milliseconds. I want to know what in the fuck those were.
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services that registered (ignoring unregisters) but I can't get it to
cough up the problem on my machine, so it's a little hard to test. If you
fine cvs readers want to take a peek that would be great. Hurray for
debug code.
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post events to an object that is already destroyed, we'll allow
transactions to be started on non-active objects and we'll just log a
warning when the transaction is finally committed like we do for all other
events on non-active objects.
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space, it ends up considering up to 10,000 nodes with a max path length of
50 which causes the client to hang for like 5 seconds. Not so good. With a
max path length of 20, that comes down to about 1,300 nodes which ends up
being non-linearly faster.
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client is disconnected, unsubscribe immediately. We normally unsubscribe
when the client loses its connection but it's possible for a subscription
request to come in and the client to lose connection before we can
communicate the object available response.
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configurations. We'll specify these in the top-level ant invocation and it
can filter down for the whole build.
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erroneously decide that we have stale subscriptions around, and log stale
subscriptions if we do end up clearing them.
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pirate selection and the time we manage to load up their pirate.
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creates an Object[] as well. Now we cache the Field instances and look
them up ourselves which will likely be much more efficient at only a small
additional memory cost.
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server and added more sanity checking to handleJoinCluster().
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what we said to the teller so that we remember that we have the
auto-response active.
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method of the chat director prior to sending cluster chat.
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by returning null instead of a filtered version.
- Changed the MuteDirector to implement ChatFilter.
- ChatDirector no longer needs a reference to the MuteDirector because
the outgoing mute-checking is now handled by the standard filtering code.
- Fixed a bug introduced by Walter back in December that caused the
MuteDirector to be _removed_ as a validator the first time you try to
/tell to a player that you've muted. How we never detected this, I'll
stay awake at night wondering...
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every time a particular person hears another person say something.
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they leave our scene. Somehow we're not properly catching cluster
departures in some circumstances.
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through some well-timed disconnection early in the initialization phase),
we should consider it idle because then we'll catch it on the next tick
and flush it whereas otherwise it would just sit around forever until
someone logged in from that IP again.
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