使用cocoscreator + node.js + websocket实现简单的聊天服务
先上个效果图:
使用cocoscreator 1.9.1 + node.js + websocket实现,没有使用socket.io, 全部自己封装,长连接进行封装后可以和短连接使用方法一样,使用简单,方便以后开发网络游戏。
1、客户端:
主要就是聊天内容的显示,自动换行和背景扩展,代码大概如下:
cc.Class({ extends: cc.Component, properties: { msgLabel: cc.Label, uidLabel: cc.Label, msgLayout: cc.Layout, msgBg: cc.Node, maxLen: 500, }, // LIFE-CYCLE CALLBACKS: // onLoad () {}, start () { this.node.runAction(cc.fadeTo(0.5, 255)) }, initMsg(msg, uid){ this.msgLabel.string = msg; this.uidLabel.string = uid; this.msgLabel.overflow = cc.Label.Overflow.NONE; // this.msgBg.width = this.msgLabel.node.width + 10; // this.msgBg.height = this.msgLabel.node.height + 10; // this.node.height = this.msgBg.height + 40; this.scheduleOnce((dt)=>{ if ( this.msgLabel.node.width >= this.maxLen){ this.msgLabel.overflow = cc.Label.Overflow.RESIZE_HEIGHT; this.msgLabel.node.width = this.maxLen; } this.msgBg.width = this.msgLabel.node.width + 10; this.msgBg.height = this.msgLabel.node.height + 10; this.node.height = this.msgBg.height + 40; }, 0); this.node.opacity = 0; } // update (dt) {}, });
网络部分分成了四层:
1、socket 封装基础的websocket, 这里是最底层,也是真正链接的开始
2、network 控制socket链接层,实现各回调接口
3、netproxy 封装各服务功能,把长连接变成短连接的请求方式
4、netprotocols 和服务器协商,确定每个请求的请求体格式和回复格式
各部分代码如下:
GameWebSocket.js:
/** * @enum {number} */ var GameWebSocketState = cc.Enum({ CONNECTING: 1, OPEN: 2, CLOSING: 3, CLOSED: 4 }); /** * @interface */ var GameWebSocketDelegate = cc.Class({ onSocketOpen: function () { }, /** * 收到了消息 * @param {string|Uint8Array} data */ onSocketMessage: function (data) { }, onSocketError: function () { }, /** * 连接关闭 * @param {string} reason */ onSocketClosed: function (reason) { } }); /** * @interface */ var GameWebSocketInterface = cc.Class({ connect: function () { }, send: function () { }, close: function () { }, getState: function () { } }); var GameWebSocket = cc.Class({ extends: GameWebSocketInterface, properties: { /** * @type {String} 服务器地址 */ _address: null, /** * @type {GameWebSocketDelegate} */ _delegate: null, /** * @type {WebSocket} */ _webSocket: null, }, /** * @param {string} address 服务器地址 * @param {GameWebSocketDelegate} delegate 回调接口 */ init: function(address, delegate){ this._address = address; this._delegate = delegate; this._webSocket = null; }, connect: function () { cc.log('connect to '+ this._address); var ws = this._webSocket = new WebSocket(this._address); ws.onopen = this._delegate.onSocketOpen.bind(this._delegate); ws.onmessage = function (param) { this._delegate.onSocketMessage(param.data); }.bind(this); ws.onerror = this._delegate.onSocketError.bind(this._delegate); // function({code: Number, reason: String, wasClean: Boolean})} ws.onclose = function (param) { this._delegate.onSocketClosed(param.reason); }.bind(this); }, /** * 发送数据 * @param {string|Uint8Array} stringOrBinary */ send: function (stringOrBinary) { this._webSocket.send(stringOrBinary); }, close: function () { if (!this._webSocket) { return; } try { this._webSocket.close(); } catch (err) { cc.log('error while closing webSocket', err.toString()); } this._webSocket = null; }, getState: function () { if (this._webSocket) { switch(this._webSocket.readyState){ case WebSocket.OPEN: return GameWebSocketState.OPEN; case WebSocket.CONNECTING: return GameWebSocketState.CONNECTING; case WebSocket.CLOSING: return GameWebSocketState.CLOSING; case WebSocket.CLOSED: return GameWebSocketState.CLOSED; } } return GameWebSocketState.CLOSED; } }); module.exports = { GameWebSocketState: GameWebSocketState, GameWebSocketDelegate: GameWebSocketDelegate, GameWebSocketInterface: GameWebSocketInterface, GameWebSocket: GameWebSocket };
GameNetwork.js
