Socket.io Construct2中的几个房间

时间:2012-09-03 16:48:00

标签: socket.io construct-2

我目前正在使用Construct2进行游戏。 它是一个HTML5 Javascript引擎。 我可能在里面实现了clay.io。

我的问题是关于“房间” Clay.io也帮助了Rooms。但是我不确定我是否会接受这个提议。 https://clay.io/docs/rooms

因此,当我想将每场比赛的用户限制为10时。那我需要运行两台服务器吗?

socket.io服务器重新获取并返回数据..但是,每10个人运行两个游戏会不会混淆服务器数据?当服务器A上的人A射出某个1时,这个信息可能以某种方式结束在服务器B上的人B上? 或者指定的ID会以某种方式阻止这种情况吗?

以下是我想根据需要升级的示例服务器:

   var entities = [], count = 0;
    var io = require("socket.io").listen(8099);

    var INITIAL_X = 5;
    var INITIAL_Y = 5;
    var INITIAL_VEL_X = 0;
    var INITIAL_VEL_Y = 0;

    io.set('log level', 1);
    io.sockets.on("connection", function (socket) {
        var myNumber = count++;
        //assign number    
        var mySelf = entities[myNumber] = [myNumber, INITIAL_X, INITIAL_Y, INITIAL_VEL_X, INITIAL_VEL_Y];

        //Send the initial position and ID to connecting player
    console.log(myNumber + ' sent: ' + 'I,' + mySelf[0] + ',' + mySelf[1] + ',' + mySelf[2]);
        socket.send('I,' + mySelf[0] + ',' + mySelf[1] + ',' + mySelf[2]);
        //Send to conencting client the current state of all the other players
        for (var entity_idx = 0; entity_idx < entities.length; entity_idx++) { 
//send initial update  
            if (entity_idx != myNumber) {
                entity = entities[entity_idx];
                if (typeof (entity) != "undefined" && entity != null) {

                console.log(myNumber + ' sent: C for ' + entity_idx);
                socket.send('C,' + entity[0] + ',' + entity[1] + ',' + entity[2]); 
//send the client that just connected the position of all the other clients 
            }
        }
    }
    //create new entity in all clients    
    socket.broadcast.emit("message",
        'C,' + mySelf[0] + ',' + mySelf[1] + ',' + mySelf[2]);
    socket.on("message", function (data) {

        //if (myNumber == 0)
        //    console.log(myNumber + ' sent: ' +data);
        var new_data = data.split(',');
        if (new_data[0] == 'UM') {
            mySelf[1] = new_data[1];
            mySelf[2] = new_data[2];
            mySelf[3] = new_data[3];
            mySelf[4] = new_data[4];
            //Update all the other clients about my update
            socket.broadcast.emit("message",
            'UM,' + mySelf[0] + ',' + mySelf[1] + ',' + mySelf[2] + ',' + mySelf[3] + ',' + mySelf[4]);
        }
        else if (new_data[0] == 'S') { // a s message
            var shoot_info = [];
            shoot_info[0] = new_data[1]; //ini x
            shoot_info[1] = new_data[2]; //ini y

            shoot_info[2] = new_data[3]; //degrees

            //Update all the other clients about my update
            socket.broadcast.emit("message",
            'S,' + mySelf[0] + ',' + shoot_info[0] + ',' + shoot_info[1] + ',' + shoot_info[2]);
        }
    });

});

1 个答案:

答案 0 :(得分:1)

Socket.io有可以限制广播的房间,请参阅:https://github.com/LearnBoost/socket.io/wiki/Rooms

然后您使用socket.broadcast.emit

而不是io.sockets.in('roomname').emit

将此与Clay.io进行网格化的一种好方法是将房间名称设为room.id(在Construct 2插件中为RoomId表达式)。当Clay.io房间填满时(在C2中有条件),使用该唯一ID创建Socket.io房间,并将那个“房间填充”的玩家放在那个房间里。

我知道它有点不同,因为它是用CoffeeScript而不是Construct 2编写的游戏,但我们在Slime Volley游戏中使用Clay.io rooms + Socket.io房间。 Here is the code.