HTML5中的实时多人模式:仅限单机



我很难让多人游戏是多电脑,而不仅仅是多浏览器标签。我学习了HTML5中的实时多人游戏教程(创建新游戏,点击这里)。它监听端口4004,但我不能通过访问192.168.1.4:4004从我的LAN的另一台计算机连接,即使我可以通过访问192.168.1.4在端口80上连接我的Apache web服务器(我已经禁用了Apache并在路由器上转发端口80,而不是转发端口4004)。我曾经通过访问my-domain.com(其DNS由我的ISP托管)从外部世界连接到Apache。现在我不能通过访问my-domain.com或my-domain.com:4004从局域网外连接到我的教程。本教程使用node.js, socket。Io,和表达。首先在终端输入node app.js。你可以通过访问127.0.0.1:4004192.168.1.4:4004来添加一个新玩家。下面是app.js的内容:

var
    gameport        = process.env.PORT || 4004,
    express         = require('express'),
    UUID            = require('node-uuid'),
    verbose         = false,
    app             = express()
  , http = require('http')
  , server = http.createServer(app)
  , io = require('socket.io').listen(server);
/* Express server set up. */
//The express server handles passing our content to the browser,
//As well as routing users where they need to go. This example is bare bones
//and will serve any file the user requests from the root of your web server (where you launch the script from)
//so keep this in mind - this is not a production script but a development teaching tool.
    //Tell the server to listen for incoming connections
server.listen( gameport );
    //Log something so we know that it succeeded.
console.log('t :: Express :: Listening on port ' + gameport );
    //By default, we forward the / path to index.html automatically.
app.get( '/', function( req, res ){
    res.sendfile( __dirname + '/index.html' );
});
    //This handler will listen for requests on /*, any file from the root of our server.
    //See expressjs documentation for more info on routing.
app.get( '/*' , function( req, res, next ) {
        //This is the current file they have requested
    var file = req.params[0];
        //For debugging, we can track what files are requested.
    if(verbose) console.log('t :: Express :: file requested : ' + file);
        //Send the requesting client the file.
    res.sendfile( __dirname + '/' + file );
});
/* Socket.IO server set up. */
//Express and socket.io can work together to serve the socket.io client files for you.
//This way, when the client requests '/socket.io/' files, socket.io determines what the client needs.
    //Create a socket.io instance using our express server
var sio = io;
    //Configure the socket.io connection settings.
    //See http://socket.io/
sio.configure(function (){
    sio.set('log level', 0);
    sio.set('authorization', function (handshakeData, callback) {
      callback(null, true); // error first callback style
    });
});
    //Enter the game server code. The game server handles
    //client connections looking for a game, creating games,
    //leaving games, joining games and ending games when they leave.
game_server = require('./game.server.js');
    //Socket.io will call this function when a client connects,
    //So we can send that client looking for a game to play,
    //as well as give that client a unique ID to use so we can
    //maintain the list if players.
sio.sockets.on('connection', function (client) {
        //Generate a new UUID, looks something like
        //5b2ca132-64bd-4513-99da-90e838ca47d1
        //and store this on their socket/connection
    client.userid = UUID();
        //tell the player they connected, giving them their id
    client.emit('onconnected', { id: client.userid } );
        //now we can find them a game to play with someone.
        //if no game exists with someone waiting, they create one and wait.
    game_server.findGame(client);
        //Useful to know when someone connects
    console.log('t socket.io:: player ' + client.userid + ' connected');
        //Now we want to handle some of the messages that clients will send.
        //They send messages here, and we send them to the game_server to handle.
    client.on('message', function(m) {
        game_server.onMessage(client, m);
    }); //client.on message
        //When this client disconnects, we want to tell the game server
        //about that as well, so it can remove them from the game they are
        //in, and make sure the other player knows that they left and so on.
    client.on('disconnect', function () {
            //Useful to know when soomeone disconnects
        console.log('t socket.io:: client disconnected ' + client.userid + ' ' + client.game_id);
            //If the client was in a game, set by game_server.findGame,
            //we can tell the game server to update that game state.
        if(client.game && client.game.id) {
            //player leaving a game should destroy that game
            game_server.endGame(client.game.id, client.userid);
        } //client.game_id
    }); //client.on disconnect
}); //sio.sockets.on connection
我意识到端口转发和路由器问题可能超出了大多数多人游戏教程的范围。无论如何,我希望有人能在这里帮助我。谢谢。

根据评论,该问题与防火墙有关。现在每个操作系统默认都有一些限制性的防火墙设置,所以检查这些设置总是很重要的,特别是如果受影响的服务在本地主机上工作,但不能从其他设备访问。

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