invocation request. This will allow more complicated services to be built
atop the same location management system provided by the Party services.
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delivering their own responses. They now have all the information
necessary to do so which means that they can delay the delivery of a
response until some other asynchronous event has taken place (like a
database load completing). Prior to this, they were required to complete
their service immediately and return the response back to the invocation
manager.
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Location objects and needn't muck about with full coordinates.
Beginning work on exit placement.
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dispatch. Added code to abort object added events that are trying to add a
non-existent object to an oid list. Wrote test driver for this and
duplicate object add request handling.
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character data is read since character data may come in chunks.
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server; added an easy mechanism to write test modules and invoke them on
the server.
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subscriptions and clear them out when the client disconnects.
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test server to make some testing easier; various other cleanups.
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actual animation so that animating components can call
AnimationManager.start() when they know they're fully laid out and
ready to be regularly re-painted. Return desired dimensions based on
requested scene bounds in SceneViewPanel.
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session resumption because the client is not subscribed to the client
object at that time. This way is cleaner anyway.
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invocation request id to the invocation requester and then also to pass it
along when delivering the invocation response.
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and that allows classes that normally do other things to register
themselves as an invocation receiver.
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active sessions (even if they are currently disconnected).
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sessionWillResume() and sendBootstrapData() are all consistently called on
the dobjmgr thread because that is the most useful. Added
sessionDidTerminate() but session termination is not implemented yet.
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methods into PlaceManager that can be overridden to do things when bodies
enter or leave a place.
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allow services to prevent repeated invocations of themselves from stepping
on one another because of the serial nature of event processing.
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