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
This commit is contained in:
Ray Greenwell
2007-07-06 22:26:00 +00:00
parent 90bed27f12
commit ecefdcac85
@@ -0,0 +1,174 @@
//
// $Id$
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/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.util {
import flash.net.ObjectEncoding;
import flash.system.ApplicationDomain;
import flash.utils.ByteArray;
import flash.utils.Endian;
import flash.utils.IExternalizable;
import flash.utils.getQualifiedSuperclassName; // function import
import com.threerings.io.TypedArray;
/**
* Utility methods for transforming flash objects into byte[].
*/
public class ObjectMarshaller
{
/**
* Encode the specified object as either a byte[] or a byte[][] (see below).
* The specific mechanism of encoding is not important,
* as long as decode returns a clone of the original object.
*
* No validation is done to verify that the object can be serialized.
*
* Currently, cycles in the object graph are preserved on the other end.
*
* @param encodeArrayElements if true and the obj is an Array, each element is
* encoded separately, returning a byte[][] instead of a byte[].
*/
public static function encode (
obj :Object, encodeArrayElements :Boolean = false) :Object
{
if (obj == null) {
return null;
}
if (encodeArrayElements && obj is Array) {
var src :Array = (obj as Array);
var dest :TypedArray = TypedArray.create(ByteArray);
for each (var o :Object in src) {
dest.push(encode(o, false));
}
return dest;
}
// TODO: Our own encoding, that takes into account
// the ApplicationDomain.. ACK
var bytes :ByteArray = new ByteArray();
bytes.endian = Endian.BIG_ENDIAN;
bytes.objectEncoding = ObjectEncoding.AMF3;
bytes.writeObject(obj);
return bytes;
}
/**
* Validate the value and encode it. Arrays are not broken-up.
*/
public static function validateAndEncode (obj :Object) :ByteArray
{
validateValue(obj);
return encode(obj, false) as ByteArray;
}
/**
* Decode the specified byte[] or byte[][] back into a flash Object.
*/
public static function decode (encoded :Object) :Object
{
if (encoded == null) {
return null;
}
if (encoded is TypedArray) {
var src :TypedArray = (encoded as TypedArray);
var dest :Array = [];
for each (var b :ByteArray in src) {
dest.push(decode(b));
}
return dest;
}
var bytes :ByteArray = (encoded as ByteArray);
// re-set the position in case we're decoding the actual same byte
// array used to encode (and not a network reconstruction)
bytes.position = 0;
// TODO: Our own decoding, that takes into account
// the ApplicationDomain.. ACK
bytes.endian = Endian.BIG_ENDIAN;
bytes.objectEncoding = ObjectEncoding.AMF3;
return bytes.readObject();
}
/**
* Validate that the value is kosher for encoding, or throw an ArgumentError if it's not.
*/
public static function validateValue (value :Object) :void
// throws ArgumentError
{
var s :String = getValidationError(value);
if (s != null) {
throw new ArgumentError(s);
}
}
/**
* Get the String reason why this value is not encodable, or null if no error.
*/
public static function getValidationError (value :Object) :String
{
if (value == null) {
return null;
} else if (value is IExternalizable) {
return "IExternalizable is not yet supported";
} else if (value is Array) {
if (ClassUtil.getClassName(value) != "Array") {
// We can't allow arrays to be serialized as IExternalizables
// because we need to know element values (opaquely) on the
// server. Also, we don't allow other types because we wouldn't
// create the right class on the other side.
return "Custom array subclasses are not supported";
}
// then, continue on with the sub-properties check (below)
} else {
var type :String = typeof(value);
if (type == "number" || type == "string" || type == "boolean" ) {
return null; // kosher!
}
if (value is ByteArray) {
return null; // kosher
}
var clazz :Class = ClassUtil.getClass(value);
var clazzparentname :String = getQualifiedSuperclassName(clazz);
var rootclass :Boolean = (clazzparentname == null);
if (! rootclass) {
return "Non-simple properties may not be set.";
}
// fall through and verify the object's sub-properties
}
// check sub-properties (of arrays and objects)
for each (var arrValue :Object in (value as Array)) {
var s :String = getValidationError(arrValue);
if (s != null) {
return s;
}
}
return null; // it all checks out!
}
}
}