AS3.0游戏开发(二)

服务器概述

一,这个服务器必须基于TCP

二,网游的服务器必须需要多线程实现,这样才能实现多个socket链接到服务器上

// flexSocket1.cpp : 定义控制台应用程序的入口点。
//

#include "stdafx.h"
#include <winsock2.h>
#include <stdio.h>
#include <windows.h>
#include <iostream>

#pragma comment(lib,"ws2_32.lib")

#define LEN             1024
#define OK              1
#define ERROR_R         -1
#define FALSE           0
#define TRUE            1



DWORD WINAPI AnswerThread(LPVOID lparam)
{
	SOCKET ClientSocket = (SOCKET)(LPVOID)lparam;
	
	int bytesRecv;
	char sendbuf[256] = "";
	char recvbuf[256] = "";
	while(1)
	{
		bytesRecv = SOCKET_ERROR;
		for(int i=0; i<(int)strlen(recvbuf); i++)
		{
			recvbuf[i] = '\0';
		}
		//接收数据
		while(bytesRecv == SOCKET_ERROR)
		{
			bytesRecv = recv(ClientSocket, recvbuf, 256, 0);
		}
		//发送数据
		send(ClientSocket, recvbuf, strlen(recvbuf), 0);
		printf("%s\n", recvbuf);
	}
	return 0;
}

int main(int argc, char* argv[])
{
	//初始化WINSOCKET
	WSADATA wsaData;
	int iRet = WSAStartup(MAKEWORD(2, 2), &wsaData);
	if(iRet != NO_ERROR)
		printf("Error at WSAStartup()\n");

	//创建一个Socket
	SOCKET m_socket;
	m_socket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
	if(m_socket == INVALID_SOCKET)
	{
		printf("Error at socket():%ld\n", WSAGetLastError());
		WSACleanup();
		return 0;
	}

	//绑定socket
	sockaddr_in service;
	service.sin_family = AF_INET;
	service.sin_addr.s_addr = inet_addr("127.0.0.1");
	service.sin_port = htons(2501);
	if(bind(m_socket, (SOCKADDR*)&service, sizeof(service)) == SOCKET_ERROR)
	{
		printf("bind() failed.\n");
		closesocket(m_socket);
		return 0;
	}
	else
		printf("bind  OK.\n");

	//在socket上侦听
	if(listen(m_socket, 20) == SOCKET_ERROR)
		printf("Error listening on socket.\n");
	else
		printf("Listening ok.\n");
	SOCKET AcceptSocket;
	printf("Waiting for a client to connect...\n");
	
	while(1)
	{
		AcceptSocket = SOCKET_ERROR;
		while(AcceptSocket == SOCKET_ERROR)
		{
			AcceptSocket = accept(m_socket, NULL, NULL);
		}
		printf("Client Connected.\n");

		DWORD dwThreadId;
		HANDLE hThread;
		hThread = CreateThread(NULL, NULL, AnswerThread, (LPVOID)AcceptSocket, 0, &dwThreadId);
		if(hThread == NULL)
		{
			printf("CreatThread AnswerThread() failed.\n");
		}
		else
		{
			printf("CreateThread OK.\n");
		}
	}
	return 0;
}

上述代码是多线程c++ socket服务器的最基本代码,结合上文的AS3.0客户端,大家就能搭建一个最基本的游戏框架。不过真正的难题还在后面,那就是如何设计发包格式

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