BaseSocket类-可以提升Socket数据传输效率

[AS3]BaseSocket类-可以提升Socket数据传输效率
需要Flash Player 9.0或更高版本的支持
原理就是结合AMF3和ByteArray的特性对原来数据进行压缩后再传输,这样就可以大大提高数据传输效率。
我现在把客户端方法进行优化,现在写成一个BaseSocket类来方便调用。

BaseSocket类

  1. /**  
  2. * @author Kinglong  
  3. * @link kinglong@gmail.com  
  4. * @builddate 20081121  
  5. * @flashplayerversion 9+  
  6. * @version 0.1  
  7. */   
  8.   
  9. package  com.klstudio.socket {     
  10.       
  11.     import  flash.events.*;  
  12.     import  flash.net.Socket;  
  13.     import  flash.net.ObjectEncoding;  
  14.     import  flash.system.Security;  
  15.     import  flash.utils.ByteArray;  
  16.   
  17.     public   class  BaseSocket  extends  EventDispatcher{  
  18.           
  19.         private  var _host:String;  
  20.         private  var _port:uint;  
  21.         private  var _socket:Socket;  
  22.           
  23.         public  function BaseSocket(host:String, port:uint =  80 ) {  
  24.             this ._host = host;  
  25.             this ._port = port;  
  26.             this ._socket =  new  Socket();  
  27.             this ._socket.objectEncoding = ObjectEncoding.AMF3;            
  28.             Security.loadPolicyFile("xmlsocket://"  +  this .host +  ":"  +  this .port);  
  29.             this ._socket.addEventListener(Event.CONNECT, handler);  
  30.             this ._socket.addEventListener(Event.CLOSE, handler);  
  31.             this ._socket.addEventListener(IOErrorEvent.IO_ERROR, handler);  
  32.             this ._socket.addEventListener(SecurityErrorEvent.SECURITY_ERROR, handler);  
  33.             this ._socket.addEventListener(ProgressEvent.SOCKET_DATA, handler);  
  34.         }  
  35.           
  36.         public  function get host():String {  
  37.             return  _host;  
  38.         }  
  39.           
  40.         public  function get port():uint {  
  41.             return  _port;  
  42.         }  
  43.           
  44.         public  function get connected():Boolean {  
  45.             return   this ._socket.connected;  
  46.         }  
  47.           
  48.         public  function connect(): void  {  
  49.             this ._socket.connect(host, port);  
  50.         }  
  51.           
  52.         public  function close(): void  {  
  53.             this ._socket.close();  
  54.         }  
  55.           
  56.         public  function send(params:Object= null ): void  {  
  57.             if (! this .connected || params ==  null ){  
  58.                 return ;  
  59.             }  
  60.             var bytes:ByteArray = new  ByteArray();  
  61.             bytes.writeObject(params);  
  62.             bytes.compress();  
  63.             this ._socket.writeBytes(bytes);  
  64.             this ._socket.flush();  
  65.             this .dispatchEvent( new  BaseSocketEvent(BaseSocketEvent.SENDING, params));             
  66.         }  
  67.           
  68.         private  function received(): void  {                
  69.             var bytes:ByteArray = new  ByteArray();  
  70.             while  ( this ._socket.bytesAvailable >  0 ) {  
  71.                 this ._socket.readBytes(bytes,  0this ._socket.bytesAvailable);  
  72.             }  
  73.             try {                  
  74.                 bytes.uncompress();  
  75.                 this .dispatchEvent( new  BaseSocketEvent(BaseSocketEvent.RECEIVED, bytes.readObject()));  
  76.             }catch  (error:Error) {  
  77.                 this .dispatchEvent( new  BaseSocketEvent(BaseSocketEvent.DECODE_ERROR));  
  78.             }  
  79.         }  
  80.           
  81.         private  function handler(event:Event): void  {  
  82.             switch (event.type) {  
  83.                 case  Event.CLOSE:  
  84.                     this .dispatchEvent( new  BaseSocketEvent(BaseSocketEvent.CLOSE));  
  85.                     break ;  
  86.                 case  Event.CONNECT:                   
  87.                 case  IOErrorEvent.IO_ERROR:  
  88.                 case  SecurityErrorEvent.SECURITY_ERROR:  
  89.                     this .dispatchEvent( new  BaseSocketEvent(event.type));  
  90.                     break ;  
  91.                 case  ProgressEvent.SOCKET_DATA:  
  92.                     this .received();  
  93.                     break ;  
  94.             }  
  95.         }  
  96.     }  
  97. }  