/** * Created by skyxu on 2018/10/9. */ "use strict"; let GameWebSocket = require("./GameWebSocket"); let GameProtocols = require("./GameProtocols"); /** * 服务器回复消息状态,判断回复消息的各种问题 */ var response_state = { ERROR_OK : '0' }; /** * 请求回调对象,收到服务器回调后的回调方法 */ var NetworkCallback = cc.Class({ properties: { /** * @type {BaseRequest} request */ request: null, /** * 请求回调对方法 */ callback: null }, /** * @param {BaseRequest} request * @param {function(BaseResponse): boolean} callback */ init: function (request, callback) { this.request = request; this.callback = callback; } }); let GameNetwork = cc.Class({ extends: GameWebSocket.GameWebSocketDelegate, ctor: function() { this._socket = null; this._delegate = null; /** * 每次发送请求,都需要有一个唯一的编号 * @type {number} * @private */ this._requestSequenceId = 0; /** * 接受服务器主动下发的response回调 * key 表示BaseResponse.act * @type {Object.<string, function(object.<string, *>)>} */ this.pushResponseCallback = {}; /** * 根据seq保存Request和其callback,以便在收到服务器的响应后回调 * @type {Object.<int, NetworkCallback>} * @private */ this._networkCallbacks = {}; }, setDelegate: function (delegate) { this._delegate = delegate; }, /** * 注册服务器主动推送的response 回调 */ registerPushResponseCallback : function(act, callback){ this.pushResponseCallback[act] = callback; }, /** * 判断socket已连接成功,可以通信 * @returns {boolean} */ isSocketOpened: function(){ return (this._socket && this._socket.getState() == GameWebSocket.GameWebSocketState.OPEN); }, isSocketClosed: function () { return this._socket == null; }, /** * 启动连接 */ connect: function (url) { cc.log("webSocketUrls=" + url); this._requestSequenceId = 0; this._socket = new GameWebSocket.GameWebSocket(); this._socket.init(url, this); this._socket.connect(); }, closeConnect: function () { if(this._socket){ this._socket.close(); } }, onSocketOpen: function () { cc.log('Socket:onOpen'); if(this._delegate && this._delegate.onNetworkOpen){ this._delegate.onNetworkOpen(); } }, onSocketError: function () { cc.log('Socket:onError'); }, onSocketClosed: function (reason) { cc.log('Socket:onClose', reason); if (this._socket) { this._socket.close(); } this._socket = null; if(this._delegate && this._delegate.onNetworkClose){ this._delegate.onNetworkClose(); } }, onSocketMessage: function (msg) { this._onResponse(msg); }, _onResponse: function(responseData){ cc.log('response->resp:', responseData); var responseJson = JSON.parse(responseData); var responseClass = GameProtocols.response_classes[responseJson.act]; /** * @type {object.<BaseResponse>} */ var response = new responseClass(); response.loadData(responseJson.data); response.act = responseJson.act; response.seq = responseJson.seq; response.err = responseJson.err; response.ts = responseJson.ts; // 如果指定了回调函数,先回调 var ignoreError = false; if(response.seq != -1){ // 处理服务器推送消息 var pushCallback = this.pushResponseCallback[response.act]; if(pushCallback){ pushCallback(response); } // request回调 var callbackObj = this._networkCallbacks[response.seq]; if(callbackObj){ ignoreError = callbackObj.callback(response); // try { // ignoreError = callbackObj.callback(response); // } catch (err) { // cc.log(err + " error in response callback of " + response.act); // } finally { // delete this._networkCallbacks[response.seq]; // } } } //有错,且不忽略,则统一处理错误 if(response.err && response.err != response_state.ERROR_OK && !ignoreError){ if (response.is_async) { // 异步请求,如果出错了,应该需要重新登录 // todo 重新登录?或者重新同步数据? } else { // 同步请求,如果出错了,需要显示错误信息 // todo 显示错误 var msg = responseJson.msg; cc.log('server err ' + msg); } } }, /** * 向服务器发送请求。 * * 如果提供了callback,在收到response后会被回调。如果response是一个错误(status!=ERR_OK),则需要决定由谁来负责处理错误。 * 如果callback中已经对错误进行了处理,应该返回true,这样会忽略该错误。否则应该返回false,则负责处理该错误。 * * 特别注意:如果这是一个异步(is_async)请求,且出错,一般来讲应该重新登录/同步。但是如果callback返回了true,不会进行 * 任何处理,也就是不会重新登录/同步。请小心确定返回值。 * * @param {object.<BaseRequest>} * @param {function(BaseResponse): boolean=} opt_callback 回调函数。出错的情况下,如果返回true,则不会再次处理错误。 */ sendRequest: function (request, opt_callback) { // 每个请求的seq应该唯一,且递增 request.seq = ++this._requestSequenceId; //生成NetworkCallback对象,绑定请求seq和回调方法 if(opt_callback){ this._networkCallbacks[request.seq] = new NetworkCallback(); this._networkCallbacks[request.seq].init(request, opt_callback); } this._sendSocketRequest(false, request); }, /** * sendRequest的不发送data字段 */ sendRequestNoData: function (request, opt_callback) { // 每个请求的seq应该唯一,且递增 request.seq = ++this._requestSequenceId; //生成NetworkCallback对象,绑定请求seq和回调方法 if(opt_callback){ this._networkCallbacks[request.seq] = new NetworkCallback(); this._networkCallbacks[request.seq].init(request, opt_callback); } this._sendSocketRequest(true, request); }, /** * @param {Boolean} isNoData * @param {object.<BaseRequest>} req */ _sendSocketRequest: function (isNoData, req) { cc.assert(this._socket); if (this.isSocketOpened()){ //通过json的方法生成请求字符串 var msg = null; if(isNoData){ msg = JSON.stringify({seq:req.seq, act:req.act}); }else{ msg = JSON.stringify({seq:req.seq, act:req.act, data:req}); } cc.log("WebSocketDelegate::send->" + msg); this._socket.send(msg); } else{ // todo } } }); module.exports = GameNetwork;
GameProtocols.js
/** * Created by skyxu on 2018/10/9. */ "use strict"; /** * 消息基类对象,请求消息BaseRequest, 回调消息BaseResponse都继承BaseProtocol */ let BaseProtocol = cc.Class({ ctor: function () { /** * 请求动作类型 */ this.act = ''; /** * 每个请求的sequence_id应该唯一 */ this.seq = 0; /** * 错误代码,0为正常 */ this.err = 0; /** * 是否需要等待服务器回调 */ this.is_async = false; } }); /** * 请求消息基类,客户端的请求都继承这个类 */ let BaseRequest = cc.Class({ extends: BaseProtocol }); /** * 服务器返回的消息对应的对象,包含返回数据,一般和BaseRequest成对使用 * @class BaseResponse * @extends BaseProtocol */ let BaseResponse = cc.Class({ extends: BaseProtocol, /** * 读取返回数据,设置BaseResponse对象 */ loadData: function (data) { var key; for (key in data) { if(!this.hasOwnProperty(key)){ continue; } if(data[key] !== undefined && data[key] !== null){ this[key] = data[key]; } } } }); let HeartRequest = cc.Class({ extends: BaseRequest, ctor(){ this.act = 'heart'; this.t = -1; // 发送时间 } }); let HeartResponse = cc.Class({ extends: BaseResponse, ctor(){ this.act = 'heart'; this.t = -1; } }); let ChatRequest = cc.Class({ extends: BaseRequest, ctor(){ this.act = 'chat'; this.msg = ''; this.uid = ''; } }); let ChatResponse = cc.Class({ extends: BaseResponse, ctor(){ this.act = 'chat'; this.msg = ''; this.uid = ''; } }); let LoginRequest = cc.Class({ extends: BaseRequest, ctor: function () { this.act = 'login'; /** * facebook用户的accessToken,或游客的UUID */ this.token = ''; /** * token来源,默认0:游客,1:facebook */ this.origin = 0; /** * 平台: 必须为以下几种之一:android/ios/winphone/pc */ this.os = ''; /** * 平台系统版本 */ this.osVersion = ''; /** * 设备产品型号, 示例 iPhone8,2, SM-G 9280 */ this.deviceModel = ''; /** * 渠道ID */ this.channelId = 0; /** * Ios设备广告标示符 */ this.idfa = ''; /** * 安卓设备id */ this.androidId = ''; /** * Google广告平台账号,安装了google play的设备可取到 */ this.googleAid = ''; /** * 应用版本号 */ this.appVersion = ''; /** * 取package name或者bundle id */ this.packName = ''; /** * 设备语言 * @type {string} */ this.language = ''; this.locale = ""; } }); let LoginResponse = cc.Class({ extends: BaseResponse, ctor: function () { this.act = 'login'; /** * 游客第一次登录时返回的token,需要客户端保存 */ this.token = ''; /** * 离体力下次恢复点的剩余时间秒数 * @type {number} */ this.spStepLeftTime = 0; /** * 体力恢复周期 * @type {Number} */ this.spInterval = 0; /** * 农场每天产出量,产出未解锁时为-1 * @type {number} */ this.farmDailyOut = -1; /** * 农场已产出量 * @type {number} */ this.farmCoins = 0; /** * 农场产出间隔 * @type {number} */ this.farmInterval = null; /** * 用json object表示的一个player对象,字段说明参见player json对象 */ this.me = {}; /** * 建筑数据数组 * @type {Array} */ this.buildings = []; /** * 农民数据数组 * @type {Array} */ this.farms = []; /** * 富豪数据 */ this.cashking = {}; /** * 行星配置 */ this.planetConf = {}; /** * 农民配置 */ this.farmConfList = []; /** * 其他配置 */ this.settingConf = {}; /** * 好友数据 */ this.friends = []; /** * 好友通缉的目标列表 */ this.helpWantList = []; /** * 邮件消息列表 */ this.newsList = []; /** * 复仇列表 */ this.revengeList = []; /** * 商品信息 * @type {Array} */ this.rechargeConfs = []; /** * 总岛数 * @type {Number} */ this.planetConfListSize = 0; /** * 他人行星信息对象,仅在转到fire断线重新登录时有效 * @type {Object} */ this.fireTarget = null; /** * 他人行星信息对象列表,仅在转到steal断线重新登录时有效 * @type {Array} */ this.stealTarget = null; } }); let LogoutRequest = cc.Class({ extends: BaseRequest, ctor: function () { this.act = 'logout'; } }); let LogoutResponse = cc.Class({ extends: BaseResponse, ctor: function () { this.act = 'logout'; } }); /** * 绑定fb账号 * @extends BaseRequest */ let BindFacebookRequest = cc.Class({ extends: BaseRequest, ctor: function () { this.act = 'bindFb'; /** * facebook用户的accessToken,或游客的UUID */ this.token = ''; } }); /** * 绑定fb账号 * @extends BaseResponse */ let BindFacebookResponse = cc.Class({ extends: BaseResponse, ctor: function () { this.act = 'bindFb'; /** * fb数据 */ this.me = 0; /** * fb好友 */ this.friends = 0; } }); let SpinRequest = cc.Class({ extends: BaseRequest, ctor: function () { this.act = 'spin'; /** * 倍数 * @type {Number} */ this.x = 1; } }); let SpinResponse = cc.Class({ extends: BaseResponse, ctor: function () { this.act = 'spin'; /** * 摇中的转盘ID */ this.hit = 0; /** * 转到护盾,但护盾已满时,存在 * @type {number} */ this.shieldfull = 0; /** * 玩家数据对象 */ this.me = {}; /** * 他人行星信息对象,仅在转到fire时有效 * @type {*} */ this.fireTarget = {}; /** * 偷取对象数据 */ this.stealTarget = []; /** * 离体力下次恢复点的剩余时间秒数 * @type {number} */ this.spStepLeftTime = 0; /** * 体力恢复周期 * @type {Number} */ this.spInterval = 0; /** * 倍数 * @type {Number} */ this.x = 1; } }); /** * 获取排名 * @extends BaseRequest */ let RankRequest = cc.Class({ extends: BaseRequest, ctor: function () { this.act = 'rankboard'; /** * 请求动作类型{ 0全部,1本地,2好友 } * @type {int} */ this.type = 0; } }); /** * 获取排名 * @extends BaseResponse */ let RankResponse = cc.Class({ extends: BaseResponse, ctor: function () { this.act = 'rankboard'; /** * 我的排名 */ this.myRank = 0; /** * 排名玩家数据 */ this.men = []; } }); //push------------------------------------------------------------------------------ /** * 推送消息 被攻击 * @extends BaseResponse */ var PushAttackedResponse = cc.Class({ extends: BaseResponse, ctor: function () { this.act = 'attacked'; /** * 玩家更新数据 */ this.me = null; /** * 建筑数据 */ this.building = null; /** * 敌人 */ this.hatredman = null; /** * 消息 */ this.news = null; } }); /** * 推送消息 推送消息好友已赠送体力 * @extends BaseResponse */ var PushSendSpResponse = cc.Class({ extends: BaseResponse, ctor: function () { this.act = 'sendSpNotify'; /** * 好友对象 */ this.friend = null; } }); /** * 推送消息 推送消息好友已领取赠送的体力 * @extends BaseResponse */ var PushTakeSpResponse = cc.Class({ extends: BaseResponse, ctor: function () { this.act = 'takeSpNotify'; /** * 好友对象 */ this.friend = null; } }); /** * 推送消息 同步好友信息 * @extends BaseResponse */ var PushSyncFriendInfo = cc.Class({ extends: BaseResponse, ctor: function () { this.act = 'friendInfoSync'; /** * 好友 */ this.friend = null; } }); /** * 推送消息 新增好友 * @extends BaseResponse */ var PushAddNewFriend = cc.Class({ extends: BaseResponse, ctor: function () { this.act = 'newFriend'; /** * 好友 */ this.friend = null; /** * 消息 */ this.news = null; } }); /** * debug回调 * @extends