Colyseus 客戶端 SDK¶
目前 Colyseus 有以下平臺的客戶端 SDK:
- Unity (查看源代碼)
- JavaScript/TypeScript (查看源代碼)
- Defold Engine (查看源代碼)
- Haxe (查看源代碼)
- Construct3 (查看源代碼)
- Cocos Creator
客戶端實例:¶
客戶端
實例用於執行匹配調用, 而後連接到一個或多個房間.
import Colyseus from "colyseus.js";
// ...
let client = new Colyseus.Client("ws://localhost:2567");
using Colyseus;
// ...
ColyseusClient client = new ColyseusClient("ws://localhost:2567");
local ColyseusClient = require("colyseus.client")
// ...
local client = ColyseusClient.new("ws://localhost:2567");
import io.colyseus.Client;
// ...
var client = new Client("ws://localhost:2567");
創建好 Client
實例不代表已經建立起與服務器的連接.
方法¶
joinOrCreate (roomName: string, options: any)
¶
通過提供 roomName
和 options
參數加入現有房間或創建新房間.
該函數忽略已鎖定房間和私人房間.
try {
const room = await client.joinOrCreate("battle", {/* 參數 */});
console.log("joined successfully", room);
} catch (e) {
console.error("join error", e);
}
client.joinOrCreate("battle", {/* 參數 */}).then(room => {
console.log("joined successfully", room);
}).catch(e => {
console.error("join error", e);
});
try {
Room<YourStateClass> room = await client.JoinOrCreate<YourStateClass>("battle", /* 參數字典 */);
Debug.Log("joined successfully");
} catch (ex) {
Debug.Log("join error");
Debug.Log(ex.Message);
}
client:join_or_create("battle", {--[[參數]]}, function(err, room)
if (err ~= nil) then
print("join error: " .. err)
return
end
print("joined successfully")
end)
client.joinOrCreate("battle", [/* 參數 */], YourStateClass, function(err, room) {
if (err != null) {
trace("join error: " + err);
return;
}
trace("joined successfully");
});
client->joinOrCreate<YourStateClass>("battle", {/* 參數 */}, [=](std::string err, Room<State>* room) {
if (err != "") {
std::cout << "join error: " << err << std::endl;
return;
}
std::cout << "joined successfully" << std::endl;
});
create (roomName: string, options: any)
¶
通過提供 roomName
和 options
參數創建新房間.
try {
const room = await client.create("battle", {/* 參數 */});
console.log("joined successfully", room);
} catch (e) {
console.error("join error", e);
}
client.create("battle", {/* 參數 */}).then(room => {
console.log("joined successfully", room);
}).catch(e => {
console.error("join error", e);
});
try {
Room<YourStateClass> room = await client.Create<YourStateClass>("battle", /* 參數字典 */);
Debug.Log("joined successfully");
} catch (ex) {
Debug.Log("join error");
Debug.Log(ex.Message);
}
client:create("battle", {--[[參數]]}, function(err, room)
if (err ~= nil) then
print("join error: " .. err)
return
end
print("joined successfully")
end)
client.create("battle", [/* 參數 */], YourStateClass, function(err, room) {
if (err != null) {
trace("join error: " + err);
return;
}
trace("joined successfully");
});
client->create<YourStateClass>("battle", {/* 參數 */}, [=](std::string err, Room<State>* room) {
if (err != "") {
std::cout << "join error: " << err << std::endl;
return;
}
std::cout << "joined successfully" << std::endl;
});
join (roomName: string, options: any)
¶
通過提供 roomName
和 options
加入現有房間.
