SmartFoxServer 2X Room的加入與建立
Room的型態有二種
- 靜態Room:Zone Configurator裡設定,當sfs啟動時,Server端會建立靜態Room,適用大廳、固定的聊天室
- 動態Room:sfs運作期間,可由Server端或Client端建立,適用新開戰場、新開聊天室
sfs裡加入、離開、建立Room等
跟遊戲架構觀念相同
可以很靈活地取得不同範圍的資料
Room還可分為一般跟遊戲(Room屬性isGame)
- 一般Room:普通的聊天室、大廳等
- 遊戲Room:專為遊戲房間設計,會自動指定player id,以容易判斷房間內的user,及允許旁觀者(spectators)進來
Client端進入Room請求
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var sfs:SmartFox = new SmartFox(); sfs.addEventListener(SFSEvent.ROOM_JOIN, onJoin); sfs.addEventListener(SFSEvent.ROOM_JOIN_ERROR, onJoinError); sfs.send( new JoinRoomRequest( "The Lobby" ) ); public function onJoin(evt:SFSEvent): void { trace ( "Joined Room: " + evt.params.room.name); } public function onJoinError(evt:SFSEvent): void { trace ( "Join failed: " + evt.params.errorMessage); } |
Server端指定user進入Room
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User user = (User) event.getParameter(SFSEventParam.USER); Room Lobby = getParentExtension().getParentZone().getRoomByName( "The Lobby" ); if (Lobby == null ) throw new SFSException( "沒有 Lobby 房間" ); getApi().joinRoom(user, Lobby); |
Client端建立Room
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smartFox.addEventListener(SFSEvent.ROOM_ADD, onRoomAdded) smartFox.addEventListener(SFSEvent.ROOM_CREATION_ERROR, onRoomCreationError) // Create a new Chat Room var settings:RoomSettings = new RoomSettings( "Piggy's Chat Room" ) settings.maxUsers = 40 settings.groupId = "ChatGroup" smartFox.send( new CreateRoomRequest(settings)) function onRoomAdded(evt:SFSEvent): void { trace ( "A new Room was added: " + evt.params.room ) } function onRoomCreationError(evt:SFSEvent): void { trace ( "An error occurred while attempting to create the Room: " + evt.params.errorMessage) } |