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未满999岁,请在家长的陪同下食用此博文

#include <iostream>
#include <WinSock2.h>
#pragma comment(lib, "ws2_32.lib")
using namespace std;

const int PORT = 12345; // 设置服务器端口
const int BUFFER_SIZE = 1024; // 缓冲区大小

void server() {
    // 初始化WinSock
    WSADATA wsaData;
    WSAStartup(MAKEWORD(2, 2), &wsaData);

    // 创建socket
    SOCKET serverSocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
    if (serverSocket == INVALID_SOCKET) {
        cout << "Failed to create server socket." << endl;
        WSACleanup();
        return;
    }

    // 绑定端口
    sockaddr_in serverAddr;
    serverAddr.sin_family = AF_INET;
    serverAddr.sin_addr.s_addr = INADDR_ANY;
    serverAddr.sin_port = htons(PORT);
    if (bind(serverSocket, (sockaddr*)&serverAddr, sizeof(serverAddr)) == SOCKET_ERROR) {
        cout << "Failed to bind server port." << endl;
        closesocket(serverSocket);
        WSACleanup();
        return;
    }

    // 监听
    if (listen(serverSocket, SOMAXCONN) == SOCKET_ERROR) {
        cout << "Failed to listen to server socket." << endl;
        closesocket(serverSocket);
        WSACleanup();
        return;
    }

    cout << "Server started." << endl;
    cout << "Waiting for player 1..." << endl;

    // 等待连接
    SOCKET player1Socket = accept(serverSocket, NULL, NULL);
    if (player1Socket == INVALID_SOCKET) {
        cout << "Failed to accept player 1 connection." << endl;
        closesocket(serverSocket);
        WSACleanup();
        return;
    }

    cout << "Player 1 connected." << endl;
    cout << "Waiting for player 2..." << endl;

    // 等待连接
    SOCKET player2Socket = accept(serverSocket, NULL, NULL);
    if (player2Socket == INVALID_SOCKET) {
        cout << "Failed to accept player 2 connection." << endl;
        closesocket(player1Socket);
        closesocket(serverSocket);
        WSACleanup();
        return;
    }

    cout << "Player 2 connected." << endl;

    // 发送消息给玩家
    char buffer[BUFFER_SIZE];
    strcpy_s(buffer, "Game start.");
    send(player1Socket, buffer, BUFFER_SIZE, 0);
    send(player2Socket, buffer, BUFFER_SIZE, 0);

    // 循环读取消息
    while (true) {
        // 从玩家1读取消息
        memset(buffer, 0, BUFFER_SIZE);
        int recvLen = recv(player1Socket, buffer, BUFFER_SIZE, 0);
        if (recvLen > 0) {
            cout << "Player 1: " << buffer << endl;
            send(player2Socket, buffer, BUFFER_SIZE, 0);
        }
        else {
            cout << "Player 1 disconnected." << endl;
            break;
        }

        // 从玩家2读取消息
        memset(buffer, 0, BUFFER_SIZE);
        recvLen = recv(player2Socket, buffer, BUFFER_SIZE, 0);
        if (recvLen > 0) {
            cout << "Player 2: " << buffer << endl;
            send(player1Socket, buffer, BUFFER_SIZE, 0);
        }
        else {
            cout << "Player 2 disconnected." << endl;
            break;
        }
    }

    // 关闭socket
    closesocket(player1Socket);
    closesocket(player2Socket);
    closesocket(serverSocket);
    WSACleanup();
}

void client() {
    // 初始化WinSock
    WSADATA wsaData;
    WSAStartup(MAKEWORD(2, 2), &wsaData);

    // 创建socket
    SOCKET clientSocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
    if (clientSocket == INVALID_SOCKET) {
        cout << "Failed to create client socket." << endl;
        WSACleanup();
        return;
    }

    // 连接服务器
    sockaddr_in serverAddr;
    serverAddr.sin_family = AF_INET;
    serverAddr.sin_addr.s_addr = inet_addr("127.0.0.1"); // 设置为本机IP
    serverAddr.sin_port = htons(PORT);
    if (connect(clientSocket, (sockaddr*)&serverAddr, sizeof(serverAddr)) == SOCKET_ERROR) {
        cout << "Failed to connect to server." << endl;
        closesocket(clientSocket);
        WSACleanup();
        return;
    }

    // 接收消息
    char buffer[BUFFER_SIZE];
    memset(buffer, 0, BUFFER_SIZE);
    int recvLen = recv(clientSocket, buffer, BUFFER_SIZE, 0);
    if (recvLen > 0) {
        cout << buffer << endl;
    }

    // 循环发送消息
    while (true) {
        // 读取玩家输入
        cin.getline(buffer, BUFFER_SIZE);

        // 发送消息到服务器
        send(clientSocket, buffer, BUFFER_SIZE, 0);
    }

    // 关闭socket
    closesocket(clientSocket);
    WSACleanup();
}

int main() {
    char choice;
    cout << "Select mode: (s)erver or (c)lient" << endl;
    cin >> choice;
    if (choice == 's') {
        server();
    }
    else if (choice == 'c') {
        client();
    }
    return 0;
}

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