該方法忽略已鎖定房間和私人房間.
try {
const room = await client.join("battle", {/* 參數 */});
console.log("joined successfully", room);
} catch (e) {
console.error("join error", e);
}
client.join("battle", {/* 參數 */}).then(room => {
console.log("joined successfully", room);
}).catch(e => {
console.error("join error", e);
});
try {
Room<YourStateClass> room = await client.Join<YourStateClass>("battle", /* 參數字典 */);
Debug.Log("joined successfully");
} catch (ex) {
Debug.Log("join error");
Debug.Log(ex.Message);
}
client:join("battle", {--[[參數]]}, function(err, room)
if (err ~= nil) then
print("join error: " .. err)
return
end
print("joined successfully")
end)
client.join("battle", [/* 參數 */], YourStateClass, function(err, room) {
if (err != null) {
trace("join error: " + err);
return;
}
trace("joined successfully");
});
client->join<YourStateClass>("battle", {/* 參數 */}, [=](std::string err, Room<State>* room) {
if (err != "") {
std::cout << "join error: " << err << std::endl;
return;
}
std::cout << "joined successfully" << std::endl;
});
joinById (roomId: string, options: any)
¶
通過提供 roomId
參數加入該房間. 私人房間也可憑房間 id 加入.
try {
const room = await client.joinById("KRYAKzRo2", {/* 參數 */});
console.log("joined successfully", room);
} catch (e) {
console.error("join error", e);
}
client.joinById("KRYAKzRo2", {/* 參數 */}).then(room => {
console.log("joined successfully", room);
}).catch(e => {
console.error("join error", e);
});
try {
Room<YourStateClass> room = await client.JoinById<YourStateClass>("battle", /* 參數字典 */);
Debug.Log("joined successfully");
} catch (ex) {
Debug.Log("join error");
Debug.Log(ex.Message);
}
client:join_by_id("battle", {--[[參數]]}, function(err, room)
if (err ~= nil) then
print("join error: " .. err)
return
end
print("joined successfully")
end)
client.joinById("battle", [/* 參數 */], YourStateClass, function(err, room) {
if (err != null) {
trace("join error: " + err);
return;
}
trace("joined successfully");
});
client->joinById<YourStateClass>("battle", {/* 參數 */}, [=](std::string err, Room<State>* room) {
if (err != "") {
std::cout << "join error: " << err << std::endl;
return;
}
std::cout << "joined successfully" << std::endl;
});
獲取可加入房間的 roomId
使用 getAvailableRooms()
來查找可加入房間的列表和各房間的 roomId
, 及其 metadata.
reconnect (reconnectionToken)
¶
將斷線客戶端重新接入原來的房間.
- 必須在連接有效時提前保存 / 緩存好
room.reconnectionToken
以便以後斷線重連. - 為了讓指定客戶端斷線重連, 服務器端需調用該 client 實例上的 .
allowReconnection()
方法.
try {
const room = await client.reconnect(cachedReconnectionToken);
console.log("joined successfully", room);
} catch (e) {
console.error("join error", e);
}
client.reconnect(cachedReconnectionToken).then(room => {
console.log("joined successfully", room);
}).catch(e => {
console.error("join error", e);
});
try {
Room<YourStateClass> room = await client.Reconnect<YourStateClass>(cachedReconnectionToken);
Debug.Log("joined successfully");
} catch (ex) {
Debug.Log("join error");
Debug.Log(ex.Message);
}
client:reconnect(cached_reconnection_token, function(err, room)
if (err ~= nil) then
print("join error: " .. err)
return
end
print("joined successfully")
end)
client.reconnect(cachedReconnectionToken, YourStateClass, function(err, room) {
if (err != null) {
trace("join error: " + err);
return;
}
trace("joined successfully");
});
getAvailableRooms (roomName?: string)
¶
查詢所有可接入的房間.
- 已鎖定及私人房間不包含在返回列表中.
