have finished running didStartup.
This is a little hacky, but it's far easier than requiring that all our
subclasses call super() at the end, and booching it if someday they don't.
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but now I've cleaned up the code that dicks with mouse listeners while
paused and moved it into an inner class so that it's easier to understand.
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rather on the whole panel. This allows us to unpause by clicking even if the
boardview is removed during pausing, as it is now in blockade duty puzzles.
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This is to prevent clashes between an NPP name like "Bad Bob" and a player
name like "Badbob". Something more sophisticated, like maybe a specific Name
subclass for yohoho usernames, is left as an exercise to the Mike, if desired.
Note that crew/flag name normalization is still as strict as ever.
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currently uses them but it wasn't actually possible to edit them. (Not
that I'm messing with the values or the sword code, I just noticed it was
seemingly borked.)
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here, I went ahead and cleaned up the custom field editor handling per
Ray's earlier suggestion.
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more discipline when handling names in our code base. Any user entered
name should find its way into a Name object as soon as it comes out of a
text field or whatnot, and stay that way until it makes its way into a
text field or into a database record (for which String objects are vastly
simpler because of JORA magic).
Dear God, let me never again make a change this large for the rest of my
mortal life.
Unfortunately, this means we have to keep an eye out for funny business
pretty much everywhere. However, since we will absolutely want to test
market stalls and so forth on Azure, we'll have an opportunity to iron out
any funny business that might fall under the radar during our internal
testing.
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in the prefs. Thus we can now have DSets of arbitrary data types in our
run time config objects, with swanky custom UI no less.
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- Removed the RuntimeAdjust for tweaking the Line's buffer size.
- Feed data to the Line in chunks the same size as its buffer.
- Rather than sleeping 3 seconds, calculate how long it would take to play
the line's entire buffer and sleep that long. It turns out that with
the buffer size I'm using and the sample rates our sounds are encoded at,
this is less than 400 ms.
- Went ahead and increased the maximum number of simultaneous line spoolers
to 12.
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stack trace if we're not going to rethrow the error.
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listener tries to 'new int[Integer.MAX_VALUE]' or infinitely loop, they
will get the smack down and we will go on about our business.
If things have actually gone pear shaped and we are failing on every
event, we'll hit the 30 fatal events in 60 seconds cap and stick a fork in
ourselves.
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sometimes (never on my server!) released twice. This will save the stack
trace from the first release and spit it out after the "normal" error-reporting
stack trace from the second release.
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