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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importing receivers from their senders to satisfy their links.
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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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server initialization phase. Only after the event thread is established is it
unsafe to be wild and wooly.
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clearDispatcher() as I saw some craziness in the wild.
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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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was necessary (javac claimed it was, Eclipse claimed it wasnt'). Fortunately,
we can do everything with Class<FooClient> methods that avoid the need for
supression entirely.
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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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I've rerun the code generators without those in vilya & yohoho and everything seems happy,
so let's give it a whirl.
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downcast every time we register an invocation service provider.
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Thread.dumpStack() which goes directly to stderr rather than through the
logging system.
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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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because we want to follow that pattern in all of our games.
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- Inject the auth Invoker.
- Inject the Authenticator and formalize the chaining authenticator pattern.
- Simplify PeerNode creation and make the PeerAuthenticator a chainer.
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PresentsServer legacy shutdown stuff. We'll wire that up in the legacy servers
themselves.
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subclasses provide PresentsServer "services" we'll just have no PresentsServer
services. All services will be provided by components and the server will
disappear in a puff of inversion of control.
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is only ever used by the PresentsServer. Also determined that we need to
explicitly let Guice know that CrowdServer provides the PresentsServer
"interface" and so on down the line.
I also think that each concrete class needs to be marked as @Singleton though I
need to confirm that. Based on how annotations work, that's how it would be
easiest to implement, so we'll assume they're not doing extra work on the
backend to make our life easier.
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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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easily make use of different permission policies in different circumstances
(one can imagine a hypothetical partner who has different access control
requirements, perhaps).
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allowing the use of annotations to customize transport for
DObject fields and service/receiver methods.
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