Added a comment about the "magic number" used in the

connect message from the client.


git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7034 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
PSp..om 14 years ago
parent 5d525edc59
commit f00c13dfba
  1. 10
      engine/src/networking/com/jme3/network/base/DefaultClient.java

@ -113,6 +113,16 @@ public class DefaultClient implements Client
// Send our connection message with a generated ID until
// we get one back from the server. We'll hash time in
// millis and time in nanos.
// This is used to match the TCP and UDP endpoints up on the
// other end since they may take different routes to get there.
// Behind NAT, many game clients may be coming over the same
// IP address from the server's perspective and they may have
// their UDP ports mapped all over the place.
//
// Since currentTimeMillis() is absolute time and nano time
// is roughtly related to system start time, adding these two
// together should be plenty unique for our purposes. It wouldn't
// hurt to reconcile with IP on the server side, though.
long tempId = System.currentTimeMillis() + System.nanoTime();
// Set it true here so we can send some messages.

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