of interconnected scenes on top of the Cocktail services.
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invocation response. (Better to catch it and report it here than have the
dobjmgr complain when it tries to dispatch an event on a non-existent
object.)
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and then deal with the results of it back on the dobjmgr thread.
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distributed object manager thread. These are slipped into the normal event
processing loop.
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invocation request. This will allow more complicated services to be built
atop the same location management system provided by the Party services.
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delivering their own responses. They now have all the information
necessary to do so which means that they can delay the delivery of a
response until some other asynchronous event has taken place (like a
database load completing). Prior to this, they were required to complete
their service immediately and return the response back to the invocation
manager.
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Location objects and needn't muck about with full coordinates.
Beginning work on exit placement.
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dispatch. Added code to abort object added events that are trying to add a
non-existent object to an oid list. Wrote test driver for this and
duplicate object add request handling.
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character data is read since character data may come in chunks.
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server; added an easy mechanism to write test modules and invoke them on
the server.
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subscriptions and clear them out when the client disconnects.
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test server to make some testing easier; various other cleanups.
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actual animation so that animating components can call
AnimationManager.start() when they know they're fully laid out and
ready to be regularly re-painted. Return desired dimensions based on
requested scene bounds in SceneViewPanel.
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session resumption because the client is not subscribed to the client
object at that time. This way is cleaner anyway.
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