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BaseSocket类-可以提升Socket数据传输效率

2012年01月11日 ⁄ 综合 ⁄ 共 18955字 ⁄ 字号 评论关闭

[AS3]BaseSocket类-可以提升Socket数据传输效率

需要Flash Player 9.0或更高版本的支持

原理就是结合AMF3和ByteArray的特性对原来数据进行压缩后再传输,这样就可以大大提高数据传输效率。

我现在把客户端方法进行优化,现在写成一个BaseSocket类来方便调用。

BaseSocket类

  1. /**
     
  2. * @author Kinglong
     
  3. * @link kinglong@gmail.com
     
  4. * @builddate 20081121
     
  5. * @flashplayerversion 9+
     
  6. * @version 0.1
     
  7. */
      
  8.   
  9. package
     com.klstudio.socket {     
  10.       
  11.     import
     flash.events.*;  
  12.     import
     flash.net.Socket;  
  13.     import
     flash.net.ObjectEncoding;  
  14.     import
     flash.system.Security;  
  15.     import
     flash.utils.ByteArray;  
  16.   
  17.     public
     class
     BaseSocket extends
     EventDispatcher{  
  18.           
  19.         private
     var _host:String;  
  20.         private
     var _port:uint;  
  21.         private
     var _socket:Socket;  
  22.           
  23.         public
     function BaseSocket(host:String, port:uint = 80
    ) {  
  24.             this
    ._host = host;  
  25.             this
    ._port = port;  
  26.             this
    ._socket = new
     Socket();  
  27.             this
    ._socket.objectEncoding = ObjectEncoding.AMF3;            
  28.             Security.loadPolicyFile("xmlsocket://"
     + this
    .host + ":"
     + this
    .port);  
  29.             this
    ._socket.addEventListener(Event.CONNECT, handler);  
  30.             this
    ._socket.addEventListener(Event.CLOSE, handler);  
  31.             this
    ._socket.addEventListener(IOErrorEvent.IO_ERROR, handler);  
  32.             this
    ._socket.addEventListener(SecurityErrorEvent.SECURITY_ERROR, handler);  
  33.             this
    ._socket.addEventListener(ProgressEvent.SOCKET_DATA, handler);  
  34.         }  
  35.           
  36.         public
     function get host():String {  
  37.             return
     _host;  
  38.         }  
  39.           
  40.         public
     function get port():uint {  
  41.             return
     _port;  
  42.         }  
  43.           
  44.         public
     function get connected():Boolean {  
  45.             return
     this
    ._socket.connected;  
  46.         }  
  47.           
  48.         public
     function connect():void
     {  
  49.             this
    ._socket.connect(host, port);  
  50.         }  
  51.           
  52.         public
     function close():void
     {  
  53.             this
    ._socket.close();  
  54.         }  
  55.           
  56.         public
     function send(params:Object=null
    ):void
     {  
  57.             if
    (!this
    .connected || params == null
    ){  
  58.                 return
    ;  
  59.             }  
  60.             var bytes:ByteArray = new
     ByteArray();  
  61.             bytes.writeObject(params);  
  62.             bytes.compress();  
  63.             this
    ._socket.writeBytes(bytes);  
  64.             this
    ._socket.flush();  
  65.             this
    .dispatchEvent(new
     BaseSocketEvent(BaseSocketEvent.SENDING, params));             
  66.         }  
  67.           
  68.         private
     function received():void
     {                
  69.             var bytes:ByteArray = new
     ByteArray();  
  70.             while
     (this
    ._socket.bytesAvailable > 0
    ) {  
  71.                 this
    ._socket.readBytes(bytes, 0
    this
    ._socket.bytesAvailable);  
  72.             }  
  73.             try
    {                  
  74.                 bytes.uncompress();  
  75.                 this
    .dispatchEvent(new
     BaseSocketEvent(BaseSocketEvent.RECEIVED, bytes.readObject()));  
  76.             }catch
     (error:Error) {  
  77.                 this
    .dispatchEvent(new
     BaseSocketEvent(BaseSocketEvent.DECODE_ERROR));  
  78.             }  
  79.         }  
  80.           
  81.         private
     function handler(event:Event):void
     {  
  82.             switch
    (event.type) {  
  83.                 case
     Event.CLOSE:  
  84.                     this
    .dispatchEvent(new
     BaseSocketEvent(BaseSocketEvent.CLOSE));  
  85.                     break
    ;  
  86.                 case
     Event.CONNECT:                   
  87.                 case
     IOErrorEvent.IO_ERROR:  
  88.                 case
     SecurityErrorEvent.SECURITY_ERROR:  
  89.                     this
    .dispatchEvent(new
     BaseSocketEvent(event.type));  
  90.                     break
    ;  
  91.                 case
     ProgressEvent.SOCKET_DATA:  
  92.                     this
    .received();  
  93.                     break
    ;  
  94.             }  
  95.         }  
  96.     }  
  97. }  
  1. /**<br/>*
     
