ScutGame edited this page Jul 6, 2015 · 9 revisions

此章节介绍如何创建WebSocket的服务端项目

项目搭建参考如何搭建服务端项目工程

注:Scut在6.7.9.5以上版本提供了支持WebSocket协议的服务端与客户端,支持WebSocket协议的版本:Hybi00, Hybi10Rfc6455版本;

了解WebSocket

在浏览器中通过http仅能实现单向的通信,comet可以一定程度上模拟双向通信,但效率较低,并需要服务器有较好的支持; flash中的socket和xmlsocket可以实现真正的双向通信,通过 flex ajax bridge,可以在javascript中使用这两项功能. 可以预见,如果websocket一旦在浏览器中得到实现,将会替代上面两项技术,得到广泛的使用.面对这种状况,HTML5定义了WebSocket协议,能更好的节省服务器资源和带宽并达到实时通讯。

  • 在浏览的支持
Chrome | Supported in version 4+
Firefox | Supported in version 4+
Internet Explorer | Supported in version 10+
Opera | Supported in version 10+
Safari | Supported in version 5+

##服务端WebSocket

Chat使用WebSocket的Sample

###GameWebSocketHost类

提供注册事件

  • OnHandshaked: 注册客户端握手成功事件
  • OnPing: 注册客户端发送Ping命令处理事件,自己实现增加心跳包刷新处理
  • OnPong: 注册客户端Pong应答命令事件
  • OnClosedStatus: 注册接收客户端关闭事件
  • OnHeartbeatTimeout: 注册心跳包超时事件,可在GameSession.HeartbeatTimeout设置,默认60S超时
  • OnError: 注册接收消息处理出错事件

###WebSocket协议使用

  • MainClass类继承GameWebSocketHost类,即可实现WebSocket通讯方式;示例代码如下:
 #!Csharp
public class MainClass : GameWebSocketHost
{
public MainClass()
{
GameEnvironment.Setting.ActionDispatcher = new WebSocketActionDispatcher();
}
protected override void OnStartAffer()
{
}
protected override void OnServiceStop()
{
}
protected override void OnHandshaked(ISocket sender, ConnectionEventArgs e)
{
Console.WriteLine("client:{0}", e.Socket.Handshake.Url);
base.OnHandshaked(sender, e);
}
protected override void OnRequested(ActionGetter actionGetter, BaseGameResponse response)
{
Console.WriteLine("parma action:{0}", actionGetter.GetActionId());
base.OnRequested(actionGetter, response);
}
}
  • 定义WebSocketActionDispatcher类
 #!Csharp
public class WebSocketActionDispatcher : ScutActionDispatcher
{
public override ActionGetter GetActionGetter(RequestPackage package, GameSession session)
{
// 可以实现自定的ActionGetter子类
return new HttpGet(package, session) { OpCode = OpCode.Text };
}
public override void ResponseError(BaseGameResponse response, ActionGetter actionGetter, int errorCode, string errorInfo)
{
//实现出错处理下发
response.BinaryWrite(Encoding.UTF8.GetBytes(errorCode + "-" + errorInfo));
}
}
  • 定义Action接口协议

排行榜例子:

publicclassAction1001:JsonAction{privateintPageIndex;privateintPageSize;privateList<UserRanking>rankingList;publicAction1001(ActionGetteractionGetter):base(1001,actionGetter){}publicoverrideboolGetUrlElement(){if(httpGet.GetInt("PageIndex",refPageIndex)&&httpGet.GetInt("PageSize",refPageSize)){returntrue;}returnfalse;}publicoverrideboolTakeAction(){varcache=newShareCacheStruct<UserRanking>();rankingList=cache.FindAll(false);rankingList=MathUtils.QuickSort<UserRanking>(rankingList,compareTo);rankingList=rankingList.GetPaging(PageIndex,PageSize,outPageCount);returntrue;}protectedoverridestringBuildResponsePack(){returnMathUtils.ToJson(rankingList);}}
  • 游戏配置

在项目中的GameServer.exe.config文件中增加以下,使用同Socket配置。

<add key="Game.Port" value="9001" />

参考服务器推送消息

##客户端WebSocket

###ClientWebSocket类

提供方法和注册事件

  • ReadyState: 连接状态属性, 0:未连接, 1:已连接, 2:关闭
  • Connect: 建立WebSocket连接
  • ConnectAsync: 异步建立WebSocket连接
  • Ping: 发送Ping命令方法
  • OnOpened: 注册成功打开WebSocket连接事件
  • OnMessage: 注册接收WebSocket消息事件
  • OnClosed: 注册WebSocket关闭事件
  • OnError: 注册WebSocket异常事件
  • OnPing: 注册接收到服务端Ping命令事件
  • OnPong: 注册服务端Ping应答命令事件

###WebSocket协议使用

staticclassProgram{staticvoidMain(){AutoResetEventcloseEvent=newAutoResetEvent(false);intmessageLen=0;AutoResetEventmessageEvent=newAutoResetEvent(false);ClientWebSocketclient=newClientWebSocket("ws://127.0.0.1:"+port+"/chat?d=xx",newstring[]{"chat"},"http:///127.0.0.1/",8);client.OnOpened+=(sender,args)=>{Console.WriteLine("client open ok");};client.OnMessage+=(sender,args)=>{messageLen=args.Data.Length;messageEvent.Set();};client.OnError+=(sender,args)=>{Console.WriteLine("client open error ");};client.OnPong+=(sender,args)=>{Console.WriteLine("client ping response: "+args.Source.Message);};client.OnClosed+=(sender,args)=>{closeEvent.Set();};client.Connect();//client.ConnectAsync();while(true){Thread.Sleep(1000);if(client.ReadyState==ConnectState.Success){break;}}client.Ping();}}

