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RPC 服务器 API

serve 函数创建类型安全的 RPC 服务器,处理客户端连接和 API 调用。

import { serve } from '@esengine/rpc/server';
import { gameProtocol } from './protocol';
const server = serve(gameProtocol, {
port: 3000,
api: {
login: async (input, conn) => {
console.log(`${input.username}${conn.ip} 连接`);
return { userId: conn.id, token: generateToken() };
},
sendChat: async (input, conn) => {
server.broadcast('newMessage', {
from: conn.id,
text: input.text,
time: Date.now(),
});
return { success: true };
},
},
onStart: (port) => console.log(`服务器启动于端口 ${port}`),
});
await server.start();
interface ServeOptions<P, TConnData> {
// 必需
api: ApiHandlers<P, TConnData>;
// 端口配置(二选一)
port?: number; // 独立端口
server?: HttpServer; // 或附加到已有 HTTP 服务器
// 可选
msg?: MsgHandlers<P, TConnData>;
codec?: Codec;
createConnData?: () => TConnData;
// 回调
onConnect?: (conn: Connection<TConnData>) => void | Promise<void>;
onDisconnect?: (conn: Connection<TConnData>, reason?: string) => void | Promise<void>;
onError?: (error: Error, conn?: Connection<TConnData>) => void;
onStart?: (port: number) => void;
}

每个 API 处理器接收输入和连接上下文:

const server = serve(protocol, {
port: 3000,
api: {
// 同步处理器
ping: (input, conn) => {
return { pong: true, time: Date.now() };
},
// 异步处理器
getProfile: async (input, conn) => {
const user = await database.findUser(input.userId);
return { name: user.name, level: user.level };
},
// 访问连接上下文
getMyInfo: (input, conn) => {
return {
connectionId: conn.id,
ip: conn.ip,
data: conn.data,
};
},
},
});
import { RpcError, ErrorCode } from '@esengine/rpc/server';
const server = serve(protocol, {
port: 3000,
api: {
login: async (input, conn) => {
const user = await database.findUser(input.username);
if (!user) {
throw new RpcError(ErrorCode.NOT_FOUND, '用户不存在');
}
if (!await verifyPassword(input.password, user.hash)) {
throw new RpcError('AUTH_FAILED', '密码错误');
}
return { userId: user.id, token: generateToken() };
},
},
});

处理客户端发送的消息:

const server = serve(protocol, {
port: 3000,
api: { /* ... */ },
msg: {
playerMove: (data, conn) => {
// 更新玩家位置
const player = players.get(conn.id);
if (player) {
player.x = data.x;
player.y = data.y;
}
// 广播给其他玩家
server.broadcast('playerMoved', {
playerId: conn.id,
x: data.x,
y: data.y,
}, { exclude: conn });
},
chat: async (data, conn) => {
// 异步处理器也可以
await logChat(conn.id, data.text);
},
},
});

Connection 对象提供客户端信息:

interface Connection<TData> {
// 唯一连接 ID
readonly id: string;
// 客户端 IP 地址
readonly ip: string;
// 连接状态
readonly isOpen: boolean;
// 附加到此连接的自定义数据
data: TData;
// 关闭连接
close(reason?: string): void;
}

存储每连接的状态:

interface PlayerData {
playerId: string;
username: string;
room: string | null;
}
const server = serve(protocol, {
port: 3000,
createConnData: () => ({
playerId: '',
username: '',
room: null,
} as PlayerData),
api: {
login: async (input, conn) => {
// 在连接上存储数据
conn.data.playerId = generateId();
conn.data.username = input.username;
return { playerId: conn.data.playerId };
},
joinRoom: async (input, conn) => {
conn.data.room = input.roomId;
return { success: true };
},
},
onDisconnect: (conn) => {
console.log(`${conn.data.username} 离开房间 ${conn.data.room}`);
},
});
server.send(conn, 'notification', { text: 'Hello!' });
// 给所有人
server.broadcast('announcement', { text: '服务器将在5分钟后重启' });
// 排除发送者
server.broadcast('playerMoved', { id: conn.id, x, y }, { exclude: conn });
// 排除多个
server.broadcast('gameEvent', data, { exclude: [conn1, conn2] });
// 自定义广播
function broadcastToRoom(roomId: string, name: string, data: any) {
for (const conn of server.connections) {
if (conn.data.room === roomId) {
server.send(conn, name, data);
}
}
}
broadcastToRoom('room1', 'roomMessage', { text: '房间内消息!' });
const server = serve(protocol, { /* ... */ });
// 启动
await server.start();
console.log('服务器运行中');
// 访问连接列表
console.log(`${server.connections.length} 个客户端已连接`);
// 停止(关闭所有连接)
await server.stop();
console.log('服务器已停止');
import { serve, RpcError } from '@esengine/rpc/server';
import { gameProtocol } from './protocol';
interface PlayerData {
id: string;
name: string;
x: number;
y: number;
}
const players = new Map<string, PlayerData>();
const server = serve(gameProtocol, {
port: 3000,
createConnData: () => ({ id: '', name: '', x: 0, y: 0 }),
api: {
join: async (input, conn) => {
const player: PlayerData = {
id: conn.id,
name: input.name,
x: 0,
y: 0,
};
players.set(conn.id, player);
conn.data = player;
// 通知其他玩家
server.broadcast('playerJoined', {
id: player.id,
name: player.name,
}, { exclude: conn });
// 发送当前状态给新玩家
return {
playerId: player.id,
players: Array.from(players.values()),
};
},
chat: async (input, conn) => {
server.broadcast('chatMessage', {
from: conn.data.name,
text: input.text,
time: Date.now(),
});
return { sent: true };
},
},
msg: {
move: (data, conn) => {
const player = players.get(conn.id);
if (player) {
player.x = data.x;
player.y = data.y;
server.broadcast('playerMoved', {
id: conn.id,
x: data.x,
y: data.y,
}, { exclude: conn });
}
},
},
onConnect: (conn) => {
console.log(`客户端已连接: ${conn.id} 来自 ${conn.ip}`);
},
onDisconnect: (conn) => {
const player = players.get(conn.id);
if (player) {
players.delete(conn.id);
server.broadcast('playerLeft', { id: conn.id });
console.log(`${player.name} 已断开`);
}
},
onError: (error, conn) => {
console.error(`来自 ${conn?.id} 的错误:`, error);
},
onStart: (port) => {
console.log(`游戏服务器运行于 ws://localhost:${port}`);
},
});
server.start();