923eaf3f7d
Added getSceneId(Place).
Michael Bayne
2007-07-21 01:14:06 +00:00
e03ddd71e8
Updates to reflect new BodyObject.location change. We now have a ScenePlace and ScenedBodyObject goes away.
Michael Bayne
2007-07-21 00:47:00 +00:00
c8b2f7212b
Make it easier for drop puzzles to implement their own fancy drop logic if they've got that burning need to do something out of the ordinary.
Dave Hoover
2007-07-19 22:38:32 +00:00
9d4a41f54f
Widen up some drop puzzle code, and break the board filling action out into its own function so puzzles wanting fancier fill logic can override it as needed.
Dave Hoover
2007-07-19 19:07:50 +00:00
2123c43c3b
The SceneDirector should observer location changes so that it can clear out its 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.
Michael Bayne
2007-07-18 23:49:56 +00:00
8c88195b8b
Now that games clear out their player oids when they finish, card games need to keep around a copy to confirm that somebody is allowed to request a rematch, and then pull everyone into it.
Dave Hoover
2007-07-18 16:39:50 +00:00
6958d99563
Widen.
Dave Hoover
2007-07-18 00:01:41 +00:00
d4e113d784
Missed this.
Michael Bayne
2007-07-17 21:35:52 +00:00
b6562d91e6
Keep our pending data in an extensible object so that we can easily preserve it across server switches, when it would otherwise be cleared out.
Michael Bayne
2007-07-17 21:14:40 +00:00
08f7029220
We don't need the sceneId or version in the base class.
Michael Bayne
2007-07-17 01:24:56 +00:00
cb05d5f56b
Factored scene movement out into separate helper classes so that code can be a 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.
Michael Bayne
2007-07-17 00:25:18 +00:00
755b835c93
Christmas comes but once a year, but svn keyword substitution day comes whenever the urge strikes!
Dave Hoover
2007-07-14 00:27:03 +00:00
959cf8c212
Leave all this scene registry creation to the implementing server.
Michael Bayne
2007-07-14 00:01:21 +00:00
522a96ef96
Regeneratd services, got new mo' betta type handling.
Michael Bayne
2007-07-13 23:53:31 +00:00
b0f5087af3
SceneService is no longer kickin' it with the old skool crew.
Michael Bayne
2007-07-13 23:52:46 +00:00
5015ec26c2
Move SceneProvider stuff into the SceneRegistry as all the cool kids use the new pattern of having a Provider interface which is implemented by a Manager or other server-side entity.
Michael Bayne
2007-07-13 23:48:42 +00:00
5fbf4e17da
More documentation cleanups, widening.
Michael Bayne
2007-07-13 22:27:08 +00:00
a33bf1762f
Widening.
Michael Bayne
2007-07-13 22:23:39 +00:00
a49e2c26f3
Adapt or perish!
Michael Bayne
2007-07-13 22:10:26 +00:00
d5023554e8
Allow a SceneService.moveTo() to respond by requesting that the client move to a new server and reissue its request, which it, in theory, now does.
Michael Bayne
2007-07-13 21:59:46 +00:00
6a77a7e1f1
Widening.
Michael Bayne
2007-07-13 19:57:46 +00:00
872d13660c
If there's nothing to query, don't query.
Par Winzell
2007-07-10 16:42:13 +00:00
9b5d3cca12
Use the new ObjectMarshaller. Note that the default value of the encodeArrayElements has changed to reflect the more general-purpose use.
Ray Greenwell
2007-07-06 22:27:16 +00:00
54c571f7f5
Bugfix: user cookies should be validated as serializable. This breaks UD's current cookie mechanism, but it's easily fixed.
Ray Greenwell
2007-07-06 21:43:17 +00:00
48bde23d17
Don't rate guests, and don't include guests in the rating adjustments for persistent players. Generally more robust code.
Par Winzell
2007-07-06 01:07:03 +00:00
3484e8cd1f
Let the rating repository accept integers rather than Names, and tweak the delegate accordingly. Hrm, does this handle guests correctly, actually?
Par Winzell
2007-07-05 23:18:44 +00:00
a78c1a35d9
Exception not needed.