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content
ScutGame edited this page Jul 6, 2015 · 9 revisions

此章节介绍如何创建WebSocket的服务端项目

项目搭建参考如何搭建服务端项目工程

注:Scut在6.7.9.5以上版本提供了支持WebSocket协议的服务端与客户端,支持WebSocket协议的版本:Hybi00, Hybi10Rfc6455版本;

了解WebSocket

在浏览器中通过http仅能实现单向的通信,comet可以一定程度上模拟双向通信,但效率较低,并需要服务器有较好的支持; flash中的socket和xmlsocket可以实现真正的双向通信,通过 flex ajax bridge,可以在javascript中使用这两项功能. 可以预见,如果websocket一旦在浏览器中得到实现,将会替代上面两项技术,得到广泛的使用.面对这种状况,HTML5定义了WebSocket协议,能更好的节省服务器资源和带宽并达到实时通讯。

  • 在浏览的支持
Chrome | Supported in version 4+
Firefox | Supported in version 4+
Internet Explorer | Supported in version 10+
Opera | Supported in version 10+
Safari | Supported in version 5+

##服务端WebSocket

Chat使用WebSocket的Sample

###GameWebSocketHost类

提供注册事件

  • OnHandshaked: 注册客户端握手成功事件
  • OnPing: 注册客户端发送Ping命令处理事件,自己实现增加心跳包刷新处理
  • OnPong: 注册客户端Pong应答命令事件
  • OnClosedStatus: 注册接收客户端关闭事件
  • OnHeartbeatTimeout: 注册心跳包超时事件,可在GameSession.HeartbeatTimeout设置,默认60S超时
  • OnError: 注册接收消息处理出错事件

###WebSocket协议使用

  • MainClass类继承GameWebSocketHost类,即可实现WebSocket通讯方式;示例代码如下:
 #!Csharp
public class MainClass : GameWebSocketHost
{
public MainClass()
{
GameEnvironment.Setting.ActionDispatcher = new WebSocketActionDispatcher();
}
protected override void OnStartAffer()
{
}
protected override void OnServiceStop()
{
}
protected override void OnHandshaked(ISocket sender, ConnectionEventArgs e)
{
Console.WriteLine("client:{0}", e.Socket.Handshake.Url);
base.OnHandshaked(sender, e);
}
protected override void OnRequested(ActionGetter actionGetter, BaseGameResponse response)
{
Console.WriteLine("parma action:{0}", actionGetter.GetActionId());
base.OnRequested(actionGetter, response);
}
}
  • 定义WebSocketActionDispatcher类
 #!Csharp
public class WebSocketActionDispatcher : ScutActionDispatcher
{
public override ActionGetter GetActionGetter(RequestPackage package, GameSession session)
{
// 可以实现自定的ActionGetter子类
return new HttpGet(package, session) { OpCode = OpCode.Text };
}
public override void ResponseError(BaseGameResponse response, ActionGetter actionGetter, int errorCode, string errorInfo)
{
//实现出错处理下发
response.BinaryWrite(Encoding.UTF8.GetBytes(errorCode + "-" + errorInfo));
}
}
  • 定义Action接口协议

排行榜例子:

publicclassAction1001:JsonAction{privateintPageIndex;privateintPageSize;privateList<UserRanking>rankingList;publicAction1001(ActionGetteractionGetter):base(1001,actionGetter){}publicoverrideboolGetUrlElement(){if(httpGet.GetInt("PageIndex",refPageIndex)&&httpGet.GetInt("PageSize",refPageSize)){returntrue;}returnfalse;}publicoverrideboolTakeAction(){varcache=newShareCacheStruct<UserRanking>();rankingList=cache.FindAll(false);rankingList=MathUtils.QuickSort<UserRanking>(rankingList,compareTo);rankingList=rankingList.GetPaging(PageIndex,PageSize,outPageCount);returntrue;}protectedoverridestringBuildResponsePack(){returnMathUtils.ToJson(rankingList);}}
  • 游戏配置

在项目中的GameServer.exe.config文件中增加以下,使用同Socket配置。

<add key="Game.Port" value="9001" />

参考服务器推送消息

##客户端WebSocket

###ClientWebSocket类

提供方法和注册事件

  • ReadyState: 连接状态属性, 0:未连接, 1:已连接, 2:关闭
  • Connect: 建立WebSocket连接
  • ConnectAsync: 异步建立WebSocket连接
  • Ping: 发送Ping命令方法
  • OnOpened: 注册成功打开WebSocket连接事件
  • OnMessage: 注册接收WebSocket消息事件
  • OnClosed: 注册WebSocket关闭事件
  • OnError: 注册WebSocket异常事件
  • OnPing: 注册接收到服务端Ping命令事件
  • OnPong: 注册服务端Ping应答命令事件

###WebSocket协议使用

staticclassProgram{staticvoidMain(){AutoResetEventcloseEvent=newAutoResetEvent(false);intmessageLen=0;AutoResetEventmessageEvent=newAutoResetEvent(false);ClientWebSocketclient=newClientWebSocket("ws://127.0.0.1:"+port+"/chat?d=xx",newstring[]{"chat"},"http:///127.0.0.1/",8);client.OnOpened+=(sender,args)=>{Console.WriteLine("client open ok");};client.OnMessage+=(sender,args)=>{messageLen=args.Data.Length;messageEvent.Set();};client.OnError+=(sender,args)=>{Console.WriteLine("client open error ");};client.OnPong+=(sender,args)=>{Console.WriteLine("client ping response: "+args.Source.Message);};client.OnClosed+=(sender,args)=>{closeEvent.Set();};client.Connect();//client.ConnectAsync();while(true){Thread.Sleep(1000);if(client.ReadyState==ConnectState.Success){break;}}client.Ping();}}

