client_plugin_logic_deb 1.8.394 → 1.8.396

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@@ -281,8 +281,8 @@
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  var WaitingForConnectionReason_getInstance = kotlin_io_raspberryapps_game_engine_core.$_$.g6;
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  var GameStoreContract = kotlin_io_raspberryapps_game_engine_engine.$_$.r8;
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  var NotValidateIfGameFinished = kotlin_io_raspberryapps_game_engine_core.$_$.l2;
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- var parseActionName = kotlin_io_raspberryapps_game_engine_core.$_$.k3;
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  var FirstMechanicAction = kotlin_io_raspberryapps_game_engine_engine.$_$.g6;
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+ var parseActionName = kotlin_io_raspberryapps_game_engine_core.$_$.k3;
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  var PlayerReturnsReason = kotlin_io_raspberryapps_game_engine_core.$_$.z1;
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  var ContinueGameMechanicAction = kotlin_io_raspberryapps_game_engine_engine.$_$.c6;
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  var GameEngineConfig_instance = kotlin_io_raspberryapps_game_engine_core.$_$.h6;
@@ -22523,9 +22523,9 @@
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  $this.ubl_1.w('OnlineGameMechanic', 'passWhenIsCreatedOrFinishing fail', new MechanicException('Current state: ' + gameLifecycleState.toString() + ', ' + toString(action)));
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  }
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  }
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- function OnlineGameMechanicImpl$mechanicActions$slambda(this$0, $actions, resultContinuation) {
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- this.dbm_1 = this$0;
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- this.ebm_1 = $actions;
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+ function OnlineGameMechanicImpl$mechanicActions$slambda($actions, this$0, resultContinuation) {
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+ this.dbm_1 = $actions;
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+ this.ebm_1 = this$0;
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  CoroutineImpl.call(this, resultContinuation);
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  }
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  protoOf(OnlineGameMechanicImpl$mechanicActions$slambda).bbg = function ($this$dispatchAsync, store, $completion) {
@@ -22545,42 +22545,22 @@
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  var tmp = this.r8_1;
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  if (tmp === 0) {
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  this.s8_1 = 1;
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- var this_0 = this.ebm_1;
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- var destination = ArrayList_init_$Create$(this_0.length);
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+ var indexedObject = this.dbm_1;
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  var inductionVariable = 0;
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- var last = this_0.length;
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+ var last = indexedObject.length;
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  while (inductionVariable < last) {
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- var item = this_0[inductionVariable];
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+ var element = indexedObject[inductionVariable];
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  inductionVariable = inductionVariable + 1 | 0;
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- destination.j(parseActionName(item));
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- }
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- this.dbm_1.ubl_1.d('OnlineGameMechanic', 'mechanicActions inside = ' + toString(destination) + ', state: ' + this.gbm_1.state.gameLifecycleState.toString());
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- var indexedObject = this.ebm_1;
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- var inductionVariable_0 = 0;
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- var last_0 = indexedObject.length;
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- while (inductionVariable_0 < last_0) {
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- var element = indexedObject[inductionVariable_0];
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- inductionVariable_0 = inductionVariable_0 + 1 | 0;
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  if (isInterface(element, FirstMechanicAction)) {
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- passWhenIsCreating(this.dbm_1, this.gbm_1, element);
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+ passWhenIsCreating(this.ebm_1, this.gbm_1, element);
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  } else {
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  if (isInterface(element, TerminatedAction)) {
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- passWhenIsCreatedOrFinishing(this.dbm_1, this.gbm_1, element);
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+ passWhenIsCreatedOrFinishing(this.ebm_1, this.gbm_1, element);
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  } else {
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- passWhenIsCreated(this.dbm_1, this.gbm_1, element);
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+ passWhenIsCreated(this.ebm_1, this.gbm_1, element);
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  }
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  }
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  }
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- var this_1 = this.ebm_1;
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- var destination_0 = ArrayList_init_$Create$(this_1.length);
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- var inductionVariable_1 = 0;
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- var last_1 = this_1.length;
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- while (inductionVariable_1 < last_1) {
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- var item_0 = this_1[inductionVariable_1];
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- inductionVariable_1 = inductionVariable_1 + 1 | 0;
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- destination_0.j(parseActionName(item_0));
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- }
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- this.dbm_1.ubl_1.d('OnlineGameMechanic', 'mechanicActions after = ' + toString(destination_0) + ', state: ' + this.dbm_1.gameLifecycleState.toString());
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  return Unit_instance;
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  } else if (tmp === 1) {
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  throw this.u8_1;
@@ -22597,8 +22577,8 @@
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  i.gbm_1 = store;
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  return i;
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  };
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- function OnlineGameMechanicImpl$mechanicActions$slambda_0(this$0, $actions, resultContinuation) {
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- var i = new OnlineGameMechanicImpl$mechanicActions$slambda(this$0, $actions, resultContinuation);
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+ function OnlineGameMechanicImpl$mechanicActions$slambda_0($actions, this$0, resultContinuation) {
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+ var i = new OnlineGameMechanicImpl$mechanicActions$slambda($actions, this$0, resultContinuation);
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  var l = function ($this$dispatchAsync, store, $completion) {
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  return i.bbg($this$dispatchAsync, store, $completion);
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  };
@@ -22630,7 +22610,7 @@
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  destination.j(tmp$ret$0);
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  }
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  this.ubl_1.d('OnlineGameMechanic', 'mechanicActions = ' + toString(destination) + ', state: ' + this.lb0_1.i6f().gameLifecycleState.toString());
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- this.lb0_1.x6x(OnlineGameMechanicImpl$mechanicActions$slambda_0(this, actions, null));
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+ this.lb0_1.x6x(OnlineGameMechanicImpl$mechanicActions$slambda_0(actions, this, null));
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  };
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  function SingleGameMechanic$continueSavedGame$slambda($state, $users, $config, resultContinuation) {
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  this.pbm_1 = $state;