Network Communication OverviewWhen developing an online game, you inevitably have to deal with network communications. There are a few issues to note: 1. For rapid development, the server may use http communication in the early stage and then change to websocket/socket later. 2. Both http and websocket/socket communication exist 3. The communication data format may need to be replaced with JSON or protocol buffer at any time, and additional headers may need to be added. 4. Use local data for simulation in the novice guide, and the request does not need to be sent to the backend. 5. Simple data synchronization after reconnection Specific implementationRegarding the first and second questions, when designing the communication module, I will consider abstracting the communication into a unified external interface as much as possible, and create instances through different drivers when the game starts (if only one communication method is used, use a single instance). public constructor(driver: ConnectDriver) { this._driver = driver; } First define the general network communication data structure. The requests are divided into two types: data and control, which are used to distinguish heartbeat, login, and reconnection. /** * Request Type */ export enum RequestType { DATA = 1, CTRL } /** * Network communication data structure */ export interface NetData { seq?: number; // Serial number mod: number; // Module cmd: number; // Command path?: string; // Path data?: any; // Data tmpData?: any; // Data processor temporary data status?: number; // Status code type?: RequestType; // Request type} Then define the common external interface public open(url: string, port: number, isBinary: boolean, timeout: number, retryCount: number, params: any, cb: (succ: boolean) => void): void {} public close(): number {} public reopen(cb: (succ: boolean) => void): void {} public sendData(data: NetData, params: HttpReq | any, succCb: (data: NetData) => void, failedCb: (code: number, reason: string) => void): void {} public resendNotRecv(): void {} resendNotRecv is used to send packets that have not received a response after reconnection, and the backend decides whether to process it based on the sequence number. There is no push processing here. In fact, push is to call broadcast to the listener after receiving the server data. The following defines the listener /** * Network connection event monitoring interface */ export interface ConnectEventListener { onOpen(driver: ConnectDriver); onClosed(driver: ConnectDriver); onError(driver: ConnectDriver, msg: string); onSendStart(driver: ConnectDriver); onRecvEnd(driver: ConnectDriver); } /** * Network event monitoring interface */ export interface NetEventListener extends ConnectEventListener { onPush(driver: ConnectDriver, data: NetData): void; } Provide registration and removal interfaces to external parties public addEventListener(listener: NetEventListener): void {} public removeEventListener(listener: NetEventListener): void {} For the third problem, we need to define some preprocessors to perform interception and preprocessing before sending data and after receiving data. /** * Network communication data processor interface */ export interface NetDataProcessor { processReqData(data: any): any; processRespData(data: any): any; } Provides add and remove interfaces to the outside world, so that the communication data format can be flexibly defined public addDataProcessor(processor: NetDataProcessor): void {} public removeDataProcessor(processor: NetDataProcessor): void {} For the fourth problem, we also add a special interceptor to process the request before it is sent. If the interceptor can handle it, it will no longer be sent to the backend. /** * Simulate server interface */ export interface SimServer { handleRequest(data: NetData): NetData; } Provide external settings interface public setSimServer(server: SimServer): void {} For the fifth question, all data requests have serial numbers, the requests are recorded, and the unresponsive request packets are placed in a queue. After reconnection, these packets are resent to the backend for processing. public resendNotRecv(): void {} The above is the detailed content of the network communication in the introductory tutorial of CocosCreator. For more information about CocosCreator network communication, please pay attention to other related articles on 123WORDPRESS.COM! You may also be interested in:
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