// // $Id$ // // 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.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 * write(). * *

Note: 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 // documentation inherited public ByteBuffer flip () { throw new UnsupportedOperationException("Use frameAndReturnBuffer() instead."); } @Override // documentation inherited 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 it's 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]; }