1.FireFly服务器
#coding:utf8
from firefly.server.globalobject import netserviceHandle
from firefly.server.globalobject import GlobalObject
from firefly.netconnect.datapack import DataPackProtoc
#丢失链接调用
def callWhenConnLost(conn):
dynamicId = conn.transport.sessionno
GlobalObject().remote['gate'].callRemote("NetConnLost_2",dynamicId)
def CreatVersionResult(netversion):
return netversion
def doConnectionMade(conn):
print '已成功建立一个链接'
#返回客户端数据信息
def callbackSingleClientData(_conn, callbackstr):
GlobalObject().netfactory.pushObject(2, callbackstr, [_conn.transport.sessionno])
#定义协议信息
dataprotocl = DataPackProtoc(78,37,38,48,9,0)
GlobalObject().netfactory.setDataProtocl(dataprotocl)
GlobalObject().netfactory.doConnectionLost = callWhenConnLost
GlobalObject().netfactory.doConnectionMade = doConnectionMade
from firefly.server.globalobject import remoteserviceHandle
from firefly.server.globalobject import netserviceHandle
#与客户端通信消息 echo_1 后面的 1 为客户端发送的消息
@netserviceHandle
def echo_1(_conn,data):
return data
@netserviceHandle
def echo_2(_conn,showtext):
print showtext
returnStr = '123'
return callbackSingleClientData(_conn,returnStr)
上面还定义了一个名为echo_1的函数,后面这个_1是Firefly用识别功能函数的ID,绝对不能重复,当我们从客户端发送消息时,如果指定commandId参数为1,则服务端在接收到这个消息时,会执行echo_1这个函数,执行完后的return用来把返回给客户端相应的数据,服务端的代码就算是这样完成了。
2.cocos2dx客户端
了解基本的socket通信。
socket最核心的三个方法就是:
connect() 用于链接服务器
send() 用于发消息到服务器
recv() 用于接收服务器返回的消息
客户端发送的消息格式必须与Firefly的消息格式一致:发送给Firefly服务端的消息中需要包含以下头部信息在发送的数据之前加上包头。为了做分包的处理。包头中包含了
HEAD_0,------char,字节数 1
HEAD_1,------char,字节数1
HEAD_2,------char,字节数1
HEAD_3,------char,字节数1
ProtoVersion,------char,字节数1
ServerVersion,------int,字节数4
length,-------int,字节数4(command+数据,总长度)
command,------int,字节数4(指令号)
协议头的总长度 17字节
下面就是发送的数据了。然后把协议头和发送的数据拼接发送。官网提供了很多游戏实例源码。#include "cocos2d.h"
using namespace cocos2d;
typedef signed char byte;
static const unsigned int TYPE_SELF_DEINE_MESSAGE_CONNECT_FAIL = 0xfffffA01;
static const unsigned int TYPE_SELF_DEINE_MESSAGE_CONNECT_TERMINATE = 0xfffffA02;
static const unsigned int TYPE_SELF_DEINE_MESSAGE_SERVER_CLOSE_CONNECTION = 0xfffffA03;
static const unsigned int TYPE_SELF_DEINE_MESSAGE_CANNOT_SEND_MESSAGE = 0xfffffA04;
static const unsigned int TYPE_SELF_DEINE_MESSAGE_IDLE_TIMEOUT = 0xfffffA05;
static const unsigned int TYPE_SELF_DEINE_MESSAGE_RECONNECT_HINT = 0xfffffA06;
static const unsigned int TYPE_SELF_DEINE_MESSAGE_RECONNECT_FORCE = 0xfffffA07;
static const unsigned int TYPE_SELF_DEINE_MESSAGE_ERROR_MESSAGE = 0xfffffA08;
static const unsigned int TYPE_SELF_DEINE_MESSAGE_CLIENT_KILL_MESSAGE = 0xfffffA09;
class Message:public CCObject
{
public:
char HEAD0;
char HEAD1;
char HEAD2;
char HEAD3;
char ProtoVersion;
byte serverVersion[4];
byte length[4];
byte commandId[4];
char* data;
Message();
int datalength();
~Message();
};
再看看消息构造函数,这个也是取自Firefly官方发布的游戏源代码:
- Message* networkManager::constructMessage(const char* data,int commandId)
