and manager will simply disappear at that point which means that the game
will be aborted if it hasn't yet been completed.
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notifications. If someone disconnects and comes back, we don't want to
restart the game when they show up and we determine that everyone is once
again available.
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already have that around in 99% of the cases that you're implementing
message handlers and you more likely have it casted to the type you're
interested in and don't get any use out of that extra argument and have to
import PlaceObject when you might not otherwise have had to.
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with distributed objects rather than having a single handleEvent() by
which all subscribers are forced to hear about all events. Now one
subscribes separately and then adds onesself as any of a few types of
listener once they have access to the subscribed object reference.
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across parlor.client, parlor.server and parlor.data.
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changed to Presents and Party changed to Crowd. Whee!
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things are set up properly when createPlaceView() is called.
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provide some of what we were going to provide with the Parlor services.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@403 542714f4-19e9-0310-aa3c-eee0fc999fb1
the game on the client side and have started to wire up the DObject stuff.
Whee!
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