我很难使多人游戏成为多计算机,而不仅仅是多浏览器选项卡。我在HTML5教程(构建新游戏,单击here)中进行了“实时多人游戏”。它在端口4004上侦听,但是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,也无法通过访问192.168.1.4:4004与LAN的另一台计算机建立连接(此后已禁用Apache并转发路由器上的端口80,而是转发端口4004)。我曾经通过访问my-domain.com(其DNS由我的ISP托管)从外部连接到Apache。现在,我无法通过访问my-domain.com或my-domain.com:4004从LAN外部连接到教程。本教程使用node.js,socket.io和express。通过在终端中输入node app.js
来启动它。您通过访问127.0.0.1:4004
或192.168.1.4:4004
添加新的播放器。这是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。不过,我希望有人可以在这里帮助我。谢谢。
最佳答案
根据评论,该问题与防火墙有关。如今,每个操作系统默认情况下都有一些限制性的防火墙设置,因此检查这些设置总是很重要的,特别是如果受影响的服务可从本地主机运行但无法从其他设备访问时,则尤其如此。
关于node.js - HTML5中的实时多人游戏:仅单机,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/16781187/