BaseRequest */ let DebugChangeMeRequest = cc.Class({ extends: BaseRequest, ctor: function () { this.act = "cmdTest"; //请求动作类型 this.cmd = ""; // "player coins add 100", cmd格式:player field value 或者 player field add value // Building field [add] value where playerId value type value } }); /** * debug回调 * @extends BaseResponse */ let DebugChangeMeResponse = cc.Class({ extends: BaseResponse, ctor: function () { this.act = "cmdTest"; /** * 玩家数据 * @type {Object} */ this.me = {}; /** * 体力恢复周期 * @type {Number} */ this.spInterval = null; /** * 体力恢复剩余时间 * @type {Number} */ this.spStepLeftTime = null; /** * 存钱罐速度 * @type {Number} */ this.farmDailyOut = null; /** * 存钱罐可回收金币 * @type {Number} */ this.farmCoins = null; /** * 存钱罐回收周期 * @type {Number} */ this.farmInterval = null; /** * 岛屿建筑数据 * @type {Array} */ this.buildings = null; } }); let response_classes = { login: LoginResponse, logout: LogoutResponse, spin: SpinResponse, bindFb: BindFacebookResponse, rankboard: RankResponse, heart: HeartResponse, chat: ChatResponse, //push attacked: PushAttackedResponse, sendSpNotify: PushSendSpResponse, takeSpNotify: PushTakeSpResponse, newFriend: PushAddNewFriend, friendInfoSync: PushSyncFriendInfo, // debug cmdTest: DebugChangeMeResponse, }; module.exports = { LoginRequest: LoginRequest, LoginResponse: LoginResponse, LogoutRequest: LogoutRequest, LogoutResponse: LogoutResponse, SpinRequest: SpinRequest, SpinResponse: SpinResponse, BindFacebookRequest: BindFacebookRequest, BindFacebookResponse: BindFacebookResponse, RankRequest: RankRequest, RankResponse: RankResponse, HeartRequest: HeartRequest, HeartResponse: HeartResponse, ChatRequest: ChatRequest, ChatResponse: ChatResponse, // debug DebugChangeMeRequest: DebugChangeMeRequest, DebugChangeMeResponse: DebugChangeMeResponse, //push消息 PushAttackedResponse: PushAttackedResponse, PushSendSpResponse: PushSendSpResponse, PushTakeSpResponse: PushTakeSpResponse, PushAddNewFriend: PushAddNewFriend, PushSyncFriendInfo: PushSyncFriendInfo, response_classes: response_classes };
NetProxy.js
/**
* Created by skyxu on 2018/10/9.
*/
"use strict";
let GameNetwork = require("./GameNetwork");
let GameProtocols = require("./GameProtocols");
let GAME_SERVER_URL = 'ws://127.0.0.1:3000';
// GAME_SERVER_URL = 'wss://echo.websocket.org';
let NetProxy = cc.Class({
ctor: function () {
this.network = null;
this._cachePushCallback = [];
},
init: function () {
this.network = new GameNetwork();
this.network.setDelegate(this);
this.initPushCallback();
},
connect: function () {
this.network.connect(GAME_SERVER_URL);
},
closeConnect: function () {
this.network.closeConnect();
},
isNetworkOpened: function () {
return this.network.isSocketOpened();
},
isNetworkClosed: function () {
return this.network.isSocketClosed();
},
onNetworkOpen: function () {
Global.eventMgr.emit(Global.config.EVENT_NETWORK_OPENED);
},
onNetworkClose: function () {
Global.eventMgr.emit(Global.config.EVENT_NETWORK_CLOSED);
},
/**
* 注册push回调接口
*/
initPushCallback: function () {
let self = this;
let pushCallback = function (resp) {
self.pushCallback(resp);
};
this.network.registerPushResponseCallback('chat', pushCallback);
// let pushCallback = function(response){
// if(Util.DNN(farm.game) && farm.game.loginSuccess){
// this.dealCachePush();
// this.pushCallback(response);
// }else{
// this._cachePushCallback.push(response);
// }
// }.bind(this);
// this.network.registerPushResponseCallback('attacked', pushCallback);
// this.network.registerPushResponseCallback('acceptWantHelp', pushCallback);
// this.network.registerPushResponseCallback('sendSpNotify', pushCallback);
// this.network.registerPushResponseCallback('takeSpNotify', pushCallback);
