actually reduce latency, but wouldn't it be cool if it did?
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No need to tell the server the callerOid, it already knows it.
This saves 4 bytes for every listener you pass into an invocation request.
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the server starts sending datagrams willy-nilly, it must wait for
a (reliable) go-ahead from the client. Otherwise, it's possible
that the server may be successfully receiving datagrams but not
sending them.
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datagrams were fragmented and reassembled at the network layer,
but apparently that's not something one can count on.
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sending it on the stream. However, also increase the maximum
datagram size.
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initiated by the client, but we always want to stop our ticking.
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polled socket system. This much more cleanly and efficiently integrates peer
(and other server to server) connections into the normal server I/O framework
and should also eliminate for good the annoying server hangs that result when
our old blocking client I/O threads got their pants wedged.
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second rate (10 messages per second), and to do the same 10x buffer on the
server that we were doing before so that we avoid disconnects due to network
congestion (which might "save up" some throttled messages and then end up
delivering them in a bunch with some later messages).
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communicates that limit to the client which queues outgoing messages so that it
does not exceed the limit. When the throttle is changed, the server does not
apply the new throttle until the client has ACKed it to avoid edge cases where
the client is up against the limit when the throttle changes.
ActionScript side of all of this forthcoming as well as more testing.
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thing before committing instead of just going "oh yeah, I've been having this stuff
sitting around uncommitted for a while waiting on it to be blessed" and missing
out on things that'd changed in the meantime.
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Note: this involves generated code from a samskivert patch I only just sent to mdb,
but he's in a meeting, so that won't show up for a little.
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importing receivers from their senders to satisfy their links.
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launcher which manages a lot of clients, but seems generally useful.
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that the LogoffRequest is sent to the server even if we have one or more
pending messages on the writer's queue at the time of logoff().
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fired in such rapid succession that we have not completed processing the first
call before the next one comes in. We could do the cumbersome thing and keep
track of an _isLoggingOff state but that is so inelegant that I can't bear to
do it. I'd rather just cope in the Presents code and put the onus on the caller
not to do wacky things like this.
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generic array type handling and other niggling bits.
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