[英]What are the possible ways to authorize a websocket connection request in Express.io?
[英]how to do websocket connection event inside of express`s get request?
我試圖在 express 的 router.get 請求中獲取 websocket
這里的代碼app.js
const { createServer } = require("http");
const mongoose = require('mongoose');
const config = require('./config');
const WebSocket = require('ws');
const app = express();
app.use(express.json());
app.use(express.urlencoded({ extended: true }));
const server = createServer(app);
app.use("/RegisterApi", require("./Routes/RegisterApi/RegisterApi"));
const wss = new WebSocket.Server({ server });
app.wss = wss;
app.locals.clients = [];
server.listen(config.PORT, function () {
console.log(`im listening at ${config.PORT}`);
mongoose.connect(config.MONGODB_URI, {
useNewUrlParser: true, useUnifiedTopology: true, useCreateIndex: true,
useFindAndModify: false
})
RegisterApi.js
const router = express.Router();
const nodemailer = require("nodemailer");
const Users = require("../../Models/YakutGamesUserModel");
const WebSocket = require('ws');
//const jwt = require("jsonwebtoken");
router.get('/login'/*,verifyToken*/, async (req, res) => {
console.log(req.query.name);
const currentUser = await Users.findOne({ name: req.query.name });
const userunchecked = false;
if (!currentUser) {
res.send("invalid user ");
userunchecked = true;
}
else if (!currentUser.confirmed) {
res.send("confirm your email " + currentUser.name); userunchecked = true;
}
else if (currentUser.password !== req.query.password) { res.send("password is wrong"); userunchecked = true; }
const wss = req.app.wss;
const clients = req.app.locals.clients;
await wss.once("connection", (ws, request) => {
console.log("Total connected clients:", wss.clients.size);
const ip = request.connection.remoteAddress;
console.log(ip);
if (userunchecked) { ws.delete; console.log('wtf'); return; }
const userObject = { id: currentUser._id, object: ws };
clients.push(userObject);
ws.send("ID= " + currentUser._id);
});
});
那些是服務器端作為客戶端我使用統一
unity code C#
async void Login()
{
newUser.name = namefield.text;
newUser.password = passfield.text;
string url = String.Format("http://localhost:7989/RegisterApi/login?name={0}&password={1}", newUser.name, newUser.password);
StartCoroutine(LoginUser(url, () => { Debug.Log("login req done"); }));
websocket = new WebSocket("ws://localhost:7989/RegisterApi/login");
websocket.OnOpen += () =>
{
Debug.Log("Connection open!");
};
websocket.OnError += (e) =>
{
Debug.Log("Error! " + e);
};
websocket.OnClose += (e) =>
{
Debug.Log("Connection closed!");
};
websocket.OnMessage += (bytes) =>
{
var message = System.Text.Encoding.UTF8.GetString(bytes);
Debug.Log("OnMessage! " + message);
};
await websocket.Connect();
}
問題是服務器沒有得到 console.log("Total connected clients:", wss.clients.size); 當我第一次從 unity 觸發登錄功能時。 但是如果我第二次觸發登錄服務器得到那個但是這次 wss.clients.size 將是 2 。
我究竟做錯了什么?
我認為您正在嘗試登錄,使用 http 請求您可以登錄一次。
這段代碼對我有用。
IEnumerator LoginUser(string url, Action onSuccess)
{
UnityWebRequest req = UnityWebRequest.Get(url);
yield return req.SendWebRequest();
while (!req.isDone)
yield return null;
string result = req.downloadHandler.text;
string[] resultArray = result.Split(' ');
if (resultArray[0] == "yourCode")
{
myTempID = resultArray[1];
Debug.Log(myTempID);
Wss(myTempID);
LoginLog.GetComponent<TextMeshProUGUI>().text = "login done";
mainMenuButtonHandlersGO.GetComponent<MainMenuButtonHandlers>().OpenFirstCanvasButtons();
messageHandlerGO.GetComponent<WssMessageHandler>().MessageHandlerFunction();
}
else LoginLog.GetComponent<TextMeshProUGUI>().text = result;
onSuccess();
}
async void Wss(string code)
{
websocket = new WebSocket(String.Format("ws://{1}:7989/RegisterApi/login?parentID={0}", code, mainAddress));
websocket.OnOpen += () =>
{
Debug.Log("Connection open!");
};
websocket.OnError += (e) =>
{
Debug.Log("Error! " + e);
};
websocket.OnClose += (e) =>
{
Debug.Log("Connection closed!");
};
// Keep sending messages at every 0.3s
//InvokeRepeating("SendWebSocketMessage", 0.0f, 5.0f);
// waiting for messages
await websocket.Connect();
}
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