- 若
roomName
參數被省略, 則對所有房間進行查詢.
client.getAvailableRooms("battle").then(rooms => {
rooms.forEach((room) => {
console.log(room.roomId);
console.log(room.clients);
console.log(room.maxClients);
console.log(room.metadata);
});
}).catch(e => {
console.error(e);
});
try {
var rooms = await client.GetAvailableRooms("battle");
for (int i = 0; i < rooms.Length; i++) {
Debug.Log(rooms[i].roomId);
Debug.Log(rooms[i].clients);
Debug.Log(rooms[i].maxClients);
Debug.Log(rooms[i].metadata);
}
} catch (ex) {
Debug.Log(ex.Message)
}
/**
* Retrieving custom metadata
*/
[Serializable]
class Metadata
{
public string mode;
public string name;
}
[Serializable]
class CustomRoomAvailable : RoomAvailable
{
public Metadata metadata;
}
var rooms = await client.GetAvailableRooms<CustomRoomAvailable>("battle");
Debug.Log(rooms[0].metadata.mode);
client:get_available_rooms("battle", function(err, rooms)
if (err) then
console.error(err);
return
end
for i, room in pairs(rooms) do
print(room.roomId)
print(room.clients)
print(room.maxClients)
print(room.metadata)
end
end);
client.getAvailableRooms("battle", function(err, rooms) {
if (err != null) {
trace(err);
return;
}
for (room in rooms) {
trace(room.roomId);
trace(room.clients);
trace(room.maxClients);
trace(room.metadata);
}
});
client.getAvailableRooms("battle", [=](std::string err, nlohmann::json rooms) {
if (err != "") {
std::cout << "error: " << err << std::endl;
return;
}
// rooms
});
consumeSeatReservation (reservation)
¶
手動調用 "席位預定" 功能加入房間.
try {
const room = await client.consumeSeatReservation(reservation);
console.log("joined successfully", room);
} catch (e) {
console.error("join error", e);
}
client.consumeSeatReservation(reservation).then(room => {
console.log("joined successfully", room);
}).catch(e => {
console.error("join error", e);
});
try {
Room<YourStateClass> room = await client.ConsumeSeatReservation<YourStateClass>(reservation);
Debug.Log("joined successfully");
} catch (ex) {
Debug.Log("join error");
Debug.Log(ex.Message);
}
client:consume_seat_reservation(reservation, function(err, room)
if (err ~= nil) then
print("join error: " .. err)
return
end
print("joined successfully")
end)
client.consumeSeatReservation(reservation, YourStateClass, function(err, room) {
if (err != null) {
trace("join error: " + err);
return;
}
trace("joined successfully");
});
client->consumeSeatReservation<YourStateClass>(reservation, [=](std::string err, Room<State>* room) {
if (err != "") {
std::cout << "join error: " << err << std::endl;
return;
}
std::cout << "joined successfully" << std::endl;
});
高級用法
參見 Match-maker API 了解如何在房間內為某個客戶端預留席位.
Room 實例:¶
屬性¶
state: any
¶
當前房間狀態. 該變量始終與服務器端的最新 state
同步. 要想偵聽整體狀態的更新情況, 參見
onStateChange
事件.
您還可將回調監聽於 state 內的某指定內容上. 參見 schema 回調.
sessionId: string
¶
當前已接入客戶端的唯一標識. 該屬性與服務器端的 client.sessionId
一致.
id: string
¶
房間的唯一標識. 您可將此 id 分享出去, 以便其他客戶端可直接連入該房間.
// 從搜索字符串中提取 `roomId`
let roomId = location.href.match(/roomId=([a-zA-Z0-9\-_]+)/)[1];
// 通過該 id 加入房間
client.joinById(roomId).then(room => {
// ...
});
name: string
¶
房間類別名稱. 比如: "battle"
.
方法¶
send (type, message)
¶
向房間程序發送某類型的消息. 消息使用 MsgPack 編碼並支持包含任何 JSON-serializable 的數據結構.
//
// 發送字符串類型的消息
//
room.send("move", { direction: "left"});
//
// 發送數字類型的消息
//
room.send(0, { direction: "left"});
//
// 發送字符串類型的消息
//
await room.Send("move", new { direction = "left" });
//
// 發送數字類型的消息
//
await room.Send(0, new { direction = "left" });
--
-- 發送字符串類型的消息
--
room:send("move", { direction = "left" })
--
-- 發送數字類型的消息
--
room:send(0, { direction = "left" })
//
// 發送字符串類型的消息
//
room.send("move", { direction: "left" });
//
// 發送數字類型的消息
//
room.send(0, { direction: "left" });
使用服務器端的 Room#onMessage()
來接收消息
sendBytes (type, bytes)
¶
發送純字節數組數據消息到服務器. 字節數組就是元素為 0
到 255
數字的數組.
