you should always listen for the result! Otherwise, you are likely doing
something wrong. Listen for the result, or change the service to not report
a result if it's irrelevant.
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and clear out our socket. The DID_LOGOFF notification is sent out to the client
after we've sent our LOGOFF request to the server, so we need to be sure that
no other messages go to the server after the LOGOFF request otherwise we risk
the server generating spurious warnings (like it does currently in the
thousands daily).
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services that require the use of an otherwise unreferenced class or symbol take
care of referencing that class or symbol themselves, so that if you use
LocationDirector, say, all the needed classes are properly included.
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to write everything in two languages, and now have to take special care that
things written in one of those languages works properly in a wholly separate
and somewhat limited deployment environment. Ah such sweet forgetting.
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(I just noticed marshallers are importing themselves but the flash compiler
doesn't seem to mind, so committing now)
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and instead my checkin message got mangled.
*clearing throat*
..So our old way of doing things was pointlessly waiting a frame to handle
network events.
We also ran object subscribe/unsubscribe requests through the same queue,
and now those are processed immediately. Everything seems ok, but let's
keep an eye out.
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This was residual from the initial conversion from Java, but I don't think
it's very necessary on the flash side, and Zell is working to decouple
the presents layer from flash-player specific classes and events like
ENTER_FRAME.
So now we just process everything immediately.
I did some tests, it seems that the flash player dispatches ENTER_FRAME,
then it dispatches any network events, then the frame is rendered.
So our old way of doing things was pointlessly
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AnimationManager and that I saw in use in Tweener: just
listen for ENTER_FRAME on some random sprite.
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did logoff between a real logoff and a server switch.
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Putting you at the top level screws up use of another Log class.
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that EZGame can batch up state change requests which are all invocation service
requests.
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them to a single number becomes inconvenient for values larger than an single int, and tricky
when the value is negative (i.e. in two's complement split into two words, with sign bit only
in the high int).
Instead of splitting a long into two ints, we store it internally as a byte array that corresponds
exactly to Java's serialized version (sequence of eight bytes, high byte first), and we provide
accessors to convert to and from Actionscript numbers. This makes Java Long values readable in
Actionscript, and vice versa.
Unfortunately, Actionscript does not have a native 64-bit integer - the closest equivalent is the
Number class. Since this is a double float with a 52-bit mantissa, very large long values will
suffer precision loss during conversion.
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logging on the console so let's not be uninformatively verbose.
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be extended to contain the sceneId by Whirled (Vilya's Whirled, though also
Whirled Whirled by extension) so that we don't end up with problems where
BodyObject.location changes but BodyObject.sceneId remains stale. This won't
impact Yohoho because the Yohoho client is always in a scene, it uses a
separate mechanism to track games, whereas Whirled's natural usage is to move
between scenes and non-scenes.
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our code generation stuff is not the ultra-sophisticated, but we'll cope.
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everything in two languages. Especially when one doesn't support inner classes
and has non-C syntax just to make life easier for parser writers.
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