Signed-off-by: Ian Jackson <ijackson@chiark.greenend.org.uk>
_was_held: Option<PlayerId>)
-> UnpreparedUpdates { None }
+ /// Not called if the whole game is destroyed.
+ /// You can use Drop of course but it's not usually much use since
+ /// you don't have a reference to the game or anything.
fn delete_hook(&self, _p: &GPiece, _gs: &mut GameState)
-> ExecuteGameChangeUpdates {
ExecuteGameChangeUpdates{ pcs: vec![], log: vec![], raw: None }
};
let gref = InstanceRef(Arc::new(Mutex::new(cont)));
let mut g = gref.lock().unwrap();
+
+ // xxx add hook to let chess clock restart after reload
+
for (token, _) in &tokens_players {
g.tokens_players.tr.insert(RawToken(token.clone()));
}