messages they must be handled by the relay in order. So modify linux
client to build a single packet of all messages sent instead of
letting rq sent each on a separate socket. The relay would give the
sockets to different threads and sometimes the wrong one won. Will
need to make sure the android code's doing the same thing (it appears
to be), or perhaps make the coalescing code common so I only debug it
once.
to query model for values. Now everybody else queries new model API
rather than client via util_getSquareBonus(), model uses its internal
values if present otherwise falls back to util_getSquareBonus(), and
internalizes the array as part of the game. Now it should be easier
to have different bonus patterns and to have them exchanged as part of
network game init.
MAX_COLS was larger than 16. In order that old-style messages on
relay be readable by new-style code on device, modified server.c's
protocol to include stream version. But: unless I come up with a
better way of doing this all devices will have to be upgraded at the
same time: old won't be able to read the new format as it's done here.
to enable it for a game yet). In common code, break pick tile utils
method in two, one for blank and the other for tray tiles. In java,
implement dialog for picking the tiles. Works, though is a bit clumsy
to have the dialog come and go after every pick. Better would be a
dialog that stays up and accumulates picks -- but it'd have to know to
reduce the set of tile choices as letters are chosen. This'll do for
now.
forward only) but disabled at compile time. Idea's to have a dict
browser. There was some simple refactoring in common code Android
uses, and that tests fine.
played that include that tile and pass to new util_cellSquareHeld()
method. In java implementation of that method, use existing lookup
activity code to display list of words. Enabled on the C side by a
compile-time flag in case it has problems. Right now the time spent
saving a game before launching the lookup activity, and reloading it
after, is pretty apparent, but that's in emulator which is slow.
I had to pass the score into draw_trayBegin since
draw_drawPendingScore() isn't called until the first tile's placed.
Note: as long as I'm messinng with this menuitem it should be disabled
when it's not the player's turn.