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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2020 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.message;
import com.jme3.network.AbstractMessage;
import com.jme3.network.serializing.*;
import com.jme3.network.serializing.serializers.StringSerializer;
import java.io.IOException;
import java.nio.ByteBuffer;
/**
* Client registration is a message that contains a unique ID. This ID
* is simply the current time in milliseconds, providing multiple clients
* will not connect to the same server within one millisecond. This is used
* to couple the TCP and UDP connections together into one 'Client' on the
* server.
*
* @author Lars Wesselius, Paul Speed
*/
@Serializable()
public class ClientRegistrationMessage extends AbstractMessage {
public static final short SERIALIZER_ID = -44;
private long id;
private String gameName;
private int version;
public long getId() {
return id;
}
public void setId(long id) {
this.id = id;
}
public void setGameName( String name ) {
this.gameName = name;
}
public String getGameName() {
return gameName;
}
public void setVersion( int version ) {
this.version = version;
}
public int getVersion() {
return version;
}
@Override
public String toString() {
return getClass().getName() + "[id=" + id + ", gameName=" + gameName + ", version=" + version + "]";
}
/**
* A message-specific serializer to avoid compatibility issues
* between versions. This serializer is registered to the specific
* SERIALIZER_ID which is compatible with previous versions of the
* SM serializer registrations... and now will be forever.
*/
public static class ClientRegistrationSerializer extends Serializer {
@Override
public ClientRegistrationMessage readObject( ByteBuffer data, Class c ) throws IOException {
// Read the null/non-null marker
if (data.get() == 0x0)
return null;
ClientRegistrationMessage msg = new ClientRegistrationMessage();
msg.gameName = StringSerializer.readString(data);
msg.id = data.getLong();
msg.version = data.getInt();
return msg;
}
@Override
public void writeObject(ByteBuffer buffer, Object object) throws IOException {
// Add the null/non-null marker
buffer.put( (byte)(object != null ? 0x1 : 0x0) );
if (object == null) {
// Nothing left to do
return;
}
ClientRegistrationMessage msg = (ClientRegistrationMessage)object;
StringSerializer.writeString( msg.gameName, buffer );
buffer.putLong(msg.id);
buffer.putInt(msg.version);
}
}
}
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