先上個效果圖:
使用cocoscreator 1.9.1 + node.js + websocket實現,沒有使用socket.io, 全部自己封裝,長連接進行封裝后可以和短連接使用方法一樣,使用簡單,方便以后開發網絡游戲。
1、客戶端:
主要就是聊天內容的顯示,自動換行和背景擴展,代碼大概如下:
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) {}, });
網絡部分分成了四層:
1、socket 封裝基礎的websocket, 這里是最底層,也是真正鏈接的開始
2、network 控制socket鏈接層,實現各回調接口
3、netproxy 封裝各服務功能,把長連接變成短連接的請求方式
4、netprotocols 和服務器協商,確定每個請求的請求體格式和回復格式
各部分代碼如下:
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 () { }, /** * 連接關閉 * @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} 服務器地址 */ _address: null, /** * @type {GameWebSocketDelegate} */ _delegate: null, /** * @type {WebSocket} */ _webSocket: null, }, /** * @param {string} address 服務器地址 * @param {GameWebSocketDelegate} delegate 回調接口 */ 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); }, /** * 發送數據 * @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"); /** * 服務器回復消息狀態,判斷回復消息的各種問題 */ var response_state = { ERROR_OK : '0' }; /** * 請求回調對象,收到服務器回調后的回調方法 */ var NetworkCallback = cc.Class({ properties: { /** * @type {BaseRequest} request */ request: null, /** * 請求回調對方法 */ 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; /** * 每次發送請求,都需要有一個唯一的編號 * @type {number} * @private */ this._requestSequenceId = 0; /** * 接受服務器主動下發的response回調 * key 表示BaseResponse.act * @type {Object.<string, function(object.<string, *>)>} */ this.pushResponseCallback = {}; /** * 根據seq保存Request和其callback,以便在收到服務器的響應后回調 * @type {Object.<int, NetworkCallback>} * @private */ this._networkCallbacks = {}; }, setDelegate: function (delegate) { this._delegate = delegate; }, /** * 注冊服務器主動推送的response 回調 */ registerPushResponseCallback : function(act, callback){ this.pushResponseCallback[act] = callback; }, /** * 判斷socket已連接成功,可以通信 * @returns {boolean} */ isSocketOpened: function(){ return (this._socket && this._socket.getState() == GameWebSocket.GameWebSocketState.OPEN); }, isSocketClosed: function () { return this._socket == null; }, /** * 啟動連接 */ 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; // 如果指定了回調函數,先回調 var ignoreError = false; if(response.seq != -1){ // 處理服務器推送消息 var pushCallback = this.pushResponseCallback[response.act]; if(pushCallback){ pushCallback(response); } // request回調 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]; // } } } //有錯,且不忽略,則統一處理錯誤 if(response.err && response.err != response_state.ERROR_OK && !ignoreError){ if (response.is_async) { // 異步請求,如果出錯了,應該需要重新登錄 // todo 重新登錄?或者重新同步數據? } else { // 同步請求,如果出錯了,需要顯示錯誤信息 // todo 顯示錯誤 var msg = responseJson.msg; cc.log('server err ' + msg); } } }, /** * 向服務器發送請求。 * * 如果提供了callback,在收到response后會被回調。如果response是一個錯誤(status!=ERR_OK),則需要決定由誰來負責處理錯誤。 * 如果callback中已經對錯誤進行了處理,應該返回true,這樣會忽略該錯誤。否則應該返回false,則負責處理該錯誤。 * * 特別注意:如果這是一個異步(is_async)請求,且出錯,一般來講應該重新登錄/同步。但是如果callback返回了true,不會進行 * 任何處理,也就是不會重新登錄/同步。請小心確定返回值。 * * @param {object.<BaseRequest>} * @param {function(BaseResponse): boolean=} opt_callback 回調函數。出錯的情況下,如果返回true,則不會再次處理錯誤。 */ sendRequest: function (request, opt_callback) { // 每個請求的seq應該唯一,且遞增 request.seq = ++this._requestSequenceId; //生成NetworkCallback對象,綁定請求seq和回調方法 if(opt_callback){ this._networkCallbacks[request.seq] = new NetworkCallback(); this._networkCallbacks[request.seq].init(request, opt_callback); } this._sendSocketRequest(false, request); }, /** * sendRequest的不發送data字段 */ sendRequestNoData: function (request, opt_callback) { // 每個請求的seq應該唯一,且遞增 request.seq = ++this._requestSequenceId; //生成NetworkCallback對象,綁定請求seq和回調方法 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()){ //通過json的方法生成請求字符串 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"; /** * 消息基類對象,請求消息BaseRequest, 回調消息BaseResponse都繼承BaseProtocol */ let BaseProtocol = cc.Class({ ctor: function () { /** * 請求動作類型 */ this.act = ''; /** * 每個請求的sequence_id應該唯一 */ this.seq = 0; /** * 錯誤代碼,0為正常 */ this.err = 0; /** * 是否需要等待服務器回調 */ this.is_async = false; } }); /** * 請求消息基類,客戶端的請求都繼承這個類 */ let BaseRequest = cc.Class({ extends: BaseProtocol }); /** * 