/** * @author Kinglong * @link kinglong@gmail.com * @builddate 20081121 * @flashplayerversion 9+ * @version 0.1 */ package com.klstudio.socket { import flash.events.*; import flash.net.Socket; import flash.net.ObjectEncoding; import flash.system.Security; import flash.utils.ByteArray; public class BaseSocket extends EventDispatcher{ private var _host:String; private var _port:uint; private var _socket:Socket; public function BaseSocket(host:String, port:uint = 80) { this._host = host; this._port = port; this._socket = new Socket(); this._socket.objectEncoding = ObjectEncoding.AMF3; Security.loadPolicyFile("xmlsocket://" + this.host + ":" + this.port); this._socket.addEventListener(Event.CONNECT, handler); this._socket.addEventListener(Event.CLOSE, handler); this._socket.addEventListener(IOErrorEvent.IO_ERROR, handler); this._socket.addEventListener(SecurityErrorEvent.SECURITY_ERROR, handler); this._socket.addEventListener(ProgressEvent.SOCKET_DATA, handler); } public function get host():String { return _host; } public function get port():uint { return _port; } public function get connected():Boolean { return this._socket.connected; } public function connect():void { this._socket.connect(host, port); } public function close():void { this._socket.close(); } public function send(params:Object=null):void { if(!this.connected || params == null){ return; } var bytes:ByteArray = new ByteArray(); bytes.writeObject(params); bytes.compress(); this._socket.writeBytes(bytes); this._socket.flush(); this.dispatchEvent(new BaseSocketEvent(BaseSocketEvent.SENDING, params)); } private function received():void { var bytes:ByteArray = new ByteArray(); while (this._socket.bytesAvailable > 0) { this._socket.readBytes(bytes, 0, this._socket.bytesAvailable); } try{ bytes.uncompress(); this.dispatchEvent(new BaseSocketEvent(BaseSocketEvent.RECEIVED, bytes.readObject())); }catch (error:Error) { this.dispatchEvent(new BaseSocketEvent(BaseSocketEvent.DECODE_ERROR)); } } private function handler(event:Event):void { switch(event.type) { case Event.CLOSE: this.dispatchEvent(new BaseSocketEvent(BaseSocketEvent.CLOSE)); break; case Event.CONNECT: case IOErrorEvent.IO_ERROR: case SecurityErrorEvent.SECURITY_ERROR: this.dispatchEvent(new BaseSocketEvent(event.type)); break; case ProgressEvent.SOCKET_DATA: this.received(); break; } } } }
BaseSocketEvent类

  1. /**  
  2. * @author Kinglong  
  3. * @link kinglong@gmail.com  
  4. * @builddate 20081121  
  5. * @flashplayerversion 9+  
  6. * @version 0.1  
  7. */   
  8.   
  9. package  com.klstudio.socket {  
  10.           
  11.     import  flash.events.*;  
  12.   
  13.     public   class  BaseSocketEvent  extends  Event {  
  14.           
  15.         public   static   const  SECURITY_ERROR:String = SecurityErrorEvent.SECURITY_ERROR;  
  16.         public   static   const  IO_ERROR:String = IOErrorEvent.IO_ERROR;  
  17.         public   static   const  DECODE_ERROR:String =  "decode_error" ;  
  18.         public   static   const  RECEIVED:String =  "received" ;  
  19.         public   static   const  SENDING:String =  "sending" ;  
  20.         public   static   const  CLOSE:String = Event.CLOSE;  
  21.         public   static   const  CONNECT:String = Event.CONNECT;  
  22.           
  23.         private  var _data:Object;  
  24.           
  25.         public  function BaseSocketEvent(type:String, data:Object =  null ) {  
  26.             super (type,  true );  
  27.             this ._data = data;            
  28.         }  
  29.           
  30.         public  function get data():Object {  
  31.             return  _data;  
  32.         }  
  33.           
  34.         override public  function toString():String {  
  35.             return  formatToString( "BaseSocketEvent""type""bubbles""cancelable""data" );  
  36.         }  
  37.           
  38.         override public  function clone():Event {  
  39.             return   new  BaseSocketEvent(type, data);  
  40.         }  
  41.     }  
  42.       
  43. }  

/** * @author Kinglong * @link kinglong@gmail.com * @builddate 20081121 * @flashplayerversion 9+ * @version 0.1 */ package com.klstudio.socket { import flash.events.*; public class BaseSocketEvent extends Event { public static const SECURITY_ERROR:String = SecurityErrorEvent.SECURITY_ERROR; public static const IO_ERROR:String = IOErrorEvent.IO_ERROR; public static const DECODE_ERROR:String = "decode_error"; public static const RECEIVED:String = "received"; public static const SENDING:String = "sending"; public static const CLOSE:String = Event.CLOSE; public static const CONNECT:String = Event.CONNECT; private var _data:Object; public function BaseSocketEvent(type:String, data:Object = null) { super(type, true); this._data = data; } public function get data():Object { return _data; } override public function toString():String { return formatToString("BaseSocketEvent", "type", "bubbles", "cancelable", "data"); } override public function clone():Event { return new BaseSocketEvent(type, data); } } }
调用实例

