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//
// $Id$
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2012 Three Rings Design, Inc., All Rights Reserved
// http://code.google.com/p/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA

package com.threerings.io;

import java.nio.ByteBuffer;

/**
 * The framing output stream accumulates output into a byte array just
 * like the byte array output stream, but can then be instructed to send
 * its contents over a channel, prefixed by the length (written as an
 * integer) of the entire frame (contents plus length prefix). It does
 * this efficiently so that data is copied as little as possible and so
 * that the output stream to which the data is written need not be
 * buffered because the framed output is written in a single call to
 * write().
 *
 * 

Note: The framing output stream does not synchronize writes * to its internal buffer. It is intended to only be accessed from a * single thread. */ public class FramingOutputStream extends ByteBufferOutputStream { public FramingOutputStream () { _buffer.put(HEADER_PAD); } @Override public ByteBuffer flip () { throw new UnsupportedOperationException("Use frameAndReturnBuffer() instead."); } @Override public void reset () { throw new UnsupportedOperationException("Use resetFrame() instead."); } /** * Writes the frame length to the beginning of our buffer and returns * it for writing to the appropriate channel. This should be followed * by a call to {@link #resetFrame} when the frame has been written. */ public ByteBuffer frameAndReturnBuffer () { // flip the buffer which will limit it to its current position _buffer.flip(); // then write the frame length and rewind back to the start of the // buffer so that all the data is available int count = _buffer.limit(); _buffer.put((byte)((count >>> 24) & 0xFF)); _buffer.put((byte)((count >>> 16) & 0xFF)); _buffer.put((byte)((count >>> 8) & 0xFF)); _buffer.put((byte)((count >>> 0) & 0xFF)); _buffer.rewind(); return _buffer; } /** * Resets our internal buffer and prepares to write a new frame. */ public void resetFrame () { _buffer.clear(); _buffer.put(HEADER_PAD); } /** We pad the beginning of our buffer so that we can write the frame * length when the time comes. */ protected static final byte[] HEADER_PAD = new byte[4]; }





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