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quick-cocos2d-x 学习系列之十二 关于websocket

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quick-cocos2d-x 学习系列之十二 关于websocket

1.  概念

百度百科:WebSocket protocol 是HTML5一种新的协议。它实现了浏览器与服务器全双工通信(full-duplex)。

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JavaEE7中也实现了WebSocket协议。

实现了websocket的浏览器:

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+

 

所以这个websocket还是比较靠谱的协议。那么在LUA中如何使用呢?

         我们还是以DEMO为引子。

 

2.  Websocket类

创建一个websocket类如下:

 

local WebSockets = class("WebSockets")

 

WebSockets.TEXT_MESSAGE = 0

WebSockets.BINARY_MESSAGE = 1

WebSockets.BINARY_ARRAY_MESSAGE = 2

 

WebSockets.OPEN_EVENT    = "open"

WebSockets.MESSAGE_EVENT = "message"

WebSockets.CLOSE_EVENT   = "close"

WebSockets.ERROR_EVENT   = "error"

 

function WebSockets:ctor(url)

    cc(self):addComponent("components.behavior.EventProtocol"):exportMethods()

    self.socket = cc.WebSocket:create(url)

 

    if self.socket then

        self.socket:registerScriptHandler(handler(self, self.onOpen_), cc.WEBSOCKET_OPEN)

        self.socket:registerScriptHandler(handler(self, self.onMessage_), cc.WEBSOCKET_MESSAGE)

        self.socket:registerScriptHandler(handler(self, self.onClose_), cc.WEBSOCKET_CLOSE)

        self.socket:registerScriptHandler(handler(self, self.onError_), cc.WEBSOCKET_ERROR)

    end

end

 

function WebSockets:isReady()

    return self.socket and self.socket:getReadyState() == cc.WEBSOCKET_STATE_OPEN

end

 

function WebSockets:send(data, messageType)

    if not self:isReady() then

        printError("WebSockets:send() - socket is‘t ready")

        return false

    end

 

    messageType = checkint(messageType)

    self.messageType = messageType

    if messageType == WebSockets.TEXT_MESSAGE then

        self.socket:sendString(tostring(data))

    elseif messageType == WebSockets.BINARY_ARRAY_MESSAGE then

        data = checktable(data)

        self.socket:sendString(data, table.nums(data))

    else

        self.socket:sendString(tostring(data))

    end

    return true

end

 

function WebSockets:close()

    if self.socket then

        self.socket:close()

        self.socket = nil

    end

    self:removeAllEventListeners()

end

 

function WebSockets:onOpen_()

    self:dispatchEvent({name = WebSockets.OPEN_EVENT})

end

 

function WebSockets:onMessage_(message)

    local params = {

        name = WebSockets.MESSAGE_EVENT,

        message = message,

        messageType = self.messageType

    }

 

    self:dispatchEvent(params)

end

 

function WebSockets:onClose_()

    self:dispatchEvent({name = WebSockets.CLOSE_EVENT})

    self:close()

end

 

function WebSockets:onError_(error)

    self:dispatchEvent({name = WebSockets.ERROR_EVENT, error = error})

end

 

return WebSockets

 

3.  MainScene

调用该类的场景MainScene,如下。

 

local WebSockets = require("WebSockets")

 

local MainScene = class("MainScene", function()

    return display.newScene("MainScene")

end)

 

local function bin2hex(binary)

    local t = {}

    for i = 1, string.len(binary) do

        t[#t + 1] = string.format("0x%02x", string.byte(binary, i))

    end

    return table.concat(t, " ")

end

 

function MainScene:ctor()

    local connectLabel =

        cc.ui.UIPushButton.new()

            :setButtonLabel(cc.ui.UILabel.new({text= "connect", size = 32}))

            :onButtonClicked(function()

                self:onConnectClicked()

            end)

            :align(display.CENTER, display.cx,display.top - 32)

            :addTo(self)

 

    local sendTextLabel =

        cc.ui.UIPushButton.new()

            :setButtonLabel(cc.ui.UILabel.new({text= "send text", size = 32}))

