C++写一个游戏聊天服务器,供大家参考,具体内容如下
最近学习网络编程写了个聊天小程序,写个博客记录下自己的代码
涉及的技术:
- c++网络编程
- c++多线程
- c++ STL
设计原理
以一个结构体的形式存储客户端,用vector存取存在的客户端,开启多线程处理逻辑
服务器允许登陆多个客户端,允许公屏聊天也允许私聊,默认情况下属于公屏聊天,若想私聊,格式为“@用户名+要发送的消息”;运行效果如下图:
服务器实现
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#include "stdafx.h" #include <iostream> #include "windows.h" //一定要包含该头文件 #include "process.h" #include <string> #include <vector> #include <algorithm> using namespace std; #pragma comment(lib, "WS2_32.lib") //显示加载 ws2_32.dll ws2_32.dll就是最新socket版本 int g_curPlayerNum = 0; //当前连接数 const char *g_PlayerName[] = //假定的聊天者名字 { "aaaa" , "bbbb" , "cccc" , "dddd" , }; struct PlayerInfo //利用结构存储连接的客户端 { SOCKET sock; string name; }; vector<PlayerInfo>g_clientSockList; //利用vector存取已连接的客户端 void process( void *param) { int index = *( int *)param; //当前子线程编号 while (1) { //服务器接收信息 //int index = *(int*)param; char buf[2048] = { 0 }; //接收缓冲区 int bytes; if ((bytes = recv(g_clientSockList[index].sock, buf, sizeof (buf), 0)) == SOCKET_ERROR) { cout << "服务器接收数据失败!" << endl; } //服务器转发(含逻辑处理) if (buf[0] == '@' ) { //私聊 string Buf(buf); string recvPlayerName = Buf.substr(1, 4); //分离出接收者名字 copy(g_clientSockList[index].name.begin(), g_clientSockList[index].name.end(), &buf[1]); for (vector<PlayerInfo>::iterator it = g_clientSockList.begin(); it != g_clientSockList.end(); it++) { if (it->name == recvPlayerName) { if (send(it->sock, buf, strlen (buf), 0) == SOCKET_ERROR) { cout << "发送数据失败 to" << it->name << endl; } break ; } } } else //群聊 cout << g_clientSockList[index].name << "对" << "所有人说:" << buf << endl; } } int main() { cout << "-----------聊天室服务器-----------" << endl; //套接字初始化 WSADATA wsaData; //这个结构被用来存储被WSAStartup函数调用后返回的 Windows Sockets 数据。 WORD sockVersion = MAKEWORD(2, 2); //windows网络编程库的版本号信息 if (WSAStartup(sockVersion, &wsaData) != 0) //WSAStartup函数是在程序中初始化并加载Windows网络 { cout << "套接字初始化失败!" << endl; return 0; } //创建服务器套接字 SOCKET SeverSocket; if ((SeverSocket = socket(AF_INET, SOCK_STREAM, 0)) == SOCKET_ERROR) { cout << "套接字创建失败!" << endl; return 0; } struct sockaddr_in SeverAddress; //一个绑定地址:有IP地址,有端口号,有协议族 memset (&SeverAddress, 0, sizeof (sockaddr_in)); //初始化结构体 SeverAddress.sin_family = AF_INET; SeverAddress.sin_addr.S_un.S_addr = htonl(INADDR_ANY); //填入本机IP地址 SeverAddress.sin_port = htons(60000); //设定端口号 //绑定套接字 指定绑定的IP地址和端口号 if (bind(SeverSocket, (sockaddr*)&SeverAddress, sizeof (SeverAddress)) == SOCKET_ERROR) { cout << "套接字绑定失败!" <<endl; return 0; } //服务器监听 if (listen(SeverSocket, SOMAXCONN) == SOCKET_ERROR) //监听的第二个参数就是:能存放多少个客户端请求,到并发编程的时候很有用 { cout << "监听失败!" << endl; return 0; } else cout << "服务器等待连接......" << endl; while (1) { //服务器接受连接请求 sockaddr_in revClientAddress; //套接字的地址,端口 SOCKET revClientSocket = INVALID_SOCKET; //用来接收客户端连接 //memset(&revClientAddress, 0, sizeof(revClientAddress)); int addlen = sizeof (revClientAddress); if ((revClientSocket = accept(SeverSocket, (sockaddr*)&revClientAddress, &addlen)) == INVALID_SOCKET) { cout << "接受客户端连接失败!" << endl; return 0; } PlayerInfo stPlayerInfo; stPlayerInfo.sock = revClientSocket; stPlayerInfo.name = g_PlayerName[g_curPlayerNum]; g_clientSockList.push_back(stPlayerInfo); int temp = g_curPlayerNum; _beginthread(process, 0, &temp); //创建子线程来收发数据 g_curPlayerNum++; cout << stPlayerInfo.name << "上线啦!" << endl; } return 0; } |
