them to a single number becomes inconvenient for values larger than an single int, and tricky
when the value is negative (i.e. in two's complement split into two words, with sign bit only
in the high int).
Instead of splitting a long into two ints, we store it internally as a byte array that corresponds
exactly to Java's serialized version (sequence of eight bytes, high byte first), and we provide
accessors to convert to and from Actionscript numbers. This makes Java Long values readable in
Actionscript, and vice versa.
Unfortunately, Actionscript does not have a native 64-bit integer - the closest equivalent is the
Number class. Since this is a double float with a 52-bit mantissa, very large long values will
suffer precision loss during conversion.
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processing. This enables subclasses of ChatDirector to listen for their own
types of chat messages, but call the superclass to process them.
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the shutdown sequence out to our clients where desired.
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listeners letting them know that we're no longer in a location.
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logging on the console so let's not be uninformatively verbose.
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doing it. Don't generate ActionScript methods for the instrumented field reader
and writer methods.
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proper interface like all the other new invocation service backends.
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interface to a list of listeners. Also made RootDObjectManager a RunQueue so
that we can pass around references to the interface rather than requiring a
PresentsDObjectMgr.
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distributed object space so that the unsubscribe from the remote server is
properly handled.
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be extended to contain the sceneId by Whirled (Vilya's Whirled, though also
Whirled Whirled by extension) so that we don't end up with problems where
BodyObject.location changes but BodyObject.sceneId remains stale. This won't
impact Yohoho because the Yohoho client is always in a scene, it uses a
separate mechanism to track games, whereas Whirled's natural usage is to move
between scenes and non-scenes.
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encapsulate it into a mechanism that takes care of the trickiness for us.
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dangerous with two big inner helper classes. Added the nodeName to NodeObject
and some other handy methods.
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our code generation stuff is not the ultra-sophisticated, but we'll cope.
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