Mon serveur est configuré pour cocher et mettre à jour tous les clients toutes les 100ms - voir self.TICKS_PER_SECOND = 10
, 1000/10 = 100ms. Cependant, l '"horloge" dans le code HTML n'est mise à jour que toutes les secondes. Pourquoi?Pourquoi le serveur met à jour les clients toutes les secondes au lieu de 100 ms - code source complet disponible
Si je continue à cliquer sur le bouton Envoyer, l'horloge sera mise à jour plus rapidement. Pourquoi?
app.py
import logging
import sys
from datetime import datetime
import time
current_milli_time = lambda: int(round(time.time() * 1000))
import json
import threading
from twisted.web.static import File
from twisted.python import log
from twisted.web.server import Site
from twisted.web.resource import Resource
from twisted.internet import pollreactor
pollreactor.install()
from twisted.internet import reactor
from autobahn.twisted.websocket import WebSocketServerFactory, \
WebSocketServerProtocol
from autobahn.twisted.resource import WebSocketResource
class AppGameServerProtocol(WebSocketServerProtocol):
def onOpen(self):
"""
"""
self.factory.register(self)
self.factory.onConnected(self)
def onConnect(self, request):
print("Client connecting: {}".format(request.peer))
def connectionLost(self, reason):
self.factory.unregister(self)
def onMessage(self, payload, isBinary):
self.factory.communicate(self, payload, isBinary)
class AppGameFactory(WebSocketServerFactory):
def __init__(self, *args, **kwargs):
super(AppGameFactory, self).__init__(*args, **kwargs)
self.clients = {}
def register(self, client):
self.clients[client.peer] = {"object": client, "partner": None}
def unregister(self, client):
self.clients.pop(client.peer)
def onConnected(self,client):
client.sendMessage(json.dumps({"type": "connect"}))
def communicate(self, client, payload, isBinary):
print "msg received", payload
def sendMessageAll(self, message):
for i in self.clients:
c = self.clients[i]
c["object"].sendMessage(message)
class SummingThread(threading.Thread):
def __init__(self, fac):
super(SummingThread, self).__init__()
self.fac = fac
self.TICKS_PER_SECOND = 10
self.SKIP_TICKS = 1000/self.TICKS_PER_SECOND
self.MAX_FRAMESKIP = 5
self.loops = 0
self.next_game_tick = current_milli_time()
def run(self):
while True:
self.loops = 0
while current_milli_time() > self.next_game_tick and self.loops < self.MAX_FRAMESKIP:
self.fac.sendMessageAll("clock: " + datetime.utcnow().strftime('%Y-%m-%d %H:%M:%S.%f')[:-3])
self.next_game_tick += self.SKIP_TICKS
self.loops += 1
if __name__ == "__main__":
log.startLogging(sys.stdout)
factory = AppGameFactory(u"ws://127.0.0.1:8080")
factory.protocol = AppGameServerProtocol
resource = WebSocketResource(factory)
root = Resource()
root.putChild('', File('index.html'))
root.putChild(u"ws", resource)
thread1 = SummingThread(factory)
thread1.start()
try:
site = Site(root)
reactor.listenTCP(8080, site)
reactor.run()
except Exception as e:
logging.exception("message")
index.html
<!DOCTYPE html>
<html>
<head>
<script type="text/javascript">
window.addEventListener("load", function() {
var msgReceived = 0
// create websocket instance
var mySocket = new WebSocket("ws://localhost:8080/ws");
// add event listener reacting when message is received
mySocket.onmessage = function (event) {
var output = document.getElementById("output");
// put text into our output div
msgReceived++;
output.textContent = event.data + " msgReceived: " + msgReceived;
//console.log(event.data);
};
var form = document.getElementsByClassName("foo");
var input = document.getElementById("input");
form[0].addEventListener("submit", function (e) {
// on forms submission send input to our server
input_text = input.value;
mySocket.send(input_text);
e.preventDefault()
})
});
</script>
<style>
/* just some super ugly css to make things bit more readable*/
div {
margin: 2em;
}
form {
margin: 2em;
}
</style>
</head>
<body>
<form class="foo">
<input id="input"></input>
<input type="submit"></input>
</form>
<div id="output"></div>
</body>
</html>