server business. I'd move the whole kit and kaboodle to samskivert but that
would mean moving the DependencyGraph as well...
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initialization and shutdown. This will obviate the need for a lot of manual
wiring up. ShutdownManager still works and passes through to LifecycleManager,
but switching to the new deal is encouraged.
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1. User logs onto node 1, node 2 establishes a viztoauth mapping.
2. User logs onto node 3 without logging out of 1, overwriting their
session.
3. Node 2 sees "member logged onto 3" and updates the viztoauth mapping.
4. Node 2 sees "member logged off of 2" and clears the viztoauth mapping.
5. Viola, there is no active viztoauth mapping, but user is online.
Distributed programming is hard. Fortunately on Whirled we can convert any
vizname to an authname without needing a mapping, so we'll just foist that
requirement onto every user of the crowd peer services (this will break Bang).
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for every client on another node when it connects or disconnects from that node.
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If node A started up and connected to node B, which already had players logged on,
then nobody on A could send chat to anyone on B.
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(for system messages), or a custom mode (for user broadcasts).
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that actually needs to look clients up by visible name (chat forwarding), we'll
just leave things as is (as in mapped by auth username) and take care of our
own shit in ClientPeerManager.
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bind something to PeerManager.class will result in initialization failure.
A system that uses the peer services needs to extend PeerManager or
CrowdPeerManager with a concrete PeerManager and then
bind(PeerManager.class).to(SomePeerManager.class) to properly satisfy the
dependency.
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More dependency injection (or removal in the case of SpeakUtil).
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dependency resolution and management. Things are currently in a state of
transition, but the important patterns have been established and I'll aim to
sweep through all of Narya, Nenya and Vilya in the near future and do
everything properly.
Going through the other million-odd lines of code we have scattered across our
various projects that use these libraries is not something I plan to do, so
we'll be maintaining backward compatibility with the old static member method,
though I hope to strive toward eradication of that usage entirely in MSOY while
we still have a fighting chance.
Given that some of our projects will continue to use the static member method
in perpetuity, I'm not going to @Deprecate those fields because that would fill
their logs with so much spam that they'd have to turn off deprecation warnings
which would make life worse for them. So instead we'll settle for the big scary
comment warning people away from the old bits.
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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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dangerous with two big inner helper classes. Added the nodeName to NodeObject
and some other handy methods.
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notion of a global group (though we implicitly define one in InvocationCodes)
added a mechanism for directors (which generally handle the client side of
invocation services) to register their interest in bootstrap service groups so
that the whole goddamned complex business can happen magically behind the
scenes.
If you instantiate a director, it will automatically register interest in the
service group it needs and everything will work. If you don't use the director
code, you don't get the services and you can safely exclude all of that code
from your client even though the services are still in use on the server (and
presumably used by some other types of clients).
This is going to break all the builds, which I'll soon fix. Then I'll go write
all this in ActionScript. Yay!
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distributed objects by reflection since we don't allow clients to create
objects, furthermore we needn't do it asynchronously. The object creation
methods were moved into the server-side only interface and made "immediate", so
the caller creates a derived instance of DObject and registers it with the
system instead of creating it with a Subscriber callback.
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- the ChatProvider is now a proper singleton rather than providing static
methods for everything (it is accessed through CrowdServer.chatprov)
- it can now be extended to create a custom UserMessage for tells (which can
contain avatar information on systems that want to show an avatar on the
receipt of a tell)
- the ChatProvider API was tidied up a bit as some methods had been addded over
time that were not sufficiently general purpose so their callers will be
changed to use the general purpose APIs.
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