Windows where it wigs out and behaves as if the connection was reset by
the peer ("An existing connection was forcibly closed by the remote host")
if one writes messages bigger than about 25k. I can't imagine how we would
be sending such big messages to the server, but it's worth a check.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3159 542714f4-19e9-0310-aa3c-eee0fc999fb1
things like not render "targets" as filled until they actually arrive.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3156 542714f4-19e9-0310-aa3c-eee0fc999fb1
bundle cache if it fails to locate the data for a character action. Also
updated wipeBundle() signature.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3147 542714f4-19e9-0310-aa3c-eee0fc999fb1
out Getdown's "verified" marker file so that Getdown will recompute the
jar file's MD5 hash and then wipe it out and redownload it only if it is
actually corrupted.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3146 542714f4-19e9-0310-aa3c-eee0fc999fb1
is gone, that I'll disable the action debugging. Yay optimism!
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by being incorrectly used by the duty report system.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3142 542714f4-19e9-0310-aa3c-eee0fc999fb1
1. Modified the performance metric code to use hundred microseconds rather
than milliseconds as millis are not sufficiently fine grained.
2. Switched from using an ObserverList to a hand-rolled mechanism for
frame participants. It is unfortunate that we're not reusing code (though
this turns out to be 55 fewer lines of code) but the FrameManager needs to
allow tick participants to be removed from the list while in the middle of
processing another participant's tick.
With the ObserverList we have to use SAFE_IN_ORDER_NOTIFY which adds
undesirable overhead to each tick, or FAST_UNSAFE_NOTIFY which is
efficient, but freaks out if an as-yet-unticked participant is removed
during another particpant's tick.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3140 542714f4-19e9-0310-aa3c-eee0fc999fb1
we want to do most of the time anyway (in cases where we don't care about
whether an animation is "interesting" with regard to puzzle action).
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hand-modifications to setState() but we're no longer having problems with
multiply ending games so they are no longer needed.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3117 542714f4-19e9-0310-aa3c-eee0fc999fb1
has colorizations and implements the "String[] getColorizations()" method.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3111 542714f4-19e9-0310-aa3c-eee0fc999fb1
rendering the board from the board state and doing all manner of jockeying
to prevent that from wigging out when the board state changes before the
display is ready to change.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3108 542714f4-19e9-0310-aa3c-eee0fc999fb1
which makes sense when you think about it, so we now increment the instance
when an object is cloned or created.
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