  2. @author Kinglong<br/>* @link kinglong@gmail.com<br/>*
     
  3. @builddate 20081121<br/>* @flashplayerversion 9+<br/>*
     
  4. @version 0.1<br/>*/
    <br/><br/>package
      
  5. com.klstudio.socket { <br/> <br/> import
      
  6. flash.events.*;<br/> import
     flash.net.Socket;<br/> import
      
  7. flash.net.ObjectEncoding;<br/> import
      
  8. flash.system.Security;<br/> import
      
  9. flash.utils.ByteArray;<br/><br/> public
     class
     BaseSocket  
  10. extends
     EventDispatcher{<br/> <br/> private
     var  
  11. _host:String;<br/> private
     var _port:uint;<br/> private
     var  
  12. _socket:Socket;<br/> <br/> public
     function  
  13. BaseSocket(host:String, port:uint = 80
    ) {<br/> this
    ._host =  
  14. host;<br/> this
    ._port = port;<br/> this
    ._socket = new
      
  15. Socket();<br/> this
    ._socket.objectEncoding = ObjectEncoding.AMF3;  
  16. <br/> Security.loadPolicyFile("xmlsocket://"
     + this
    .host + ":"
     +  
  17. this
    .port);<br/> this
    ._socket.addEventListener(Event.CONNECT,  
  18. handler);<br/> this
    ._socket.addEventListener(Event.CLOSE,  
  19. handler);<br/>  
  20. this
    ._socket.addEventListener(IOErrorEvent.IO_ERROR,  
  21. handler);<br/>  
  22. this
    ._socket.addEventListener(SecurityErrorEvent.SECURITY_ERROR,  
  23. handler);<br/>  
  24. this
    ._socket.addEventListener(ProgressEvent.SOCKET_DATA,  
  25. handler);<br/> }<br/> <br/> public
     function get  
  26. host():String {<br/> return
     _host;<br/> }<br/>  
  27. <br/> public
     function get port():uint {<br/> return
      
  28. _port;<br/> }<br/> <br/> public
     function get  
  29. connected():Boolean {<br/> return
      
  30. this
    ._socket.connected;<br/> }<br/> <br/> public
      
  31. function connect():void
     {<br/> this
    ._socket.connect(host,  
  32. port);<br/> }<br/> <br/> public
     function close():void
      
  33. {<br/> this
    ._socket.close();<br/> }<br/> <br/>  
  34. public
     function send(params:Object=null
    ):void
     {<br/>  
  35. if
    (!this
    .connected || params == null
    ){<br/> return
    ;<br/>  
  36. }<br/> var bytes:ByteArray = new
     ByteArray();<br/>  
  37. bytes.writeObject(params);<br/> bytes.compress();<br/>  
  38. this
    ._socket.writeBytes(bytes);<br/>  
  39. this
    ._socket.flush();<br/> this
    .dispatchEvent(new
      
  40. BaseSocketEvent(BaseSocketEvent.SENDING, params)); <br/>  
  41. }<br/> <br/> private
     function received():void
     { <br/>  
  42. var bytes:ByteArray = new
     ByteArray();<br/> while
      
  43. (this
    ._socket.bytesAvailable > 0
    ) {<br/>  
  44. this
    ._socket.readBytes(bytes, 0
    ,  
  45. this
    ._socket.bytesAvailable);<br/> }<br/> try
    { <br/>  
  46. bytes.uncompress();<br/> this
    .dispatchEvent(new
      
