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
This commit is contained in:
Michael Bayne
2010-10-22 21:12:29 +00:00
parent 555b865bbf
commit 9d2ca42eac
434 changed files with 163 additions and 208 deletions
@@ -0,0 +1,93 @@
//
// $Id$
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2010 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
* <code>write()</code>.
*
* <p><em>Note:</em> 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];
}