fate.network
Class ClientConnection

java.lang.Object
  |
  +--fate.network.ClientConnection

public class ClientConnection
extends java.lang.Object

Attempts to create a network connection between client and server.

After calling connect(LoginMessage), on sucessful connection with the server, this will spawn a new ClientThread to handle incoming messages. Messages will be stored in the messageBuffer and can be retrieved sequentially using messagesAvailable() and nextMessage().


Constructor Summary
ClientConnection(java.lang.String host, int port)
          Creates new ClientConnection
 
Method Summary
 boolean connect(LoginMessage loginMessage)
          Opens a connection to the server
 boolean messagesAvailable()
          Returns true if there are messages in the message buffer
 java.lang.Object nextMessage()
          Returns the next message in the buffer, or NULL is there are none.
 void receiveMessage(java.lang.Object msg)
          Called by the communications thread to receive a message
 void sendMessage(GameMessage msg)
          Sends a message to the server
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Constructor Detail

ClientConnection

public ClientConnection(java.lang.String host,
                        int port)
Creates new ClientConnection
Method Detail

connect

public boolean connect(LoginMessage loginMessage)
                throws java.net.UnknownHostException,
                       java.io.IOException
Opens a connection to the server

sendMessage

public void sendMessage(GameMessage msg)
Sends a message to the server

receiveMessage

public void receiveMessage(java.lang.Object msg)
                    throws java.io.IOException
Called by the communications thread to receive a message

messagesAvailable

public boolean messagesAvailable()
Returns true if there are messages in the message buffer

nextMessage

public java.lang.Object nextMessage()
Returns the next message in the buffer, or NULL is there are none. Should check with messagesAvailable first to see if there are any


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