  47. BaseSocketEvent(BaseSocketEvent.RECEIVED,  
  48. bytes.readObject()));<br/> }catch
     (error:Error) {<br/>  
  49. this
    .dispatchEvent(new
      
  50. BaseSocketEvent(BaseSocketEvent.DECODE_ERROR));<br/> }<br/>  
  51. }<br/> <br/> private
     function handler(event:Event):void
      
  52. {<br/> switch
    (event.type) {<br/> case
      
  53. Event.CLOSE:<br/> this
    .dispatchEvent(new
      
  54. BaseSocketEvent(BaseSocketEvent.CLOSE));<br/> break
    ;<br/>  
  55. case
     Event.CONNECT: <br/> case
     IOErrorEvent.IO_ERROR:<br/>  
  56. case
     SecurityErrorEvent.SECURITY_ERROR:<br/>  
  57. this
    .dispatchEvent(new
     BaseSocketEvent(event.type));<br/>  
  58. break
    ;<br/> case
     ProgressEvent.SOCKET_DATA:<br/>  
  59. this
    .received();<br/> break
    ;<br/> }<br/> }<br/>  
  60. }<br/>}  

BaseSocketEvent类

  1. /**
     
  2. * @author Kinglong
     
  3. * @link kinglong@gmail.com
     
  4. * @builddate 20081121
     
  5. * @flashplayerversion 9+
     
  6. * @version 0.1
     
  7. */
      
  8.   
  9. package
     com.klstudio.socket {  
  10.           
  11.     import
     flash.events.*;  
  12.   
  13.     public
     class
     BaseSocketEvent extends
     Event {  
  14.           
  15.         public
     static
     const
     SECURITY_ERROR:String = SecurityErrorEvent.SECURITY_ERROR;  
  16.         public
     static
     const
     IO_ERROR:String = IOErrorEvent.IO_ERROR;  
  17.         public
     static
     const
     DECODE_ERROR:String = "decode_error"
    ;  
  18.         public
     static
     const
     RECEIVED:String = "received"
    ;  
  19.         public
     static
     const
     SENDING:String = "sending"
    ;  
  20.         public
     static
     const
     CLOSE:String = Event.CLOSE;  
  21.         public
     static
     const
     CONNECT:String = Event.CONNECT;  
  22.           
  23.         private
     var _data:Object;  
  24.           
  25.         public
     function BaseSocketEvent(type:String, data:Object = null
    ) {  
  26.             super
    (type, true
    );  
  27.             this
    ._data = data;            
  28.         }  
  29.           
  30.         public
     function get data():Object {  
  31.             return
     _data;  
  32.         }  
  33.           
  34.         override public
     function toString():String {  
  35.             return
     formatToString("BaseSocketEvent"
    "type"
    "bubbles"
    "cancelable"
    "data"
    );  
  36.         }  
  37.           
  38.         override public
     function clone():Event {  
  39.             return
     new
     BaseSocketEvent(type, data);  
  40.         }  
  41.     }  
  42.       
  43. }  
  1. /**<br/>*
     
  2. @author Kinglong<br/>* @link kinglong@gmail.com<br/>*
     
  3. @builddate 20081121<br/>* @flashplayerversion 9+<br/>*
     
  4. @version 0.1<br/>*/
    <br/><br/>package
      
  5. com.klstudio.socket {<br/> <br/> import
      
  6. flash.events.*;<br/><br/> public
     class
     BaseSocketEvent  
  7. extends
     Event {<br/> <br/> public
     static
     const
      
  8. SECURITY_ERROR:String = SecurityErrorEvent.SECURITY_ERROR;<br/>  
  9. public
     static
     const
     IO_ERROR:String = IOErrorEvent.IO_ERROR;<br/>  
  10. public
     static
     const
     DECODE_ERROR:String = "decode_error"
    ;<br/>  
  11. public
     static
     const
     RECEIVED:String = "received"
    ;<br/> public
      
  12. static
     const
     SENDING:String = "sending"
    ;<br/> public
     static
     const
      
