先来看客户端fla的构成:
第一帧:登录界面

第一帧的代码:
01 | import flash.events.MouseEvent; |
02 | import com.adobe.utils.StringUtil; |
07 | var userName:String=""; |
11 | btnLogin.addEventListener(MouseEvent.CLICK,btnLoginClick); |
13 | function btnLoginClick(e:MouseEvent):void{ |
14 | txtUserName.text = StringUtil.trim(txtUserName.text); |
15 | this.userName = txtUserName.text; |
16 | if (this.userName.length<=0){ |
17 | Alert.show("请输入用户名!",null,0xefefef,0x000000); |
第二帧:聊天的主界面

代码:
01 | import flash.net.NetConnection; |
02 | import flash.events.MouseEvent; |
03 | import flash.events.NetStatusEvent; |
04 | import flash.events.KeyboardEvent; |
06 | import flash.ui.Keyboard; |
13 | nc = new NetConnection(); |
14 | nc.client=new Object(); |
16 | nc.client.showmsg = function (str:String):void |
18 | txtMsg.appendText(str + "\n"); |
21 | nc.addEventListener(NetStatusEvent.NET_STATUS,connHandler); |
22 | nc.connect("rtmp://localhost/chat",userName);//注:这里的userName是在第一帧定义的 |
23 | updateMsg("正在连接服务器..."); |
24 | btnSend.addEventListener(MouseEvent.CLICK,btnSendClick); |
26 | txtSend.addEventListener(KeyboardEvent.KEY_DOWN,txtSendKeyDown); |
30 | function txtSendKeyDown(e:KeyboardEvent):void { |
31 | if (e.keyCode == Keyboard.ENTER) { |
36 | function btnSendClick(e:MouseEvent):void { |
37 | txtSend.text = StringUtil.trim(txtSend.text); |
38 | if (txtSend.text != "") { |
39 | nc.call("sendmsg",null,txtSend.text); |
43 | Alert.show("请输入要发送的内容!",null,0xefefef,0x000000); |
47 | function connHandler(e:NetStatusEvent) { |
48 | switch (e.info.code) { |
49 | case "NetConnection.Connect.Closed" : |
52 | case "NetConnection.Connect.Failed" : |
55 | case "NetConnection.Connect.Success" : |
56 | updateMsg("服务器连接成功!"); |
58 | case "NetConnection.Connect.Rejected" : |
59 | updateMsg("连接尝试没有访问应用程序的权限!"); |
62 | txtMsg.appendText(e.info.code + "\n"); |
67 | function updateMsg(msg:String):void { |
68 | txtMsg.appendText(msg + "\n"); |
服务端main.asc的处理(注:main.asc保存时,貌似只能选择为utf-8编码,否则运动时客户端一直连接不上)
01 | application.onAppStart = function() { |
06 | application.onConnect = function(client, uName) { |
07 | trace("onConnect = "+uName); |
08 | client.UserName = uName; |
09 | application.acceptConnection(client); |
10 | hellomsg="系统信息:"+client.UserName+" 进入聊天室"; |
11 | application.broadcastMsg("showmsg",hellomsg); |
14 | client.sendmsg = function(msg) { |
15 | mesg = client.UserName+": "+msg; |
17 | application.broadcastMsg("showmsg",mesg) |
23 | application.onDisconnect = function(client) { |
24 | trace("onDisconnect ="+client.UserName); |
25 | hellomsg="系统信息:"+client.UserName+" 离开聊天室"; |
26 | application.broadcastMsg("showmsg",hellomsg) |
28 | application.onAppStop = function() { |
运行中的样子:

注:艾睿论坛上曾有一篇教程利用FMS的远程共享对象来创建聊天室,远程对象在编码上也许更简单,不过个人感觉性能不太理想(因为对于共享对象的广播是FMS自动的,完全不受控制,不管客户端想不想接收消息,都会被动接收消息),本文演示的是另一种常见做法(服务端可以有选择性的仅向某些Client发送消息),而且网上也有很多相关文章,只不过要么是收费的,要么是基于AS2.0的,今天用AS3.0整理出来,于已方便、与人方便。
源代码下载:http://cid-2959920b8267aaca.skydrive.live.com/self.aspx/Flash/FMSTxtChatBasicDemo.rar
后话:这个跟silverlight做的聊天室(基于scoket或wcf双工通讯)有什么不同呢? 答:silverlight做聊天室应用,往往需要开发者自己做一个(scoket) server端,而adobe的fms正好充当了这个角色,省去了这一步之后,程序员只需要把注意力集中在客户端和业务逻辑上即可,开发量大大缩减。