  1. /**  
  2. * ...  
  3. * @author Kinglong  
  4. * @version 0.1  
  5. */   
  6.   
  7. package  project.test {  
  8.       
  9.     import  flash.display.*;  
  10.     import  flash.events.*;  
  11.     import  flash.text.TextField;  
  12.       
  13.     import  com.klstudio.data.Map;  
  14.     import  com.klstudio.socket.BaseSocket;  
  15.     import  com.klstudio.socket.BaseSocketEvent;  
  16.       
  17.     public   class  TestGame  extends  Sprite {    
  18.         private  var _socket:BaseSocket;  
  19.         private  var _id:uint;  
  20.         private  var _lists:Map;  
  21.         private  var _info:TextField;  
  22.         public  function TestGame() {              
  23.             _info = new  TextField();  
  24.             _info.selectable = false ;             
  25.             _info.text = "未连接" ;  
  26.             addChild(_info);          
  27.               
  28.             stage.addEventListener(MouseEvent.MOUSE_UP, stageHandler);            
  29.             _lists = new  Map();  
  30.             _socket = new  BaseSocket( "localhost"110 );  
  31.             configureListeners(_socket);  
  32.             _socket.connect();            
  33.         }     
  34.           
  35.         private  function configureListeners(dispatcher:IEventDispatcher): void  {  
  36.             dispatcher.addEventListener(BaseSocketEvent.CLOSE, handler);  
  37.             dispatcher.addEventListener(BaseSocketEvent.CONNECT, handler);  
  38.             dispatcher.addEventListener(BaseSocketEvent.IO_ERROR, handler);  
  39.             dispatcher.addEventListener(BaseSocketEvent.SECURITY_ERROR, handler);  
  40.             dispatcher.addEventListener(BaseSocketEvent.SENDING, handler);  
  41.             dispatcher.addEventListener(BaseSocketEvent.RECEIVED, handler);  
  42.             dispatcher.addEventListener(BaseSocketEvent.DECODE_ERROR, handler);  
  43.         }  
  44.           
  45.         private  function handler(event:BaseSocketEvent): void  {  
  46.             switch (event.type) {  
  47.                 case  BaseSocketEvent.RECEIVED:  
  48.                     receive(event.data);  
  49.                     break ;  
  50.                 case  BaseSocketEvent.CLOSE:  
  51.                     debug("连接关闭" );  
  52.                     removeAll();  
  53.                     break ;  
  54.                 case  BaseSocketEvent.CONNECT:  
  55.                     debug("连接中..." );  
  56.                     _socket.send( { event:"init"  } );  
  57.                     break ;  
  58.                 case  BaseSocketEvent.IO_ERROR:  
  59.                 case  BaseSocketEvent.SECURITY_ERROR:  
  60.                     debug("连接失败" );  
  61.                     break ;  
  62.                 case  BaseSocketEvent.DECODE_ERROR:  
  63.                     debug("解码失败" );  
  64.                     break ;    
  65.             }  
  66.         }  
  67.           
  68.         private  function stageHandler(event:MouseEvent): void  {  
  69.             _socket.send( { event:"move" , x: this .mouseX, y: this .mouseY } );  
  70.         }  
  71.           
  72.         private  function receive(object:Object): void  {  
  73.             switch (object.event) {  
  74.                 case   "init" :  
  75.                     init(object.id);  
  76.                     for  (var i:uint =  0 ; i < object.list.length; i++ ) {  
  77.                         var item:Object = object.list[i];  
  78.                         add(item.id, item.x, item.y);  
  79.                     }  
  80.                     break ;  
  81.                 case   "move" :  
  82.                     move(object.id, object.x, object.y);                      
  83.                     break ;  
  84.                 case   "remove" :  
  85.                     remove(object.id);                    
  86.                     break ;  
  87.                 case   "add" :  
  88.                     add(object.id);  
  89.                     break ;  
  90.             }  
  91.         }  
  92.           
  93.         private  function init(id:uint): void  {  
  94.             this ._id = id;  
  95.             add(id);  
  96.         }  
  97.           
  98.         private  function add(id:uint, x:Number = undefined, y:Number = undefined): void  {              
  99.             x = x || stage.stageWidth / 2 ;  
  100.             y = y || stage.stageHeight / 2 ;  
  101.             if  (_lists.containsKey(id)) {  
  102.                 return ;  
  103.             }  
  104.             var role:GameRole = new  GameRole(id,_id == id);  
  105.             role.move(x,y);  
  106.             addChild(role);  
  107.             _lists.put(id, role);  
  108.         }  
  109.           
  110.         private  function move(id:uint, x:Number, y:Number): void  {  
  111.             if  (_lists.containsKey(id)) {  
  112.                 var role:GameRole = _lists.get(id);  
  113.                 role.to(x, y);  
  114.             }  
  115.         }  
  116.           
  117.         private  function remove(id:uint): void  {  
  118.             if  (_lists.containsKey(id)) {  
  119.                 var role:GameRole = _lists.remove(id);  
  120.                 trace(role);  
  121.                 if  ( this .contains(role)) {  
  122.                     removeChild(role);                    
  123.                 }  
  124.                 role = null ;  
  125.             }  
  126.         }  
  127.           
  128.         private  function removeAll(): void  {  
  129.             var keys:Array = _lists.keys;  
  130.             for  (var i:uint =  0 ; i < keys.length; i++ ) {  
  131.                 var role:GameRole = _lists.remove(keys[i]);               
  132.                 if  ( this .contains(role)) {  
  133.                     removeChild(role);  
  134.                 }  
  135.                 role = null ;                  
  136.             }  
  137.         }  
  138.           
  139.         private  function debug(msg:String): void  {  
  140.             _info.text = msg;  
  141.             trace(msg);  
  142.         }  
  143.           
  144.     }  
  145.       
  146. }  

