1. 程式人生 > >cocos2dx3.x利用sokcet建立客戶端和服務端(一)

cocos2dx3.x利用sokcet建立客戶端和服務端(一)

Socke基類:

包括Socket的初始化,主要是windows上,在android上就不需要了

如果平臺為windows,則需要初始化

SocketBase::SocketBase()
{
_bInitSuccess = false;
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
WORD wVersionRequested;
wVersionRequested = MAKEWORD(2, 0);
WSADATA wsaData;
int nRet = WSAStartup(wVersionRequested, &wsaData);
if (nRet != 0) 
{
fprintf(stderr, "Initilize Error!\n");
return;
}
_bInitSuccess = true;
#endif
 
}


當然析構時也要釋放資源

SocketBase::~SocketBase()
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
if (_bInitSuccess)
{
WSACleanup();
}
#endif 
}

因為windows的socket()返回的socket控制代碼為SOCKET(UINT_PTR)

與android的socket()返回的socket控制代碼int, 型別不一樣,所以都定義為HSocket

對於服務端和客戶端都有關閉連線,所以基類就實現共同的。

void SocketBase::closeConnect(HSocket socket)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
close(socket);
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
closesocket(socket);
#endif
}

當執行socket()出錯時,windows返回SOCKET_ERROR, android 返回<0,

所以實現error()

bool SocketBase::error(HSocket socket)
{
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
return socket == SOCKET_ERROR;
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
return socket < 0;
#endif
}

SocketBase.h
#ifndef __SOCKET_BASE_H__
#define __SOCKET_BASE_H__
#include "cocos2d.h"
#include <list>
#include <thread>
USING_NS_CC;
// 對於windows平臺
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
#include <WinSock2.h>
#pragma comment(lib, "WS2_32.lib")
#define HSocket SOCKET
// 對於android平臺
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
#include <arpa/inet.h>	// for inet_**
#include <netdb.h>	// for gethost**
#include <netinet/in.h>	// for sockaddr_in
#include <sys/types.h>	// for socket
#include <sys/socket.h>	// for socket
#include <unistd.h>
#include <stdio.h>	     // for printf
#include <stdlib.h>	// for exit
#include <string.h>	// for bzero
#define HSocket int
#endif 
 
class SocketBase : public Ref
{
public:
SocketBase();
~SocketBase();
 
protected:
void closeConnect(HSocket socket);
bool error(HSocket socket);
 
protected:
std::mutex _mutex;
 
private:
bool _bInitSuccess;
};
 
#endif