对于我的节点应用程序,我有一个运行在Debian上的服务器(app.js),它使用socket.io向我的客户机(index.html)提供html和websocket数据。我正在尝试制作一个回合制的HTML5多人游戏。
在使用socket.emit()/io.emit()和socket.on()成功执行了多次数据传输后,我的服务器在socket.emit()调用上崩溃,出现错误
“events.js:72
throw er;//unhandled'error'event
RangeError:最大调用堆栈大小超出”。
我有很多socket.on()事件侦听器,每个侦听器处理游戏中的不同函数(例如roll_dice、end_turn、ready_to_play等)。
我试图研究这个问题(发现了很多关于异步循环的讨论),但无法找到如何将解决方案应用到我自己的代码中。我在这里附上了相关的消息来源。您还可以在我的github上查看所有源码:https://github.com/sjmoon0/gameofdeath
index.html
var socket = io.connect('http://131.178.15.173',{'forceNew':true});
...
//----------------Initialization and Menu functions-----------
socket.on('load', function (data) {
console.log(data);
clientID=data;
socket.emit('check_game_started', { un: clientID });
socket.on('last_client_loaded', function(hasStarted){
console.log("Has game started? :"+hasStarted);
if(hasStarted==true){
$('#choosecharacter').show();
}
});
});
socket.on('client_disconnect', function (data) {
console.log(data);
});
socket.on('client_counter', function (data) {
if(data<5){
console.log(data);
incrementLoadBar(data);
allowedInGame=true;
}
if(!allowedInGame){
...
}
});
socket.on('game_started', function (data) {
console.log(data);
$('#welcome').hide();
$('#choosecharacter').show();
});
socket.on('set_user', function(characterName){
chosenCharacter=characterName;
});
socket.on('disable_player_choice', function(data){
var id=data.stuff[0].chara;
incrementLoadBar(data.stuff[0].numChar);
console.log(id +" was chosen");
$('#'+id).hide();
});
//-------------------Gameplay functions
socket.on('start_gameplay',function(nonsense){
showChanges(nonsense);
$('#wait').hide();
$('#gamespace').show();
draw_c();
socket.emit('ready_to_play',chosenCharacter);
});
socket.on('take_turn',function(updatedBoard){
showChanges(updatedBoard);
if(updatedBoard.currPlayer==chosenCharacter){
promptUser(updatedBoard);
}
});
socket.on('roll_result',function(rollResult){
promptUser(rollResult);
});
...
$('#rollDiceButton').click(function(){
socket.emit('roll_dice',chosenCharacter);
});
$('#okCloseButton').click(function(){
socket.emit('end_turn',chosenCharacter);
});
$('.thumbnail').click(function(something){
socket.emit('player_chosen', something.target.id);
...
});
null
应用程序JS
null
var app = require('http').createServer(handler)
var io = require('socket.io')(app);
var fs = require('fs');
var url = require('url');
...
app.listen(8001);
function handler (req, res) {
...
}
console.log("~Server Running~");
io.on('connection', function (socket) {
console.log("A Client connected");
...
socket.emit('load', { user: uID });
io.emit('client_counter',numClients);
if(numClients==4){
gameStarted=true;
console.log("Game started!");
io.emit('game_started',"The Game has begun!");
}
else if(numClients>4){
numClients--;
delete allClients[allClients.indexOf(socket)];
}
socket.on('check_game_started', function (data) {
socket.emit('last_client_loaded', gameStarted);
console.log(data);
if(gameStarted){
console.log("Last Player Loaded!");
}
});
socket.on('player_chosen', function(cp){
...
socket.emit('set_user', cp);
...
io.emit('disable_player_choice',{'stuff':[{'chara':cp,'numChar':numCharChosen}]});
if(numCharChosen==4){
io.emit('start_gameplay', boardUpdate);
}
});
socket.on('disconnect',function(){
console.log("A client disconnected");
numClients--;
delete allClients[allClients.indexOf(socket)];
io.emit('client_disconnect',"We've lost another comrade!");
});
socket.on('ready_to_play',function(characterThatIsReadyToPlay){
io.emit('take_turn',boardUpdate);
});
socket.on('roll_dice', function(characterThatRolledDice){
var temp=generateRollResult(characterThatRolledDice)
socket.emit('roll_result',temp);
});
socket.on('end_turn',function(characterThatEndedTurn){
io.emit('take_turn',nextUpdate(characterThatEndedTurn));
});
});
null
请温柔点,我大约一周前才开始使用Node.js。谢谢!
找到我的问题了。
我试图通过网络发送的对象(temp)(在socket.emit('roll_result',temp)中)是一个自引用数组。导致堆栈超过最大大小的是数组的递归属性。