Commit Graph

  • 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
  • 5116ab7089 Widened, nixed unneeded "throws SQLException". Michael Bayne 2007-06-15 02:01:08 +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