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
ScutGame edited this page Jul 6, 2015 · 9 revisions

此章节介绍如何创建WebSocket的服务端项目

项目搭建参考如何搭建服务端项目工程

注:Scut在6.7.9.5以上版本提供了支持WebSocket协议的服务端与客户端,支持WebSocket协议的版本:Hybi00, Hybi10Rfc6455版本;

了解WebSocket

在浏览器中通过http仅能实现单向的通信,comet可以一定程度上模拟双向通信,但效率较低,并需要服务器有较好的支持; flash中的socket和xmlsocket可以实现真正的双向通信,通过 flex ajax bridge,可以在javascript中使用这两项功能. 可以预见,如果websocket一旦在浏览器中得到实现,将会替代上面两项技术,得到广泛的使用.面对这种状况,HTML5定义了WebSocket协议,能更好的节省服务器资源和带宽并达到实时通讯。

  • 在浏览的支持
Chrome | Supported in version 4+
Firefox | Supported in version 4+
Internet Explorer | Supported in version 10+
Opera | Supported in version 10+
Safari | Supported in version 5+

##服务端WebSocket

Chat使用WebSocket的Sample

###GameWebSocketHost类

提供注册事件

  • OnHandshaked: 注册客户端握手成功事件
  • OnPing: 注册客户端发送Ping命令处理事件,自己实现增加心跳包刷新处理
  • OnPong: 注册客户端Pong应答命令事件
  • OnClosedStatus: 注册接收客户端关闭事件
  • OnHeartbeatTimeout: 注册心跳包超时事件,可在GameSession.HeartbeatTimeout设置,默认60S超时
  • OnError: 注册接收消息处理出错事件

###WebSocket协议使用

  • MainClass类继承GameWebSocketHost类,即可实现WebSocket通讯方式;示例代码如下:
 #!Csharp
public class MainClass : GameWebSocketHost
{
public MainClass()
{
GameEnvironment.Setting.ActionDispatcher = new WebSocketActionDispatcher();
}
protected override void OnStartAffer()
{
}
protected override void OnServiceStop()
{
}
protected override void OnHandshaked(ISocket sender, ConnectionEventArgs e)
{
Console.WriteLine("client:{0}", e.Socket.Handshake.Url);
base.OnHandshaked(sender, e);
}
protected override void OnRequested(ActionGetter actionGetter, BaseGameResponse response)
{
Console.WriteLine("parma action:{0}", actionGetter.GetActionId());
base.OnRequested(actionGetter, response);
}
}
  • 定义WebSocketActionDispatcher类
 #!Csharp
public class WebSocketActionDispatcher : ScutActionDispatcher
{
public override ActionGetter GetActionGetter(RequestPackage package, GameSession session)
{
// 可以实现自定的ActionGetter子类
return new HttpGet(package, session) { OpCode = OpCode.Text };
}
public override void ResponseError(BaseGameResponse response, ActionGetter actionGetter, int errorCode, string errorInfo)
{
//实现出错处理下发
response.BinaryWrite(Encoding.UTF8.GetBytes(errorCode + "-" + errorInfo));
}
}
  • 定义Action接口协议

排行榜例子:

publicclassAction1001:JsonAction{privateintPageIndex;privateintPageSize;privateList<UserRanking>rankingList;publicAction1001(ActionGetteractionGetter):base(1001,actionGetter){}publicoverrideboolGetUrlElement(){if(httpGet.GetInt("PageIndex",refPageIndex)&&httpGet.GetInt("PageSize",refPageSize)){returntrue;}returnfalse;}publicoverrideboolTakeAction(){varcache=newShareCacheStruct<UserRanking>();rankingList=cache.FindAll(false);rankingList=MathUtils.QuickSort<UserRanking>(rankingList,compareTo);rankingList=rankingList.GetPaging(PageIndex,PageSize,outPageCount);returntrue;}protectedoverridestringBuildResponsePack(){returnMathUtils.ToJson(rankingList);}}
  • 游戏配置

在项目中的GameServer.exe.config文件中增加以下,使用同Socket配置。

<add key="Game.Port" value="9001" />

参考服务器推送消息

##客户端WebSocket

###ClientWebSocket类

提供方法和注册事件

  • ReadyState: 连接状态属性, 0:未连接, 1:已连接, 2:关闭
  • Connect: 建立WebSocket连接
  • ConnectAsync: 异步建立WebSocket连接
  • Ping: 发送Ping命令方法
  • OnOpened: 注册成功打开WebSocket连接事件
  • OnMessage: 注册接收WebSocket消息事件
  • OnClosed: 注册WebSocket关闭事件
  • OnError: 注册WebSocket异常事件
  • OnPing: 注册接收到服务端Ping命令事件
  • OnPong: 注册服务端Ping应答命令事件

###WebSocket协议使用

staticclassProgram{staticvoidMain(){AutoResetEventcloseEvent=newAutoResetEvent(false);intmessageLen=0;AutoResetEventmessageEvent=newAutoResetEvent(false);ClientWebSocketclient=newClientWebSocket("ws://127.0.0.1:"+port+"/chat?d=xx",newstring[]{"chat"},"http:///127.0.0.1/",8);client.OnOpened+=(sender,args)=>{Console.WriteLine("client open ok");};client.OnMessage+=(sender,args)=>{messageLen=args.Data.Length;messageEvent.Set();};client.OnError+=(sender,args)=>{Console.WriteLine("client open error ");};client.OnPong+=(sender,args)=>{Console.WriteLine("client ping response: "+args.Source.Message);};client.OnClosed+=(sender,args)=>{closeEvent.Set();};client.Connect();//client.ConnectAsync();while(true){Thread.Sleep(1000);if(client.ReadyState==ConnectState.Success){break;}}client.Ping();}}

