distributed object space so that the unsubscribe from the remote server is
properly handled.
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encapsulate it into a mechanism that takes care of the trickiness for us.
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dangerous with two big inner helper classes. Added the nodeName to NodeObject
and some other handy methods.
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lose connection with a peer for any reason, it will notice that we're still
alive and reconnect.
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and the ProxySubscriber mechanism by which the server proxies for the client.
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another server. The PeerManager needs both to rewrite the oid of the events
before dispatching them and to assign an eventId to them so that they will not
be filtered by PresentsClient when deciding whether or not to send them along
to its client. Also fixed compound event dispatch in the process. Now proxy
subscribers will be notified once of a compound event rather than of each
individual internal event.
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been disconnected (in which case there may be conflicts in lock
ownership) or are connected asymmetrically (A is subscribed to B, B is
not yet subscribed to A).
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objects to non-modifiable, restrict client object subscriptions to the client
in question). Modified Peer code to not log a warning when a peer is not online
in an expected way (not listening for connections).
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peer sign-on to be the connecting server's node name.
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Take the lock immediately if there are no subscribers.
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notion of a global group (though we implicitly define one in InvocationCodes)
added a mechanism for directors (which generally handle the client side of
invocation services) to register their interest in bootstrap service groups so
that the whole goddamned complex business can happen magically behind the
scenes.
If you instantiate a director, it will automatically register interest in the
service group it needs and everything will work. If you don't use the director
code, you don't get the services and you can safely exclude all of that code
from your client even though the services are still in use on the server (and
presumably used by some other types of clients).
This is going to break all the builds, which I'll soon fix. Then I'll go write
all this in ActionScript. Yay!
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acquire and release locks, and to use handler objects to manage locks in
the process of resolution.
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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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inner bits are all clear and ready to try logging on to a new server. We
specifically wait to call clientLogonFailed() until after everything is
cleared, but I don't want to change the behavior of clientDidLogoff() for fear
that any one of the zillion directors depends on something being around during
that call.
Instead I added another callback clientDidClear() that is called when a
successful session is fulled cleared out (basically when we're not calling
clientLogonFailed()) so that entities that are waiting for a logoff to finish
so that they can logon somewhere else have a clean way of doing so.
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we can't rely on building a new client info at session end time because the
client's ClientObject will have been destroyed.
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construct that could be made to do what I want in a type safe manner. The
method returns Class<? extends NodeObject> which is correctly expresses the
valid types that can be returned.
However, I can't pass the capture <? extends NodeObject> (NodeObject extends
DObject) to a method that takes <T extends DObject>. I'm not entirely sure why
not, but I imagine it has something to do with the subtleties of type-erasure,
or maybe it's just a limitation of the inference that can be done by the
compiler. I don't know what type <? extends NodeObject> is considered to be, I
would have thought just NodeObject but apparently not.
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make connections to other servers in the cluster and can exchange events (in a
limited fashion).
This is different than Liz's project wherein servers share an oid space and one
can interchangably work with distributed objects from any server. This package
provides a means by which certain services (by default, presence and chat) can
be communicated between servers to allow communication between players
scattered around a bunch of otherwise independent server instances.
This is less general purpose but also less likely to encourage people to write
code that tightly couples multiple servers and then falls over because it
generates gobs of network traffic as events are flung willy nilly behind the
scenes.
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