Colyseus SDK » 用法¶
目前 Colyseus 有以下平台的客户端 SDK:
客户端实例:¶
客户端
实例用于执行匹配调用, 而后连接到一个或多个房间.
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");
尚未通过创建 客户端
实例建立起与服务器的连接.
方法¶
joinOrCreate (roomName: string, options: any)
¶
通过提供的 roomName
和 options
加入现有房间或创建新房间.
该方法不包括已锁定房间或私人房间.
try {
const room = await client.joinOrCreate("battle", {/* options */});
console.log("joined successfully", room);
} catch (e) {
console.error("join error", e);
}
client.joinOrCreate("battle", {/* options */}).then(room => {
console.log("joined successfully", room);
}).catch(e => {
console.error("join error", e);
});
try {
Room<YourStateClass> room = await client.JoinOrCreate<YourStateClass>("battle"/* , Dictionary of options */);
Debug.Log("joined successfully");
} catch (ex) {
Debug.Log("join error");
Debug.Log(ex.Message);
}
client:join_or_create("battle", {--[[options]]}, function(err, room)
if (err ~= nil) then
print("join error: " .. err)
return
end
print("joined successfully")
end)
client.joinOrCreate("battle", [/* options */], YourStateClass, function(err, room) {
if (err != null) {
trace("join error: " + err);
return;
}
trace("joined successfully");
});
client->joinOrCreate<YourStateClass>("battle", {/* options */}, [=](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)
¶
通过提供的 roomName
和 options
创建新房间.
try {
const room = await client.create("battle", {/* options */});
console.log("joined successfully", room);
} catch (e) {
console.error("join error", e);
}
client.create("battle", {/* options */}).then(room => {
console.log("joined successfully", room);
}).catch(e => {
console.error("join error", e);
});
try {
Room<YourStateClass> room = await client.Create<YourStateClass>("battle", /* Dictionary of options */);
Debug.Log("joined successfully");
} catch (ex) {
Debug.Log("join error");
Debug.Log(ex.Message);
}
client:create("battle", {--[[options]]}, function(err, room)
if (err ~= nil) then
print("join error: " .. err)
return
end
print("joined successfully")
end)
client.create("battle", [/* options */], YourStateClass, function(err, room) {
if (err != null) {
trace("join error: " + err);
return;
}
trace("joined successfully");
});
client->create<YourStateClass>("battle", {/* options */}, [=](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)
¶
通过提供的 roomName
和 options
加入现有房间.
该方法不包括已锁定房间或私人房间.
try {
const room = await client.join("battle", {/* options */});
console.log("joined successfully", room);
} catch (e) {
console.error("join error", e);
}
client.join("battle", {/* options */}).then(room => {
console.log("joined successfully", room);
}).catch(e => {
console.error("join error", e);
});
try {
Room<YourStateClass> room = await client.Join<YourStateClass>("battle", /* Dictionary of options */);
Debug.Log("joined successfully");
} catch (ex) {
Debug.Log("join error");
Debug.Log(ex.Message);
}
client:join("battle", {--[[options]]}, function(err, room)
if (err ~= nil) then
print("join error: " .. err)
return
end
print("joined successfully")
end)
client.join("battle", [/* options */], YourStateClass, function(err, room) {
if (err != null) {
trace("join error: " + err);
return;
}
trace("joined successfully");
});
client->join<YourStateClass>("battle", {/* options */}, [=](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)
¶
通过 roomId
加入现有房间. 私人房间可凭 id 进入私人房间.
try {
const room = await client.joinById("KRYAKzRo2", {/* options */});
console.log("joined successfully", room);
} catch (e) {
console.error("join error", e);
}
client.joinById("KRYAKzRo2", {/* options */}).then(room => {
console.log("joined successfully", room);
}).catch(e => {
console.error("join error", e);
});
try {
Room<YourStateClass> room = await client.JoinById<YourStateClass>("battle", /* Dictionary of options */);
Debug.Log("joined successfully");
} catch (ex) {
Debug.Log("join error");
Debug.Log(ex.Message);
}
client:join_by_id("battle", {--[[options]]}, function(err, room)
if (err ~= nil) then
print("join error: " .. err)
return
end
print("joined successfully")
end)
client.joinById("battle", [/* options */], YourStateClass, function(err, room) {
if (err != null) {
trace("join error: " + err);
return;
}
trace("joined successfully");
});
client->joinById<YourStateClass>("battle", {/* options */}, [=](std::string err, Room<State>* room) {
if (err != "") {
std::cout << "join error: " << err << std::endl;
return;
}
std::cout << "joined successfully" << std::endl;
});
获取您可加入的房间的 roomId
参见 getAvailableRooms()
来检索可加入房间的列表和各房间的 roomId
,以及其元数据.
reconnect (roomId: string, sessionId: string)
¶
将客户端重新接入原先接入过的房间.
