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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need the two argument versions as well, but I'll wait and see.
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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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keep all observers in the list if the 'apply' function you specify
returns void.
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around of the interface (I wanted to automatically call getStreamerClass() for
the caller but that turns out not to be possible when unstreaming so fuck it).
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are now correct, but unfortunately a little more complicated.
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type, but we don't really want to pollute our class <-> id mapping with a bunch
of extra fiddly enum classes, so we stream all enums as instances of their
declared type and let Enum.valueOf() map back to the custom derived type when
it creates an instance during deserialization.
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value to avoid future compatibility problems if someone saves an object to a
database and then later adds a new enum anywhere but at the end of the list,
thereby changing the ordinals.
If you want maximal network efficiency, don't use enums. For most of what we'll
do with them, it doesn't merit having the future incompatibility hitch of
sending the ordinal.
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our parent, but we don't want to do that for most sprites which are
shutdown anyway in a more managed way, and specifically our avatar sprite
is re-used as we move from room to room.
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ObjectInputStream works in conjunction with a ObjectOutputStream on the
other end. The ObjectOutputStream will always assign class codes starting
at 1 and increasing sequentially from there, so we can look up a class
by index rather than hashing.
Uses less memory and is faster.
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process and keep that information around in case the server ever wants to know.
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There is already a ResultAdapter in util/ that adapts an
invocation service ResultListener into a com.samskivert.util.ResultListener.
Flash can't cope with two classes of the same name in the same library
module, so I named my adapter *Wrapper. For consistency it would be nice
if these were the same in ActionScript and Java, so maybe we'll end up
just renaming the one in util/.
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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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pass the value of 'selected' (true or false) as the argument.
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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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