第一帧:登录界面
第一帧的代码:
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import flash.events.MouseEvent;
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import com.adobe.utils.StringUtil;
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var userName:String="";
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btnLogin.addEventListener(MouseEvent.CLICK,btnLoginClick);
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function btnLoginClick(e:MouseEvent):void{
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txtUserName.text = StringUtil.trim(txtUserName.text);
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this.userName = txtUserName.text;
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if (this.userName.length<=0){
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Alert.show("请输入用户名!",null,0xefefef,0x000000);
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第二帧:聊天的主界面
代码:
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import flash.net.NetConnection;
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import flash.events.MouseEvent;
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import flash.events.NetStatusEvent;
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import flash.events.KeyboardEvent;
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import flash.ui.Keyboard;
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function init():void {
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nc = new NetConnection();
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nc.client=new Object();
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//定义供服务端广播消息时需要的客户端函数(结合main.asc查看)
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nc.client.showmsg = function (str:String):void
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txtMsg.appendText(str + "\n");
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nc.addEventListener(NetStatusEvent.NET_STATUS,connHandler);
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nc.connect("rtmp://localhost/chat",userName);//注:这里的userName是在第一帧定义的
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updateMsg("正在连接服务器...");
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btnSend.addEventListener(MouseEvent.CLICK,btnSendClick);
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txtSend.addEventListener(KeyboardEvent.KEY_DOWN,txtSendKeyDown);
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function txtSendKeyDown(e:KeyboardEvent):void {
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if (e.keyCode == Keyboard.ENTER) {
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function btnSendClick(e:MouseEvent):void {
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txtSend.text = StringUtil.trim(txtSend.text);
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if (txtSend.text != "") {
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nc.call("sendmsg",null,txtSend.text);
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Alert.show("请输入要发送的内容!",null,0xefefef,0x000000);
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function connHandler(e:NetStatusEvent) {
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switch (e.info.code) {
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case "NetConnection.Connect.Closed" :
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case "NetConnection.Connect.Failed" :
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case "NetConnection.Connect.Success" :
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updateMsg("服务器连接成功!");
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case "NetConnection.Connect.Rejected" :
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updateMsg("连接尝试没有访问应用程序的权限!");
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txtMsg.appendText(e.info.code + "\n");
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function updateMsg(msg:String):void {
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txtMsg.appendText(msg + "\n");
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服务端main.asc的处理(注:main.asc保存时,貌似只能选择为utf-8编码,否则运动时客户端一直连接不上)
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application.onAppStart = function() {
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application.onConnect = function(client, uName) {
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trace("onConnect = "+uName);
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client.UserName = uName;
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application.acceptConnection(client);//允许客户登录,如果要对客户身份做验证,在此扩展即可
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hellomsg="系统信息:"+client.UserName+" 进入聊天室";
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application.broadcastMsg("showmsg",hellomsg);//调用所有client的showmsg方法,并传递参数hellomsg(客户端的代码中,必须有对应的showmsg函数)
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//定义服务端的sendmsg方法,以便客户端能调用
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client.sendmsg = function(msg) {
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mesg = client.UserName+": "+msg;
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//每次client调用本方法后,服务器同步广播到所有client
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application.broadcastMsg("showmsg",mesg)
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application.onDisconnect = function(client) {
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trace("onDisconnect ="+client.UserName);
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hellomsg="系统信息:"+client.UserName+" 离开聊天室";
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application.broadcastMsg("showmsg",hellomsg)
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application.onAppStop = function() {
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运行中的样子:
注:艾睿论坛上曾有一篇教程利用FMS的远程共享对象来创建聊天室,远程对象在编码上也许更简单,不过个人感觉性能不太理想(因为对于共享对象的广播是FMS自动的,完全不受控制,不管客户端想不想接收消息,都会被动接收消息),本文演示的是另一种常见做法(服务端可以有选择性的仅向某些Client发送消息),而且网上也有很多相关文章,只不过要么是收费的,要么是基于AS2.0的,今天用AS3.0整理出来,于已方便、与人方便。
源代码下载:http://cid-2959920b8267aaca.skydrive.live.com/self.aspx/Flash/FMSTxtChatBasicDemo.rar
后话:这个跟silverlight做的聊天室(基于scoket或wcf双工通讯)有什么不同呢? 答:silverlight做聊天室应用,往往需要开发者自己做一个(scoket) server端,而adobe的fms正好充当了这个角色,省去了这一步之后,程序员只需要把注意力集中在客户端和业务逻辑上即可,开发量大大缩减。