13fdafe0e5
git-svn-id: svn+ssh://src.earth.threerings.net/vilya/trunk@308 c613c5cb-e716-0410-b11b-feb51c14d237
98 lines
3.2 KiB
ActionScript
98 lines
3.2 KiB
ActionScript
//
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// $Id$
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//
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// Vilya 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/vilya/
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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.ezgame.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 com.threerings.io.TypedArray;
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/**
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* Utility methods for transferring flash properties via
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* the presents dobj system.
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*/
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public class EZObjectMarshaller
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{
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/**
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* Encode the specified object as either a byte[] or a byte[][] if it
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* is an array. 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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* Currently, cycles in the object graph are preserved on the other end.
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* TODO: serialize IExternalizable implementations, and take
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* into account the ApplicationDomain.
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*/
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public static function encode (
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obj :Object, encodeArrayElements :Boolean = true) :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
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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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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
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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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}
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