項目目的:
- 開發(fā)一個交互性的小游戲宝惰,限于服務(wù)端經(jīng)驗較少,故開始學(xué)習(xí)leaf框架再沧,客戶端用cocos creator尼夺。
- 網(wǎng)絡(luò)上此類可學(xué)習(xí)案例較少,故想一邊學(xué)習(xí)炒瘸,一邊分享給后學(xué)者淤堵,謹(jǐn)以此勉勵自己!
環(huán)境搭建:
golang 環(huán)境搭建和cocos creator的環(huán)境搭建網(wǎng)上教程很多顷扩,不再贅述,golang IDE可使用Goland拐邪。
leaf框架地址:https://github.com/name5566/leaf.git
leaf入門教程:https://github.com/name5566/leaf/blob/master/TUTORIAL_ZH.md
example gihub地址:
????server:https://github.com/ddkgo/LeafServerExample.git
????client:https://github.com/ddkgo/LeafServerCocosClient.gitLeafServerExample搭建:
獲取:
git clone https://github.com/ddkgo/LeafServerExample.git
設(shè)置 LeafServerExample目錄到 GOPATH 環(huán)境變量后獲取 Leaf:
go get github.com/name5566/leaf
獲取protobuf支持:
go get github.com/golang/protobuf/proto
正文:
server接收和處理消息:
1.創(chuàng)建一個lobby.proto:
syntax = "proto3";
package msg;
message Test {
string Test = 2;
}
編譯 lobby.proto 文件(對此不了解?請先閱讀《在 Golang 中使用 Protobuf》一文)得到 lobby.pb.go 文件,命令如下:
????????protoc --go_out=. lobby.proto
將lobby.pb.go 放在LeafServerExample src/msg文件夾下隘截。
2.編輯 msg.go 文件:
package msg
import (
"github.com/name5566/leaf/network/protobuf"
)
// 使用 Protobuf 消息處理器
var Processor = protobuf.NewProcessor()
func init() {
Processor.Register(&Test {})
}
3.接下來處理 Test 消息的路由:
將 Test 消息路由到 game 模塊中扎阶。打開 LeafServerExample gate/router.go汹胃,敲入如下代碼:
package gate
import (
"server/msg"
"server/game"
)
func init() {
// 這里指定消息 Test路由到 game 模塊
msg.Processor.SetRouter(&msg.Test {}, game.ChanRPC)
}
4.處理消息:
在 game 模塊中處理 Test 消息了。打開 LeafServerExample game/internal/handler.go东臀,敲入如下代碼:
package internal
import (
"server/msg"
"reflect"
"github.com/name5566/leaf/gate"
"github.com/name5566/leaf/log"
"github.com/golang/protobuf/proto"
)
func init() {
// 向當(dāng)前模塊(game 模塊)注冊Test消息處理函數(shù) handleHello
handler(&msg.Test {}, handleHello)
}
func handler(m interface{}, h interface{}) {
skeleton.RegisterChanRPC(reflect.TypeOf(m), h)
}
func handleHello(args []interface{}) {
// 收到的 Test 消息
m := args[0].(*msg.Test )
// 消息的發(fā)送者
a := args[1].(gate.Agent)
// 輸出收到的消息的內(nèi)容
log.Debug("hello %v", m.GetTest ())
retBuf :=&msg.Test {
Test : *proto.String("client"),
}
// 給發(fā)送者回應(yīng)一個 Test 消息
a.WriteMsg(retBuf)
}
client接收和處理消息:
獲取protobufjs,在LeafServerCocosClient目錄下:
npm install protobufjs
1.proto編譯成靜態(tài)文件:
把lobby.proto 復(fù)制到LeafServerCocosClient node_modules.bin文件夾下,把proto文件編譯成靜態(tài)文件使用:
pbjs -t static-module -w commonjs -o protocol.js lobby.proto
pbts -o protocol.d.ts protocol.js
把protocol.js 和protocol.d.ts拷貝到LeafServerCocosClient assets\script\protocol文件夾中.
2.創(chuàng)建websocket并連接:
新建netControl類:
import * as onfire from "./libs/onfire/onfire.js"; //處理事件的類庫
import netConfig from './NetConfig.js'
export default class netControl {
private _sock:WebSocket = null //當(dāng)前的webSocket的對象
connect(){
if(this._sock ==null || this._sock.readyState!==1){
//當(dāng)前接口沒有打開
//重新連接
this._sock = new WebSocket(netConfig.host+":"+netConfig.port);
this._sock.onopen = this._onOpen.bind(this);
this._sock.onclose = this._onClose.bind(this);
this._sock.onmessage = this._onMessage.bind(this);
this._sock.binaryType = "arraybuffer";
}
return this;
}
_onOpen(){
onfire.fire("onopen");
}
_onClose(err){
onfire.fire("onclose",err);
let self = this;
let reVar = setInterval(function(){
// 先對重連過后的Websocket進(jìn)行判斷着饥,如果重連成功則斷開循環(huán)
if(self._sock.readyState == 1){
clearInterval(reVar);
}
self._sock = new WebSocket(netConfig.host+":"+netConfig.port);
}, 5000) //每5秒嘗試一次重連
}
_onMessage(obj){
onfire.fire("onmessage",obj)
}
send(msg){
if(this._sock.readyState == 1){
this._sock.send(msg);
}
}
protoBufAddtag(tag: number,buffer: Uint8Array){
let addtag_buffer=new Uint8Array(buffer.length+2);
let tagBinary = this.IntToUint8Array(tag,16);
let tagUnit8 = new Uint8Array(tagBinary);
addtag_buffer.set(tagUnit8,0);
addtag_buffer.set(buffer.subarray(0,buffer.length),2);
return addtag_buffer;
}
parseProtoBufId(obj: MessageEvent) :{id:number,data:Uint8Array} {
let arrayBuffer:ArrayBuffer = obj.data;
let dataUnit8Array = new Uint8Array(arrayBuffer);
