最近、node.js と socket.io で描画アプリを作成しました。正常に動作しますが、ユーザーが描いたものはすべてすべてのユーザーに表示されます。セッションの概念を追加して、ユーザーが描いたものを同じセッション内の人だけが見られるようにしたいと考えています。どうすればいいですか?
私が使用するサーバーコードは次のとおりです。
var express = require('express');
var app = express();
var server = http.createServer(app);
var io = require('socket.io').listen(server);
server.listen(8000);
app.use(express.static(__dirname));
app.use(express.logger());
app.engine('html', require('ejs').__express);
app.get('/',function(req,res){
res.sendfile(__dirname+'/index.html');
});
io.sockets.on('connection',function(socket){
socket.on('mousedown',function(data){
socket.broadcast.emit('mousedown',data);
});
socket.on('mousemove',function(data){
socket.broadcast.emit('mousedown',data);
});
socket.on('mouseup',function(data){
socket.broadcast.emit('mousedown',data);
});
socket.on('tool',function(data){
socket.broadcast.emit('mousedown',data);
});
});
また、これはクリネット側で使用したコードです。
var socket = {};
if(typeof io !== 'undefined' && io){
socket = io.connect('http://127.0.0.1:8000');
}
else
{
socket = {
emit:function(){
console.log(arguments);
},
on:function(){
console.log(arguments);
}
};
}
$(function(){
var canvas, context, canvaso, contexto;
// The active tool instance.
var tool;
var tool_default = 'line';
function init () {
// Find the canvas element.
canvaso = document.getElementById('imageView');
canvaso.width = window.innerWidth * 0.9;
canvaso.height = window.innerHeight/2;
if (!canvaso) {
console.log('Error: I cannot find the canvas element!');
return;
}
if (!canvaso.getContext) {
console.log('Error: no canvas.getContext!');
return;
}
// Get the 2D canvas context.
contexto = canvaso.getContext('2d');
if (!contexto) {
console.log('Error: failed to getContext!');
return;
}
// Add the temporary canvas.
var container = canvaso.parentNode;
canvas = document.createElement('canvas');
if (!canvas) {
console.log('Error: I cannot create a new canvas element!');
return;
}
canvas.id = 'imageTemp';
canvas.width = canvaso.width;
canvas.height = canvaso.height;
container.appendChild(canvas);
context = canvas.getContext('2d');
// Get the tool select input.
var tool_select = document.getElementById('dtool');
if (!tool_select) {
console.log('Error: failed to get the dtool element!');
return;
}
tool_select.addEventListener('change', ev_tool_change, false);
// Activate the default tool.
if (tools[tool_default]) {
tool = new tools[tool_default]();
tool_select.value = tool_default;
}
// Attach the mousedown, mousemove and mouseup event listeners.
$(canvas).on('mousedown',ev_canvas);
$(canvas).on('mousemove',ev_canvas);
$(canvas).on('mouseup',ev_canvas);
}
// The general-purpose event handler. This function just determines the mouse
// position relative to the canvas element.
function ev_canvas (ev) {
ev._x = ev.offsetX;
ev._y = ev.offsetY;
// Call the event handler of the tool.
var func = tool[ev.type];
socket.emit(ev.type,{x:ev._x,y:ev._y});
if (func) {
func(ev);
}
}
socket.on('mousedown',function(data){
ev_canvas({type:'mousedown',_x:data.x,_y:data.y});
});
socket.on('mousemove',function(data){
ev_canvas({type:'mousemove',_x:data.x,_y:data.y});
});
socket.on('mouseup',function(data){
ev_canvas({type:'mouseup',_x:data.x,_y:data.y});
});
// The event handler for any changes made to the tool selector.
function ev_tool_change (ev) {
if (tools[this.value]) {
tool = new tools[this.value]();
socket.emit('tool',this.value);
}
}
socket.emit('tool',tool_default);
socket.on('tool',function(stool){
tool = new tools[stool]();
});
// This function draws the #imageTemp canvas on top of #imageView, after which
// #imageTemp is cleared. This function is called each time when the user
// completes a drawing operation.
function img_update () {
contexto.drawImage(canvas, 0, 0);
context.clearRect(0, 0, canvas.width, canvas.height);
}
// This object holds the implementation of each drawing tool.
var tools = {};
// The drawing pencil.
tools.pencil = function () {
var tool = this;
this.started = false;
// This is called when you start holding down the mouse button.
// This starts the pencil drawing.
this.mousedown = function (ev) {
context.beginPath();
context.moveTo(ev._x, ev._y);
tool.started = true;
};
// This function is called every time you move the mouse. Obviously, it only
// draws if the tool.started state is set to true (when you are holding down
// the mouse button).
this.mousemove = function (ev) {
if (tool.started) {
context.lineTo(ev._x, ev._y);
context.stroke();
}
};
// This is called when you release the mouse button.
this.mouseup = function (ev) {
if (tool.started) {
tool.mousemove(ev);
tool.started = false;
img_update();
}
};
};
// The rectangle tool.
tools.rect = function () {
var tool = this;
this.started = false;
this.mousedown = function (ev) {
tool.started = true;
tool.x0 = ev._x;
tool.y0 = ev._y;
};
this.mousemove = function (ev) {
if (!tool.started) {
return;
}
var x = Math.min(ev._x, tool.x0),
y = Math.min(ev._y, tool.y0),
w = Math.abs(ev._x - tool.x0),
h = Math.abs(ev._y - tool.y0);
context.clearRect(0, 0, canvas.width, canvas.height);
if (!w || !h) {
return;
}
context.strokeRect(x, y, w, h);
};
this.mouseup = function (ev) {
if (tool.started) {
tool.mousemove(ev);
tool.started = false;
img_update();
}
};
};
// The line tool.
tools.line = function () {
var tool = this;
this.started = false;
this.mousedown = function (ev) {
tool.started = true;
tool.x0 = ev._x;
tool.y0 = ev._y;
};
this.mousemove = function (ev) {
if (!tool.started) {
return;
}
context.clearRect(0, 0, canvas.width, canvas.height);
context.beginPath();
context.moveTo(tool.x0, tool.y0);
context.lineTo(ev._x, ev._y);
context.stroke();
context.closePath();
};
this.mouseup = function (ev) {
if (tool.started) {
tool.mousemove(ev);
tool.started = false;
img_update();
}
};
};
init();
});
どんな助けでも大歓迎です。