required, rather than directly in the place object. Don't need dobjmgr in
constructor.
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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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they needed to and when all that was stripped away, they didn't really
need their own config files.
Now what little config they need is provided by the users of these basic
services so that said users can make their own decisions about where to
obtain configuration information.
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check; so we give them a callback for such contingencies.
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initialization process, whether or not it actually wants to be created,
and allow it to abort the whole deal if it doesn't.
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method invocation services and converted everything to the new style.
Could this be my biggest checkin ever?
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it from a call to getUnoccupiedLocation(). Anyone can move into the
location (regardless of who reserved it), but it won't be reported as
unoccupied until someone enters it and leaves from it once again.
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errors to report the "place" in which the error happen. The SceneManager
overrides this to include scene information. Scrupulous use will make log
messages much more scrutable.
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server; chat director no longer needs to wait until we're logged on to
register itself with the invocation director.
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along with them rather than sticking a fork in the program.
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it holds and we can now create custom occupant info classes depending on
the body that is entering the place.
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as they are intended to represent codes shared between the client and the
server. Made correspondingly necessary changes throughout.
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array element update support. (Arrays have elements, sets have entries.)
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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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classes is only going to become more common, I've gone and created a
comprehensive facility for creating and using delegates in the place
controller and manager as well as the game controller and manager. With
the pattern nicely set, it is also easy to extend to controller/managers
further up the hierarchy that might need to delegate special methods of
their own. Whee!
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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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supplied with the managers they need at initialization time and such that
the location provider is automatically registered by the place registry
rather than requiring you to put a line in a config file which was a silly
idea in the first place.
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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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place object death and lets the place registry know to unmap it during its
shutdown process.
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