Michael Bayne
2007-07-05 19:54:12 +00:00
4628b8fdff
Move UserIdentifier up to GameManager where it can be used by other services. Revamped the way the GameCookieManager does its business.
Michael Bayne
2007-07-05 19:50:33 +00:00
63adadcd24
Third time's a charm.
Par Winzell
2007-07-05 16:01:07 +00:00
84300e0576
This would be easier if I had Yohoho checked out.
Par Winzell
2007-07-05 15:51:55 +00:00
bebdd273cd
Don't compile parlor/ratings if we don't use Depot.
Par Winzell
2007-07-05 15:39:20 +00:00
a3d1d0b7cb
First draft of rating support in Vilya. The algorithm implementation was stolen from Bang and mutated. This implementation assumes that the subclasser can always map Name to an integer user identifier. If this is not the case we'll need to do something tricky with subclassed generic RatingRecords or whatever.
Par Winzell
2007-07-05 15:06:49 +00:00
1a21229cd4
Remove the cookie when the player leaves the room, not necessarily when their 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.
Michael Bayne
2007-07-03 02:10:20 +00:00
b7e78fa8ac
Allow the GameCookieManager to be initialized for local operation using Java's preferences system to store cookies so that cookies will work in the standalone test environment.
Michael Bayne
2007-07-02 20:39:41 +00:00
eb153ea11f
Vilya will be harnessing the awesome power of Depot now, so let's bring in the genrecord task.
Par Winzell
2007-07-02 18:30:00 +00:00
b19e96796c
Check autoReady_v1 in a backwards compatible way (old games won't have set it at all).
Michael Bayne
2007-06-28 07:02:47 +00:00
33fbff4aba
getPresentPlayer() fails after the game is ended because _playerOids is cleared out. Use the caller's name instead.
Michael Bayne
2007-06-28 06:37:17 +00:00
b7f32ddd96
computeEnteringLocation's signature changed back in r322. Fixed this up to match, and threw in a bunch of @Overrides so that we won't get bitten by that again in this particular file.
Dave Hoover
2007-06-27 22:26:06 +00:00
43d53e73a8
Fix booches.
Michael Bayne
2007-06-27 22:06:23 +00:00
ebdf4f8fe2
Allow the border to be turned off entirely.
Michael Bayne
2007-06-27 22:05:44 +00:00
ae4596def5
Bag out if we get a progress event from a non-player as we'll just blow up on an ArrayIndexOutOfBoundsException a second later anyways.
Dave Hoover
2007-06-27 21:18:19 +00:00
f85958032f
Move the check for events for a non-puzzler after the checks 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.
Dave Hoover
2007-06-27 00:27:00 +00:00
6b1066169f
Tabs -> spaces
Dave Hoover
2007-06-26 00:07:57 +00:00
1c92282772
Freak not out if someone adds a click handler to something and removes said thing from the stage in their click handler.
Michael Bayne
2007-06-25 23:57:19 +00:00
338e9e789b
gameDidEnd(): Clear out _playerOids when a game ends so that all players must re-call playerReady() to restart the game.
Michael Bayne
2007-06-25 20:38:45 +00:00
b87eacd9d6
Allow a game to delay its start until all of its players are actually ready 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.
Michael Bayne
2007-06-25 20:36:16 +00:00
15bbb435c7
Grab our starting location from the scene when we switch scenes so that getIntendedLocation() will return a valid value even before we've moved somewhere in our new scene.
Michael Bayne
2007-06-23 02:08:03 +00:00
d895c99484
Widening.
Michael Bayne
2007-06-23 02:00:20 +00:00
b452746dc2
Must've been my cracksmoking. (int)-1 == (short)-1.
Michael Bayne
2007-06-22 23:48:18 +00:00
e1ca37cb16
(int)-1 != (short)-1. Yay for automatic integer type widening.
Michael Bayne
2007-06-22 23:03:13 +00:00
af9a9b4895
Use the right portal id.
Michael Bayne
2007-06-22 22:08:41 +00:00
fbfed05247
One more bit.
