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

#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

#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悠悠之家。

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