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.)>} */ 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. } * @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. } */ 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. } * @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. } 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.} 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{ 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; }}