Michael Bayne
2007-06-22 22:01:50 +00:00
fe2fc21830
Widened, modified traversePortal() so that the entire portal being traversed is kept around and passed to mapEnteringBody() so that in Whirled instead of having a portal map to a destination portal we can simply have the source portal contain the location in the destination scene at which the arriver is to be mapped.
Michael Bayne
2007-06-22 21:59:04 +00:00
114fc2f0e7
Widening.
Michael Bayne
2007-06-22 01:00:23 +00:00
a22a6e5551
Ensure we've registered our receiver before we call our superclass's function, since this queues up a playerReady and it's important that our addToReceivers event is queued up before that so the game doesn't start before we're ready to go.
Mike Thomas
2007-06-21 00:10:25 +00:00
3e56079a1a
Use GameDefinition.controller if it is configured.
Michael Bayne
2007-06-18 19:59:57 +00:00
bdef34eb69
Exposed a method to allow users to batch property set requests into a dobj transaction. Thanks to mdb for the idea of accepting a function to run for the batch, rather than exposing startTransaction() and commitTransaction() directly.
Ray Greenwell
2007-06-18 19:33:02 +00:00
4af30e853e
Actually do keyword substitution on those freshly headered files.
Dave Hoover
2007-06-14 18:20:31 +00:00
e4240b1b08
Let the method fetching the container set its style and width.
Nathan Curtis
2007-06-14 18:02:33 +00:00
c47d1a7c5a
Header fixy.
Michael Bayne
2007-06-14 17:41:07 +00:00
e7c10e2a98
It sucks that we have so many old things that use -1 to mean "no value". I'm going to assume that this one is ok to change to 0, because that's what a body's sceneId is going to be before they're ever placed in a scene. (Which is why 0 is a much better default value.)
Ray Greenwell
2007-06-12 23:42:47 +00:00
5f04c759c7
private -> watchable. Defaults to watchable. The table config itself is left alone, and retains the concept of private, rather than watchable.
Nathan Curtis
2007-06-06 18:25:37 +00:00
fb24ff77cc
T time!
Ray Greenwell
2007-06-05 04:00:12 +00:00
e066a12dee
Actually, let's make that take a prefix argument, and only return properties that begin with that prefix.
Ray Greenwell
2007-06-05 03:48:15 +00:00
13fdafe0e5
Unneeded import.
Ray Greenwell
2007-06-05 03:45:48 +00:00
f85af6ffab
Added getPropertyNames(), which used to be unnecessary because you could get the data Object (actually a proxy to it) and do a for or for-each on that, but we removed that when we made 3 different kinds of sets.
Ray Greenwell
2007-06-05 03:44:47 +00:00
c491a2db1d
Fix the docs links.
Jonathan Le Plastrier
2007-05-30 22:27:31 +00:00
8c9a558932
Have GameDefinition include all the classes it will naturally require.
Michael Bayne
2007-05-28 17:13:20 +00:00
93a049a986
Let's have our dictionaries gzipped.
Michael Bayne
2007-05-28 01:53:55 +00:00
211e161604
Load our word lists from the classpath.
Michael Bayne
2007-05-24 00:26:29 +00:00
bf47702336
Some DictionaryManager cleanups. It was doing everything on the invoker thread when it should have been communicating results back on the dobj thread. I don't particularly like the singleton usage here as one has to just "know" that a server that uses EZGame services must call DictionaryManager.init() whereas all of our other server services are initialized in a FooServer class that corresponds with the group of services in question. Really we should use the same FooContext system that we use on the client to allow services to be properly mixed and matched.
Michael Bayne
2007-05-24 00:13:51 +00:00
c4fbf34f44
We need to sort card sprites using a comparator if we want to sort them not based on render order as we use render order. Also some widening.
Michael Bayne
2007-05-15 18:03:54 +00:00
84080ecb61
Naturally order card sprites by their card values.
Michael Bayne
2007-05-15 17:55:33 +00:00
8bcc05be89
EZGameConfig can create its controller from the classname provided in the game definition as a sensible default behavior.
Michael Bayne
2007-05-14 23:36:26 +00:00
2aa46a1572
Omit this class from 'genascript' generation, as the actionscript side does a special thing or two.
