引言
在现代 Web 开发中,前端和后端的协作至关重要,特别是在需要实时交互和数据更新的应用场景下。WebSocket 作为一种全双工通信协议,让前后端之间的实时数据传输更加高效稳定。本文将探讨如何设计和实现一个实时匹配系统,前端负责展示用户界面并与后端交互,后端则通过 WebSocket 协议处理数据通信。
前端状态管理
在 Vue3 项目中,我们需要用 Vuex 来维护全局的 WebSocket 连接和匹配状态。这里定义了一个 pk 模块,用来存储 socket 实例、对手信息以及当前是匹配中还是对战中的状态。
store/pk.js:
import ModuleUser from './user'
export default {
state: {
socket: null, // ws 链接
opponent_username: "",
opponent_photo: "",
status: "matching", // matching 表示匹配界面,playing 表示对战界面
},
getters: {},
mutations: {
updateSocket(state, socket) { state.socket = socket; },
updateOpponent(state, opponent) {
state.opponent_username = opponent.username;
state.opponent_photo = opponent.photo;
},
updateStatus(state, status) { state.status = status; }
},
actions: {},
modules: {
user: ModuleUser,
}
}
记得在 store/index.js 中引入这个模块:
import { createStore } from 'vuex'
import ModuleUser from './user'
import ModulePk from './pk'
export default createStore({
state: {},
getters: {},
mutations: {},
actions: {},
modules: {
user: ModuleUser,
pk: ModulePk,
}
})
建立 WebSocket 连接
在前端页面中,我们使用 Vue 的生命周期钩子来管理连接的建立和销毁。这里要注意,URL 拼接时要用反引号,方便嵌入变量。
views/pk/PKIndex.vue:
<template>
<PlayGround/>
</template>
<script>
import PlayGround from '@/components/PlayGround.vue'
import { onMounted, onUnmounted } from 'vue'
import { useStore } from 'vuex'
export default {
name: 'PKindex',
components: { PlayGround },
setup() {
const store = useStore()
// 注意:实际生产环境建议替换为 token 验证
const socketUrl = `ws://127.0.0.1:3000/websocket/${store.state.user.id}/`
let socket = null
onMounted(() => {
socket = new WebSocket(socketUrl)
socket.onopen = () => {
console.log('connected!')
store.commit('updateSocket', socket)
}
socket.onmessage = msg => {
const data = JSON.parse(msg.data)
console.log(data)
}
socket.onclose = () => {
console.log('disconnected!')
}
})
onUnmounted(() => {
if (socket) socket.close()
})
}
}
</script>
<style scoped></style>
到这里,前端已经能和后端建立基础连接了。不过直接用 userId 做路径参数存在安全隐患,用户可能伪装成任意 ID。接下来我们加上 JWT 验证。
安全升级:JWT 验证
修改连接 URL,将 userId 换成 token。后端接收到 token 后解析出用户 ID,如果无效直接关闭连接。
consumer/utils/JwtAuthentication.java:
package org.example.backend.consumer.utils;
import io.jsonwebtoken.Claims;
import org.example.backend.utils.JwtUtil;
public class JwtAuthentication {
public static Integer getUserId(String token) {
int userId = -1; // -1 表示不存在
try {
Claims claims = JwtUtil.parseJWT(token);
userId = Integer.parseInt(claims.getSubject());
} catch (Exception e) {
throw new RuntimeException(e);
}
return userId;
}
}
后端 WebSocketServer 也需要相应调整:
@OnOpen
public void onOpen(Session session, @PathParam("token") String token) throws IOException {
this.session = session;
System.out.println("connected to websocket");
Integer userId = JwtAuthentication.getUserId(token);
this.user = userMapper.selectById(userId);
if (user != null) {
users.put(userId, this);
} else {
this.session.close(); // 验证失败直接断开
}
}
匹配逻辑实现
前端界面切换
我们需要根据状态动态渲染'匹配界面'或'对战界面'。
views/pk/PKIndexView.vue:
<template>
<PlayGround v-if="$store.state.pk.status === 'playing'"/>
<MatchGround v-if="$store.state.pk.status === 'matching'"/>
</template>
匹配组件设计
