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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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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everything in two languages. Especially when one doesn't support inner classes
and has non-C syntax just to make life easier for parser writers.
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ConfirmAdapter becomes a trivial implementation that simply expects a Void
result.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4759 542714f4-19e9-0310-aa3c-eee0fc999fb1
the fancy for loops in a case like this, but apparently it DOES work.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4754 542714f4-19e9-0310-aa3c-eee0fc999fb1
manually squirt messages into a chat history without actually sending
the message to the client.
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already resolved and we're being called from a non-dobjmgr thread.
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invoker and dobj threads are well and truly finished.
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after it's) logging off which comes in after we've cleared out the client
object and causes annoyance. Now we drop the message and we'll log a notice for
the time being.
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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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(pre-applied and) posted before we received our object but processed (and hence
dispatched to us) after we received our object.
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