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const WebSocket = require('ws');
class GameServer {
constructor(port = 8080) {
this.wss = new WebSocket.Server({ port });
this.players = new Map();
this.setupHandlers();
}
setupHandlers() {
this.wss.on('connection', (ws, req) => {
const playerId = this.generateId();
const player = { ws, state: {}, joinedAt: Date.now() };
this.players.set(playerId, player);
ws.on('message', (data) => this.handleMessage(playerId, data));
ws.on('close', () => this.handleDisconnect(playerId));
ws.on('error', (err) => this.handleError(playerId, err));
this.sendToPlayer(playerId, { type: 'connected', playerId });
});
}
handleMessage(playerId, data) {
try {
const msg = JSON.parse(data);
// Validate message structure
if (!msg.type) throw new Error('Missing message type');
this.processGameMessage(playerId, msg);
} catch (err) {
console.error(`Invalid message from ${playerId}:`, err.message);
}
}
broadcast(msg, exclude = null) {
const data = JSON.stringify(msg);
this.players.forEach((player, id) => {
if (id !== exclude && player.ws.readyState === WebSocket.OPEN) {
player.ws.send(data);
}
});
}
}const WebSocket = require('ws');
class GameServer {
constructor(port = 8080) {
this.wss = new WebSocket.Server({ port });
this.players = new Map();
this.setupHandlers();
}
setupHandlers() {
this.wss.on('connection', (ws, req) => {
const playerId = this.generateId();
const player = { ws, state: {}, joinedAt: Date.now() };
this.players.set(playerId, player);
ws.on('message', (data) => this.handleMessage(playerId, data));
ws.on('close', () => this.handleDisconnect(playerId));
ws.on('error', (err) => this.handleError(playerId, err));
this.sendToPlayer(playerId, { type: 'connected', playerId });
});
}
handleMessage(playerId, data) {
try {
const msg = JSON.parse(data);
// Validate message structure
if (!msg.type) throw new Error('Missing message type');
this.processGameMessage(playerId, msg);
} catch (err) {
console.error(`Invalid message from ${playerId}:`, err.message);
}
}
broadcast(msg, exclude = null) {
const data = JSON.stringify(msg);
this.players.forEach((player, id) => {
if (id !== exclude && player.ws.readyState === WebSocket.OPEN) {
player.ws.send(data);
}
});
}
}const dgram = require('dgram');
class UDPGameServer {
constructor(port = 7777) {
this.socket = dgram.createSocket('udp4');
this.clients = new Map(); // address:port -> client
this.sequence = 0;
this.socket.on('message', (msg, rinfo) => {
const key = `${rinfo.address}:${rinfo.port}`;
this.handlePacket(key, msg, rinfo);
});
this.socket.bind(port);
}
send(client, data, reliable = false) {
const packet = this.createPacket(data, reliable);
this.socket.send(packet, client.port, client.address);
}
createPacket(data, reliable) {
const seq = this.sequence++;
const header = Buffer.alloc(4);
header.writeUInt16LE(seq, 0);
header.writeUInt8(reliable ? 1 : 0, 2);
return Buffer.concat([header, data]);
}
}const dgram = require('dgram');
class UDPGameServer {
constructor(port = 7777) {
this.socket = dgram.createSocket('udp4');
this.clients = new Map(); // address:port -> client
this.sequence = 0;
this.socket.on('message', (msg, rinfo) => {
const key = `${rinfo.address}:${rinfo.port}`;
this.handlePacket(key, msg, rinfo);
});
this.socket.bind(port);
}
send(client, data, reliable = false) {
const packet = this.createPacket(data, reliable);
this.socket.send(packet, client.port, client.address);
}
createPacket(data, reliable) {
const seq = this.sequence++;
const header = Buffer.alloc(4);
header.writeUInt16LE(seq, 0);
header.writeUInt8(reliable ? 1 : 0, 2);
return Buffer.concat([header, data]);
}
}| Protocol | Latency | Reliability | Use Case |
|---|---|---|---|
| WebSocket | 20-50ms | High | Web games, chat |
| UDP | 5-20ms | None | FPS, racing |
| QUIC | 10-30ms | Configurable | Modern hybrid |
| TCP | 30-100ms | High | Turn-based, MMO |
| 协议 | 延迟 | 可靠性 | 使用场景 |
|---|---|---|---|
| WebSocket | 20-50ms | 高 | 网页游戏、聊天 |
| UDP | 5-20ms | 无 | FPS游戏、竞速游戏 |
| QUIC | 10-30ms | 可配置 | 现代混合场景 |
| TCP | 30-100ms | 高 | 回合制游戏、大型多人在线游戏(MMO) |
| Error | Root Cause | Solution |
|---|---|---|
| ECONNRESET | Client disconnect | Graceful handling |
| High latency | Network congestion | Enable delta compression |
| Packet loss | UDP unreliability | Add reliability layer |
| WebSocket timeout | Idle connection | Implement heartbeat |
| 错误 | 根本原因 | 解决方案 |
|---|---|---|
| ECONNRESET | 客户端断开连接 | 优雅处理断开 |
| 高延迟 | 网络拥堵 | 启用增量压缩 |
| 丢包 | UDP不可靠特性 | 添加可靠性层 |
| WebSocket超时 | 连接空闲 | 实现心跳机制 |
undefinedundefinedundefinedundefineddescribe('GameServer', () => {
let server, client;
beforeEach(() => {
server = new GameServer(8081);
client = new WebSocket('ws://localhost:8081');
});
afterEach(() => {
client.close();
server.close();
});
test('accepts connections', (done) => {
client.on('open', () => {
expect(server.players.size).toBe(1);
done();
});
});
test('broadcasts messages', (done) => {
client.on('message', (data) => {
const msg = JSON.parse(data);
expect(msg.type).toBe('connected');
done();
});
});
});describe('GameServer', () => {
let server, client;
beforeEach(() => {
server = new GameServer(8081);
client = new WebSocket('ws://localhost:8081');
});
afterEach(() => {
client.close();
server.close();
});
test('accepts connections', (done) => {
client.on('open', () => {
expect(server.players.size).toBe(1);
done();
});
});
test('broadcasts messages', (done) => {
client.on('message', (data) => {
const msg = JSON.parse(data);
expect(msg.type).toBe('connected');
done();
});
});
});assets/scripts/references/assets/scripts/references/