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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2021 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.network;
import com.jme3.network.base.DefaultClient;
import com.jme3.network.base.DefaultServer;
import com.jme3.network.base.TcpConnectorFactory;
import com.jme3.network.kernel.tcp.SelectorKernel;
import com.jme3.network.kernel.tcp.SocketConnector;
import com.jme3.network.kernel.udp.UdpConnector;
import com.jme3.network.kernel.udp.UdpKernel;
import java.io.IOException;
import java.net.InetAddress;
/**
* The main service provider for conveniently creating
* server and client instances.
*
* @version $Revision$
* @author Paul Speed
*/
public class Network
{
public static final String DEFAULT_GAME_NAME = "Unnamed jME3 Game";
public static final int DEFAULT_VERSION = 42;
/**
* A private constructor to inhibit instantiation of this class.
*/
private Network() {
}
/**
* Creates a Server that will utilize both reliable and fast
* transports to communicate with clients. The specified port
* will be used for both TCP and UDP communication.
*/
public static Server createServer( int port ) throws IOException
{
return createServer( DEFAULT_GAME_NAME, DEFAULT_VERSION, port, port );
}
/**
* Creates a Server that will utilize both reliable and fast
* transports to communicate with clients. The specified port
* will be used for both TCP and UDP communication.
*/
public static Server createServer( int tcpPort, int udpPort ) throws IOException
{
return createServer( DEFAULT_GAME_NAME, DEFAULT_VERSION, tcpPort, udpPort );
}
/**
* Creates a named and versioned Server that will utilize both reliable and fast
* transports to communicate with clients. The specified port
* will be used for both TCP and UDP communication.
*
* @param gameName This is the name that identifies the game. Connecting clients
* must use this name or be turned away.
* @param version This is a game-specific verison that helps detect when out-of-date
* clients have connected to an incompatible server.
* @param tcpPort The port upon which the TCP hosting will listen for new connections.
* @param udpPort The port upon which the UDP hosting will listen for new 'fast' UDP
* messages. Set to -1 if 'fast' traffic should go over TCP. This will
* completely disable UDP traffic for this server.
*/
public static Server createServer( String gameName, int version, int tcpPort, int udpPort ) throws IOException
{
UdpKernel fast = udpPort == -1 ? null : new UdpKernel(udpPort);
SelectorKernel reliable = new SelectorKernel(tcpPort);
return new DefaultServer( gameName, version, reliable, fast );
}
/**
* Creates a client that can be connected at a later time.
*/
public static NetworkClient createClient()
{
return createClient( DEFAULT_GAME_NAME, DEFAULT_VERSION );
}
/**
* Creates a client that can be connected at a later time. The specified
* game name and version must match the server or the client will be turned
* away.
*/
public static NetworkClient createClient( String gameName, int version )
{
return new NetworkClientImpl(gameName, version);
}
/**
* Creates a Client that communicates with the specified host and port
* using both reliable and fast transports.
*/
public static Client connectToServer( String host, int hostPort ) throws IOException
{
return connectToServer( DEFAULT_GAME_NAME, DEFAULT_VERSION, host, hostPort, hostPort );
}
/**
* Creates a Client that communicates with the specified host and separate TCP and UDP ports
* using both reliable and fast transports.
*/
public static Client connectToServer( String host, int hostPort, int remoteUdpPort ) throws IOException
{
return connectToServer( DEFAULT_GAME_NAME, DEFAULT_VERSION, host, hostPort, remoteUdpPort );
}
/**
* Creates a Client that communicates with the specified host and port
* using both reliable and fast transports.
*/
public static Client connectToServer( String gameName, int version,
String host, int hostPort ) throws IOException
{
return connectToServer( gameName, version, host, hostPort, hostPort );
}
/**
* Creates a Client that communicates with the specified host and and separate TCP and UDP ports
* using both reliable and fast transports.
*
* @param gameName This is the name that identifies the game. This must match
* the target server's name or this client will be turned away.
* @param version This is a game-specific verison that helps detect when out-of-date
* clients have connected to an incompatible server. This must match
* the server's version of this client will be turned away.
* @param hostPort The remote TCP port on the server to which this client should
* send reliable messages.
* @param remoteUdpPort The remote UDP port on the server to which this client should
* send 'fast'/unreliable messages. Set to -1 if 'fast' traffic should
* go over TCP. This will completely disable UDP traffic for this
* client.
*/
public static Client connectToServer( String gameName, int version,
String host, int hostPort, int remoteUdpPort ) throws IOException
{
InetAddress remoteAddress = InetAddress.getByName(host);
UdpConnector fast = remoteUdpPort == -1 ? null : new UdpConnector( remoteAddress, remoteUdpPort );
SocketConnector reliable = new SocketConnector( remoteAddress, hostPort );
return new DefaultClient( gameName, version, reliable, fast, new TcpConnectorFactory(remoteAddress) );
}
protected static class NetworkClientImpl extends DefaultClient implements NetworkClient
{
public NetworkClientImpl(String gameName, int version)
{
super( gameName, version );
}
@Override
public void connectToServer( String host, int port, int remoteUdpPort ) throws IOException
{
connectToServer( InetAddress.getByName(host), port, remoteUdpPort );
}
@Override
public void connectToServer( InetAddress address, int port, int remoteUdpPort ) throws IOException
{
UdpConnector fast = new UdpConnector( address, remoteUdpPort );
SocketConnector reliable = new SocketConnector( address, port );
setPrimaryConnectors( reliable, fast, new TcpConnectorFactory(address) );
}
}
}
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