第7行的我的console.log打印得很好。
host.js
"use strict";
var engine = require('./engine.js');
var base = require('./base.js');
var player = new base.Avatar();
console.log(player.x);
class PillarGame extends engine.ServerGame {
connectPlayer(socket) {
var player = new base.Avatar();
this.add('players', player);
console.log("added player");
//announce
}
}
module.exports = {'HostedGame' : PillarGame};
但是在创建该对象并发出以下内容后,我在服务器中发生了这次崩溃:
if (obj.hasOwnProperty(key) && _hasBinary(obj[key])) {
^
RangeError: Maximum call stack size exceeded
at Object.hasOwnProperty (native)
为什么会崩溃?
base.js没有要求。
堆栈跟踪:
listening
connected
added player
/Users/quantum/code/online/node_modules/socket.io/node_modules/has-binary-data/index.js:0
(function (exports, require, module, __filename, __dirname) { /*
RangeError: Maximum call stack size exceeded
at _hasBinary (/Users/quantum/code/online/node_modules/socket.io/node_modules/has-binary-data/index.js:24:22)
at _hasBinary (/Users/quantum/code/online/node_modules/socket.io/node_modules/has-binary-data/index.js:37:15)
at _hasBinary (/Users/quantum/code/online/node_modules/socket.io/node_modules/has-binary-data/index.js:47:40)
at _hasBinary (/Users/quantum/code/online/node_modules/socket.io/node_modules/has-binary-data/index.js:47:40)
at _hasBinary (/Users/quantum/code/online/node_modules/socket.io/node_modules/has-binary-data/index.js:47:40)
at _hasBinary (/Users/quantum/code/online/node_modules/socket.io/node_modules/has-binary-data/index.js:37:15)
at _hasBinary (/Users/quantum/code/online/node_modules/socket.io/node_modules/has-binary-data/index.js:47:40)
at _hasBinary (/Users/quantum/code/online/node_modules/socket.io/node_modules/has-binary-data/index.js:47:40)
at _hasBinary (/Users/quantum/code/online/node_modules/socket.io/node_modules/has-binary-data/index.js:47:40)
at _hasBinary (/Users/quantum/code/online/node_modules/socket.io/node_modules/has-binary-data/index.js:37:15)
server.js,崩溃了
socket.emit("game.things", game.things);
var express = require('express');
var path = require('path');
var app = express();
var server = require('http').createServer(app);
var io = require('socket.io')(server);
var logic = require('./logic');
var hostedGame = require('./host');
var game = new hostedGame.HostedGame({'sockets' : io.sockets});
app.use(express.static(path.join(__dirname, 'public')));
server.listen(3000, function() {
console.log('listening');
});
io.on('connection', function(socket) {
console.log('connected'); //extrac
game.connectPlayer(socket);
//console.log("game.things['players']" + game.things['players']);;
socket.emit("game.things", game.things);
// socket.on('input', function(data) {
// game.input(socket, data);
// });
});
var loopAsync = function() {
setTimeout(loop, 10);
//setImmediate(loop);
}
var now = Date.now();
var last = now;
var dt = 0.00;
var rate = 10;
function loop() {
now = Date.now();
var delta = now - last;
last = now;
dt = dt + delta;
if (dt < rate) {
loopAsync();
return;
} else {
dt -= rate;
//if dt still > rate, repeat the following while true
var updates = game.loop();
//emit things
io.sockets.emit('player-positions', logic.players);
//io.to specific player
loopAsync();
}
}
loopAsync();
base.js
"use strict";
class Component {
defaultMaxCharge() {
return [0];
}
constructor(options) {
options = options || {};
this.charge = [0];
if (options['maxCharge']) {
this.maxCharge = options['maxCharge'];
} else {
this.maxCharge = this.defaultMaxCharge();
}
}
loop() {
}
getValue(name, hash) {
return hash;
}
}
class Looper extends Component {
registrationNames() {
return ['loop'];
}
}
class Mover extends Looper {
loop() {
var velocity = this.thing.getValue('velocity');
var speed = this.thing.getValue('speed')['speed'];
var total = Math.abs(velocity.vx) + Math.abs(velocity.vy);
if (total <= 0) {
return;
}
var xx = velocity.mx / total * this.speedMod();
var yy = velocity.my / total * this.speedMod();
this.thing.x = this.thing.x + xx * speed;
this.thing.y = this.thing.y + yy * speed;
this.thing.x += velocity.vx;
this.thing.y += velocity.vy; //announce
}
}
//input components
class XWalker extends Component {
constructor(options) {
super(options);
this.vx = 0;
}
registrationNames() {
return ['input', 'velocity'];
}
getValue(name, hash) {
if (name == 'velocity') {
hash.vx = this.vx; //times speed
}
return hash;
}
processEvent(name, eventer, hash) {
if (name == 'input') {
if (hash.left) {
this.vx = -1;
} else if (hash.right) {
this.vx = 1;
} else {
this.vx = 0;
}
}
}
}
class YWalker extends Component {
constructor(options) {
super(options);
this.vx = 0;
}
registrationNames() {
return ['input', 'velocity'];
}
getValue(name, hash) {
if (name == 'velocity') {
hash.vy = this.vy; //times speed
}
return hash;
}
processEvent(name, eventer, hash) {
if (name == 'input') {
if (hash.up) {
this.vy = -1;
} else if (hash.down) {
this.vy = 1;
} else {
this.vy = 0;
}
}
}
}
class Thing {
spawnComponents(options) {
return [];
}
installComponents(options) {
this.componentRegistrations = {};
this.components = [];
var comps = this.spawnComponents(options);
for (var i = 0; i < comps.length; i++) {
var component = comps[i];
component.thing = this;
this.registerComponent(component);
this.components.push(component);
}
}
registerComponent(component) {
for (var i = 0; i < component.registrationNames().length; i++) {
var eventName = component.registrationNames()[i];
if (!this.componentRegistrations[eventName]) {
this.componentRegistrations[eventName] = [];
}
this.componentRegistrations[eventName].push(component);
}
}
getValue(name) {
var registered = this.componentRegistrations[name];
if (registered) {
var valueHash = {};
for (var i = 0; i < registered.length; i++) {
var component = registered[i];
valueHash = component.getValue(name, valueHash);
if (valueHash.stop) {
return valueHash;
}
}
return valueHash;
}
}
processEvent(name, eventer, hash) {
var registered = this.componentRegistrations[name];
if (registered) {
for (var i = 0; i < registered.length; i++) {
var component = registered[i];
component.processEvent(name, eventer, hash);
}
}
}
constructor(options) {
if (options && options['position']) {
this.x = options['position'].x * this.canvas.width;
this.y = options['position'].y * this.canvas.height;
} else {
this.x = 2.0;
this.y = 2.0;
}
this.installComponents(options);
this.active = true;
}
loop() {
for (var i = 0; i < this.components.length; i++) {
var component = this.components[i];
component.loop();
}
}
afterLoop() {
}
position() {
return {'x' : this.x, 'y' : this.y};
}
}
class Avatar extends Thing {
spawnComponents(options) {
return [new Mover(), new XWalker(), new YWalker()];
}
}
module.exports = {'Component' : Component, 'Thing' : Thing,
'Mover' : Mover, 'Looper' : Looper, 'XWalker' : XWalker, 'YWalker' : YWalker,
'Avatar' : Avatar};
答案 0 :(得分:8)
server.js, crashes on socket.emit("game.things", game.things);
很可能game.things
是一个带有循环引用的复杂对象,socket.io试图在发出之前转换为JSON,然后失败。