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 // WIN32 class 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 game
CCLog("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 step
Step* 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 message
Net::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 work
if (data[0]==1)
{
//selected
_selectid=data[1];
_selectSprite->setPosition(_s[_selectid]->fromPlate());
_selectSprite->setVisible(true); //continue receive
Net::RecvStart();
schedule(schedule_selector(SceneGame::CheckRecv));
}
else if(data[0]==2)
{
//move stone
Stone* 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 receive
Net::RecvStart();
schedule(schedule_selector(SceneGame::CheckRecv));
} }
}
04-28 06:57