Currently, Streamer will skip fields marked transient for the purposes of the default streaming implementation, but 'transient' is also used by the Java serialization mechanism, and there are instances where a field in a Serializable, Streamable object can't be streamed but should be serialized.
I have a bunch of code to check in related to the game server sending stat updates to the world server, but I'm going to hold off on those changes until I get the go-ahead from the powers that be that this is an acceptable solution to the problem.
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logic. If we're inner and we're not static, we have a problem.
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non-static member. Pre-1.5 VMs can't do all of these things and Retroweaver
freaks out at runtime when put to the task.
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freakoutery as we try to stream the instance's implicit reference to its
containing class.
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sandbox. They should work exactly the same but there seem to be remaining
niggles, so we'll iron those out without impacting other projects.
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altogether as that also solves the "Class.getDeclaredFields() is not required
to return fields in declaration order" problem which has been looming. However,
this should work for now.
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field/method names for the ActionScript version of a class (or to omit
something entirely). This removes the need for special case hackery for
toStringBuilder().
In order for annotations to work, however, we have to require that the
GenActionScriptTask be loaded from the same classloader that loads the classes
to be reflected upon. Before we only reflected on the target classes, never
instantiated them. Annotations are actually instantiated, so we have to be able
to create an instance of the ActionScript.class that is compiled into our
target classes and assign it to a reference that is compiled into
GenActionScriptTask. Beware the complexities of dealing with multiple class
loaders.
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unmarshalled into an ArrayList on the receiver. Along the way, I improved
support for generic types as arguments to invocation services (which required
one unfortunate "sweeping" warning suppression, but since this is in generated
code, I think we can be sure it won't be doing anything untoward).
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around of the interface (I wanted to automatically call getStreamerClass() for
the caller but that turns out not to be possible when unstreaming so fuck it).
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are now correct, but unfortunately a little more complicated.
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type, but we don't really want to pollute our class <-> id mapping with a bunch
of extra fiddly enum classes, so we stream all enums as instances of their
declared type and let Enum.valueOf() map back to the custom derived type when
it creates an instance during deserialization.
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value to avoid future compatibility problems if someone saves an object to a
database and then later adds a new enum anywhere but at the end of the list,
thereby changing the ordinals.
If you want maximal network efficiency, don't use enums. For most of what we'll
do with them, it doesn't merit having the future incompatibility hitch of
sending the ordinal.
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ObjectInputStream works in conjunction with a ObjectOutputStream on the
other end. The ObjectOutputStream will always assign class codes starting
at 1 and increasing sequentially from there, so we can look up a class
by index rather than hashing.
Uses less memory and is faster.
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otherwise we'll just get the name. I'm killing StringUtil.getMessage().
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I was getting an IllegalArgumentException and the message was "null",
so this will at least log the name of the exception.
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make connections to other servers in the cluster and can exchange events (in a
limited fashion).
This is different than Liz's project wherein servers share an oid space and one
can interchangably work with distributed objects from any server. This package
provides a means by which certain services (by default, presence and chat) can
be communicated between servers to allow communication between players
scattered around a bunch of otherwise independent server instances.
This is less general purpose but also less likely to encourage people to write
code that tightly couples multiple servers and then falls over because it
generates gobs of network traffic as events are flung willy nilly behind the
scenes.
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These are the preferred way to get instances of Boolean, Byte,
Short, Character, Integer, Long, Float, and Double object.
It's always made sense for Boolean objects, and with 1.5 these factory
methods were blessed as the proper way to get instances unless one
absolutely needed a distinct object.
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