process and keep that information around in case the server ever wants to know.
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There is already a ResultAdapter in util/ that adapts an
invocation service ResultListener into a com.samskivert.util.ResultListener.
Flash can't cope with two classes of the same name in the same library
module, so I named my adapter *Wrapper. For consistency it would be nice
if these were the same in ActionScript and Java, so maybe we'll end up
just renaming the one in util/.
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This is actually kind of sketchy, because the resolver can't depend on it
because there are methods to resolve a client object without having an
authenticated connection.
For now, I'll leave this in.
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pass the value of 'selected' (true or false) as the argument.
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looking for something assignable from Object (rather than the other
way around) when the argument was null.
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like Groovy and JRuby. Created a DynamicEventDispatcher that automatically maps
attribute, element and set events to methods. Say you have a field:
public DSet occupantInfo;
you can create a method in any class:
public void occupantInfoAdded (BodyObject source, OccupantInfo entry);
and then bind that class as a listener using the dynamic event dispatcher:
_myobj.addListener(new DynamicEventDispatcher(object));
I also created a nicer replacement for the MessageHandler system which is
clunky but still way simpler than using a full InvocationService. Basically we
dispatch MessageEvent as if it were a method call.
For example, in AtlantiManager I define:
public void placeTile (BodyObject placer, AtlantiTile tile)
which receives a request by a player to place a tile on their turn. Then in
AtlantiController, I simply call:
_atlobj.manager.invoke("placeTile", tile);
Of course, in JRuby and Groovy, that's going to look like:
_atlobj.manager.placeTile(tile);
which is all part of the fun.
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distributed objects by reflection since we don't allow clients to create
objects, furthermore we needn't do it asynchronously. The object creation
methods were moved into the server-side only interface and made "immediate", so
the caller creates a derived instance of DObject and registers it with the
system instead of creating it with a Subscriber callback.
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that we don't try to access array element .125 at runtime.
The designers of flash need to be suspended over a tank of sharks while
people try to write a program in actionscript to reel them in. I bet half
the time it compiles into something that just lets those ropes go.
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compiler never wanted to tell me about.
- I was trying to store read values into the streamer itself, referecing
it as "this[ii]". This turns out to be legal, even though the class is
sealed, because you can access public fields using the [] operator with
a string argument. At runtime, ii == 0, it got Stringdafied to "0" and
then a field called "0" was looked up on the class and oh no, it didn't
exist.
- Worse, I had a line that referenced "length" instead of "arr.length".
There is no length defined in the class, nor is there one in the superclass.
It turns out the base class Object has an undocumented constant called
length that seems to always be 0. Isn't that special?
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(And found a faster way to compare the classes of two objects.)
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The default behavior of an event is determined by the entity that calls
into the event dispatcher, so the solution was to unify the dispatch of
these events. Created a utility method in CommandEvent to do that, and
did some singlton-like hackery on the constructor to prevent folks from
thinking they can just dispatch these themselves and have it work correctly.
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to cast something, it's all OK. Luckily I spelled everything correctly,
but lets change it so that the compiler can help us check things.
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was passing in the args as the 'this').
I made the last checkin after compiling to make sure everything was right,
but I forget that compiling doesn't check much in actionscript.
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args from one varargs method to another, so that the varargs array from
the outer method is not packaged up as one arg to the inner method.
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