required some serious bending and folding of the generic type system, but for
the most part we managed to avoid any mutilating. The gendobj task now
generates properly typed "addToXXX" and "updateXXX" DSet methods based on the
parameterized type of the DSet. This might cause unrecompiled code to break,
but I don't think there are many cases in the base toolkit where people call
DSet adders or updaters. We'll see and I'll add backwards compatibility
versions for cases where we need them to support GG games (everything else we
can just recompile).
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resolution fails for whatever reason and we will properly track our pending
resolutions (not leaving them dangling if resolution failed) and do so more
elegantly (by simply acting as a ClientResolutionObserver ourselves).
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make connections to other servers in the cluster and can exchange events (in a
limited fashion).
This is different than Liz's project wherein servers share an oid space and one
can interchangably work with distributed objects from any server. This package
provides a means by which certain services (by default, presence and chat) can
be communicated between servers to allow communication between players
scattered around a bunch of otherwise independent server instances.
This is less general purpose but also less likely to encourage people to write
code that tightly couples multiple servers and then falls over because it
generates gobs of network traffic as events are flung willy nilly behind the
scenes.
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asynchronous exception, so we can't use it or badness will ensue.
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inheriting a socket channel inetd style. It doesn't actually work for annoying
reasons, but I figured I'd get the code in there and the type safety fixes and
maybe Sun will fix their stupid bug at some point (I should create a test case
and actually submit a bug report...).
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Only reset our accumulating counters for the periodic reports.
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Turned off the very verbose unit profiles as we don't currently use them. Wired
up SIGUSR1 to dump a report to the log.
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on multiple ports, falling back from one to the next as appropriate.
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These are the preferred way to get instances of Boolean, Byte,
Short, Character, Integer, Long, Float, and Double object.
It's always made sense for Boolean objects, and with 1.5 these factory
methods were blessed as the proper way to get instances unless one
absolutely needed a distinct object.
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AuthingConnection is replaced by a RunningConnection we need to transfer
over any associated overflow queue to the new connection object.
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a year since the refactor that inspired leaving this logging in.
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really ignored, but just never got responded to due to a bigger problem.
(The bigger problems are already logged.)
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Have invocation marshallers track whether someone ever ended up responding
to the client: if they get garbage collected without ever doing so
(and they're not the base class InvocationMarshaller, which can only report
errors), log an informative error message.
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a round trip to the database after a user has changed user objects:
the ClientResolutionListener will get a ResultListener that it should
call when its all done.
Hopefully this doesn't break anything in bang or gardens...
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NoSuchMethodError) sticks a fork in the event dispatcher thread?
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to using the class name but get the appropriate class in the case of
RunQueue queued intervals.
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of codes. Currently the unit dump that is done once every 15 minutes is
chock-full of one-off units. Let us report the short class name of
the dispatcher, rather than the code with which an instance is registered.
Also: Thou shalt always iterate over the entrySet of a Map if thou planneth
to utilize both the key and the value.
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object that can be (and is) provided to external callers.
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longer know about, request that it be given the boot when it rears its
ugly head.
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presents level as it is of interest in pretty much any system. This allows
us to do away with one of the time stamps as well.
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