- {
- Message* msg = new Message();
- msg->HEAD0=78;
- msg->HEAD1=37;
- msg->HEAD2=38;
- msg->HEAD3=48;
- msg->ProtoVersion=9;
- int a=0;
- msg->serverVersion[3]=(byte)(0xff&a);;
- msg->serverVersion[2]=(byte)((0xff00&a)>>8);
- msg->serverVersion[1]=(byte)((0xff0000&a)>>16);
- msg->serverVersion[0]=(byte)((0xff000000&a)>>24);
- int b=strlen(data)+4;
- msg->length[3]=(byte)(0xff&b);;
- msg->length[2]=(byte)((0xff00&b)>>8);
- msg->length[1]=(byte)((0xff0000&b)>>16);
- msg->length[0]=(byte)((0xff000000&b)>>24);
- int c=commandId;
- msg->commandId[3]=(byte)(0xff&c);;
- msg->commandId[2]=(byte)((0xff00&c)>>8);
- msg->commandId[1]=(byte)((0xff0000&c)>>16);
- msg->commandId[0]=(byte)((0xff000000&c)>>24);
- // str.append(msg->HEAD0);
- printf("%d" ,msg->datalength());
- msg->data = new char[msg->datalength()];
- memcpy(msg->data+0,&msg->HEAD0,1);
- memcpy(msg->data+1,&msg->HEAD1,1);
- memcpy(msg->data+2,&msg->HEAD2,1);
- memcpy(msg->data+3,&msg->HEAD3,1);
- memcpy(msg->data+4,&msg->ProtoVersion,1);
- memcpy(msg->data+5,&msg->serverVersion,4);
- memcpy(msg->data+9,&msg->length,4);
- memcpy(msg->data+13,&msg->commandId,4);
- memcpy(msg->data+17,data,strlen(data));
- //memcpy(msg->data+position,bytes+offset,len);
- //msg->data = data;
- return msg;
- }
然后就是链接服务器了,下面是代码:
-
//连接服务器
bool networkManager::Connect() {
mLock.lock();
if(Init()==-1){
return false;
}
if(Create(AF_INET,SOCK_STREAM,0)==false){
return false;
};
struct sockaddr_in svraddr;
svraddr.sin_family = AF_INET;
svraddr.sin_addr.s_addr =inet_addr(IP_ADDRESS);
svraddr.sin_port = htons(IP_HOST);
int ret = connect(m_sock, (structsockaddr*) &svraddr, sizeof(svraddr));
if (ret == SOCKET_ERROR) {
return false;
}
sendThread();
CCLOG("link successed");
mLock.unlock();
return true;
}
可以看到上面链接代码的尾部已经加入执行了发送数据的函数,发送的实现代码其实很简单,下面是发送了一条"getSendMessage successful!"的信息给服务器,而如果服务器收到这个消息后,也会在log里输出这样一条消息的:
void networkManager::sendThread(){
Message* msg=constructMessage("getSendMessage successful!",2);
Send(msg->data,msg->datalength(),0);
}
发送消息后,则可以开始监听接收服务端返回的数据了,下面只给出了基本代码,不包含数据解析,收到服务端返回的消息后可以看到LOG输出的信息:
//接收数据
void networkManager::RecvFunc(){
char recvBuf[200];
FD_ZERO(&fdRead);
FD_SET(m_sock,&fdRead);
mLock.lock();
struct timeval aTime;
aTime.tv_sec = 5;
aTime.tv_usec = 0;
//Select在Socket编程中还是比较重要的,它能够监视我们需要监视的文件描述符的变化情况——读写或是异常。
int ret = select(m_sock+1,&fdRead,NULL,NULL,&aTime);
CCLog("socket State=%d",ret);
if(ret==-1){
log("socket error");
}
if(ret==0){
printf("selector timeout . continue select.... \n");
}
if (ret > 0 )
{
if (FD_ISSET(m_sock,&fdRead))
{
int getRevDataLength=recv(m_sock,recvBuf,200,0);
CCLOG("recvThread OK,getDataProcess=%d",getRevDataLength);
if (getRevDataLength>17) {
//前17个协议字段相关信息
for (int i=0; i<17; i++) {
log("recv = %d",recvBuf[i]);
}
//后面为data信息打印查看
for (int i=17; i<getRevDataLength; i++) {
log("recv = %c",recvBuf[i]);
}
}
}
}
mLock.unlock();
}