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📄 serverconnection.html

📁 Massively Multiplayer Space Trading and Combat game. This is an online strategy game, not a 3D space
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enumerate, 
getContextClassLoader, 
getName, 
getPriority, 
getThreadGroup, 
interrupt, 
interrupted, 
isAlive, 
isDaemon, 
isInterrupted, 
join, 
join, 
join, 
resume, 
setContextClassLoader, 
setDaemon, 
setName, 
setPriority, 
sleep, 
sleep, 
start, 
stop, 
stop, 
suspend, 
toString, 
yield</CODE></TD>
</TR>
</TABLE>
&nbsp;<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TD><B>Methods inherited from class java.lang.Object</B></TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>clone, 
equals, 
finalize, 
getClass, 
hashCode, 
notify, 
notifyAll, 
wait, 
wait, 
wait</CODE></TD>
</TR>
</TABLE>
&nbsp;
<P>

<!-- ============ FIELD DETAIL =========== -->

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<B>Field Detail</B></FONT></TD>
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<A NAME="FATE_PORT"><!-- --></A><H3>
FATE_PORT</H3>
<PRE>
public static final int <B>FATE_PORT</B></PRE>
<DL>
</DL>

<!-- ========= CONSTRUCTOR DETAIL ======== -->

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<B>Constructor Detail</B></FONT></TD>
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<A NAME="ServerConnection(int, fate.network.MapPlayerInfo)"><!-- --></A><H3>
ServerConnection</H3>
<PRE>
public <B>ServerConnection</B>(int&nbsp;port,                        <A HREF="../../fate/network/MapPlayerInfo.html">MapPlayerInfo</A>&nbsp;mapPlayerInfo)</PRE>
<DL>
<DD>Creates new ServerConnection</DL>

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<A NAME="initialize()"><!-- --></A><H3>
initialize</H3>
<PRE>
public boolean <B>initialize</B>()</PRE>
<DL>
<DD>Initializes the server connection</DL>
<HR>

<A NAME="run()"><!-- --></A><H3>
run</H3>
<PRE>
public void <B>run</B>()</PRE>
<DL>
<DD>Start processing of incoming connections<DD><DL>
<DT><B>Overrides:</B><DD>run in class java.lang.Thread</DL>
</DD>
</DL>
<HR>

<A NAME="addServerThread(int, fate.network.ServerThread)"><!-- --></A><H3>
addServerThread</H3>
<PRE>
public void <B>addServerThread</B>(int&nbsp;id,                            <A HREF="../../fate/network/ServerThread.html">ServerThread</A>&nbsp;thread)</PRE>
<DL>
<DD>Adds a ServerThread to the map</DL>
<HR>

<A NAME="removeServerThread(int)"><!-- --></A><H3>
removeServerThread</H3>
<PRE>
public void <B>removeServerThread</B>(int&nbsp;id)</PRE>
<DL>
<DD>Removes a ServerThread from the map</DL>
<HR>

<A NAME="sendMessage(int, fate.messages.GameMessage)"><!-- --></A><H3>
sendMessage</H3>
<PRE>
public boolean <B>sendMessage</B>(int&nbsp;idClient,                           <A HREF="../../fate/messages/GameMessage.html">GameMessage</A>&nbsp;msg)                    throws java.io.IOException</PRE>
<DL>
<DD>Sends a message to a client.To look at: could this possibly hold up the server?Maybe this should spawn a thread to send the message..</DL>
<HR>

<A NAME="receiveMessage(java.lang.Object)"><!-- --></A><H3>
receiveMessage</H3>
<PRE>
public void <B>receiveMessage</B>(java.lang.Object&nbsp;msg)                    throws java.io.IOException</PRE>
<DL>
<DD>Called by the communications thread to receive a message</DL>
<HR>

<A NAME="messagesAvailable()"><!-- --></A><H3>
messagesAvailable</H3>
<PRE>
public boolean <B>messagesAvailable</B>()</PRE>
<DL>
<DD>Returns true if there are messages in the message buffer</DL>
<HR>

<A NAME="nextMessage()"><!-- --></A><H3>
nextMessage</H3>
<PRE>
public java.lang.Object <B>nextMessage</B>()</PRE>
<DL>
<DD>Returns the next message in the buffer, or NULL is there are none.Should check with messagesAvailable first to see if there are any</DL>
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