server can configure additional ports that will be sent to
the client upon connection. These channels can be used to
send messages in parallel to the normal messages. This is
useful to keeping several separate command pathways flowing
smoothly despite potentially large messages on one channel.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8938 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
connections.
Early-return in the broadcast method if there are no connections.
This prevents allocation of a message if it's just going to get
dropped on the floor anyway.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8932 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
issue left over from when the long -> int client ID
conversion was made. Now connection lookups work again.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7152 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
of message event dispatch. This is one of the reasons
I thought the existing services need to be checked for
'correctness' re: multithreading. Even in the current
implementations, a message listener may be called by
different threads.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7046 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
winded and erroneous comment now that we have point-to-point
connections again.
Also committing the other classes to which I started adding
game name and version... unfinished but needed for the other
fix.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7038 75d07b2b-3a1a-0410-a2c5-0572b91ccdca