unmarshalled into an ArrayList on the receiver. Along the way, I improved
support for generic types as arguments to invocation services (which required
one unfortunate "sweeping" warning suppression, but since this is in generated
code, I think we can be sure it won't be doing anything untoward).
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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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inner bits are all clear and ready to try logging on to a new server. We
specifically wait to call clientLogonFailed() until after everything is
cleared, but I don't want to change the behavior of clientDidLogoff() for fear
that any one of the zillion directors depends on something being around during
that call.
Instead I added another callback clientDidClear() that is called when a
successful session is fulled cleared out (basically when we're not calling
clientLogonFailed()) so that entities that are waiting for a logoff to finish
so that they can logon somewhere else have a clean way of doing so.
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Pecos. I'll sort out the per-project niggling bits in just a moment.
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and our RootPaneContainer might be different things (the Window would naturally
contain the RootPaneContainer but wouldn't necessarily be the same component).
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on multiple ports, falling back from one to the next as appropriate.
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Changed things around a bit to have the cheesy JabberChat run out of the box:
* ChatDirector no longer freaks out when given null message bundles/managers.
* MiCasa's ChatPanel is marked with a TODO item to stop passing in null
messagebundles and messagemanagers to ChatDirector.
* JabberApp and JabberClient have been adjusted to allow the user to specify
which chatroom to join from the command line; I plan to implement this using
BootstrapData when time permits.
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interface is provided that does that in a pluggable manner.
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moment, but OpenAL has the necessary business to later integrate "streams"
of audio (music).
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LineSegmentPath now orients sprites along the path (and even handles an
arbitrary notion of "forward" for the sprite).
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arbitrarily oriented sprites. They currently have to "point" toward (1, 0,
0) as that is the direction that will be aligned with the velocity.
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in obscurity. Fixed a couple of out of date bits in the process.
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server. It looks like I'm going to have to write my own user interface
toolkit for JME as nothing exists for any Java-based GL library or engine
and precious few toolkits exist in C++. Yay!
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potential fuckola of being called before the controller gets around to
initializing the casted context it almost certainly needs to create its
place view.
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packages properly into client, data and server subpackages. This
eliminates a bunch of hackery I had to do to properly handle dead code
removal when building the Game Gardens client and games and it simplifies
things and sets a good example to follow the standard procedure as much as
possible.
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