匹配界面用 Grid 布局,左右各显示一个头像,中间放按钮。点击按钮发送 WebSocket 消息通知后端。
components/MatchGround.vue:
<template>
<div class="matchground">
<div class="row">
<div class="col-6">
<div class="user-photo"><img :src="$store.state.user.photo" alt=""></div>
<div class="user-username">{{ $store.state.user.username }}</div>
</div>
<div class="col-6">
<div class="user-photo"><img :src="$store.state.pk.opponent_photo" alt=""></div>
<div class="user-username">{{ $store.state.pk.opponent_username }}</div>
</div>
<div class="col-12" style="text-align: center; padding-top: 15vh;">
<button @click="click_match_btn" type="button" class="btn btn-warning btn-lg">
{{ match_btn_info }}
</button>
</div>
</div>
</div>
</template>
<script>
import { ref } from 'vue'
import { useStore } from 'vuex';
export default {
setup() {
const store = useStore();
let match_btn_info = ref("开始匹配");
const click_match_btn = () => {
if (match_btn_info.value === "开始匹配") {
match_btn_info.value = "取消";
store.state.pk.socket.send(JSON.stringify({ event: "start-matching" }));
} else {
match_btn_info.value = "开始匹配";
store.state.pk.socket.send(JSON.stringify({ event: "stop-matching" }));
}
}
return { match_btn_info, click_match_btn };
}
}
</script>
<style scoped>
div.matchground { width: 60vw; height: 70vh; margin: 40px auto; background-color: rgba(50,50,50,0.5); }
div.user-photo { text-align: center; padding-top: 10vh; }
div.user-photo > img { border-radius: 50%; width: 20vh; }
div.user-username { text-align: center; font-size: 24px; font-weight: 600; color: white; padding-top: 2vh; }
</style>
后端匹配池处理
后端维护一个线程安全的匹配池 matchpool。当收到 start-matching 消息时加入池子,如果池子里有两人,就配对成功并创建游戏。
consumer/WebSocketServer.java:
@Component
@ServerEndpoint("/websocket/{token}")
public class WebSocketServer {
final private static ConcurrentHashMap<Integer, WebSocketServer> users = new ConcurrentHashMap<>();
final private static CopyOnWriteArraySet<User> matchpool = new CopyOnWriteArraySet<>();
private User user;
private Session session = null;
private static UserMapper userMapper;
@Autowired
public void setUserMapper(UserMapper userMapper) {
WebSocketServer.userMapper = userMapper;
}
@OnOpen
public void onOpen(Session session, @PathParam("token") String token) throws IOException {
this.session = session;
Integer userId = JwtAuthentication.getUserId(token);
this.user = userMapper.selectById(userId);
if (this.user != null) {
users.put(userId, this);
} else {
this.session.close();
}
}
@OnClose
public void onClose() {
if (this.user != null) {
users.remove(this.user.getId());
matchpool.remove(this.user);
}
}
private void startMatching() {
matchpool.add(this.user);
while (matchpool.size() >= 2) {
Iterator<User> it = matchpool.iterator();
User a = it.next(), b = it.next();
matchpool.remove(a);
matchpool.remove(b);
Game game = new Game(13, 14, 20);
game.createMap();
JSONObject respA = new JSONObject();
respA.put("event", "start-matching");
respA.put("opponent_username", b.getUsername());
respA.put("opponent_photo", b.getPhoto());
respA.put("gamemap", game.getG());
users.get(a.getId()).sendMessage(respA.toJSONString());
JSONObject respB = new JSONObject();
