails. Ray Greenwell 2006-07-13 18:37:51 +00:00
  • 6404d3e0ab Preserve the stack trace when CloneNotSupportedException impossibly happens. Ray Greenwell 2006-07-13 18:10:55 +00:00
  • 5b5fddfb50 A bit of type safety. Ray Greenwell 2006-07-13 18:08:42 +00:00
  • 19f22b01f1 When a scene update is received while in the scene, apply it immediately and also save the new updated model. Ray Greenwell 2006-07-13 17:47:55 +00:00
  • 280b55061a Link to the Nenya and Narya javadocs. Michael Bayne 2006-07-12 22:10:07 +00:00
  • 250c0c567c Need the junit jar. Michael Bayne 2006-07-12 22:03:03 +00:00
  • 69c064a342 More snapshot fixes. Michael Bayne 2006-07-12 22:00:00 +00:00
  • d272c34ca6 Updated LIBS fixed snapshot build directives. Michael Bayne 2006-07-12 21:59:03 +00:00
  • 5708f56203 Match recent changes in our corresponding java classes. Ray Greenwell 2006-07-12 02:22:32 +00:00
  • 50c7b2b8dd Added new ClientObserver method. Michael Bayne 2006-07-07 04:02:57 +00:00
  • c9a8c1d117 Allow portals to have a targetPortalId of -1, which means simply "whatever the default entrance is of the target scene". Ray Greenwell 2006-07-07 00:36:02 +00:00
  • 2933846516 Allow the path to the server's resource manager properties to be adjusted. Michael Bayne 2006-07-07 00:34:16 +00:00
  • 1c7ac6d3b9 Utility class to assist in SceneUpdate management. Ray Greenwell 2006-07-06 22:40:19 +00:00
  • c3bb221239 Added some code to save a stacktrace from the first call to startGame() if we do the postponey business and find things still booched after that. Ray Greenwell 2006-07-06 21:04:17 +00:00
  • 327518de12 Prevent the continual attempts to postpone the start of a game that have caused our shutdowns to fail a few times now. Mike Thomas 2006-07-06 17:40:09 +00:00
  • 65681f36f0 Use the new ClientFactory. Michael Bayne 2006-07-01 03:41:41 +00:00
  • 458a187145 Fixes to compile. Ray Greenwell 2006-06-28 22:04:27 +00:00
  • 01866933eb Whirled actionscript code, transferred from narya. Ray Greenwell 2006-06-23 19:21:10 +00:00
  • 88ba927cb5 Various resources. Michael Bayne 2006-06-23 18:54:56 +00:00
  • 0cf89d6d16 Was not building the stage jar file. Michael Bayne 2006-06-23 18:53:15 +00:00
  • 10ef62395f Narya -> Vilya. Michael Bayne 2006-06-23 18:50:52 +00:00
  • a4df87e52f Behold Vilya, Ring of Air and repository for our game and virtual worldly extensions to the distributed environment provided by Narya. Michael Bayne 2006-06-23 17:58:11 +00:00