the wall. There are vagaries of timing that simply cannot be accounted for and
a client that spends too much time with its balls up against a proverbial hard
flat surface will eventually get disconnected, but we are now a bit more
lenient in handling ~10 second sustained bursts of activity.
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second rate (10 messages per second), and to do the same 10x buffer on the
server that we were doing before so that we avoid disconnects due to network
congestion (which might "save up" some throttled messages and then end up
delivering them in a bunch with some later messages).
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communicates that limit to the client which queues outgoing messages so that it
does not exceed the limit. When the throttle is changed, the server does not
apply the new throttle until the client has ACKed it to avoid edge cases where
the client is up against the limit when the throttle changes.
ActionScript side of all of this forthcoming as well as more testing.
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* Subclasses use setOverflowLimit to enable
* handleMessage appends to overflow queue and starts interval if overflow is currently active or if the throttle fails a message
* handleMessage ends session if overflow limit is reached
* New handleOverflowMessages dispatches messages from the overflow queue until none are left or throttle fails
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that read and write it, and we need to cope if a client manages to go away
before we can send it its bootstrap response.
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thing before committing instead of just going "oh yeah, I've been having this stuff
sitting around uncommitted for a while waiting on it to be blessed" and missing
out on things that'd changed in the meantime.
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Note: this involves generated code from a samskivert patch I only just sent to mdb,
but he's in a meeting, so that won't show up for a little.
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directly to stderr. Logging an exception with the associated warning does the
right thing and logs the stack trace via the logging system.
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into the thousands of "Missing subscription in unmap" errors that we have been
getting as a matter of course.
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generic array type handling and other niggling bits.
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CheckStyle. The checks are slightly looser than I'd like but way better than
nothing and we get a bunch of other useful warnings like shadowed names and
other handy bits.
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dependencies into both. Moved the legacy statics into CrowdServer so that at
least Presents can be pure (we should probably eventually move them into
BangServer and PiracyServer and fix everything else). Added some useful manager
references to PlaceManager delegate (_omgr, _invmgr) that handle the majority
of their service needs.
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allowing the use of annotations to customize transport for
DObject fields and service/receiver methods.
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completed, or connecting, disconnecting and reconnceting before client object
resolution completes a little more gracefully.
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politely complain that they're talking a lot but not disconnect them.
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the dobjmgr thread to relieve the caller of the burden of knowing what thread
they are on.
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after it's) logging off which comes in after we've cleared out the client
object and causes annoyance. Now we drop the message and we'll log a notice for
the time being.
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(pre-applied and) posted before we received our object but processed (and hence
dispatched to us) after we received our object.
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clientSessionDidEnd() which is called on the dobjmgr thread directly.
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