Room的型態有二種
- 靜態Room:Zone Configurator裡設定,當sfs啟動時,Server端會建立靜態Room,適用大廳、固定的聊天室
- 動態Room:sfs運作期間,可由Server端或Client端建立,適用新開戰場、新開聊天室
sfs裡加入、離開、建立Room等
跟遊戲架構觀念相同
可以很靈活地取得不同範圍的資料
Room還可分為一般跟遊戲(Room屬性isGame)
- 一般Room:普通的聊天室、大廳等
- 遊戲Room:專為遊戲房間設計,會自動指定player id,以容易判斷房間內的user,及允許旁觀者(spectators)進來
Client端進入Room請求
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var sfs:SmartFox = new SmartFox();
sfs.addEventListener(SFSEvent.ROOM_JOIN, onJoin); sfs.addEventListener(SFSEvent.ROOM_JOIN_ERROR, onJoinError); sfs.send( new JoinRoomRequest("The Lobby") );
public function onJoin(evt:SFSEvent):void
{ trace("Joined Room: " + evt.params.room.name);
} public function onJoinError(evt:SFSEvent):void
{ trace("Join failed: " + evt.params.errorMessage);
} |
Server端指定user進入Room
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User user = (User) event.getParameter(SFSEventParam.USER); Room Lobby = getParentExtension().getParentZone().getRoomByName("The Lobby");
if (Lobby == null)
throw new SFSException("沒有 Lobby 房間");
getApi().joinRoom(user, Lobby); |
Client端建立Room
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smartFox.addEventListener(SFSEvent.ROOM_ADD, onRoomAdded) smartFox.addEventListener(SFSEvent.ROOM_CREATION_ERROR, onRoomCreationError) // Create a new Chat Room var settings:RoomSettings = new RoomSettings("Piggy's Chat Room")
settings.maxUsers = 40
settings.groupId = "ChatGroup"
smartFox.send(new CreateRoomRequest(settings))
function onRoomAdded(evt:SFSEvent):void
{ trace("A new Room was added: " + evt.params.room )
} function onRoomCreationError(evt:SFSEvent):void
{ trace("An error occurred while attempting to create the Room: " + evt.params.errorMessage)
} |