npm install
npm run build
# 运行并测试
pinus start --directory dist --env test
npm run test
# 运行不同的环境
pinus start --directory dist --env development
pinus start --directory dist --env production --daemon
# 关闭服务器使用
pinus stop
# 当服务器异常关闭导致端口被占用,使用以下命令查看端口占用状态,并杀死进行
netstat -ano|findstr [port]
- 在根目录下新建 key 文件夹,放入 ssl 证书
- 修改 app.ts 内 ssl 相关内容
- 注释 app.ts 内 ssl 相关内容
- 客户端文件在 client 目录下
- 类型文件在 types/Cola.ts
new ColaClient(init, options)
- init
{Cola.Init}
初始化必传参数- gameId
{string}
游戏 ID - playerInitInfo
{Cola.playerInitInfo}
玩家初始化信息- uid
{string}
用户 uid - gameId
{string}
游戏 ID - name
{string}
游戏用户昵称
- uid
- gateHost
{string}
游戏服务器地址 - gatePort
{number}
游戏服务器端口
- gameId
- options
{Cola.ColaOptions}
初始化可选参数- debug
{boolean}
是否开启日志调试,默认 false
- debug
import ColaClient from "./tests/client/Cola";
import { Cola } from "./types/Cola";
const playerInfo: Cola.PlayerInfo = {
uid: "111111",
gameId: "dnf",
name: "测试用户-A",
};
const init: Cola.Init = {
gateHost: "127.0.0.1",
gatePort: 3100,
gameId: "dnf",
playerInitInfo: playerInfo,
};
const options: Cola.ColaOptions = {
debug: true,
};
const cola = new ColaClient(init, options);
await colaA.close();
// 错误处理
cola.listen("io-error", event => console.log(event));
// 连接关闭处理
cola.listen("close", event => console.log(event));
// 心跳超时处理
cola.listen("heartBeatTimeout", event => console.log(event));
// 监听其他玩家加入大厅
cola.listen("onHallAdd", async (event: Cola.EventRes.OnHallAdd) => console.log(event));
// 监听其他玩家创建房间
cola.listen("onRoomCreate", async (event: Cola.EventRes.OnRoomCreate) => console.log(event));
// 监听其他玩家进入房间
cola.listen("onRoomAdd", async (event: Cola.EventRes.OnRoomAdd) => console.log(event));
// 监听其他玩家离开房间
cola.listen("onKick", (event: Cola.EventRes.OnKick) => console.log(event));
// 监听玩家发送消息
cola.listen("onChat", async (event: Cola.EventRes.OnChat) => console.log(event));
// 监听房间信息变化
cola.listen("onChangeRoom", async (event: Cola.EventRes.OnChangeRoom) => console.log(event));
// 监听玩家自定义状态变化
cola.listen("onChangeCustomPlayerStatus", async (event: Cola.EventRes.OnChangeCustomPlayerStatus) => console.log(event));
// 监听房间帧消息广播事件
cola.listen("onRecvFrame", async (event: Cola.EventRes.onRecvFrame) => console.log(event));
// 监听房间开始帧同步事件
cola.listen("onStartFrameSync", async (event: Cola.EventRes.onStartFrameSync) => console.log(event));
// 监听房间停止帧同步事件
cola.listen("onStopFrameSync", async (event: Cola.EventRes.onStopFrameSync) => console.log(event));
// 监听房间解散事件
cola.listen("onDismissRoom", async (event: Cola.EventRes.onDismissRoom) => console.log(event));
// 取消监听某事件
cola.listenOff("", async (event: any) => console.log(event));
await cola.enterHall();
createRoom(params: Cola.Params.CreateRoom): Promise<Cola.Room> {
- params
{Cola.Params.CreateRoom}
创建房间参数- name
{string}
房间名称 - type
{string}
房间类型 - createType
{Cola.CreateRoomType}
创建房间方式- 0
{number}
普通创建 - 1
{number}
匹配创建
- 0
- maxPlayers
{number}
房间最大玩家数量 - isPrivate
{boolean}
是否私有,私有房间无法被匹配到,只可通过 rid 进入 - customProperties
{string}
房间自定义属性 - teamList
{TeamInfo[]}
团队属性- id:
{string}
队伍 ID - name:
{string}
队伍名称 - minPlayers:
{number}
队伍最小人数 - maxPlayers:
{number}
队伍最大人数
- id:
- playerInfoExtra
{PlayerInfoExtra}
加入房间用户额外信息参数- teamId
{string}
房间内队伍 id - customPlayerStatus
{number}
自定义玩家状态 - customProfile
{string}
自定义玩家信息 - matchAttributes
{MatchAttribute[]}
匹配属性列表- name
{string}
