logs that it's listening on its configured ports, when start() is called. It
does so on a separate thread, but I don't believe the subtle ordering
possibilities there are something that's actually causing/likely to cause
problems and/or needs to be called out.
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checking the PresentsInvoker itself and the DObjectMgr. Expose waiting for all theses queues to
empty on PresentsInvoker such that Presents servers can do things like wait for all the queues to
empty before opening to the public.
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specialized ReportManager, let's just not activate them by default.
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non-work project). I promise to stop fooling around now.
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server business. I'd move the whole kit and kaboodle to samskivert but that
would mean moving the DependencyGraph as well...
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initialization and shutdown. This will obviate the need for a lot of manual
wiring up. ShutdownManager still works and passes through to LifecycleManager,
but switching to the new deal is encouraged.
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hostname, in hopes of fixing the issue with receiving datagrams
from the staging server.
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* Throw an exception if any events, runnables or messages are posted after shutdown. These were previosuly being silently ignored. We really should know about them.
* Don't exit the connection manager thread until the object manager thread exits. This fixes a race condition where the wakeup time of the conmgr thread would determine if it shutdown before or after the object manager, meaning it would sometimes ignore messages around shutdown time.
* Add a shutdown constraint to make the client manager shutdown before the invoker/event/conmgr threads. This gives a single point in the shutdown sequence that applications can use as a constraint (TODO: shutdown groups?)
* Emit a log message for each shutdown method call. This could be very useful in production.
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my javadoc stuff freaked out since PresentsServer isn't allowed to
see them. Point back to the right place.
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importing receivers from their senders to satisfy their links.
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dependencies into both. Moved the legacy statics into CrowdServer so that at
least Presents can be pure (we should probably eventually move them into
BangServer and PiracyServer and fix everything else). Added some useful manager
references to PlaceManager delegate (_omgr, _invmgr) that handle the majority
of their service needs.
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because we want to follow that pattern in all of our games.
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- Inject the auth Invoker.
- Inject the Authenticator and formalize the chaining authenticator pattern.
- Simplify PeerNode creation and make the PeerAuthenticator a chainer.
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PresentsServer legacy shutdown stuff. We'll wire that up in the legacy servers
themselves.
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subclasses provide PresentsServer "services" we'll just have no PresentsServer
services. All services will be provided by components and the server will
disappear in a puff of inversion of control.
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is only ever used by the PresentsServer. Also determined that we need to
explicitly let Guice know that CrowdServer provides the PresentsServer
"interface" and so on down the line.
I also think that each concrete class needs to be marked as @Singleton though I
need to confirm that. Based on how annotations work, that's how it would be
easiest to implement, so we'll assume they're not doing extra work on the
backend to make our life easier.
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dependency resolution and management. Things are currently in a state of
transition, but the important patterns have been established and I'll aim to
sweep through all of Narya, Nenya and Vilya in the near future and do
everything properly.
Going through the other million-odd lines of code we have scattered across our
various projects that use these libraries is not something I plan to do, so
we'll be maintaining backward compatibility with the old static member method,
though I hope to strive toward eradication of that usage entirely in MSOY while
we still have a fighting chance.
Given that some of our projects will continue to use the static member method
in perpetuity, I'm not going to @Deprecate those fields because that would fill
their logs with so much spam that they'd have to turn off deprecation warnings
which would make life worse for them. So instead we'll settle for the big scary
comment warning people away from the old bits.
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the shutdown sequence out to our clients where desired.
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invoker and dobj threads are well and truly finished.
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instead of our native library. I've left the native library support in in case
the Sun stuff is not available, but that's so extremely unlikely in a server
environment (IBM recreates Sun's signal handling in their VM because it's so
dang useful) that I should probably just nix it altogether and simplify things.
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objects to non-modifiable, restrict client object subscriptions to the client
in question). Modified Peer code to not log a warning when a peer is not online
in an expected way (not listening for connections).
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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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asynchronous exception, so we can't use it or badness will ensue.
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