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cocos2d-x-3.5 socket编程

2015-08-23 19:12 399 查看
本人之前一直想搞搞用cocos进行网络编程,也在网上逛了很久,但令人纳闷的是,网上的大牛们要么讲了些socket编程的原理,要么讲了些cocos2dx,socket的独特之处。但是作为一名菜鸟,能把程序跑起来,是最基本的一步,也是对自信心一个很大的鼓励。在网上找了很久,都 没有一整套完整的源码。小弟不才,自我摸索,搞了一个简单的tcp/ip协议的简单连接。

学习之些,对socket总得有一个基本的了解吧,此内容不少,给出一个别人的博客链接,大家可以先看看这篇博客。

socket基础学习

要进行socket编程,首先要有socket包,点击下载。该包是从别人来下载过来,别人已经封装好了,在windows下和linux下都能运行。

看完上面所给的博客后。我贴上我的代码。理工科,文章写得不好,尽量少费话,直接上代码。

客户端:

------------------------------------

#ifndef __Client_SCENE_H__

#define __Client_SCENE_H__

#include "cocos2d.h"

#include "ODSocket/ODSocket.h"

USING_NS_CC;

enum GameState

{

GameState_init,

GameState_finishset,

GameState_null,

};

class Client : public cocos2d::Layer

{

public:

static cocos2d::Scene* createScene();

virtual bool init();

bool onTouchBegan(Touch* touch, Event *event);

void onTouchEnded(Touch* touch, Event *event);

void update(float dt);

void menuCloseCallback(cocos2d::Ref* pSender);

CREATE_FUNC(Client);

void connectServer(const char * ip,int port);

void connectServer(const char * ip,int port,const char* _infodata);

void receiveData();

void SelectCallback1(Ref* pSender);

void SelectCallback2(Ref* pSender);

void SelectCallback3(Ref* pSender);

void SelectCallback4(Ref* pSender);

void SelectCallback5(Ref* pSender);

private:

ODSocket m_socket;

cocos2d::TextFieldTTF* textEdit;

GameState m_gamestate;

bool m_setok;

};

#endif // __Client_SCENE_H__

--------------------------------------------------------------------------------

#include "HelloWorldScene.h"

USING_NS_CC;

using namespace std;

static const char* C_select[]=

{

"a","b","c","d"

};

static const int C_selectNum = 4;

Scene* Client::createScene()

{

auto scene = Scene::create();

auto layer = Client::create();

scene->addChild(layer);

return scene;

}

bool Client::init()

{

if ( !Layer::init() )

{

return false;

}

Size visibleSize = Director::getInstance()->getVisibleSize();

Vec2 origin = Director::getInstance()->getVisibleOrigin();

auto closeItem = MenuItemImage::create(

"CloseNormal.png",

"CloseSelected.png",

CC_CALLBACK_1(Client::menuCloseCallback, this));

closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,

origin.y + closeItem->getContentSize().height/2));

auto menu = Menu::create(closeItem, NULL);

menu->setPosition(Vec2::ZERO);

this->addChild(menu, 1);

TTFConfig ttfConfig("fonts/arial.ttf", 100);

auto label_1 = Label::createWithTTF(ttfConfig, C_select[0]);

auto menuItem_1 = MenuItemLabel::create(label_1, CC_CALLBACK_1(Client::SelectCallback1, this));

menu->addChild(menuItem_1,0);

menuItem_1->setPosition(Vec2(1/5.0*visibleSize.width,400));

auto label_2 = Label::createWithTTF(ttfConfig, C_select[1]);

auto menuItem_2 = MenuItemLabel::create(label_2, CC_CALLBACK_1(Client::SelectCallback2, this));

menu->addChild(menuItem_2,0);

menuItem_2->setPosition(Vec2(2/5.0*visibleSize.width,400));

auto label_3 = Label::createWithTTF(ttfConfig, C_select[2]);

auto menuItem_3 = MenuItemLabel::create(label_3, CC_CALLBACK_1(Client::SelectCallback3, this));

menu->addChild(menuItem_3,0);

menuItem_3->setPosition(Vec2(3/5.0*visibleSize.width,400));

auto label_4 = Label::createWithTTF(ttfConfig, C_select[3]);

auto menuItem_4 = MenuItemLabel::create(label_4, CC_CALLBACK_1(Client::SelectCallback4, this));

menu->addChild(menuItem_4,0);

menuItem_4->setPosition(Vec2(4/5.0*visibleSize.width,400));

auto label_5 = Label::createWithTTF("ok","fonts/arial.ttf",30);

auto menuItem_5 = MenuItemLabel::create(label_5, CC_CALLBACK_1(Client::SelectCallback5, this));

menu->addChild(menuItem_5,0);

menuItem_5->setPosition(Vec2(400,100));

textEdit = CCTextFieldTTF::textFieldWithPlaceHolder("Please input ip:",

"Arial", 30);