// this.network.registerPushResponseCallback('wanted', pushCallback);
// this.network.registerPushResponseCallback('incomplete', pushCallback);
// this.network.registerPushResponseCallback('newFriend', pushCallback);
// this.network.registerPushResponseCallback('news', pushCallback);
// this.network.registerPushResponseCallback('hatredInfoSync', pushCallback);
// this.network.registerPushResponseCallback('friendInfoSync', pushCallback);
},
/**
* 处理缓存push
*/
dealCachePush: function () {
// if(this._cachePushCallback.length > 0){
// for(var i = 0; i < this._cachePushCallback.length; i++){
// this.pushCallback(this._cachePushCallback[i]);
// }
// }
// this._cachePushCallback = [];
},
beatHeart: function (callback) {
let req = new GameProtocols.HeartRequest();
req.t = Date.now();
this.network.sendRequest(req, callback);
},
chat: function (msg) {
let req = new GameProtocols.ChatRequest();
let uid = cc.sys.localStorage.getItem("chat_uid");
req.uid = uid;
req.msg = msg;
this.network.sendRequest(req);
},
/**
* Facebook或者游客登录接口
* @param {Object.<LoginOriginType>} origin
* @param token
*/
login: function (origin, token) {
// let req = new GameProtocols.LoginRequest();
// if(token) req.token = token;
// req.origin = origin;
// req.os = cc.sys.os;
// req.osVersion = cc.sys.osVersion;
// // req.language = cc.sys.language;//farm.FarmPlatformHelper.jsToOc(farm.FarmPlatformHelper.JSB_EVENT_JTO_GetCurrentLanguage);
// /*
// req.deviceModel = '';
// req.channelId = 0;
// req.idfa = '';
// req.androidId = '';
// req.googleAid = '';
// req.appVersion = '';
// req.packName = '';
// */
// let callback = function (resp) {
// if(resp.err != 0){
// Global.eventMgr.emit(farm.game.gmConst.SP_EVENT_LOGIN_FAILED, resp);
// return;
// }
// if(resp.token && resp.token.length > 0){
// farm.localStorage.setItem(farm.game.gmConst.GLS_KEY_GUEST_TOKEN, resp.token);
// }
// farm.localStorage.removeItem(farm.game.gmConst.GLS_KEY_IS_LOGOUT);
//
// //
// farm.game.initConfig(resp);
// farm.game.initData(resp);
// farm.game.loginSuccess = true;
//
// // js 调取其他平台的sdk,传过去玩家id
// farm.FarmPlatformHelper.jsToOc(farm.FarmPlatformHelper.JSB_EVENT_JTO_setSessionWithUid, farm.game.player.id.toString());
// //
//
// //登录
// farm.eventManager.emit(farm.game.gmConst.SP_EVENT_LOGIN_SUCCESS);
// };
// this.network.sendRequest(req, callback);
},
/**
* Facebook或者游客登出
*/
logout: function () {
// let req = new GameProtocols.LogoutRequest();
// this.network.sendRequest(req, function (resp) {
// if(resp.err != 0){
// cc.log("网络请求---LogoutRequest 失败");
// farm.eventManager.emit(farm.game.gmConst.SP_EVENT_LOGOUT_FAILED);
// return;
// }
// cc.log("网络请求---LogoutRequest 成功");
// Global.eventMgr.emit(farm.game.gmConst.SP_EVENT_LOGOUT_SUCCESS);
// });
},
/**
* 绑定fb账号
* @param {String} token
*/
bindFacebook: function (token) {
// let req = new GameProtocols.BindFacebookRequest();
// req.token = token;
// let callback = function (resp) {
// //绑定过得逻辑
// if(resp.err == farm.game.gmConst.ERROR_USER_HAS_REGISTERED){
// cc.log("网络请求---BindFacebookRequest 已绑定");
// farm.eventManager.emit(farm.game.gmConst.SP_EVENT_HAS_BIND_FACEBOOK);
// return;
// }
// //绑定失败
// if(resp.err != 0){
// cc.log("网络请求---BindFacebookRequest 失败");
// farm.eventManager.emit(farm.game.gmConst.SP_EVENT_BIND_FACEBOOK_FAILED);
// return;
// }
// //绑定成功
// cc.log("网络请求---BindFacebookRequest 成功");
// if(resp.me){
// farm.game.player.parse(resp.me);
// }
// if(resp.friends){
// farm.game.initFriends(resp.friends);
// }
// //绑定成功后删除本地token
// farm.localStorage.removeItem(farm.game.gmConst.GLS_KEY_GUEST_TOKEN);
// farm.eventManager.emit(farm.game.gmConst.SP_EVENT_BIND_FACEBOOK_SUCCESS);
// };
