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