/** * ... * @author Kinglong * @version 0.1 */ package project.test { import flash.display.*; import flash.events.*; import flash.text.TextField; import com.klstudio.data.Map; import com.klstudio.socket.BaseSocket; import com.klstudio.socket.BaseSocketEvent; public class TestGame extends Sprite { private var _socket:BaseSocket; private var _id:uint; private var _lists:Map; private var _info:TextField; public function TestGame() { _info = new TextField(); _info.selectable = false; _info.text = "未连接"; addChild(_info); stage.addEventListener(MouseEvent.MOUSE_UP, stageHandler); _lists = new Map(); _socket = new BaseSocket("localhost", 110); configureListeners(_socket); _socket.connect(); } private function configureListeners(dispatcher:IEventDispatcher):void { dispatcher.addEventListener(BaseSocketEvent.CLOSE, handler); dispatcher.addEventListener(BaseSocketEvent.CONNECT, handler); dispatcher.addEventListener(BaseSocketEvent.IO_ERROR, handler); dispatcher.addEventListener(BaseSocketEvent.SECURITY_ERROR, handler); dispatcher.addEventListener(BaseSocketEvent.SENDING, handler); dispatcher.addEventListener(BaseSocketEvent.RECEIVED, handler); dispatcher.addEventListener(BaseSocketEvent.DECODE_ERROR, handler); } private function handler(event:BaseSocketEvent):void { switch(event.type) { case BaseSocketEvent.RECEIVED: receive(event.data); break; case BaseSocketEvent.CLOSE: debug("连接关闭"); removeAll(); break; case BaseSocketEvent.CONNECT: debug("连接中..."); _socket.send( { event:"init" } ); break; case BaseSocketEvent.IO_ERROR: case BaseSocketEvent.SECURITY_ERROR: debug("连接失败"); break; case BaseSocketEvent.DECODE_ERROR: debug("解码失败"); break; } } private function stageHandler(event:MouseEvent):void { _socket.send( { event:"move", x:this.mouseX, y:this.mouseY } ); } private function receive(object:Object):void { switch(object.event) { case "init": init(object.id); for (var i:uint = 0; i < object.list.length; i++ ) { var item:Object = object.list[i]; add(item.id, item.x, item.y); } break; case "move": move(object.id, object.x, object.y); break; case "remove": remove(object.id); break; case "add": add(object.id); break; } } private function init(id:uint):void { this._id = id; add(id); } private function add(id:uint, x:Number = undefined, y:Number = undefined):void { x = x || stage.stageWidth / 2; y = y || stage.stageHeight / 2; if (_lists.containsKey(id)) { return; } var role:GameRole = new GameRole(id,_id == id); role.move(x,y); addChild(role); _lists.put(id, role); } private function move(id:uint, x:Number, y:Number):void { if (_lists.containsKey(id)) { var role:GameRole = _lists.get(id); role.to(x, y); } } private function remove(id:uint):void { if (_lists.containsKey(id)) { var role:GameRole = _lists.remove(id); trace(role); if (this.contains(role)) { removeChild(role); } role = null; } } private function removeAll():void { var keys:Array = _lists.keys; for (var i:uint = 0; i < keys.length; i++ ) { var role:GameRole = _lists.remove(keys[i]); if (this.contains(role)) { removeChild(role); } role = null; } } private function debug(msg:String):void { _info.text = msg; trace(msg); } } }

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