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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

PSp..om 14 년 전
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  1. 10 0
      engine/src/networking/com/jme3/network/base/DefaultClient.java

+ 10 - 0
engine/src/networking/com/jme3/network/base/DefaultClient.java

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