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
1
2
3
4
5
6
7
8
9
10
11
12
13
14
|
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
1
2
3
4
5
6
7
|
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
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
|
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)
}
|