one another whether they've already displayed a chat message.
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- Repackaged crowd/chat
- All messages are delivered to the client via ChatMessage messages,
including tells.
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to the newly simplified ChatDisplay interface, which now has but one method.
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the various chat displays once we've ascertained success or failure.
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are translated by the client upon receipt. We love to translate.
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identifier which indicates which bundle to use when translating the
message for display to the client.
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types. Chat messages arriving on the auxilliary chat objects will be
tagged with the type that was associated with said objects when they were
registered with the chat director and chat displays can then render those
chat messages accordingly.
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speak messages but come from the server and are displayed differently
(like in all red or something because these will say things like "The
system is shutting down in five minutes.")
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changed to Presents and Party changed to Crowd. Whee!
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packages. These contain all the message codes as well as error response
codes that are used by a particular invocation service.
Also changed client.LocationManager to client.LocationDirector and
chat.ChatManager to chat.ChatDirector to go along with the new philosophy
of naming the client-side managing entity for an invocation service a
director.
Also elimitated cocktail.util.Codes since it's no longer used as a central
repository for codes (instead they are in InvocationCodes and its
derivatives).
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