• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

            創建游戲內核(24)【OO改良版】

             

            本篇是創建游戲內核(23)【OO改良版】的續篇,關于該內核的細節說明請參閱創建游戲內核(24)


            接口:

            //====================================================================================
            // This class encapsulate server how to communicate with client.
            //====================================================================================
            typedef class NETWORK_SERVER
            {
            public:
                NETWORK_SERVER();
                
            virtual ~NETWORK_SERVER();

                IDirectPlay8Server* get_server();

                BOOL init();
                BOOL shutdown();

                BOOL host(
            const GUID* guid_adapter, long port, 
                          
            const char* session_name, const char* session_pwd, 
                          
            long max_players);

                BOOL disconnect();
                BOOL is_connected();

                BOOL send_data(DPNID player_id, 
            void* data, ulong size, ulong flags);
                BOOL send_text(DPNID player_id, 
            char* text, ulong flags);

                BOOL disconnect_player(
            long player_id);

                BOOL get_ip(
            char* player_ip, ulong player_id);
                BOOL get_player_name(
            char* player_name, ulong player_id);
                
            long get_port();
                BOOL get_session_name(
            char* session_name);
                BOOL get_session_pwd(
            char* session_pwd);
                
            long get_max_players();
                
            long get_cur_players_num();    

                
            static HRESULT WINAPI network_msg_handler(PVOID user_context, DWORD msg_id, PVOID msg_buffer);

            protected:   
                
            virtual BOOL _add_player_to_group(DPNMSG_ADD_PLAYER_TO_GROUP* msg) { return TRUE; }
                
            virtual BOOL _async_op_complete(DPNMSG_ASYNC_OP_COMPLETE* msg) { return TRUE; }
                
            virtual BOOL _client_info(DPNMSG_CLIENT_INFO* msg) { return TRUE; }
                
            virtual BOOL _connect_complete(DPNMSG_CONNECT_COMPLETE* msg) { return TRUE; }
                
            virtual BOOL _create_group(DPNMSG_CREATE_GROUP* msg) { return TRUE; }
                
            virtual BOOL _create_player(DPNMSG_CREATE_PLAYER* msg) { return TRUE; }
                
            virtual BOOL _destroy_group(DPNMSG_DESTROY_GROUP* msg) { return TRUE; }
                
            virtual BOOL _destroy_player(DPNMSG_DESTROY_PLAYER* msg) { return TRUE; }
                
            virtual BOOL _enum_hosts_query(DPNMSG_ENUM_HOSTS_QUERY* msg) { return TRUE; }
                
            virtual BOOL _enum_hosts_response(DPNMSG_ENUM_HOSTS_RESPONSE* msg) { return TRUE; }
                
            virtual BOOL _group_info(DPNMSG_GROUP_INFO* msg) { return TRUE; }
                
            virtual BOOL _host_migrate(DPNMSG_HOST_MIGRATE* msg) { return TRUE; }
                
            virtual BOOL _indicate_connect(DPNMSG_INDICATE_CONNECT* msg) { return TRUE; }
                
            virtual BOOL _indicated_connect_aborted(DPNMSG_INDICATED_CONNECT_ABORTED* msg) { return TRUE; }
                
            virtual BOOL _peer_info(DPNMSG_PEER_INFO* msg) { return TRUE; }
                
            virtual BOOL _receive(DPNMSG_RECEIVE* msg) { return TRUE; }
                
            virtual BOOL _remove_player_from_group(DPNMSG_REMOVE_PLAYER_FROM_GROUP* msg) { return TRUE; }
                
            virtual BOOL _return_buffer(DPNMSG_RETURN_BUFFER* msg) { return TRUE; }
                
            virtual BOOL _send_complete(DPNMSG_SEND_COMPLETE* msg) { return TRUE; }
                
            virtual BOOL _server_info(DPNMSG_SERVER_INFO* msg) { return TRUE; }
                
            virtual BOOL _terminate_session(DPNMSG_TERMINATE_SESSION* msg) { return TRUE; }

            protected:
                IDirectPlay8Server* m_server;
                BOOL                m_is_connected;
                
            long                m_port;

                
            char                m_session_name[MAX_PATH];
                
            char                m_session_pwd[MAX_PATH];

