Reputation: 81
I'm working on a flash MMO with a c# server. I have a simple messaging protocol for the sockets. When a client joins he sends out this:
"%|clientId|need"
And positions are updated like this:
"$|clientId|xPosition|yPosition"
For some reason this isn't working. I store all the avatars in an array, the avatar class simply extends movieclip. This should add all clients into the room but it isn't working. Any ideas?
Edit: The error is probably in the client-side code above, I think it's with how I store the Avatars in an array.
Here is my code:
id.text = String(Math.random());
import flash.net.Socket;
import flash.events.MouseEvent;
import flash.utils.Timer;
import flash.events.TimerEvent;
import flash.utils.Dictionary;
var avatars:Array = new Array();
var _socket:Socket = new Socket();
_socket.addEventListener(ProgressEvent.SOCKET_DATA,socketData);
_socket.addEventListener(Event.CONNECT,socketConnected);
_socket.addEventListener(IOErrorEvent.IO_ERROR,socketError);
_socket.connect("192.168.1.4",8000);
function sendText(msg:String):void {
if (_socket.connected) {
_socket.writeUTFBytes(msg);
_socket.flush();
} else {
}
}
function socketConnected(e:Event):void {
chat.appendText("Connected. \n");
sendText("%|" + id.text + "|need");
//chat.scrollV = chat.maxScrollV;
}
function socketError(e:IOErrorEvent):void {
chat.appendText("SYSTEM MSG:"+e.text+"\n");
//chat.scrollV = chat.maxScrollV;
}
function socketData(e:ProgressEvent):void {
var str:String = e.currentTarget.readUTFBytes(e.currentTarget.bytesAvailable);
trace(str);
//var xml:XML = new XML(str);
chat.appendText(str + "\n");
//[pos]|50|334
if(str.search("$")){
var positionArray = str.split("|");
avatars[str[1]].x = str[2];
avatars[str[1]].x = str[3];
}
if(str.search("%")){
var miniArray = str.split("|");
avatars[miniArray[1]] = new Avatar();
addChild(avatars[miniArray[1]]);
dump.text = miniArray[1];
}
}
me.addEventListener(MouseEvent.MOUSE_DOWN, drag);
me.addEventListener(MouseEvent.MOUSE_UP, sDrag);
var timing:Boolean = false;
var t:Timer = new Timer(1);
t.addEventListener(TimerEvent.TIMER, tick);
function tick(e:TimerEvent){
if(timing){
sendText('$|'+id.text+'|'+me.x+'|'+me.y);
}
else{
}
}
t.start();
function drag(e:MouseEvent){
me.startDrag();
timing = true;
}
function sDrag(e:MouseEvent){
me.stopDrag();
timing = false;
}
Upvotes: 1
Views: 1873
Reputation: 600
Edit: Changing answer based on additional information.
You had a few problems after addressing the code. First was your use of if(str.search)... The $ and % can be parsed as a regular expression. Additionally since your chars were at an index of 0 these if's could fail to be true. Lastly your were using str[1] instead of positionArray[1] etc. Below is the working code with some hacking to test without the use of a socket server. Might show you some tricks on how to do some focused testing when you run into issues like this.
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.IOErrorEvent;
import flash.events.ProgressEvent;
public class TestSocket extends Sprite
{
import flash.events.MouseEvent;
import flash.events.TimerEvent;
import flash.net.Socket;
import flash.utils.Dictionary;
import flash.utils.Timer;
[Embed(source="assets/avatar.png")]
private var Avatar:Class;
private var avatars:Array = new Array();
function TestSocket():void
{
socketSimulator(10);
}
function socketData(e:ProgressEvent):void {
var str:String = e.currentTarget.readUTFBytes(e.currentTarget.bytesAvailable);
trace(str);
if(str.indexOf("$") >= 0){
var positionArray = str.split("|");
avatars[positionArray[1]].x = positionArray[2];
avatars[positionArray[1]].x = positionArray[3];
}
if(str.indexOf("%") >= 0){
var miniArray = str.split("|");
avatars[miniArray[1]] = new Avatar();
addChild(avatars[miniArray[1]]);
}
}
/** Test Code **/
private var _numClients;
private function socketSimulator(numClients:int):void
{
_numClients = numClients;
var msg:String;
while(--numClients >= 0)
{
msg = "%|" + numClients + "|need";
sendFakeData(msg);
}
var timer:Timer = new Timer(500, 9999);
timer.addEventListener(TimerEvent.TIMER, sendFakeMovement);
timer.start();
}
private function sendFakeMovement(e:TimerEvent):void
{
var id:uint = Math.random() * _numClients;
var x:Number = Math.random() * 1000;
var y:Number = Math.random() * 1000;
var msg:String = "$|"+id+"|"+x+"|"+y;
sendFakeData(msg);
}
//This is just hacked test code, don't do this in production
private function sendFakeData(msg:String):void
{
var e:MyProgressEvent = new MyProgressEvent(ProgressEvent.SOCKET_DATA);
e.currentTarget = {
readUTFBytes: function(bytes:int = 0):String
{
return msg;
}
}
socketData(e);
}
}
}
import flash.events.ProgressEvent;
class MyProgressEvent extends ProgressEvent
{
private var _currentTarget:Object;
public function set currentTarget(val:Object):void
{
_currentTarget = val;
}
override public function get currentTarget():Object
{
return _currentTarget;
}
function MyProgressEvent(type:String):void
{
super(type);
}
}
Upvotes: 1
Reputation: 5968
Before you test log in/log off/position, make sure that your architecture supports sending and receiving data in the first place, I mean, send a string ("some data") on the front-end and check if you're really receiving ("some data") on the back-end. I am afraid the byte endianness that you're sending on the client is different from that on the server and so the server will mis-understand the incoming data. If so you need to convert the incoming messages to the suitable endianness before trying to process them.
Upvotes: 0