Convert Narya (most of the way) over to a Maven Ant task based build. The
ActionScript bits remain belligerent, but the Java stuff is mostly shipshape. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@6222 542714f4-19e9-0310-aa3c-eee0fc999fb1
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//
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// $Id$
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
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// http://code.google.com/p/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.io;
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import java.nio.ByteBuffer;
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/**
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* The framing output stream accumulates output into a byte array just
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* like the byte array output stream, but can then be instructed to send
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* its contents over a channel, prefixed by the length (written as an
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* integer) of the entire frame (contents plus length prefix). It does
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* this efficiently so that data is copied as little as possible and so
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* that the output stream to which the data is written need not be
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* buffered because the framed output is written in a single call to
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* <code>write()</code>.
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*
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* <p><em>Note:</em> The framing output stream does not synchronize writes
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* to its internal buffer. It is intended to only be accessed from a
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* single thread.
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*/
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public class FramingOutputStream extends ByteBufferOutputStream
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{
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public FramingOutputStream ()
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{
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_buffer.put(HEADER_PAD);
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}
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@Override
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public ByteBuffer flip ()
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{
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throw new UnsupportedOperationException("Use frameAndReturnBuffer() instead.");
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}
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@Override
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public void reset ()
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{
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throw new UnsupportedOperationException("Use resetFrame() instead.");
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}
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/**
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* Writes the frame length to the beginning of our buffer and returns
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* it for writing to the appropriate channel. This should be followed
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* by a call to {@link #resetFrame} when the frame has been written.
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*/
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public ByteBuffer frameAndReturnBuffer ()
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{
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// flip the buffer which will limit it to its current position
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_buffer.flip();
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// then write the frame length and rewind back to the start of the
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// buffer so that all the data is available
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int count = _buffer.limit();
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_buffer.put((byte)((count >>> 24) & 0xFF));
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_buffer.put((byte)((count >>> 16) & 0xFF));
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_buffer.put((byte)((count >>> 8) & 0xFF));
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_buffer.put((byte)((count >>> 0) & 0xFF));
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_buffer.rewind();
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return _buffer;
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}
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/**
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* Resets our internal buffer and prepares to write a new frame.
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*/
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public void resetFrame ()
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{
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_buffer.clear();
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_buffer.put(HEADER_PAD);
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}
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/** We pad the beginning of our buffer so that we can write the frame
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* length when the time comes. */
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protected static final byte[] HEADER_PAD = new byte[4];
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}
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