所以,我正在制作一个tic tac toe项目,我遇到了网络部分的问题,它已经完成,只是错过了连接玩家的部分,这个是有问题的班级:
public class Enemy implements Runnable{
private static Socket enemy;
public Enemy(Socket sock){
enemy = sock;
}
public static void passaJogada(int xPos, int yPos){
try {
PrintWriter saida = new PrintWriter(enemy.getOutputStream());
String x = "" + xPos;
saida.println(x);
String y = "" + yPos;
System.out.print(x + y);
saida.println(y);
} catch (IOException e) {
System.out.println("Ocorreu um erro!");
}
}
public void run() {
try {
BufferedReader entrada = new BufferedReader(new InputStreamReader(enemy.getInputStream()));
while(!EndGameWindow.getEnd()) {
int x = Integer.parseInt(entrada.readLine());
int y = Integer.parseInt(entrada.readLine());
GameWindow.gameButton[x][y].fazerJogada(x,y);
}
entrada.close();
} catch (IOException e) {
System.out.println("Um errro ocorreu!");
}
}
}
并且我不知道发生了什么,我所知道的是PrintWriter正在写,但BufferedReader没有读取。
只需忽略变量和方法的葡萄牙语名称。
答案 0 :(得分:1)
请参阅PrintWriter的API,特别是您正在使用的单个参数OutputStream
构造函数:
从现有的OutputStream创建一个新的PrintWriter,不带自动行刷新。
换句话说,PrintWriter
是缓冲的,需要刷新。要启用自动行刷新,请使用适当的构造函数
PrintWriter saida = new PrintWriter(enemy.getOutputStream(), true);
...或显式刷新PrintWriter:
....
saida.println(y);
saida.flush();
答案 1 :(得分:-1)
我假设您希望玩家互相玩耍,即使他们都没有坐在服务器上的游戏“游戏”#34;是。在这种情况下,你应该做的是将游戏与网络分开。我还假设你让所有的游戏部分都像它应该的那样工作。所以这就是你能做的。 1)首先创建一个类,其中只有连接到服务器部分,您可以将其命名为服务器(在示例代码中查看下面)。 2)创建另一个类来制作这些客户的对象(在你的情况下是玩家)。(再看下面的代码) 3)然后你可以让他们与游戏互动。
如果您在修复它时遇到问题,请告诉我,我可以为您提供更多详细信息。
您是简单的服务器部分。
import java.io.IOException;
import java.net.ServerSocket;
import java.net.Socket;
import java.util.ArrayList;
import java.util.List;
/**
* Created by baljit on 03.05.2015.
* @author Baljit Sarai
*/
public class Server {
ServerSocket serverSocket;
public static List<ClientConnection> clientConnectionList = new ArrayList<ClientConnection>();
public Server() {
try {
serverSocket = new ServerSocket(12345);
System.out.println("Server started");
} catch (IOException ioe) {
System.out.println("Something went wrong");
}
}
public void serve(){
Socket clientSocket;
try {
while((clientSocket = serverSocket.accept()) != null){
System.out.println("got client from"+clientSocket.getInetAddress());
ClientConnection clientConnection = new ClientConnection(clientSocket);
clientConnectionList.add(clientConnection);
ClientHandler clientHandler = new ClientHandler(clientConnection,serverSocket);
clientHandler.start();
}
}catch (IOException ioe){
System.out.println("Something went wrong");
}
}
}
在这种情况下,clientConnection可以是你应该做的pllayer对象,只是为了让你的自己更容易。
clientHandler是可以同时处理每个玩家的类。
&#34; clientConnectionList&#34;这里只是存储连接,以便您知道在哪里找到它们。
所以这是ClientConnection类。
import java.io.*;
import java.net.Socket;
/**
* Created by baljit on 03.05.2015.
* @author Baljit Sarai
*/
public class ClientConnection {
private Socket connection;
private DataInputStream streamIn;
private DataOutputStream streamOut;
private BufferedInputStream bufferedInputStream;
public ClientConnection(Socket socket){
connection = socket;
try{
bufferedInputStream = new BufferedInputStream(connection.getInputStream());
streamIn = new DataInputStream(bufferedInputStream);
streamOut = new DataOutputStream(connection.getOutputStream());
}catch (IOException ioe){
System.out.println("Something went wrong when trying create the Connection Object");
}
}
public boolean isBound(){
return connection.isBound();
}
public DataInputStream getStreamIn() {
return streamIn;
}
public DataOutputStream getStreamOut() {
return streamOut;
}
public void close(){
try{
connection.close();
}catch (IOException ioe){
System.out.print("Something went wrong trying to close the connection");
}
}
public String getAddress(){
return connection.getInetAddress().toString();
}
}
这是ClientHandler类
import java.io.*;
import java.net.ServerSocket;
import java.net.Socket;
/**
* Created by baljit on 03.05.2015.
* @author Baljit Sarai
*/
public class ClientHandler extends Thread{
private ServerSocket serverSocket;
String data;
ClientConnection connection;
public ClientHandler(ClientConnection clientConnection, ServerSocket serverSocket) {
connection = clientConnection;
}
public void makeMove(String data){
//This is where you put the logic for how the server can
//interpetate the readed data to a game move
}
@Override
public void run(){
System.out.println("ClientHandler running");
try{
while(connection.isBound()){
data= connection.getStreamIn().readUTF();
this.makeMove(data);
}
connection.close();
}catch (IOException ioe){
System.out.println("Connection dead "+connection.getAddress());
Server.clientConnectionList.remove(connection);
}
}
}
请告诉我它是如何为您服务的。也许我可以帮助你更好:)祝你好运:)