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Fixed bug that caused mark arrows to be rendered on Marker id not LegNumber
#bugs
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@@ -20,8 +20,6 @@ import seng302.gameServer.messages.MarkRoundingMessage;
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import seng302.gameServer.messages.MarkType;
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import seng302.gameServer.messages.Message;
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import seng302.gameServer.messages.RoundingBoatStatus;
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import seng302.gameServer.messages.XMLMessage;
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import seng302.gameServer.messages.XMLMessageSubType;
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import seng302.gameServer.messages.YachtEventCodeMessage;
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import seng302.model.GeoPoint;
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import seng302.model.Limit;
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@@ -31,11 +29,9 @@ import seng302.model.ServerYacht;
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import seng302.model.mark.CompoundMark;
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import seng302.model.mark.Mark;
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import seng302.model.mark.MarkOrder;
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import seng302.model.stream.xml.generator.RaceXMLTemplate;
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import seng302.model.token.Token;
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import seng302.model.token.TokenType;
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import seng302.utilities.GeoUtility;
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import seng302.utilities.XMLGenerator;
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import seng302.utilities.XMLParser;
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/**
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@@ -89,16 +85,6 @@ public class GameState implements Runnable {
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private static List<NewMessageListener> markListeners;
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private static Map<Player, String> playerStringMap = new HashMap<>();
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/*
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Ideally I would like to make this class an object instantiated by the server and given to
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it's created threads if necessary. Outside of that I think the dependencies on it
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(atm only Yacht & GameClient) can be removed from most other classes. The observable list of
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players could be pulled directly from the server by the GameClient since it instantiates it
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and it is reasonable for it to pull data. The current setup of publicly available statics is
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pretty meh IMO because anything can change it making it unreliable and like people did with
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the old ServerParser class everything that needs shared just gets thrown in the static
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collections and things become a real mess.
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*/
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public GameState(String hostIpAddress) {
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windDirection = 180d;
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