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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.UserList
DataRecord
LibMisc.stringify(StackTraceElement[])
instead
LibMisc.stringify(Throwable)
instead
StringRecord
sPlebeian
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