[egret+pomelo]实时游戏杂记(3)

[egret+pomelo]学习笔记(1)

[egret+pomelo]学习笔记(2)

[egret+pomelo]学习笔记(3)

 

服务端的请求流程走完了一遍,下面就该看一下,在目前的服务端中,各服务端所提供的功能了。

Gate:game-server/app/servers/gate/handler/gateHandler.js

queryEntry(msg,session,next):注册服务端,返回分配的connector服务端地址

Connector:game-server/app/servers/connector/handler/entryHandler.js

entry(msg, session, next):服务端注册session信息 返回玩家playerId
onUserLeave(app, session, reason):用户离开或关闭链接

Area:game-server/app/servers/area/handler/playerHandler.js

enterScene(msg, session, next):玩家申请加入游戏场景
getAnimation(msg, session, next):获取玩家动画数据
changeStage(msg, session, next):更改玩家状态
move(msg, session, next):玩家移动

 

这里还涉及到一个玩家离开场景事的调用game-server/app/servers/area/remote/playerRemote.js

 

目前服务端的使用已经很清晰了,要开始摒弃示例,可以开始自己的游戏逻辑了。第一步要做的,就是借助pomelo的捡宝项目,让多个玩家站在同一个场景中并显示。

整理egret代码

根据当前的服务端结构,创建服务器信息管理类network.Servers

module network {

    /**
     * 服务端信息
     */
    export class Servers {
        public constructor() {
        }

        /**
         * 服务端事件
         * currServerDisConnect:当前服务端关闭
         */
        public static events = {
            currServerDisConnect: "DISCONNECT_SUCCEED"
        }

        /**
         * Gate模块
         */
        public static GATE = {
            KEY: "Server_GATE",
            info: {
                ip: "",
                port: ""
            },
            handler: {
                queryEntry: "gate.gateHandler.queryEntry"
            },
            events: {
                succeed: "CONNECTION_GATE_SUCCEED",
                error: "CONNECTION_GATE_ERROR"
            }
        };

        /**
         * Connect 模块操作
         */
        public static CONNECTION = {
            KEY: "Server_CONNECTION",
            info: {
                ip: "",
                port: ""
            },
            handler: {
                entry: "connector.entryHandler.entry",
                onUserLeave: "connector.entryHandler.onUserLeave"
            },
            events: {
                succeed: "CONNECTION_CONNECT_SUCCEED",
                error: "CONNECTION_CONNECT_ERROR"
            }
        };

        /**
         * 游戏场景服务器
         */
        public static AREA = {
            KEY: "Server_AREA",
            info: {
                ip: "",
                port: ""
            },
            handler: {
                enterScene: "area.playerHandler.enterScene",
                getAnimation: "area.playerHandler.getAnimation",
                changeStage: "area.playerHandler.changeStage",
                move: "area.playerHandler.move"
            },
            events: {
                succeed: "CONNECTION_AREA_SUCCEED",
                error: "CONNECTION_AREA_ERROR"
            }
        };

        /**
         * 获取模块
         * targetName:模块的名称 info/handler/events
         * key:模块的key
         */
        public static GetTargetByKey(targetName: string, key: string) {
            var target;
            switch (key) {
                case Servers.GATE.KEY:
                    target = Servers.GATE;
                    break;
                case Servers.CONNECTION.KEY:
                    target = Servers.CONNECTION;
                    break;
                case Servers.AREA.KEY:
                    target = Servers.AREA;
                    break;
                default:
                    console.log("发现未知服务端[network/servers/]");
                    break;
            }

            if (target) {
                switch (targetName) {
                    case "info":
                        return target.info;
                    case "handler":
                        return target.handler;
                    case "events":
                        return target.events;
                    default:
                        console.log("发现未知服务数据[network/servers/]");
                        break;
                }
            }
        }
    }
}
View Code

完善socket链接类 network.GameSocket

module network {
    /**
     * webSocket for pomelo
     */
    export class GameSocket {
        public constructor() {
        }
        static instance: GameSocket = new GameSocket();
        /**
         * 单例模式
         */
        static getInstance(): GameSocket {
            return GameSocket.instance;
        }

        private pomelo: Pomelo;
        /**
         * 当前正在操作的是服务端
         */
        private currServer: Object;
        /**
         * 服务端状态 是否开启
         */
        private running: boolean = false;
        /**
         * 初始化
         */
        init() {
            if (this.pomelo == null) {
                this.pomelo = new Pomelo();

                this.pomelo.on('server_push_message', (msg) => {
                    var route = msg["route"];
                    //根据服务端返回派发事件
                    Global.dispatchEvent("PomeloServerEvents_" + route, msg);
                });

                this.pomelo.on('onKick', (msg) => {
                    trace("onKick");
                });

                this.pomelo.on('heartbeat_timeout', () => {
                    trace("heartbeat_timeout");
                });

                this.pomelo.on('close', (e: CloseEvent) => {
                    trace(e.currentTarget["url"] + "的链接被断开");
                });
            }
        }