這在需要自定義編碼, 而不使用默認編碼 (MsgPack) 的需求下很有用.
//
// 發送數字類型的消息
//
room.send(0, [ 172, 72, 101, 108, 108, 111, 32, 119, 111, 114, 108, 100, 33 ]);
//
// 發送字符串類型的消息
//
room.send("some-bytes", [ 172, 72, 101, 108, 108, 111, 32, 119, 111, 114, 108, 100, 33 ]);
leave (consented: boolean)
¶
斷開客戶端與房間的連接.
參數
consented
: 離開動作是否 "符合預期" (默認為true
)
// 正常離開
room.leave();
// 異常離開
room.leave(false);
// 正常離開
room.Leave();
// 異常離開
room.Leave(false);
-- 正常離開
room:leave()
-- 異常離開
room:leave(false)
// 正常離開
room.leave();
// 異常離開
room.leave(false);
Tip
服務端使用 Room#onLeave() 來處理客戶端離開事件.
removeAllListeners()
¶
移除 onMessage
, onStateChange
, onLeave
和 onError
偵聽器.
事件¶
onStateChange¶
您可為 Schema 結構指定內容設置回調
更多詳情請見 狀態處理 » Schema » 客戶端 章節.
服務器狀態更新時觸發該事件.
room.onStateChange.once((state) => {
console.log("this is the first room state!", state);
});
room.onStateChange((state) => {
console.log("the room state has been updated:", state);
});
room.OnStateChange += (state, isFirstState) => {
if (isFirstState) {
Debug.Log ("this is the first room state!");
}
Debug.Log ("the room state has been updated");
}
room:on("statechange", function(state)
print("new state:", state)
end)
room.onStateChange += function(state) {
trace("new state:" + Std.string(state));
};
room.onStateChange = [=](State>* state) {
std::cout << "new state" << std::endl;
// ...
};
onMessage¶
服務器直接或廣播向客戶端發送消息時觸發該事件.
room.onMessage("powerup", (message) => {
console.log("message received from server");
console.log(message);
});
class PowerUpMessage {
string kind;
}
room.OnMessage<PowerUpMessage>("powerup", (message) => {
Debug.Log ("message received from server");
Debug.Log(message);
});
room:on_message("powerup", function(message)
print("message received from server")
print(message)
end)
room.onMessage("powerup", function(message) {
trace("message received from server");
trace(Std.string(message));
});
room.onMessage("powerup", [=](msgpack::object message) -> void {
std::cout << "message received from server" << std::endl;
std::cout << message << std::endl;
});
Tip
若要從服務器向客戶端發送消息, 您需要調用 client.send() 或 room.broadcast() 方法.
onLeave¶
客戶端離開房間時觸發該事件.
room.onLeave((code) => {
console.log("client left the room");
});
room.OnLeave += (code) => {
Debug.Log ("client left the room");
}
room:on("leave", function()
print("client left the room")
end)
room.onLeave += function () {
trace("client left the room");
};
room.onLeave = [=]() -> void {
std::cout << "client left the room" << std::endl;
};
可能出現的套接字斷開 代碼
及其含義:
1000
- 正常關閉套接字1001
到1015
- 異常關閉套接字4000
到4999
- 自定義關閉套接字代碼 (參考 更多詳細信息)
onError¶
房間處理程序發生錯誤時觸發該事件.
room.onError((code, message) => {
console.log("oops, error ocurred:");
console.log(message);
});
room.OnError += (code, message) => {
Debug.Log ("oops, error ocurred:");
Debug.Log(message);
}
room:on("error", function(code, message)
print("oops, error ocurred:")
print(message)
end)
room.onError += function(code, message) {
trace("oops, error ocurred:");
trace(message);
};
room.onError = [=] (int code, std::string message) => void {
std::cout << "oops, error ocurred: " << message << std::endl;
};