属性名称 - value
{number}
属性值
- name
- teamId
- name
const playerInfoExtra: Cola.PlayerInfoExtra = {
teamId: "1",
customPlayerStatus: 0,
customProfile: JSON.stringify({ hp: 100, mp: 80 }),
matchAttributes: [],
};
const myRoom: Cola.Params.CreateRoom = {
name: "room-1977",
type: "0",
createType: 0,
maxPlayers: 2,
isPrivate: false,
customProperties: "",
teamList: [],
playerInfoExtra: playerInfoExtra,
};
const roomInfo: Cola.Room = await cola.createRoom(myRoom);
enterRoom(params: Cola.Params.EnterRoom): Promise<Cola.Room>
- params
{Cola.Params.EnterRoom}
进入房间请求参数- rid
{string}
房间 ID - playerInfoExtra
{Cola.playerInfoExtra}
加入房间用户额外信息参数- teamId
{string}
房间内队伍 id - customPlayerStatus
{number}
自定义玩家状态 - customProfile
{string}
自定义玩家信息 - matchAttributes
{MatchAttribute[]}
匹配属性列表- name
{string}
属性名称 - value
{number}
属性值
- name
- teamId
- rid
const roomInfo: Cola.Room = await cola.enterRoom({
rid,
playerInfoExtra: playerInfoExtra,
});
leaveRoom(rid: string)
- rid
{string}
房间 ID
const rid = "123";
cola.leaveRoom(rid);
dismissRoom(rid: string)
- rid
{string}
房间 ID
const rid = "123";
cola.dismissRoom(rid);
getRoomByRoomId(params: Cola.Request.GetRoomByRoomId): Promise<Cola.Room>
- params
{Cola.Request.GetRoomByRoomId}
请求参数- rid
{string}
房间 ID
- rid
const roomInfo = await cola.getRoomByRoomId({ rid: "123" });
getRoomList(params: Cola.Request.GetRoomList): Promise<Cola.Room[]>
- params
{Cola.Request.GetRoomList}
请求参数- gameId
{string}
游戏 ID - pageNo
{number}
页号,从 1 开始 - pageSize
{number}
每页数量,默认值为 10,最大值为 20 - roomType
{string}
业务方自定义的房间类型(可选) - isDesc
{boolean}
是否按照房间创建时间倒序(可选) - filterPrivate
{boolean}
是否需要过滤私有房间(可选)true: 返回房间列表中不包含私有房间,false: 返回房间列表中包含私有房间
- gameId
const roomList = await cola.getRoomList({
gameId: "dnf",
roomType: "0",
pageNo: 1,
pageSize: 10,
filterPrivate: false,
});
- 修改成功后,房间内全部成员都会收到一条修改房间广播 onChangeRoom,Room 实例将更新。
- 只有房主有权限修改房间
changeRoom(params: Cola.Params.ChangeRoom): Promise<Cola.Room>
- params
{Cola.Params.ChangeRoom}
修改房间信息参数- name
{string}
房间名称(可选) - owner
{string}
房主 ID(可选) - isPrivate
{boolean}
是否私有(可选),私有房间无法被匹配到,只可通过 rid 进入 - customProperties
{string}
自定义房间属性(可选) - isForbidJoin
{boolean}
是否禁止加入房间(可选)
- name
const newRoomInfo: Cola.Room = await cola.changeRoom({
name: "新de房间名",
owner: "新房主id",
});
- 修改玩家状态是修改 Player 中的 customPlayerStatus 字段,玩家的状态由开发者自定义。
- 修改成功后,房间内全部成员都会收到一条修改玩家状态广播 onChangeCustomPlayerStatus,Room 实例将更新。
changeCustomPlayerStatus(customPlayerStatus: number): Promise<Cola.Status>
- customPlayerStatus
{number}
修改玩家状态参数
const status: Cola.Status = await cola.changeCustomPlayerStatus(1);
- 房间内任意一个玩家成功调用该接口将导致全部玩家开始接收帧广播
- 调用成功后房间内全部成员将收到 onStartFrameSync 广播。该接口会修改房间帧同步状态为“已开始帧同步”
startFrameSync(): Promise<Cola.Status>
const status: Cola.Status = await cola.startFrameSync();
- 必须在调用 startFrameSync 之后才可调用该方法
sendFrame(data: string): Promise<Cola.Status>
- data
{string}
自定义数据
const sendFrameRes = await cola.sendFrame(JSON.stringify({ progress: 99 }));
- 房间内任意一个玩家成功调用该接口将导致全部玩家停止接收帧广播
- 调用成功后房间内全部成员将收到 onStopFrameSync 广播。该接口会修改房间帧同步状态为“已停止帧同步”
stopFrameSync(): Promise<Cola.Status>
const status: Cola.Status = await cola.stopFrameSync();
sendMsg(uidList: string[], content: string): Promise<Cola.Status>
- uidList
{string[]}
用户 uid 数组 - content
{string}
发送内容
const sendResult: Cola.Status = await cola.sendMsg(["222222"], "Hello cola");