在cocos2d-js里实现socket.io前后端实时通信
作者:互联网
Socket.io Socket.io是个用来做客户端和服务端的实时双向端口通信的javascript库,它分前端库部分和后台的node.js部分。 用它适合实现聊天或多人对战等实时性强的任务,它会在客户端和后台间建立一个socket链接,双向data streaming或messaging; 相比之下,常见的HTTP请求的header相当大影响传输实时性,而且只能从客户端往服务器发请求,服务器无法实时向客户端推送。 在cocos2d-js里使用socket.io cocos2d-x C++和javascript的测试代码里都有socket.io的例子。 我用的是版本3.7,js的例子在js-test/src/ExtensionsTest/NetworkTest/SocketIOTest.js里。 可运行一下会发现它里面提供的后台endpoint链接是坏的, 于是我这儿就自己搭一遍后台。 Socket.io的最佳最简单的参考是官网上的聊天例子。 http://socket.io/get-started/chat/ 用到的库 cocos2d-x 3.7 (内带javascript版的)用于前端 node.js v0.10.29 socket.io v0.9.9 (这里我用0.9x版的,1.x版会有点兼容性问题) 后台 Server side 建立工作文件夹server, 在里面添加package.json定义node.js要用的包: * package.json { "name": "socketio-server", "version": "0.0.1", "description": "for socket.io test", "dependencies": { "socket.io": "0.9.5" } } 添加后台的node.js代码,这里建立连接并定义使用端口3000. * socketio-server.js server = require('http').Server(); var socketIO = require('socket.io'); var io = socketIO.listen(server); var counter = 0; io.sockets.on('connection', function(socket){ console.log("connected!"); io.sockets.emit('connected', { value: "server ok" }); socket.on('handshake', function(data){ console.log("receive handshake from client : " + data.value); }); socket.on('message', function(data){ console.log("receive message from client : " + data.value); io.sockets.emit('confirmed', { value: "confirmed from server" }); }); socket.on('disconnect', function(){ console.log("disconnect"); }); }); server.listen(3000); setInterval(function() { counter++; console.log("Periodic broadcast:" + counter); io.sockets.emit('broadcast', { value: "count:" + counter }); }, 1000) 其实就是用on函数监听来自前端的事件然后设置回调就行了: socket.on('some signal', function(data){ console.log("receive message from client : " + data.value); }); 向客户端发送信息用emit: io.sockets.emit('connected', { value: "server ok" }); 前端 Front end 建一个SocketTest的Layer: window.io; var SocketIO = SocketIO || window.io; var SocketTestLayer = cc.Layer.extend({ _statusLabel:null, _broadcastLabel:null, _sioclient:null, ctor:function () { ////////////////////////////// // 1. super init first this._super(); this.initLayer(); }, initLayer:function() { var menuRequest = new cc.Menu(); menuRequest.setPosition(cc.p(0, 0)); this.addChild(menuRequest); var vspace = 80; // Test to create basic client in the default namespace var labelSIOClient = new cc.LabelTTF("Open SocketIO Client", "Arial", 30); var itemSIOClient = new cc.MenuItemLabel(labelSIOClient, this.onMenuSIOClientClicked, this); itemSIOClient.attr({x:200, y:SCR_SIZE_H - 150}); menuRequest.addChild(itemSIOClient); var labelMessage = new cc.LabelTTF("Send message", "Arial", 30); var itemSendMessage = new cc.MenuItemLabel(labelMessage, this.onSendMessageClicked, this); itemSendMessage.attr({x:200, y:SCR_SIZE_H - 150 - vspace}); menuRequest.addChild(itemSendMessage); // label this._broadcastLabel = new cc.LabelTTF("No broadcast", "Arial", 24); this._broadcastLabel.attr({x:300, y:100}); this.addChild(this._broadcastLabel); }, onSocketReceive: function(eventname, callback) { this._sioclient.on(eventname, function(data) { if (cc.sys.isMobile) { var obj = JSON.parse(data); data = obj.args[0]; } callback(data); }); }, socketEmit:function (eventname, data) { if (cc.sys.isMobile) { this._sioclient.emit(eventname, JSON.stringify([data])); } else { this._sioclient.emit(eventname, data); } }, onMenuSIOClientClicked:function() { this._sioclient = SocketIO.connect("http://192.168.0.5:3000"); this._sioclient.on("connected", function() { cc.log("Connected"); var msg = "Hi I am client!"; this.emit("handshake", JSON.stringify([{value:msg}])); }); this._sioclient.on("confirmed", function(data) { cc.log("Receive from server: " + data.value + "@ " + new Date()); }); this.onSocketReceive("broadcast", function(data) { var msg = "Receive broadcast: " + data.value; cc.log(msg); this._broadcastLabel.setString(msg); // in order to access 'this', bind(this) is neccessary }.bind(this)); }, onSendMessageClicked:function() { cc.log("emit message"); var msg = "Message from client." this.socketEmit("message", {value:"nice"}); } }); var SocketTestScene = cc.Scene.extend({ onEnter:function () { this._super(); var layer = new SocketTestLayer(); this.addChild(layer); } }); 假设后台服务器地址是192.168.0.5 SocketIO.connect("http://192.168.0.5:3000"); 前端的收发方式和后台的写法一样,用on监听后台来的消息用emit向后台推消息。 但要注意浏览器和native的js-binding在解析消息的数据的行为有些区别,所以我写了onSocketReceive和socketEmit用来区分浏览器和native: onSocketReceive: function(eventname, callback) { this._sioclient.on(eventname, function(data) { if (cc.sys.isMobile) { var obj = JSON.parse(data); data = obj.args[0]; } callback(data); }); }, socketEmit:function (eventname, data) { if (cc.sys.isMobile) { this._sioclient.emit(eventname, JSON.stringify([data])); } else { this._sioclient.emit(eventname, data); } },
标签:function,socket,cc,cocos2d,js,io,._,var,data 来源: https://www.cnblogs.com/cfas/p/14414322.html