let id = this.Uint8ArrayToInt(dataUnit8Array.slice(0,2));
console.log("receive message id = "+id);
dataUnit8Array = dataUnit8Array.slice(2);
return {id: id,data:dataUnit8Array};
}
IntToUint8Array (num: number, Bits: number) :number[]{
let resArry = [];
let xresArry = [];
let binaryStr:string = num.toString(2);
for(let i=0;i<binaryStr.length;i++)
resArry.push(parseInt(binaryStr[i]));
if (Bits) {
for(let r = resArry.length; r < Bits; r++) {
resArry.unshift(0);
}
}
let resArryStr= resArry.join("");
for(let j=0;j<Bits;j+=8)
xresArry.push(parseInt(resArryStr.slice(j,j+8),2));
return xresArry;
}
/**
* Uint8Array[]轉(zhuǎn)int
* 相當(dāng)于二進(jìn)制加上4位。同時惰赋,使用|=號拼接數(shù)據(jù)贱勃,將其還原成最終的int數(shù)據(jù)
* @param uint8Ary Uint8Array類型數(shù)組
* @return int數(shù)字
*/
Uint8ArrayToInt(uint8Ary:Uint8Array){
let retInt:number =0;
for(let i= 0;i<uint8Ary.length;i++)
retInt|=(uint8Ary[i] << (8*(uint8Ary.length-i-1)));
return retInt;
}
}
由于在 Leaf 中,默認(rèn)的 Protobuf Processor 將一個完整的 Protobuf 消息定義為如下格式:
-------------------------
| id | protobuf message |
-------------------------
所以在發(fā)送消息時需要加上頭部id:
sendMessage(xyName:string,data:{}){
let protocolId = netConfig.ProtocolId[xyName];
let message = msg[xyName].create(data);
let buffer = msg[xyName].encode(message).finish();
//leaf 前兩位為協(xié)議序號谤逼,故需包裝一下
let addtag_buffer = this.netControl.protoBufAddtag(protocolId,buffer);
this.netControl.send(addtag_buffer.buffer);
console.log("sendToWS");
}
sendHello(name: string){
this.sendMessage("Test",{ Test:name });
console.log("sendHello");
}
接收到leaf返回的消息時:
onMessage(obj: MessageEvent){
if(obj.data instanceof ArrayBuffer){
//leaf 前兩位為協(xié)議序號贵扰,需要解一下啊協(xié)議序號
let retdata = this.netControl.parseProtoBufId(obj);
let id = retdata.id;
let data = retdata.data;
this.netMessageCtrl.dealMessage(id,data);
}
}
同樣的前兩位是leaf自動加上的id,需要處理下:
parseProtoBufId(obj: MessageEvent) :{id:number,data:Uint8Array} {
let arrayBuffer:ArrayBuffer = obj.data;
let dataUnit8Array = new Uint8Array(arrayBuffer);
let id = this.Uint8ArrayToInt(dataUnit8Array.slice(0,2));
console.log("receive message id = "+id);
dataUnit8Array = dataUnit8Array.slice(2);
return {id: id,data:dataUnit8Array};
}
具體Lobby 類:
import netControl from "./NetControl"
import * as onfire from "./libs/onfire/onfire"
import NetMessageCtrl from './NetMessageCtrl';
const {ccclass, property} = cc._decorator
@ccclass
export default class Lobby extends cc.Component {
@property(cc.Label)
label: cc.Label = null;
@property(cc.Node)
regNode: cc.Node = null;
@property(cc.Node)
loginNode: cc.Node = null;
@property(cc.Node)
PersistRootNode: cc.Node = null;
@property
text: string = 'hello';
private msssageFire
private netControl:netControl = null
private netMessageCtrl:NetMessageCtrl = null
onLoad(){
this.netControl = new netControl();
this.netMessageCtrl = new NetMessageCtrl(this.netControl);
cc.game.addPersistRootNode(this.PersistRootNode);
}
start () {
// init logic
this.label.string = this.text;
this.netControl.connect();
this.msssageFire=onfire.on("onmessage",this.onMessage.bind(this));
}
onMessage(obj: MessageEvent){
if(obj.data instanceof ArrayBuffer){
//leaf 前兩位為協(xié)議序號,需要解一下啊協(xié)議序號
let retdata = this.netControl.parseProtoBufId(obj);
let id = retdata.id;
let data = retdata.data;
this.netMessageCtrl.dealMessage(id,data);
}
}
onDestroy(){
onfire.un(this.msssageFire);
}
onBtnSendHello(){
this.netMessageCtrl.sendHello("ddk");
}
onBtnRegister(){
this.regNode.active = true;
}
onBtnLogin(){
this.loginNode.active = true;
}
}
3.微信支持:
wx.sendSocketMessage(Object object)
參數(shù)
Object object
屬性 | 類型 | 默認(rèn)值 | 是否必填 | 說明 | 支持版本 |
---|---|---|---|---|---|
data | string/ArrayBuffer | 是 | 需要發(fā)送的內(nèi)容 | ||
success | function | 否 | 接口調(diào)用成功的回調(diào)函數(shù) | ||
fail | function | 否 | 接口調(diào)用失敗的回調(diào)函數(shù) | ||
complete | function | 否 | 接口調(diào)用結(jié)束的回調(diào)函數(shù)(調(diào)用成功流部、失敗都會執(zhí)行) |
微信的websocket消息不支持Uint8Array,那我們就改變下:
this._sock.binaryType = "arraybuffer"