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
ScutGame edited this page Jul 6, 2015 · 9 revisions

此章节介绍如何创建WebSocket的服务端项目

项目搭建参考如何搭建服务端项目工程

注:Scut在6.7.9.5以上版本提供了支持WebSocket协议的服务端与客户端,支持WebSocket协议的版本:Hybi00, Hybi10Rfc6455版本;

了解WebSocket

在浏览器中通过http仅能实现单向的通信,comet可以一定程度上模拟双向通信,但效率较低,并需要服务器有较好的支持; flash中的socket和xmlsocket可以实现真正的双向通信,通过 flex ajax bridge,可以在javascript中使用这两项功能. 可以预见,如果websocket一旦在浏览器中得到实现,将会替代上面两项技术,得到广泛的使用.面对这种状况,HTML5定义了WebSocket协议,能更好的节省服务器资源和带宽并达到实时通讯。

  • 在浏览的支持
Chrome | Supported in version 4+
Firefox | Supported in version 4+
Internet Explorer | Supported in version 10+
Opera | Supported in version 10+
Safari | Supported in version 5+

##服务端WebSocket

Chat使用WebSocket的Sample

###GameWebSocketHost类

提供注册事件

  • OnHandshaked: 注册客户端握手成功事件
  • OnPing: 注册客户端发送Ping命令处理事件,自己实现增加心跳包刷新处理
  • OnPong: 注册客户端Pong应答命令事件
  • OnClosedStatus: 注册接收客户端关闭事件
  • OnHeartbeatTimeout: 注册心跳包超时事件,可在GameSession.HeartbeatTimeout设置,默认60S超时
  • OnError: 注册接收消息处理出错事件

###WebSocket协议使用

  • MainClass类继承GameWebSocketHost类,即可实现WebSocket通讯方式;示例代码如下:
 #!Csharp
public class MainClass : GameWebSocketHost
{
public MainClass()
{
GameEnvironment.Setting.ActionDispatcher = new WebSocketActionDispatcher();
}
protected override void OnStartAffer()
{
}
protected override void OnServiceStop()
{
}
protected override void OnHandshaked(ISocket sender, ConnectionEventArgs e)
{
Console.WriteLine("client:{0}", e.Socket.Handshake.Url);
base.OnHandshaked(sender, e);
}
protected override void OnRequested(ActionGetter actionGetter, BaseGameResponse response)
{
Console.WriteLine("parma action:{0}", actionGetter.GetActionId());
base.OnRequested(actionGetter, response);
}
}
  • 定义WebSocketActionDispatcher类
 #!Csharp
public class WebSocketActionDispatcher : ScutActionDispatcher
{
public override ActionGetter GetActionGetter(RequestPackage package, GameSession session)
{
// 可以实现自定的ActionGetter子类
return new HttpGet(package, session) { OpCode = OpCode.Text };
}
public override void ResponseError(BaseGameResponse response, ActionGetter actionGetter, int errorCode, string errorInfo)
{
//实现出错处理下发
response.BinaryWrite(Encoding.UTF8.GetBytes(errorCode + "-" + errorInfo));
}
}
  • 定义Action接口协议

排行榜例子:

publicclassAction1001:JsonAction{privateintPageIndex;privateintPageSize;privateList<UserRanking>rankingList;publicAction1001(ActionGetteractionGetter):base(1001,actionGetter){}publicoverrideboolGetUrlElement(){if(httpGet.GetInt("PageIndex",refPageIndex)&&httpGet.GetInt("PageSize",refPageSize)){returntrue;}returnfalse;}publicoverrideboolTakeAction(){varcache=newShareCacheStruct<UserRanking>();rankingList=cache.FindAll(false);rankingList=MathUtils.QuickSort<UserRanking>(rankingList,compareTo);rankingList=rankingList.GetPaging(PageIndex,PageSize,outPageCount);returntrue;}protectedoverridestringBuildResponsePack(){returnMathUtils.ToJson(rankingList);}}
  • 游戏配置

在项目中的GameServer.exe.config文件中增加以下,使用同Socket配置。

<add key="Game.Port" value="9001" />

参考服务器推送消息

##客户端WebSocket

###ClientWebSocket类

提供方法和注册事件

  • ReadyState: 连接状态属性, 0:未连接, 1:已连接, 2:关闭
  • Connect: 建立WebSocket连接
  • ConnectAsync: 异步建立WebSocket连接
  • Ping: 发送Ping命令方法
  • OnOpened: 注册成功打开WebSocket连接事件
  • OnMessage: 注册接收WebSocket消息事件
  • OnClosed: 注册WebSocket关闭事件
  • OnError: 注册WebSocket异常事件
  • OnPing: 注册接收到服务端Ping命令事件
  • OnPong: 注册服务端Ping应答命令事件

###WebSocket协议使用

staticclassProgram{staticvoidMain(){AutoResetEventcloseEvent=newAutoResetEvent(false);intmessageLen=0;AutoResetEventmessageEvent=newAutoResetEvent(false);ClientWebSocketclient=newClientWebSocket("ws://127.0.0.1:"+port+"/chat?d=xx",newstring[]{"chat"},"http:///127.0.0.1/",8);client.OnOpened+=(sender,args)=>{Console.WriteLine("client open ok");};client.OnMessage+=(sender,args)=>{messageLen=args.Data.Length;messageEvent.Set();};client.OnError+=(sender,args)=>{Console.WriteLine("client open error ");};client.OnPong+=(sender,args)=>{Console.WriteLine("client ping response: "+args.Source.Message);};client.OnClosed+=(sender,args)=>{closeEvent.Set();};client.Connect();//client.ConnectAsync();while(true){Thread.Sleep(1000);if(client.ReadyState==ConnectState.Success){break;}}client.Ping();}}

