// // $Id$ // // Vilya library - tools for developing networked games // Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved // http://www.threerings.net/code/vilya/ // // 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.ezgame.util { import flash.net.ObjectEncoding; import flash.system.ApplicationDomain; import flash.utils.ByteArray; import flash.utils.Endian; import com.threerings.io.TypedArray; /** * Utility methods for transferring flash properties via * the presents dobj system. */ public class EZObjectMarshaller { /** * Encode the specified object as either a byte[] or a byte[][] if it * is an array. The specific mechanism of encoding is not important, * as long as decode returns a clone of the original object. * * Currently, cycles in the object graph are preserved on the other end. * TODO: serialize IExternalizable implementations, and take * into account the ApplicationDomain. */ public static function encode ( obj :Object, encodeArrayElements :Boolean = true) :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 var bytes :ByteArray = new ByteArray(); bytes.endian = Endian.BIG_ENDIAN; bytes.objectEncoding = ObjectEncoding.AMF3; bytes.writeObject(obj); return bytes; } 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 bytes.endian = Endian.BIG_ENDIAN; bytes.objectEncoding = ObjectEncoding.AMF3; return bytes.readObject(); } } }