            :onButtonClicked(function()

                self:onSendTextClicked()

            end)

            :align(display.CENTER, display.cx,display.top - 64)

            :addTo(self)

 

    local sendBinaryLabel =

        cc.ui.UIPushButton.new()

            :setButtonLabel(cc.ui.UILabel.new({text= "send binary", size = 32}))

            :onButtonClicked(function()

                self:onSendBinaryClicked()

            end)

            :align(display.CENTER, display.cx,display.top - 96)

            :addTo(self)

end

 

function MainScene:onOpen(event)

    print("connected")

end

 

function MainScene:onMessage(event)

    if WebSockets.BINARY_MESSAGE == event.messageType then

        printf("receive binary msg: len = %s, binary = %s", string.len(event.message), bin2hex(event.message))

    else

        printf("receive text msg: %s", event.message)

    end

end

 

function MainScene:onClose(event)

    self.websocket = nil

end

 

function MainScene:onError(event)

    printf("error %s", event.error)

    self.websocket = nil

end

 

function MainScene:onConnectClicked()

    if self.websocket then return end

    self.websocket = WebSockets.new("ws://echo.websocket.org")

    self.websocket:addEventListener(WebSockets.OPEN_EVENT, handler(self, self.onOpen))

    self.websocket:addEventListener(WebSockets.MESSAGE_EVENT, handler(self, self.onMessage))

    self.websocket:addEventListener(WebSockets.CLOSE_EVENT, handler(self, self.onClose))

    self.websocket:addEventListener(WebSockets.ERROR_EVENT, handler(self, self.onError))

end

 

function MainScene:onSendTextClicked()

    if not self.websocket then

        print("not connected")

        return

    end

 

    local text = "hello" .. tostring(math.random())

    if self.websocket:send(text) then

        printf("send text msg: %s", text)

    end

end

 

function MainScene:onSendBinaryClicked()

    if not self.websocket then

        print("not connected")

        return

    end

 

    local t = {}

    for i = 1, math.random(4, 8) do

        t[#t + 1] = string.char(math.random(0, 31))

    end

    local binary = table.concat(t)

    if self.websocket:send(binary, WebSockets.BINARY_MESSAGE) then

        printf("send binary msg: len = %d, binary = %s", string.len(binary), bin2hex(binary))

    end

end

 

return MainScene

 

 

4.  详解

MainScene类中主要的构造函数和其他处理函数。

构造函数创建3个Label分别是

Connect,send text, send binary.

该Label均可以点击,点击后分别调用

onConnectClicked,onSendTextClicked,onSendBinaryClicked函数。

其中:

onConnectClicked函数

判断是否才能在self.websocket变量,如果存在则返回,不存在则进行创建。

同时对创建返回的对象添加事件OPEN_EVENT,MESSAGE_EVENT,CLOSE_EVENT,ERROR_EVENT

具体如下:

if self.websocket then return end

    self.websocket = WebSockets.new("ws://echo.websocket.org")

    self.websocket:addEventListener(WebSockets.OPEN_EVENT, handler(self, self.onOpen))

    self.websocket:addEventListener(WebSockets.MESSAGE_EVENT, handler(self, self.onMessage))

    self.websocket:addEventListener(WebSockets.CLOSE_EVENT, handler(self, self.onClose))

    self.websocket:addEventListener(WebSockets.ERROR_EVENT, handler(self, self.onError))

事件对应的函数是onOpen,onMessage,onClose,onError。

其中self.websocket = WebSockets.new("ws://echo.websocket.org") 命令是创建一个连接对象,地址"ws://echo.websocket.org"测试网址。

这里主要需要介绍的是onMessage函数,该函数在接受到数据后调用,通过判断是否是BINARY_MESSAGE进行输出。

4.1         onSendTextClicked函数

判断是否存在对象,如果存在则发送字符串。

 

4.2         onSendBinaryClicked函数

同onSendTextClicked函数,不过发送的是二进制文件。

 

 

 

quick-cocos2d-x 学习系列之十二 关于websocket

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原文地址:http://blog.csdn.net/notbaron/article/details/44164633

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