ObjectMarshaller, formerly EZObjectMarshaller in vilya + some value validation code
that was actually in GameControlBackend. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@4748 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) 2002-2007 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/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.util {
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import flash.net.ObjectEncoding;
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import flash.system.ApplicationDomain;
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import flash.utils.ByteArray;
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import flash.utils.Endian;
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import flash.utils.IExternalizable;
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import flash.utils.getQualifiedSuperclassName; // function import
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import com.threerings.io.TypedArray;
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/**
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* Utility methods for transforming flash objects into byte[].
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*/
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public class ObjectMarshaller
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{
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/**
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* Encode the specified object as either a byte[] or a byte[][] (see below).
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* The specific mechanism of encoding is not important,
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* as long as decode returns a clone of the original object.
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*
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* No validation is done to verify that the object can be serialized.
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*
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* Currently, cycles in the object graph are preserved on the other end.
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*
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* @param encodeArrayElements if true and the obj is an Array, each element is
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* encoded separately, returning a byte[][] instead of a byte[].
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*/
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public static function encode (
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obj :Object, encodeArrayElements :Boolean = false) :Object
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{
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if (obj == null) {
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return null;
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}
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if (encodeArrayElements && obj is Array) {
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var src :Array = (obj as Array);
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var dest :TypedArray = TypedArray.create(ByteArray);
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for each (var o :Object in src) {
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dest.push(encode(o, false));
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}
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return dest;
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}
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// TODO: Our own encoding, that takes into account
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// the ApplicationDomain.. ACK
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var bytes :ByteArray = new ByteArray();
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bytes.endian = Endian.BIG_ENDIAN;
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bytes.objectEncoding = ObjectEncoding.AMF3;
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bytes.writeObject(obj);
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return bytes;
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}
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/**
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* Validate the value and encode it. Arrays are not broken-up.
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*/
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public static function validateAndEncode (obj :Object) :ByteArray
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{
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validateValue(obj);
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return encode(obj, false) as ByteArray;
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}
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/**
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* Decode the specified byte[] or byte[][] back into a flash Object.
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*/
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public static function decode (encoded :Object) :Object
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{
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if (encoded == null) {
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return null;
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}
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if (encoded is TypedArray) {
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var src :TypedArray = (encoded as TypedArray);
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var dest :Array = [];
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for each (var b :ByteArray in src) {
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dest.push(decode(b));
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}
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return dest;
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}
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var bytes :ByteArray = (encoded as ByteArray);
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// re-set the position in case we're decoding the actual same byte
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// array used to encode (and not a network reconstruction)
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bytes.position = 0;
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// TODO: Our own decoding, that takes into account
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// the ApplicationDomain.. ACK
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bytes.endian = Endian.BIG_ENDIAN;
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bytes.objectEncoding = ObjectEncoding.AMF3;
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return bytes.readObject();
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}
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/**
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* Validate that the value is kosher for encoding, or throw an ArgumentError if it's not.
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*/
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public static function validateValue (value :Object) :void
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// throws ArgumentError
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{
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var s :String = getValidationError(value);
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if (s != null) {
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throw new ArgumentError(s);
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}
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}
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/**
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* Get the String reason why this value is not encodable, or null if no error.
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*/
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public static function getValidationError (value :Object) :String
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{
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if (value == null) {
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return null;
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} else if (value is IExternalizable) {
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return "IExternalizable is not yet supported";
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} else if (value is Array) {
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if (ClassUtil.getClassName(value) != "Array") {
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// We can't allow arrays to be serialized as IExternalizables
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// because we need to know element values (opaquely) on the
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// server. Also, we don't allow other types because we wouldn't
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// create the right class on the other side.
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return "Custom array subclasses are not supported";
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}
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// then, continue on with the sub-properties check (below)
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} else {
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var type :String = typeof(value);
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if (type == "number" || type == "string" || type == "boolean" ) {
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return null; // kosher!
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}
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if (value is ByteArray) {
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return null; // kosher
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}
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var clazz :Class = ClassUtil.getClass(value);
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var clazzparentname :String = getQualifiedSuperclassName(clazz);
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var rootclass :Boolean = (clazzparentname == null);
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if (! rootclass) {
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return "Non-simple properties may not be set.";
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}
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// fall through and verify the object's sub-properties
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}
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// check sub-properties (of arrays and objects)
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for each (var arrValue :Object in (value as Array)) {
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var s :String = getValidationError(arrValue);
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if (s != null) {
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return s;
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}
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}
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return null; // it all checks out!
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}
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}
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}
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