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content
ScutGame edited this page Jul 6, 2015 · 9 revisions

此章节介绍如何创建WebSocket的服务端项目

项目搭建参考如何搭建服务端项目工程

注:Scut在6.7.9.5以上版本提供了支持WebSocket协议的服务端与客户端,支持WebSocket协议的版本:Hybi00, Hybi10Rfc6455版本;

了解WebSocket

在浏览器中通过http仅能实现单向的通信,comet可以一定程度上模拟双向通信,但效率较低,并需要服务器有较好的支持; flash中的socket和xmlsocket可以实现真正的双向通信,通过 flex ajax bridge,可以在javascript中使用这两项功能. 可以预见,如果websocket一旦在浏览器中得到实现,将会替代上面两项技术,得到广泛的使用.面对这种状况,HTML5定义了WebSocket协议,能更好的节省服务器资源和带宽并达到实时通讯。

  • 在浏览的支持
Chrome | Supported in version 4+
Firefox | Supported in version 4+
Internet Explorer | Supported in version 10+
Opera | Supported in version 10+
Safari | Supported in version 5+

##服务端WebSocket

Chat使用WebSocket的Sample

###GameWebSocketHost类

提供注册事件

  • OnHandshaked: 注册客户端握手成功事件
  • OnPing: 注册客户端发送Ping命令处理事件,自己实现增加心跳包刷新处理
  • OnPong: 注册客户端Pong应答命令事件
  • OnClosedStatus: 注册接收客户端关闭事件
  • OnHeartbeatTimeout: 注册心跳包超时事件,可在GameSession.HeartbeatTimeout设置,默认60S超时
  • OnError: 注册接收消息处理出错事件

###WebSocket协议使用

  • MainClass类继承GameWebSocketHost类,即可实现WebSocket通讯方式;示例代码如下:
 #!Csharp
public class MainClass : GameWebSocketHost
{
public MainClass()
{
GameEnvironment.Setting.ActionDispatcher = new WebSocketActionDispatcher();
}
protected override void OnStartAffer()
{
}
protected override void OnServiceStop()
{
}
protected override void OnHandshaked(ISocket sender, ConnectionEventArgs e)
{
Console.WriteLine("client:{0}", e.Socket.Handshake.Url);
base.OnHandshaked(sender, e);
}
protected override void OnRequested(ActionGetter actionGetter, BaseGameResponse response)
{
Console.WriteLine("parma action:{0}", actionGetter.GetActionId());
base.OnRequested(actionGetter, response);
}
}
  • 定义WebSocketActionDispatcher类
 #!Csharp
public class WebSocketActionDispatcher : ScutActionDispatcher
{
public override ActionGetter GetActionGetter(RequestPackage package, GameSession session)
{
// 可以实现自定的ActionGetter子类
return new HttpGet(package, session) { OpCode = OpCode.Text };
}
public override void ResponseError(BaseGameResponse response, ActionGetter actionGetter, int errorCode, string errorInfo)
{
//实现出错处理下发
response.BinaryWrite(Encoding.UTF8.GetBytes(errorCode + "-" + errorInfo));
}
}
  • 定义Action接口协议

排行榜例子:

publicclassAction1001:JsonAction{privateintPageIndex;privateintPageSize;privateList<UserRanking>rankingList;publicAction1001(ActionGetteractionGetter):base(1001,actionGetter){}publicoverrideboolGetUrlElement(){if(httpGet.GetInt("PageIndex",refPageIndex)&&httpGet.GetInt("PageSize",refPageSize)){returntrue;}returnfalse;}publicoverrideboolTakeAction(){varcache=newShareCacheStruct<UserRanking>();rankingList=cache.FindAll(false);rankingList=MathUtils.QuickSort<UserRanking>(rankingList,compareTo);rankingList=rankingList.GetPaging(PageIndex,PageSize,outPageCount);returntrue;}protectedoverridestringBuildResponsePack(){returnMathUtils.ToJson(rankingList);}}
  • 游戏配置

在项目中的GameServer.exe.config文件中增加以下,使用同Socket配置。

<add key="Game.Port" value="9001" />

参考服务器推送消息

##客户端WebSocket

###ClientWebSocket类

提供方法和注册事件

  • ReadyState: 连接状态属性, 0:未连接, 1:已连接, 2:关闭
  • Connect: 建立WebSocket连接
  • ConnectAsync: 异步建立WebSocket连接
  • Ping: 发送Ping命令方法
  • OnOpened: 注册成功打开WebSocket连接事件
  • OnMessage: 注册接收WebSocket消息事件
  • OnClosed: 注册WebSocket关闭事件
  • OnError: 注册WebSocket异常事件
  • OnPing: 注册接收到服务端Ping命令事件
  • OnPong: 注册服务端Ping应答命令事件

###WebSocket协议使用

staticclassProgram{staticvoidMain(){AutoResetEventcloseEvent=newAutoResetEvent(false);intmessageLen=0;AutoResetEventmessageEvent=newAutoResetEvent(false);ClientWebSocketclient=newClientWebSocket("ws://127.0.0.1:"+port+"/chat?d=xx",newstring[]{"chat"},"http:///127.0.0.1/",8);client.OnOpened+=(sender,args)=>{Console.WriteLine("client open ok");};client.OnMessage+=(sender,args)=>{messageLen=args.Data.Length;messageEvent.Set();};client.OnError+=(sender,args)=>{Console.WriteLine("client open error ");};client.OnPong+=(sender,args)=>{Console.WriteLine("client ping response: "+args.Source.Message);};client.OnClosed+=(sender,args)=>{closeEvent.Set();};client.Connect();//client.ConnectAsync();while(true){Thread.Sleep(1000);if(client.ReadyState==ConnectState.Success){break;}}client.Ping();}}

