hi all,
i’m wondering, whehter a client-server game archicteture needs java.nio.channels.(Server)SocketChannel(s) for a high performance ?
how about your experience ? are a non-blocking connection,… a must be or not ?
second question is about serialization:
why is an is an object-reference only serialized ones, calling ObjectStream’s write/readObject methods several times ? is there a way to overcame this ?
(I create a new instance of a ‘message-class’ containing only a reference to the real data object to avoid huge memory allocs, but it looks like a hack for me…)
greets
-Michael Nischt
- tried flush but not reset…
I’d be interested to hear what the applications are where you would call writeObject() but you wouldn’t want to researialize if you had already sent it.