几天前我开始使用 Node 进行开发。我目前正在开发一款使用 Node 作为服务器端应用程序的在线游戏。该应用程序只是向客户端提供 .html 和 .js 文件并处理游戏逻辑。 我正在使用 Socket.io 与客户端交换数据。当新客户端通过 Socket.io 连接到服务器时,程序会查找一个有空闲空间的房间(包含两个用户的套接字和处理逻辑的游戏对象的对象数组)并放置用户(注册套接字)在其中。 我已经能够正确地将 Sprite 的位置发送到每个客户端,但是从每个套接字检索数据时遇到问题:如果我尝试从客户端向服务器发送一些数据,则该数据仅流经其中之一两个套接字,无论哪个客户端发送该套接字。
初始化房间数组
for(var i = 0; i < roomsNumber; i++) {
//player1 and player 2 are going to store the sockets
rooms[i] = { player1 : null, player2 : null, game: null};
}
Socket.io 处理连接
var io = require('socket.io')(server);
io.on('connection', function(socket){
console.log("We have a new client: " + socket.id);
insertPlayer(socket);
socket.on('disconnect', function() {
console.log("Client has disconnected: " + socket.id);
removePlayer(socket);
});
});
将客户端添加到房间
function insertPlayer(socket) { //Check for an empty spot in a room
for(var i = 0; i < rooms.length; i++) {
if(!rooms[i].player1) {
rooms[i].player1 = socket; //Register the socket to the room
checkRooms();
return;
}
if(!rooms[i].player2) {
rooms[i].player2 = socket; //Register the socket to the room
checkRooms();
return;
}
}
}
当房间已满时创建游戏对象(并在玩家离开时销毁它)
function checkRooms() { //Checks if a room is full to initialize the game
for(var i = 0; i < rooms.length; i++) {
if(rooms[i].player1 && rooms[i].player2 && !rooms[i].game) {
rooms[i].game = new Game([rooms[i].player1, rooms[i].player2]); //The constructor passes the sockets
console.log('New game started');
}
if((!rooms[i].player1 || !rooms[i].player2) && rooms[i].game) {
rooms[i].game.endGame();
rooms[i].game = null;
console.log('Game stopped');
}
}
}
在Game类中接收数据
constructor(sockets) {
this.sockets = sockets;
this.snakes = [];
var self = this;
for(var i = 0; i < this.sockets.length; i++) {
this.snakes[i] = new Snake(i*100 + 100, 200);
var currentSnake = this.snakes[i];
var currentSocket = this.sockets[i];
currentSocket.on('keyPressed', function(data) {
currentSnake.updateDirection(data); //Calls a Game method that updates the direction of the sprite
console.log(currentSocket.id + " - " + data);
});
}
最佳答案
我发现您的 Game
构造函数中的 currentSnake
变量存在问题。该变量的作用域为您的整个构造函数,因此那里只有一个变量,但您试图为每个玩家提供一个单独的变量,但这是行不通的。因此,每次您收到 keyPressed
消息时,您都会对同一条蛇进行操作,无论按键来自哪个玩家。
如果您使用的是 Node.js v6+,则将该构造函数中的 var currentSnake
更改为 let currentSnake
,以便该变量的作用域单独作用于 for
循环。
constructor(sockets) {
this.sockets = sockets;
this.snakes = [];
var self = this;
for(var i = 0; i < this.sockets.length; i++) {
this.snakes[i] = new Snake(i*100 + 100, 200);
// change these to be declared with let so they are separately scoped
// for each invocation of the for loop
let currentSnake = this.snakes[i];
let currentSocket = this.sockets[i];
currentSocket.on('keyPressed', function(data) {
currentSnake.updateDirection(data); //Calls a Game method that updates the direction of the sprite
console.log(currentSocket.id + " - " + data);
});
}
}
或者,如果您运行的是旧版本的 node.js,请切换到 .forEach()
来替换 for
循环,因为这也会创建一个新的单独的循环每次循环调用的范围。
constructor(sockets) {
this.sockets = sockets;
this.snakes = [];
var self = this;
this.sockets.forEach(function(currentSocket, i) {
this.snakes[i] = new Snake(i*100 + 100, 200);
var currentSnake = this.snakes[i];
currentSocket.on('keyPressed', function(data) {
currentSnake.updateDirection(data); //Calls a Game method that updates the direction of the sprite
console.log(currentSocket.id + " - " + data);
});
});
}
关于javascript - Socket.io 从 Node 中的多个套接字接收数据,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/41918468/