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
ScutGame edited this page Jul 6, 2015 · 9 revisions

此章节介绍如何创建WebSocket的服务端项目

项目搭建参考如何搭建服务端项目工程

注:Scut在6.7.9.5以上版本提供了支持WebSocket协议的服务端与客户端,支持WebSocket协议的版本:Hybi00, Hybi10Rfc6455版本;

了解WebSocket

在浏览器中通过http仅能实现单向的通信,comet可以一定程度上模拟双向通信,但效率较低,并需要服务器有较好的支持; flash中的socket和xmlsocket可以实现真正的双向通信,通过 flex ajax bridge,可以在javascript中使用这两项功能. 可以预见,如果websocket一旦在浏览器中得到实现,将会替代上面两项技术,得到广泛的使用.面对这种状况,HTML5定义了WebSocket协议,能更好的节省服务器资源和带宽并达到实时通讯。

  • 在浏览的支持
Chrome | Supported in version 4+
Firefox | Supported in version 4+
Internet Explorer | Supported in version 10+
Opera | Supported in version 10+
Safari | Supported in version 5+

##服务端WebSocket

Chat使用WebSocket的Sample

###GameWebSocketHost类

提供注册事件

  • OnHandshaked: 注册客户端握手成功事件
  • OnPing: 注册客户端发送Ping命令处理事件,自己实现增加心跳包刷新处理
  • OnPong: 注册客户端Pong应答命令事件
  • OnClosedStatus: 注册接收客户端关闭事件
  • OnHeartbeatTimeout: 注册心跳包超时事件,可在GameSession.HeartbeatTimeout设置,默认60S超时
  • OnError: 注册接收消息处理出错事件

###WebSocket协议使用

  • MainClass类继承GameWebSocketHost类,即可实现WebSocket通讯方式;示例代码如下:
 #!Csharp
public class MainClass : GameWebSocketHost
{
public MainClass()
{
GameEnvironment.Setting.ActionDispatcher = new WebSocketActionDispatcher();
}
protected override void OnStartAffer()
{
}
protected override void OnServiceStop()
{
}
protected override void OnHandshaked(ISocket sender, ConnectionEventArgs e)
{
Console.WriteLine("client:{0}", e.Socket.Handshake.Url);
base.OnHandshaked(sender, e);
}
protected override void OnRequested(ActionGetter actionGetter, BaseGameResponse response)
{
Console.WriteLine("parma action:{0}", actionGetter.GetActionId());
base.OnRequested(actionGetter, response);
}
}
  • 定义WebSocketActionDispatcher类
 #!Csharp
public class WebSocketActionDispatcher : ScutActionDispatcher
{
public override ActionGetter GetActionGetter(RequestPackage package, GameSession session)
{
// 可以实现自定的ActionGetter子类
return new HttpGet(package, session) { OpCode = OpCode.Text };
}
public override void ResponseError(BaseGameResponse response, ActionGetter actionGetter, int errorCode, string errorInfo)
{
//实现出错处理下发
response.BinaryWrite(Encoding.UTF8.GetBytes(errorCode + "-" + errorInfo));
}
}
  • 定义Action接口协议

排行榜例子:

publicclassAction1001:JsonAction{privateintPageIndex;privateintPageSize;privateList<UserRanking>rankingList;publicAction1001(ActionGetteractionGetter):base(1001,actionGetter){}publicoverrideboolGetUrlElement(){if(httpGet.GetInt("PageIndex",refPageIndex)&&httpGet.GetInt("PageSize",refPageSize)){returntrue;}returnfalse;}publicoverrideboolTakeAction(){varcache=newShareCacheStruct<UserRanking>();rankingList=cache.FindAll(false);rankingList=MathUtils.QuickSort<UserRanking>(rankingList,compareTo);rankingList=rankingList.GetPaging(PageIndex,PageSize,outPageCount);returntrue;}protectedoverridestringBuildResponsePack(){returnMathUtils.ToJson(rankingList);}}
  • 游戏配置

在项目中的GameServer.exe.config文件中增加以下,使用同Socket配置。

<add key="Game.Port" value="9001" />

参考服务器推送消息

##客户端WebSocket

###ClientWebSocket类

提供方法和注册事件

  • ReadyState: 连接状态属性, 0:未连接, 1:已连接, 2:关闭
  • Connect: 建立WebSocket连接
  • ConnectAsync: 异步建立WebSocket连接
  • Ping: 发送Ping命令方法
  • OnOpened: 注册成功打开WebSocket连接事件
  • OnMessage: 注册接收WebSocket消息事件
  • OnClosed: 注册WebSocket关闭事件
  • OnError: 注册WebSocket异常事件
  • OnPing: 注册接收到服务端Ping命令事件
  • OnPong: 注册服务端Ping应答命令事件

###WebSocket协议使用

staticclassProgram{staticvoidMain(){AutoResetEventcloseEvent=newAutoResetEvent(false);intmessageLen=0;AutoResetEventmessageEvent=newAutoResetEvent(false);ClientWebSocketclient=newClientWebSocket("ws://127.0.0.1:"+port+"/chat?d=xx",newstring[]{"chat"},"http:///127.0.0.1/",8);client.OnOpened+=(sender,args)=>{Console.WriteLine("client open ok");};client.OnMessage+=(sender,args)=>{messageLen=args.Data.Length;messageEvent.Set();};client.OnError+=(sender,args)=>{Console.WriteLine("client open error ");};client.OnPong+=(sender,args)=>{Console.WriteLine("client ping response: "+args.Source.Message);};client.OnClosed+=(sender,args)=>{closeEvent.Set();};client.Connect();//client.ConnectAsync();while(true){Thread.Sleep(1000);if(client.ReadyState==ConnectState.Success){break;}}client.Ping();}}