        /**
         * 打开服务端 
         * @param server:需要打开的服务端
         * @param host:ip
         * @param port:端口
         * @param callback:回调函数
         * @param log:是否启用日志
         */
        open(server, callback?: Function, log: boolean = true) {
            //获取服务端的设置
            var targetEventsInfo = Servers.GetTargetByKey("events", server.KEY);
            //初始化服务端
            this.pomelo.init({ host: server.info.ip, port: server.info.port, log: log }, false, (succeedRes) => {
                this.currServer = server;
                this.running = true;
                //派发服务端启动成功事件
                Global.dispatchEvent(targetEventsInfo.succeed);
            }, (errRES) => {
                //派发服务端发生错误事件
                Global.dispatchEvent(targetEventsInfo.error);
            }, (closeRes) => {
                trace("一个服务端关闭完成。");
            }, null);
        }

        /**
         * 发起请求
         * @param route: 路由 (服务端处理函数)
         * @param msg:内容
         * @param callback:回调函数
         * @param thisArg:参数
         */
        request(route: string, msg: any, callback: Function, thisArg?: any): void {
            this.pomelo.request(route, msg, (response) => {
                callback.call(thisArg, response);
            });
        }

        /**
         * 通知
         */
        notify(route: string, msg: any): void {
            this.pomelo.notify(route, msg);
        }

        /**
         * 关闭当前服务
         */
        disconnect() {
            this.pomelo.disconnect();
            this.running = false;
            Global.dispatchEvent(Servers.events.currServerDisConnect, { currServer: this.currServer });
        }

        /**
         * 获取当前的服务端
         */
        getCurrServer() {
            return this.currServer;
        }
        /**
         * 获取当前的服务端状态
         */
        isRunning(): boolean {
            return this.running;
        }
    }
}
View Code

 之前例子中的PomeloTest变成

class PomeloTest {
    public constructor() {
        Global.addEventListener(network.Servers.GATE.events.succeed, this.onGateSucceed, this);
        Global.addEventListener(network.Servers.GATE.events.error, this.onGateError, this);
        Global.addEventListener(network.Servers.CONNECTION.events.succeed, this.onConnectSucceed, this);
        Global.addEventListener(network.Servers.CONNECTION.events.error, this.onConnectError, this);
    }

    connectGate() {
        network.GameSocket.getInstance().init();
        network.GameSocket.getInstance().open(network.Servers.GATE);
    }

    private onGateSucceed() {
        Global.addEventListener(network.Servers.events.currServerDisConnect, this.onGateClosed, this);

        network.GameSocket.getInstance().request("gate.gateHandler.queryEntry", { uid: "" }, this.onGateMsg);

        trace("Gate服务端链接成功");
    }

    private onGateError() {
        trace("Gate服务端链接失败");
    }

    private onGateMsg(gate_data) {
        network.Servers.CONNECTION.info.ip=gate_data.host;
        network.Servers.CONNECTION.info.port=gate_data.port;
        network.GameSocket.getInstance().disconnect();
        trace("正在尝试链接connect服务端...");
        network.GameSocket.getInstance().open(network.Servers.CONNECTION);
    }

    private onGateClosed() {
        trace("Gate服务端成功断开链接");
        // trace("正在尝试链接connect服务端...");
        // config.global.pomelo.open(network.PomeloService.CONNECTION, this.connectIp, this.connectPort);
    }

    private onConnectSucceed() {
        trace("CONNECT服务端链接成功");
        trace("开始注册服务端信息...");
        network.GameSocket.getInstance().request('connector.entryHandler.entry', { name: "" }, this.onEntryMsg);
    }

    private onConnectError() {
        trace("CONNECT服务端链接失败...");
    }

    private onEntryMsg(entry_data) {
        if (entry_data.code === 200) {
            trace("注册信息成功");
            trace("开始申请进入游戏...");
            network.GameSocket.getInstance().request('area.playerHandler.enterScene', { name: "", playerId: entry_data.playerId }, (respose) => {
                //Global.dispatchEvent(events.PomeloServerEvents.MAPMSG, respose);
                trace("进入游戏成功");
                trace("开始解析地图信息");
            });
        } else {
            trace("注册服务端信息出现问题,请检查提交信息");
        }
    }

    move(x: number, y: number, targetId: string) {
        network.GameSocket.getInstance().notify('area.playerHandler.move', { targetPos: { x: x, y: y }, target: targetId });
    }

    changeStage(s: string) {
        network.GameSocket.getInstance().notify('area.playerHandler.changeStage', { S: s });
    }
}
View Code

 

因为服务端中多玩家的功能已经实现,这里不再继续赘述。只要找到对应的服务端方法 就可以进行服务端的逻辑代码修改。

egret例子下载

 

例子中已经实现游戏的登录和进入服务端,下面来看一下服务端中关于游戏数据的返回值处理。

首先在游戏场景中申请游戏场景数据

                    network.GameSocket.getInstance().request(network.Servers.AREA.handler.enterScene, { name: this.txt_playerName.text, playerId: entry_data.playerId }, (respose) => {
                        self.lbl_info.text = "进入游戏成功";
                        self.lbl_info.text = "开始解析地图信息";

                        console.log(respose);

                    });

在服务端经过 

在客户端console出来的结果 便是散落在地上的装备 数据

 

客户端的显示和玩家的移动通知处理,暂时不去做,因为和自己想要做的逻辑未必相同。至此已经大体了解pomelo的工作流程,和使用哪些处理器处理相关的业务逻辑,下节就要根据自己的需求设计游戏,遇见什么问题解决什么问题。

posted @ 2017-12-27 10:03  枫之戊  阅读(857)  评论(0编辑  收藏  举报