polled socket system. This much more cleanly and efficiently integrates peer
(and other server to server) connections into the normal server I/O framework
and should also eliminate for good the annoying server hangs that result when
our old blocking client I/O threads got their pants wedged.
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communicates that limit to the client which queues outgoing messages so that it
does not exceed the limit. When the throttle is changed, the server does not
apply the new throttle until the client has ACKed it to avoid edge cases where
the client is up against the limit when the throttle changes.
ActionScript side of all of this forthcoming as well as more testing.
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thing before committing instead of just going "oh yeah, I've been having this stuff
sitting around uncommitted for a while waiting on it to be blessed" and missing
out on things that'd changed in the meantime.
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that the LogoffRequest is sent to the server even if we have one or more
pending messages on the writer's queue at the time of logoff().
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generic array type handling and other niggling bits.
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allowing the use of annotations to customize transport for
DObject fields and service/receiver methods.
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the LogoffRequest being received by the server which resulted in the server
closing its end of the socket which resulted in the reader being woken up to
hear that its socket was closed and then it exited. We'll just have it exit
immediately. It's possible that messages in transit to the reader that would
have been read prior to full shutdown will now be dropped instead of delivered,
but the client has already requested to logoff, so they can't really care about
additional messages coming from the server.
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(which runs on the server) that we do in a normal client (which runs on a
user's computer). Eventually we'll make a custom Communicator for use on the
server that integrates with the ConnectionManager's polled socket I/O which
will be easier now that this bit of factoring has been done.
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