allowing the use of annotations to customize transport for
DObject fields and service/receiver methods.
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(pre-applied and) posted before we received our object but processed (and hence
dispatched to us) after we received our object.
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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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optimization in the process.
Previously, we dumped stack on the server if a entry add was illegal but
did nothing for update/remove.
On the client, we complained for updates and (indirectly) adds, but not
removes.
Now we complain everywhere.
And- as an added bonus, on the server we now do only one binary search for
updates and removals. Whee!
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applied immediately on the authoritative copy of the object (the one on
the server). We already do this for all other object modifications (except
OidList which is kind of special anyway), but we should be wary of
potential wickosity.
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hand-serialization code for fields which are now handled automatically.
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array element update support. (Arrays have elements, sets have entries.)
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homogenous, and in the latter case, they simply conserve network bandwidth
by not transmitting the classname of serialized elements when transmitting
themselves or element added/updated events.
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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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changed to Presents and Party changed to Crowd. Whee!
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where the elements are user defined objects that know how to read and
write themselves on a stream. Sets are required to contain elements all of
the same type to make network traffic more efficient (avoid sending the
classname every time an element is added or removed).
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