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
ScutGame edited this page Jul 6, 2015 · 9 revisions

此章节介绍如何创建WebSocket的服务端项目

项目搭建参考如何搭建服务端项目工程

注:Scut在6.7.9.5以上版本提供了支持WebSocket协议的服务端与客户端,支持WebSocket协议的版本:Hybi00, Hybi10Rfc6455版本;

了解WebSocket

在浏览器中通过http仅能实现单向的通信,comet可以一定程度上模拟双向通信,但效率较低,并需要服务器有较好的支持; flash中的socket和xmlsocket可以实现真正的双向通信,通过 flex ajax bridge,可以在javascript中使用这两项功能. 可以预见,如果websocket一旦在浏览器中得到实现,将会替代上面两项技术,得到广泛的使用.面对这种状况,HTML5定义了WebSocket协议,能更好的节省服务器资源和带宽并达到实时通讯。

  • 在浏览的支持
Chrome | Supported in version 4+
Firefox | Supported in version 4+
Internet Explorer | Supported in version 10+
Opera | Supported in version 10+
Safari | Supported in version 5+

##服务端WebSocket

Chat使用WebSocket的Sample

###GameWebSocketHost类

提供注册事件

  • OnHandshaked: 注册客户端握手成功事件
  • OnPing: 注册客户端发送Ping命令处理事件,自己实现增加心跳包刷新处理
  • OnPong: 注册客户端Pong应答命令事件
  • OnClosedStatus: 注册接收客户端关闭事件
  • OnHeartbeatTimeout: 注册心跳包超时事件,可在GameSession.HeartbeatTimeout设置,默认60S超时
  • OnError: 注册接收消息处理出错事件

###WebSocket协议使用

  • MainClass类继承GameWebSocketHost类,即可实现WebSocket通讯方式;示例代码如下:
 #!Csharp
public class MainClass : GameWebSocketHost
{
public MainClass()
{
GameEnvironment.Setting.ActionDispatcher = new WebSocketActionDispatcher();
}
protected override void OnStartAffer()
{
}
protected override void OnServiceStop()
{
}
protected override void OnHandshaked(ISocket sender, ConnectionEventArgs e)
{
Console.WriteLine("client:{0}", e.Socket.Handshake.Url);
base.OnHandshaked(sender, e);
}
protected override void OnRequested(ActionGetter actionGetter, BaseGameResponse response)
{
Console.WriteLine("parma action:{0}", actionGetter.GetActionId());
base.OnRequested(actionGetter, response);
}
}
  • 定义WebSocketActionDispatcher类
 #!Csharp
public class WebSocketActionDispatcher : ScutActionDispatcher
{
public override ActionGetter GetActionGetter(RequestPackage package, GameSession session)
{
// 可以实现自定的ActionGetter子类
return new HttpGet(package, session) { OpCode = OpCode.Text };
}
public override void ResponseError(BaseGameResponse response, ActionGetter actionGetter, int errorCode, string errorInfo)
{
//实现出错处理下发
response.BinaryWrite(Encoding.UTF8.GetBytes(errorCode + "-" + errorInfo));
}
}
  • 定义Action接口协议

排行榜例子:

publicclassAction1001:JsonAction{privateintPageIndex;privateintPageSize;privateList<UserRanking>rankingList;publicAction1001(ActionGetteractionGetter):base(1001,actionGetter){}publicoverrideboolGetUrlElement(){if(httpGet.GetInt("PageIndex",refPageIndex)&&httpGet.GetInt("PageSize",refPageSize)){returntrue;}returnfalse;}publicoverrideboolTakeAction(){varcache=newShareCacheStruct<UserRanking>();rankingList=cache.FindAll(false);rankingList=MathUtils.QuickSort<UserRanking>(rankingList,compareTo);rankingList=rankingList.GetPaging(PageIndex,PageSize,outPageCount);returntrue;}protectedoverridestringBuildResponsePack(){returnMathUtils.ToJson(rankingList);}}
  • 游戏配置

在项目中的GameServer.exe.config文件中增加以下,使用同Socket配置。

<add key="Game.Port" value="9001" />

参考服务器推送消息

##客户端WebSocket

###ClientWebSocket类

提供方法和注册事件

  • ReadyState: 连接状态属性, 0:未连接, 1:已连接, 2:关闭
  • Connect: 建立WebSocket连接
  • ConnectAsync: 异步建立WebSocket连接
  • Ping: 发送Ping命令方法
  • OnOpened: 注册成功打开WebSocket连接事件
  • OnMessage: 注册接收WebSocket消息事件
  • OnClosed: 注册WebSocket关闭事件
  • OnError: 注册WebSocket异常事件
  • OnPing: 注册接收到服务端Ping命令事件
  • OnPong: 注册服务端Ping应答命令事件

###WebSocket协议使用

staticclassProgram{staticvoidMain(){AutoResetEventcloseEvent=newAutoResetEvent(false);intmessageLen=0;AutoResetEventmessageEvent=newAutoResetEvent(false);ClientWebSocketclient=newClientWebSocket("ws://127.0.0.1:"+port+"/chat?d=xx",newstring[]{"chat"},"http:///127.0.0.1/",8);client.OnOpened+=(sender,args)=>{Console.WriteLine("client open ok");};client.OnMessage+=(sender,args)=>{messageLen=args.Data.Length;messageEvent.Set();};client.OnError+=(sender,args)=>{Console.WriteLine("client open error ");};client.OnPong+=(sender,args)=>{Console.WriteLine("client ping response: "+args.Source.Message);};client.OnClosed+=(sender,args)=>{closeEvent.Set();};client.Connect();//client.ConnectAsync();while(true){Thread.Sleep(1000);if(client.ReadyState==ConnectState.Success){break;}}client.Ping();}}

