Let's just institutionalize the use of a separate thread for authentication
because we want to follow that pattern in all of our games. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@5169 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -58,7 +58,7 @@ public class PresentsServer
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{
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@Override protected void configure () {
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bind(Invoker.class).annotatedWith(MainInvoker.class).to(PresentsInvoker.class);
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bind(Invoker.class).annotatedWith(AuthInvoker.class).to(PresentsInvoker.class);
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bind(Invoker.class).annotatedWith(AuthInvoker.class).to(PresentsAuthInvoker.class);
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bind(RunQueue.class).annotatedWith(EventQueue.class).to(PresentsDObjectMgr.class);
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bind(DObjectManager.class).to(PresentsDObjectMgr.class);
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bind(RootDObjectManager.class).to(PresentsDObjectMgr.class);
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@@ -146,8 +146,9 @@ public class PresentsServer
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// configure the dobject manager with our access controller
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_omgr.setDefaultAccessController(createDefaultObjectAccessController());
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// start the main invoker thread
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// start the main and auth invoker threads
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_invoker.start();
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_authInvoker.start();
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// configure our connection manager
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_conmgr.init(getListenPorts(), getDatagramPorts());
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@@ -229,4 +230,7 @@ public class PresentsServer
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/** Used to invoke background tasks that should not be allowed to tie up the distributed object
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* manager thread (generally talking to databases and other relatively slow entities). */
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@Inject @MainInvoker protected Invoker _invoker;
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/** Used to invoke authentication tasks. */
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@Inject @AuthInvoker protected Invoker _authInvoker;
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}
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