                
            long                m_max_players;
                
            long                m_cur_players_num;    
            } *NETWORK_SERVER_PTR;


            實現:

            //---------------------------------------------------------------------------------
            // Constructor, zero member data.
            //---------------------------------------------------------------------------------
            NETWORK_SERVER::NETWORK_SERVER()
            {
                memset(
            this, 0, sizeof(*this) - 4);
            }

            //---------------------------------------------------------------------------------
            // Destructor, shutdown server.
            //---------------------------------------------------------------------------------
            NETWORK_SERVER::~NETWORK_SERVER()
            {
                shutdown();
            }

            //---------------------------------------------------------------------------------
            // Shutdown server.
            //---------------------------------------------------------------------------------
            BOOL NETWORK_SERVER::shutdown()
            {
                
            if(! disconnect())
                    
            return FALSE;

                m_server = NULL;
                
            return TRUE;
            }

            //---------------------------------------------------------------------------------
            // Disconnect server to all clients.
            //---------------------------------------------------------------------------------
            BOOL NETWORK_SERVER::disconnect()
            {
                
            if(m_server)
                {
                    
            // closes the open connection to a session
                    if(FAILED(m_server->Close(0)))
                        
            return FALSE;
                }

                m_is_connected       = FALSE;
                m_port               = 0;
                m_session_name[0]    = NULL;
                m_session_pwd[0]     = NULL;
                m_max_players        = 0;
                m_cur_players_num    = 0;

                
            return TRUE;
            }

            //---------------------------------------------------------------------------------
            // Return pointer to IDirectPlay8Server object.
            //---------------------------------------------------------------------------------
            IDirectPlay8Server* NETWORK_SERVER::get_server()
            {
                
            return m_server;
            }

            //---------------------------------------------------------------------------------
            // Create IDirectPlay8Server object.
            //---------------------------------------------------------------------------------
            BOOL NETWORK_SERVER::init()
            {
                
            // shutdown old server object first
                shutdown();

                
            // create the server object
                if(FAILED(CoCreateInstance(CLSID_DirectPlay8Server, NULL, CLSCTX_INPROC, IID_IDirectPlay8Server,
                                           (
            void**) &m_server)))
                {
                    
            return FALSE;
                }

                
            return TRUE;
            }

            //---------------------------------------------------------------------------------
            // Host server.
            //---------------------------------------------------------------------------------
            BOOL NETWORK_SERVER::host(const GUID* guid_adapter, long port, 
                                      
            const char* session_name, const char* session_pwd, 
                                      
            long max_players)
            {
                
            // disconnect from current connection
                disconnect();

                m_port = port;

                
            // error checking
                if(m_server == NULL || session_name == NULL || port == 0)
                    
            return FALSE;

                
            // initialize the server object
                if(FAILED(m_server->Initialize((PVOID)this, network_msg_handler, 0)))
                    
            return FALSE;

                IDirectPlay8Address* _dp_address;

                
            // create an address object
                if(FAILED(CoCreateInstance(CLSID_DirectPlay8Address, NULL, CLSCTX_INPROC, IID_IDirectPlay8Address,
                                           (
            void**) &_dp_address)))
                    
            return FALSE;

                DPN_APPLICATION_DESC _app_desc;
                WCHAR _w_session_name[MAX_PATH], _w_session_pwd[MAX_PATH];

                
            // set protocol
                if(FAILED(_dp_address->SetSP(&CLSID_DP8SP_TCPIP)))
                    
            goto fail;

                
            // set the port - must not be 0
                if(FAILED(_dp_address->AddComponent(DPNA_KEY_PORT, &m_port, sizeof(DWORD), DPNA_DATATYPE_DWORD)))
                    
            goto fail;

                
            // set adapter (if any)
                if(guid_adapter)
                {
                    
            if(FAILED(_dp_address->AddComponent(DPNA_KEY_DEVICE, guid_adapter, sizeof(GUID), DPNA_DATATYPE_GUID)))
                        
            goto fail;
                }

                
            // record the session name and password
                strcpy(m_session_name, session_name);
                mbstowcs(_w_session_name, session_name, MAX_PATH);

                
            if(session_pwd)
                {
                    strcpy(m_session_pwd, session_pwd);
                    mbstowcs(_w_session_pwd, session_pwd, MAX_PATH);
                }