  13. CLOSE:String = Event.CLOSE;<br/> public
     static
     const
      
  14. CONNECT:String = Event.CONNECT;<br/> <br/> private
     var  
  15. _data:Object;<br/> <br/> public
     function  
  16. BaseSocketEvent(type:String, data:Object = null
    ) {<br/>  
  17. super
    (type, true
    );<br/> this
    ._data = data; <br/>  
  18. }<br/> <br/> public
     function get data():Object {<br/>  
  19. return
     _data;<br/> }<br/> <br/> override public
      
  20. function toString():String {<br/> return
      
  21. formatToString("BaseSocketEvent"
    "type"
    "bubbles"
    "cancelable"
    ,  
  22. "data"
    );<br/> }<br/> <br/> override public
     function  
  23. clone():Event {<br/> return
     new
     BaseSocketEvent(type,  
  24. data);<br/> }<br/> }<br/> <br/>}  

调用实例

  1. /**
     
  2. * ...
     
  3. * @author Kinglong
     
  4. * @version 0.1
     
  5. */
      
  6.   
  7. package
     project.test {  
  8.       
  9.     import
     flash.display.*;  
  10.     import
     flash.events.*;  
  11.     import
     flash.text.TextField;  
  12.       
  13.     import
     com.klstudio.data.Map;  
  14.     import
     com.klstudio.socket.BaseSocket;  
  15.     import
     com.klstudio.socket.BaseSocketEvent;  
  16.       
  17.     public
     class
     TestGame extends
     Sprite {    
  18.         private
     var _socket:BaseSocket;  
  19.         private
     var _id:uint;  
  20.         private
     var _lists:Map;  
  21.         private
     var _info:TextField;  
  22.         public
     function TestGame() {              
  23.             _info = new
     TextField();  
  24.             _info.selectable = false
    ;             
  25.             _info.text = "未连接"
    ;  
  26.             addChild(_info);          
  27.               
  28.             stage.addEventListener(MouseEvent.MOUSE_UP, stageHandler);            
  29.             _lists = new
     Map();  
  30.             _socket = new
     BaseSocket("localhost"
    110
    );  
  31.             configureListeners(_socket);  
  32.             _socket.connect();            
  33.         }     
  34.           
  35.         private
     function configureListeners(dispatcher:IEventDispatcher):void
     {  
  36.             dispatcher.addEventListener(BaseSocketEvent.CLOSE, handler);  
  37.             dispatcher.addEventListener(BaseSocketEvent.CONNECT, handler);  
  38.             dispatcher.addEventListener(BaseSocketEvent.IO_ERROR, handler);  
  39.             dispatcher.addEventListener(BaseSocketEvent.SECURITY_ERROR, handler);  
  40.             dispatcher.addEventListener(BaseSocketEvent.SENDING, handler);  
  41.             dispatcher.addEventListener(BaseSocketEvent.RECEIVED, handler);  
  42.             dispatcher.addEventListener(BaseSocketEvent.DECODE_ERROR, handler);  
  43.         }  
  44.           
  45.         private
     function handler(event:BaseSocketEvent):void
     {  
  46.             switch
    (event.type) {  
  47.                 case
     BaseSocketEvent.RECEIVED:  
  48.                     receive(event.data);  
  49.                     break
    ;  
  50.                 case
     BaseSocketEvent.CLOSE:  
  51.                     debug("连接关闭"
    );  
  52.                     removeAll();  
  53.                     break
    ;  
  54.                 case
     BaseSocketEvent.CONNECT:  
  55.                     debug("连接中..."
    );  
  56.                     _socket.send( { event:"init"
     } );  
  57.                     break
    ;  
  58.                 case
     BaseSocketEvent.IO_ERROR:  
  59.                 case
     BaseSocketEvent.SECURITY_ERROR:  
  60.                     debug("连接失败"
    );  
  61.                     break
    ;  
  62.                 case
     BaseSocketEvent.DECODE_ERROR:  
  63.                     debug("解码失败"
    );  
  64.                     break
    ;    
  65.             }  
  66.         }  
  67.           
  68.         private
     function stageHandler(event:MouseEvent):void
     {  
  69.             _socket.send( { event:"move"
    , x:this
    .mouseX, y:this
    .mouseY } );  
  70.         }  
  71.           
  72.         private
     function receive(object:Object):void
     {  
