要构建网络版象棋,首先应该创建服务器与客户端,建立socket连接
1) 开局,你是什么颜色
2)选择棋子,
3)走棋
4)悔棋(悔棋悔两步)
5)认输
网络实现:
1)建立连接
a.主机,建立监听socket
b.accept
c.关闭监听socket
a.客户端,连接服务器
2)发送报文
1)服务器给客户端发送开局报文
2)选棋 发送选棋报文
3)走棋 发送走棋报文
4)悔棋
5)认输 重新开始
报文格式定义:
第一个字节表示命令字 0表示开具,1表示选其,2表示走棋,3表示悔棋,4表示认输
开局报文 [0][0或者1] 收到0表示走黑棋,收到1表示走红旗 [0][0] [0][1]
选棋报文 [1][0~31]
走棋报文 [2][0~31][x][y] x和y已经转换好的
悔棋 [3]
认输 [4][0或者1]
运行时设计
定义一个全局变量 char packet[4]用来保存报文
定义一个定时器,每秒去收socket
#ifndef _Net_H__#define _Net_H__#ifdef WIN32#include <WinSock2.h>#else//linux and android#endif // WIN32class Net{public:static SOCKET _server;static SOCKET _connet;static int _isConnected;static int _isRecvComplete;static char* _recvData;static bool Listen(short port=9999);static bool isConnected();static bool Connect(const char*ip,short port=9999);static int Send(const char*buffer,int len);//接收数据的接口static bool RecvStart();static bool isRecvComplete();static char *RecvData(int &len);static DWORD WINAPI AcceptThreadFunc(void *arg);static DWORD WINAPI RecvThreadFunc(void *arg);};#endif
首先,服务器需要listen函数,一直监听,以得到与客户端的连接
bool Net::Listen(short port){SOCKET sock=socket(AF_INET,SOCK_STREAM,0);if (sock==INVALID_SOCKET){return false;}struct sockaddr_in addr;addr.sin_family=AF_INET;addr.sin_port=htons(port);addr.sin_addr.S_un.S_addr=INADDR_ANY;int ret=bind(sock,(struct sockaddr*)&addr,sizeof(addr));if (ret != 0){closesocket(sock);return false;}listen(sock,10); //10 means listen count//create a therad to accept socket_server = sock;_isConnected = 0;HANDLE hThread = CreateThread(NULL, 0, AcceptThreadFunc, NULL, 0, NULL);CloseHandle(hThread);return true;}DWORD Net::AcceptThreadFunc(void *arg){_connet = accept(_server, NULL, NULL);_isConnected = 1;return 0;}
客户端则需要connect函数与服务器建立连接
bool Net::Connect(const char*ip,short port){_connet=socket(AF_INET,SOCK_STREAM,0);if (_connet==INVALID_SOCKET){return false;}struct sockaddr_in addr;addr.sin_family = AF_INET;addr.sin_port = htons(port);addr.sin_addr.S_un.S_addr = inet_addr(ip);int ret = connect(_connet, (struct sockaddr*)&addr, sizeof(addr));if (ret != 0){closesocket(_connet);return false;}return true;}
如果建立连接成功,则可以互相传递数据了,此时服务器可以关闭连接监听
void SceneGame::startServer(CCObject*){_bredSide=true;Net::Listen();schedule(schedule_selector(SceneGame::CheckListen));}void SceneGame::CheckListen(float){if (Net::isConnected()){unschedule(schedule_selector(SceneGame::CheckListen));//game start and do some initiate gameCCLog("server start game\n");}}
服务器与客户端互相发送数据,需要send函数
int Net::Send(const char*buffer,int len){return send(_connet,buffer,len,0);}
接收数据需要receve函数保持监听
bool Net::RecvStart(){_isRecvComplete=0;HANDLE hThread=CreateThread(NULL,0,RecvThreadFunc,NULL,0,NULL);CloseHandle(hThread);return true;}bool Net::isRecvComplete(){return _isRecvComplete;}char *Net::RecvData(int &len){len=0;_isRecvComplete=0;return _recvData;}DWORD Net::RecvThreadFunc(void *arg){static char buf[16];recv(_connet,buf,1,0);if (buf[0]==1){recv(_connet,&buf[1],1,0);}else if(buf[0]==2){for (int i=1;i<=3;i++){recv(_connet,&buf[i],1,0);}}//stop receve_recvData=buf;_isRecvComplete=1;return 0;}
在象棋中调用发送数据,发送完毕之后轮到对方走了,此时要打开接收数据监听
//send stepStep* step = *_steps.rbegin();char buf[4];buf[0] = 2;buf[1] = step->moveid;buf[2] = step->rowTo;buf[3] = step->colTo;Net::Send(buf, 4);//receive messageNet::RecvStart();schedule(schedule_selector(SceneGame::CheckRecv));
接收到数据之后要关闭接收监听,然后开始发送数据,象棋根据传递的报文判断对方的信息,分别以1,2,3开头,表示选择,走棋,其中1与3还需要继续接收数据,2可以关闭数据接收。
void SceneGame::CheckRecv(float){if (Net::isRecvComplete()){unschedule(schedule_selector(SceneGame::CheckRecv));int len;char *data=Net::RecvData(len);//accord to the data protocoal do some workif (data[0]==1){//selected _selectid=data[1];_selectSprite->setPosition(_s[_selectid]->fromPlate());_selectSprite->setVisible(true);//continue receiveNet::RecvStart();schedule(schedule_selector(SceneGame::CheckRecv));}else if(data[0]==2){//move stoneStone* s = _s[data[1]];int row = 9 - data[2];int col = 8 - data[3];int killid = getStoneFromRowCol(row, col);recordStep(_selectid, killid, _s[_selectid]->_row, _s[_selectid]->_col, row, col);// 移动棋子s->_row = row;s->_col = col;s->setPosition(s->fromPlate());if (killid != -1){Stone* ks = _s[killid];ks->_dead = true;ks->setVisible(false);}_selectid = -1;_selectSprite->setVisible(false);_bRedTurn = !_bRedTurn;}else if(data[0]==3){doRegret2();//continue receiveNet::RecvStart();schedule(schedule_selector(SceneGame::CheckRecv));}}}