//设置文本框的位置

textEdit->setPosition(Vec2(100,100));

//添加文本框到层上

this->addChild(textEdit);

//当触摸到控件的时候弹出软键盘

setTouchMode(kCCTouchesOneByOne);

auto listener = EventListenerTouchOneByOne::create();

listener->onTouchBegan = CC_CALLBACK_2(Client::onTouchBegan, this);

listener->onTouchEnded = CC_CALLBACK_2(Client::onTouchEnded, this);

auto _eventDispatcher=Director::getInstance()->getEventDispatcher();

_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);

m_gamestate = GameState_init;

m_setok = false;

this->scheduleUpdate();

//connectServer("127.0.0.1",9999,"client");

return true;

}

bool Client::onTouchBegan(Touch* touch, Event *event)

{

auto point=touch->getLocation();

if (textEdit->getBoundingBox().containsPoint(point) == true && m_gamestate == GameState_init)

{

textEdit->attachWithIME();

}

return true;

}

void Client::onTouchEnded(Touch* touch, Event *event)

{

}

void Client::update(float dt)

{

switch (m_gamestate)

{

case GameState_init:

if (m_setok == true )

{

m_gamestate=GameState_finishset;

string m_text = textEdit->getString();

connectServer(m_text.c_str(),9999,"client");

log("----------------------------------------input id is %s",m_text.c_str());

}

break;

case GameState_finishset:

m_gamestate=GameState_null;

break;

case GameState_null:

break;

default:

break;

}

}

void Client::connectServer(const char * ip,int port,const char* _infodata)

{

// 初始化

m_socket.Init();

m_socket.Create(AF_INET, SOCK_STREAM, 0);

// 设置服务器的IP地址,端口号

bool result = m_socket.Connect(ip, port);

if (result)

{

// 发送数据 Send

log("%s connect to server success!",_infodata);

// 开启新线程,在子线程中,接收数据

//m_socket.Send(_infodata, 11);

//std::thread recvThread = std::thread(&HelloWorld::receiveData, this);

//recvThread.detach(); // 从主线程分离

//receiveData();

}

else

{

log("%s can not connect to server",_infodata);

return;

}

//m_socket.Close();

}

// 客户接收数据

void Client::receiveData()

{

// 因为是强联网, 所以可以一直检测服务端是否有数据传来

while (true)

{

// 接收数据 Recv

char data[512] = "";

int result = m_socket.Recv(data, 512, 0);

//log("%d", result);

// 与服务器的连接断开了

if (result <= 0)

break;

log("client receive:%s", data);

}

// 关闭连接

m_socket.Close();

}

void Client::menuCloseCallback(Ref* pSender)

{

#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)

MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");

return;

#endif

Director::getInstance()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)

exit(0);

#endif

}

void Client::SelectCallback1(Ref* pSender)

{

m_socket.Send(C_select[0], 1);

}

void Client::SelectCallback2(Ref* pSender)

{

m_socket.Send(C_select[1], 1);

}

void Client::SelectCallback3(Ref* pSender)

{

m_socket.Send(C_select[2], 1);

}

void Client::SelectCallback4(Ref* pSender)

{

m_socket.Send(C_select[3], 1);

}

void Client::SelectCallback5(Ref* pSender)

{

m_setok =true ;

}

------------------------------------------------------------------------

服务器

#ifndef __HELLOWORLD_SCENE_H__

#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"

#include "ODSocket/ODSocket.h"

USING_NS_CC;

enum game_state

{

game_state_init,

game_state_getnext,

gam_state_null,

};

class HelloWorld : public cocos2d::Layer

{

public:

static cocos2d::Scene* createScene(int _id);

virtual bool init(int _id);

static HelloWorld* create(int id);

void menuCloseCallback(cocos2d::Ref* pSender);

void connectServer(const char * ip,int port);

void receiveData();

void server();

void update(float delta);

void getNext(Ref* _sender);

void startServer();

void stopServer();

private:

