使用来自消费者类之外的Django渠道发送消息

时间:2018-11-24 19:52:58

标签: python django websocket django-channels

我正在构建一个在线游戏,该游戏使用Django渠道2.1.5进行网络套接字。

我能够在客户端和服务器之间建立连接,并且也只能在使用者类内部发送数据:

from channels.generic.websocket import WebsocketConsumer
import json
from . import controller

class GameConsumer(WebsocketConsumer):
    def connect(self):
        self.accept()
        print("Wohooo .. Connected to client!")
        self.render()
        controller.startTurn()

    def render(self, type="render", message=None):
        self.send(controller.renderMap(type, message))

    def disconnect(self, close_code):
        print("WebSocket connection is lost...")

    def receive(self, text_data):
        text_data_json = json.loads(text_data)
        controller.handleRecieved(text_data)
...

现在,我想做的是从另一个模块中调用函数 render (位于消费者类中)

我尝试过:

from .. import consumer

def sendDeployments(owner, armies):
    type = "renderDeployments"
    message = owner + " has " + str(armies) + " to deploy"
    dummyConsumer = consumer.GameConsumer()
    consumer.GameConsumer.render(type, message)

但是失败了,因为我不能从类外部使用“ self”参数。

有人能想到实现我目标的方法吗?

Ps:我不在乎同步。

非常感谢。

3 个答案:

答案 0 :(得分:2)

首先像

那样为您的消费者做出一些改变。
from asgiref.sync import async_to_sync
from channels.generic.websocket import WebsocketConsumer
import json

class EventConsumer(WebsocketConsumer):
    def connect(self):
        # self.room_name = self.scope['url_route']['kwargs']['room_name']
        # self.room_group_name = 'chat_%s' % self.room_name
        self.room_name = 'event'
        self.room_group_name = self.room_name+"_sharif"
        async_to_sync(self.channel_layer.group_add)(
            self.room_group_name,
            self.channel_name
        )
        print(self.room_group_name)
        self.accept()
        print("#######CONNECTED############")

    def disconnect(self, code):
        async_to_sync(self.channel_layer.group_discard)(
            self.room_group_name,
            self.channel_name
        )
        print("DISCONNECED CODE: ",code)

    def receive(self, text_data=None, bytes_data=None):
        print(" MESSAGE RECEIVED")
        data = json.loads(text_data)
        message = data['message']
        async_to_sync(self.channel_layer.group_send)(
            self.room_group_name,{
                "type": 'send_message_to_frontend',
                "message": message
            }
        )
    def send_message_to_frontend(self,event):
        print("EVENT TRIGERED")
        # Receive message from room group
        message = event['message']
        # Send message to WebSocket
        self.send(text_data=json.dumps({
            'message': message
        }))

然后从您的应用程序的外部/任意位置调用函数,例如

def event_triger():
    channel_layer = get_channel_layer()
    async_to_sync(channel_layer.group_send)(
        'event_sharif',
        {
            'type': 'send_message_to_frontend',
            'message': "event_trigered_from_views"
        }
    ) 
# here 'event_sharif' is your room_group_name as i defined before in consumer
# 'type' is like a command, for which method you wants to trigger in your consumer

答案 1 :(得分:1)

首先,您需要您的使用者实例才能订阅组。

from asgiref.sync import async_to_sync

class GameConsumer(WebsocketConsumer):
    def connect(self):
        self.accept()
        self.render()
        async_to_sync(self.add_group)('render_updates_group') 
        controller.startTurn()
...

然后,如果您不在消费者之外,则需要向该组发送一条消息,以便所有注册到该组的消费者都可以收到该消息。

from channels.layers import get_channel_layer
from asgiref.sync import async_to_sync

def sendDeployments(owner, armies):
    type = "renderDeployments"
    message = owner + " has " + str(armies) + " to deploy"
    channel_layer = get_channel_layer()
    async_to_sync(channel_layer.group_send)(
        'render_updates_group',
        {'type': 'render', 'message': message}
    )

但是,您还需要记住在断开连接时将其从组中删除。

class GameConsumer(WebsocketConsumer):
    ....

    def disconnect(self, close_code):
         async_to_sync(self.group_name)('render_updates_group')

如果要限制哪些打开的连接会收到此渲染消息,则需要相应地建立组名。

例如,如果您正在考虑一些在线游戏,则可能在组名中包含MATCH-ID,该组名由同一匹配的所有连接共享。

channels Layers documentation是一个很好的参考,但是请记住,在生产环境中运行此代码时,您需要设置一个消息传递层(通常为Redis)。

答案 2 :(得分:0)

断开连接功能的正确代码(使用2.3.0通道)应为:

class GameConsumer(WebsocketConsumer):
    ....

    def disconnect(self, close_code):
        self.channel_layer.group_discard(self.channel_name, 'render_updates_group')
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