Mike Rombout edited this page Jun 16, 2013 · 4 revisions
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#Tutorial 2 -- Treasures ##Description

Treasures game which extracted from the game LordOfPomelo and remove a lot of game logic, in order to show the working principle and usage of the Pomelo framework more clearly.

Treasures is very simple, just enter a name, a game character will be randomly generated, and then enter the game scene. Some treasures scattered ground in the game scene , each treasure have score, the player operate the game characters to pick up the treasures, and then will be able to get the scores.

##Install and Run

Install pomelo with npm

npm install -g pomelo

Get the source code

git clone git://

Install the dependencies (enter the project directory first)


Start the web-server (enter the web-server directory first)

node app.js

Start the game-server (enter the game-server directory first)

pomelo start

visit http://localhost:3001 in your modern browser(the latest chrome is best), and enter the game.

You can get more details with Pomelo's quick start guide

And another tutorial for study.

##Architecture Treasures has 2 parts which are web-Server and game-Server.

  • web-server is a simple http server, based on Express

  • game-server is a webSocket server for running the game logic

Let's have a look at the architecture of the game-server from the config file game-server/config/server.json

  "development": {
    "connector": [
      {"id": "connector-server-1", "host": "", "port": 3150, "clientPort": 3010, "frontend": true},
      {"id": "connector-server-2", "host": "", "port": 3151, "clientPort": 3011, "frontend": true}
    "area": [
      {"id": "area-server-1", "host": "", "port": 3250, "areaId": 1}
    "gate": [
      {"id": "gate-server-1", "host": "", "clientPort": 3014, "frontend": true}

It can be seen that the server side is constituted by the following components:

  • 2 connector servers, for receiving and sending messages.
  • A gate server is mainly used for load balancing which dispatch the connections to the connector servers.
  • An area server used to drive the game scene, and the game logic.

The relationship between the servers, as the following diagram:


##Source code analysis Analyzed the code by the flow of the game.

###1. Connect to the server client: web-server/public/js/main.js

pomelo.request('gate.gateHandler.queryEntry', {uid: name}, function(data) {

server: game-server/app/servers/gate/handler/gateHandler.js

Handler.prototype.queryEntry = function(msg, session, next) {
  // ...
  // return the host and port of the connector server
  next(null, {code: Code.OK, host:, port: res.wsPort});

So that the client will be able to connect to the connector server

###2. Enter the Game After establishing a connection with the connector server, began to enter the game.

pomelo.request('connector.entryHandler.entry', {name: name}, function(data) {
  // ...

When the client sends a request to the connector server for the first time, the server will initialize a session bind with some events.

// session bind with playerId
// set player's areaId
session.set('areaId', 1);

The client send a request to the server for entering game scene

pomelo.request("area.playerHandler.enterScene", {name: name, playerId: data.playerId}, function(data) {
  // ...

After the client sends a request to the server, the request will reach the connector server at first, and the connector server route the request to the appropriate server area (There is only one area server in this example) according to the route rules(game-server/app/util/routeUtil.js). And then playerHandler in area server treating the corresponding request. Players added to the game scene.

After a player is added to the game scene, the other players must be able to see the player to join in real time, so the server must broadcast the message to all players in this game scene.

Create a channel, all players in this game scene will be added to the channel.

// get the channel. If no channel exists, create one.
channel ='channelService').getChannel('area_' + id, true);
// add the player to channel
channel.add(, e.serverId);

When someone joins or state changes, these messages will be pushed to each player in this area. For example, a player join the area

channel.pushMessage({route: 'addEntities', entities: added});

These messages are sent to the client through the connector server. And the area determine which connector server sent out by session.frontendId.

The client accept messages:

// When new players to join, the server will broadcast a message to all players. The client bind through this route, to get the message 
pomelo.on('addEntities', function(data) {
  // ...

###3. Area Server Are server is a tick-driven game scenes. Each tick will update the status of the entity in the scene, and if the state has changed, these changes will be pushed to the client.

function tick() {
  //run all the action
  // update entities
  // update rank

A player do a move action client:

// send a `move` request to server
pomelo.notify('area.playerHandler.move', {targetPos: {x: entity.x, y: entity.y}, target: targetId});


// in playerHandler
handler.move = function(msg, session, next) {
  // ...
  // create a move action
  var action = new Move({
    entity: player,
    endPos: endPos,

And this action will update in next tick.

###4. Client to send and receive messages The client and server communications in several ways:

  • Request - Response
// send a request to connector server,params {name: name}
pomelo.request('connector.entryHandler.entry', {name: name}, function(data) {
  // callback
  // do something
  • Notify
// send a notification to server
pomelo.notify('area.playerHandler.move', {targetPos: {x: entity.x, y: entity.y}, target: targetId});
  • Push
// When new players to join, the server will broadcast a message to all players.The client bind through this route, to get the message
pomelo.on('addEntities', function(data) {
  // ...

###5. Leave the game When the player leaves the game, the disconnect message is received by connector server, then it needs to removed the user is in area server, and broadcast a message to other online players.

Every server processes are independent, so it need RPC. Fortunately, do an RPC is so easy in Pomelo framework.

The area server want to provide a series of remote interface for other server process calls only need to create a remote directory in servers/area directory. Interface exposed by the files in this directory can be used as an RPC call interface.

For example, a player leave the game:

// when the session closed, it will emit a event
session.on('closed', onUserLeave.bind(null,;

var onUserLeave = function (app, session, reason) {
  if (session && session.uid) {
    // do an rpc
    app.rpc.area.playerRemote.playerLeave(session, {playerId: session.get('playerId'), areaId: session.get('areaId')}, null);

In server:

// area/remote/playerRemote.js
exports.playerLeave = function(args, cb) {
  // push message
  area.getChannel().pushMessage({route: 'onUserLeave', code: consts.MESSAGE.RES, playerId: playerId});
  // ...

This easily completed an RPC!