Files
narya/src/as/com/threerings/util/ObjectMarshaller.as
T
Par Winzell c4b95d953f This isn't used, and I'd rather not have to implement it pointlessly in Tamarin.
git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@5079 542714f4-19e9-0310-aa3c-eee0fc999fb1
2008-05-11 21:44:51 +00:00

202 lines
6.7 KiB
ActionScript

//
// $Id$
//
// 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.registerClassAlias; // function import
import flash.net.ObjectEncoding;
import flash.geom.Point;
import flash.geom.Rectangle;
import flash.utils.ByteArray;
import flash.utils.Dictionary;
import flash.utils.Endian;
import flash.utils.IExternalizable;
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 (var ii :int = 0; ii < src.length; ii++) {
dest.push(encode(src[ii], 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 (var ii :int = 0; ii < src.length; ii++) {
dest.push(decode(src[ii] as ByteArray));
}
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 if (value is Dictionary) {
if (ClassUtil.getClassName(value) != "flash.utils.Dictionary") {
return "Custom Dictionary subclasses are not supported";
}
// check all the keys
for (var key :* in value) {
var se :String = getValidationError(key);
if (se != null) {
return se;
}
}
// then, continue on with sub-property check (below)
} else {
var type :String = typeof(value);
if (type == "number" || type == "string" || type == "boolean" ) {
return null; // kosher!
}
if (-1 != VALID_CLASSES.indexOf(ClassUtil.getClass(value))) {
return null; // kosher
}
if (!Util.isPlainObject(value)) {
return "Non-simple properties may not be set.";
}
// fall through and verify the plain object's sub-properties
}
// check sub-properties (of arrays and objects)
for each (var arrValue :Object in value) {
var s :String = getValidationError(arrValue);
if (s != null) {
return s;
}
}
return null; // it all checks out!
}
/**
* Our static initializer.
*/
private static function staticInit () :void
{
registerClassAlias("P", Point);
registerClassAlias("R", Rectangle);
registerClassAlias("D", Dictionary);
}
staticInit();
/** Non-simple classes that we allow, as long as they are not subclassed. */
protected static const VALID_CLASSES :Array = [ ByteArray, Point, Rectangle ];
}
}