服務器返回的消息對應的對象,包含返回數據,一般和BaseRequest成對使用 * @class BaseResponse * @extends BaseProtocol */ let BaseResponse = cc.Class({ extends: BaseProtocol, /** * 讀取返回數據,設置BaseResponse對象 */ 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; // 發送時間 } }); 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用戶的accessToken,或游客的UUID */ this.token = ''; /** * token來源,默認0:游客,1:facebook */ this.origin = 0; /** * 平台: 必須為以下幾種之一:android/ios/winphone/pc */ this.os = ''; /** * 平台系統版本 */ this.osVersion = ''; /** * 設備產品型號, 示例 iPhone8,2, SM-G 9280 */ this.deviceModel = ''; /** * 渠道ID */ this.channelId = 0; /** * Ios設備廣告標示符 */ this.idfa = ''; /** * 安卓設備id */ this.androidId = ''; /** * Google廣告平台賬號,安裝了google play的設備可取到 */ this.googleAid = ''; /** * 應用版本號 */ this.appVersion = ''; /** * 取package name或者bundle id */ this.packName = ''; /** * 設備語言 * @type {string} */ this.language = ''; this.locale = ""; } }); let LoginResponse = cc.Class({ extends: BaseResponse, ctor: function () { this.act = 'login'; /** * 游客第一次登錄時返回的token,需要客戶端保存 */ this.token = ''; /** * 離體力下次恢復點的剩余時間秒數 * @type {number} */ this.spStepLeftTime = 0; /** * 體力恢復周期 * @type {Number} */ this.spInterval = 0; /** * 農場每天產出量,產出未解鎖時為-1 * @type {number} */ this.farmDailyOut = -1; /** * 農場已產出量 * @type {number} */ this.farmCoins = 0; /** * 農場產出間隔 * @type {number} */ this.farmInterval = null; /** * 用json object表示的一個player對象,字段說明參見player json對象 */ this.me = {}; /** * 建築數據數組 * @type {Array} */ this.buildings = []; /** * 農民數據數組 * @type {Array} */ this.farms = []; /** * 富豪數據 */ this.cashking = {}; /** * 行星配置 */ this.planetConf = {}; /** * 農民配置 */ this.farmConfList = []; /** * 其他配置 */ this.settingConf = {}; /** * 好友數據 */ this.friends = []; /** * 好友通緝的目標列表 */ this.helpWantList = []; /** * 郵件消息列表 */ this.newsList = []; /** * 復仇列表 */ this.revengeList = []; /** * 商品信息 * @type {Array} */ this.rechargeConfs = []; /** * 總島數 * @type {Number} */ this.planetConfListSize = 0; /** * 他人行星信息對象,僅在轉到fire斷線重新登錄時有效 * @type {Object} */ this.fireTarget = null; /** * 他人行星信息對象列表,僅在轉到steal斷線重新登錄時有效 * @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'; } }); /** * 綁定fb賬號 * @extends BaseRequest */ let BindFacebookRequest = cc.Class({ extends: BaseRequest, ctor: function () { this.act = 'bindFb'; /** * facebook用戶的accessToken,或游客的UUID */ this.token = ''; } }); /** * 綁定fb賬號 * @extends BaseResponse */ let BindFacebookResponse = cc.Class({ extends: BaseResponse, ctor: function () { this.act = 'bindFb'; /** * fb數據 */ this.me = 0; /** * fb好友 */ this.friends = 0; } }); let SpinRequest = cc.Class({ extends: BaseRequest, ctor: function () { this.act = 'spin'; /** * 倍數 * @type {Number} */ this.x = 1; } }); let SpinResponse = cc.Class({ extends: BaseResponse, ctor: function () { this.act = 'spin'; /** * 搖中的轉盤ID */ this.hit = 0; /** * 轉到護盾,但護盾已滿時,存在 * @type {number} */ this.shieldfull = 0; /** * 玩家數據對象 */ this.me = {}; /** * 他人行星信息對象,僅在轉到fire時有效 * @type {*} */ this.fireTarget = {}; /** * 偷取對象數據 */ this.stealTarget = []; /** * 離體力下次恢復點的剩余時間秒數 * @type {number} */ this.spStepLeftTime = 0; /** * 體力恢復周期 * @type {Number} */ this.spInterval = 0; /** * 倍數 * @type {Number} */ this.x = 1; } }); /** * 獲取排名 * @extends BaseRequest */ let RankRequest = cc.Class({ extends: BaseRequest, ctor: function () { this.act = 'rankboard'; /** * 請求動作類型{ 0全部,1本地,2好友 } * @type {int} */ this.type = 0; } }); /** * 獲取排名 * @extends BaseResponse */ let RankResponse = cc.Class({ extends: BaseResponse, ctor: function () { this.act = 'rankboard'; /** * 我的排名 */ this.myRank = 0; /** * 排名玩家數據 */ this.men = []; } }); //push------------------------------------------------------------------------------ /** * 推送消息 被攻擊 * @extends BaseResponse */ var PushAttackedResponse = cc.Class({ extends: BaseResponse, ctor: function () { this.act = 'attacked'; /** * 玩家更新數據 */ this.me = null; /** * 建築數據 */ this.building = null; /** * 敵人 */ this.hatredman = null; /** * 消息 */ this.news = null; } }); /** * 推送消息 推送消息好友已贈送體力 * @extends