HTML5中的实时多人游戏:仅限单台计算机

时间:2013-05-27 22:12:16

标签: node.js websocket socket.io multiplayer

我很难将多人游戏变成多台计算机,而不仅仅是多浏览器标签。我在HTML5教程(构建新游戏,点击here)中浏览了实时多人游戏。它侦听端口4004,但我无法通过访问192.168.1.4:4004从我的局域网的其他计算机连接,即使我可以通过访问192.168.1.4连接我的端口80上的Apache Web服务器(我已经禁用了Apache并在我的路由器上转发端口80,而不是转发端口4004)。我以前通过访问my-domain.com(其DNS由我的ISP托管)从外部世界连接到Apache。现在我无法通过访问my-domain.com或my-domain.com:4004从我的局域网外部连接到我的教程。本教程使用node.js,socket.io和express。您可以通过在终端中输入node app.js来启动它。您可以访问127.0.0.1:4004192.168.1.4:4004添加新播放器。以下是app.js的内容:

var
    gameport        = process.env.PORT || 4004,
    express         = require('express'),
    UUID            = require('node-uuid'),
    verbose         = false,
    app             = express()
  , http = require('http')
  , server = http.createServer(app)
  , io = require('socket.io').listen(server);

/* Express server set up. */

//The express server handles passing our content to the browser,
//As well as routing users where they need to go. This example is bare bones
//and will serve any file the user requests from the root of your web server (where you launch the script from)
//so keep this in mind - this is not a production script but a development teaching tool.

    //Tell the server to listen for incoming connections
server.listen( gameport );

    //Log something so we know that it succeeded.
console.log('\t :: Express :: Listening on port ' + gameport );

    //By default, we forward the / path to index.html automatically.
app.get( '/', function( req, res ){
    res.sendfile( __dirname + '/index.html' );
});
    //This handler will listen for requests on /*, any file from the root of our server.
    //See expressjs documentation for more info on routing.

app.get( '/*' , function( req, res, next ) {

        //This is the current file they have requested
    var file = req.params[0];

        //For debugging, we can track what files are requested.
    if(verbose) console.log('\t :: Express :: file requested : ' + file);

        //Send the requesting client the file.
    res.sendfile( __dirname + '/' + file );

});
/* Socket.IO server set up. */

//Express and socket.io can work together to serve the socket.io client files for you.
//This way, when the client requests '/socket.io/' files, socket.io determines what the client needs.

    //Create a socket.io instance using our express server
var sio = io;

    //Configure the socket.io connection settings.
    //See http://socket.io/
sio.configure(function (){

    sio.set('log level', 0);

    sio.set('authorization', function (handshakeData, callback) {
      callback(null, true); // error first callback style
    });

});
    //Enter the game server code. The game server handles
    //client connections looking for a game, creating games,
    //leaving games, joining games and ending games when they leave.
game_server = require('./game.server.js');

    //Socket.io will call this function when a client connects,
    //So we can send that client looking for a game to play,
    //as well as give that client a unique ID to use so we can
    //maintain the list if players.
sio.sockets.on('connection', function (client) {

        //Generate a new UUID, looks something like
        //5b2ca132-64bd-4513-99da-90e838ca47d1
        //and store this on their socket/connection
    client.userid = UUID();

        //tell the player they connected, giving them their id
    client.emit('onconnected', { id: client.userid } );

        //now we can find them a game to play with someone.
        //if no game exists with someone waiting, they create one and wait.
    game_server.findGame(client);

        //Useful to know when someone connects
    console.log('\t socket.io:: player ' + client.userid + ' connected');

        //Now we want to handle some of the messages that clients will send.
        //They send messages here, and we send them to the game_server to handle.
    client.on('message', function(m) {
        game_server.onMessage(client, m);
    }); //client.on message

        //When this client disconnects, we want to tell the game server
        //about that as well, so it can remove them from the game they are
        //in, and make sure the other player knows that they left and so on.
    client.on('disconnect', function () {

            //Useful to know when soomeone disconnects
        console.log('\t socket.io:: client disconnected ' + client.userid + ' ' + client.game_id);

            //If the client was in a game, set by game_server.findGame,
            //we can tell the game server to update that game state.
        if(client.game && client.game.id) {

            //player leaving a game should destroy that game
            game_server.endGame(client.game.id, client.userid);

        } //client.game_id

    }); //client.on disconnect

}); //sio.sockets.on connection

我意识到端口转发和路由器问题可能超出了大多数多人游戏教程的范围。不过,我希望有人可以帮助我。感谢。

1 个答案:

答案 0 :(得分:0)

根据评论,问题与防火墙有关。现在每个操作系统默认都有一些限制性的防火墙设置,因此检查这些设置始终很重要,特别是如果受影响的服务从localhost工作但无法从其他设备访问。