I am working on a game in Construct2 at the moment. It is a HTML5 Javascript Engine. I probably implement clay.io inside it.
My question however is about "Rooms" Clay.io also helps with Rooms. However I am not sure If I will take that offer. https://clay.io/docs/rooms
So when I want to limit the users per game to 10 for example. Would I then need to run two servers?
The socket.io server recives and returns data.. But would two games running with each 10 people not confuse the servers data? When person A on server A shoots some1, that this information could somehow end up on Person B on server B? Or do the assigned ID's prevent this somehow?
Here is the Example Server that I want to upgrade for my needs:
var entities = [], count = 0;
var io = require("socket.io").listen(8099);
var INITIAL_X = 5;
var INITIAL_Y = 5;
var INITIAL_VEL_X = 0;
var INITIAL_VEL_Y = 0;
io.set('log level', 1);
io.sockets.on("connection", function (socket) {
var myNumber = count++;
//assign number
var mySelf = entities[myNumber] = [myNumber, INITIAL_X, INITIAL_Y, INITIAL_VEL_X, INITIAL_VEL_Y];
//Send the initial position and ID to connecting player
console.log(myNumber + ' sent: ' + 'I,' + mySelf[0] + ',' + mySelf[1] + ',' + mySelf[2]);
socket.send('I,' + mySelf[0] + ',' + mySelf[1] + ',' + mySelf[2]);
//Send to conencting client the current state of all the other players
for (var entity_idx = 0; entity_idx < entities.length; entity_idx++) {
//send initial update
if (entity_idx != myNumber) {
entity = entities[entity_idx];
if (typeof (entity) != "undefined" && entity != null) {
console.log(myNumber + ' sent: C for ' + entity_idx);
socket.send('C,' + entity[0] + ',' + entity[1] + ',' + entity[2]);
//send the client that just connected the position of all the other clients
}
}
}
//create new entity in all clients
socket.broadcast.emit("message",
'C,' + mySelf[0] + ',' + mySelf[1] + ',' + mySelf[2]);
socket.on("message", function (data) {
//if (myNumber == 0)
// console.log(myNumber + ' sent: ' +data);
var new_data = data.split(',');
if (new_data[0] == 'UM') {
mySelf[1] = new_data[1];
mySelf[2] = new_data[2];
mySelf[3] = new_data[3];
mySelf[4] = new_data[4];
//Update all the other clients about my update
socket.broadcast.emit("message",
'UM,' + mySelf[0] + ',' + mySelf[1] + ',' + mySelf[2] + ',' + mySelf[3] + ',' + mySelf[4]);
}
else if (new_data[0] == 'S') { // a s message
var shoot_info = [];
shoot_info[0] = new_data[1]; //ini x
shoot_info[1] = new_data[2]; //ini y
shoot_info[2] = new_data[3]; //degrees
//Update all the other clients about my update
socket.broadcast.emit("message",
'S,' + mySelf[0] + ',' + shoot_info[0] + ',' + shoot_info[1] + ',' + shoot_info[2]);
}
});
});
Socket.io has rooms that you can limit the broadcasts to, see: https://github.com/LearnBoost/socket.io/wiki/Rooms
Then rather than use socket.broadcast.emit
you would use io.sockets.in('roomname').emit
A good way to mesh this with Clay.io is to have the room name be the room.id (in the Construct 2 plugin that's the RoomId expression). When the Clay.io room fills up (in C2 there's a condition for that), create the Socket.io room using that unique ID and put the players who "Rooms Filled" was just called for in that room.
I know it's a bit different since it's a game written in CoffeeScript instead of Construct 2, but we're using Clay.io rooms + Socket.io rooms in our Slime Volley game. Here is the code.