                
            // setup the application description structure

                ZeroMemory(&_app_desc, 
            sizeof(DPN_APPLICATION_DESC));

                _app_desc.dwSize          = 
            sizeof(DPN_APPLICATION_DESC);
                _app_desc.dwFlags         = DPNSESSION_CLIENT_SERVER;
                _app_desc.guidApplication = g_app_guid;
                _app_desc.pwszSessionName = _w_session_name;

                
            if(session_pwd)
                {
                    _app_desc.pwszPassword = _w_session_pwd;
                    _app_desc.dwFlags |= DPNSESSION_REQUIREPASSWORD;
                }

                m_max_players = max_players;

                _app_desc.dwMaxPlayers = max_players;

                
            // start the hosting
                if(FAILED(m_server->Host(&_app_desc, &_dp_address, 1, NULL, NULL, NULL, 0)))
                    
            goto fail;

                _dp_address->Release();
                m_is_connected = TRUE;

                
            return TRUE;

            fail:
                _dp_address->Release();
                
            return FALSE;
            }

            //---------------------------------------------------------------------------------
            // Check whether server is hosting now.
            //---------------------------------------------------------------------------------
            BOOL NETWORK_SERVER::is_connected()
            {
                
            return m_is_connected;
            }

            //---------------------------------------------------------------------------------
            // Send data to client.
            //---------------------------------------------------------------------------------
            BOOL NETWORK_SERVER::send_data(DPNID player_id, void* data, ulong size, ulong flags)
            {
                
            // error checking
                if(m_server == NULL || size == 0)
                    
            return FALSE;

                DPNHANDLE _async_handle;
                DPN_BUFFER_DESC _buf_desc;

                _buf_desc.dwBufferSize = size;
                _buf_desc.pBufferData  = (BYTE*) data;

                
            if(FAILED(m_server->SendTo(player_id, &_buf_desc, 1, 0, NULL, &_async_handle, flags)))
                    
            return FALSE;

                
            return TRUE;
            }

            //---------------------------------------------------------------------------------
            // Send string to client.
            //---------------------------------------------------------------------------------
            BOOL NETWORK_SERVER::send_text(DPNID player_id, char* text, ulong flags)
            {
                
            // error checking
                if(m_server == NULL || text == NULL)
                    
            return FALSE;

                
            return send_data(player_id, text, (ulong)strlen(text)+1, flags);
            }

            //---------------------------------------------------------------------------------
            // Disconnect specified player.
            //---------------------------------------------------------------------------------
            BOOL NETWORK_SERVER::disconnect_player(long player_id)
            {
                
            // error checking
                if(m_server == NULL)
                    
            return FALSE;

                
            // try to disconnect the specified player
                if(FAILED(m_server->DestroyClient(player_id, NULL, 0, 0)))
                    
            return FALSE;

                
            return TRUE;
            }

            //---------------------------------------------------------------------------------
            // Get ip address, include server and client ip address.
            //---------------------------------------------------------------------------------
            BOOL NETWORK_SERVER::get_ip(char* ip, ulong player_id)
            {
                
            // get host ip address if player_id == 0
                if(player_id == 0)
                {
                    WSADATA _wsa_data;

                    
            // initiates use of ws2_32.dll by a process
                    if(WSAStartup(MAKEWORD(1, 0), &_wsa_data))
                        
            return FALSE;

                    
            char _local_name[MAX_PATH];

                    
            // retrieves the standard host name for the local computer
                    gethostname(_local_name, MAX_PATH);

                    
            // store information about a given host, such as host name, ip address, and so forth.
                    HOSTENT* _host_ent;

                    
            // retrieves host information corresponding to a host name from a host database
                    if((_host_ent = gethostbyname(_local_name)) == NULL)
                    {
                        
            // terminates use of the ws2_32.dll
                        WSACleanup();
                        
            return FALSE;
                    }

                    
            // get localip
                    char* _local_ip = inet_ntoa(*(in_addr*)_host_ent->h_addr_list[0]);

                    WSACleanup();

                    
            if(_local_ip == NULL)
                        
            return FALSE;

                    strcpy(ip, _local_ip);

                    
            return TRUE;
                }

                
            if(m_server == NULL || !m_is_connected)
                    
            return FALSE;