Label* m_label;

Label* m_result;

ODSocket m_ServerSocket;

game_state m_gamestate;

std::string m_recData;

};

#endif // __HELLOWORLD_SCENE_H__

-----------------------------------------------------------------

#include "HelloWorldScene.h"

USING_NS_CC;

using namespace std;

static const char* C_select[]=

{

"a","b","c","d",

};

static std::string _currentShowData="nothing";

Scene* HelloWorld::createScene(int id)

{

// 'scene' is an autorelease object

auto scene = Scene::create();

// 'layer' is an autorelease object

auto layer = HelloWorld::create(id);

// add layer as a child to scene

scene->addChild(layer);

// return the scene

return scene;

}

HelloWorld* HelloWorld::create(int id)

{

HelloWorld* _layer = new HelloWorld();

if (_layer && _layer->init(id))

{

_layer->autorelease();

return _layer;

}else

{

delete _layer;

_layer =nullptr;

return _layer;

}

}

bool HelloWorld::init(int id)

{

if ( !Layer::init() )

{

return false;

}

m_recData = "";

Size visibleSize = Director::getInstance()->getVisibleSize();

Vec2 origin = Director::getInstance()->getVisibleOrigin();

auto closeItem = MenuItemImage::create(

"CloseNormal.png",

"CloseSelected.png",

CC_CALLBACK_1(HelloWorld::menuCloseCallback, this));

closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,

origin.y + closeItem->getContentSize().height/2));

auto menu = Menu::create(closeItem, NULL);

menu->setPosition(Vec2::ZERO);

this->addChild(menu, 1);

auto next= Label::createWithTTF("next","fonts/arial.ttf",50);

auto menuItem_1 = MenuItemLabel::create(next, CC_CALLBACK_1(HelloWorld::getNext, this));

menu->addChild(menuItem_1,0);

menuItem_1->setPosition(Vec2(4/5.0*visibleSize.width,100));

TTFConfig ttfConfig("fonts/arial.ttf", 100);

m_label = Label::createWithTTF(ttfConfig,"");

m_label->setPosition(Vec2(visibleSize.width/2,visibleSize.height/2));

this->addChild(m_label,1);

m_result = Label::createWithTTF("","fonts/arial.ttf",50);

m_result->setPosition(Vec2(visibleSize.width/2,visibleSize.height/4));

this->addChild(m_result,1);

m_result->setColor(Color3B(255,0,0));

m_gamestate = game_state_init;

this->scheduleUpdate();

return true;

}

void HelloWorld::update(float delta)

{

std::thread recvThread;

switch (m_gamestate)

{

case game_state_init:

startServer();

m_gamestate=game_state_getnext;

break;

case game_state_getnext:

recvThread = std::thread(&HelloWorld::server, this);

recvThread.detach();

m_gamestate=gam_state_null;

break;

case gam_state_null:

if (m_recData == _currentShowData)

{

m_result->setString("true");

}

else

{

m_result->setString("false");

}

break;

default:

break;

}

}

void HelloWorld::startServer()

{

log("server init !");

m_ServerSocket.Init();

m_ServerSocket.Create(AF_INET, SOCK_STREAM, 0);

m_ServerSocket.Bind(9999);

m_ServerSocket.Listen(5);

}

void HelloWorld::stopServer()

{

m_ServerSocket.Close();

}

void HelloWorld::getNext(Ref* _sender)

{

_currentShowData= C_select[rand()%4];

m_label->setString(_currentShowData);

//m_gamestate=game_state_getnext;

}

void HelloWorld::server()

{

m_ServerSocket.Accept(m_ServerSocket);

log("server is ready !");

while (true)

{

char data[512] = "";

int result =m_ServerSocket.Recv(data , 512, 0 );

log("server receive:%s", data);

m_recData=data;

if (result<0)

{

break;

}

//m_ServerSocket.Send("helloclient", 11);

}

//stopServer();

}

void HelloWorld::menuCloseCallback(Ref* pSender)

{

#if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)

MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert");

return;

#endif

Director::getInstance()->end();

#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)

exit(0);

#endif

}

----------------------------------------

上面主要是是socket编程中的TCP/IP,UDP正在更新中,尽请期待。。。。。
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