interfaces, and Marshallers for same. The remaining snag has to do with the
annoyance of ActionScript not supporting inner classes, which means that
ChatService.TellListener for example has to become ChatService_TellListener.
The code for generating the Java marshaller knows to add an import for
ChatService if some random invocation service interface happens to reference
ChatService.TellListener, but now it needs to be made to know to add an import
for ChatService_TellListener in ActionScript land and it has to do it in a way
that doesn't fuck up the Java code generation. Whee!
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Java. Of course this is a very limited translation facility that is mainly
focused on auto-generating Streamable ActionScript classes from their Java
originals, and it doesn't actually convert method bodies, just field and method
declarations, initial values, and such.
Most of our Streamable classes don't have much in the way of real methods, and
the autogenerator will stick new methods in when they show up on the Java side
so at least we'll *know* that they need to be implemented. And the main thing:
readObject and writeObject are in fact implemented by the code generator so at
least we won't be plagued by annoying streaming errors when we change something
on the Java side and forget to change the ActionScript side.
Next up, auto-generating InvocationService interfaces and InvocationMarshaller
implementations in ActionScript and ActionScript versions of DObjects.
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checkin, tihs will be a non-issue when we start devoting an entire separate JVM
to each game (which we will have to do for all games that run server code)
because then all a game can do is stick a fork in its own JVM and render itself
unplayable.
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stick a fork in the server otherwise malicious or broken code can generate an
AbstractMethodError or some other error and cause the server to decide to quit.
It may still be possible for malicious code to throw an OutOfMemory error, and
if that's the case then I don't know what we can do to both gracefully get the
fuck out of dodge when things are pear shaped and avoid the wrath of the
kiddies.
Incidentally, it was stupidity, not malice that brought this to my awareness.
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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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process and keep that information around in case the server ever wants to know.
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This is actually kind of sketchy, because the resolver can't depend on it
because there are methods to resolve a client object without having an
authenticated connection.
For now, I'll leave this in.
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looking for something assignable from Object (rather than the other
way around) when the argument was null.
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like Groovy and JRuby. Created a DynamicEventDispatcher that automatically maps
attribute, element and set events to methods. Say you have a field:
public DSet occupantInfo;
you can create a method in any class:
public void occupantInfoAdded (BodyObject source, OccupantInfo entry);
and then bind that class as a listener using the dynamic event dispatcher:
_myobj.addListener(new DynamicEventDispatcher(object));
I also created a nicer replacement for the MessageHandler system which is
clunky but still way simpler than using a full InvocationService. Basically we
dispatch MessageEvent as if it were a method call.
For example, in AtlantiManager I define:
public void placeTile (BodyObject placer, AtlantiTile tile)
which receives a request by a player to place a tile on their turn. Then in
AtlantiController, I simply call:
_atlobj.manager.invoke("placeTile", tile);
Of course, in JRuby and Groovy, that's going to look like:
_atlobj.manager.placeTile(tile);
which is all part of the fun.
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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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We need to set up the preference interval (but not start it) before we try to open the connection. Otherwise, we won't have it around if we get a shutdown call during that opening (which can and does happen).
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where we don't think it ever will.
Instead of returning null, or the exception, always throw a runtime
with just the CloneNotSupportedException as the argument, as this will
contain the most information and will preserve the stack trace.
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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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we can't rely on building a new client info at session end time because the
client's ClientObject will have been destroyed.
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decrement the reference count of the client object as it is normally
incremented for every resolution listener.
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required some serious bending and folding of the generic type system, but for
the most part we managed to avoid any mutilating. The gendobj task now
generates properly typed "addToXXX" and "updateXXX" DSet methods based on the
parameterized type of the DSet. This might cause unrecompiled code to break,
but I don't think there are many cases in the base toolkit where people call
DSet adders or updaters. We'll see and I'll add backwards compatibility
versions for cases where we need them to support GG games (everything else we
can just recompile).
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construct that could be made to do what I want in a type safe manner. The
method returns Class<? extends NodeObject> which is correctly expresses the
valid types that can be returned.
However, I can't pass the capture <? extends NodeObject> (NodeObject extends
DObject) to a method that takes <T extends DObject>. I'm not entirely sure why
not, but I imagine it has something to do with the subtleties of type-erasure,
or maybe it's just a limitation of the inference that can be done by the
compiler. I don't know what type <? extends NodeObject> is considered to be, I
would have thought just NodeObject but apparently not.
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resolution fails for whatever reason and we will properly track our pending
resolutions (not leaving them dangling if resolution failed) and do so more
elegantly (by simply acting as a ClientResolutionObserver ourselves).
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make connections to other servers in the cluster and can exchange events (in a
limited fashion).
This is different than Liz's project wherein servers share an oid space and one
can interchangably work with distributed objects from any server. This package
provides a means by which certain services (by default, presence and chat) can
be communicated between servers to allow communication between players
scattered around a bunch of otherwise independent server instances.
This is less general purpose but also less likely to encourage people to write
code that tightly couples multiple servers and then falls over because it
generates gobs of network traffic as events are flung willy nilly behind the
scenes.
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asynchronous exception, so we can't use it or badness will ensue.
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code but new code should use the new logging style:
import static com.threerings.presents.Log.log;
and call log.info(), log.warning(), etc. We can migrate old code as the desire
grips us.
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inheriting a socket channel inetd style. It doesn't actually work for annoying
reasons, but I figured I'd get the code in there and the type safety fixes and
maybe Sun will fix their stupid bug at some point (I should create a test case
and actually submit a bug report...).
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