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
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@@ -23,7 +23,6 @@ package com.threerings.parlor.game.server;
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import java.util.ArrayList;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.Arrays;
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import java.util.Iterator;
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import java.util.logging.Level;
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import java.util.logging.Level;
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import com.samskivert.util.ArrayIntSet;
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import com.samskivert.util.ArrayIntSet;
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@@ -34,16 +33,12 @@ import com.samskivert.util.StringUtil;
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import com.samskivert.util.Tuple;
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import com.samskivert.util.Tuple;
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import com.threerings.util.Name;
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import com.threerings.util.Name;
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import com.threerings.presents.data.ClientObject;
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import com.threerings.presents.dobj.AttributeChangeListener;
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import com.threerings.presents.dobj.AttributeChangeListener;
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import com.threerings.presents.dobj.AttributeChangedEvent;
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import com.threerings.presents.dobj.AttributeChangedEvent;
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import com.threerings.presents.dobj.DObject;
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import com.threerings.presents.dobj.DObject;
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import com.threerings.presents.dobj.MessageEvent;
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import com.threerings.crowd.chat.server.SpeakUtil;
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import com.threerings.crowd.chat.server.SpeakUtil;
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import com.threerings.crowd.data.BodyObject;
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import com.threerings.crowd.data.BodyObject;
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import com.threerings.crowd.data.PlaceObject;
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import com.threerings.crowd.server.CrowdServer;
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import com.threerings.crowd.server.CrowdServer;
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import com.threerings.crowd.server.PlaceManager;
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import com.threerings.crowd.server.PlaceManager;
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import com.threerings.crowd.server.PlaceManagerDelegate;
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import com.threerings.crowd.server.PlaceManagerDelegate;
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@@ -852,6 +847,14 @@ public class GameManager extends PlaceManager
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super.bodyLeft(bodyOid);
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super.bodyLeft(bodyOid);
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}
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}
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@Override // from PlaceManager
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protected long idleUnloadPeriod ()
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{
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// We shutdown immediately on becoming empty, so there's no need to create a
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// shutdown interval to keep us in memory longer than we would be otherwise
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return 0;
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}
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/**
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/**
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* When a game room becomes empty, we cancel the game if it's still in progress and close down
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* When a game room becomes empty, we cancel the game if it's still in progress and close down
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* the game room.
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* the game room.
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