简单五子棋服务器

前端之家收集整理的这篇文章主要介绍了简单五子棋服务器前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。

介绍

五子棋服务器主要完成两个功能

  • 保存玩家请求战斗的信息,并为玩家匹配;
  • 匹配好了后直接为两玩家转发坐标数据即可。

五子棋网络对战功能

  • 指定对手名称
  • 由服务器随选择对手;

两种数据结构

  • 连接请求数据包

    1. // 游戏类型:随机玩家还是指定玩家名字
    2. enum GamePlayerType
    3. {
    4. Nmae_Nobody,// 用来说明没有游戏对手,链接超时
    5. Name_Random,Name_Named,};
    6. struct CertifyData
    7. {
    8. GamePlayerType GameType;
    9. bool ISFIRST; // 是否先手
    10. char myname[MaxNameLen]; // 自己的名字
    11. char opponame[MaxNameLen]; // 对手名字
    12. };
  • 建立连接后转发的数据包

  1. // 开始游戏后传输的坐标数据
  2. struct PositionData
  3. {
  4. Point pos;
  5. };

采用四个线程来处理

  • 主线程专门负责监听连接,将玩家的信息大包,再根据相应的游戏类型保存到相应的队列中:

    1. // 存放指定对手的玩家
    2. map<string,PlayerInfo> NamedGame;
    3. // 存放随机对手的玩家
    4. list<PlayerInfo> RandomGame;
    • 保存的玩家信息数据结构为
      1. // 保存玩家信息与套接
      2. struct PlayerInfo
      3. {
      4. CertifyData info;
      5. SOCKET sock;
      6. };
  • 线程DWORD WINAPI ProgressMap(LPVOID lpParm);专门处理指定对手的玩家
  • 线程DWORD WINAPI ProgressList(LPVOID lpParm);专门处理随机对战的玩家
  • 线程DWORD WINAPI GameRunThread(LPVOID lpParm);专门负责为这种对战的玩家转发消息,每一对玩家开辟一个线程(效率低,但简单实用);传递的参数的数据结构保持了两位玩家的信息和SOCKET号
    1. // 传递给玩家开始游戏后的线程数据结构
    2. struct GameRunParm
    3. {
    4. PlayerInfo PlayerA;
    5. PlayerInfo PlayerB;
    6. };

临界区

需要创建两个临界区,为对连个玩家队列的互斥访问

  1. // 访问NameGame的临街区
  2. CRITICAL_SECTION cri_namedgame;
  3. // 访问RandomGame的临界区
  4. CRITICAL_SECTION cri_randomgame;

初始化资源

  • winsock资源的初始化

    1. WORD wVersionRequested;
    2. WSADATA wsaData;
    3. ZeroMemory(&wsaData,sizeof WSADATA);
    4. wVersionRequested = MAKEWORD(2,0);
    5. int re = WSAStartup(wVersionRequested,&wsaData);
    6. if(re != 0)
    7. return;
  • 临界区的初始化

    1. // 临界区初始化
    2. InitializeCriticalSection(&cri_namedgame);
    3. InitializeCriticalSection(&cri_randomgame);

主循环

  1. void main()
  2. {
  3. WORD wVersionRequested;
  4. WSADATA wsaData;
  5. ZeroMemory(&wsaData,sizeof WSADATA);
  6. wVersionRequested = MAKEWORD(2,0);
  7. int re = WSAStartup(wVersionRequested,&wsaData);
  8. if(re != 0)
  9. return;
  10. // 临界区初始化
  11. InitializeCriticalSection(&cri_namedgame);
  12. InitializeCriticalSection(&cri_randomgame);
  13. SOCKET svrScok = socket(AF_INET,SOCK_STREAM,0);
  14. SOCKADDR_IN addSvr;
  15. addSvr.sin_addr.S_un.S_addr = htonl(INADDR_ANY);
  16. addSvr.sin_family = AF_INET;
  17. addSvr.sin_port = htons(SERVER_PORT);
  18. bind(svrScok,(SOCKADDR*)&addSvr,sizeof(SOCKADDR));
  19. re = listen(svrScok,MAX_CON);
  20. assert(re != SOCKET_ERROR);
  21. // 创建对map与list玩家列表处理的线程
  22. MapProThread = CreateThread(NULL,0,ProgressMap,NULL,NULL);
  23. ListProThread = CreateThread(NULL,ProgressList,NULL);
  24. // 接收玩家连接
  25. while(1)
  26. {
  27. cout<<"监听中..."<<endl;
  28. SOCKADDR_IN cliAddr;
  29. int len = sizeof(SOCKADDR_IN);
  30. ZeroMemory(&cliAddr,len);
  31. CertifyData revData;
  32. memset(&revData,'\0',CrtDataSize);
  33. // 阻塞接收连接
  34. SOCKET cliSock = accept(svrScok,(SOCKADDR*)&cliAddr,&len);
  35. assert(cliSock != INVALID_SOCKET);
  36. // 接收玩家信息
  37. recv(cliSock,(char*)&revData,CrtDataSize,0);
  38. cout<<"玩家"<<revData.myname<<"连接建立成功"<<endl;
  39. // 将玩家放入相应的列表里
  40. PlayerInfo plyerInfo = {revData,cliSock};
  41. string str = revData.myname;
  42. switch(revData.GameType)
  43. {
  44. case Name_Named:
  45. EnterCriticalSection(&cri_namedgame);
  46. NamedGame.insert(make_pair(str,plyerInfo));
  47. LeaveCriticalSection(&cri_namedgame);
  48. break;
  49. case Name_Random:
  50. EnterCriticalSection(&cri_randomgame);
  51. RandomGame.push_back(plyerInfo);
  52. LeaveCriticalSection(&cri_randomgame);
  53. break;
  54. }
  55. }
  56. }