Ray Greenwell
2007-05-08 20:18:44 +00:00
cb24d4adfb
Bugfix: Return to decoding the data when we read it in, so that it's decoded for applyToObject().
Ray Greenwell
2007-05-08 17:41:22 +00:00
cc94dacfce
Vilya has a straggler as well.
Michael Bayne
2007-05-07 19:58:14 +00:00
69dd4a27d1
Instrument!
Michael Bayne
2007-05-07 19:50:29 +00:00
87fe737eef
Need to wrap this feller too.
Michael Bayne
2007-05-03 22:57:10 +00:00
a9aab4b39a
added helpful comment so I don't make the same mistake again in the future
Nathan Curtis
2007-05-03 20:42:35 +00:00
dd5993402a
Don't fringe test tiles in the editor.
Mike Thomas
2007-05-03 18:22:03 +00:00
eac0b2a791
there is also no need to leave commented code in place
Nathan Curtis
2007-05-03 18:21:54 +00:00
3a1f70e5cc
there is no need to wrap this in an Integer... and apparently when pulling it out of the hashmap and casting it to a string we get [object Object] instead of what you would expect
Nathan Curtis
2007-05-03 18:20:47 +00:00
be68f9f7e0
Use an Integer here so that we play nicely with Java managers.
Michael Bayne
2007-05-03 00:17:38 +00:00
3fffe2e9b5
We need to use a non-negative tilsetID for the editor test tiles or things deep within the tile code will ignore us for base tiles. Since tileset IDs get cast to shorts in places for encoding into FQTileSetIds, the biggest we can use to try to not conflict is Short.MAX_VALUE.
Mike Thomas
2007-05-02 23:48:41 +00:00
df9b6c2657
PuzzleConfig was totally pointless and prevented Yohoho from having all of its game configs inherit from a single enhanced config. It also prevented the puzzle stuff from being used by ToyBox. It is now gone and Yohoho is even more broken, but the fixes are in progress.
Michael Bayne
2007-05-01 23:40:44 +00:00
7538ddcc7f
Hold on to your seats kids, it's another installment of "A Boy and His Blowtorch". Refactored GameConfig and the EZ game framework, cleaning up some old cruft from GameConfig (which will break other projects and which I'll fix ASAP) and moved the XML based configuration system from ToyBox into EZGame.
Michael Bayne
2007-05-01 22:26:25 +00:00
04dd58d759
I think these are pretty well tested.
Ray Greenwell
2007-05-01 02:27:06 +00:00
c98100eb8f
Fix artifact from a time when I was putting this into WhirledGames only.
Par Winzell
2007-04-27 23:35:03 +00:00
fd4b2183ef
Let EZGames listen for user chats and pass them on as events to the user code. I'm a little uncertain if we need to do things with e.g. the bundle in the chat message object?
Par Winzell
2007-04-27 23:32:43 +00:00
7c28390287
Allow GameManagers to trivially override the message displayed when someone's game ends.
Dave Hoover
2007-04-19 03:19:59 +00:00
b75acdf89e
- Expanded the user listener to listen for users to become disconnected 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()
Ray Greenwell
2007-04-17 00:26:10 +00:00
8f6be6a8a5
give those controls a bit more room
Nathan Curtis
2007-04-14 03:50:36 +00:00
74ffcaaf61
organize/style things better
Nathan Curtis
2007-04-11 22:12:24 +00:00
cccc3a308e
Fix the scene editor's test tile functionality - we need to place any loaded test tiles into the tile manager so they can show up in the actual scene.
Mike Thomas
2007-04-11 17:15:39 +00:00
a0850ca4e1
this can't possibly the be the "right way" to i18n actionscript stuff in vilya. Do we have a better way lined up for this?
Nathan Curtis
2007-04-10 21:00:27 +00:00
94384e8fc7
Don't note removed on empty slots.
Michael Bayne
2007-04-10 17:30:28 +00:00
d1672d7c79
Use notePlayerRemoved() so that we remove our object death listener appropriately.
Michael Bayne
2007-04-10 17:27:02 +00:00
97a8417d4e
Listen for object death on table participants when we're not in a place and can't rely on hearing that they left the place to clean up after them.
Michael Bayne
2007-04-10 17:05:48 +00:00