服务器端也很简单,就是开一个ServerSocket监听Client端的连接,如果有连接,就把此连接加入到一个List中。之所以这样处理,是为了管理用户连接,比如将来你可能需要增加给特定的用户发送私人消息的功能,那么就可以从这个用户列表中寻找特定的用户进行发送。
连接建立以后利用一个单独的线程来进行通讯。
MultiPlayerServer类:
import java.io.IOException;
import java.net.ServerSocket;
import java.util.List;
import java.util.Vector;
public class MultiPlayerServer implements Server,Runnable{
private List list;
public MultiPlayerServer() {
list = new Vector();
Thread t2 = new Thread(this);
t2.start();
}
public void distributeUpdate(int type,int player_id,String content) {
ServerConnection conn;
Message msg = new Message(type,player_id,content);
for (int i = 0; i < list.size(); i++) {
conn = (ServerConnection) list.get(i);
conn.sendMessage(msg);
}
}
public synchronized void removeConnection(ServerConnection conn) {
list.remove(conn);
System.out.println("removed connection for player " + conn.getPlayerID());
System.out.println("connection list size is now " + list.size());
}
public void run() {
ServerSocket socket;
try {
socket = new ServerSocket(PORT);
System.out.println("multiplayer server listening @ " + PORT);
for (; ; ) {
synchronized (this) {
list.add(new ServerConnection(socket.accept(),this));
}
}
} catch (IOException ioe) {
System.out.println("*** MultiPlayerServer.run(): " + ioe);
}
}
}
ServerConnection类:
import java.io.DataInputStream;
import java.io.DataOutputStream;
import java.io.IOException;
import java.net.Socket;
import java.util.*;
public class ServerConnection implements Runnable {
private MultiPlayerServer server;
private Socket socket;
private DataInputStream in;
private DataOutputStream out;
private int player_id;
private Message err;
private boolean done;
public static Hashtable userList = new Hashtable();
public static int player_count;
/**
* Create a new instance for use with game engine 'engine',
* socket 'socket', and server 'server'.
*/
public ServerConnection(Socket socket,MultiPlayerServer server) {
this.server = server;
this.socket = socket;
done = false;
Thread thread = new Thread(this);
thread.start();
}
private synchronized void handleSignup(String str) {
player_id = player_count++;
if (player_id < 0) {
System.out.println("ServerConnection.handleSignup(): engine refused player sign-up");
return;
}
userList.put(new Integer(player_id),str);
System.out.println("signed up player " + player_id);
Message msg = new Message(Message.SIGNUP_ACK,player_id,"-1");
try {
msg.archive(out);
} catch (IOException e) {
System.out.println("***: could not send msg " + err);
}
}
private void handleClientStatus(Message msg) {
server.distributeUpdate(Message.SERVER_STATUS,player_id,userList.get(new Integer(player_id))+" 说 :"+msg.getStr());
}
public int getPlayerID() {
return player_id;
}
/**
* Send a message to the client connected to this instance
*/
public synchronized void sendMessage(Message msg) {
try {
msg.archive(out);
} catch (IOException e) {
System.out.println("***: could not send msg " + msg);
}
}
/**
* main loop
*/
public void run() {
Message msg;
try {
in = new DataInputStream(socket.getInputStream());
out = new DataOutputStream(socket.getOutputStream());
while (!done) {
msg = Message.createFromStream(in);
switch (msg.getType()) {
case Message.SIGNUP:
System.out.println("Server is handling : SIGNUP");
handleSignup(msg.getStr());
System.out.println("Server After : SIGNUP");
break;
case Message.CLIENT_STATUS:
System.out.println("Server receive : CIENT_STATUS");
handleClientStatus(msg);
break;
case Message.SIGNOFF:
break;
default:
break;
}
}
in.close();
out.close();
socket.close();
} catch (Exception ioe) {
System.out.println("*** ServerConnection.run(): " + ioe);
server.removeConnection(this);
}
server.removeConnection(this);
System.out.println("player " + player_id + " disconnected.");
}
}