packages. These contain all the message codes as well as error response
codes that are used by a particular invocation service.
Also changed client.LocationManager to client.LocationDirector and
chat.ChatManager to chat.ChatDirector to go along with the new philosophy
of naming the client-side managing entity for an invocation service a
director.
Also elimitated cocktail.util.Codes since it's no longer used as a central
repository for codes (instead they are in InvocationCodes and its
derivatives).
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Modified sprite and path code to make use of these timestamps to determine
a sprite's progress along the path. Abstracted the path stuff so that
paths other than line segment paths can be cleanly implemented.
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without having to create a selected icon. Changed editor and scene
map panel toolbars to make use of SelectableButton.
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Standardized config key member data names to match those used in the
cocktail code.
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associated with the animated view's component so that the refresh
interval can be registered and unregistered based on component
visibility.
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animated view, but to combine those so that the animated view provides the
necessary means by which to invalidate and paint. Now the SceneViewPanel
rather than the SceneView is what the animation manager talks to. It then
passes the necessary information on to the SceneView.
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interface. Initial version of AStarPathUtil and hooked it in to
SceneView.getPath(). Not yet tested.
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we're eliminating the concept entirely from the MISO runtime stuff and
having the editor and viewer just talk directly to the XML file scene
repository.
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applications really need to deal directly with the scene repository. The
display part of the MISO code doesn't need a scene manager, per se,
because it is simply told to visualize a particular scene and scene
management happens entirely externally. This is in preparation for making
the MISO code work and place nicely with the Whirled code.
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and sprite stuff by added some interfaces in the sprite stuff and
implementing them with the miso stuff.
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work now. Scene activation is implemented. Some tests are written.
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other versions of these scripts or enhance this one to allow selection of
client and server with a flag.
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delivering their own responses. They now have all the information
necessary to do so which means that they can delay the delivery of a
response until some other asynchronous event has taken place (like a
database load completing). Prior to this, they were required to complete
their service immediately and return the response back to the invocation
manager.
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dispatch. Added code to abort object added events that are trying to add a
non-existent object to an oid list. Wrote test driver for this and
duplicate object add request handling.
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server; added an easy mechanism to write test modules and invoke them on
the server.
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test server to make some testing easier; various other cleanups.
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actual animation so that animating components can call
AnimationManager.start() when they know they're fully laid out and
ready to be regularly re-painted. Return desired dimensions based on
requested scene bounds in SceneViewPanel.
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invocation request id to the invocation requester and then also to pass it
along when delivering the invocation response.
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