Suat Alkan
Suat Alkan

Reputation: 103

Can't send message to specific room[socket.io]

I want to send message to specific room (all clients in room), I have searched a lot and tried these options:

        io.in(socket.RoomId).emit('Test');
        io.to(socket.RoomId).emit('Test');        
        io.sockets.in(socket.RoomId).emit('Test');

I wanted to send as a server, so without using an existing socket in the room. But because I could not find a way I tried the following:

this.ListOfSockets[0].to(RoomId).emit('Test');

This worked not, so I tried to just emit to the socket itself like this:

this.ListOfSockets[0].emit('Test');

And this was working as I expected.

What am I doing wrong? Why can't I send as a server to all the clients in a specific room?

Update 2: Adding some more code for li X

io.on('connection', function(socket){

console.log('client connected');
playerCount++;

//For testing purposes I give player random generated string using: var shortid = require('shortid');
socket.id = shortid.generate();
console.log('id of this socket is:' + socket.id);

//When client decides to play the game and want's to join a random room
socket.on('JoinRoom', function () 
{
    //Checks if there exist an open room
    if(OpenRoom.length > 0)
    {
        //Joins first room in openroom list
        socket.join(OpenRoom[0].RID);
        socket.RoomId = OpenRoom[0].RID;

        //Joinedroom lets player open the next scene in my game
        socket.emit('JoinedRoom');

        //Joinedroom is a function that sends information to the socket about the room and the state of the game,
        //adding the the player to room etc.
        JoinedRoom(socket.id, OpenRoom[0].RID, socket);
    }
    else
    {
        //If there is no open room, it creates a new room with new id.
        OpenRoom.push({ RID:shortid.generate(), TimeOutID: null });
        //Joins room
        socket.join(OpenRoom[OpenRoom.length - 1].RID);
        socket.RoomId = OpenRoom[OpenRoom.length - 1].RID;

        //Creates room and fills information to it
        socket.emit('JoinedRoom');
        var NewRoom = new Room(OpenRoom[OpenRoom.length - 1].RID)
        NewRoom.addPlayer(socket.id);
        NewRoom.addSocket(socket);

        Rooms.push(NewRoom);

        OpenRoom[OpenRoom.length - 1].TimeOutID = setTimeout(CloseRoom, 5000, OpenRoom[OpenRoom.length - 1]);
    }

    //Checking if RoomId exists, it exists.
    console.log(socket.RoomId);

    //When I send 'test' to client, the client should print 'Succesfully Tested' to the console

    //For io.to I dont get the message 'Succesfully Tested'
    io.to(socket.RoomId).emit('Test');

    //With socket.emit I get 'Succesfully Tested' message inside my console at the client side.
    socket.emit('Test');

});

Thanks in advance

Upvotes: 1

Views: 1875

Answers (1)

li x
li x

Reputation: 4051

By default all sockets are joined to there own personal room when the socket.id is derived but to create sepereate rooms you'll need to call socket.join('foo'); on the socket's which you wish to become part of a room.

Then after which you'll be able to send message's to the room using io.to('foo').emit('test'); Also note that you can also add broadcast between io. and .to which will allow you to send a message to all sockets except the socket who made the call.

socket.join(OpenRoom[OpenRoom.length - 1].RID); Also this should be socket.join(OpenRoom[OpenRoom[0]].RID);

You'll need to use socket.On('Test', data =>{ //code here}) Within this you can make the call to your function onTest and pass the necessary information via data.

Upvotes: 2

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