and ClientRegistrationMessage so that they have fixed IDs
and registration-independent implementations. This means
that no matter how much the internal auto-registration list
changes that a game can still manage the protocol version
in a graceful way.
Prior to this change, removal of a class registration from
Serializers auto-registered list meant that a client->server
version mismatch was impossible to detect and handle gracefully.
Also, now that it was safe to do so, I removed the auto
registration of some odd Java beans classes.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9457 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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
networking layer. Note: because some messages were removed
from Serializer's auto-registration this version is not
binary-compatible with the last. So you must upgrade your
client and server at the same time.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8286 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
and kick the client if they don't match. Need to fix some
other things before the reason actually makes it to the
client before the socket is closed... but at least they'll
know something is wrong.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7041 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
Deprecated the methods on the old Message class
that are truly dangerous in the new version since
they always return null.
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7016 75d07b2b-3a1a-0410-a2c5-0572b91ccdca