crowd was intentional (with presents on top because it is more "generic"). We
must resist Eclipse's desire to squish our imports together into one giant,
hard to (visually) parse blob.
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(I just noticed marshallers are importing themselves but the flash compiler
doesn't seem to mind, so committing now)
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like this, we can think about where the interface would be useful.
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completed, or connecting, disconnecting and reconnceting before client object
resolution completes a little more gracefully.
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than trying to go to our previous place. If we're no longer in a place (like we
switched servers to get where we're going), then we'll try to go back to our
previous place.
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manager prior to it being initialized or started up.
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rather is configured with it when added to the manager as a delegate.
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call didShutdown, so we can't stop listening to it until then.
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manager can be collected even if the object lingers about for a while and
because it sets a good example.
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configuration information to other peers so that they all remain in sync.
Also nixed constructor arguments to the peer manager so that it can be created
at server construct time like all other managers and be available for the
twisty maze of inter-registration that takes place during the manager init
process.
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processing. This enables subclasses of ChatDirector to listen for their own
types of chat messages, but call the superclass to process them.
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listeners letting them know that we're no longer in a location.
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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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dangerous with two big inner helper classes. Added the nodeName to NodeObject
and some other handy methods.
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the fancy for loops in a case like this, but apparently it DOES work.
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manually squirt messages into a chat history without actually sending
the message to the client.
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provided to the object when it was created, have the LocationDirector
initialize the manager caller when it receives the PlaceObject and have it use
its client distributed object manager which tags events with the proper
clientOid. This still prevents us from running multiple clients in the same VM,
so this will probably all have to change again but this works for now.
Also some widening.
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readObject()/no-readObject() havers otherwise everyone everywhere will have to
generate streamer methods which is way too big a PITA. Grumble.
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them to the appropriate ChatDisplay when we're doing chat in IM-style
individual windows.
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except that messages will never leave the server. If generated on a client,
they'll go to the server and be processed like a normal event there
(event handlers will be called) but the event will not leave the server and
be sent to subscribing clients.
Changed the ManagerCaller used by PlaceObjects to use ServerMessageEvents.
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texty-input components that wish to have the chat system leave their focus
alone.
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EXACTLY held. I think this is ok because all callers currently pass a single
token at a time, but I have not verified this for every project.
Please verify this for your project!
Added holdsAnyToken() which has the old behavior of returning true if any
bit is on.
I think we should change all the projects' various isSupportPlus() methods
to be just called isSupport() and those will return
holdsAnyToken(SUPPORT | ADMIN | etc);
If you need to check if a user has a single SUPPORT token but is not an
admin, you can do that by hand.
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