Hello,
I have a question which I think has an obvious answer, but I will ask it anyway Regarding the ByteBuffers etc. required to represent a message to be sent from server to client, say if I have a GLO which needs to send players information about other players present in the GLO (room)
- When and how should this be declared? Should I always create the buffer on the fly (e.g. with allocate), or would it be better to use an object member and therefore a reususable buffer? In the simple SwordWorld example, for instance, you do a ByteBuffer.allocate() and put() a String into the buffer, and send it, for each request. If I make it an object member (i.e. in the class definition for a GLO), wonβt I get problems with serialisability?
What is the right approach (or at least, what are some good guidelines?)
Greg