  73.             switch
    (object.event) {  
  74.                 case
     "init"
    :  
  75.                     init(object.id);  
  76.                     for
     (var i:uint = 0
    ; i < object.list.length; i++ ) {  
  77.                         var item:Object = object.list[i];  
  78.                         add(item.id, item.x, item.y);  
  79.                     }  
  80.                     break
    ;  
  81.                 case
     "move"
    :  
  82.                     move(object.id, object.x, object.y);                      
  83.                     break
    ;  
  84.                 case
     "remove"
    :  
  85.                     remove(object.id);                    
  86.                     break
    ;  
  87.                 case
     "add"
    :  
  88.                     add(object.id);  
  89.                     break
    ;  
  90.             }  
  91.         }  
  92.           
  93.         private
     function init(id:uint):void
     {  
  94.             this
    ._id = id;  
  95.             add(id);  
  96.         }  
  97.           
  98.         private
     function add(id:uint, x:Number = undefined, y:Number = undefined):void
     {              
  99.             x = x || stage.stageWidth / 2
    ;  
  100.             y = y || stage.stageHeight / 2
    ;  
  101.             if
     (_lists.containsKey(id)) {  
  102.                 return
    ;  
  103.             }  
  104.             var role:GameRole = new
     GameRole(id,_id == id);  
  105.             role.move(x,y);  
  106.             addChild(role);  
  107.             _lists.put(id, role);  
  108.         }  
  109.           
  110.         private
     function move(id:uint, x:Number, y:Number):void
     {  
  111.             if
     (_lists.containsKey(id)) {  
  112.                 var role:GameRole = _lists.get(id);  
  113.                 role.to(x, y);  
  114.             }  
  115.         }  
  116.           
  117.         private
     function remove(id:uint):void
     {  
  118.             if
     (_lists.containsKey(id)) {  
  119.                 var role:GameRole = _lists.remove(id);  
  120.                 trace(role);  
  121.                 if
     (this
    .contains(role)) {  
  122.                     removeChild(role);                    
  123.                 }  
  124.                 role = null
    ;  
  125.             }  
  126.         }  
  127.           
  128.         private
     function removeAll():void
     {  
  129.             var keys:Array = _lists.keys;  
  130.             for
     (var i:uint = 0
    ; i < keys.length; i++ ) {  
  131.                 var role:GameRole = _lists.remove(keys[i]);               
  132.                 if
     (this
    .contains(role)) {  
  133.                     removeChild(role);  
  134.                 }  
  135.                 role = null
    ;                  
  136.             }  
  137.         }  
  138.           
  139.         private
     function debug(msg:String):void
     {  
  140.             _info.text = msg;  
  141.             trace(msg);  
  142.         }  
  143.           
  144.     }  
  145.       
  146. }  
  1. /**<br/>*
     
  2. ...<br/>* @author Kinglong<br/>* @version
     
  3. 0.1<br/>*/
    <br/><br/>package
     project.test {<br/>  
  4. <br/> import
     flash.display.*;<br/> import
      
  5. flash.events.*;<br/> import
     flash.text.TextField;<br/>  
  6. <br/> import
     com.klstudio.data.Map;<br/> import
      
  7. com.klstudio.socket.BaseSocket;<br/> import
      
  8. com.klstudio.socket.BaseSocketEvent;<br/> <br/> public
      
  9. class
     TestGame extends
     Sprite { <br/> private
     var  
  10. _socket:BaseSocket;<br/> private
     var _id:uint;<br/> private
      
  11. var _lists:Map;<br/> private
     var _info:TextField;<br/>  
  12. public
     function TestGame() { <br/> _info = new
      
  13. TextField();<br/> _info.selectable = false
    ; <br/>  
  14. _info.text = "未连接"
    ;<br/> addChild(_info); <br/> <br/>  
  15. stage.addEventListener(MouseEvent.MOUSE_UP, stageHandler); <br/>  
  16. _lists = new
     Map();<br/> _socket = new
     BaseSocket("localhost"
    ,  

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