                IDirectPlay8Address* _dp_address;

                
            // retrieve the player information
                if(FAILED(m_server->GetClientAddress((DPNID)player_id, &_dp_address, 0)))
                    
            return FALSE;

                DWORD _size  = MAX_PATH;
                DWORD _flags = DPNA_DATATYPE_STRING;

                WCHAR _client_address[MAX_PATH];

                
            // retrieves information on the component at the specified key
                if(FAILED(_dp_address->GetComponentByName(DPNA_KEY_HOSTNAME, _client_address, &_size, &_flags)))
                {
                    _dp_address->Release();
                    
            return FALSE;
                }

                wcstombs(ip, _client_address, MAX_PATH);

                _dp_address->Release();
               
                
            return TRUE;
            }

            //---------------------------------------------------------------------------------
            // Get player name.
            //---------------------------------------------------------------------------------
            BOOL NETWORK_SERVER::get_player_name(char* player_name, ulong player_id)
            {
                
            if(m_server == NULL)
                    
            return FALSE;

                DPN_PLAYER_INFO* _player_info = NULL;
                DWORD _size = 0;

                
            // retrieves the client information set for the specified client

                HRESULT _rv = m_server->GetClientInfo(player_id, _player_info, &_size, 0);

                
            if(FAILED(_rv) && _rv != DPNERR_BUFFERTOOSMALL)
                    
            return FALSE;

                _player_info = (DPN_PLAYER_INFO*) 
            new char[_size];
                _player_info->dwSize = 
            sizeof(DPN_PLAYER_INFO);

                
            if(FAILED(m_server->GetClientInfo(player_id, _player_info, &_size, 0)))
                {
                    delete[] _player_info;
                    
            return FALSE;
                }

                wcstombs(player_name, _player_info->pwszName, MAX_PATH);
                delete[] _player_info;

                
            return TRUE;
            }

            //---------------------------------------------------------------------------------
            // Return port of server.
            //---------------------------------------------------------------------------------
            long NETWORK_SERVER::get_port()
            {
                
            return m_port;
            }

            //---------------------------------------------------------------------------------
            // Get session name.
            //---------------------------------------------------------------------------------
            BOOL NETWORK_SERVER::get_session_name(char* session_name)
            {
                
            if(session_name == NULL)
                    
            return FALSE;

                strcpy(session_name, m_session_name);
                
            return TRUE;
            }

            //---------------------------------------------------------------------------------
            // Get session password.
            //---------------------------------------------------------------------------------
            BOOL NETWORK_SERVER::get_session_pwd(char* session_pwd)
            {
                
            if(session_pwd == NULL)
                    
            return FALSE;

                strcpy(session_pwd, m_session_pwd);
                
            return TRUE;
            }

            //---------------------------------------------------------------------------------
            // Return max players permitted to login.
            //---------------------------------------------------------------------------------
            long NETWORK_SERVER::get_max_players()
            {
                
            return m_max_players;
            }

            //---------------------------------------------------------------------------------
            // Return current player number.
            //---------------------------------------------------------------------------------
            long NETWORK_SERVER::get_cur_players_num()
            {
                
            return m_cur_players_num;
            }

            //---------------------------------------------------------------------------------
            // Callback function to handler message for server.
            //---------------------------------------------------------------------------------
            HRESULT WINAPI NETWORK_SERVER::network_msg_handler(PVOID user_context, DWORD msg_id, PVOID msg_buffer)
            {
                NETWORK_SERVER* _server;

                
            if((_server = (NETWORK_SERVER*) user_context) == NULL)
                    
            return E_FAIL;

                
            // pass message to user-defined function

                
            switch(msg_id)
                {
                
            case DPN_MSGID_ADD_PLAYER_TO_GROUP:
                    
            if(_server->_add_player_to_group((DPNMSG_ADD_PLAYER_TO_GROUP*) msg_buffer))
                        
            return S_OK;        
                    
            break;

