scene that may partition two items, and to address the lack of a proper
total ordering of dirty items in the non-partitioned comparison case.
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the scene registry automatically register the scene provider when it is
constructed.
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SceneDirector which, without multiple inheritance, would make it
impossible to use both in a single client. Of course, we need to use both
in Yohoho!
So I refactored the whole enchilada to delegate rather than extend, which
blows because various methods must now be made public and a particular
failure case for the moveTo request now requires that a special failure
handler interface be made available so that LocationDirector "extensions"
can inject themselves into the failure handling process.
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SpotSceneManager now actually does the proper assignment in
populateOccupantInfo and it does so having been warned that a body is
entering via a particular location by the SpotProvider when it processes a
traversePortal request. If the user enters a scene via some other
mechanism (like a zoned moveTo request), they will be assigned to the
default entrance for the scene, which is what we want. We also avoid the
extra occupant update that was necessary with the previous method. Yay!
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tracking and reporting locations of bodies within a scene and handling
chatting between users in a cluster. Other minor cleanups.
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somehow borks the zip decompressor and all hell breaks loose. What a PITA.
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and could just fold in a Stringable class instead of rewriting the same
code thousands of times. Three cheers for code reuse!
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classloading is attempting at construct time. So we do so by disabling
disk caching which will hopefully allow ImageIO stuff to work in the
applet.
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associated with failure to make use of the ImageIOLoader.
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model as we'll be having scene names in the runtime system.
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placement. Went back to not allowing the player to be killed by shaft
pieces. Initial work on improved keyboard input.
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our libraries depend. We're using external libraries that are too bleeding
edge to simply have people install the publicly available versions.
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can't load the ImageIO classes. This unfortunately means that we're back
to passing a Component instance to the ImageManager at construct time.
Whee!
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it's the one that knows which location ids are in use.
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