// this.network.sendRequest(req, callback);
},
/**
* 启动转盘
*/
spin: function (x) {
// let req = new GameProtocols.SpinRequest();
// if(farm.util.isNumber(x)){
// req.x = x;
// }
// var callback = function (resp) {
// if(resp.err != 0){
// cc.log("网络请求---spin 失败");
// farm.eventManager.emit(farm.game.gmConst.SP_EVENT_SPIN_FAILED, resp);
// return;
// }
// cc.log("网络请求---spin 成功");
// farm.game.player.parse(resp.me);
// farm.game.spTimer.updateSpTime(resp.spStepLeftTime, resp.spInterval);
// farm.eventManager.emit(farm.game.gmConst.SP_EVENT_SPIN_SUCCESS, resp);
// };
// this.network.sendRequest(req, callback);
},
/**
* 获取排名
* @param {Number} rankType 0全部,1本地,2好友
*/
getRank: function (rankType) {
// let req = new GameProtocols.RankRequest();
// req.type = rankType;
// let callback = function (resp) {
// if(resp.err != 0){
// cc.log("网络请求---getRank 失败");
// Global.eventMgr.emit(farm.game.gmConst.SP_EVENT_GET_RANK_FAILED, resp);
// return;
// }
// cc.log("网络请求---getRank 成功");
// // todo 暂定排名类型
// resp._rankType = rankType;
// //farm.game.initLeaderBoardArray(rankType, resp.myRank, resp.men);
// if(rankType == 2 && resp.men){
// farm.game.updateFriends(resp.men);
// resp.men = farm.game.sortFriendsByStar();
// }
// Global.eventMgr.emit(farm.game.gmConst.SP_EVENT_GET_RANK_SUCCESS, resp);
// };
// this.network.sendRequest(req, callback);
},
//push回调------------------------------------------------------------------------------
/**
* 推送回调
*/
pushCallback: function (response) {
switch (response.act){
case "sendSpNotify":
case "takeSpNotify":
case "friendInfoSync":
this.pushFriendSendTakeSp(response);
break;
case "stole":
this.pushStole(response);
break;
case "attacked":
this.pushAttacked(response);
break;
case "newFriend":
this.pushAddNewFriend(response);
break;
case "chat":
this.pushChat(response);
break;
}
},
/**
* 好友间互赠体力推送
* @param {PushSendSpResponse|PushTakeSpResponse} resp
*/
pushFriendSendTakeSp: function (resp) {
// cc.log("网络请求---push--- pushFriendSendTakeSp 成功");
// if(resp.friend) farm.game.updateFriends(resp.friend);
// farm.eventManager.emit(farm.game.gmConst.SP_PUSH_EVENT_UPDATE_FRIEND);
},
/**
* 被偷
* @param {PushStolenResponse} resp
*/
pushStole: function (resp) {
// cc.log("网络请求---push--- pushStole 成功");
// if(resp.me) farm.game.player.parse(resp.me);
// //if(resp.building) farm.game.buildings[resp.building.type].parse(resp.building);
// if(resp.hatredman && !farm.game.getHelpWant(resp.hatredman.id)){
// farm.game.addEnemy(resp.hatredman);
// }
// if(resp.news){
// resp.news = farm.game.addNews(resp.news);
// }
// farm.eventManager.emit(farm.game.gmConst.SP_PUSH_EVENT_BE_STOLE_SUCCESS, resp);
},
/**
* 被攻击
* @param {PushAttackedResponse} resp
*/
pushAttacked: function (resp) {
// cc.log("网络请求---push--- pushAttacked 成功");
// if(resp.me) {
// farm.game.player.parse(resp.me);
// farm.game.dataUpdater.updateStar();
// }
// if(resp.building) farm.game.buildings[resp.building.type].parse(resp.building);
// if(resp.hatredman){
// farm.game.addBadass(resp.hatredman);
// if(!farm.game.getHelpWant(resp.hatredman.id)){
// farm.game.addEnemy(resp.hatredman);
// }
// }
// if(resp.news){
// resp.news = farm.game.addNews(resp.news);
// }
// farm.eventManager.emit(farm.game.gmConst.SP_PUSH_EVENT_BE_ATTACK_SUCCESS, resp);
},
/**
* 新增好友
* @param {PushAddNewFriend} resp
*/
pushAddNewFriend: function (resp) {
// cc.log("网络请求---push--- pushAddNewFriend 成功");
// if(resp.friend){
// resp.friend = farm.game.addFriend(resp.friend);
// }
// if(resp.news){
// resp.news = farm.game.addNews(resp.news);
// }
// farm.eventManager.emit(farm.game.gmConst.SP_PUSH_EVENT_ADD_FRIEND_SUCCESS, resp);
},
pushChat: function (resp) {
