在cocos creator 中使用websocket

客户端

参考:https://allknowboy.com/posts/e8f856f4/

NetConfig.js

/**
 * 当前的网络配置
 */
module.exports={
    host:"ws://localhost",
    port:3000

};

NetControl.js

/**
 * Created by Administrator on 2018/4/17 0017.
 */
//定义全局的变量
window.onfire=require("onfire");           //处理事件的类库
var netConfig=require('NetConfig');
var NetControl={
    _sock:{},  //当前的webSocket的对象
    connect: function () {
        if(this._sock.readyState!==1){
            //当前接口没有打开
            //重新连接
            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);
        }
        return this;
    },

    _onOpen:function(){
        onfire.fire("onopen");
    },
    _onClose:function(err){
        onfire.fire("onclose",err);
    },
    _onMessage:function(obj){

        onfire.fire("onmessage",obj);
    },

    send:function(msg){
        this._sock.send(msg);
        console.log("send msg"+msg);
    },

};

module.exports=NetControl;

onfire.js

/**
 * Created by Administrator on 2018/4/17 0017.
 */
/**
 Copyright (c) 2016 hustcc http://www.atool.org/
 License: MIT
 https://github.com/hustcc/onfire.js
 **/
/* jshint expr: true */
!function (root, factory) {
    if (typeof module === 'object' && module.exports)
        module.exports = factory();
    else
        root.onfire = factory();
}(typeof window !== 'undefined' ? window : this, function () {
    var __onfireEvents = {},
        __cnt = 0, // evnet counter
        string_str = 'string',
        function_str = 'function',
        hasOwnKey = Function.call.bind(Object.hasOwnProperty),
        slice = Function.call.bind(Array.prototype.slice);

    function _bind(eventName, callback, is_one, context) {
        if (typeof eventName !== string_str || typeof callback !== function_str) {
            throw new Error('args: '+string_str+', '+function_str+'');
        }
        if (! hasOwnKey(__onfireEvents, eventName)) {
            __onfireEvents[eventName] = {};
        }
        __onfireEvents[eventName][++__cnt] = [callback, is_one, context];

        return [eventName, __cnt];
    }
    function _each(obj, callback) {
        for (var key in obj) {
            if (hasOwnKey(obj, key)) callback(key, obj[key]);
        }
    }
    /**
     *  onfire.on( event, func, context ) -> Object
     *  - event (String): The event name to subscribe / bind to
     *  - func (Function): The function to call when a new event is published / triggered
     *  Bind / subscribe the event name, and the callback function when event is triggered, will return an event Object
     **/
    function on(eventName, callback, context) {
        return _bind(eventName, callback, 0, context);
    }
    /**
     *  onfire.one( event, func, context ) -> Object
     *  - event (String): The event name to subscribe / bind to
     *  - func (Function): The function to call when a new event is published / triggered
     *  Bind / subscribe the event name, and the callback function when event is triggered only once(can be triggered for one time), will return an event Object
     **/
    function one(eventName, callback, context) {
        return _bind(eventName, callback, 1, context);
    }
    function _fire_func(eventName, args) {
        if (hasOwnKey(__onfireEvents, eventName)) {
            _each(__onfireEvents[eventName], function(key, item) {
                item[0].apply(item[2], args); // do the function
                if (item[1]) delete __onfireEvents[eventName][key]; // when is one, delete it after triggle
            });
        }
    }
    /**
     *  onfire.fire( event[, data1 [,data2] ... ] )
     *  - event (String): The event name to publish
     *  - data...: The data to pass to subscribers / callbacks
     *  Async Publishes / fires the the event, passing the data to it's subscribers / callbacks
     **/
    function fire(eventName) {
        // fire events
        var args = slice(arguments, 1);
        setTimeout(function () {
            _fire_func(eventName, args);
        });
    }
    /**
     *  onfire.fireSync( event[, data1 [,data2] ... ] )
     *  - event (String): The event name to publish
     *  - data...: The data to pass to subscribers / callbacks
     *  Sync Publishes / fires the the event, passing the data to it's subscribers / callbacks
     **/
    function fireSync(eventName) {
        _fire_func(eventName, slice(arguments, 1));
    }
    /**
     * onfire.un( event ) -> Boolean
     *  - event (String / Object): The message to publish
     * When passed a event Object, removes a specific subscription.
     * When passed event name String, removes all subscriptions for that event name(hierarchy)
     *
     * Unsubscribe / unbind an event or event object.
     *
     * Examples
     *
     *  // Example 1 - unsubscribing with a event object
     *  var event_object = onfire.on('my_event', myFunc);
     *  onfire.un(event_object);
     *
     *  // Example 2 - unsubscribing with a event name string
     *  onfire.un('my_event');
     **/
    function un(event) {
        var eventName, key, r = false, type = typeof event;
        if (type === string_str) {
            // cancel the event name if exist
            if (hasOwnKey(__onfireEvents, event)) {
                delete __onfireEvents[event];
                return true;
            }
            return false;
        }
        else if (type === 'object') {
            eventName = event[0];
            key = event[1];
            if (hasOwnKey(__onfireEvents, eventName) && hasOwnKey(__onfireEvents[eventName], key)) {
                delete __onfireEvents[eventName][key];
                return true;
            }
            // can not find this event, return false
            return false;
        }
        else if (type === function_str) {
            _each(__onfireEvents, function(key_1, item_1) {
                _each(item_1, function(key_2, item_2) {
                    if (item_2[0] === event) {
                        delete __onfireEvents[key_1][key_2];
                        r = true;
                    }
                });
            });
            return r;
        }
        return true;
    }
    /**
     *  onfire.clear()
     *  Clears all subscriptions
     **/
    function clear() {
        __onfireEvents = {};
    }
    return {
        on: on,
        one: one,
        un: un,
        fire: fire,
        fireSync: fireSync,
        clear: clear
    };
});

