24👍
Firstly you need your consumer instance to subscribe to a group.
from asgiref.sync import async_to_sync
class GameConsumer(WebsocketConsumer):
def connect(self):
self.accept()
self.render()
async_to_sync(self.add_group)('render_updates_group')
controller.startTurn()
...
Then if you are outside of your consumer you will need to send a message to that group so that all the consumers that have registered onto the group get the message.
from channels.layers import get_channel_layer
from asgiref.sync import async_to_sync
def sendDeployments(owner, armies):
type = "renderDeployments"
message = owner + " has " + str(armies) + " to deploy"
channel_layer = get_channel_layer()
async_to_sync(channel_layer.group_send)(
'render_updates_group',
{'type': 'render', 'message': message}
)
However, you also need to remember to remove your consumer from the group when it disconnects.
class GameConsumer(WebsocketConsumer):
....
def disconnect(self, close_code):
async_to_sync(self.group_name)('render_updates_group')
If you want to limit which open connections get this render message you need to build your group name accordingly.
eg if you are thinking about some online game then maybe you include a MATCH-ID
in the group name that is shared by all connections for the same match.
A good reference for this is the channels Layers documentation but do remember when running this in production you will need a messaging layer (normally Redis) set up.
14👍
First make a little change for your Consumer like
from asgiref.sync import async_to_sync
from channels.generic.websocket import WebsocketConsumer
import json
class EventConsumer(WebsocketConsumer):
def connect(self):
# self.room_name = self.scope['url_route']['kwargs']['room_name']
# self.room_group_name = 'chat_%s' % self.room_name
self.room_name = 'event'
self.room_group_name = self.room_name+"_sharif"
async_to_sync(self.channel_layer.group_add)(
self.room_group_name,
self.channel_name
)
print(self.room_group_name)
self.accept()
print("#######CONNECTED############")
def disconnect(self, code):
async_to_sync(self.channel_layer.group_discard)(
self.room_group_name,
self.channel_name
)
print("DISCONNECED CODE: ",code)
def receive(self, text_data=None, bytes_data=None):
print(" MESSAGE RECEIVED")
data = json.loads(text_data)
message = data['message']
async_to_sync(self.channel_layer.group_send)(
self.room_group_name,{
"type": 'send_message_to_frontend',
"message": message
}
)
def send_message_to_frontend(self,event):
print("EVENT TRIGERED")
# Receive message from room group
message = event['message']
# Send message to WebSocket
self.send(text_data=json.dumps({
'message': message
}))
then call the function outside/anywhere from your app like
def event_triger():
channel_layer = get_channel_layer()
async_to_sync(channel_layer.group_send)(
'event_sharif',
{
'type': 'send_message_to_frontend',
'message': "event_trigered_from_views"
}
)
# here 'event_sharif' is your room_group_name as i defined before in consumer
# 'type' is like a command, for which method you wants to trigger in your consumer
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3👍
The correct code for the disconnect function (using channels 2.3.0) would be:
class GameConsumer(WebsocketConsumer):
....
def disconnect(self, close_code):
self.channel_layer.group_discard(self.channel_name, 'render_updates_group')
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