Global.eventMgr.emit(Global.config.EVENT_CHAT, resp);
},
/**
* debug调试请求
* @param {String} name
*/
debug_addCoins: function (name) {
var req = new GameProtocols.DebugChangeMeRequest();
if (name === "btnAddCoins") {
req.cmd = "player coins add 100000000";
} else if (name === "btnClearCoins") {
req.cmd = "player coins 0";
} else if (name === "btnAddEnergy") {
req.cmd = "player sp add 10";
} else if (name === "btnClearEnergy") {
req.cmd = "player sp 0";
} else if (name == "btnAddWp") {
req.cmd = "player wp add 10";
} else if (name == "btnClearWp") {
req.cmd = "player wp 0";
} else if (name == "btnUnwrap"){
req.cmd = "player fbuid null";
} else if (name == "btnWizard1"){
req.cmd = "player wizard1 0";
} else if (name == "btnWizard2"){
req.cmd = "player wizard2 0";
} else if (name == "btnClearShield"){
req.cmd = "player shield 0";
} else if (name == "btnSpEc"){
req.cmd = "SpEc stepInterval 60000";
} else if (name == "btnFarmEc"){
req.cmd = "FarmEc stepInterval 60000";
} else if (name == "btnSpEcBack"){
req.cmd = "SpEc stepInterval 3600000";
} else if (name == "btnFarmBack"){
req.cmd = "FarmEc stepInterval 86400000";
} else if (name == "btnUpdateBuild"){
req.cmd = "Building lv 5";
} else {
req.cmd = name;
}
// var callback = function (resp) {
// if (resp.err != 0) {
// return;
// }
// farm.game.player.parse(resp.me);
// farm.game.spTimer.updateSpTime(resp.spStepLeftTime, resp.spInterval);
// farm.game.dataUpdater.updateCoin();
// farm.game.dataUpdater.updateSp();
// farm.game.dataUpdater.updateShield();
// farm.game.dataUpdater.updateStar();
// //
// if((req.cmd == "FarmEc stepInterval 60000" || req.cmd == "FarmEc stepInterval 86400000")
// && farm.util.isNumber(resp.farmDailyOut)
// && farm.util.isNumber(resp.farmCoins)){
// farm.game.piggyBankTimer.init(resp.farmDailyOut, resp.farmCoins, resp.farmInterval);
// }
// if(req.cmd == "SpEc stepInterval 60000" || req.cmd == "SpEc stepInterval 3600000"){
// farm.game.spTimer.updateSpTime(resp.spStepLeftTime, resp.spInterval);
// }
// if(resp.buildings){
// for(var i = 0; i < resp.buildings.length; ++i){
// farm.game.buildings[i].parse(resp.buildings[i]);
// }
// farm.eventManager.emit(farm.game.gmConst.SP_EVENT_UPGRADE_BUILDING_SUCCESS, resp);
// farm.eventManager.emit(farm.game.gmConst.SP_DEBUG_EVENT_BUILD_TO_24_SUCCESS, resp);
// }
// };
// this.network.sendRequest(req, callback);
},
});
module.exports = NetProxy;
2、服务端
使用express + express-ws组件,调用WSRouter的init初始化连接即可,
let expressWS = require('express-ws'); let work = require('./work'); let wsRouter = null; function WSRouter(app, server){ this.app = app; this.server = server; this.clients = []; expressWS(app, server); this.listenClientConnection = ()=>{ app.ws('/', (socket, req)=>{ console.log('client connect to server successful.'); this.clients.push(socket); console.log('clients: ' + this.clients.length); socket.on('message', (msg)=>{ console.log('on message: ' + msg); work(this, socket, msg); }); socket.on('close', (msg)=>{ console.log('on close: ' + msg); for (let index=0; index<this.clients.length; index++){ if (this.clients[index] == socket){ this.clients.splice(index,1); } } console.log('clients: ' + this.clients.length); }); socket.on('error', (err)=>{ console.log('on error: ' + error); }); }) } } module.exports = { init: function(app, server){ if (wsRouter == null){ wsRouter = new WSRouter(app, server); } return wsRouter; } }
module.exports = function(wsRouter, ws, msg){ let msgObj = JSON.parse(msg); switch (msgObj.act){ case 'heart':{ msgObj.data.t = Date.now(); ws.send(JSON.stringify(msgObj)); break; } case 'chat': { for (let w of wsRouter.clients){ w.send(msg); } break; } default: break; } }