客户端
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#include "stdafx.h" #include "windows.h" #include "iostream" #include "process.h" #include <string> using namespace std; #pragma comment(lib, "ws2_32.lib") void Receive( void *param) { string msg; while (1) { //客户端接受来自服务器的数据 SOCKET clientSocket = *(SOCKET*)(param); char recvbuf[2048] = {}; //接收缓冲区 if (recv(clientSocket, recvbuf, 2048, 0) == SOCKET_ERROR) { cout << "数据接受失败" << endl; } else { msg = recvbuf; char sendPlayerName[5] = { 0 }; int len = strlen (recvbuf); //消息长度 copy(&recvbuf[1], &recvbuf[5], sendPlayerName); //分离出名字 msg = msg.substr(5, len - 5); cout << sendPlayerName << "对你说:" << msg<<endl; } } } void Send( void *param) { while (1) { //客户端发送数据给服务器 SOCKET clientSocket = *(SOCKET*)(param); char sendbuf[2048] = {}; //发送缓冲区 cin.getline(sendbuf, 2048); if (send(clientSocket, sendbuf, strlen (sendbuf), 0) == SOCKET_ERROR) { cout << "发送消息失败!" ; } else cout << "发送消息成功" << endl; } } int main() { cout << "-----------个人客户端-----------" << endl; WSADATA wsa; if (WSAStartup(MAKEWORD(2, 2), &wsa) != 0) { cout << "套接字初始化失败!" <<endl; } SOCKET clientSocket; if ((clientSocket = socket(AF_INET, SOCK_STREAM, 0)) == SOCKET_ERROR) { cout << "套接字创建失败!" <<endl; } Sleep(30); struct sockaddr_in ClientAddress; //一个绑定地址:有IP地址,有端口号,有协议族 memset (&ClientAddress, 0, sizeof (sockaddr_in)); //初始化结构体 ClientAddress.sin_family = AF_INET; ClientAddress.sin_addr.S_un.S_addr = htonl(INADDR_ANY); //填入本机IP地址 //ClientAddress.sin_port = htons(60001);//设定端口号 //绑定套接字 指定绑定的IP地址和端口号 if (bind(clientSocket, (sockaddr*)&ClientAddress, sizeof (ClientAddress)) == SOCKET_ERROR) { cout << "套接字绑定失败!" << endl; return 0; } struct sockaddr_in SeverAddress; //服务器地址 也就是即将要连接的目标地址 memset (&SeverAddress, 0, sizeof (sockaddr_in)); SeverAddress.sin_family = AF_INET; SeverAddress.sin_addr.S_un.S_addr = inet_addr( "127.0.0.1" ); //127.0.0.1表示本机ip地址 SeverAddress.sin_port = htons(60000); //设定端口号 //开始连接 if (connect(clientSocket, (sockaddr*)&SeverAddress, sizeof (SeverAddress)) == SOCKET_ERROR) { cout << "客户端:和服务器连接失败!" <<endl; return 0; } else cout << "与服务器连接成功!" << endl; //创建两个子线程 _beginthread(Receive, 0, &clientSocket); _beginthread(Send, 0, &clientSocket); Sleep(INFINITE); //这里采用另外一种技术避免主线程执行完退出——使其无限期休眠 // 关闭socket if (clientSocket != INVALID_SOCKET) { closesocket(clientSocket); clientSocket = INVALID_SOCKET; } return 0; } |
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/weixin_45252450/article/details/104137104