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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ScutGame edited this page Jul 6, 2015 · 9 revisions

此章节介绍如何创建WebSocket的服务端项目

项目搭建参考如何搭建服务端项目工程

注:Scut在6.7.9.5以上版本提供了支持WebSocket协议的服务端与客户端,支持WebSocket协议的版本:Hybi00, Hybi10Rfc6455版本;

了解WebSocket

在浏览器中通过http仅能实现单向的通信,comet可以一定程度上模拟双向通信,但效率较低,并需要服务器有较好的支持; flash中的socket和xmlsocket可以实现真正的双向通信,通过 flex ajax bridge,可以在javascript中使用这两项功能. 可以预见,如果websocket一旦在浏览器中得到实现,将会替代上面两项技术,得到广泛的使用.面对这种状况,HTML5定义了WebSocket协议,能更好的节省服务器资源和带宽并达到实时通讯。

  • 在浏览的支持
Chrome | Supported in version 4+
Firefox | Supported in version 4+
Internet Explorer | Supported in version 10+
Opera | Supported in version 10+
Safari | Supported in version 5+

##服务端WebSocket

Chat使用WebSocket的Sample

###GameWebSocketHost类

提供注册事件

  • OnHandshaked: 注册客户端握手成功事件
  • OnPing: 注册客户端发送Ping命令处理事件,自己实现增加心跳包刷新处理
  • OnPong: 注册客户端Pong应答命令事件
  • OnClosedStatus: 注册接收客户端关闭事件
  • OnHeartbeatTimeout: 注册心跳包超时事件,可在GameSession.HeartbeatTimeout设置,默认60S超时
  • OnError: 注册接收消息处理出错事件

###WebSocket协议使用

  • MainClass类继承GameWebSocketHost类,即可实现WebSocket通讯方式;示例代码如下:
 #!Csharp
public class MainClass : GameWebSocketHost
{
public MainClass()
{
GameEnvironment.Setting.ActionDispatcher = new WebSocketActionDispatcher();
}
protected override void OnStartAffer()
{
}
protected override void OnServiceStop()
{
}
protected override void OnHandshaked(ISocket sender, ConnectionEventArgs e)
{
Console.WriteLine("client:{0}", e.Socket.Handshake.Url);
base.OnHandshaked(sender, e);
}
protected override void OnRequested(ActionGetter actionGetter, BaseGameResponse response)
{
Console.WriteLine("parma action:{0}", actionGetter.GetActionId());
base.OnRequested(actionGetter, response);
}
}
  • 定义WebSocketActionDispatcher类
 #!Csharp
public class WebSocketActionDispatcher : ScutActionDispatcher
{
public override ActionGetter GetActionGetter(RequestPackage package, GameSession session)
{
// 可以实现自定的ActionGetter子类
return new HttpGet(package, session) { OpCode = OpCode.Text };
}
public override void ResponseError(BaseGameResponse response, ActionGetter actionGetter, int errorCode, string errorInfo)
{
//实现出错处理下发
response.BinaryWrite(Encoding.UTF8.GetBytes(errorCode + "-" + errorInfo));
}
}
  • 定义Action接口协议

排行榜例子:

publicclassAction1001:JsonAction{privateintPageIndex;privateintPageSize;privateList<UserRanking>rankingList;publicAction1001(ActionGetteractionGetter):base(1001,actionGetter){}publicoverrideboolGetUrlElement(){if(httpGet.GetInt("PageIndex",refPageIndex)&&httpGet.GetInt("PageSize",refPageSize)){returntrue;}returnfalse;}publicoverrideboolTakeAction(){varcache=newShareCacheStruct<UserRanking>();rankingList=cache.FindAll(false);rankingList=MathUtils.QuickSort<UserRanking>(rankingList,compareTo);rankingList=rankingList.GetPaging(PageIndex,PageSize,outPageCount);returntrue;}protectedoverridestringBuildResponsePack(){returnMathUtils.ToJson(rankingList);}}
  • 游戏配置

在项目中的GameServer.exe.config文件中增加以下,使用同Socket配置。

<add key="Game.Port" value="9001" />

参考服务器推送消息

##客户端WebSocket

###ClientWebSocket类

提供方法和注册事件

  • ReadyState: 连接状态属性, 0:未连接, 1:已连接, 2:关闭
  • Connect: 建立WebSocket连接
  • ConnectAsync: 异步建立WebSocket连接
  • Ping: 发送Ping命令方法
  • OnOpened: 注册成功打开WebSocket连接事件
  • OnMessage: 注册接收WebSocket消息事件
  • OnClosed: 注册WebSocket关闭事件
  • OnError: 注册WebSocket异常事件
  • OnPing: 注册接收到服务端Ping命令事件
  • OnPong: 注册服务端Ping应答命令事件

###WebSocket协议使用

staticclassProgram{staticvoidMain(){AutoResetEventcloseEvent=newAutoResetEvent(false);intmessageLen=0;AutoResetEventmessageEvent=newAutoResetEvent(false);ClientWebSocketclient=newClientWebSocket("ws://127.0.0.1:"+port+"/chat?d=xx",newstring[]{"chat"},"http:///127.0.0.1/",8);client.OnOpened+=(sender,args)=>{Console.WriteLine("client open ok");};client.OnMessage+=(sender,args)=>{messageLen=args.Data.Length;messageEvent.Set();};client.OnError+=(sender,args)=>{Console.WriteLine("client open error ");};client.OnPong+=(sender,args)=>{Console.WriteLine("client ping response: "+args.Source.Message);};client.OnClosed+=(sender,args)=>{closeEvent.Set();};client.Connect();//client.ConnectAsync();while(true){Thread.Sleep(1000);if(client.ReadyState==ConnectState.Success){break;}}client.Ping();}}

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