我一直致力于基于小型网络的国际象棋应用程序。我设法创建了一个可以处理多个连接的服务器,但是我不知道如何将数据从一个客户端发送到另一个客户端。
这是部分服务器实现
//function to handle our Socket on its own thread.
//param- SOCKET* that is connected to a client
DWORD WINAPI HandleSocket(void* param)
{
string test;
SOCKET s = (SOCKET)param;
User temp;
temp._socket = (SOCKET)param;
temp._inGame = false;
userlist.add(&temp);
std::cout<<"connection"<<endl;
int bytesread = 0;
int byteswrite=0;
while(true)
{
//receive
bytesread = recv(s, reinterpret_cast<char*>(test.c_str()), BUF_LEN, 0);
//error check
if(bytesread == SOCKET_ERROR)
{
std::cout << WSAGetLastError();
//shutdown and close on error
shutdown(s, SD_BOTH);
closesocket(s);
return 0;
}
//check for socket being closed by the client
if(bytesread == 0)
{
//shutdown our socket, it closed
shutdown(s, SD_BOTH);
closesocket(s);
return 0;
}
byteswrite = send(s, "test" , 255 , 0);
if(byteswrite == SOCKET_ERROR)
{
std::cout << WSAGetLastError();
//shutdown and close on error
shutdown(s, SD_BOTH);
closesocket(s);
return 0;
}
test.clear();
}
}
答案 0 :(得分:2)
当游戏的两个玩家都连接到服务器时,也许你应该为新游戏开始一个线程。在这种情况下,您可以通过以下方式将两个套接字传递给线程:
DWORD WINAPI HandleGame(void* param)
{
GameState* game = (GameState*)param;
SOCKET s1 = game->getSocketOfPlayer(1);
SOCKET s2 = game->getSocketOfPlayer(2);
...
// TODO: Forward game messages between clients (players).
...
delete game;
return 0;
}
替代解决方案:在sigle线程中实现服务器程序。
在这两种情况下,您都需要select()函数来同时等待来自多个玩家的消息。