                
            case DPN_MSGID_ASYNC_OP_COMPLETE:
                    
            if(_server->_async_op_complete((DPNMSG_ASYNC_OP_COMPLETE*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_CLIENT_INFO:
                    
            if(_server->_client_info((DPNMSG_CLIENT_INFO*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_CONNECT_COMPLETE:
                    
            if(_server->_connect_complete((DPNMSG_CONNECT_COMPLETE*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_CREATE_GROUP:
                    
            if(_server->_create_group((DPNMSG_CREATE_GROUP*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_CREATE_PLAYER:
                    
            if(_server->_create_player((DPNMSG_CREATE_PLAYER*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_DESTROY_GROUP:
                    
            if(_server->_destroy_group((DPNMSG_DESTROY_GROUP*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_DESTROY_PLAYER:
                    
            if(_server->_destroy_player((DPNMSG_DESTROY_PLAYER*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_ENUM_HOSTS_QUERY:
                    
            if(_server->_enum_hosts_query((DPNMSG_ENUM_HOSTS_QUERY*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_ENUM_HOSTS_RESPONSE:
                    
            if(_server->_enum_hosts_response((DPNMSG_ENUM_HOSTS_RESPONSE*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_GROUP_INFO:
                    
            if(_server->_group_info((DPNMSG_GROUP_INFO*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_HOST_MIGRATE:
                    
            if(_server->_host_migrate((DPNMSG_HOST_MIGRATE*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_INDICATE_CONNECT:
                    
            if(_server->_indicate_connect((DPNMSG_INDICATE_CONNECT*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_INDICATED_CONNECT_ABORTED:
                    
            if(_server->_indicated_connect_aborted((DPNMSG_INDICATED_CONNECT_ABORTED*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_PEER_INFO:
                    
            if(_server->_peer_info((DPNMSG_PEER_INFO*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_RECEIVE:
                    
            if(_server->_receive((DPNMSG_RECEIVE*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_REMOVE_PLAYER_FROM_GROUP:
                    
            if(_server->_remove_player_from_group((DPNMSG_REMOVE_PLAYER_FROM_GROUP*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_RETURN_BUFFER:
                    
            if(_server->_return_buffer((DPNMSG_RETURN_BUFFER*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_SEND_COMPLETE:
                    
            if(_server->_send_complete((DPNMSG_SEND_COMPLETE*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_SERVER_INFO:
                    
            if(_server->_server_info((DPNMSG_SERVER_INFO*) msg_buffer))
                        
            return S_OK;
                    
            break;

                
            case DPN_MSGID_TERMINATE_SESSION:
                    
            if(_server->_terminate_session((DPNMSG_TERMINATE_SESSION*) msg_buffer))
                        
            return S_OK;
                    
            break;
                }

                
            return E_FAIL;
            }

            posted on 2007-10-14 18:01 lovedday 閱讀(296) 評論(0)  編輯 收藏 引用

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            精品乱码久久久久久夜夜嗨| 久久久精品人妻一区二区三区四 | 91精品国产色综合久久| 一本色道久久综合狠狠躁| 久久久久免费看成人影片| 久久精品aⅴ无码中文字字幕不卡| 97精品国产97久久久久久免费 | 久久精品人妻中文系列| 色婷婷噜噜久久国产精品12p | 日本久久久精品中文字幕| 亚洲国产高清精品线久久 | 久久影院综合精品| 午夜精品久久久久久99热| 国产精品熟女福利久久AV| 久久精品亚洲欧美日韩久久| 久久精品午夜一区二区福利| 久久中文娱乐网| 久久久久久久波多野结衣高潮| 色成年激情久久综合| 伊人久久大香线蕉AV一区二区| 久久天天躁狠狠躁夜夜96流白浆| 久久精品中文字幕第23页| 性欧美丰满熟妇XXXX性久久久| 国产情侣久久久久aⅴ免费| 欧美一级久久久久久久大| 亚洲va国产va天堂va久久| 久久国产香蕉一区精品| 伊人久久大香线蕉亚洲五月天| 亚洲国产精品久久久久婷婷老年| 久久天天躁狠狠躁夜夜2020一| 久久久91精品国产一区二区三区| 午夜天堂av天堂久久久| a级毛片无码兔费真人久久| 久久国产精品77777| 久久久久久久女国产乱让韩| 中文字幕无码av激情不卡久久| 久久天天躁狠狠躁夜夜不卡 | 亚洲国产精品一区二区久久| 久久亚洲精品无码AV红樱桃| 久久综合噜噜激激的五月天| 久久亚洲国产成人精品性色|