必须与服务器端中的 allowReconnection()
一起使用.
try {
const room = await client.reconnect("wNHTX5qik", "SkNaHTazQ");
console.log("joined successfully", room);
} catch (e) {
console.error("join error", e);
}
client.reconnect("wNHTX5qik", "SkNaHTazQ").then(room => {
console.log("joined successfully", room);
}).catch(e => {
console.error("join error", e);
});
try {
Room<YourStateClass> room = await client.Reconnect<YourStateClass>("wNHTX5qik", "SkNaHTazQ");
Debug.Log("joined successfully");
} catch (ex) {
Debug.Log("join error");
Debug.Log(ex.Message);
}
client:reconnect("wNHTX5qik", "SkNaHTazQ", function(err, room)
if (err ~= nil) then
print("join error: " .. err)
return
end
print("joined successfully")
end)
client.reconnect("wNHTX5qik", "SkNaHTazQ", YourStateClass, function(err, room) {
if (err != null) {
trace("join error: " + err);
return;
}
trace("joined successfully");
});
client->reconnect<YourStateClass>("wNHTX5qik", "SkNaHTazQ", [=](std::string err, Room<State>* room) {
if (err != "") {
std::cout << "join error: " << err << std::endl;
return;
}
std::cout << "joined successfully" << std::endl;
});
getAvailableRooms (roomName?: string)
¶
查询所有可接入的房间.
- 已锁定及私人房间不包含在列表中.
- 若
roomName
参数被省略, 则对所有房间进行查询.
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)
¶
通过手动使用 "席位预定" 功能加入房间.
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;
});
高级用法
参见 Match-maker API 了解如何在房间内为某个客户端预留席位.
房间实例:¶
属性¶
state: any
¶
当前房间状态.该变量始终与服务器端的最新 状态
同步. 要想侦听整体状态的更新情况,参见 onStateChange
事件.
您可将回调附加到您状态内的特定架构上. 参见架构回调.
sessionId: string
¶
当前已接入客户端的唯一标识.该属性与服务器端中的 client.sessionId
互相匹配.
id: string
¶
房间的唯一标识将本 id 分享给其他客户端, 则其他客户端可直接接入本房间.
// get `roomId` from the query string
let roomId = location.href.match(/roomId=([a-zA-Z0-9\-_]+)/)[1];
// joining a room by its id
client.joinById(roomId).then(room => {
// ...
});
name: string
¶
房间处理程序的名称.示例: "battle"
.
方法¶
send (type, message)
¶
向房间处理程序发送一种类型的消息. 消息使用 MsgPack 编码, 仅含有可序列化 JSON 数据结构.
//
// sending message with string type
//
room.send("move", { direction: "left"});
//
// sending message with number type
//
room.send(0, { direction: "left"});
//
// sending message with string type
//
await room.Send("move", new { direction = "left" });
//
// sending message with number type
//
await room.Send(0, new { direction = "left" });
--
-- sending message with string type
--
room:send("move", { direction = "left" })
--
-- sending message with number type
--
room:send(0, { direction = "left" })
//
// sending message with string type
//
room.send("move", { direction: "left" });
//
// sending message with number type
//
room.send(0, { direction: "left" });
使用服务器端的 Room#onMessage()
进行信息检索
leave ()
¶
断开与房间的连接.
Parameters
consented
: Whether the act of leaving has been "consented" or not (Default istrue
)
// consented leave
room.leave();
// unconsented leave
room.leave(false);
// consented leave
room.Leave();
// unconsented leave
room.Leave(false);
-- consented leave
room:leave()
-- unconsented leave
room:leave(false)
// consented leave
room.leave();
// unconsented leave
room.leave(false);
Tip
使用 Room#onLeave() 来处理与服务器端的断连.
removeAllListeners()
¶
移除 onMessage
, onStateChange
, onLeave
和 onError
侦听程序.
事件¶
onStateChange¶
您可为特定的 Schema 架构设置触发回调
更多详情可查看 状态处理» Schema »客户端 章节.
服务器状态更新时触发该事件.
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¶
服务器直接或通过广播向客户端发送消息时触发该事件.
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
若要从服务器直接发送消息至客户端,您需要使用 client.send() 或 room.broadcast() 进行操作.
onLeave¶
客户端离开房间时触发该事件.
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;
};
可能出现的关闭 代码
及其含义:
1000
- 定期关闭套接字1001
到1015
之间 - 套接字异常关闭4000
到4999
之间 - 自定义套接字关闭代码(查看 更多详细信息)
onError¶
房间处理程序发生错误时触发该事件.
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;
};