LocationProvider can be an interface like its brothers and sisters.
Modified the place registry to create PlaceManager instances using the injector
so that we can inject dependencies into managers. Also modified the custom
classloader functionality so that it can/will circumvent this process
entirely. It's not possible to inject using a custom classloader and one
certainly would not want to do so.
Unfortunately this means we can't inject some basic managers into PlaceManager
because it needs to work for games loaded into a sandboxed classloader, but the
big win is that in everything other than GameManager and PlaceManager, we can
inject to our heart's content.
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More dependency injection (or removal in the case of SpeakUtil).
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completed, or connecting, disconnecting and reconnceting before client object
resolution completes a little more gracefully.
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proper interface like all the other new invocation service backends.
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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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objects to non-modifiable, restrict client object subscriptions to the client
in question). Modified Peer code to not log a warning when a peer is not online
in an expected way (not listening for connections).
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as their authentication name (which we leave in BodyObject.username). This
turns out to be simpler than the system we adopted for Yohoho wherein we
replace the player's user object after they select a character, but converting
to this sort of system is way more work than would be worth it.
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one can modify anything, a select few events are allowed on the body
object by the body object's owner only).
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every type of chat object known to man capable of reporting who's
listening.
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setting their status to disconnected; don't have to check that the user
exists in sessionDidEnd().
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because it will have been cleared out of _clobj by the time said method is
called if it is called as a part of a terminated session.
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reference counting thing, we can't rely on a user's object being destroyed
immediately after they log off. Better to ensure that their location will
always be cleared so that location interested entities will be properly
notified.
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calldown method rather than the old wasUnmapped() which is called on the
conmgr thread.
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that indicates the time at which their status became what it is.
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available for use by derived classes, and because it's cleaner this way.
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react to player disconnection, idle (implementation still pending), and
reconnection appropriately. Added PlaceManager.bodyUpdated().
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process so that it can be done by other entities than just the client
management services. Coordination between these parties is managed so that
no toes are stepped on in the course of loading and unloading clients and
everything is generally much nicer.
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*always* set immediately because after some deliberation, we decided that
doing that led to less unexpectedly annoying behavior than having to wait
for the event to propagate to see the new value.
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setUsernameImmediate in sessionWillStart() so that entities later down the
line of session startup processing can reference values set earlier in the
process without having to wait for them to be applied by the dobjmgr.
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idea because that class is shared between the client and the server, so
instead we provide a blank object reference in which the authenticator can
provide whatever information it wants to the client services.
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client object by way of passing the auth response data up to the client
after the completion of the authentication phase. This allows information
loaded by an authenticator (like a user record) to make its way into the
real world.
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changed to Presents and Party changed to Crowd. Whee!
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active sessions (even if they are currently disconnected).
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Modified the party server to configure the cher services to use our party
client.
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