and refuse subscriptions to invalid oids (it's not out of the realm of
possibility that the clients were somehow subscribing to oid 0 and funny
things were happening).
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never started and the server eventually gave me the boot."
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programmatically or it will be assumed to be the same as the normal
resource URL.
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by making these transient we can hopefully debug it more effectively if it
happens in the future.
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the reporting interval. Now we can see if we're leaking intervals (which
would be double plus ungood).
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because odd things frequently happen if a player somehow double clicks or
in some other way queues up a change scene then a change loc from the
previous scene.
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around in there for other reasons. We also avoid looking up the entry in
the jar file every time it is requested.
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successfully unpacked its jar file so that we can report bundle download
borkage and retry in the face of potentially transient fuckolas.
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problem with not being able to rename some, but not all, of the old jar
files prior to patching them.
Also, took out the assume v0.22 hack as we should be good to go on that
front by the next release, the stragglers will just have to download a
full update (which is safer anyway).
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frame tick interval 10ms on Windows because any non-multiple of 10 causes
the big fat fuckola in the form of heinously accelerated clock drift.
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seconds to pass in between ping/pong latency samples. Additionally, we
resync the clock every 10 minutes.
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and dobj thread until they're both empty (or it has been passed 50 times)
and then shuts the threads down.
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the JNLP versioned resource protocol so that it can download jardiffs
instead of whole new jar files when a resource bundle is updated.
Unversioned http downloads (which we'll probably continue to use for the
dynamically generated island bundles) are currently not working.
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SystemMediaTimer is make time stop while we're in the past, whereas in the
FrameManager we can just note that strangeness is afoot and keep on
tickin'.
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