Knock the idleUnloadPeriod down to 0 since GameManagers don't go idle and having a shutdown interval just keeps them resident in memory

git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@586 c613c5cb-e716-0410-b11b-feb51c14d237
This commit is contained in:
Charlie Groves
2008-04-29 17:55:03 +00:00
parent 865c5def8b
commit e3cf4a762d
@@ -23,7 +23,6 @@ package com.threerings.parlor.game.server;
import java.util.ArrayList; import java.util.ArrayList;
import java.util.Arrays; import java.util.Arrays;
import java.util.Iterator;
import java.util.logging.Level; import java.util.logging.Level;
import com.samskivert.util.ArrayIntSet; import com.samskivert.util.ArrayIntSet;
@@ -34,16 +33,12 @@ import com.samskivert.util.StringUtil;
import com.samskivert.util.Tuple; import com.samskivert.util.Tuple;
import com.threerings.util.Name; import com.threerings.util.Name;
import com.threerings.presents.data.ClientObject;
import com.threerings.presents.dobj.AttributeChangeListener; import com.threerings.presents.dobj.AttributeChangeListener;
import com.threerings.presents.dobj.AttributeChangedEvent; import com.threerings.presents.dobj.AttributeChangedEvent;
import com.threerings.presents.dobj.DObject; import com.threerings.presents.dobj.DObject;
import com.threerings.presents.dobj.MessageEvent;
import com.threerings.crowd.chat.server.SpeakUtil; import com.threerings.crowd.chat.server.SpeakUtil;
import com.threerings.crowd.data.BodyObject; import com.threerings.crowd.data.BodyObject;
import com.threerings.crowd.data.PlaceObject;
import com.threerings.crowd.server.CrowdServer; import com.threerings.crowd.server.CrowdServer;
import com.threerings.crowd.server.PlaceManager; import com.threerings.crowd.server.PlaceManager;
import com.threerings.crowd.server.PlaceManagerDelegate; import com.threerings.crowd.server.PlaceManagerDelegate;
@@ -852,6 +847,14 @@ public class GameManager extends PlaceManager
super.bodyLeft(bodyOid); super.bodyLeft(bodyOid);
} }
@Override // from PlaceManager
protected long idleUnloadPeriod ()
{
// We shutdown immediately on becoming empty, so there's no need to create a
// shutdown interval to keep us in memory longer than we would be otherwise
return 0;
}
/** /**
* When a game room becomes empty, we cancel the game if it's still in progress and close down * When a game room becomes empty, we cancel the game if it's still in progress and close down
* the game room. * the game room.