used to easily plug in different methods of smoothly varying a value over time.
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need to be responded to. It turns out that a listener may not be
a marshaller if a server entity is calling a service request method
directly. The convenience method handles this and is also cleaner looking
for callers.
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location. This could possibly break something that depended on the old
behavior, so we'll have to watch for broken things and make them right.
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that you're sending a giant array and having it try to allocate it.
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fully reading elements off the stream to avoid repeatedly allocating
storage arrays and copying or rehashing the elements.
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on the adpater user to sort that out, but it's easier to just log things here
and save everyone time and effort.
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really ignored, but just never got responded to due to a bigger problem.
(The bigger problems are already logged.)
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mechanism for layer components that know they will never be "under-rendered" to
avoid the expense of forced rendering on every tick.
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it is (seated or free-for-all) or if it's not a party game after all
(which the old interface supported and we may need in the future).
- Cleaned up the setting of table occupants to make the extension in yohoho
cleaner.
- tables are now party-game aware and will do the right thing with
the occupants list.
- simplified Table.equals() and added a corresponding hashCode(), because
two objects that are equals() must give the same hashCode.
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anything special for full-screen effects. They will be added to the interface
node and should set their z order to a positive value to render above the UI
and a negative value to render below it. Otherwise we don't really need to
impose a whole lot of structure.
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one event when our run() method is called and then let other (non-distributed
object) things get their chance to run in proper order.
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Have invocation marshallers track whether someone ever ended up responding
to the client: if they get garbage collected without ever doing so
(and they're not the base class InvocationMarshaller, which can only report
errors), log an informative error message.
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gameDidStart(), etc. and with the new GameManager.stateDidChange().
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