already resolved and we're being called from a non-dobjmgr thread.
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invoker and dobj threads are well and truly finished.
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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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instead of our native library. I've left the native library support in in case
the Sun stuff is not available, but that's so extremely unlikely in a server
environment (IBM recreates Sun's signal handling in their VM because it's so
dang useful) that I should probably just nix it altogether and simplify things.
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clientSessionDidEnd() which is called on the dobjmgr thread directly.
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something funny is happening with spurious objects dispatched across servers.
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will not name, was trying to allow certain authentications to proceed directly
on the authenticator thread instead of making a round trip through the
invoker. This resulted in those authentications trying to post their results
from the authenticator thread, which is bad because all downstream messages
should be posted from the distributed object thread.
The only authentications that would "benefit" from this optimization were peer
authentications of which there would be extremely few (currently one in our
largest installation) compared to the hundreds of thousands of normal
authentications, which have to make the invoker thread round trip as a matter
of course.
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process an authentication request if it is asked to do so before it has an
invoker (meaning the server is not yet initialized).
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looks like it should be running on the dobjmgr thread.
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if it is called from any thread except the distributed object dispatch thread.
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in case we freak out in the middle of writing a message.
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objects to non-modifiable, restrict client object subscriptions to the client
in question). Modified Peer code to not log a warning when a peer is not online
in an expected way (not listening for connections).
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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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MetaSOY clients (Swiftly, World, and soon Admin Dashboard) don't have to know
about a bunch of unrelated crap. Fricking complexity++, grumble.
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exposes the need to write a Client that is optimized to act as a proxy instead
of just using the one that is designed to run on a user's machine. However,
this will be fine for now. Integration with PeerManager forthcoming.
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the client with the proper source oid. Normally this happens when the client's
event is received over the network but in local mode events never go over the
network and thus all appear to have originated on the "server".
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checkin, tihs will be a non-issue when we start devoting an entire separate JVM
to each game (which we will have to do for all games that run server code)
because then all a game can do is stick a fork in its own JVM and render itself
unplayable.
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stick a fork in the server otherwise malicious or broken code can generate an
AbstractMethodError or some other error and cause the server to decide to quit.
It may still be possible for malicious code to throw an OutOfMemory error, and
if that's the case then I don't know what we can do to both gracefully get the
fuck out of dodge when things are pear shaped and avoid the wrath of the
kiddies.
Incidentally, it was stupidity, not malice that brought this to my awareness.
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process and keep that information around in case the server ever wants to know.
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This is actually kind of sketchy, because the resolver can't depend on it
because there are methods to resolve a client object without having an
authenticated connection.
For now, I'll leave this in.
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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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