with distributed objects rather than having a single handleEvent() by
which all subscribers are forced to hear about all events. Now one
subscribes separately and then adds onesself as any of a few types of
listener once they have access to the subscribed object reference.
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across parlor.client, parlor.server and parlor.data.
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coordinates when editing a scene are valid before forging ahead with
scene modifications.
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its own separate project and it fits in more nicely now that we've renamed
everything.
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changed to Presents and Party changed to Crowd. Whee!
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Made TileSet an interface. Throw exceptions for unknown tile or tile
set requests. General clean-up and documentation.
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to take place for testing. Will flesh all the rest out later.
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are a number of them that just aren't meant to be handled by the place
manager. Alas.
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temporary) mechanism for getting into the first lobby after we logon.
Other cleanups.
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things are set up properly when createPlaceView() is called.
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have actually entered the place. It's not tied to a particular UI toolkit
and this requires coordination between the client implementation and the
place implementation, but that seems better than the alternative of tying
the Parlor code to Swing or similar.
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provide some of what we were going to provide with the Parlor services.
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order. Also moved stuff from whirled.client.test and whirled.server.test
into whirled.test because it's silly having two separate test directories.
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combined in a game that wishes to use both of them, but MISO no longer
extends Whirled's Scene interfaces.
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a place config object which is used to determine the classes of the place
manager and the (newly added) place controller.
Moved PlaceView and PlaceViewUtil into cocktail.party.client from
cocktail.party.util because the controller and the UI (in very abstract
form) are now part of the place services.
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of streamable objects. (They are manipulated all as one unit. For fine
grained distributed set management, use a DSet.)
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elements when the client enters and leaves a place.
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