available for use by derived classes, and because it's cleaner this way.
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observers can determine which fields have changed.
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react to player disconnection, idle (implementation still pending), and
reconnection appropriately. Added PlaceManager.bodyUpdated().
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they needed to and when all that was stripped away, they didn't really
need their own config files.
Now what little config they need is provided by the users of these basic
services so that said users can make their own decisions about where to
obtain configuration information.
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check; so we give them a callback for such contingencies.
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initialization process, whether or not it actually wants to be created,
and allow it to abort the whole deal if it doesn't.
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method invocation services and converted everything to the new style.
Could this be my biggest checkin ever?
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made our internal order be LRU so we blow users off the chatterlist
in a smart way.
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received whispers from, and make available an interface by which
objects can register their interest in this list.
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to the newly simplified ChatDisplay interface, which now has but one method.
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the various chat displays once we've ascertained success or failure.
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it from a call to getUnoccupiedLocation(). Anyone can move into the
location (regardless of who reserved it), but it won't be reported as
unoccupied until someone enters it and leaves from it once again.
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errors to report the "place" in which the error happen. The SceneManager
overrides this to include scene information. Scrupulous use will make log
messages much more scrutable.
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has gone by. This prevents us from getting shafted by double clicks.
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server; chat director no longer needs to wait until we're logged on to
register itself with the invocation director.
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building when the client logs off. Use an ObserverList. Expanded
imports.
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along with them rather than sticking a fork in the program.
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