Java tutorial
// Copyright 2015 Google Inc. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package devfest2015.asciimmo; import com.google.android.gms.cast.games.GameManagerClient; import com.google.android.gms.cast.games.GameManagerState; import android.annotation.SuppressLint; import android.os.Handler; import org.json.JSONObject; import java.util.HashMap; /** * A handler class that sends messages at specified intervals. This allows throttling of messages so * they don't all get sent immediately. */ public class SendMessageHandler extends Handler { // The int used for the "what" field used when sending messages. private static final int MESSAGE_WHAT_VALUE = 0; private static final int SEND_MESSAGE_DELAY_MS = 50; private CastConnectionManager mCastConnectionManager; // Mapping of message type (an int) to message. Used for tracking only one message per type. // We don't want sparse arrays! We want to be able to get all the values in the map, and sparse // arrays don't let us do that! @SuppressLint("UseSparseArrays") private HashMap<Integer, JSONObject> mMessageMap = new HashMap<>(); public SendMessageHandler(CastConnectionManager castConnectionManager) { mCastConnectionManager = castConnectionManager; } @Override public void handleMessage(android.os.Message unused) { processMessages(); sendEmptyMessageDelayed(MESSAGE_WHAT_VALUE, SEND_MESSAGE_DELAY_MS); } private void processMessages() { if (!mCastConnectionManager.isConnectedToReceiver()) { return; } GameManagerClient gameManagerClient = mCastConnectionManager.getGameManagerClient(); GameManagerState state = gameManagerClient.getCurrentState(); if (state.getConnectedControllablePlayers().size() == 0) { return; } String playerId = state.getConnectedControllablePlayers().get(0).getPlayerId(); for (JSONObject message : mMessageMap.values()) { gameManagerClient.sendGameMessage(playerId, message); } mMessageMap.clear(); } /** * Sets a message of the specified messageType to be sent to the receiver. If this function is * called more than once with the same messageType, only the message from the last call will be * sent. This is so we only send one message per messageType every message cycle. * * @param messageType integer representing type of the message. * @param message the JSON message to be sent to the receiver. */ public void enqueueMessage(int messageType, JSONObject message) { mMessageMap.put(messageType, message); } public void flushMessages() { processMessages(); removeMessages(MESSAGE_WHAT_VALUE); } public void resumeSendingMessages() { sendEmptyMessageDelayed(MESSAGE_WHAT_VALUE, SEND_MESSAGE_DELAY_MS); } }