respB.put("event", "start-matching");
respB.put("opponent_username", a.getUsername());
respB.put("opponent_photo", a.getPhoto());
respB.put("gamemap", game.getG());
users.get(b.getId()).sendMessage(respB.toJSONString());
}
}
private void stopMatching() {
matchpool.remove(this.user);
}
@OnMessage
public void onMessage(String message, Session session) {
JSONObject data = JSONObject.parseObject(message);
String event = data.getString("event");
if ("start-matching".equals(event)) {
startMatching();
} else if ("stop-matching".equals(event)) {
stopMatching();
}
}
public void sendMessage(String message) {
synchronized (this.session) {
try {
this.session.getBasicRemote().sendText(message);
} catch (IOException e) {
e.printStackTrace();
}
}
}
}
前端收到匹配成功的消息后,更新对手信息和地图,然后切换到对战状态:
socket.onmessage = msg => {
const data = JSON.parse(msg.data);
if (data.event === "start-matching") {
store.commit("updateOpponent", {
username: data.opponent_username,
photo: data.opponent_photo,
});
setTimeout(() => {
store.commit("updateStatus", "playing");
}, 2000);
store.commit("updateGamemap", data.gamemap);
}
};
游戏地图生成算法
为了增加游戏的可玩性,我们需要在后端生成随机地图。这里用 Java 复用了之前前端的 DFS 迷宫生成逻辑。
consumer/utils/Game.java:
package org.example.backend.consumer.utils;
import java.util.Random;
public class Game {
final private Integer rows;
final private Integer cols;
final private Integer inner_walls_count;
final private int[][] g;
final private static int[] dx = {-1, 0, 1, 0}, dy = {0, 1, 0, -1};
public Game(Integer rows, Integer cols, Integer inner_walls_count) {
this.rows = rows;
this.cols = cols;
this.inner_walls_count = inner_walls_count;
this.g = new int[rows][cols];
}
public int[][] getG() {
return g;
}
private boolean check_connectivity(int sx, int sy, int tx, int ty) {
if (sx == tx && sy == ty) return true;
g[sx][sy] = 1;
for (int i = 0; i < 4; i++) {
int x = sx + dx[i], y = sy + dy[i];
if (x >= 0 && x < this.rows && y >= 0 && y < this.cols && g[x][y] == 0) {
if (check_connectivity(x, y, tx, ty)) {
g[sx][sy] = 0;
return true;
}
}
}
g[sx][sy] = 0;
return false;
}
private boolean draw() {
for (int i = 0; i < this.rows; i++) {
for (int j = 0; j < this.cols; j++) {
g[i][j] = 0;
}
}
for (int r = 0; r < this.rows; r++) {
g[r][0] = g[r][this.cols - 1] = 1;
}
for (int c = 0; c < this.cols; c++) {
g[0][c] = g[this.rows - 1][c] = 1;
}
Random random = new Random();
for (int i = 0; i < this.inner_walls_count / 2; i++) {
for (int j = 0; j < 1000; j++) {
int r = random.nextInt(this.rows);
int c = random.nextInt(this.cols);
if (g[r][c] == 1 || g[this.rows - 1 - r][this.cols - 1 - c] == 1) continue;
if (r == this.rows - 2 && c == 1 || r == 1 && c == this.cols - 2) continue;
g[r][c] = g[this.rows - 1 - r][this.cols - 1 - c] = 1;
break;
}
}
return check_connectivity(this.rows - 2, 1, 1, this.cols - 2);
}
public void createMap() {
for (int i = 0; i < 1000; i++) {
if (draw()) break;
}
}
}
这个类主要负责生成带有边界和内部随机墙壁的连通游戏地图,使用了深度优先搜索(DFS)算法来检查地图的连通性。初始化地图大小和墙壁数量,生成并检查连通性,最后提供获取地图的方法供其他模块使用。
小结
整个流程下来,前端通过 WebSocket 保持长连接,后端利用匹配池处理并发请求。JWT 保证了连接的安全性,而 Java 端的算法确保了每次对局地图的随机性和可玩性。这种架构能有效支撑即时对战应用的核心需求。