BaseResponse */ var PushSendSpResponse = cc.Class({ extends: BaseResponse, ctor: function () { this.act = 'sendSpNotify'; /** * 好友對象 */ this.friend = null; } }); /** * 推送消息 推送消息好友已領取贈送的體力 * @extends BaseResponse */ var PushTakeSpResponse = cc.Class({ extends: BaseResponse, ctor: function () { this.act = 'takeSpNotify'; /** * 好友對象 */ 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回調 * @extends BaseRequest */ let DebugChangeMeRequest = cc.Class({ extends: BaseRequest, ctor: function () { this.act = "cmdTest"; //請求動作類型 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回調 * @extends BaseResponse */ let DebugChangeMeResponse = cc.Class({ extends: BaseResponse, ctor: function () { this.act = "cmdTest"; /** * 玩家數據 * @type {Object} */ this.me = {}; /** * 體力恢復周期 * @type {Number} */ this.spInterval = null; /** * 體力恢復剩余時間 * @type {Number} */ this.spStepLeftTime = null; /** * 存錢罐速度 * @type {Number} */ this.farmDailyOut = null; /** * 存錢罐可回收金幣 * @type {Number} */ this.farmCoins = null; /** * 存錢罐回收周期 * @type {Number} */ this.farmInterval = null; /** * 島嶼建築數據 * @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);
},
/**
* 注冊push回調接口
*/
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);
},
/**
* 處理緩存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或者游客登錄接口
* @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 調取其他平台的sdk,傳過去玩家id
// farm.FarmPlatformHelper.jsToOc(farm.FarmPlatformHelper.JSB_EVENT_JTO_setSessionWithUid, farm.game.player.id.toString());
// //
//
// //登錄
// 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("網絡請求---LogoutRequest 失敗");
// farm.eventManager.emit(farm.game.gmConst.SP_EVENT_LOGOUT_FAILED);
// return;
// }
// cc.log("網絡請求---LogoutRequest 成功");
// Global.eventMgr.emit(farm.game.gmConst.SP_EVENT_LOGOUT_SUCCESS);
// });
},
/**
* 綁定fb賬號
* @param {String} token
*/
bindFacebook: function (token) {
// let req = new GameProtocols.BindFacebookRequest();
// req.token = token;
// let callback = function (resp) {
// //綁定過得邏輯
// if(resp.err == farm.game.gmConst.ERROR_USER_HAS_REGISTERED){
// cc.log("網絡請求---BindFacebookRequest 已綁定");
// farm.eventManager.emit(farm.game.gmConst.SP_EVENT_HAS_BIND_FACEBOOK);
// return;
// }
// //綁定失敗
// if(resp.err != 0){
// cc.log("網絡請求---BindFacebookRequest 失敗");
// farm.eventManager.emit(farm.game.gmConst.SP_EVENT_BIND_FACEBOOK_FAILED);
// return;
// }
// //綁定成功
// cc.log("網絡請求---BindFacebookRequest 成功");
// if(resp.me){
// farm.game.player.parse(resp.me);
// }
// if(resp.friends){
// farm.game.initFriends(resp.friends);
// }
// //綁定成功后刪除本地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);
},
/**
* 啟動轉盤
*/
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("網絡請求---spin 失敗");
// farm.eventManager.emit(farm.game.gmConst.SP_EVENT_SPIN_FAILED, resp);
// return;
// }
// cc.log("網絡請求---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);
},
/**
* 獲取排名
* @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("網絡請求---getRank 失敗");
// Global.eventMgr.emit(farm.game.gmConst.SP_EVENT_GET_RANK_FAILED, resp);
// return;
// }
// cc.log("網絡請求---getRank 成功");
// // todo 暫定排名類型
// 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回調------------------------------------------------------------------------------
/**
* 推送回調
*/
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;
}
},
/**
* 好友間互贈體力推送
* @param {PushSendSpResponse|PushTakeSpResponse} resp
*/
pushFriendSendTakeSp: function (resp) {
// cc.log("網絡請求---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("網絡請求---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);
},
/**
* 被攻擊
* @param {PushAttackedResponse} resp
*/
pushAttacked: function (resp) {
// cc.log("網絡請求---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("網絡請求---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調試請求
* @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、服務端
使用express + express-ws組件,調用WSRouter的init初始化連接即可,
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; } }