4.6. Instance-to-Instance Communications
The NetConnection
class is available to server-side scripts. Analogous to the
NetConnection class available to client-side
scripts, it can be used to establish a network connection between
instances on a single server or between instances on separate
FlashCom Servers. When one instance attempts to connect to another,
it creates and uses a NetConnection object in an
almost identical manner to the way client-side ActionScript does. An
instance that attempts to connect to another instance is treated as a
client by the second instance. The instance that receives another
instance's connection request will be passed a
Client object in its
application.onConnect( ) method. In this case,
the Client object represents the first
server-side FlashCom instance rather than a client-side Flash movie.
While an instance can request or close a connection to another
instance at any time, the connection is typically made when the
instance first starts and closed when the instance is about to be
disposed. For example, a chat room instance may connect to a lobby
instance in order to let the lobby know how many users are in the
room and how active they are. This SSAS code example illustrates a
chat room application connecting to a lobby on startup and
disconnecting from the lobby on shutdown:
NetConnection.prototype.onStatus = function (info) {
trace("NetConnection.onStatus> info.code: " + info.code);
if (info.code == "NetConnection.Connect.Success") {
// Initialize remote shared objects here.
}
else if (!this.isConnected) {
// Handle close and other connection problems here.
}
if (info.code == "NetConnection.Call.Failed") {
// Handle failed remote method calls here.
}
};
application.onAppStart = function ( ) {
trace(application.name + " is starting at " + new Date( ));
lobby_nc = new NetConnection( );
lobby_nc.connect("rtmp://localhost/chapter4/lobby", "Room", "secretPassword6");
};
application.onAppStop = function ( ) {
if (lobby_nc.isConnected) {
lobby_nc.close( );
}
trace(application.name + " is stopping at " + new Date( ));
};
The only difference between this server-side code and the client-side
code you might find in a Flash movie is that a relative URI cannot be
used (there must be a hostname) and HTTP tunneling is not available.
The connecting instance is represented by the
Client object passed into the receiving
instance's onConnect( ) method.
If a username and password system is being used, the connection can
be accepted or rejected based on those credentials.
On the receiving end of the connection attempt, no special code is
required to handle connection requests from other instances. However,
sometimes it is useful to distinguish whether the connection request
originated from a FlashCom application instance or a Flash movie. One
way to differentiate is to check the ip property
of the incoming client object. If the IP address
is 127.0.0.1, then the connection is from the same server. However,
if a poorly configured proxy server is running on the same host, all
clients may appear to be from 127.0.0.1. Similarly, if connections
are expected from another FlashCom Server, the IP address of the
remote server can be checked for. There are other ways to distinguish
between client types:
Pass different information in the optional parameters of the
connect( ) method. Check the client.agent property for a value such
as "FlashCom/1.5.2". Check the client.referrer property for a value
such as
"rtmp://_defaultVHost_:1935/chapter4/room".
Regardless of the approach chosen, an additional authentication step
should be used. The short code snippet that follows can be placed in
an onConnect( ) method to handle instance
connections before attempting to handle Flash movie connections.
The code assumes that a unique userName is
provided by the connecting instance so that its
client object can be kept in an object named
roomList. The unique name could be the instance
name of the room:
if (client.ip = "127.0.0.1" && client.agent.indexOf("FlashCom") == 0) {
if (password == "room54780561Password") {
roomList[userName] = client;
return true; // Accept the connection
}
else{
trace("Invalid room connection attempt.");
return false; // Reject the connection
}
}
For variety, connections are accepted or rejected by returning
true or false from within the
onConnect( ) method in the preceding example.
Now that you have a better understanding of how to manage
connections, let's examine some of the mechanics of
locating code and configuration files.
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