proper interface like all the other new invocation service backends.
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be extended to contain the sceneId by Whirled (Vilya's Whirled, though also
Whirled Whirled by extension) so that we don't end up with problems where
BodyObject.location changes but BodyObject.sceneId remains stale. This won't
impact Yohoho because the Yohoho client is always in a scene, it uses a
separate mechanism to track games, whereas Whirled's natural usage is to move
between scenes and non-scenes.
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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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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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like Groovy and JRuby. Created a DynamicEventDispatcher that automatically maps
attribute, element and set events to methods. Say you have a field:
public DSet occupantInfo;
you can create a method in any class:
public void occupantInfoAdded (BodyObject source, OccupantInfo entry);
and then bind that class as a listener using the dynamic event dispatcher:
_myobj.addListener(new DynamicEventDispatcher(object));
I also created a nicer replacement for the MessageHandler system which is
clunky but still way simpler than using a full InvocationService. Basically we
dispatch MessageEvent as if it were a method call.
For example, in AtlantiManager I define:
public void placeTile (BodyObject placer, AtlantiTile tile)
which receives a request by a player to place a tile on their turn. Then in
AtlantiController, I simply call:
_atlobj.manager.invoke("placeTile", tile);
Of course, in JRuby and Groovy, that's going to look like:
_atlobj.manager.placeTile(tile);
which is all part of the fun.
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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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Also, while I was in there, added some safety so we don't lose track of shutdownIntervals and let them run amuck.
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- the ChatProvider is now a proper singleton rather than providing static
methods for everything (it is accessed through CrowdServer.chatprov)
- it can now be extended to create a custom UserMessage for tells (which can
contain avatar information on systems that want to show an avatar on the
receipt of a tell)
- the ChatProvider API was tidied up a bit as some methods had been addded over
time that were not sufficiently general purpose so their callers will be
changed to use the general purpose APIs.
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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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These are the preferred way to get instances of Boolean, Byte,
Short, Character, Integer, Long, Float, and Double object.
It's always made sense for Boolean objects, and with 1.5 these factory
methods were blessed as the proper way to get instances unless one
absolutely needed a distinct object.
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PlaceObject. Created a default AccessController that is slightly more strict
than the CrowdServer-wide default in that it only allows place occupants to
subscribe to a PlaceObject (a motivated and resourceful player could otherwise
listen in on place chat everywhere in the game if they so desired; with a
custom client, of course).
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- OccupantInfo is created by the BodyObject
- the BodyObject is passed to the OI constructor and it uses information
therefrom to configure itself
- the PlaceManager are no longer responsible for indicating the type of
OccupantInfo to use or how to populate it.
This makes much more sense as the same type of OccupantInfo is generally used
across the entire system and it's annoying to have to have every PlaceMaanger
derived class know the type of OccupantInfo to create and know how to
initialize it. The one drawback is that only information from the BodyObject
can be used to populate the OccupantInfo, unpublished server-side only
information cannot be used (unless its stuffed into a transient field in the
BodyObject).
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applicable, as it will only otherwise get checked when users leave the place.
It's possible that we'll load and nobody will ever enter.
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as their authentication name (which we leave in BodyObject.username). This
turns out to be simpler than the system we adopted for Yohoho wherein we
replace the player's user object after they select a character, but converting
to this sort of system is way more work than would be worth it.
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to log information.
There was an exception in here somewhere that froze a big tourney last week
but the stack trace was optimized out by hotspot (damn thee!). Hopefully
this will at least narrow it down, and possibly prevent total brokenness.
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one can modify anything, a select few events are allowed on the body
object by the body object's owner only).
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There is no more SafeInterval, instead Intervals can be constructed with a RunQueue to use for expiring.
PresentsDObjectMgr implements RunQueue.
Client has a getRunQueue() method to get the client side RunQueue.
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it's unlikely that the rabbit hole will surprise us with further depth.
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classloader to use when unserializing objects off the network. Also fixed
the way custom classloaders were used as Class.forName(class, true,
loader) seems to be the proper way to go to have caching work and whatnot.
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generator. It handles inner classes slightly differently and prepends a
project-specific header to the generated classes.
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