Socket有一个构造函数,它将winsock SOCKET作为参数并将其存储在私有变量中:
Socket::Socket(SOCKET s) {
this->s = s;
}
我正在尝试创建一个“GameSocket”类来解析来自我的Socket类的数据:
class GameSocket : public Socket {
protected:
void ParseData(unsigned char* data, int size);
};
在这些类的旁边,我有一个“Server”类,可以在需要时创建新的套接字:
GameSocket* Server::Accept() {
SOCKET a = accept(s, 0, 0);
if(a==SOCKET_ERROR) {
return 0;
}
else {
return new GameSocket(a);
}
}
然而,这给了我最后一个“其他”的错误:
error C2664: 'GameSocket::GameSocket' : cannot convert parameter 1 from 'SOCKET' to 'const GameSocket &'
在处理派生类时,我必须遗漏构造函数...
不要对我太过刻意,我对C ++和OOP相对较新
答案 0 :(得分:6)
添加GameSocket的构造函数
class GameSocket : public Socket {
public:
// you need to add
GameSocket(SOCKET s) : Socket(s) {}
protected:
void ParseData(unsigned char* data, int size);
};
答案 1 :(得分:2)
GameSocket的construcotr必须接收SOCKET参数,然后将其传递给初始化列表中的Socket基类:
class GameSocket : public Socket {
public:
GameSocket(SOCKET s) : Socket(s) {}
...
};
为什么GameSocket必须从Socket派生而不是持有对Socket的引用? GameSocket是(或应该)管理套接字状态和序列化,而低级套接字接口包含在Socket类中。您的Server类可以创建Socket类的实例,然后将指针传递给GameSocket类来管理它们。
class GameSocket {
public:
GameSocket(Socket *s) : s_(s) {}
~GameSocket() {
s_->close();
delete s_;
}
...
private:
Socket *s_;
};
GameSocket* Server::Accept() {
// accept function added to Socket class
Socket *newSocket = serverSocket->accept();
// create GameSocket with newly opened Socket
return newSocket ? new GameSocket(newSocket) : NULL;
}