webSocket.js 

// Learn cc.Class:
//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/class.html
//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/class.html
// Learn Attribute:
//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/reference/attributes.html
//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/reference/attributes.html
// Learn life-cycle callbacks:
//  - [Chinese] http://docs.cocos.com/creator/manual/zh/scripting/life-cycle-callbacks.html
//  - [English] http://www.cocos2d-x.org/docs/creator/en/scripting/life-cycle-callbacks.html

cc.Class({
    extends: cc.Component,

    properties: {
        // foo: {
        //     // ATTRIBUTES:
        //     default: null,        // The default value will be used only when the component attaching
        //                           // to a node for the first time
        //     type: cc.SpriteFrame, // optional, default is typeof default
        //     serializable: true,   // optional, default is true
        // },
        // bar: {
        //     get () {
        //         return this._bar;
        //     },
        //     set (value) {
        //         this._bar = value;
        //     }
        // },
    },

    // LIFE-CYCLE CALLBACKS:

    onLoad () {

    },
    onMessage:function(obj){
        console.log("It's HelloWorld onMessage----->"+obj);
    },
    onDestroy:function(){
        onfire.un(this.msssageFire);

    },
    button_click:function()//按钮事件
    {
        var netControl=require('NetControl');
        console.log("开始连接");
        netControl.connect();
        console.log("连接完成");
        this.msssageFire=onfire.on("onmessage",this.onMessage.bind(this));
        var jsonTmp = "{ \"Mobile\": \"" + 121212 + "\", \"Password\": \"" + 121313454545 + "\" }";
        netControl.send("1010" + jsonTmp);
        console.log("sendToWS");
    },
    start () {

    },

    // update (dt) {},
});

 

nodejs服务器

参考网站

npm install websocket

在www文件中添加

var SocketServer = require('../game/socket-server');
SocketServer(server);

新建game文件夹socket-server.js

/**
 * Created by chu on 2017/8/16 0016.
 */

const SocketServer = function (server) {
    var WebSocket=require('ws');
    var io=new WebSocket.Server({server})
    io.on('connection',function(ws){
        console.log(`[SERVER] connection()`);
        ws.on('message', function (message) {
            console.log("接受消息");
            console.log(`[SERVER] Received: ${message}`);
            ws.send(`ECHO: ${message}`, (err) => {
                if (err) {
                    console.log(`[SERVER] error: ${err}`);
                }
            });
        })
    })
    return io;
};
module.exports = SocketServer;

 

posted @ 2018-04-17 11:05  键盘已坏  阅读(8199)  评论(1编辑  收藏  举报