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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specified. I'm not sure I'll actually end up needing this, but it's handy
for what I'm currently toying with.
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generate a summary for every change to a player's board.
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- OccupantInfo is created by the BodyObject
- the BodyObject is passed to the OI constructor and it uses information
therefrom to configure itself
- the PlaceManager are no longer responsible for indicating the type of
OccupantInfo to use or how to populate it.
This makes much more sense as the same type of OccupantInfo is generally used
across the entire system and it's annoying to have to have every PlaceMaanger
derived class know the type of OccupantInfo to create and know how to
initialize it. The one drawback is that only information from the BodyObject
can be used to populate the OccupantInfo, unpublished server-side only
information cannot be used (unless its stuffed into a transient field in the
BodyObject).
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if we re-enter a game in which we had a non-empty board).
- Made updateSelfSummary() public to support a change in yohoho.
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triggered by the activity of another user. The other username is provided
so that the message can be muted if desired.
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