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GameEvent.rooms) scoreWatchRooms (GameEvent)
AbstractUser.acceptMessage(String, String, String)
instead.
ServerThread.sendBadPassword(Zone, User, String)
ServerThread.sendFutureDatagrams()
ServerThread.sendErrorReply(String, String, JSONObject, User, int)
ServerThread.sendNoSuchUser(String,String,String)
AbstractUser.sendOops()
User.acceptPublicMessage(AbstractUser, String)
ServerThread.sendResponse(JSONObject, int, boolean)
ServerThread.sendResponse(JSONObject,int,boolean)
directly with the room ID and the “remote” boolean
flag probably as “true”
User.sendResponse(JSONObject)
ServerThread.sendResponse(JSONObject, Integer)
AbstractUser.acceptSuccessReply(String, JSONObject, Room)
directly
ServerThread.sendSuccessReply(String,JSONObject,AbstractUser,int)
instead
ServerThread.sendRoomPartedBy(Room, AbstractUser)
WebSocketProcessor to be
happy.
Setter annotations and such)
PaymentCredential.setCardCode(BigDecimal)
InventoryItem.setColour(List) or
InventoryItem.setColour(int, Colour)
InventoryItem.setColour(List) or
InventoryItem.setColour(int, Colour)
Quaestor.getDefault() is
called.
ItemEffects class type ID pointer (via ItemEffectsType table indirection) for this item type.
SimpleDataRecord.changed()
Room.putHere(AbstractUser, Coord3D) to position a
player
User.setLoggedIn(String, String) — less
ambiguous/misleading name
UserHouse.setLotID(int)
AbstractUser.getTravelStart() because that value is
updated over time, this value is when they actually started
moving along the path altogether
DataRecord required to be called by a RecordLoader
object.InventoryItemType of this item
SpyUI.showSaidMessage(String, String, String)
instead
DataRecordSet which is hoped to be sufficient for most
purposes.UserListDataRecordLibMisc.stringify(StackTraceElement[])
instead
LibMisc.stringify(Throwable) instead
StringRecordsPlebeian
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