Sounds like a regression bug then, since this wasn't how it behaved
last time I tried using submitDelta().

The way I got it to work for my code wasn't just that I condensed the
data update into a single value, it was that this allowed me to call
submitValue() instead of submitDelta().

Sounds like a pretty ugly bug.  Maybe you can do something similar as
a workaround for now?

Best,
--Justin

On Jan 15, 8:23 pm, HaiColon <[email protected]> wrote:
> I'm actually submitting four things with each call to submitDelta(),
> but I only get two callbacks instead of four so this can't be directly
> related. But it's interesting to see that combining two values into
> one worked for you, hopefully this additional info will help the Wave
> team to find the bug.
>
> Here's the link to the bug report I filed if anyone wants to track 
> it:http://code.google.com/p/google-wave-resources/issues/detail?id=623
>
> The bug report also links to this thread for additional information.
>
> On Jan 16, 1:25 am, jhouk <[email protected]> wrote:
>
> > Hi Chris,
>
> > I don't suppose the delta that you're submitting is two values?  I
> > found to my surprise when working with submitDelta for the first time
> > that my gadget got a callback from Wave for each value submitted in
> > the delta, instead of the entire delta object getting passed back to
> > the gadget in a single callback.
>
> > Since the data I was submitting in my case was tightly coupled, I
> > combined the data into a single JSON string value and submitted it in
> > a single submitValue() call instead and it worked great.
>
> > Hope this helps,
> > --Justin
>
> > On Jan 14, 10:02 am, HaiColon <[email protected]> wrote:
>
> > > I'm currently writing a multiplayer Match 3 style game for Google Wave
> > > (Match 3 = If three or more blocks/gems/whatever of the same color are
> > > aligned horizontally or vertically, those blocks are destroyed, giving
> > > you points. The blocks above the destroyed blocks fall down and the
> > > now empty space at the top is filled with new random blocks, giving
> > > the illusion of an endless supply of new blocks falling down. A game
> > > move can swap one block with another one that has to be 1 block to the
> > > left, the right, up, or down of it and the move has to cause the
> > > destroying of blocks or the move is invalid).
>
> > > With every move made I do a submitDelta, submitting the game move.
> > > What's happening now is that first, Wave sends the last state that was
> > > sent through a prior call to submitDelta() (the game move before this
> > > one) and then it sents the new state that was submitted with
> > > submitDelta() just now, thus sending every submitDelta() twice. I
> > > verified with wave.log() that my code only sends one update so I'm
> > > 99.9% sure that it's not a bug in my code.
>
> > > Is this the intended behavior, or a bug? And if it's intended, why is
> > > that so? :) I can't really think of any reason why this would be
> > > intended behavior but I may well be wrong.
>
> > > To circumvent this behavior, I added a timestamp to every submitDelta
> > > () call and my code checks the timestamp and doesn't apply the changes
> > > it receives if it already received a state change with this timestamp.
> > > This seems to be working fine. Here's a video I made just now of the
> > > game in action with this workaround 
> > > applied:http://www.youtube.com/watch?v=bdrBIW50N4k
>
> > > Also, could someone shed a bit of light onto how Gadget state works
> > > exactly? From looking at the debug log in Wave, it seems that with
> > > every submitDelta, everything you ever stored in the gadget state is
> > > sent over the network, instead of just the parts you just submitted
> > > with submitDelta. Is this true? For my game this is a bit overkill. I
> > > have to store a few hundred (maybe thousand) pre-generated random
> > > colors for new blocks (those that replace destroyed blocks) so that
> > > every Wave user of the gadget sees the same new blocks in his Wave
> > > client when blocks are destroyed after a game move. I only need this
> > > list of colors transferred once every time you open the wave that
> > > contains the gadget, so sending it only once would suffice. It does
> > > look like Wave sends this list of random colors with every game move
> > > though, even if I don't access it with wave.gadgetState().get
> > > ("randomColors"). I hope I'm wrong about this ^^
>
> > > Thanks in advance for any information about this.
>
> > > Cheers,
> > > Chris
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