of rectangle objects. Thus rendering hundreds of tiles each frame has an
"undesirable" impact on garbage collection. I think Walter and I were
seeing something like 400k per second of garbage. So we're back to
extracting a subimage, which we're pretty sure doesn't copy the image
data, but simply draws the cropped image data directly from the original
rasters without creating shitloads of garbage.
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but the caller asks for zero bytes. In such cases we are to return zero
rather than -1 (which would indicate EOF).
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but after each movement it updates the sprite that it's moving to tell
it the latest tile coordinates.
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beamed-in NPP problem- they were updating their location on the server
before the element added event was even distributed to the clients.
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allow setting this externally in the near future, but we'll iron that out
later when we get around to scrutinizing all of the caching business more
closely.
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has gone by. This prevents us from getting shafted by double clicks.
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- invalid coordinates are traversable.
- check to see if an out-of-bounds node is requested and gracefully create it.
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separately in the game manager and controller which can then get unhappily
out of sync.
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move there and prevent more than one user from occupying a portal.
Removed unused method.
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anything, but it was required to make sprites walk off/on-screen.
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(useful when the path is actually operating in virtual coordinates which
are mapped to scrolled view coordinates by the pathable).
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simple line path calculations that don't suffer from the accumulated
rounding errors that our previous method did.
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peacable continued frame painting in cases where a component gets in a bad
way and fails to paint itself happily.
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asynchronous notification when initialization is complete.
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(the main client thread, which will generally be the AWT thread unless the
client is being used in a situation where there is no AWT) to avoid bad
thread clashy.
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