Made the generatorFn optional, in case the source values are already ready-to-go,
although 99% of the time it's going to be better to use the generator function
to get things ready to go because MultiLoader will take care of figuring out
the sources structure.
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This is a potentially more dangerous change, but nothing
seems awry. Eyes peeled!
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and instead my checkin message got mangled.
*clearing throat*
..So our old way of doing things was pointlessly waiting a frame to handle
network events.
We also ran object subscribe/unsubscribe requests through the same queue,
and now those are processed immediately. Everything seems ok, but let's
keep an eye out.
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This was residual from the initial conversion from Java, but I don't think
it's very necessary on the flash side, and Zell is working to decouple
the presents layer from flash-player specific classes and events like
ENTER_FRAME.
So now we just process everything immediately.
I did some tests, it seems that the flash player dispatches ENTER_FRAME,
then it dispatches any network events, then the frame is rendered.
So our old way of doing things was pointlessly
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calling the callback. Loaders are not supposed to do this, but that may
only be when loading over the network and not from a ByteArray.
We know that retaining a reference to the MultiLoader fixes it, but
that increases the burden on the users of this class. Let's try this
instead, I think it will work: just retain references to active MultiLoaders
in the class.
Jamie's going to test this, as well.
(Also: in foreach mode, free references to results after reporting them.)
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ChatCodes.PLACE_CHAT_TYPE that gets used for any feedback generated from the tell process. This
will allow chat systems that display tells in a custom way (tabs) to distinguish tell-related
feedback from other feedback.
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Match the coding style already present in file (use ii for loop counter..)
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from screwing with our registered aliases. This might make points and
rectangles work.
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it could be a ways inside it and we want to help people debug.
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- Added a mechanism for testing if something is already loaded after
generation. DataPacks load immediately if passed a ByteArray. Loaders will
always wait a frame, so I was going to change DataPack to follow that
behavior, but it's nice that it just works right after construction.
- If a singleton source was passed in and resulted in an error (or, now,
it can already be loaded as well) then it would incorrectly return
as the result the internal wrapper object for the single result.
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Added an example for the advanced case of loading classes at runtime.
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gives "Error #1083" without telling you what happened or even which file.
Take note: you can't just invent "@" tags, asdoc freaks out if you use one
it doesn't understand.
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This was driven by API simplifcation, but it turns out to be a really cool class.
- Replaces some of the guts of DataPack.
- Replaces DataPackLoader.
- Replaces EmbeddedSwfLoader, although I'm not going to remove that just yet.
- Can be used to coordinate loading of multiple instances of just about anything.
More documentation coming soon.
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- Use the chaining method to get a resource from ResourceManager.
- Fixed getAll so that it will not overwrite a found property with one
in the parent. Made it also understand locales and do the chaining.
This change'll cause an extra object hash lookup or two for every translation
key, but it's more Right.
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We're supposed to use ResourceManager.getString(bundleName, rsrcName)
and that will do cool locale chaining, but then we're looking up
the bundle every time. We may want to revisit this in the future.
(Cool chaining: we can compile the app with the local order as
[ "jp_JP", "en_US" ], and then if we request the "b.buy" key
from the "game" bundle, it will look in japanese for b.buy, but
fall back to english if not found.)
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