子线程

  • 指定对手

    1. DWORD WINAPI ProgressMap(LPVOID lpParm)
    2. {
    3. typedef map<string,PlayerInfo>::iterator mapItr;
    4. do
    5. {
    6. // 每隔200ms处理一次
    7. Sleep(200);
    8. EnterCriticalSection(&cri_namedgame);
    9. // 遍历map,查找指定对手
    10. for (mapItr itr = NamedGame.begin();itr != NamedGame.end();)
    11. {
    12. string str = itr->second.info.opponame;
    13. mapItr OppoItr = NamedGame.find(str);
    14. // 如果找到对手
    15. if (OppoItr != NamedGame.end())
    16. {
    17. // 大包玩家信息
    18. GameRunParm runparm = {itr->second,OppoItr->second};
    19. // 创建游戏线程
    20. CreateThread(NULL,GameRunThread,&runparm,NULL);
    21. // 从玩家列表中将两者删除
    22. NamedGame.erase(itr++);
    23. if(itr == OppoItr) ++itr;
    24. NamedGame.erase(OppoItr++);
    25. if(itr == OppoItr && OppoItr != NamedGame.end()) ++ OppoItr;
    26. }
    27. else
    28. ++itr;
    29. }
    30. } while (1);
    31. LeaveCriticalSection(&cri_namedgame);
    32. }
  • 随机对手

    1. DWORD WINAPI ProgressList(LPVOID lpParm)
    2. {
    3. typedef list<PlayerInfo>::iterator listItr;
    4. do
    5. {
    6. Sleep(200);
    7. EnterCriticalSection(&cri_randomgame);
    8. listItr plyA = RandomGame.end();
    9. if (plyA != RandomGame.end())
    10. {
    11. listItr plyB = plyA;
    12. ++plyB;
    13. // 当两者都存在时
    14. while(plyA != RandomGame.end() && plyB != RandomGame.end())
    15. {
    16. // 打包玩家信息
    17. GameRunParm runparm = {*plyA,*plyB};
    18. // 创建游戏线程
    19. CreateThread(NULL,NULL);
    20. // 删除对象
    21. RandomGame.erase(plyA++);
    22. RandomGame.erase(plyB++);
    23. plyA = plyB;
    24. if(plyB != RandomGame.end())
    25. ++plyB;
    26. }
    27. }
    28. LeaveCriticalSection(&cri_randomgame);
    29. } while (1);
    30. }
  • 正式游戏线程

    1. DWORD WINAPI GameRunThread(LPVOID lpParm)
    2. {
    3. GameRunParm *plyInfo = (GameRunParm*)lpParm;
    4. SOCKET SockA = plyInfo->PlayerA.sock;
    5. SOCKET SockB = plyInfo->PlayerB.sock;
    6. // 首先返回确认信息给两位玩家
    7. PlayerInfo recvData;
    8. memset(&recvData,CrtDataSize);
    9. // 玩家A
    10. recvData = plyInfo->PlayerA;
    11. recvData.info.ISFIRST = true;
    12. int re = send(SockA,(char*)&recvData,0);
    13. cout<<"server told to "<<recvData.info.myname<<" game begin,and you play first hand!"<<endl;
    14. // 玩家B
    15. recvData = plyInfo->PlayerB;
    16. recvData.info.ISFIRST = false;
    17. re = send(SockB,and you play second hand!"<<endl;
    18. // 进入循环开始游戏
    19. int PSize = sizeof(Point);
    20. while(1)
    21. {
    22. Point point = {-1,-1};
    23. re = send(SockA,(char*)&point,PSize,0);
    24. if (re == SOCKET_ERROR)
    25. {
    26. cout<<"game over"<<endl;
    27. break;
    28. }
    29. send(SockB,0);
    30. cout<<"player "<<plyInfo->PlayerA.info.myname<<" send to player "
    31. <<plyInfo->PlayerB.info.myname<<" position:( "<<point.x
    32. <<","<<point.y<<" )"<<endl;
    33. re = recv(SockB,0);
    34. if (re == SOCKET_ERROR)
    35. {
    36. cout<<"game over"<<endl;
    37. break;
    38. }
    39. send(SockA,0);
    40. cout<<"player "<<plyInfo->PlayerB.info.myname<<" send to player "
    41. <<plyInfo->PlayerA.info.myname<<" position:( "<<point.x
    42. <<","<<point.y<<" )"<<endl;
    43. }
    44. // 关闭资源,线程负责关闭自己的接收socket
    45. re = shutdown(SockA,SD_SEND);
    46. re = shutdown(SockB,SD_SEND);
    47. Point data;
    48. while(send(SockA,(char*)&data,0) > 0);
    49. while(send(SockB,0) > 0);
    50. closesocket(SockA);
    51. closesocket(SockB);
    52. cout<<"connection "<<plyInfo->PlayerA.info.myname<<" exit."<<endl;
    53. cout<<"connection "<<plyInfo->PlayerB.info.myname<<" exit."<<endl;
    54. return 0;
    55. }

猜你在找的Cocos2d-x相关文章