once since the observer list now takes care of that.
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fetched from the message bundle embedded in the fully qualified key even
if they are being translated within the context of another message bundle.
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more than once. Use testAndAddEqual() where appropriate now that
testAndAdd() doesn't use object equality.
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- Use Constant objects for the command constants because the toString()
output on those is more sensible.
- Fall back to the classpath if we don't find our resource in a bundle
- Don't make the sound manager thread a daemon thread as it provides a
shutdown() which is a more civilized way to make it go away anyhow and
allows the sound manager to be used in one-shot tools and test
programs. At the moment, the sound manager (on Linux at least) seems to
start up some threads that refuse to go away anyway but that's a problem
for another time.
- Report if a command is queued up that we don't know about.
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which turned out to be due to improper restoring of the anti-aliasing
setting in graphics contexts.
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FPS display, made it possible for frame participants to add to the
performance status string. Also modified perf status to be double
buffered. It's not repainting exactly properly at the moment; soon to be
remedied.
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unregistered. Flush invocation listener mappings after an expiry period if
they were not already removed by virtue of receiving a response.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2040 542714f4-19e9-0310-aa3c-eee0fc999fb1
being able to send a message immediately to the client due to it being too
large or the client's outgoing networking buffer being full for some other
reason (many messages sent very quickly or client that's reading messages
slowly).
I still need to add code to disconnect a client who fails to read messages
in a sufficiently timely manner.
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themselves, and accordingly dramatically reduced the cache size and fixed
comment.
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forget to update a sprite's tile coordinates when updating its screen
coordinates and only TilePath could be used for sprites in the view and
generally a huge pain was incurred to avoid what isn't very expensive
which is to calculate a sprite's tile coordinates from its screen
coordinates when that sprite is involved in a repaint.
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setting their status to disconnected; don't have to check that the user
exists in sessionDidEnd().
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call super.sessionDidEnd() and still do things with the client object at
the termination of the session.
Also removed the passing of the client object to sessionConnectionClosed()
because it's still possible that it won't be avaiable when that method is
called and whatever is being done there should also be done in
sessionDidEnd() if it is to work when the user ends their session as well
as when they disconnect.
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the frame buffer, and a debug chord (Alt+Shift+F) to toggle the display.
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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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moment that a sound is requested to just before the LineSpooler object
that it was given to starts writing the data to a line.
- Turned drain() back on, but only if we're not running under linux.
If we're in linux, we instead sleep for 3 seconds, and gosh darn it, the
sound should be finished after that.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@2019 542714f4-19e9-0310-aa3c-eee0fc999fb1
EventQueue.isEventDispatchThread() and to make Ray happy.
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without expensive calls to System.currentTimeMillis().
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it should. Added code to track and report desired and obtained frame rate.
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